FINAL FANTASY TACTICS: THE WAR OF THE LIONS (PSP) FAQ @@ ,9@@@#@@s@@SA@; @@r i@ &@@: :@@@@@@@ .@ #@r #@;@@@@@@ r@ :@@SsM@@: 2@. @@@ :@s@@ r@@ 2@ @@ ;@@ .@@@ A@ @@; i@@ ;@:@ @@ # @@. ,@2 @@ @@S @@ @@@ # @@ @@@ @ 2@@@ @@ @@& A;@@@ @@@ @ @@ i@@@ #@@ @@h@ @@@X@. @@ @@@@@ @@@@ @@ @@@M@ @@@@ @@@@@ @@ @@@@ @@@@ r@@ @@@A@: @@ @ @@@ .@ @@ @@ . @@@@@ @ @@; @ @@@ @@ @ @@. @@@@; @@ @@@ :. @@ @ @@ @@@@@@ @@ r@ @@H .#@@@@@ @ @@ @@ @@@@@@ G @@@ @@ @@@ @@ :@: @@ @: i@@ ,@@:@@ @@@ @9 .@@ ,@; @@ @@ @r r@@ A@ @@r ,@@ @@@ i@@SX@& 3H@S 9@@X2@@@@i @@@ X@3 i@@&X@H A @@2@5 X@@#@@#@@. G@@s @@@ @@@ @@ @@i @@ M; @ T A C T I C S T h e W a r o f t h e L i o n s %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % FINAL FANTASY TACTICS: THE WAR OF THE LIONS FAQ % % Version 3.10 % % by Fritz Fraundorf % % qumarsh@gmail.com % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% For best results, view this document using a fixed-width font (e.g. Courier). Make sure that the window is at least 80 characters wide, so that the numbers below all appear a single line: 12345678901234567890123456789012345678901234567890123456789012345678901234567890 If they appear on more than one line, you may need to make your window bigger. ------------------------------------------------------------------------------- %%%%TABLE OF CONTENTS%%%% To jump to any section of this FAQ, press Ctrl+F to Find and type in the code (beginning with 00) next to the section title. I. Revision History 00rev II. Frequently Asked Questions 00faq III. Walkthrough and Battle Strategies - Main Quest 00walk0 Chapter I: The Meager 00walk1 Chapter II: The Manipulative & The Subservient 00walk2 Chapter III: The Valiant 00walk3 Chapter IV: In the Name of Love 00walk4 IV. Walkthrough and Battle Strategies - Subquests 00sub Agrias's Birthday 00agr Gollund Colliery 00col Recruiting Balthier 00balt Nelveska Temple 00nel Recruiting Cloud 00cloud Disorder in the Order 00dis Lionel's New Liege Lord 00lio Midlight's Deep 00md V. Multiplayer Modes Melee Mode - General Information 00melee0 Melee Mode - Treasures 00melee1 Rendezvous Mode - General Information 00ren0 Rendezvous Mode - Treasures and Ranking 00ren1 Rendezvous Mission Strategies 00ren2 VI. Jobs and Abilities Job Requirements (Quick Reference) 00req General Information about Jobs 00job0 Standard Jobs 00job1 Special Jobs 00job2 Job Statistics Comparison 00jobstat Monsters 00mon Enemy-Only Jobs 00job3 VII. Ability Strategies Ability Combos 00abil Character Strategies 00char Party Strategies 00par VIII. Statistics and Leveling Bravery and Faith 00brave Exp, JP, and Gil 00exp Quickly Raising Exp and JP 00quick Automated Leveling 00auto Level-Downs and Stat Grinding 00down IX. Equipment and Items 00equip Weapons 00weap Shields 00shield Headgear 00head Body Armor 00armor Accessories 00acc Items 00item X. Finding Items Poached Items 00poach Shop Chart 00shop Rare Item Locations 00rare Throws from Enemy Ninjas 00ninja Missable Items and Events 00miss XI. Errands General Information About Errands 00err0 Errand Types & Preferred Jobs 00err1 Errand List 00err2 XII. Random Battles Overworld Random Battles 00over Midlight's Deep Random Battles 00mdrb Special Random Battles 00special Guest Characters in Random Battles 00guest XIII. Other Game Information Basic Mechanics and Tactics 00basic Advanced Tactics and Secrets 00adv Ivalician Calendar 00calendar Zodiac Compatibility 00zodiac Party & Boss Zodiac Signs 00boss Status Changes (Quick Reference) 00status1 Status Changes (Detail) 00status2 Elemental Affinities 00elem Learning Magick from Being Hit 00hit Arithmeticks Chart 00arith Traps & Treasure Hunter 00traps XIV. Miscellaneous Reference Zodiac Stone Locations 00stones FMV Movie List 00fmv FF References 00ffr XV. PSone -> PSP Changes Game Changes 00psone Name Conversion Chart 00names XVI. Credits / Disclaimer 00cred ******************************************************************************* I. REVISION HISTORY 00rev ******************************************************************************* ---Version 3.10 (5/29/08)--- - Added a new section on catching thrown weapons from enemy ninjas, including the specific experience levels at which enemy ninjas will throw each weapon. I've also updated this information in the Rare Item Locations list. - I had the Zodiac signs effective against Gemini bosses listed totally wrong! It's been fixed now. Thanks to Maximilian Barrows for the catch, and my apologies for having this error in the FAQ for so long. - Moved the information on "Learning Magick from Being Hit" to its own section, and noted that if you turn on the Battle Prompts option, the game will give you a message when you learn the magick. (I've added this to the relevant battle strategy for Zodiark, too.) Also noted that you can only have 1 character learn a magick per casting this way -- thanks to Naveen Pillai for this info. - I had the Mime's MP growth rate listed too high due to a copy-paste error :). It's actually the worst of all jobs'! Thanks to Maximilian Barrows for this correction as well. I've also nudged Luso's physical attack growth rate down 1 star to the proper *** -- it's the same as Ramza's. - Updated the strategy for the "Littering" mission to point out that Shirahadori won't completely protect you here since some of the ninjas will have Dual Wield. - Updated the description of Arcane Strength to the exact amount it boosts your magick damage by (33%), and also clarified that it increasing the effectiveness of healing magicks as well. - Did some more of the usual typo correction :) ---Version 3.06 (5/26/08)--- - Expanded a few of the Rendezvous Mode battle strategies: > "Brave Story": The same tactics for surviving Poisonous Frog in the single-player game are good here as well. > "An Ill Wind": If one player doesn't have the recommended equipment here, you can just have him/her be Invisible for the duration of the battle. Bravery-reducing abilities can be also used to get around the enemies' reaction abilities. And, only 4 (not 5) of the enemies have Soulbind. > For the multi-battle missions, I relisted the enemy parties for each battle within the strategy for that particular battle (rather than just listing them all at the beginning). - Clarified/corrected the descriptions of a couple Ninja abilities: > Thrown weapons do retain any elemental properties, but not any status attacks or "randomly casts" effects. > The Vanish reaction ability only triggers from physical attacks, not ANY HP loss. > Tweaked the description of Reflexes to make it more clear this has a constant effect and isn't "triggered" in response to anything. - In the multi-battle Rendezvous Mode missions, broken equipment does NOT regenerate between missions! I've corrected this, and also added another section to the Rendezvous Mode rules on the multi-battle missions. - Also made a few other minor notes in the multiplayer rules: > Added a "Winning and Losing" section to Rendezvous Mode describing what happens if one player loses all his/her character (the other player can keep playing) or if the connection is broken (both players lose). > Noted the "Quit" option to abandon a multiplayer battle early, but that this option doesn't allow you to earn any chests. > Clarified that the reward chests have different items for each player. > Provided a more exhaustive list of gil/Exp-related abilities that don't work in the multiplayer modes. > In the last set of Rendezvous Missions, the enemies' experience levels are not dependent on the players'; they're fixed to always be at a high level. - Amended the Rod of Faith strategy in Advanced Tactics to note that it only works with jobs that can equip rods, of course. - Added Save the Queen as another item that can be won in Melee Mode. - Moved the magick guns into their own section of the weapons list and explained more about how they work. (Even though they are all listed together as guns in the game, the magick guns are different enough that I thought they deserved their own section.) Also updated the weapons summary to note that magick guns also do damage when their TARGET has high Faith. Target's faith has no effect on damage from Fell Swords, however. - Automatons (i.e., Construct 8 and enemy equivalents) are NOT immune to Water. So, Water and Lightning are the 2 elements with which they can be hurt. Also, Confuse is the ONLY status ailment it can be affected by (not just "one of the few"). I've corrected this throughout the FAQ. - Clarified that Enticing an Enticed ally back to your side doesn't completely remove Traitor status: the character is back on your team, but fights as a AI-controlled Guest for the rest of the battle. - Update the Exp, JP, and Gil section to note when these can and can't be earned in multiplayer, and to provide a more complete list of abilities that earn gil. - Fixed up some formatting/style (the game capitalizes only the E in "Exp"...). ---Version 3.05 (5/22/08)--- - Finally added the specific possible locations of the exit on each floor of Midlight's Deep -- thanks to the Bradygames guide for these data. I've also revised the battle strategies for a couple floors (The Hollow, The Oubliette, The Palings, and The Crossing) with tips on getting to some of the harder-to- reach exit locations. - Updated the battle strategies with the precise HP and MP totals of the boss monsters who have "???" HP. (The bosses in the multiplayer mode have variable levels and hence variable HP/MP, so I'm not able to include this for those bosses.) - Noted in the Boss Zodiac Signs that Adrammelech is another boss that has the "wrong" Zodiac sign for its Zodiac stone. - Fixed up some references elsewhere in the FAQ to the walkthrough / battle strategy sections now that I've merged them together. (Older updates not listed.) ******************************************************************************* II. FREQUENTLY ASKED QUESTIONS 00faq ******************************************************************************* Q. Is Cloud still in this version of the game, like he was in the PSone release? A. Yes. In fact, you can actually recruit him earlier than you could before. Q. How do I get Cloud to join my party? And where do I find his sword? A. See the "Walkthrough - Subquests" section of the FAQ. You need to complete the Gollund Colliery, Nelveska Temple, and Recruiting Cloud quests in sequence. Q. I didn't buy the flower when I had the chance. Can I still get Cloud? A. Unfortunately, it seems that you have only one chance to buy the flower. If you declined to buy it, you are not able to get Cloud, or complete the other sidequests that depend on the flower. Sorry :( Q. What's new in the PSP version of the game? A. Check out the PSP Version Changes section - just hit Ctrl+F and type in 00psone to jump to that section of the FAQ. Q. How do I beat Wiegraf? A. Equip the Auto-Potion ability on Ramza. Run from Wiegraf and keep using the Tailwind ability to boost your speed. Repeat until you are getting seven or eight turns in a row, then start using Focus to raise your attack power. When you have high attack power, just attack and KO Wiegraf. Against Belias, run up and attack him repeatedly. (If you don't have these abilities, check out the Chapter III walkthrough for a slew of alternate strategies.) Q. I just started the game; how do I learn new abilities? A. New abilities are "purchased" using JP, which you earn from any succesful action in battle. You earn JP separately for each job, so earning JP as an Archer only lets you buy Archer abilities. (Gaining JP also eventually unlocks new jobs for you to use.) To buy abilities, on the map screen, open the menu (with Triangle) and enter the Formation screen. Then point to a character, press Triangle to open the menu, and choose Abilities. The in- game tutorial, available from the title screen, can walk you through this step-by-step. If you check out the "Exp, JP, and Gil" section of this FAQ, you'll also find tips on maximizing your JP haul, though you don't *need* them at the start of the game. Q. Where is Midlight's Deep? A. After you beat Mullonde Holy Place, go to the Port City of Warjilis. You will see a scene at the bar, then the way to Midlight's Deep will appear. Q. How do I beat / find items in Midlight's Deep? A. See the cleverly-titled Midlight's Deep section of the walkthrough ;) . Just hit Ctrl+F and type in 00md to jump to that section of the FAQ. Q. OK, I think I understand the idea of finding the items, but how do I rotate the camera to get the correct perspective? A. Use the analog stick (in the lower left of the PSP). Every time you tap it left or right, the perspective changes. Q. How do I use items like Potions or Phoenix Downs? A. Items are used with the Items command, which belongs to the Chemist job, so switch one of your characters to a Chemist -- or assign Items as a secondary Action Ability. To learn how to use each type of item, the character must also learn the ability that goes along with it. For instance, to use Phoenix Downs, you must first learn the Chemist's "Phoenix Down" ability. These abilities can be bought on your status screen using JP (Job Points) earned by using the Chemist job. Q. How do I get the new equipment in the PSP version? A. The Tynar Rouge comes from the Agrias's Birthday quest, and the Mirage Vest and Ras Algethi come with Balthier. All the other new items can only be obtained as prizes in one of the multiplayer modes. Some items can only be found in Melee Mode and some only in Rendezvous Mode; see the respective sections or the Rare Items List for a complete list. Q. How do I get good items / more items in multiplayer? A. You'll get better items the higher your character level and (in Rendezvous Mode) the more difficult the mission you complete; most of the new items can only be obtained at a pretty high level. Winning Melee Mode battles and completing Rendezvous Mode missions with fewer characters deployed and more enemies KOed increases the NUMBER of items you get, but doesn't change their quality. Q. Are there items or events in this game that I can permanently miss? What do I need to do to see them? A. I've put together a Missable Items and Events list -- just press Ctrl+F and enter 00miss to jump to that section. Q. How do I use the Samurai's ability Iaido? A. First learn the ability you want to use. Then buy several of the corresponding Samurai sword. During battle, you can use the ability if you have the appropriate type of sword in your inventory (NOT equipped). Note that this may break the sword, so I'd buy several copies. Q. How do I learn Ultima? A. Only Ramza and Luso can learn Ultima. Ramza or Luso must be in their base job; then, if someone casts the spell on him, he will learn it. (As long as just one of the two characters learns it, you can have him cast it on the other to learn it later.) The best time to learn the spell is from the assassins outside Limberry Castle in Chapter IV, but you can also have Luso learn it on the Riovanes Castle Roof in Chapter III or from another player in the multiplayer mode. (There's also a guest character who can learn Ultima during the final battle if Ramza or Luso casts it on her.) Q. How do I get the lipstick accessory? A. First, you need to keep Agrias, Alicia, Lavian, and Mustadio on your roster until Chapter IV. Once Chapter IV begins, travel back and forth between Gollund and Lesalia until the calendar says 1 Cancer. If you have at least 500,000 gil and are standing on a town (NOT a castle) when the calendar turns 1 Cancer, you should get the scene where you acquire the Tynar Rouge accessory. Q. How can I revive a dead character? A. If the character is simply KOed (lying down with a red counter over his/her head), you can use a Phoenix Down, the White Mage's Raise/Arise spells, or the Monk's Revive. Or, finish the battle before the counter expires and the character will also be restored. If the counter counts down past 0, the character will turn into a treasure chest or crystal. Once this happens, the character is gone for good and there is unfortunately NO way to revive him or her, ever. (You can recruit replacement generic characters from the Warriors' Guild in any town; special story characters are irreplaceable if killed.) Q. Help! I beat the last boss and the game said it was saving afterwards, but when I load up my last save, I'm just at the last boss fight again. Can I go anywhere else? A. Unfortunately, no :(. The game clear save is just to unlock some of the multiplayer missions. If you want to continue roving the world map, you need to keep a separate save from before you began the final sequence of battles. Q. How do I beat the Lionel Castle Gate? A. There are two main methods: One is to give Ramza the Chakra ability and have him use it every turn. The other is to use Teleport to warp outside the gate. Either way, don't open the gate until the fight outside is finished. For more tips, see the walkthrough for Chapter II. Press Ctrl+F and type in 00walk2 to jump there. Q. How do I learn Zodiark? A. You can only learn Zodiark from Elidibus, the boss of Midlight's Deep, by having him cast it on one of your Summoners. Equip the Mana Shield ability to survive it. (You only have a random chance to learn the spell when you're hit with it, so you might not learn it the first time you're hit with it, but the odds are definitely in your favor!) If you don't get the spell in Midlight's Deep, the only other place to find Elidibus is in the Brave Story multiplayer mission. Q. How do I recruit monsters? A. Use the Orator's Entice or Tame abilities on the monsters. If you switch to another non-Orator job, you'll need to also equip the Beast Tongue support skill to use Entice on monsters. (For more information, see "Recruiting Monsters" in the Monsters section.) Q. How do I poach enemies? A. Equip the Thief ability Poach and kill a monster with a regular attack. Then go to a Poachers' Den in a trade city and you can purchase what you've poached. Note that Poachers' Dens are NOT available in all cities; only Dorter, Warjilis, and Sal Ghidos have them, and they don't appear until the start of Chapter III. Q. How do I get the Genji equipment? Can I steal it from the boss who has it? A. Unfortunately, you can never steal from that boss in the PSP version, so he gets to keep his Genji gear to himself. Alas! However, you CAN get the Genji Armor and Masamune from the new "Lionel's New Liege Lord" subquest. Press Ctrl+F and enter 00lio to jump to the guide for that quest. Q. Aren't there some new jobs added to the PSP version that weren't in the PSone version? How do I unlock them? A. The PSP version of FF Tactics has two new jobs. To make a character into an Onion Knight, simply get their Squire and Chemist jobs up to level 6. To make a character into a Dark Knight, you first Master (learn all the abilities for) Knight and Black Mage, have Dragoon, Geomancer, Samurai, and Ninja at level 8, AND kill 20 enemies (not just KO--they must turn to chests or crystals) with the character. Yikes! :) Q. How do I unlock the _______ job? A. I've put together a Quick Reference chart with all the job requirements; press Ctrl+F and enter 00req to get there. Q. What are the new subquests in the PSP version? How do I access them? A. There are three new subquests in Chapter IV, one revolving around Beowulf and the others revolving around Agrias. Beowulf's subquest is available after returning Reis to human form at Nelveska Temple and after completing Mullonde Cathedral in the main storyline. (Press Ctrl+F and enter 00lio to jump to the section with all the details on the Lionel's New Liege Lord quest.) Agrias has a couple of different subquests. First, if you still have Alicia and Lavian, the Tynar Rouge event can be accessed on 1 Cancer. Second, after Mullonde, travel to Zeltennia to open up another battle accessed via the Tavern at Gariland. For details on these events, press Ctrl+F and enter 00agr to jump to Agrias's Birthday or 00dis for Disorder in the Order, respectively. Q. How do I recruit Luso and Balthier? A. Luso is recruited automatically in Chapter III; you can't miss him. You'll encounter him in a story event midway through the chapter, as you head through the Zeklaus Desert after revisiting Orbonne Monastery. You won't be able to recruit him any earlier. Balthier isn't available until you've completed the battle at the Free City of Bervenia in Chapter IV. Any time after that, read the "Rash of Thefts" rumor at the Gariland tavern, then go to the Dorter tavern and read the "Call for Guards" rumor. Win the battle that ensues when you try to leave town and Balthier joins. Q. What do the Bravery and Faith statistics mean? Do I want high or low Bravery and Faith? A. A high Bravery is almost always good. It increases your chance of using Reaction Abilities, and makes certain weapon types (fists, knight's swords, and katanas) stronger. The only advantage of low Bravery is that helps you find rare items with the Treasure Hunter ability, but you can just keep a single low-Bravery character for that purpose. Faith makes a character's magick more effective, but also makes enemy magick more effective when used against that character. So, generally, you'll want your magick users to have high Faith (to make their magick stronger) and characters not using magick to have low Faith (to defend them from enemy magick). See the Bravery and Faith section for more specific details, as well as tips on raising/lowering Bravery and Faith. Q. What job should I use for the best HP? The best attack power? A. I've added a Job Statistics Comparison chart to the FAQ to quickly compare each job's stats. Ctrl+F and 00jobstat will get you there. Q. Is there a way I can quickly gain levels? A. Sure, see the Quickly Raising Exp & JP (00quick) for strategies for this. With the right magicks, it's even possible to make this process completely automatic! But keep in mind you never *need* to do this to finish the game. Usually, a change of strategy should be enough to get you past the next battle and you don't need to spend time leveling if you don't want to. Q. Why don't my Reaction Abilities always work? A. For almost all Reaction Abilities, the chance of using the ability is equal to your Bravery stat. Use Ramza's skills or an Orator to raise the character's Bravery and your Reaction Abilities will activate more. Q. How do I ride a Chocobo? A. Move the character onto the same square as the Chocobo. Q. What's the deal with Onion Knights? They seem horrible. Is there any way to make them stronger? A. Actually, yes. The Onion Knight's job level goes up as you master other jobs, and if you can get the Onion Knight up to job level 8, they'll become more powerful. Also, if you play the game's multiplayer missions, you can earn some powerful "Onion" equipment that only Onion Knights can equip. Q. One of my characters is threatening to leave the team. What do I do? A. This is happening because your character has either a very low Bravery or a very high Faith. Use Orator skills to increase his/her Bravery or lower his/her Faith a little. Q. Is there any kind of New Game+ mode, so that I can start from the beginning but keep all my levels and items? A. Unfortunately, no. FF Tactics dates back to a time before this feature started becoming common in RPGs. Whenever you start a new game, you always have to start from scratch. Q. I got into a random battle and was facing a weird set of enemies. Is this some special event? What's going on? A. Each wilderness location has a "special" random battle that you can randomly encounter at low odds in Chapter IV. These special battles pit you against unusual enemy parties -- mostly collections of human enemies. You don't get anything special for winning these battles and they have no relation to the story, but they can be an interesting extra challenge! For a list of all these special battles, see the Random Battles section. Q. Where do I get all the Zodiac Stones? A. Look in the Zodiac Stones list near the end of the file. Be warned that this list contains some spoilers. Q. Why don't any of the characters have noses? A. Your guess is as good as mine. Some genetic defect or something, I suppose. ******************************************************************************* III. WALKTHROUGH AND BATTLE STRATEGIES - MAIN QUEST 00walk0 ******************************************************************************* [ Note: If you preferred the format of the walkthrough in older versions of this FAQ, where the walkthrough and battle strategies were separate, I've kept an old version of the FAQ online at: ] http://www.lakupo.com/fritz/faqs/final_fantasy_tactics_psp_old.txt You'll begin by entering the protagonist's name. Ramza is the default, so that's what I'll be using throughout the guide. Next up is your birthdate, which determines your Zodiac sign. A character's Zodiac sign affects his/her compatibility with other units, which can make your attacks and/or healing somewhat more or less effective. In a regular game, it's not too important to give Ramza a particular Zodiac sign, so you can enter your own birthday or whatever else you want if you'd like. But, if you're feeling especially strategic, you may want to give him a particular sign depending on your game plans: > If you want to maximize the damage Ramza can do to enemy bosses, Capricorn is probably your best bet; you'll get this sign if you enter a birthdate between December 23rd and January 19th. > If you plan to use Ramza as a support/healing character, Pisces will give him good compatibility with a number of key allies. You'll get this sign with a birthdate between February 19th and March 20th. (Virgo -- August 23rd to September 22nd -- will give him compatibility with quite a few party members as well.) > If you want as wide a range of Zodiac signs as possible, you could make Ramza a Taurus, Virgo, or Sagittarius, as no other story characters have these signs. The game starts at Orbonne Monastery. A band of enemy knights shows up, and you have to fight. ---Battle 0: Orbonne Monastery-------------------------------------------------- YOUR FORCES: Ramza, Agrias [guest], Gaffgarion [guest], Ladd [guest], Alicia [guest], Lavian [guest] ENEMY FORCES: Fuchs [Chemist], Lezales [Knight], Diesch [Archer], Wezlef [Archer], Biggs [Archer] This battle is pretty much automatic, as everyone except Ramza is controlled by the computer. Gaffgarion and Agrias will take care of most of the enemies without any trouble, so you can have Ramza just do whatever you want. It's possible that one or more of your weaker teammates--Alicia, Lavian, and Ladd-- will get KOed. Don't worry; none of them can die permanently in this battle. BATTLE TROPHIES: None -------------------------------------------------------------------------------- After Gaffgarion and Agrias finish wiping out the enemies, there will be some story scenes, and Ramza will enter into an extended flashback. %%%CHAPTER I: THE MEAGER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00walk1 All of Chapter I is a flashback to Ramza's days as a knight-in-training with the Order of the Northern Sky. You (Ramza) and Delita will be at the academy in Gariland, where you receive the assignment to defeat some thieves entering the town. You are automatically joined by four other Squires and two Chemists. Before the first battle begins, you'll be given a chance to save. Save your game so that you won't have to repeat the intro battle! After you save, you'll deploy your characters for the battle. If this is your first Final Fantasy Tactics experience, you might want to check out the "Basic Mechanics and Tactics" section for some general gameplay information. (Some of this information is also in the tutorial, but I've included some additional material not covered there.) Press Ctrl+ F and enter 00begin to jump down there. ---Battle 1: Gariland---------------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], 4 others ENEMY FORCES: Squire (male) x3, Squire (female) x1, Chemist (male) x1 ALLY: Ramza - lv 1 Squire - Bravery 70, Faith 70 Equipment : Broadsword, Leather Cap, Clothing, Battle Boots Abilities : Mettle GUEST: Delita [Sagittarius] - lv 1 Squire - Bravery 71, Faith 55 Equipment : Broadsword, Leather Cap, Clothing Abilities : Mettle, other abilities random --STRATEGY-- The key in this battle is advance slowly and not to let your characters get spread out. Stay on the left side, away from the bulk of the houses. The enemy Chemist has the ability to heal the other enemies, which can be a pain. If you have the chance to take him out, do so; otherwise, he'll heal the enemy soldiers you've been attacking. Actually, you can stop him from doing this even if you attack him just once. He'll use up his turn healing himself instead of healing any of the other enemies. Attack from the enemy from behind or from the side whenever possible, as you're more likely to land a hit that way. In general, rear attacks are best as they also cancel out enemy shields -- but at this point, no enemies have shields, so side and rear attacks will be equally effective. At the end of each character's turn, you choose which direction they facing. Make sure you end your turns facing the enemies, which will make it harder for them to hit you from behind! (When possible, you can even put your back to the side of a building to protect it completely!) Make good use of your Chemists for healing--you start out with 5 Potions and you can use them to heal a character who gets injured. If you don't have teammates who need healing, the Chemists can also attack. (Chemists have an inherent Throw Items ability, so they don't have to be next to a character to use an item on him/her. This is NOT true for other characters using the Item ability.) Don't worry about Delita. The Guest AI is pretty reckless and it's likely he'll get himself KOed. But since he's a Guest character, he can't die permanently and will be revived at the end of the battle. BATTLE TROPHIES: 2000 gil, Mythril Knife, Phoenix Down, Potion -------------------------------------------------------------------------------- After you win the battle against the thieves, you will go to the map screen. You can click on Gariland to visit its shops. The Tavern is used to hear information about the game's story and world. Later on, you can also use it to enter the multiplayer mode and to run Errands for extra JP and money. The Outfitter is used to buy equipment and items. Finally, the Warriors' Guild allows you to recruit new human characters to your roster. You may want to stop at the Warriors' Guild recruit some new characters. In particular, look for characters with reasonably high Bravery, especially if your current characters don't have very good Bravery. Bravery affects the your chance of using Reaction Abilities and the strength of some attacks -- higher is better, of course! (Although there are abilities to raise Bravery later, you probably won't get them right away.) You may also want a character or two with high Faith to turn into a magick-user. A second thing to look at is the character's Zodiac sign. Taurus and Capricorn characters will be particularly effective against the bosses in this chapter and the next, so getting some of those signs on your roster will give you a bit of a leg up. If you want to spend the time, you can mine the Guild until you get just the character you want. If you don't like the character that appears; simply select "Don't Hire." You won't be charged anything and you can select Male Soldier or Female Soldier to roll another character. You can keep doing this until you get some high Bravery characters ... but it's certainly not necessary to spend the time here if you don't want to. Note that female recruits are 100 gil cheaper and probably more useful in the long run since some of the game's most powerful items can only be used by female characters. This is probably the only time in the game that you'll want to use the Warriors' Guild. If you lose any of your main team members later in the game, you're usually better off resetting. It's tough to replace high-level characters who have already been built up with a lot of abilities! Stop by the Outfitter's in Gariland to buy some Potions. If one or both of your Chemists has enough JP to learn the Phoenix Down ability, learn that ability and then buy a few (1-2) Phoenix Downs at the store. Phoenix Downs are great to have as they allow you to revive a KOed character. You'll also want to equip one of your Chemists with the Mythril Knife that you picked up as a Battle Trophy in the first battle; it's stronger than the Daggers they currently have. Save the game by pressing Triangle and choosing Data, then head west to Mandalia Plain. As soon as you try to leave the city, you'll have a flashback (yes, a flashback within a flashback) to the death of Ramza's father Barbaneth. After that sequence has ended, you'll be back in Gariland. Click on Mandalia Plain once again and this time you'll actually get there. ---Battle 2: Mandalia Plain---------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others ENEMY FORCES: Squire (male) x4, Thief (male) x1, Red Panther x1 GUEST: Argath [Virgo] - lv 2 Squire - Bravery 73, Faith 59 Equipment : Longsword, Leather Cap, Clothing, Battle Boots Abilities : Fundaments, other abilities random --STRATEGY-- At Mandalia Plain, you'll meet Argath, under attack by the Corpse Brigade. You can choose whether or not to help him (bottom option) or just go after the Corpse Brigade (top option). > If you choose not to help Argath (top choice), your goal is just to defeat all the enemies. It doesn't matter if Argath is KOed during the battle or not. Choosing this option also adds 10 points to the Bravery score of every character in your current squad, including Delita and Argath. 2 points of this change will remain even after the battle. > Choosing to help Argath (bottom choice) adds an additional requirement to the battle: you'll have to keep Argath from getting KOed during the battle. This option has no effect on your team's Bravery. Neither option has any real long-term effect on the storyline. (They only change the dialogue in one other story scene.) So, the first option is clearly the best as it makes the battle easier AND gives you a boost in Bravery. If you DO choose the second option for whatever reason, you will need to protect Argath for being KOed. In this case, you'll need to start moving a Chemist towards Argath right away. Fortunately, Argath will probably flee away from the enemies and into one corner. Heal him just to be on the safe side, and then you're free to concentrate on the enemies. Attack the enemies from above if you can, and guard your back with the rocks scattered about the battlefield or with other ally units. Remember that if you act without moving, or move without acting, your next turn will come sooner than if you both act AND move. So if there's no real need for a character to move or to take action, don't do it just for the heck of it. Your next turn will come sooner if you don't. You'll encounter your first monster here in the form of a Red Panther. It's the toughest unit in the enemy forces, but it's not too bad. Be warned that, like all monsters, it will counterattack you whenever you attack it. Don't attack the Red Panther using a character who's low on HP, or the counterattack is liable to KO you! (You CAN avoid the counterattack by using the Squire ability Stone to attack from a distance, but this ability is really too weak to be worth using.) The Red Panther can also poison you, which causes you to lose a little HP after each turn you take. You can cure this with an Antidote if you want, but it's probably not necessary--the poison wears off after a short amount of time, anyway. This may be your first chance to pick up crystals or chests. When the counter over a KOed enemy unit goes down past 0, the unit vanishes and is replaced with a crystal or treasure chest. Pick these up by moving onto the tile with the crystal or chest. > Picking up a chest will give you an item. These are typically items you can buy in stores anyway and generally are not too important to collect. But early on, chests can still be useful to grab as money is tighter. > Picking up a crystal will either heal the unit, or in some cases give you the option of learning many of the defeated enemy's abilities. (Note that although you point the cursor at an individual ability, you actually learn ALL of the abilities offered, regardless of what you pick!) Crystals from monsters will only ever give you the option to heal. When given the chance to learn abilities, that's generally the best choice (unless you're in desperate need of healing), as this permanently adds abilities to the character! Crystals from humans are great to pick up as they can teach you new abilities, so grab them when you see them. Monster crystals are only necessary to pick up if you need healing. You may also want to grab crystals just to to prevent the enemies from claiming them, as they can heal themselves with crystals too! If one of your OWN units gets KOed, you must act to revive the character before the countdown runs down and the character is lost permanently. Right now, you've got two ways to revive a character. If one of your Chemists learned the Phoenix Down ability and you have Phoenix Downs in stock, you can use a Phoenix Down to revive the character. Or, you can hurry and clear the battle before the countdown runs out -- when you win a battle, any characters who have been KOed but not completely erased will be brought back to life. BATTLE TROPHIES: Potion x2 -------------------------------------------------------------------------------- When the fight concludes, Argath will join as a guest regardless of which option you choose before the battle. Back on the map, go on up to Eagrose Castle. You'll have a brief chat with Dycedarg, then Zalbaag will send you to rendezvous with his spy at Dorter. At this point, you might want to consider changing some of your characters to new jobs. Chemists are really more useful than either White Mages or Black Mages, so keep your Chemists as-is. But you might want to change some of your Squires to Knights, since Knights have more HP and damage potential than Squires. (I made Ramza into a Knight at this point.) Archers should also be available at this time. They can be useful in the early game, but for the next few battles you may want to focus on melee combat. At any rate, it may be a good idea to keep at least one Squire, though. Why is that? As long as you have at least one Squire active in battle, everyone will earn some JP towards that job, and that will help you buy useful Squire abilities like Counter Tackle, Move +1, and JP Boost. Move +1 and JP Boost are particulary useful. JP Boost increases the amount of JP you earn, and will help you learn all the other abilities faster. Learning this ability is a VERY good investment. Before you leave Eagrose, stop by the Outfitter. There's new equipment for sale here. Stock up on Potions, then arm your characters with the new gear. Make sure all your Squires and Knights have Longswords, the best weapon available to them right now. In particular, if you changed any of your characters' jobs, be sure they have equipment that goes with the new jobs. You can safely skip the Mythril Knife, though--it only increase a Chemist's attack power by 1 point, and they don't do much fighting, anyway. The shop also sells Battle Boots, which increase your movement range by 1 tile. As handy is this, they're pricey, so you won't be able to afford them for your whole team. Your next story destination is the Siedge Weald, to the east of Gariland. Head down that direction. Mandalia Plain is now a green dot on the map, which means there's a chance you'll get into a random battle when crossing it. Random battles are similar to story battles, but feature a random selection of monsters instead of humans. (In Chapter I, you'll only fight monsters in random battles; in later chapters, humans can sometimes show up.) Since Delita and Argath are Guest characters, they will not participate in random battles, only story ones. In random battles, you also have the choice of whether or not to deploy Ramza. (He's REQUIRED for story battles.) When you get to Gariland, you'll see a scene at the Tavern about the game's multiplayer modes. Both of these modes are now unlocked, and you can play them by visiting a Tavern in any town. Melee Mode is a "versus" mode that pits your party against another player's. Rendezvous Mode is a co-op mode in which you team up with another player to challenge various missions that will become unlocked as you play through the game. Right now, there's only one mission available, "Chocobo Defense." Both modes allow you to earn and keep JP and items; when you get to a high enough experience level, you can even obtain items that you can't get anywhere else. Another nice thing about these modes is that you can't permanently lose any items or characters, so they're risk- free. (Melee Mode does cost gil to play, though.) You can check them out now if you want, although at this point, the Rendezvous Mode mission may still be pretty challenging. Check out the Multiplayer Modes section below for more information on the modes' rules and for strategies for the Rendezvous Mode missions. (Note that both modes are playable only over a local, "ad hoc" connection.) If you don't have a chance to play the multiplayer modes, don't worry, you definitely don't need to play multiplayer in order to complete the single- player game. The shop in Gariland sells different items than the one in Eagrose, so stop by the Outfitter before you leave town. The Gariland shop offers Plumed Hats and Leather Clothing, which are better armor for your Squires and Chemists. Pick up these upgrades as well; you want to make sure your Chemists stay alive so they can heal people! (Unlike in a lot of games, armor in FF Tactics doesn't actually reduce the damage you take; it gives you more HP or MP. Still, it helps you stay alive longer!) Don't forget that you can change Delita's and Argath's equipment, too, despite the fact that they're guest characters. You can (and should!) have them learn new abilities, too! By the way, it'll help you out in some of the future battles if you're able to teach Argath a simple Black Magick spell. This is pretty tricky, though, since he doesn't participate in any of the random battles and can only earn JP in the story battles. So, the only way to do this is to have your Chemists take enough actions during the story battles that Argath gains some JP in the Chemist job and is able to unlock the Black Mage job. It's cool if you can do this, but don't worry too much about it if you can't; it's not *necessary*. Continue on to the Weald and you'll encounter a third story battle. ---Battle 3: The Siedge Weald-------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others ENEMY FORCES: Goblin x2, Black Goblin x2, Bomb x2, Red Panther x1 --STRATEGY-- This battle is nothing but monsters; watch out for their counterattacks! For the most part, though, they're not too tough. Take out on the enemies on the higher ground first before you start crossing the water. Otherwise, you'll expose yourself to attack from above. BATTLE TROPHIES: None ------------------------------------------------------------------------------- You may want to gain some levels and abilities before proceeding on to Dorter. You can do this by strolling back and forth across the Mandalia Plain or the Siedge Weald until you get into a random battle. Beat up the monsters to earn extra Exp and JP. Make sure your Chemists have learned both Potion and Phoenix Down. You can skip the abilities for all the items that cure individual status condition; most of these conditions aren't that bad and when you get Remedies, those will cure *any* negative status. Learning Move +1 for as many characters as possible is also very helpful. When you enter Dorter, there will be a cutscene, and then you'll be tossed into a battle at the Dorter Slums. ---Battle 4: Dorter Slums------------------------------------------------------ YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others ENEMY FORCES: Knight (male) x1, Archer (male) x3, Black Mage (male) x 2 --STRATEGY-- The enemy has Archers and Black Mages, who both have ranged attacks and can hit you from a distance. This means that you'll need to be more aggressive; if you hang back at a distance, the enemy can keep hitting you from afar! Since you start on the street and the enemy has the high ground, Archers are not particularly useful here; they won't have a clear shot with their bows. On the other hand, Move +1 is a great ability to have as it helps you quickly close the distance between you and the enemy's ranged attackers. When one of your characters gets hit with a Black Magick spell, the characters in adjacent tiles also take damage. There are two ways to avoid this. While the spell is still charging, you can move the other characters out of the way, or you can kill the Black Mage charging the spell and stop the attack entirely! Since the spells do quite a bit of damage, it's great to take out the Black Mages as soon as you have the chance. They don't have much HP so you can finish them off easily. (Note that spells can also have a "friendly fire" effect -- if another enemy is in range of the spell when it goes off, they get hurt too! You can sometimes use this to your advantage by positioning targeted characters next to enemy units.) To check when the spell is going to be fired, press the Circle button when it's your turn, then use the Triangle button to bring up the menu and choose Turn List. If you have Black Mages of your own, you can also use these area damage effects to extend the effective range of your magicks. If the range of your magick is one tile too short to hit an enemy, you can target the tile directly in front of the enemy and the magick will still hit the enemy thanks to the area effect. This is a good tactic for hitting more distant enemies, like you see in this battle. Just make sure the enemy won't be able to move out of the way before the magick activates! Two of the enemy Archers are on the tall building beside where you start. At the beginning of the battle, Delita and Argath will begin climbing up the building to attack them. Let Delita and Argath handle those two Archers, and send at most one other character up the building. The rest of your team should advance down the street. Take out the Black Mages first since they can do so much damage. It's likely that one or more of your characters will get KOed during the battle. Remember that if the counter over their head goes below 0, you lose the character permanently. To avoid this, when a character's counter gets low (0 or 1), use a Phoenix Down on him or her. Even if another attack KOs the character again right away, the counter will be reset and you've bought yourself a few more turns to finish the battle. This is a pretty tough battle. If you don't win at first, try again, or build up your levels first. BATTLE TROPHIES: 500 gil, Iron Sword, Hempen Robe, Ether ------------------------------------------------------------------------------- Upon your victory, you'll be able to visit the town. There's no new equipment to buy, but stock up on items. You'll want at least 10 Potions and 4 Phoenix Downs. Potions are cheap (50 gil each), so there's no reason not to carry plenty. Also, winning the battle at the Slums will have netted you an Iron Sword, which is a better weapon than anything you can find in stores. Equip it one of your characters. Again, you may want to build levels before proceeding to the next battle. When you're ready, go on up to the Zeklaus Desert, where you'll have a battle at the Sand Rat's Sietch. ---Battle 5: The Sand Rat's Sietch--------------------------------------------- YOUR FORCES: 1st Squad - Ramza, Delita [guest], 1 other 2nd Squad - Argath [guest], 2 others ENEMY FORCES: Knight (male) x 3, Archer (male) x1, Monk (male) x2 --STRATEGY-- You'll deploy your characters in two squads for this battle. Be sure to deploy somebody with the Items command (either a Chemist, or another character who's learned the ability) in the second group. There are two entrances to the fort. When the battle begins, send most of your characters towards the entrance that's closer to Argath. This is where the bulk of the fighting will take place. Argath will probably make a suicide mission into the building, but keep healing him anyway. If you were able to give him a Black Magick spell, he'll be very helpful. Don't crowd the doorway or you'll get in trouble. Let the enemies come outside to you. Meanwhile, Delita will head towards the other entrance. You might want to send one other character with him. Hopefully, Delita's squad have the chance to sneak up on the enemy Archer from the rear and take him out so he can't keep shooting at the main squad. Remember that if a character doesn't move on a particular turn, his or her next turn will come quicker. If you don't need to move to land an attack, stay put and you'll get more turns. This is especially helpful for your Chemist; by having him/her remain stationary and throw items to the characters who need healing, you'll get more turns and more chances to heal. This is a difficult fight--the toughest in Chapter I--so it may take you a couple tries. BATTLE TROPHIES: 500 gil, Hi-Potion, Blind Knife ------------------------------------------------------------------------------- After you win at the Sietch, you'll rescue the Marquis. You'll also pick up a Blind Knife. It's not stronger than the other knives you already have, but it does inflict Blind status on enemies (making their attacks easier for you to dodge), so give it to a Chemist. Zeklaus Desert now becomes another "wilderness" location where you can get into random battles. The map you'll see in random battles at Zeklaus Desert is actually completely different from the Sand Rat's Sietch map. Return to Eagrose Castle. You'll meet Duke Larg, and then Dycedarg will let Ramza and friends in on the next mission against the Corpse Brigade. The shops at all three towns will now be stocked with new items. At Eagrose, you can buy Iron Swords for both your Squires and Knights, as well as Escutcheons, Iron Helms, and Bronze Armor for any Knights you have. Gariland has better light armor, used by jobs other than Knights. If you're using mages, you can buy new rods and staves at Gariland and Dorter, as well as Hempen Robes, which will raise their MP max. All towns also carry a new accessory: the Shoulder Cape, which will boost both your physical and magick evade rates by a little bit (10%). It's not really as useful as the Battle Boots, though. But the most important new item isn't actually an equipment--it's the Hi-Potion, which is now for sale under Items! Hi-Potions restore 70 HP instead of the 30 you get from a regular Potion. Since you should have a lot more than 30 HP by now, you'll need the healing boost. You can't use Hi-Potions unless you've learned the Chemist's Hi-Potion ability, so be sure to have your item-users learn this ability. Since there's a lot to buy, you might not be able to afford to buy all of the new gear. Aside from restocking your item supply, the priorities are probably the Iron Swords and Bronze Armor at Eagrose, and the Leather Plate at Gariland. After you're done shopping, your new destination is the Brigands' Den, south of the Mandalia Plain. ---Battle 6: Brigands' Den----------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others ENEMY FORCES: Milleuda, Thief (male) x2, White Mage (female) x2 BOSS: Milleuda [Virgo] - lv 7 Knight - Bravery 68, Faith 58 Equipment : Iron Shield, Bronze Shield, Iron Helm, Chainmail, Power Gauntlet Abilities : Arts of War, random action ability, Parry, random Squire support ability, Move +1 --STRATEGY-- You may want to deploy more male characters than female ones here since there's a chance that one of the enemies can Charm a female character, making her temporarily fight against you. But this is pretty unlikely, so don't go out of your way to adjust your roster. Also, if you happen to have any male Pisces characters, or Taurus and Capricorns of either gender, deploying them here can be useful. Milleuda, the boss here, is always a female Virgo, and the three Zodiac signs listed above will do extra damage to her. (You can only prepare your Zodiac signs in this way when fighting bosses; non-boss enemies have randomized Zodiac signs.) It's definitely not essential to have them, but it'll help you out if you do. I recommend standing up on the cliffs on the left side of the fort when possible; you have a height advantage there. Since you should have Hi-Potions now, use them for all your healing needs--the 30 HP from a regular Potion just doesn't cut it now. There are two White Mages here. Check their status; they may have Black Magicks or Items as a secondary ability. A Black Magick-wielding mage is the most dangerous, so if either or both have Black Magick, you'll generally want to target them first. (You can use the same tricks you used in Dorter to avoid their magick.) However, if an Item-using Mage comes out of the fort and starts using Hi-Potions, you'll need to concentrate on KOing her instead to prevent her from healing all the other enemies. If either mage starts casting Cure, note that you can stop it more or less same way you can stop a Black Magick spell -- either take out the enemy they're trying to heal, or KO the Mage herself. After you've taken out the White Mages, concentrate on Milleuda. Her attacks are quite strong, If you have the Rend Weapon or Rend Armor abilities (both from the Knight job), you may want to try them on her. Breaking her weapon will greatly reduce her attack power, and breaking her armor will reduce her HP total. If you already have a Thief, you could try stealing her equipment too, as she's got a nice set of gear, but you'll be able to buy all her stuff eventually. The Thieves here may swipe some of your armor, or at least your headgear. Although this might be annoying, it's not really too bad; you can just re-buy the items after the battle. What's more deadly is the Steal Heart attack they may use on your female characters, which will temporarily turn them to the enemy side. That's why it can be advantageous to deploy more male characters here. Milleuda is the game's first boss character. KOing a boss will end the battle instantly, even if there are other enemies left standing. If you're in danger, you can take her out quickly to end the fight. But if you've got Milleuda cornered or otherwise have the upper hand, you may want to finish off the other enemies for more Exp & JP, then let them die completely so they turn into a chest or crystal. BATTLE TROPHIES: 700 gil, Iron Sword, Bronze Shield ------------------------------------------------------------------------------- The Brigands' Den is easier than the Sand Rat's Sieve, so if you won there, you should be able to attain victory here. Victory earns you a Bronze Shield, which is a more effective shield than anything else you've got at this point. Don't forget to equip it. Following the battle, there will be a cutscene at Eagrose as the Corpse Brigade strikes back. Strip Argath of all his equipment, as he'll be leaving your party shortly. Go back up to Eagrose. A series of scenes will follow in which Ramza and Delita decide to rescue Tietra, and Argath leaves. Return to Gariland. As you cross Mandalia Plain, an animated cutscene will play. At this point, you'll probably want to start changing jobs, if you haven't already. If you can change any of your characters to Monks, do so; they're very strong fighters. If any of your characters have enough JP to buy the Knight abiity Equip Heavy Armor, a good strategy is to learn that ability and then make the character into a Monk--the heavy armor will make up for the Monk's otherwise poor HP count. It would also help to have a Black Mage and Archer. But, you'll still want a healer, so the best move is to change a Chemist to another job and then equip Items as a secondary ability. Before switching out of the Chemist job, though, you need to learn (and equip) the Throw Items ability. Without Throw Items, your items will have a range of only 1 tile, and, as Sonic would say, that's NO GOOD! Also remember that a higher Faith makes your magick stronger, so when you're deciding what character(s) to turn into a mage, it's advantageous to pick someone with a high Faith. If you change jobs, be sure to buy matching equipment for your new jobs. If you've got an Archer, you'll need to decide whether to use a bowgun or a regular bow. A bowgun only require one hand, allowing you to equip a shield. On the other hand, bows deal more damage, have a longer range (which increases even more when you have a height advantage), and fire in an "arc" pattern that often allows you to shoot over obstacles in your way. Since Archers are usually in the back line and don't get attacked too much, a shield isn't too important. Regular bows are almost always the best choice. For Black Mages, you can choose between the Flame, Ice, and Thunder Rods (sold at Gariland and Dorter). These rods boost the damage dealt by your Fire-family, Blizzard-family, and Thunder-family magicks, respectively. A good trick is to buy a particular Rod and then learn some of the spells that go along with it (e.g., buy the Ice Rod and then try to learn Blizzard and Blizzara). This will increase the damage you can do with your magick. These rods also sometimes cast Fire, Blizzard, or Thunder whenexecuting a physical attack, if your Black Mage happens to get caught in a melee. Aside from re-outfitting yourself after any job changes, you may want to hold off on any equipment purchases. While you could now buy some of the equipment upgrades you might not have been able to afford the Brigands' Den, there are even better items coming after the next bettle. So, you're probably better off saving your money for those. Of course, if any of your equipment was stolen by the Thieves or broken by Milleuda in the last battle, be sure to replace it. You'll also want a good stock of Hi-Potions (12 or so) and Phoenix Down (6 should be sufficient). After restocking your item supply, go north from Gariland to the Lenalian Plateau for another battle against Milleuda. ---Battle 7: Lenalian Plateau-------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], 4 others ENEMY FORCES: Milleuda, Knight (female) x2, Black Mage (male) x2, Time Mage (female) x1 BOSS: Milleuda [Virgo] - lv 8 Knight - Bravery 68, Faith 58 Equipment : Mythril Sword, Bronze Shield, Barbut, Chainmail, Shoulder Cape Abilities : Arts of War, random action ability, Counter, random Squire support ability, Jump +1 --STRATEGY-- Again, Taurus, Capricorn, and male Pisces characters will do extra damage against Milleuda since she's a female Virgo. Play the first few rounds defensively to prevent any early casualties, and use the high ground to your advantage. Send one or two characters after the Black Mages, and possibly the Time Mage as well. If you have an Archer, send him/her up onto the tall ridge and shoot down on the enemies. Firing from a high place increases the range of bows. After knocking out the Black Mages, concentrate on Milleuda. This time, she has the Counter ability, which means that whenever you hit her with a close- range attack, she has a chance of striking back. So, be sure not to use any close-range attacks against her unless your HP is high. A good strategy is to attack her with long-distance attacks like bows and Black Magick, which won't allow her to counterattack. As in the last battle, Milleuda might use her Rend abilities to break your gear. Again, as soon as Milleuda goes down, the battle ends, even if other enemies are still standing. BATTLE TROPHIES: 1000 gil, Silken Robe, Battle Boots ------------------------------------------------------------------------------- After you win the battle at the Plateau, the shops will again update their shelves with new equipment. As before, you'll find heavy armor and most kinds of weapons in Eagrose, and lighter armor in Gariland and Dorter. Buy what you can and replace any items that Milleuda may have broken. If you're crossing the Lenalian Plateau after the initial battle, you may sometimes encounter a Dragon monster in random battles (only when entering from Dorter). If you already have an Orator on your team, you can use Entice or Tame to recruit the Dragon onto your team. Although monsters aren't usually the most useful units, this is a much stronger monster than you can usually find at this point in the game. You can also breed it to get even stronger dragons (Blue Dragons and Red Dragons). At this point, you should be in great shape to win the Chocobo Defense mission in Rendezvous Mode, so if you'd like to check that out, you can earn some extra items and JP. Strategies for these missions are available in the Rendezvous Mode section. Otherwise, forge on from the Lenalian Plateau to Fovoham Windflats, where you'll square off against Wiegraf and his Chocobo Boco (a reference to Final Fantasy V). ---Battle 8: Windflat Mill----------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], 3 others ENEMY FORCES: Wiegraf, Boco, Knight (female), Monk (female) x2 BOSS: Wiegraf [Virgo] - lv 9 White Knight - Bravery 71, Faith 64 Equipment : Mythril Sword, Round Shield, Barbut, Chainmail, Shoulder Cape Abilities : Holy Sword, random action ability, Counter, random Squire support ability, Jump +1 ENEMY: Boco [Aries] - lv 7 Chocobo - Bravery 68, Faith 48 --STRATEGY-- Like his sister, Wiegraf is a Virgo. He's male, though, so this time Taurus, Capricorn, and FEMALE Pisces characters are the ones to deploy (if you happen to have them -- if not, don't sweat it). Wiegraf is the only real threat here; most of his companions are pretty weak. Start moving along the bottom of the cliff and quickly take out the Chocobo (Boco) and the Monk. Wiegraf and the other enemies will soon move down to fight you. Finish off any enemies that are low on HP, then go after Wiegraf. Wiegraf uses a couple different special sword techniques that allow him to attack from a distance and (unlike magick) don't require any charge time. Most of the time, he'll use Northswain's Strike, which strikes a single character (usually for about 35 HP or so). If your characters are close together, he may also use Judgment Blade to attack a "plus-shaped" group of tiles. These attacks are pretty strong, but Wiegraf doesn't have a great defense. If you hit him with a few strong attacks (Mythril Swords, black magick), he'll go down quickly. Just stay healed! Because you're fighting in such close quarters, watch out for the "friendly fire" effects of your own magicks! In general, if one of your allies is standing right next to an enemy, a useful trick is to target the tile right BEHIND the enemy to avoid hitting your ally when the magick goes off. For instance, if your characters are positioned like below, target the space marked with a *: *EA (A = ally, E = enemy) This way, you'll still hit the enemy, but the magick is positioned so as not to harm your ally. But make sure that the magick will activate before the enemy can move. This battle isn't too difficult if you have good jobs. You need only Wiegraf's HP to critical status to win. (If your last hit manages to KO him outright, the outcome is the same.) BATTLE TROPHIES: Hi-Potion ------------------------------------------------------------------------------- Like Zeklaus Desert, Fovoham Windflats now becomes an entirely different map if you return to it for random battles. Nothing is added to the shops after the battle at Fovoham, so if your item supply is okay, you can continue directly on to Ziekden Fortress, the final battle of the chapter. There, you'll find Tietra being held captive by a Gragoroth, a Corpse Brigade knight. Argath arrive with some troops, and you'll find yourself battling an unexpected enemy. ---Battle 9: Ziekden Fortress-------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, Delita [guest], 1 other 2nd Squad - 2 others ENEMY FORCES: Argath, Knight (male) x3, Black Mage (female) x3 BOSS: Argath [Virgo] - lv 10 Knight - Bravery 32, Faith 67 Equipment : Knightslayer, Round Shield, Barbut, Chainmail, Power Gauntlet Abilities : Arts of War, random action ability, Auto-Potion, Equip Crossbows, Move +1 --STRATEGY-- You'll deploy in two squads again for this battle. Deploy your best damage- dealer along with Ramza in the first squad. The characters in the second squad are going to be largely useless as they start far away from the action. If you want to pick and choose Zodiac signs, Argath is again a Virgo and susceptible to Taurus, Capricorn, and female Pisces attacks. Luckily, you can almost beat the whole fight just using Ramza. Just go after Argath and completely ignore the other enemies. Argath only has a crossbow, so he can't do much damage to you and is useless at close ranges. Just chase him down and hit him with your strongest attacks, like Knight and Monk attacks and Black Magick. Because it's snowing, the Blizzard families of spells will be particularly effective -- and even more so if the caster has an Ice Rod equipped. You'll want to block Argath from climbing up the stairs to the roof of the fort, as he has a good sniping point if he gets up there and it's slow climbing up after him. If you position your characters between him and the stairs, he shouldn't be able to climb up there. Argath does have the Auto-Potion ability, which gives him a random chance to heal himself with a Potion when you hit him, so you may want to avoid using very weak attacks against him--the gain from the Auto-Potion may heal him more than you hurt him for! (The ability isn't always activated, though. And Auto- Potion also can't protect him whenever you land the killing blow.) Again, as you soon as you knock down Argath, the fight--and the chapter--ends. The dialogue between Argath, Ramza, and Delita here will be a little bit different depending on whether or not you chose to help Argath back on Mandalia Plain. BATTLE TROPHIES: None ------------------------------------------------------------------------------- After you kill Argath, there are a couple FMV scenes, the fort blows up, and the chapter ends. The game will give you a chance to save, and then you'll move on to Chapter II. %%%CHAPTER II: THE MANIPULATIVE & THE SUBSERVIENT%%%%%%%%%%%%%%%%%%%%%%%00walk2 You now return to the present, at Orbonne Monastery. Your current mission is to rescue Princess Ovelia. After a brief chat, you'll be given a chance to add Ramza's fellow mercenary Ladd and both of Agrias's Knights (Alicia and Lavian) to the party. There's no real reason not to take them along, so sign them up! They start with a bare minimum of abilities, though, so they probably won't see much use compared to the characters you're carrying over from Chapter I. However, you MUST keep Alicia and Lavian (as well as Agrias, of course) on your roster to complete the Agrias's Birthday sidequest in Chapter IV. Don't dismiss them or let them get killed if you want to complete all the sidequests. Ladd, on the other hand, is not required for any of the quests. Agrias and Gaffgarion will also join as Guests. You still have all your characters from Chapter I (except Delita) as well. ALLY: Ladd [Capricorn] - lv 8 Squire - Bravery 63, Faith 60 Equipment : Iron Sword, Red Hood, Ringmail Abilities : Fundaments, random other action ability ALLY: Alicia [Pisces] - lv 8 Knight - Bravery 61, Faith 62 Equipment : Iron Sword, Buckler, Iron Helm, Linen Curiass Abilities : Arts of War, random other action ability ALLY: Lavian [Aries] - lv 8 Knight - Bravery 62, Faith 61 Equipment : Longsword, Escutcheon, Bronze Helm, Bronze Armor Abilities : Arts of War, random other action ability GUEST: Agrias [Cancer] - lv 10 Holy Knight - Bravery 71, Faith 63 Equipment : Mythril Sword, Mythril Shield, Golden Helm, Golden Armor Abilities : Holy Sword, random other action ability GUEST: Gaffgarion [Virgo] - lv 10 Fell Knight - Bravery 61, Faith 67 Equipment : Mythril Sword, Golden Shield, Close Helmet, Plate Mail, Power Gauntlet Abilities : Fell Sword, random other action ability You'll see that Ramza's appearance has changed at the start of the chapter. His Squire job is now able to equip heavy armor and shields, plus he has a new ability to learn, Steel. Steel gives a character a +5 Bravery boost during a battle, and some of this increase will remain even after the battle. Raising your Bravery makes your Reaction Abilities and some attacks stronger, so this is a good ability to learn. If Ramza has some spare turns near the end of a battle, you can spend them using Steel to boost up characters' Bravery. At this point, you should have had all your characters upgraded from the beginning Jobs (Squire or Chemist) to more advanced ones. In particular, you'll want to have a Monk, Archer, Black Mage, and maybe a White Mage somewhere in the party. I like making Ramza into a Monk; you'll want to have him learn either the Monk's Chakra ability or the Time Mage's Teleport for use in a battle near the end of the chapter. An Orator can also be useful to have on the team, but might take some time to get, as you have to get the Mystic job up to job level 3, and Mystic itself requires job level 3 of White Mage. If you want to take the time to unlock Orator, you can also have another character acquire the Thief Job, which is unlocked by getting Archer to job level 3. When you've got your team organized, go north to the only location available to you: Dorter, where a battle awaits you. ---Battle 10: Dorter----------------------------------------------------------- YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], 3 others ENEMY FORCES: Black Mage (male) x2, Archer (female) x2, Thief (male) x2 --STRATEGY-- There's no boss here, so you'll have to wipe out every enemy on the map to win. If you've got good jobs, though, this battle should be no problem. Just move up the path and take out the enemies as you go. The Black Mages and Archers do the most damage, so when you've got a choice, go after them instead of the Thieves. Agrias is given a random action ability when she joins. If it's a magick ability, beware; the goofy Guest AI has a nasty habit of casting spells indiscriminatly on your own people. You can either de-equip Agrias's magicks from the menu beforehand, or pay attention to which she enemy she is targeting and stay clear. BATTLE TROPHIES: 1000 gil, Flame Rod, Mage Masher, Phoenix Down ------------------------------------------------------------------------------- Once you've cleared this battle, you'll have access to all of the map again. All of the random battle locations (green dots) now have a second set of possible enemies you can encounter. These usually show up less frequently, but often include more powerful monsters as well as the occasional human. Check the Random Battles section if you want the complete list. You also now have the ability to take Errands at taverns. These involve sending your generic (non-story) characters away for a few days in exchange for gil and a small amount of JP. The amount you earn isn't generally huge, but this can be a good way to use characters you weren't going to deploy in active combat. While the characters are away, you can continue on without them. Or, if you just want to pass time, you can walk back and forth between two blue dots on the map, which will never trigger any random battles. (You can use Eagrose & Ziekden Fortress, or Dorter & the Monastery.) Once the Errand is done, you'll have to return the appropriate Tavern to collect your characters and reward. You can maximize your reward if you send characters for the maximize number of days and pick jobs appropriate for the errand, but the differences are actually pretty small and not usually worth bothering with. If you want to squeeze out the maximum gil, though, I've covered this system in more depth in the Errands section. Two new Rendezvous Mode missions are now available in Taverns: Chicken Race and Treasure Hunt, both of which offer better items than the Chocobo Defense mission from chapter I. Chicken Race can be completed quite easily by a small party of Chemists and is great for collecting items at this stage. Treasure Hunt is a bit harder, but if you pick up the chest on the map, you'll get a good piece of equipment. All the stores have new equipment, so pay them a visit to gear up your characters. Remember that you'll have to hike back to Eagrose to purchase heavy armor and most weapons. Conversely, you'll only find lighter armor at the other two cities. Don't buy any equipment for Gaffgarion. (It's OK to get stuff for Agrias, but her equipment is already really good.) Stock up on Hi-Potions and Phoenix Downs. This is a good chance to build up your characters if you want. But as long as you have new equipment for your main squad of characters and the jobs recommended above, you should be fine. When you feel confident that you're done preparing, go to Araguay Woods, east of Dorter. ---Battle 11: Araguay Woods---------------------------------------------------- YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], Boco [guest], 3 others ENEMY FORCES: Goblin x5, Black Goblin x1 GUEST: Boco [Aries] - lv 10 Chocobo - Bravery 68, Faith 48 --STRATEGY-- Here you have to save Boco the chocobo from goblins. As when you met Argath, you're given two options, which will affect your victory conditions: - If you choose not to help Boco (top choice), your goal is just to defeat all the enemies, and you don't have to keep Boco from being KOed. However, you'll also suffer a 10 point PENALTY to everyone's Bravery, 2 points of which will remain even after the battle. - Choosing to help Boco (bottom choice) means you must keep Boco from getting KOed during the battle, but does not penalize your Bravery. This time, the top choice still gives you an easier battle, but you'll take a hit to your Bravery for selecting it. Since protecting Boco during the battle isn't hard at all, choose the second option to keep from losing Bravery. Boco will usually retreat into a corner, where will be chased by the lone Black Goblin. Boco can take care of himself just fine, so don't bother going after the Black Goblin unless you've mopped up all the other enemies. The Goblins aren't very strong, especially with Agrias's and Gaffgarion's help, so I recommend just rushing them. Stay out of the ditches. BATTLE TROPHIES: Hi-Potion ------------------------------------------------------------------------------- After the battle, Boco will join. Boco is actually just a completely generic Chocobo, so he's of somewhat limited use. If nothing else, though, you can keep him in your party and use him to breed a Black Chocobo, which in turn can give you a Red Chocobo. These colored chocobos are somewhat more useful, so you may want to get one of them. Back on the map, go into your roster screen and change Gaffgarion into a Time Mage or White Mage, or some other crummy job. If you have the auto-equip feature on, be sure to also strip off all his gear afterwards. Equip his original equipment on one of your other characters. He has good armor, and the Power Gauntlet will give you an attack boost. (It's great for an Archer, or another character who doesn't need the movement bonus of the Battle Boots.) Then continue on to Zeirchele Falls. ---Battle 12: Zeirchele Falls-------------------------------------------------- YOUR FORCES: Ramza, Agrias [guest], Delita [guest], Ovelia [guest], 3 others ENEMY FORCES: Gaffgarion [Fell Knight; Virgo], Knight (male) x5 GUEST: Delita [Sagittarius] - lv 11 Holy Knight - Bravery 75, Faith 50 Equipment : Coral Sword, Mythril Shield, Plate Mail, other equipment random Abilities : Holy Sword, other abilities random GUEST: Ovelia [Taurus] - lv 5 Princess - Bravery 53, Faith 72 Equipment : White Staff, Wizard's Hat, Wizard's Robe Abilities : Holy Magicks, other abilities random --STRATEGY-- The mission here is to protect Ovelia, which means you can't let her get KOed. She isn't in too much danger since she can cast Aegis, which puts a whole lot of good defensive buffs on her. She only has enough MP to cast this once, though, and it wears off after a few turns. Just to be on the safe side, keep a healer reasonably close to her. Gaffgarion is now your enemy, but if you turned him into a weak job and stripped his equipment, he can't do much to hurt you. So, worry about the other Knights first. (Plus, if you don't KO Gaffgarion right away, there's a bit of extra dialogue.) Start off by taking out the Knights on your side of the falls. (Delita can do a lot of damage to the Knights on the other side just by himself.) One of the Knights from the far side will probably try to cross over by wading through the base of the falls. Position an Archer on the corner of the cliff and shoot down at the guy. Agrias tends to loiter in the water and may finish him off; if not, send a character or two down after him. A great trick here is to KO one of the enemy Knights while he's standing on the bridge. Until he decomposes into a chest/crystal, his body will completely block the other Knights from crossing the bridge. Since the Knights have NO ranged attacks, you can use this as a chance to shoot at them from afar. If you have a Dragoon, you can also use polearms, which have a range of two tiles. If any of the Knights drops to critical HP, he may try to flee up the cliffs. You'll have to chase after him, so it may be useful to bring a character with a good Move range to this battle. (Battle Shoes and Move +1 or +2 will increase your Move range.) BATTLE TROPHIES: None ------------------------------------------------------------------------------- After the battle, Delita will leave you with Ovelia. Ramza sets a new course for Lionel Castle, so Fort Besselat disappears from your map, not to return until much later in the game. Back on the map, equip yourself with Gaffgarion's items if you didn't earlier. And while Ovelia is listed on your roster as a Guest, she won't actually participate in any more battles. So, you're safe de-equipping her Wizard's Hat and Wizard's Robe and giving them to another character. The Wizard's Robe is an especially nice pick-up since you can't buy them stores yet. It raises your magick attack, so give it to one of your mages. There's also some new equipment for sale at Dorter and at Eagrose, so it's probably worth making the trip as you'll want the new gear for the next battle. However, you may want to pass on the Poison Rod for your Black Mages. While it does a little more damage physically than the other rods and sometimes poisons its target, it doesn't boost the power of any of your Black Magicks like the Flame, Ice, and Thunder Rods do. Since your Black Mages usually attack with magick most of the time (I assume ;) ), you're probably better off sticking with your existing rod. The next battle is a tough one, so be prepared. You'll want Archers and Black Mages, and, if you don't include a White Mage in the party, one of the characters should have White Magick as a secondary ability. A Black Chocobo also be helpful, if you can get one. (Boco will randomly lay eggs and they may hatch into Black Chocobos, but there's obviously an element of luck/randomness to this.) I ended up using Ramza, two Archers, and a Black Mage. If you don't have the abilities you want, you can move back and forth across any green dot on the map to fight random battles and earn more JP. When you're ready, go south past the falls to the Castled City of Zaland. ---Battle 13: Zaland----------------------------------------------------------- YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others ENEMY FORCES: Knight (male) x2, Black Mage (male) x2, Archer (female) x2 GUEST: Mustadio [Libra] - lv 10 Machinist - Bravery 60, Faith 62 Equipment : Romandan Pistol, Headgear, Mythril Vest, Battle Boots Abilities : Aimed Shot, other abilities random --STRATEGY-- When deploying your characters, deploy them in the "front" row (i.e., the row where Ramza is already standing). This starts them closer to the gate and allows them to get into the city faster. You'll meet Mustadio, who is being chased by some bad guys. Once again, you're given two options for the upcoming battle: - Choosing the first option means that you DO NOT have to keep Mustadio from getting KOed during the battle. This option raises the Bravery of each character on your current squad (including Agrias and Mustadio) by 5, 1 point of which is permanent. - Choosing the second option means that you DO have to keep from getting Mustadio from getting KOed. However, this option raises all the characters' Bravery by 10, 2 points of which are permanent. In other words, you'll get a Bravery increase either way, but you'll get a BIGGER increase for helping Mustadio. Of course, this also makes the battle harder. So, there's no clear "best option" here. It's up to you which to choose. Since this battle can be pretty challenging, you might want to just pick the first option; it makes the fight quite a bit easier and you're only missing out on 1 extra point of Bravery. The enemy is holed up inside Zaland and launches arrows and powerful Black Magick at you through (and over) the wall. Any melee characters you have will need to rush for the gates. In the mean time, your Archers and mages can fire back with their own ranged attacks. Equip the Archer's Bane reaction ability on any character who has it, as it will help protect you against the enemy arrows. Mustadio will initially do one of two things. Most likely, he'll run up on the top of the gate and attack with his gun from them. This is the "good" outcome since it keeps him relatively out of harm's way. But sometimes he'll stay on the ground inside the city. That's bad news, as all the enemies will pick on him and it's hard to reach for him healing. In this case, your best option is to cast Shell on him to reduce the magick damage he takes. Although you can't throw items through the wall, you CAN cast White Magick through it, so you're probably best off with a White Mage for healing here. If you've been building Ramza mostly for close-range attacks, he may not be much help here. On his first turn, you can have him use Tailwind on one of your Archers or Black Mages to boost their speed and get them more turns. Then start him running towards the gate so he can get into the city and use melee attacks. Make the Black Mages your first target, since their magick attacks are so strong. Use Black Magick, bows, and the Black Chocobo (if you brought one) to take them out as quickly as possible. Until the Mages go down, keep your characters spread out so enemy magicks can't hit more than one of your characters at a time. After the Mages go down, go after the Archers, then the Knights. If you have a Black Chocobo, you should also check out Mustadio's initial abilities by clicking on his tile. His abilities randomly determined, but he may have the Beastmaster skill. If so, land the Black Chocobo next to him. Beastmaster will allow the Black Chocobo to cast Choco Meteor, a really strong attack. Mustadio also uses his Aimed Shot abilities to put status conditions on the enemies. Immobilize (from Leg Shot) will keep an enemy from moving for a few turns, and Disable (from Arm Shot) will keep an enemy from taking action. If a bad guy gets hit with Disable, don't bother targeting them any further, since they can't do anything to hurt you for a few turns. A Knight that's been Immobilized is also a low-priority target since he can't move to attack you as long as you stay out of the tiles directly next to him. But the Black Mages and Archers can still shoot even if they're Immobilized! As for the Knights, they'll probably try to climb over the wall on the side of the map opposite the gate into the city. Agrias will attack them, but she can't take them out her own, so help her out with your ranged attacks. The Knights may also use Phoenix Downs to revive any Mages and Archers you KO. Characters revived with Phoenix Down come back with only a little HP, though, so you should be able to knock them back out again with just a single attack. BATTLE TROPHIES: 2000 gil, Mythril Sword, Hi-Potion -------------------------------------------------------------------------------- Again, no matter what option you picked at the start of the battle, Mustadio joins you afterwards as a Guest. When all the talking is finished, you're now able to visit the stores in Zaland. There's not very much in the way of selection, but if you didn't upgrade your equipment after Zeirchele Falls, the Adamant Vest, Wizard's Hat, and Serpent Staff are all for sale here. (There's nothing brand new.) There are also a pair of new Errands available at the Tavern, and a new Rendezvous Mode mission. Your next stop is Balias Tor. When you first try to leave Zaland, there will be a cutscene. Afterwards, you'll be back on the map, but Balias Tor is still red. Travel there for real this time, and you'll get into a fight. ---Battle 14: Balias Tor------------------------------------------------------- YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others ENEMY FORCES: Knight (male) x2, Archer (female) x2, Summoner (female) x2 --STRATEGY-- This battle can be harder than it looks. The enemy squad has Summoners for the first time (one positioned on each side of the hill), and their summon spells can do big damage to your team. On the first turn, Mustadio will probably chase after one of the Summoners. Send a fast and/or magic-using character around the opposite side of the hill to take out the other Summoner. The Summoners don't have much HP, so you should be able to finish them off in a couple turns. Meanwhile, have the rest of your squad attack the center of the hill. If you can attack the enemies quickly, the Summoners may squander their turns casting Moogle to heal their allies instead of using damaging summons on you. You're not *required* to keep Mustadio alive in this battle -- if he gets KOed, you won't lose the battle -- but it's a good idea to keep him standing, as his gun is quite helpful. As in Zaland, don't waste your turns attacking enemies that Mustadio has Immobilized or Disabled. A cool trick here is to use the Squire ability Rush to knock the Knights and Archers off the hill. They'll take damage if they fall too far, and you'll put them out of range of attacking you. BATTLE TROPHIES: 1000 gil, Holy Water -------------------------------------------------------------------------------- Following the fight, a cut scene will pop up back at Eagrose Castle with Dycedarg and Gaffgarion scheming. You can now finally get to Lionel Castle--don't worry; there's no battle! You'll chat with Delacroix and learn about the Zodiac Stones. Agrias and Ovelia will then leave the party. Now that you've reached Lionel Castle, you'll be able to deploy 5 characters in both story and random battles, instead of just 4. If you've been using a core team of just four characters, be sure to get a fifth equipped. In fact, there's a LOT of shopping to do! Lionel Castle has a lot of really powerful equipment, so load up on it -- you should have a lot of money by now. The Lightning Bow is a great weapon for any Archers you have; it has a fairly high attack power and sometimes casts the Thundaga spell. The stores also have a lot of new accessories -- you might want to pick up a Mage's Cloak or two for your magick users. Finally, you can now buy the Remedy item in all stores. It can cure any status ailment, so now there's really no point for your Chemists to learn the abilities corresponding to any of the other status-restoring items. If you go back up to Zaland, you can also buy some new light armor: Green Berets and Wizard Clothing. Keep your magick users equipped with Wizard's Hats, though, as those raise their magick power. Buy any stuff you want in Lionel now, as you won't be able to do so later. Since your access to the shops will be blocked off later, it might be a wise idea to buy some spare pieces of heavy armor and helms. That way, if any of your gear gets stolen or broken, you have a replacement. Also, you may want to send some of your characters out on a errand if you haven't been doing so; you can earn a lot of money from some of them. Again, walking between Dorter and Orbonne Monastery is an easy way to pass time and complete the errands while avoiding random battles. You'll want to complete all the errands before you reach Goug, though. Once you get to Goug, it will be a while before you can go back to the other towns to retrieve your characters. If Mustadio has enough JP, pick up the Seal Evil ability for him if you haven't already--it'll be handy in the next battle, as it turns undead to stone. Then head to the fenlands. ---Battle 15: Tchigolith Fenlands---------------------------------------------- YOUR FORCES: Ramza, Mustadio [guest], 4 others ENEMY FORCES: Skeleton x2, Bonesnatch x1, Ghoul x2, Floating Eye or Malboro or Pig x1 --STRATEGY-- The last member of the enemy forces is randomly determined: it could be a Floating Eye, Malboro, or Pig. Randomness aside, this is a fairly normal (and easy) battle with a few quirks. First, if you end your turn in the swamp, you get poisoned. (Simply passing through the swamp as part of a move won't poison you, as long as you end the move on dry land.) This isn't that bad, but if you have a choice, stand on land. And be sure not to end your turn in any water where the Depth is displayed as 2. If you stop in water of Depth 2, you won't be able to take any actions, as you're up to your head in water. (The Ninja ability Waterwalking would prevent this, in the unlikely event you have it already.) Second, all of the enemies except the randomly determined member are undead. This means you can use heal spells and items to damage them, which is quite effective. And if Mustadio has Seal Evil ability, he may also use that to turn the undead monsters to turn them to stone. Other than those two exceptions, there's nothing here you haven't seen before. The Pig shows up pretty infrequently, but if you DO see it, it's definitely worth trying to recruit it using the Orator's Entice or Tame abilities. You can use the Pig to breed pig-family monsters, all of which yield great rare items when poached using the Thief's Poach ability. Or, if you can't recruit the Pig but DO have Poach, you could at least poach it, though you won't actually be able to collect your poached item until Chapter III. Note the Pig can only appear during the initial story battle, not later random battles. In fact, the next opportunity to get a Pig won't be until Chapter IV. So, if you're particularly intent on getting a leg up on the enemy, you could keep entering the battle over and over and resetting until the Pig appears and you can recruit it. But, that's definitely NOT necessary; you can skip the Pig entirely and do just fine! BATTLE TROPHIES: None ------------------------------------------------------------------------------- You can now reach Goug on the map. !!!!!CAUTION!!!!! Before you enter Goug, make sure you've completed any errands you have running, and visited the appropriate Taverns to get the characters back on your roster. As soon as you enter Goug, you'll be locked out of many places on the map, and won't be able to get your characters back until much later! !!!!!CAUTION!!!!! Upon arriving in Goug, there will be a brief scene and then you're back on the map. The store doesn't have much of anything, but if you've got a Orator or Chemist, be sure to buy them a Romandan Pistol. The Romandan Pistol has a great range overall, can't be evaded, and is especially useful if you have a chance to pair it with the Knight's Arts of War abilities -- you can use it Rend enemies' equipments or stats at a distance! Goug also has a number of new accessories. Make sure you're stocked up on Hi-Potions and Phoenix Downs; you'll need them. You may also want to equip the Archer's Bane ability on any characters who have it. Try to leave the city and you'll be thrust into a battle. ---Battle 16: Goug Lowtown----------------------------------------------------- YOUR FORCES: Ramza, Mustadio [guest], 4 others ENEMY FORCES: Archer (female) x2, Thief (male) x2, Summoner (male) x2 GUEST: Mustadio [Libra] - lv 12 Machinist - Bravery 60, Faith 62 Equipment : None Abilities : Aimed Shot, other abilities random --STRATEGY-- Ludovich, the leader of the Baert Company, will appear with Mustadio and Besrudio (Mustadio's father) captive. Mustadio reveals the location of the Zodiac Stone. Ramza forks it over and you find out that Delacroix was in on the plot. It's fight time. The enemy Archers in this battle have a huge range and it's hard to stay out of range completely. So, don't deploy any character who has really low HP as you probably won't be able to protect him/her/it completely. Equipping the Archer's Bane reaction ability will help you a lot, if you have it available. Mustadio will be almost invariably killed at the start of the battle -- he has no equipment and starts right next to the enemies. Don't worry about him. He's still a Guest so he can't die permanently yet. Move your guys up onto the roof. Use ranged attacks (like your shiny new pistols) to take out the Summoners. Note that both Summoners are one side of the enemy roof and both Archers on the other. If you stick towards the side of the map with the Summoners, it may keep the Archers from shooting at you for a turn or two. Kill any unit that moves onto your roof; Thieves first, Archers second. Early in the battle, don't chase enemies over to the other roof, or you'll get surrounded. Just fire ranged attacks at them. (Later, once there are only a couple enemies left, it's safe to jump across.) Your highest priority is to keep your guys healed, not to hit the enemy. Useful abilities here are Chakra, Counter, Firaga/Blizzaga/Thundaga, and Archer's Bane. Bows and guns are useful for their ranged attacks. You could also try using the gun + Arts of War combo to use Rend Weapon on the Archers and prevent them from shooting at you. When the Summoners start charging a spell, use the Turn List to check what it is. If it's just Moogle, you're fine, as that only heals them a little. But if they start casting anything else, it's an attack spell. Try to quickly take out the Summoner before he can finish the spell, or spread your characters out to minimize the hurt. Summon magick does a lot of damage! If the battle drags on for a while, the Summoners may run out of MP. In this case, you can pretty much ignore them completely as they can't really harm you at all. Another way of dealing with the Summoners is to put Silence, Berserk, or Atheist status on them using Mystic or Orator abilities, so they can't use magicks. You could also use a gun + Rend MP to sap all their MP, though with a gun it's easy enough to just shoot them to death directly. BATTLE TROPHIES: 100 gil, Thunder Rod -------------------------------------------------------------------------------- After this encounter, you check on Besrudio. Mustadio reveals that the Zodiac Stone that Ludovich got was really a fake. Mustadio will now join as you a normal party member -- now you can control him! The only downside to this is that he can now be permanently killed. Be sure to keep him alive; you'll need him to complete most of the subquests in Chapter IV. Musty's equipment is all gone, so be sure to re-equip him. Also, if he learned any abilities while he was a Guest, they're also lost and you'll have to relearn them. The route back through the fenlands disappears. Take the ship (well, just walk across the ocean ;) ) over to the Port City of Warjilis. Upon getting off the ship, you'll see a FMV sequence with Delita. After that scene's ended, you can explore the town. There's no new equipment available, but to make some easy money, go to the bar and accept the errand (to find the Highwind!), then go back to Goug and get the errand there as well. (There will be a cutscene with Delacroix's scheming when you leave Warjilis the first time). Just go back and forth between the two cities until both errands are complete. If you weren't able to afford all the equipment you wanted in Goug or elsewhere, you should be able to get it now. There's also a new Rendezvous Mode mission, Lost Heirloom, that will have appeared after you completed the story battle at Goug. This new mission is pretty difficult if you don't have a good defense, and the enemy Thieves can charm female characters. If you have a female-heavy party, you may want to wait until you get to Chapter III and can buy equipment that protects you from Charm. Now that you have Mustadio, a good general trick for leveling up quickly is to use Arm Shot or Leg Shot to debilitate the last enemy in a battle. Then, you're free to let the other enemies turn into crystals/chests. Crystals from human enemies are often a good source of new abilities. Also, while the last enemy is Disabled or Immobilized, you can have your characters attack each other to raise JP. As long as you use the right strategies for story battles, you shouldn't really need to grind in this fashion, but it's an efficient way to raise levels if you decide to do so. Now go up to Balias Swale, where you'll find another fight. ---Battle 17: Balias Swale----------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, Agrias [guest], 2 others 2nd Squad - 2 others ENEMY FORCES: 1st Squad - Knight (male) x2, Black Mage (male) x1, Archer (female) x1 2nd Squad - Black Mage (male) x1, Archer (female) x 2 GUEST: Agrias [Cancer] - lv 12 Holy Knight - Bravery 71, Faith 63 Equipment : Coral Sword, Mythril Shield, Golden Helm, Golden Armor, Diamond Bracelet Abilities : Holy Sword, other abilities random --STRATEGY-- You'll deploy two squads here to save Agrias from Delacroix's Gryphon Knights. This is a really easy fight, so you might want to deploy some weaker characters to give them a boost. Kill the Black Mages first (using range attacks if you have them), then the Archers. Really, your only concern is making sure Agrias stays alive. Because this fight is so easy, it's a good time to let the enemies' counters run out and pick up the loot they leave behind. (Paralyze Agrias or use Mustadio's Arm or Leg Shot on her to keep her from finishing off the last enemy.) The archer in the second squad has a Poison Bow crossbow you could steal, although it's not too special and you'll be able to buy it soon enough anyway. BATTLE TROPHIES: Echo Herbs -------------------------------------------------------------------------------- Agrias rejoins, this time as a controllabe, non-guest character. Again, if you want to complete all the sidequests in the game, don't dismiss her or let her get killed. After getting Agrias, if you head back down to Warjilis, you'll find the shops have a few new items available. Most notably, you can replace your Power Gauntlets with the Diamond Bracelets, which gives you the Power Gauntlet's +1 Physical Attack but also +1 Magick Attack and immunity to Slow. The latter ability is pretty handy in the upcoming battle, so buy some for your main squad. (Agrias also comes equipped with one.) You can also upgrade your Wizard Clothing to the Brigandine, which gives you a few more HP. But you'll probably want to keep magick-oriented characters equipped with the Wizard Clothing or with robes for the magick bonuses they confer. Also available for purchase is the Mage's Staff, and, in the unlikely event you have a Samurai, the Osafune katana. Your next stop is Golgollada Gallows. Make sure you're ready; this is a tough battle. Bring your Diamond Bracelets! ---Battle 18: Golgollada Gallows----------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Gaffgarion, Knight (male) x3, Archer (female) x2, Time Mage (female) x2 ENEMY: Gaffgarion [Virgo] - lv 17 Fell Knight - Bravery 61, Faith 67 Equipment : Blood Sword, Mythril Shield, Close Helmet, other equipment random Abilities : Fell Sword, other abilities random --STRATEGY-- The execution turns out to be a trap, and you have to fight Gaffgarion. Deploy at least one strong fighter in the second squad (Agrias is good). For the rest of your team, anyone with a ranged attack is really useful (bows, guns, or Black Magick), and Monks and Geomancers can be good too. Note that although Gaffgarion seems like a boss character, KOing him will NOT end this battle. You need to take out all the enemies! You're surrounded by enemies. What you need to do to gain the advantage is start climbing up the side of the gate, near where the first squad starts. Move immediately for the scaffolding. Because there are so many enemies here and they all start close to you, you need to limit the number of enemies who can functionally attack you at once. As you move for the scaffolding, you can continue to use your abilities to disable the enemy forces. Abilities that are good for this are Mustadio's Arm Shot, Agrias's Judgment Blade (which sometimes causes Stop), and the Geomancer's Tanglevine (which also causes Stop and works more frequently). Leg Shot is also useful against the Knights, but not against the other enemies, who can all attack from a distance. Once you start getting up atop the scaffolding and gate, you can start attacking. Go after those pesky Archers first. You can use bows, guns, Black Magick, and Agrias's Holy Sword to attack from a distance. These attacks all have an infinite vertical range, so you can use them all the way from atop of the gate or on the scaffolding. Once you have the height advantage, it's a lot harder for the enemy Knights and Archers to hit you, and you can fight them a few at a time. You'll be taking a lot of hits. To make your healing more efficient, don't have your healer move once he or she is in position on the scaffolding; this lets him/her get more turns. Throw Items also has an infinite vertical range, so even if you're positioned up on top of the gate, you can throw items down to characters still climbing up. Using Ramza's Tailwind to increase the speed of your most crucial characters. If your archers or gunners have a spare turn, you can also have them try using Focus to build up their attack power. Gaffgarion is the most dangerous enemy here; not only does his Shadowblade do good damage to you, it drains HP back to him. If you have a really powerful magick spell (like Firaja or Holy or something), you can try using that to take him out in one shot. Or, if you use Steal Weapon or Rend Weapon to take away his Blood Sword, you can disable all his sword techniques. Stealing it is particularly advantageous since the Blood Sword is a rare weapon and has the nice side effect of draining HP back to you from the enemy. If you want to steal the Blood Sword, you'll have better luck if you equip Brawler as a support ability, target Gaffgarion from behind, and/or put him to sleep. (A Taurus, Capricorn, or female Pisces will also be at an advantage for stealing.) If you don't steal/rend the Blood Sword, you'll have to knock Gaffgarion down bit by bit. Take out the Archers first, then start hammering on him with your whole team; you need to pile on the damage faster than he can heal himself. He has Counter; attacking from a distance (if you can) is one way to get around this. Or, you can just hit him with Arm Shot: if he's Disabled, he can't use his Counter. You needn't take away *all* his HP; as soon as he gets to critical status, he'll teleport out of the battle. The Time Mages are your lowest priority here. Even though they don't have much HP, attacking them is just a waste of turns as they can't do all that much to harm you. About all they do is cast Slow, and if you brought Diamond Bracelets from Warjilis, you're immune to that. So attack the Time Mages last. If you just can't win, try fighting some battles in Balias Swale to get some better abilities like Arise, Equip Heavy Armor, Auto-Potion, Chakra (which I would strongly advise you to acquire by now), etc. If you deploy Agrias in this battle, there will be some extra dialogue between her and Ramza when she finds out he's a Beoulve. BATTLE TROPHIES: None -------------------------------------------------------------------------------- After you attain victory at the Gallows (it may take a few tries!), you'll see a scene back at Lionel Castle in which you find out more about Ovelia's past and Delacroix's plans. Then you're back on the map. When you move back up to Balias Swale, you'll see a cutscene with Wiegraf. Now, you can now wander around the map again. Next up is the final battles of the chapter, which occur at Lionel Castle. However, if you want to travel elsewhere, you can do so. If you click on any of the destinations PAST Lionel Castle, you can walk right through the castle without getting into a fight. Just don't click on the castle ITSELF until you're ready to fight. This way, you can travel up to Eagrose if you need to buy heavy armor. Also, if you accidentally left any characters working on errands in Zaland or elsewhere, you can go get them back now. (Anyone running an errand at Lionel Castle is still unreachable until Chapter III, though.) To prepare for the upcoming fight, you'll want to make sure that Ramza has either the Teleport movement ability (Time Mage) or Chakra (Monk). If you're using Chakra, you can either make Ramza into a Monk or by assigning Martial Arts as a secondary action ability. It's also probably a good idea to equip the Archer's Bane rection ability on any characters that have it. When you've done all that, it's time for the final battles of the chapter. When you click on Lionel Castle, you'll have no choice but to attack the gate. As Ramza tries to open the gate, Gaffgarion shows up yet again and surrounds the castle. ---Battle 19: Lionel Castle Gate----------------------------------------------- YOUR FORCES: 1st Squad - Ramza 2nd Squad - 4 others ENEMY FORCES: 1st Squad - Gaffgarion 2nd Squad - Knight (female) x3, Archer (male) x2, Summoner (male) x1 BOSS: Gaffgarion [Virgo] - lv 18 Fell Knight - Bravery 61, Faith 67 Equipment : Ancient Sword, Golden Shield, Close Helmet, other equipment random Abilities : Fell Sword, no second action ability, other abilities random --STRATEGY-- If you thought the Gallows was bad, here's more fun. Actually, the gate isn't as bad if you play your cards right. When deploying your second squad, any characters that you want in the front row (e.g. melee fighters) should be placed in the back of the three rows (i.e., the top-right) on the deployment screen. You'll be attacked from behind, so these characters will actually end up closest to the enemy. Meanwhile, ranged attackers and magick users should go towards the bottom-left of the deployment screen so they'll end up behind your melee fighters. Ramza starts trapped inside the gate with Gaffgarion, while the rest of your characters have another set of enemies to fight outside. There are a couple different strategies you can use to deal with Gaffgarion: 1. If Ramza has the Time Mage ability Teleport, you can use that to move him outside of the gate and strand Gaffgarion inside. Take out all the enemies outside, then have Ramza teleport back inside and open the gate. You'll have to be careful not to stand *too* close to the gate when fighting outside because Gaffgarion can attack you through the wall with his sword techniques. This strategy has the advantage of allowing Ramza to help fighting outside. 2. Or, move Ramza down to the ground (inside the gate) and have him use the Monk's Chakra ability on every turn to heal the damage Gaff is doing. (If Ramza doesn't have Chakra, Hi-Potions should work too, as long as you have enough of them.) Stay close to Gaffgarion so he won't try to go anywhere else Don't attack Gaffgarion or open the gate; just sit there and use Chakra. Keep stalling Gaffgarion until your other characters defeat the enemies outside. This strategy won't let Ramza fight outside, but it guarantees Gaffgarion won't attack anyone outside. 3. Finally, if one of your characters has strong Black Magicks (e.g. a -ja or a -ga spell coupled with Arcane Strength), deploy him/her outside the gate. Use Ramza to lure Gaffgarion near the gate, and then have the Black Mage use magick on Gaffgarion (since Black Magicks can go through walls) to KO him. It doesn't matter if the spell KOs Ramza as long as you KO Gaff because KOing Gaffgarion will cause Ramza to recover with 1 HP. Once you've KOed Gaffgarion, you can have Ramza open the gate and join the fight outside. A nice benefit of this strategy is that it turns Gaffgarion into a crystal that you can use for healing or ability learning (sadly, you can't learn his special sword techniques from the crystal), but it only works if you have strong Black Magicks. Meanwhile, your other four characters have to take on the gang outside the gate. The Summoner is the most dangerous enemy here, so try to take him out immediately or use Mustadio's Arm Shot to Disable him. If he does start casting a spell, spread out your characters so he can't blast your whole team. Arm Shot is a great ability for this fight, as it reduces the number of enemies that can attack you at once. (You can also use the Mystic's Hesitation spell for the same effect.) Moreover, putting Disable on a character causes him/her to flee into a corner, which means that it will take another turn or two to get back into the battle even once Disable wears off. Note that Disabling a character who's charging up an attack will cancel the attack. This is a good way to stop a Summon or Archer's Aim attack if you've got no other options. For dealing damage, guns are quite helpful as they can allow you to attack without having to Move. Remember that if you don't move during a turn, your next turn will come more quickly, which helps a lot when you're surrounded by lots of enemies! Agrias's sword techniques are also great for damage-dealing, and her Northswain's Strike ability (if you have it) has a chance of instantly KOing an enemy outright. Also, when enemies are bunched together, use Black Magick, Summon spells or Agrias's Judgment Blade to hit more than one enemy at a time. Once you've mopped up most of the enemies outside the gate, move Ramza up to the switch on the left side of the gate and he will open the door. Now, have your whole gang rush inside and attack Gaffgarion. Try to rend Gaffgarion's sword, or even better, steal it. Again, using Arm Shot to Disable him is quite useful, as it not only prevents from attacking you, but turns off his counterattack and prevents him from blocking with his shield. He shouldn't be too much trouble -- the hard part is the fight outside the gate. But, be careful not to let him pick up any crystallized enemies; he can use the crystals to restore all his HP just like you can! Either pick up the crystals as soon as they appear, or position your characters to block his route to the crystals. You do have to take away ALL his HP this time instead of just reducing him to crtical, but once you do, he's finally gone for good. BATTLE TROPHIES: 700 gil, Mythril Helm -------------------------------------------------------------------------------- The save game screen will pop up at the conclusion of the battle. There are another couple battles immediately after this one, so I recommend saving a SEPARATE slot from your main file. This way, you can go back to your main file if it turns you need to raise more JP outside the castle. After saving, you cut back to Delita and Ovelia at Zeirchele Falls for a battle against the Order of the Northern Sky. ---Battle 20: Zeirchele Falls-------------------------------------------------- YOUR FORCES: Delita, Ovelia [guest] ENEMY FORCES: Knight (male) x1, Archer (male) x1, Black Mage (female) x1 ALLY: Delita [Sagittarius] - lv 25 Holy Knight - Bravery 85, Faith 40 Equipment : Ancient Sword, Golden Helm, Golden Armor, Germinas Boots Abilities : Holy Sword, Arts of War, Counter, Safeguard, Move +1 GUEST: Ovelia [Taurus] - lv 20 Princess - Bravery 53, Faith 72 Equipment : Mage's Staff, Celebrant's Miter, White Robe, Elven Cloak Abilities : Holy Magicks, White Magicks, Counter Tackle, Reequip, Move +1 --STRATEGY-- Delita is your only controllable character here. Ovelia is a guest. As before, she'll probably just cast Aegis and run. But now that she has more MP, she can also cast Aegis on Delita on her second turn instead of only casting it on herself. Move Delita across the bridge and start attacking the enemy forces. He has all of the Holy Sword techniques, so use them -- with Hallowed Bolt and Judgment Blade, you can probably hit more than enemy at once. Since there are only three enemies and none of them are that strong, you should be able to defeat them without much trouble. Really, this battle is quite easy; its main purpose is just to give you a chance to play as Delita :) BATTLE TROPHIES: None -------------------------------------------------------------------------------- You're given another chance to save; again, don't save in your main slot. Then your roster screen shows up, allowing Ramza's crew to learn new abilities or change equipment, which might be necessary if the Knights at the gate used Rend on you.) When you leave the formation screen, you'll immediately go to the next battle and start deploying your characters. ---Battle 21: Lionel Castle Oratory-------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Cuchulainn BOSS: Cuchulainn [Scorpio] - The Impure HP: 488, MP: 360 Abilities: Dread, Befoul --STRATEGY-- This time you're up against Delacroix, who uses his Zodiac Stone to turn (with some pyrotechnics) into Cuchulainn. This battle can be tricky because Cuchulainn casts a variety of status attacks from a distance while running from you--plus, he gets the first turn! You'll find him easier to beat if you can trap him so he can't move. To get the jump on Cuchulainn, deploy your 4 teammates as follows: __ \XX\ \ \ \ \ X = character other than Ramza \XX\ --- Ramza can be placed on any other tile because he'll automatically move forward during the pre-battle story events. If you place your characters in this formation, Cuchulainn will have to come down the stairs on his first turn to start casting his magick. Now you can rush him and attack. If you can surround him, he won't be able to flee out of range. If you can't get within striking distance on a particular character's turn, at least position that character on the stairs to keep Cuchulainn from climbing back up. You could also use Leg Shot to Immobilize him, but since you can surround him pretty well with this tactic anyway, it's mostly a wasted turn. (He's immune to Disable, so don't bother trying Arm Shot.) As noted above, Cuchulainn's attacks consist primarily of status-attack magick. (Occasionally, he'll use a physical attack instead.) His Nightmare spell will inflict Sleep or Doom on a group of characters and has a 100% hit rate, and his Bio magicks do damage and inflict various other status ailments. Use the Esuna magick or the Monk's Purification ability to wake up the sleeping characters if you have either available; otherwise, try using weak physical attacks (e.g. Stone) to wake them up. The Doom status will cause your character to KO when the countdown finishes. There's pretty no way to remove it, so just revive the characters after they're KOed. (Striking a character with the White Staff *may* remove the Doom status, but it doesn't always work and isn't worth forfeiting a stronger weapon for.) Other status ailments can be cured with Purification, Esuna, or the appropriate items if you happen to have them. Try to keep your support characters spread out so they can't all be hit with Cuchulainn's magick at once. Since both the Sleep and Doom effects of Nightmare can be prevented with Protect Rings, you might be tempted to equip those. However, if you equip Protect Rings, Cuchulainn will just cast Bio magicks instead. Since Bio is usually more dangerous than Nightmare, you're better off without Protect Rings! Good attacks to use against Cuchulainn include physical attacks and Agrias's sword techniques. Guns and bows are also good, particularly if you trap him down on your level. If he escapes to the top of the map, guns will be less useful because there are usually too many obstacles to get a clear line of fire. The Monk's Aurablast may also be helpful in hitting him before you have a chance to trap him. Magick may be somewhat less useful here. You're in such close quarters that the magicks will probably hit your allies too -- plus you may be halted with a status effect before you can get the spell off. However, if you happen to have the Lich summon spell already or the Time Mage's Graviga, these will do a lot of damage -- they both do damage equal to half the target's max HP, regardless of how high that max may be! Since Cuchulainn has a high max HP (488), these magicks will do quite a bit of damage. Even Gravity, which does damage equal to 1/4 of its target's max HP, can be useful. In general, a good mix of close range fighters and gun/bow users is probably best here, and be sure to bring one or two characters who can use Phoenix Downs! And since Cuchulainn is a Scorpio, any Cancer or Pisces characters you might have (including Agrias) will do particular damage to him. Cuchulainn has 488 HP. Beat him and he'll blow up (with more nifty effects) and drop another Zodiac Stone. BATTLE TROPHIES: None -------------------------------------------------------------------------------- Delita delivers Ovelia to Duke Goltanna, while Duke Larg maintains Orinus as the heir to the throne. As the War of the Lions begins over these claims to the throne, Chapter II draws to a close, and you're again given a chance to save. %%%CHAPTER III: THE VALIANT%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00walk3 Three months into the War of the Lions, things are looking bad for both Larg and Goltanna. After a scene of Goltanna's council of war, we cut back to Ramza, whose new mission is to convince Zalbaag that someone is manipulating Ivalice into the war. You'll start the chapter positioned at Dorter. The shops have a lot of new stuff. The Headbands are a great buy; not only do they increase your HP over the previous hats, they also give you a physical attack boost. (You may want to keep your magick users with the Wizard's Hats, though, as those boost their *magick* power.) Although the Croakadile Bag may look powerful, it does variable amounts of damage, which limits its usefulness during actual battles. (Plus, it's ridiculously expensive!) Now that you're in Chapter III, you can also buy X-Potions, so you'll want to learn the corresponding ability for any item-users you have. For additional shopping opportunities, visit one of the castles (Lionel or Eagrose). There you can pick up the Ancient Sword, a strong sword that can also Immobilize enemies, as well as the Mythril Bow and some other stuff. The Fire Shield and Ice Shield absorb fire and ice, respectively, which lets you do a handy trick: Cast a fire or ice spell that targets both enemies and an ally with the shield -- you'll damage the enemies, AND heal your character! Not only does this let you get around the "friendly fire" effects when fighting in close quarters, it even replenishes your HP! All this new equipment is expensive, so luckily there's a whole slew of new errands, at least one in every town. If you're short on cash, I recommend spending a while completing them, buying stuff, and building up your characters. If you're offered any "contest" errand, take it right away; these errands give you a lot of money and JP but the chance to take them disappears at the end of the current month (at least until the next year). If you had characters who were running errands at Lionel Castle and ended up "trapped" when you were kicked out of the castle back in Chapter II, you can finally go collect them from the Tavern now. Lionel Castle is back to being a regular, blue-dot town. (Note also that the sea route between Goug and Warjilis has vanished as of Chapter III.) The Poachers' Dens are also now open. You can now use the Thief's "Poach" ability to poach enemies and get items from them at the Poachers' Den. Poached items are cheap; you can buy them for half their usual price! You can also get some rare items from poaching that you can't get anywhere else! Each monster can yield one of two items, a frequent item or an infrequent one -- see the Poaching List for a complete list. Note, though, that Poachers' Dens are only found in Dorter and Warjilis, not other cities. (Sal Ghidos, which you'll reach in Chapter IV, also has a Poachers' Den.) The best monsters to poach don't appear under Chapter IV, but if you recruited a Pig at Tchigolith Fenlands in Chapter II, you can now start poaching your pigs for rare items. And Red Chocobos, which also appear fairly frequently in Chapter III, sometimes yield the Barette when poached, which protects female characters against a number of status ailments. A new Rendezvous mission, The Fete, is available. This one can be a little difficult if you haven't yet learned Shirahadori (see below), but with a Summoner you should be able to win. There's also the Lost Heirloom mission from last chapter if you haven't done that yet; the Nu Khai Armbands that you can now buy will make this battle easier by protecting you from Charm. There are some abilities you'll need at the end of Chapter III that it's a good idea to start learning now. You don't need these abilities just yet, but if you build your characters towards those abilities now, you won't have to spend time grinding for them later. Specifically, you'll really want Ramza toi have Focus and Tailwind (both Squire), and Auto-Potion (Chemist). If you have the chance to unlock the Ninja job for him, that'll also help out a little, but it's not strictly necessary. (And it can be a bit of pain to unlock, as it requires Ramza to at least have Archer at level 4, Thief at level 5, and Geomancer at level 2.) Combining the Ninja's inherent speed and double attack with the Monk's Brawler ability makes for an incredibly strong and quick fighter, though. For your other characters, acquiring the Dragoon or Ninja job on as many as characters as possible is helpful, but also not a must-have. You may also want to start developing a stealing specialist, if you haven't already. You'll be encountering more and more enemies with rare equipment that you can't buy in stores, so you may want to swipe it :). It'll be a big help if you can learn the Thief's Steal abilities, and either Concentration (Archer) or Brawler (Monk), either of which will improve your stealing success rate. If you don't get to this until Chapter IV, though, it's not a big deal. Some other abilities that you want to work towards over the course of the chapter are the Samurai's Shirahadori reaction ability, the Ninja's Dual Wield support ability, and the Time Mage's Teleport movement ability. Shirahadori blocks physical attacks outright whenever it activates; if combined with a high Bravery stat (which you can boost with Ramza's Steel ability), it can render you virtually impervious to physical attacks. It's one of the best abilities in the game. If you haven't already unlocked the Samurai job, though, you'll need to get a character with Knight level 4, Monk level 5, and Dragoon level 2 to become a Samurai. The Ninja's Dual Wield ability is also great as it allows you equip two weapons at once to effectively double (or come close to doubling) your attack power. Finally, the Time Mage's Teleport is helpful for navigating battlefields with tall walls (as it allows you to essentially warp right up them), for teleporting through enemy forces blocking your path, and for extending your move range in a pinch. If you try to teleport long distances, it'll probably fail, but this ability is still extremely helpful for navigating both heights and crowded maps. Also, if you have a Summoner, the Golem summon will also help out in a battle near the end of the chapter. Lastly, if you haven't been using Ramza's Steel to work on building up your Bravery, try to do so when you get a chance -- having a high Bravery will make your Reaction Abilities a lot more useful (such as the aforementioned Shirahadori). When you're ready to get on with the game, equip your team with gear that boosts their Move or Jump ranges. Safeguard may also be helpful. Then go up from Dorter, across the Zeklaus Desert, to the Mining Town of Gollund. ---Battle 22: Gollund---------------------------------------------------------- YOUR FORCES: Ramza, Orran [guest], 4 others ENEMY FORCES: Chemist (male) x2, Thief (female) x3, Orator (male) x1 GUEST: Orran [Cancer] - lv 18 Astrologer - Bravery 73, Faith 71 Equipment : Bestiary, Wizard's Hat, Gaia Gear, Hermes Shoes Abilities : Astrology, other abilities random --STRATEGY-- The buildings here are steep, which restricts your movement. So, you'll want to deploy characters with a good Jump or Move range, or equip accessories to boost it. Because you start on the bottom and the enemy is on rooftops above you, guns and bows are not too effective here; it's hard to target the enemy from below. Instead, try bringing the Dragoon's Jump attack or Black Magick. Also, since the enemy has three Thieves that like to steal your equipment, you may want to protect your investments by equipping the Safeguard ability, which prevents steals. Orran possess the Celestial Stasis spell, which will Disable, Stop, or Immobilize at least half the enemy forces every time he casts it. However, he's still vulnerable until he gets this spell off, and the enemy Chemists can hit him from a distance with their guns. So, keep an eye on his HP. From where you start the battle, move a healer character and another character to your right and up the low steps. These characters will be in a good position to heal Orran (with White Magick or Throw Items) if he needs it. If Orran's relatively healthy and doesn't need immediately healing, you can also cast Protect him on to boost his defense. The rest of your squad can go around the other side of the building to start fighting the enemies there. The enemies will probably be no match for your forces; the key is just to keep Orran from getting killed, since if he's KOed, you lose the battle. Orran's Counter Tackle will knock enemies off the roofs for extra damage, and you can try this yourself with Rush. The Orator tends to stay on the highest roof and may be tough to reach, but you should be able to jump up there using the "steps" on the right side of the roof. At that point, you can attack him while on the roof or Rush him off the roof so your entire crew can attack him. Or, just use Black Magick to attack from below. This battle is also a great opportunity to do some stealing! Both Chemists are carrying Mythril Guns, which are 2 attack points stronger than the Romandan Pistols you're toting. These are the best prizes to steal. Additionally, you can grab an Orichalcum Dirk (a good dagger) and Germinas Boots (boots that boost both your move *and* jump) from the Orator. The Thieves may also carry Jujitsu Gis and Main Gauche to swipe, although Main Gauches aren't as strong as the Orichalcum Dirk. Especially later in the battle, when Orran may have paralyzed lots of enemies, try to steal some of their gear if their can! BATTLE TROPHIES: 1500 gil, Battle Folio -------------------------------------------------------------------------------- After you save Orran, you'll chat briefly, and then he'll head off to the south, sadly depriving you of Celestial Stasis :) Gollund's shops don't offer any new equipment, so just head straight on to Lesalia. There's no fight when you first get here, just a short chat with Zalbaag. However, as soon as you leave, you'll have to fight Zalmour. ---Battle 23: Lesalia Castle Postern------------------------------------------- YOUR FORCES: 1st Squad - Ramza, Alma [guest], 2 others 2nd Squad - 2 others ENEMY FORCES: Zalmour, Knight (male) x3, Monk (female) x2 GUEST: Alma [Leo] - lv 3 Cleric - Bravery 39, Faith 87 Equipment : Healing Staff, Barette, Wizard Clothing, Red Shoes Abilities : Holy Magicks, Items, other abilities random BOSS: Zalmour [Sagittarius] - lv 24 Celebrant - Bravery 54, Faith 78 Equipment : Musk Pole, Wizard's Hat, White Robe, Elven Cloak Abilities : Priest Magicks, random action ability, Archer's Bane, Halve MP, Lifefont --STRATEGY-- If you didn't spot the rest of your team right away, they're behind the gate. Since none of the enemies here have much in the way of range attacks (just some weak Geomancy abilities), you needn't rush down to attack them. Instead, keep your characters up on top of the castle and let the enemies come up to you. The majority of them will come up the stairs, so position the bulk of your team near the stairs. Because the enemies are often in clusters, magick (and Geomancy) works well on them. The railing blocks direct gun shots down onto the ground, but if you stand up on top of the railing, you should be able to shoot from there. Standing on the railing also gives you a height advantage and makes it harder for the enemies to hit you. Alma will probably cast Aegis on Ramza once, which will make him super-powered for a few turns. (Shell and Protect will reduce the damage he takes, Regen heals him, and Haste gets him more turns!) Take advantage of it! After casting Aegis, Alma will just thwack your characters with her Healing Staff to restore their HP. The annoying part of this battle is Zalmour, who can cast Cura and Arise to heal his troops. When you have the chance, start attacking him. (You may also want to try stealing his White Robe if you get a chance.) He'll go down quickly, and, as soon as you KO him, you win the battle ... so this is a pretty easy fight. BATTLE TROPHIES: Ether -------------------------------------------------------------------------------- Alma then joins up as a guest. She won't be doing any more fighting, though, so go ahead and de-equip her Healing Staff, Barette, and Red Shoes. These are all valuable items: the Healing Staff and Barette are items you can't ever buy in shops, and the Red Shoes won't be available to purchase until much later. The Healing Staff is an interesting "weapon" in that it actually restores HP to the character hit by it. Equipping it on a magick-oriented character can be quite useful since they probably won't be doing much fighting anyway and it gives you a free source of healing. If you want to complete some errands easily, you can take the ones at Gollund and Lesalia and then just walk back and forth until they're done. Before leaving this region, you can also stop at the store in Lesalia to buy new heavy armor. The Aegis Shield that's now available is much worse against physical attacks than your existing shields, but it has a 50% block rate against magicks! Although it's not too good for most situations, since you don't face nearly as many magick attacks as physical attacks, you may want to have one or two on hand for battles against magick users. The Aegis Shield is also a great choice for characters who have learned Shirahadori. Shirahadori can block most physical attacks by itself, so you can use your shield slot to beef up your magick defense. Go down to Dorter; there's some new equipment here as well. In particular, the Jujitsu Gi is a great set of clothes for fighting-oriented characters as it also boots your physical atack power, and the Celebrant's Miter is a hat that boosts your MP. (You'll probably want to keep your fighters using the Headband for the attack boost.) Depending on what jobs you're using, there may be weapon upgrades as well. A more powerful gun, the Mythril Gun, is now available for sale. Since Goug is the only city that sells guns, though, you'll have to walk all the way down there if you want to buy it. It's 2 points stronger and a stronger gun never appears in stores, so it's worth the trip if you didn't get the chance to steal any Mythril Guns during the Gollund battle. Purchase anything you want, then head to Orbonne Monastery. Note that once you enter, you'll be locked into a series of three battles, so make sure that you're well stocked with supplies. You may also want to pick up a few of the Jade Armlet accessory, since they'll be helpful in an upcoming battle, but they're fairly expensive and not really necessary. At Orbonne Monastery, enter the Monastery Vaults (it's the only option available), where you'll find Simon wounded. He tells you about Funebris's plot, and Ramza chases after the troops looking for the Virgo Stone. You'll have a chance to save your game. All you'd have to repeat if you died is that short scene with Simon, but if you want to save, save in a separate slot since you're locked into a series of battle. The roster screen will come up, then you will go down to the second floor and have a fight. ---Battle 24: Monastery Vaults - Second Level---------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Chemist (male) x1, Time Mage (male) x2, Dragoon (male) x3 --STRATEGY-- This is your first encounter with enemy Dragoons. Their standard attack has a two-tile range attack and is quite strong, and they can also use the Jump attack. If one of them jumps at a character, try to move that character away before the Dragoon lands (assuming you have a chance, that is). If you cast Haste on your characters, you'll get more turns and hence a better chance of being able to duck out of the way. Since the Dragoons are so strong physically, you'll probably want to bring some tough close-range fighters with which to fight back. The Dragoons have a high evade rate, so equipping the Concentration ability (Archer) on any characters that have it is a good idea, as it ensures that your attacks can't be evaded. Also, if your fighters have Fire Shields or Ice Shields equipped, remember that casting a fire or blizzard spell on the group will both damage the enemy Dragoons and heal any characters with the appropriate shield -- it's good for close-quarters fighting! You'll want to take out the enemy Chemist so he can't heal the enemies, but you can save the Time Mages for last. Pretty much all they'll do is cast Haste. If you have the chance, though, position one of your characters next to the enemy that Haste is going to be cast on; this allows you to pick up the Haste status as well! BATTLE TROPHIES: Battle Folio -------------------------------------------------------------------------------- After beating the second floor, you have another save opportunity. Again, save in a slot separate from your main file. For the next battle, you may want to equip any accessories you have that boost your Jump statistic (i.e., the Spiked Boots or Germinas Boots). After you leave the roster screen, you'll go to the third floor for another battle against Isilud. ---Battle 25: Monastery Vaults - Third Level----------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Isilud, Knight (male) x2, Archer (male) x2, Summoner (male) x1 BOSS: Isilud [Gemini] - lv 26 Nightblade - Bravery 73, Faith 62 Equipment : Platinum Sword, Golden Shield, Platinum Helm, Platinum Armor, Power Gauntlet Abilities*: Arts of War, Jump, Counter, Safeguard, Ignore Elevation * Isilud's Nightblade job also has Concentration as an innate ability. --STRATEGY-- Your first order of business in this maze-like level is to send one or two characters down the hall to kill the Summoner -- used ranged attacks to take him out quickly before he can hit you with any summons. After the Summoner, go after the Archer that will have come up behind him. At this time Isilud and his gang will be nearing you from behind. You'll want to get up on top of the bookshelves to fight him on the same level. If you have a Jump statistic of at least 5, you can jump directly on top of the shelves; otherwise, you'll have to use the stairs in the corner. The stairs can get a little crowded, so being able to jump up is helpful. Watch out; Isilud has the Dragoon's Jump attack and an incredibly long jump range. If you use Haste, though, you may have a chance to move out of the way before he comes back down. His plain sword attack is strong, too, and he can counterattack. He also has Safeguard, so you can't steal or break his sword or other equipment. Just ignore the other guys and attack Isilud. The Mythril Gun and Agrias's Holy Sword techniques are both quite effective here, and you can also use your own Jump attacks if you've got a Dragoon. When Isilud drops to critical HP, he'll teleport away and you win. BATTLE TROPHIES: Guardian Bracelet -------------------------------------------------------------------------------- Upon winning against Isilud, there's yet another save point, and then the last of the three battles, this time with Wiegraf. Before the battle, equip any Jade Armlets you have to protect yourself from his sword attacks. ---Battle 26: Monastery Vaults - First Level----------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Wiegraf, Knight (female) x2, Archer (female) x2, Black Mage (female) x1 BOSS: Wiegraf [Virgo] - lv 27 White Knight - Bravery 71, Faith 64 Equipment : Diamond Sword, Crystal Helm, random armor, Elven Cloak Abilities : Holy Sword, random 2nd action ability, Counter, Doublehand, Move +1 --STRATEGY-- Spread your characters out in your initial deployment since Wiegraf is almost guaranteed to hit your group with a Judgment Blade before you have a chance to move. The tall wall divides this level into two halves -- the half where you start and the half where the bad guys start -- with a small doorway in the middle. But Wiegraf will come running through to your side right away. Just go after Wiegraf; most of his followers are irrelevant and probably won't even reach you before Wiegraf goes down. The Archers can shoot through the doorway from the other side, though, so Archer's Bane (or Shirahadori, if you have it) may be helpful. As in your previous encounter with him, Wiegraf will use Judgment Blade a lot. Judgment Blade also randomly casts Stop on you sometimes, but you can protect yourself from that by equipping Jade Armlets. (The armlets won't stop you Judgment Blade from doing HP damage, though.) Focus your attacks on Wiegraf. If you can't kill him in two rounds of turns or so, the other enemies will show up and you're in trouble. This time, Wiegraf must be knocked down to 0 HP before you win. BATTLE TROPHIES: 2500 gil -------------------------------------------------------------------------------- Afterwards, Isilud escapes with both a friend and your Zodiac Stones captive. Outside, Wiegraf transforms in a rather frightening scene and then Simon shows up to give you the Scriptures of Germonique. Back on the map, go to the Chronicle option and check out your Artefacts. Examine the Scriptures of Germonique and press Triangle if you want to read it (this takes a while). This has no direct impact on the game, but fills in some story information. After you're done reading, go to Dorter. A mage will demand the Scriptures and ask if you've read them. It doesn't matter what you say. When the mage leaves, the route to Riovanes Castle will open. Try to leave Dorter (just click anywhere on the map) and you'll see an FMV scene with Delita and Ovelia. Go into Dorter and check out the shops, which once again have some new equipment. The Power Garbs are a great buy; they're good new clothes that also raise your physical attack power. And don't miss the White Robe for your magick-users -- you'll have to scroll down through all the clothes to find it! You may want to keep your Headbands and Celebrant's Miters instead of buying Black Cowls, since the Cowls don't have any special stat boost. Similarly, the Diamond Shields are not an especially great shield since they don't have any elemental properties, nor the magick block rate of the Aegis Shield. There are also a few new errands available down at Lionel Castle and the Castled City of Zaland, as well as at Eagrose Castle. Taverns also offer a new Rendezvous Mode mission, Desert Minefield. This one is relatively easy, although tough to clear with just a few characters. It's now time to head north to Riovanes. As you head up through the Zeklaus Desert, you'll run into a story battle. ---Battle 27: Zeklaus Desert--------------------------------------------------- YOUR FORCES: Ramza, Luso [guest], 4 others ENEMY FORCES: Behemoth x3, Behemoth King x2, Dark Behemoth x1 GUEST: Luso [Cancer] - lv 25 Game Hunter - Bravery 55, Faith 48 Equipment : Icebrand, Platinum Shield, Green Beret, Platinum Armor, Germinas Boots Abilities : Huntcraft, other abilities random --STRATEGY-- Deploy all your characters towards the upper-left corner of the available purple tiles. This will start your characters as close to Luso as possible. If you have anyone who can Poach or Entice/Tame monsters, they're good to bring here. After you deploy your characters, there will be a CG scene, as Ramza jumps in to help Luso. Then the battle starts and then the battle starts. It's Behemoth city! Luso can hold his own pretty well -- he comes with an Icebrand sword, which is better than anything sold in stores at this point. Still, if he gets surrounded by Behemoths, he'll get killed and you'll lose the battle, so move a healer into position ASAP. (Casting the Protect magick on him or your other characters is also a good idea, as the Behemoths only use physical attacks.) If you move some other fighters down into the canyon with the Behemoths, you'll keep them from ganging up on any one particular character. All the Behemoths can counterattack (since they're monsters), which means Luso can take damage pretty quickly fighting against them. Fortunately, he's smart enough to flee if his HP drops to critical, but even if it's not yet critical, a series of behemoth attacks could take him out before he has a chance to move! Try to take out a few of the purple "regular" Behemoths quickly, before the Behemoth Kings and Dark Behemoth have a chance to make it over to you. Those are lot stronger and will take several attacks to kill. Agrias's Holy Sword techniques are good for dealing damage and can't be counterattacked. If you have an Orator or someone else with Speechcraft and Beast Tongue, it's definitely worth trying to recruit some of the monsters here. If you can turn one Traitor and keep it alive through the battle, it'll join your squad. None of these monsters are ones you could otherwise find at this point in the game, and the Behemoth King and Dark Behemoth are particularly rare. If you get any of them, you can use them to breed more behemoths and poach them for rare items! Luso also automatically poaches any enemy he kills, so he if kills any of the behemoths here, you should also get something good. BATTLE TROPHIES: None -------------------------------------------------------------------------------- Defeat or recruit the enemy Behemoths and Luso will join up. He's basically a clone of Ramza, but he has an intrinsic Poach ability -- no ability needs to be equipped for it. This makes him very handy for treasure hunting, especially during the monster-laden random battles. Story battles, of course, contain mostly humans and Poach doesn't work on them. (Luso is the lead character from the Nintendo DS game Final Fantasy Tactics A2, not coming to North America until later this year ... he's just moonlighting here :) .) You may want to de-equip Luso's Icebrand sword and give it to Agrias -- it will make her Holy Sword techniques extremely powerful! If you poached any of the behemoths, you may want to go back to the Poachers' Den in Dorter to see what you got, since a lot of these items can be quite useful. If you recruited any of the behemoths, you're even better off; you can keep one behemoth on your team, have it breed other behemoths, and poach *those*. Both Behemoth Kings and Dark Behemoths can give you rare items you can't find in stores. Up in Lesalia, there's more new stuff (bows, daggers, and swords) to purchase. Grab anything you need, then continue to the Grogh Heights. ---Battle 28: Grogh Heights----------------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Squire (male) x2, Chemist (male) x2, Archer (male) x1, Thief (female) x1 --STRATEGY-- This is a fairly straightforward battle. The main challenges are the Thief, who of course can steal your gear, and the Chemists, who both have guns and a humongous range from their vantage point atop the heights. You'll want to target the Chemists first. Fire back with your own guns, or have Mustadio use his Arm Shot from a distance to Disable them. The small passes between the cliffs can be a bit of a choke point as you try to climb up. If you boost your Jump height with accessories and agile jobs, that will help you scale the heights quickly. If the *enemies* get bunched up in a row in a pass, firing one of Agrias's Divine Ruination skills (if you have it) will decimate them. Because this is a fairly easy battle, it's a good chance to build up your weaker characters if you want. I suppose you could also try letting the enemies decay into crystals or chests, but these guys don't really have much worth taking. (Hey, they're deserters, what do you expect?) BATTLE TROPHIES: Mythril Gun -------------------------------------------------------------------------------- After smashing your way through the Heights (I actually felt kind of bad killing those guys off), you'll meet up with Orran again. You'll also receive a Mythril Gun in spoils from the battle, so if you didn't bother to go to Goug to buy any Mythril Guns, equip this one now. Your next stop is the Walled City of Yardrow. ---Battle 29: Yardrow---------------------------------------------------------- YOUR FORCES: Ramza, Rapha [guest], 4 others ENEMY FORCES: Marach, Summoner (female) x2, Ninja (male) x3 GUEST: Rapha [Pisces] - lv 22 Skyseer - Bravery 31, Faith 69 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak Abilities : Sky Mantra, other abilities random ENEMY: Marach [Gemini] - lv 23 Netherseer - Bravery 69, Faith 31 Equipment : Gokuu Pole, Headband, random armor, random accessory Abilities : Nether Mantra, random 2nd action ability, random Squire abilities --STRATEGY-- Here you'll encounter Marach (the guy you met in Dorter) and Rapha. You have to save Rapha from Marach and the Riovanes soldiers. This is another protect-the- guest battle, so deploy somebody with healing abilities or you're toast. In fact, bringing two might not be a bad idea! Black Magick will be useful here, but avoid using Archers because they won't be able to fire through the city walls. To protect Rapha, move a character into the city gateway to block it and prevent the enemies from following her outside. At the start of the battle, one of the Ninjas will probably give himself an unfair height advantage by climbing up on the roof and throwing weapons at you. Use guns or magick to take him out quickly. You could also equip the Thief ability Sticky Fingers, which will let you catch whatever the Ninja throws at you, but it's probably not worth giving up your regular Reaction Ability for. The Ninjas here can hit really hard since they get two attacks. Even if you have Shirahadori, it can only block one of the two attacks. So make the Ninjas your first target, and stay out of hand-to-hand range when possible. Even at a distance, the Ninjas can still Throw weapons at you, but this attack isn't nearly as strong. As at Grogh Heights, the gate into the city is a bit of a choke point, which means it's a great opportunity to fire some Divine Ruinations and hit several enemies at once. If you've got anybody with an attack that can go through the wall (i.e., magick or some monster skills), you can try to kill the Summoners that way. The enemies start pretty bunched up inside, so this can be a good way of attacking more than one enemy at a time. Otherwise you'll have to fight through the Ninjas at the gate. As usual, watch what areas the Summoners are targeting so you can try to keep your team split up and out of the way. Although Marach teleports away when you defeat him, you must defeat ALL the enemies to win here. Since Marach is really the least threatening guy here, save him for last. Finally, beware of Rapha's skills -- they target a 3x3 square of the map and hit random tiles, making them as likely to hit you as the bad guys. Marach's skills do the same, which fortunately means he's pretty unlikely to actually hit you ... and even if they do, he does very little damage. BATTLE TROPHIES: 2000 gil, Yagyu Darkrood, Holy Water -------------------------------------------------------------------------------- After the fight, Rapha discusses her past. (Why the Grand Duke wants Rapha and Marach's powers so badly is one of FF Tactics's great unsolved mysteries ;) .) Marach, meanwhile, delivers a amphibian ultimatum. Rapha joins up as a guest for the next couple battles. She probably won't be all that helpful, though, since her Sky Mantra abilities only strike random tiles in their effect radius and can't be targeted too precisely. You can pick up some better equipment for Rapha at the Outfitter if you want, but it's not strictly necessary as you don't need to protect her from being KOed in the subsequent battles. At any rate, do NOT equip her with any "rare," non- buyable items like the Barette or Healing Staff; if you do, you'll lose them when Rapha goes from being a Guest to a regular character. Any magick users on your main team, though, can benefit from the new gear at Yardrow. The Gold Hairpins raise both your HP and MP a lot, and the Black Robe strengthens the power of any of your fire-, ice-, or lighting-elemental spells. (You may want to keep healers on the White Robe, since it's got elemental defenses and they don't need the offensive capability.) There are also some new accessories; pick up a pair of the speed-boosting Hermes Shoes for later use. The Bracer is also available. It's really expensive (50,000 gil), but it gives you a huge +3 physical attack boost, so buy one or two if you can afford them. When you leave town, you'll cut to another Delita battle. ---Battle 30: Zeltennia Castle------------------------------------------------- YOUR FORCES: Delita, Ovelia [guest] ENEMY FORCES: Ninja (male) x1, Ninja (female) x1 ALLY: Delita [Sagittarius] - lv 30 Holy Knight - Bravery 85, Faith 52 Equipment : Save the Queen, Platinum Shield, Platinum Helm, Carabineer Mail, Germinas Boots Abilities : Holy Sword, Arts of War, Parry, Concentration, Move +1 GUEST: Ovelia [Taurus] - lv 5 Princess - Bravery 53, Faith 72 Equipment : Mage's Staff, Gold Hairpin, White Robe, Elven Cloak Abilities : White Magicks, Counter Tackle, Reequip, Move +1 --STRATEGY-- It's just Delita and Ovelia against two Ninjas. This should be a cinch; although the Ninjas can hit hard, Delita and Ovelia have enough HP to survive a few attacks, and one Holy Sword technique should be enough to take out each ninja. BATTLE TROPHIES: None -------------------------------------------------------------------------------- Back with Ramza's squad, if you want to do further shopping, you can go back down to Lesalia to buy new helmets, the Platinum Sword, and the Assassin's Dagger. If you have Ninjas, Samurais, or Dancers in the party, you may even want to trek all the way back to Dorter, as you will find new weapons for those three jobs there. Clearing the battle at Yardrow also opens up another Rendezvous Mode mission, Littering, which pits you against ten enemy Ninjas. If you bring characters with the Sticky Fingers reaction ability, you can catch the weapons that the Ninjas throw, which is a great way to build up your stock of weapons! You can also start winning rare equipment from this mission, although your experience level probably isn't high enough yet for these items to appear. When you've completed your shopping and catching spree, head on up to the Yuguewood. ---Battle 31: The Yuguewood---------------------------------------------------- YOUR FORCES: Ramza, Rapha [guest], 4 others ENEMY FORCES: Black Mage (male, undead) x2, Time Mage (female, undead) x2, Ghoul x1, Ghast x1, Revenant x1 --STRATEGY-- Every enemy here is undead, including the humans. After you KO them, when their counter runs out, they may REVIVE instead of turning into a crystal! This means that, after you KO the first enemy, you have to hustle to finish off the rest before the first ones start reviving again. Fortunately, there's an easier way. Just use Mustadio's Seal Evil skill, which turns any undead enemy into stone and prevents them from resurrecting. Plus, it almost always hits! You can also deal with the three ghost monsters by Poaching them; a Poached monster disappears from the map and hence can't be revived. You could even use the Orator's Tame or Entice to recruit the ghosts -- even if you don't plan on keeping them, it removes them as enemies. The undead humans are immune to Traitor status, however. Since the enemies are undead, Cure spells and other healing abilities (e.g. Raise and items) will do quite a bit of damage to them while simultaneously healing any nearby allies. You can even strike them with the Healing Staff! Summon spells also work well, as the enemies are usually packed together. The two Black Mages are your toughest opponents, so take them out first. The Time Mages are a bit of a pain too, since they can cast Slow or Immobilize on you. You can prevent the former by equipping Diamond Bracelets and the later by equipping Guardian Bracelets. Which to choose? For your close-range fighters, defense against Immobilize is the most important, so give them Guardian Bracelets. But for your gunners and magick users, being Immobilized may not be such a problem, as they have enough range that they can still attack even if they're rooted in one spot. So you might be better off giving Diamond Bracelets to your range attackers. Rapha is just an "ordinary" guest here, so it doesn't matter if she gets KOed. BATTLE TROPHIES: Phoenix Down x2 -------------------------------------------------------------------------------- Don't go on to Riovanes Castle just yet. It contains some very powerful bosses and you need to make sure you're prepared. For Ramza, you'll want the Focus and Tailwind Squire abilities, as well as Auto-Potion from Chemist. Buy a healthy stock (30+) of X-Potions. You'll also want at least one pair of Hermes Shoes and a Green Beret. (If you sold all your Green Berets, you can buy another one at Yardrow.) Also helpful are Jujitsu Gis and Chameleon Robes (both of which protect against instant KO) and Jade Armlets (protection against Stop). These items are particularly helpful if you want to attempt to learn the Ultima magick at Riovanes ... but since Ultima actually isn't very good and is much easier to learn in Chapter IV, you may not want to bother. Finally, if any characters are close to reaching the Dragoon or Ninja jobs, you may want to bring them up to those jobs, as they are quite helpful. Zeklaus Desert is a good place to level up if you need to earn more JP. When you think you're ready, save your game, then pay a visit to Riovanes Castle. You'll see a scene with Barrington and the Templars, then have a chance to save. Be SURE to save in a separate slot from your main game, so that you can get out of the castle if you need to go back and level more/buy stuff. If you save in your main slot, you may wind up STUCK and have to start again from scratch! You then go to the first of a series of three battles. Strip Rapha of all her equipment beforehand. ---Battle 32: Riovanes Castle Gate--------------------------------------------- YOUR FORCES: 1st Squad - Ramza, Rapha [guest], 1 other 2nd Squad - 3 others ENEMY FORCES: Marach, Knight (male) x3, Archer (female) x3 ENEMY: Marach [Gemini] - lv 24 Netherseer - Bravery 69, Faith 31 Equipment : Gokuu Pole, Headband, random armor, random accessory Abilities : Nether Mantra, random 2nd action ability, random Squire abilities --STRATEGY-- Deploy another fast character with Ramza, but make sure both are well-armored. You'll want the two of them to break through to the enemy back line quickly and take out the Archers. The second squad starts further from the battle, but they can bring up the rear and keep fighting the Knights. You'll face a constain rain of arrows from the enemy Archers atop the gates, so equipping Archer's Bane or (preferably) Shirahadori on as many characters as possible will be a big help. The Golem summon is also quite helpful if you have it; cast it at the beginning of the battle and it will temporarily absorb some of the physical damage you receive. The Mystic ability Defense Boost would also be helpful here, as would the Protect magick or the Kiyomori Iaido (which casts Protect). Equipping shields and capes will also boost your evade rate. Rapha is here as a guest and Marach as an enemy. If EITHER of them is reduced to critical HP, they will BOTH teleport away. You want to be rid of them; Marach's pole attack is reasonably strong, and he tends to block your route up to the Archers. If you de-equiped Rapha's armor before the battle, you can KO her in one attack and quickly remove Marach from the battlefield. Take out the enemy Knight on the bridge to keep him from blocking your path, then start hurrying up the steps. You want to reach the enemy Archers as quickly as possible. (If you have the Dragoon ability Ignore Elevation or the Time Mage ability Teleport, this is easy-peasy, of course; you can just jump right up from the drawbridge.) Any abilities that you can fire at the Archers from a few tiles away will be helpful, as is Arithmeticks. Finally, you could also try riding a Black Chocobo up to the top of the gate; this strategy would be best combined with the Golem spell to prevent the Chocobo from being shot to death by the Archers. Keep your close-range fighters in the rear so they can fend off the enemy Knights as they approach. Since the enemy Knights have a fairly high evade rate, Concentration may also be useful to ensure your attacks connect. Alternately, you can just attack with Agrias's Holy Sword techniques, which can never be evaded. If you keep killing off one of the Knights, the other ones may keep bringing him back with Phoenix Down, thus wasting their turns. The Monk's Revive ability will be useful in bringing back your KOed allies, but only if you stay on level ground; it has no vertical range. Once the Archers are KOed, you can have all your characters mop up the remaining Knights. BATTLE TROPHIES: Elven Cloak, Hi-Potion, X-Potion -------------------------------------------------------------------------------- After you defeat everyone outside the gate, a wounded Knight will crawl out, warning of the Lucavi's rampage. Now, make sure you're prepared. You're about face a two-part battle against a Zodiac-charged Wiegraf, and he is rather powerful. However, if you're reading this walkthrough and coming prepared ;), he isn't that hard to beat. Before the battle starts, set Ramza with the Mettle action ability and Auto-Potion reaction ability. Next, you need to drop all your Potions and Hi-Potions. On the roster screen, click on any character and go to Equipment. Choose View List, find your Potions and Hi-Potions and select Discard. Throw away ALL of them, so that you can only use X-Potions when Auto-Potion activates. As for your other characters, make them into Dragoons or give them range weapons. Keep Agrias as a Holy Knight if she has the Hallowed Bolt ability. (If your Ramza is quite strong, you may not need such preparation--just give him Dual Wield or Jump.) When you think you're set, close the party roster screen and you'll be thrust into the battle against Wiegraf. ---Battle 33: Riovanes Castle Keep--------------------------------------------- YOUR FORCES: PHASE ONE: Ramza PHASE TWO: 1st Squad - Ramza, 1 other 2nd Squad - 3 others ENEMY FORCES: PHASE ONE: Wiegraf PHASE TWO: Belias, Archaeodaemon x3 BOSS: Wiegraf [Virgo] - lv 28 White Knight - Bravery 71, Faith 64 Equipment : Diamond Sword, Diamond Shield, Diamond Helm, Diamond Armor, Diamond Bracelet Abilities : Holy Sword, Martial Arts, Counter, Safeguard, Move +1 BOSS: Belias [Virgo] - Gigas HP: 1044, MP: 255 Abilities: Dread, Summon Gigas --STRATEGY-- Wiegraf has a fearsome reputation, in part because you're now stuck in Riovanes Castle if you don't have another save to go back to. Your ease of beating him will really depend on abilities Ramza has -- he can be pretty easy with the right abilities, or very tough if you're stuck inside without an ideal set of abilities. For his first form, you have just Ramza. The best tactic is to give him the Auto-Potion ability; if you threw away all your Potions and Hi-Potions, Ramza can use a X-Potion to heal himself for 150 HP whenever Wiegraf attacks him. (Auto-Potion doesn't always activate, so if Ramza runs low on HP, you can also manually use an X-Potion on yourself to heal.) Meanwhile, have Ramza run from Wiegraf and keep using the Tailwind ability to boost his speed. If you can, sucker Wiegraf into going into the water and you'll be safe for a turn. Eventually (after you keep using Tailwind), Ramza will get fast enough that he will get two turns in a row frequently. Use these extra turns to get further away from Wiegraf (out of the range of his Hallowed Bolt) and keep using Tailwind. You will reach a point where you will not have to use all your moves to get out of Wiegraf's range. Now instead of moving each turn, you can use Tailwind and then "Wait" to get your next turn faster, allowing you to use Tailwind even more. Keep going until Ramza's speed maxes out at 50. (You can check it by going to Status in his menu.) Then start using Focus to build up your attack power. (If you don't have Focus, give Ramza a gun instead, since guns are not reliant on physical attack power.) After you've built up your attack, just run up to Wiegraf and you can knock him out quickly in one or two attacks. If you don't have Auto-Potion, a fairly good substitute is the combination of Mana Shield (Time Mage) and Chakra (Monk). Mana Shield will protect you by diverting damage to Ramza's MP. Run from Wiegraf while using Chakra each turn; since Chakra restores your MP, you'll keep up your Mana Shield. Even when Mana Shield doesn't trigger, you should have enough HP to survive at least one hit, and Chakra will keep restoring your HP afterwards. Whenever you get far enough from Wiegraf that he can't attack you, use Tailwind. This tactic takes a little longer than Auto-Potion because it requires you to navigate out of Wiegraf's range in order to use Tailwind, but it otherwise works the same. If you don't have Auto-Potion or Mana Shield/Chakra available, you could try a similar tactic but with some other ability to restore your HP, like Critical: Recover HP, Regenerator, or Lifefont. These abilities don't restore quite as much HP as Auto-Potion or don't work as reliably, so it might be more difficult, but you could give it a shot. If you have Auto-Potion but not Tailwind, you could also use Rend Speed and Rend Power to weaken Wiegraf -- but a disadvantage of such a strategy is that debuffs won't carry over to the next stage of the battle, whereas any buffs you place on Ramza *do*. If you can't use the heal & Tailwind strategy at all, you'll just have to finish off Wiegraf quickly, before he can kill you. The Dragoon's Jump attack may be useful, since Wiegraf can't counterattack if you use it at a distance. If you need to use physical attacks, equip Concentration or attack Wiegraf from behind so he can't dodge. You can also try using a Blood Sword (if you have one) to recover a little HP with each attack, but this only really works if you can Dual Wield it with a stronger weapon since a Blood Sword doesn't do enough damage by itself to defeat Wiegraf. If you have a magick-oriented Ramza, you could try use strong Black Magicks to finish Wiegraf in a single shot. Equipping the Hermes Shoes as an accessory to boost Ramza's speed may also help you get the jump on him. Finally, the Mystic's Defense Boost ability will reduce the damage Wiegraf can do to you, and Mana Shield will give you an additional buffer of life before he kills you. After Wiegraf drops to critical HP, he will disappear, only to return shortly as Belias. Yup, it's not over yet. Your other characters will now show up, but Wiegraf summons three Archaeodaemons. On his first turn, Belias will start charging up a super-powerful Cyclops summon (200+ HP damage), and if you survive that, he'll hit you with more summons. The trick here is that all the speed and attack power bonuses from the first phase of the battle persist, so if you used Tailwind/Focus, Ramza can run up to Belias and repeatedly attack him with high-powered hits. You should be able to kill Belias before he gets to cast Cyclops. If Ramza isn't able to kill Belias on his own, or you couldn't use the Tailwind and Focus strategy, you'll have to take down Belias with the rest of your team. Have your other allies start attacking Belias. You want to him as quickly as possible, so range attacks (bows/guns) are good as they may not require you to move. The Dragoon's Jump ability is also good since it takes you off the screen, where Belias can't kill you. Agrias should use her strongest sword technique. As in the fight against Cuchulainn, the Lich summon spell or the Time Magick Graviga do a lot of damage if you can get them off, and a strong Black Magick spell could be useful too. Ideally, you can take out Belias before he even casts Cyclops. If you can't manage that, though, you may still be able to keep yourself alive long enough to finish him off. Using the Jump attack may get some of your characters off the screen when Cyclops fires and keep them alive. You can also try Silencing Belias, either with the Mystic's Quiescence or Agrias's Hallowed Bolt. While putting Silence on Belias will abort his initial Cyclops summon, he will still be able to use his Petrify ability to turn you to stone, so this tactic works better if you pair it with Jade Armlets to protect yourself from Stone. Finally, you could try using the Mystic's Disbelief magick to put the Atheist status on your strongest fighter, which will make him/her immune to magick and able to survive the initial Cyclops casting. Belias and his demons can still kill you with physical attacks and petrification, so using Silence or Atheist is just a stop-gap measure to keep a few characters alive long enough to finish killing him. Belias has 1004 HP. As soon as you defeat him, the Archaeodaemons also disappear. The strategies above are, of course, the most extreme strategies for fighting Wiegraf/Belias. If Ramza is pretty strong, you can take out Belias with fewer moves and certainly don't need to spend as much time boosting yourself during the first round. A sufficiently strong Ramza (say, as a Ninja with Brawler and a Bracer equipped) attacking Wiegraf and Belias from behind could even do enough damage to punch out both of them without needing any boosts at all. The Jump attack can also be effective if Ramza has a high speed. But if you're having trouble, the Auto-Potion/Tailwind strategy almost assures you of victory. BATTLE TROPHIES: None -------------------------------------------------------------------------------- If you win both rounds of the battle, you'll go on to the last of this sequence of battles, on the roof. Be sure to save again. ---Battle 34: Riovanes Castle Roof--------------------------------------------- YOUR FORCES: Ramza, Rapha [guest], 3 others ENEMY FORCES: Elmdore, Celia, Lettie GUEST: Rapha [Pisces] - lv 23 Skyseer - Bravery 31, Faith 69 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak Abilities : Sky Mantra, other abilities random BOSS: Elmdore [Gemini] - lv 33 Ark Knight - Bravery 70, Faith 70 Equipment : Muramasa, Black Cowl, Black Robe, Nu Khai Armband Abilities : Sword Spirit, First Strike, Doublehand, Ignore Elevation BOSS: Celia [Virgo] - lv 29 Assassin - Bravery 65, Faith 70 Equipment : Kiyomori x2, Black Cowl, Gaia Gear, Cachusha Abilities : Subdual Arts, random action ability, random Squire abilities, Move+1 BOSS: Lettie [Sagittarius] - lv 28 Assassin - Bravery 65, Faith 70 Equipment : Spellbinder x2, Black Cowl, Power Garb, Barette Abilities : Subdual Arts, random action ability, random Squire abilities, Move+1 --STRATEGY-- You'll want to optimize your team for speed for this battle. Make Ramza into a job with a high Speed stat (Ninja if available, otherwise Geomancer, Thief, or Monk), and equip him with a Green Beret and Hermes Shoes to boost his Speed as high as possible. Equipping the rest of the team with accessories boosting Speed or Move is helpful as well. Give the Ignore Elevation or Teleport movement abilities to as many character as possible. Ramza always starts in a fixed location, regardless of where you place him on the deployment screen. Deploy your other characters towards the top of the deployment screen -- this will start them closer to the battle. This battle is always really short: either you win quickly or you lose quickly! All you have to do to win is reduce any one of the enemies to critical HP to win. Problem is, Rapha loves to make suicide runs at the bad guys, and if she gets KOed, you lose. If Ramza is fast enough (e.g. Ninja + Green Beret + Hermes Shoes), he can move first and immediately rush to attack either Celia or Lettie, and you should be fine. (Don't attack Elmdore; he can use First Strike to turn your attack into one of his own.) With Teleport or Ignore Elevation, you may be able to get another quick character up on the roof to join the attack too. Where possible, attack the assassins from behind so they can't evade. Concentrate all your attacks on a single enemy, since as soon as any one of them drops to critical HP, you win. If any of your own characters get KOed, don't bother trying to revive them; you're better off continuing to attack and ending the battle quickly. Luck plays a big role here, especially if you're not fast enough to get the first move. If your team is quick enough to end the battle in a few turns, the bad guys won't really have a chance to kill Rapha. If you're not that fast, you'll need to protect her, so heal her ASAP. Put Disarm on Rapha (via Mustadio's Arm Shot) as soon as you can; she'll flee the battle and mostly stay out of harm's way. You can also try casting a Cure spell on an empty square within Rapha's move range. Rapha will move to the square to receive the spell and thus you can lure her away from the Assassins. Send as many characters up to the roof as you can; if nothing else, they can serve as decoys to draw attacks away from Rapha. Celia and Lettie use ridiculous Subdual Arts abilities on you that can inflict Stop or KO on you with 100% success. You can guard against the former by equipping Jade Armlets and the latter with Jujitsu Gis or Chameleon Robes. A Barette, if equipped on a female character, will also protect against both Stop *and* KO. If you deploy Luso in his Game Hunter job, he can learn Ultima should Celia or Lettie cast it on him. (Ramza can't learn it until Chapter IV, but if you have Luso learn it here, he can teach it to Ramza as soon as you reach Chapter IV.) If you're fully equipped with Jujitsu Gis and Jade Armlets, Celia and Lettie's Stop or KO attacks won't work on you and instead they will almost always cast Ultima. Move Luso in range of whomever they target to make sure he gets hit with the magick. It's not easy to learn Ultima here since Rapha is so vulnerable, so you're probably better off skipping it--you'll have more opportunities to learn Ultima in Chapter IV that don't involve a suicidal Rapha. It's also possible to steal a Cachusha from Celia and a Barette from Lettie. Neither of these items is sold in stores, but, again, you do also have other, easier methods for acquiring them, so it's probably not worth bothering with here. BATTLE TROPHIES: None -------------------------------------------------------------------------------- After you (eventually) ward off Elmdore and his assassins, Rapha will use the Zodiac Stone to restore her family to a happy ending. You'll get your Zodiac Stones back, along with Wiegraf's Aries stone and Isilud's Pisces stone. Finally, Rapha and Marach will offer to join. ALLY: Rapha [Pisces] - Skyseer, lv. based on party's - Bravery 31, Faith 69 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak Abilities : Sky Mantra, other abilities random ALLY: Marach [Gemini] - Netherseer, lv. based on party's - Bravery 69, Faith 31 Equipment : Gokuu Pole, Black Cowl, Wizard's Robe, Japa Mala Abilities : Nether Mantra, other abilities random You'll want to take Rapha. Her low Bravery makes her ideal for using Treasure Hunter, which works best with low Bravery. Marach basically sucks, but if you don't have a full roster already, there's no harm in signing him up. He's pretty similar to Rapha in that his abilities strike random tiles. What's interesting is that they do more damage to enemies with LOW Faith and get stronger when Marach has LOW Faith, the reverse of most magick abilities. (Rapha's abilities simply ignore Faith entirely.) If you have an Orator lower Marach's Faith, you can use Marach to attack the enemies with magick while being resistant to magick himself ... but the randomness of his abilities still makes him not too useful. This concludes Chapter III. %%%CHAPTER IV: IN THE NAME OF LOVE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00walk4 Chapter IV picks up right where Chapter III left off. After a brief scene in Zeltennia Castle with Orlandeau and Orran, you'll be plopped back on the world map -- haven't seen that for a while, huh? -- outside Riovanes. Ramza's appearance has changed again, giving him the ability to equip knight's swords, powerful weapons that you'll start acquiring soon. He has also has a new ability available (Shout), so be sure to learn that. You'll note that Squire does not appear as a Mastered job even if you learn all the abilities -- that's because Ramza is missing the Ultima magick. If you managed to have Luso learn Ultima back on the roof, you can now have him cast it on Ramza in any battle to teach it to Ramza. If not, you'll have a chance for both characters to learn Ultima later on. Also, continue working towards learning Shirahadori for as many characters as possible and raising their Bravery. Its defensive value can't be understated. Don't forget to change back to your normal jobs and abilities if you switch them for the fights in Riovanes Castle. While you're still at Riovanes, you can do a bit of equipment upgrading. There are new swords, shields, and armor available. If you visit Dorter, you can also buy new a ninja blade, katana, clothes (Gaia Gear) and the Yagyu Darkrood shuriken. You can also now buy the Angel Ring accessory, which is pretty handy -- it starts you off in each battle with Reraise status. (Unlike with some other later accessories, though, the Reraise only works once per battle.) Pick up weapons you might need for your current jobs. And if you're using the Throw command, stock up on Darkroods too. There are also a number of errands you can take in the various towns, but many of them aren't worth the time they take (and you sometimes LOSE money on them), so it's probably not worth the bother. Now that you're in Chapter IV, a much wider variety of monsters will appear in random battles, even at locations you've already visited. This makes random battles tougher, but is good news for poaching! On rare occasions, you can also get into "special" random battles against unique enemy parties. Although these don't these special battles don't have any functional significance, they can be a fun extra challenge and often let you recruit/Poach rare monsters. Check the Random Battles section for a list of these special battles. Also at this point, you can start accessing the game's side quests. First, assuming you still have Mustadio, you can head down to Goug to start the Gollund Colliery quest, which will net you two good new characters (Beowulf and Construct 8) as well as one OK one (Reis the Holy Dragon). This quest is covered in the Gollund Colliery section below -- press Ctrl+F and enter 00col to jump there. Second, you can also access the event to earn the extremely valuable Tynar Rouge accessory ... that is, IF you still have Mustadio, Agrias, Alicia, and Lavian on your team. This event occurs on 1 Cancer, which follows the month of Gemini, which follows Taurus. So, if you're in Gemini or Taurus, keep your head up about that. See the Agrias's Birthday section below for the full scoop on how to complete that mission. Finally, there's a new Rendezvous Mode mission available, Shades of the Past. This one is pretty easy if you have a good physical defense. If your level is sufficiently high, you may start winning rare items from Rendezvous Mode! If you don't complete these sidequests now, don't worry--they all have no expiration date and you can always complete them later. You'll notice that a couple new routes have opened up from Riovanes: a shortcut back towards Eagrose Castle, and another one down towards Dorter leading through the new Mount Bervenia location. You'll need to visit Mount Bervenia later if you're doing the Cloud Subquest, but there's not much to see there now. Instead, you'll want to head towards Zeltennia, where Ramza hopes to meet up with Delita to discuss the Church's plot. Go up to the pass near Lesalia. ---Battle 35: Dugeura Pass----------------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Knight (male) x1, Archer (male) x1, Black Mage (male) x2, Dragoon (male) x2 --STRATEGY-- This is a routine battle against the Order of the Southern Sky, with nothing you haven't seen before. Send one or two characters up to the top of the pass while your other guys fight the main group of enemies. The Black Mages are probably the most dangerous enemies here since their spells can do a lot of damage. Hit them with Disable, Silence, or just move quickly across the battlefield to take them out. BATTLE TROPHIES: 3000 gil, Diamond Armor ------------------------------------------------------------------------------- Before you continue on into Bervenia, equip the Chemist's Safeguard ability on everybody who has it. Archer's Bane or Shirahadori, Jump, and Ignore Elevation or Teleport are also helpful. ---Battle 36: Bervenia--------------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Meliadoul, Archer (female) x2, Summoner (female) x2, Ninja (female) x1 BOSS: Meliadoul [Capricorn] - lv 35 Divine Knight - Bravery 67, Faith 68 Equipment: Defender, Platinum Shield, Platinum Helm, Carabineer Mail, Chantage Abilities: Unyielding Blade, random action ability, random Squire abilities --STRATEGY-- In Bervenia, you'll encounter -- and fight -- Isilud's sister Meliadoul, accompanied by some Summoners and Archers. Placing your slower characters in the first squad is a good idea as they start closer to the bulk of the battle. The second squad will immediately be attacked by an enemy Ninja. So, deploy a reasonably strong fighter in the front line of the second squad to quickly KO her. (Again, you could also use Sticky Fingers to guard against the Ninja's initial Throw attack, but it's not really worth a Reaction Ability slot as there's only a single Ninja and she can be defeated quickly.) Ignore Elevation and Teleport will help you quickly climb the steep walls. The Dragoon's Jump attack is also good (if sufficiently upgraded), since it will let you attack enemies at a higher level. Since there are enemy Archers at the very top raining arrows down on you, Archer's Bane/Shiradori and shields/capes may be helpful. While it's tempting to rush the enemies here, you don't want to scale the city TOO quickly, or you may get surrounded and cut off from your healing. Additionally, if you don't go up too fast, you can probably lure Meliadoul down into the town area. This is beneficial for two reasons: it leaves you clear to jump up and KO the Summoners and Archers without Meliadoul attacking you, and isolating Meliadoul makes it easier to attack (and steal from) her. It's probably a good idea to attack the Summoners first, since their spells can do a lot of damage. Be careful about taking out the Summoner on the left side of the map, though. The crate there is needed for less agile characters to climb up the city ramparts. If you KO the Summoner while she's standing on the box, it can obstruct the route up and make it slow going for some characters. Meliadoul uses Crush skills that will shatter your equipment and do quite a bit of damage. Safeguard is invaluable here. Not only does it keep your gear from being broken (especially important if you've got rare items you don't want to lose), it renders you immune to the HP-damaging part of the skills as well! So, equip this ability on as many character as possible. Meliadoul also has the Defender knight's sword and Chantage, an accessory that gives her a permanent Regen and Reraise. While you don't have to worry about the Reraise, as KOing Meliadoul will end the battle, this is a GREAT accessory to steal. The Defender is nice too. To steal from her, first try increasing your success by raising your Speed (e.g. with Tailwind) or lowering Meliadoul's (with Rend Speed). The support abilities Concentration or Brawler will also improve your chance of stealing, as will targeting her from the side or behind or using Arm Shot to Disable her (although both of these are redundant with Concentration as they simply eliminate her chance of evading). Putting Meliadoul to Sleep with Mimic Darlavon (Orator), Repose (Mystic), or Sleep (Beowulf; only if you already recruited him from the sidequests) will also improve your chances to steal. Finally, since Meliadoul is a Capricorn, you'll have better luck stealing with a Taurus, Virgo, or male Cancer, and poorer chances stealing with an Aries, Libra, or female Cancer. It may take a lot of stealing attempts before you succeed, so if you're serious about stealing, wipe out the other enemies first. If you're planning on stealing both the Defender and Chantage, swipe the Defender first as this reduces her attack power quite a bit. For some reason, though, in this battle she can still use swordskills even if you steal the Defender. (This is not normally the case!) You will have other opportunities to get these items, so you don't *have* to steal them herew, but they're very useful. The Chantage is worth the effort! If you don't care to steal, or once you've gotten the goods, you can just rush Meliadoul. Spread your characters out to avoid taking too much damage from the summon spells. BATTLE TROPHIES: Jade Armlet, Remedy x2 ------------------------------------------------------------------------------- When you win the battle against Meliadoul, she'll teleport away and you'll be able to visit the shops in town. The Outfitter doesn't have anything new, but if you were able to steal the Defender and/or Chantage, equip them. The Defender is the first knight's sword you will have come across, which can only be used a select few jobs: Knight, Dark Knight, and most of the special jobs. Also, now that you've completed the battle at Bervenia, you can begin the subquest to recruit Balthier. It requires trekking back down to Gollund and later to Dorter, so you can either do it now or just wait until you pass through that way a few battles later. For the full scoop on the Balthier quest, see the Recruiting Balthier section -- press Ctrl+F and enter 00balt to jump down there. When you first leave Bervenia, there will be another intermission with Delita and Ovelia. Move on to Finnath Creek for another battle. ---Battle 37: Finnath Creek---------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Chocobo OR Black Chocobo, Chocobo OR Pig, 4x:Chocobo OR Red Chocobo --STRATEGY-- When deploying characters, don't put anybody on the solitary square in the second squad; it's in the middle of the water. On this level, you'll face a random assortment of chocobos and possibly a Pig. You'll probably want to bring an Orator because if the Pig shows up, it's definitely worth recruiting. Although it's no good in a battle, you can use it to breed the various pig-class monsters, all of which can be poached for great items. Combat-wise, this battle can be annoying because the regular yellow Chocobos will keep using Choco Cure to heal themselves. One strategy is to just use attacks that will defeat the Chocobos outright by turning them to stone or instantly KOing them -- then it doesn't matter how much HP they have! If you have Beowulf, his Break attacks works great; you could use the Black Mage's Death or the Mystic's Induration. Agrias's Northswain's Strike occasionally does an instant KO too, but fairly infrequently. Alternately (or in addition), use the Mystic's Corruption magick or Beowulf's Zombie to turn the yellow Chocobos undead. An undead Chocobo won't use Choco Cure on itself or any other units (since it would cause *damage* to itself!). If you don't have any these abilities, the best strategy is to concentrate on one Chocobo at a time. Since the Red Chocobos will bombard you with Choco Meteor for fairly big damage, you'll probably want to kill them first. Red Chocobos also make good targets for poaching; you may receive a Barette from them. As annoying as the Choco Cures can be, this level still shouldn't be too difficult. If you're having difficulty navigating the watery terrain, the Ninja ability Waterwalking, the Feather Boots, and the Time Mage ability Levitate will let you move on the surface of the water, and the Samurai's Swim lets you act in deep water.) BATTLE TROPHIES: None ------------------------------------------------------------------------------ After crossing the creek, you can finally get to Zeltennia Castle. Ramza will go to the church, where he'll meet Delita again. In an FMV scene, Delita explains more of the church's plan. Zalmour then shows up, and it's fight time. (Did you really think you could go somewhere without one?) ---Battle 38: Outlying Church-------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], 4 others ENEMY FORCES: Zalmour, Knight (male) x3, Mystic (male) x2 GUEST: Delita [Sagittarius] - Holy Knight, lv. based on party's - Bravery 75, Faith 50 Equipment : Runeblade, Platinum Shield, Circlet, Carabineer Mail, Bracer Abilities : Holy Sword, other abilities random BOSS: Zalmour [Sagittarius] - lv 35 Celebrant - Bravery 54, Faith 78 Equipment : Wizard's Rod, Celebrant's Miter, White Robe, Elven Cloak Abilities : Priest Magicks, random action ability, random Squire abilities --STRATEGY-- Delita teams up with Ramza as a guest in this battle, and his Holy Sword techniques are even stronger than Agrias's. Even without Delita, though, this would be a pretty easy fight. Zalmour is up on top of the bell tower, but the platform where he's standing is almost directly overhead where you start. This means you can target him with offensive magick and sword techniques without needing to move, and his Knights can do nothing to stop you. If you have Ignore Elevation, Teleport, Fly, or a Black Chocobo, you can also jump up to Zalmour's platform and attack him directly. (If you position your characters towards the right side of the character deployment screen, you'll start even closer to Zalmour.) Zalmour does like to use Curaga to heal himself and his followers. You can stop this by putting Silence on him from the ground where you start; use the Mystic's Quiescene or Beowulf's Silence. Another trick -- for free healing -- is to stand next to the enemies on whom Zalmour is going to cast Curaga. If you don't have any abilities that will let you attack Zalmour from the ground, you'll have to move around to the side of the church and climb up that way. Even taking this route, though, this is an easy battle. Delita can take out the enemy Knights quickly with his sword techniques. Just be sure not to stand between Delita and the enemies or YOU'LL get hit too when he uses Divine Ruination! A Jump attack with high vertical range can be useful for attacking enemies on higher levels, but it's far from critical--Delita can pretty much kill all the enemies on his own! As soon as you KO Zalmour, the battle ends, so you can probably finish this one off really quickly. Zalmour doesn't have anything worth stealing, either, so just thrash him and move on. BATTLE TROPHIES: Angel Ring ------------------------------------------------------------------------------- You'll pick up an Angel Ring in spoils from the battle. As noted above, the Reraise from the Angel Ring only works ONCE per battle, unlike the Chantage. It's not quite as abusive an accessory, but it's still useful ;) After the battle, you'll meet with Valmafra, then Delita will leave (bummer). Strangely, the shops *still* don't have anything new. But restock your items; you'll need lots of X-Potions. You may also want to grab a couple Ice Shields and Guardian Bracelets if you don't already have some in your inventory. Then go to the Beddha Sandwaste, south of Bervenia, where you'll encounter another Knight Templar, Barich, in a tough battle. ---Battle 39: Beddha Sandwaste------------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Barich, Knight (male) x2, Archer (male) x2, Black Mage (male) x2 BOSS: Barich [Sagittarius] - lv 35 Machinist - Bravery 64, Faith 62 Equipment : Glacial Gun, Lambent Hat, Luminous Robe, Nu Khai Armband Abilities : Aimed Shot, random action ability, random Squire abilities --STRATEGY-- You start this battle with all your characters poisoned, even if you equip accessories guarding against poison! Bringing somebody with the Esuna magick can be helpful to de-poison yourself quickly. You can also use the Lifefont movement ability, Chantage accessory, or Dragonheart reaction ability to offset the HP losses from the poison. Barich has all of Mustadio's abilities, which means he can easily Immobilize or Disable you. He also has a Glacial Gun, which shoots ice magicks at you. To protect against the former, equip Guardian Bracelets beforehand. (If you've recruited Balthier, you should also have a Thief's Cap, which gives you the same immunities.) Esuna or the Monk ability Purification will also clear up these status ailments during battle; Purification is especially effective since it activates immediately and has a good hit rate. The Remedy item does NOT remove Immobilize or Disable. As for the ice gun, you can guard against it by equipping Ice Shields or by using Shirahadori. But be warned, if you equip Ice Shields without also blocking Immobilize/Disable, Barich will exclusively use Arm Shot and Leg Shot, which is worse than the ice attacks. So if you don't have Guardian Bracelets, you maywant to equip White Robes instead, which will reduce the damage from the Glacial Gun without blocking it entirely. There's a Black Mage in the back casting powerful -ja magicks at you. If you're protected against Barich's attacks, this will actually be the most dangerous enemy here. Try to take him out first. Equipping Aegis Shields (if you're not using Ice Shields) and White Robes will help protect against his magicks. Or, use Magick Counter to give him back what you're getting. Since the battle ends when Barich is KOed, the best tactic is probably just to rush Barich after you've defeated the Black Mage. Barich often tends to retreat into the back of the battlefield, though, so throw an Immobilize of your own on him (e.g. with Leg Shot) as soon as you can to keep him in place. (Slow or Stop will also work.) Then pound on him; you have to reduce him all the way to 0 HP before the battle ends. You may also want to try stealing from Barich. This is your first chance to snag a Glacial Gun, which can't be bought in stores, though you'll find others later. Barich's Lambent Hat and Luminous Robe are also nice, but you'll be able to buy them shortly in stores. Stealing the Glacial Gun takes away his range attack, but he can still Immobilize and Disable you at close range with his punches. As with Meliadoul, pumping up your Speed or equipping Martial Arts and Concentration will improve your stealing success rate, as will Disabling Barich and/or putting him to Sleep. And if you've already recruited Balthier, his Plunder abilities are more effective than a regular Steal. This is one the last difficult encounters of the game, as pretty soon you... well, you'll see. BATTLE TROPHIES: 5000 gil ------------------------------------------------------------------------------- After beating Barich (it may well take you a few tries), go on to Fort Besselat. You'll have a choice as to whether to attack the south or north wall. Each is a different battle. I find that the south wall is easier, especially if you don't have characters with a good Jump rating. ---Battle 40: Fort Besselat - South Wall--------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Knight (male) x3, Archer (male) x2, Thief (male) x1, Ninja (male) x1 --STRATEGY-- Leave behind the magick-users. Unless they have Equip Heavy Armor or some good defensive abilities, they'll get killed easily. Split up your characters and attack the side walls on both sides of the map. Get up on top as soon as you can; it's very advantageous position. This works especially well if you've got archers or gunners -- station them atop the walls, don't move (so their CT gauge fills faster), and just shoot at the enemies. Watch out for the Thief, who may use Steal Heart on female characters -- bringing a male-heavy party here may be advantageous. Don't worry about the Knights initially. You should be able to get up on top of the walls before the Knights can reach you, and once you're up there, you've got a definite height advantage in taking them out. BATTLE TROPHIES: Circlet ------------------------------------------------------------------------------- ---Battle 40: Fort Besselat - North Wall--------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Monk (male) x1, Archer (male) x2, Summoner (male) x1, Dragoon (male) x2 --STRATEGY-- There are high walls on this level, which can make it tricky to navigate if you don't have characters with a high Jump statistic. Characters who can't jump directly over the first wall will have to cross one-by-one using the "box" in front of it. This can be time-consuming, especially when you're suffering the summons and arrows of the enemy forces. (Archer's Bane and Shirahadori are, of course, helpful in defending against the latter.) In particular, there's a Summoner tucked away behind the first wall who will bombard you with some nasty summons (like Leviathan). Get a character over the initial wall ASAP to take him out. Even if you can just weaken the Summoner to critical HP, he'll probably start casting Faerie to heal himself instead of attacking you. You can also try Arithmeticks as a way of attacking enemies on the far side of the wall. A lone Monk starts out on the ground near you. If you can get your party over the wall quickly, you can postpone having to deal with him. Otherwise, you'll have to KO him so he's not attacking your back. Or, just throw an Immobilize on him so he can't catch up with you. Once the Summoner is defeated, you can split up your characters. Have the ones who can easily scale heights climb up the tower to take out the Archers, while the others finish up the Dragoons on the ground. BATTLE TROPHIES: Carabineer Mail ------------------------------------------------------------------------------- Whichever way you go, you'll end up at the floodgate. Save your game in a different slot, then continue. There's a second battle at the sluice. ---Battle 41: Fort Besselat Sluice--------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Knight (male) x4, Black Mage (male) x2, Archer (male) x2 --STRATEGY-- Split up your characters and go up the paths. Because the enemies have such a height advantage, guns are not so good here; it's hard to get a clear shot. Jump attacks, on the other hand, are quite useful. A fun trick to do is stand on the steps or below the dam wall and use Jump attacks on the stationary Knights. As long as none of your other characters gets close to them, the Knights won't move and will just sit there while you Jump on them. The Black Mages have some strong magicks, though, so you may want to target them first instead. Or, equip gear beforehand that will protect you from magick, like Aegis Shields. Since two of the Knights are pretty stationary, this is a good chance to let the other KOed enemies decay into crystals/chests for loot. This also earns you additional kills, needed if you're trying to unlock the Dark Knight job). You could even bring a weaker character or two and attack and heal each other to build up Exp or JP, if you want (though it's hardly necessary). Unlike the PSone version, you don't need to do anything with any switches to clear this level. Just take out all the enemies and the battle ends. BATTLE TROPHIES: None ------------------------------------------------------------------------------- After Ramza blows up the sluice, he, Orran, and Valmafra will rescue Orlandeau. Orran goes back to Zeltennia to guard Ovelia, but Orlandeau THEN JOINS YOU! YAHOO!! If you just heard a giant sucking sound, it was all the challenge going down to Mexico (er, unless you live in Mexico, then it all went to Zimbabwe). Orlandeau is ridiculously powerful, and once you have him, hardly anyone in the game has a chance against you. He has all of Agrias's, Gaffgarion's, and Meliadoul's sword techniques, plus a full set of Crystal equipment and the Excalibur, the latter of which gives him a permanent Haste. He can also use every type of sword (katana, knight's sword, etc.). To put it simply, he is hell on wheels. ALLY: Orlandeau [Scorpio] - Sword Saint, lv. based on party's - Bravery 77, Faith 65 Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Mail, Bracer Abilities : Swordplay, other abilities random Meanwhile, Delita advances his power. A cutscene pops up instructing you to go to Limberry. A handy new path now opens up between Fort Besselat and Zeirchele Falls. If you didn't already recruit Balthier, now is a great time to trek back to either Gollund or Gariland to begin that quest. (Again, see the Recruiting Balthier section below for the full scoop.) A new Rendezvous Mode mission also becomes available, The Knights Templar. Your next stop is the Trade City of Sal Ghidos. On the way, stop in at Zeltennia. Finally, there's new equipment for sale! You'll find a new knife, sword, crossbow, polearm, shield, helm, armor, and the Featherweave Cloak accessory. Note that there are two new sets of armor available: the Crystal Mirror, which is a "regular" set of armor, and the Mirror Mail, which gives the character a permanent Reflect (basically the same as a Reflect Ring, but it doesn't take up your accessory slot :) ). This reflects enemy spells, but it also reflects your own cure spells or buffs. If you only use items to heal, though, the Reflect effect can be useful. Aside from one hat that becomes available after Limberry, the gear here and at Sal Ghidos is the last round of equipment upgrades you can find in stores. There's better equipment out there, of course, but you have to steal or find it; you can't buy it. Since you won't find anything better to buy, you can go ahead and splurge, but save 50,000 - 75,000 gil or so for some accessories you'll need for the next arc. At your next stop, the Trade City of Sal Ghidos, you'll run into what is probably a familiar face ... it's Aerith! Choose the SECOND option to buy a flower from her; you'll need to do so if you want to complete all the subquests. Be careful not to speed through the text and choose the first option by mistake! Once you have the flower, you can complete the Nelveska Temple quest (covered below in the subquests section), though this also requires you to have finished the Gollund Colliery quest first. The Nelveska Temple nets you one character upgrade, as well as the chance to acquire some rare items via the Treasure Hunter ability. Completing the Nelveska Temple in turn opens the Recruiting Cloud quest, which lets you recruit Cloud from Final Fantasy VII into your party. If you accidentally do NOT buy the flower, however, you'll miss out on your chance to complete these quests. After meeting with Aerith at Sal Ghidos, head into town (yup, there's no fight). There's yet more new equipment! Will the wonders never cease? You can get new knives, katanas, polearms, poles, clothes, and hats. There's also the new Luminous Robe. The Luminous Robe doesn't have any special bonuses, though, so if you're using Black Magick, you may prefer to keep the Black Robe for its offensive bonuses. Before you leave town, you'll want to have a good selection of equipment to protect yourself against the status conditions you'll face at Limberry. Jujitsu Gis and Jade Armlets are especially helpful, as they protect against the KO and Stop conditions that Celia and Lettie throw at you, and Protect Rings will defend against Sleep and Doom. You may also want to pick up a Nu Khai Armband or two for male characters; these protect against Charm. There are also a couple of new errands. Since Zeltennia and Sal Ghidos are right next to each other, you can easily clear the errands in either town (as well as in Bervenia) just by walking back and forth between them. This may help you out if you need to earn a little cash to buy stuff, though, in many cases, they're just as likely to lose you money as to earn you it. If you need more still money, you could complete the next two story battles (en route to Limberry), then come back to Sal Ghidos to shop with the bonus gil you received. Pop on down to Mount Germinas, where you'll have a run-in with some bandits. ---Battle 42: Mount Germinas--------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Archer (male) x3, Thief (male) x2, Ninja (male) x1 --STRATEGY-- This may be the first time you get to use your new buddy Orlandeau. For a good taste of his power, deploy him in squad 1. Move him up the mountain as far as he can and then use Shadowblade on the Ninja leader. Bang, he's dead. You almost have to feel sorry for the poor bandits... almost. Heh, heh. With Shadowblade you can KO a fully healthy bad guy each turn just with Orlandeau and also refill Orlandeau's own HP by 270 or so. There are a pair of Thieves in this battle, so either take them out quickly or equip Safeguard to keep them from nabbing your stuff. You don't want to lose any rare items to them! The Archer that starts in the back corner is carrying an Artemis Bow, a strong bow, which you might want to steal. But if you don't, there's plenty more (in fact, an infinite supply) that you can win later. If you DO want to steal the bow, a good strategy for it is to kill off all the other enemies and then surround the Archers with your characters, blocking him from moving. Since bows can't be used against adjacent tiles, he can't attack you, and you can just stand there and attempt steals 'til you get the bow. This map also contains the Invisibility Cloak, a cloak that (as you might expect) automatically makes you Invisible. To get the cloak, equip the Treasure Hunter ability and move to the very top of the peak. The top of the peak forms sort of an "L" shape; the tile holding the Cloak is the one between the two "legs" of the L: ___ / \ / X \ --/ \-- It's the same tile where the enemy Ninja started. When you land on this tile, you'll receive either an Ether or the Cloak; your chance of getting the Cloak goes up the lower your Bravery. You only get to pick up the item once, so if you get the Ether, you can no longer get the Cloak; you'll have to reset the game and try again. This is the only Invisibility Cloak available in the single-player quest, though you can easily win more in Rendezvous Mode. You can also pick up the cloak in any random battles at this location, though, so it's by no means necessary to acquire it during the story battle. BATTLE TROPHIES: 7700 gil, Winged Boots, Germinas Boots ------------------------------------------------------------------------------- You may want to stop and pick up the Invisibility Cloak if you don't claim it in the initial battle. Also, when entering Mount Germinas from the north battle, you may sometimes get into one of the "special" random battles. The special random battle here pits you against Chemists and Orators, who will often have a variety of rare guns you can steal. The battle occurs at fairly low odds, though, and you can get the guns elsewhere, so it's probably not going out of your way for right now. Continue on from Mount Germinas to Lake Poescas. ---Battle 43: Lake Poescas----------------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Archer (male, undead) x2, Mystic (male, undead) x1, Summoner (female, undead) x1, Revenant x2 --STRATEGY-- This is another undead scenario, but it's really easy. Use Mustadio and/or Balthier's Seal Evil ability and you can gun down each of the Revenants in one shot. (Poaching or recruiting the Revenants is another way to deal with them that keeps them from reviving.) Magick and the Dragoon's Jump will also be helpful for attacking the enemies atop the wooden platform. They're undead, too, so you can use Seal Evil on them as well. And Cure magicks, as always, will damage them. Once you get on top of the platform, watch out for the enemy's Counter Tackles. They can knock your characters off the platform, which will put you back out of range AND do a fair amount of damage. Just stay away from the edge and you should be fine. (You can check which enemy units do and don't have Counter Tackle by viewing their status screens.) The only thing tricky about this level is that the undead humans will keep coming back to life if you don't finish off the rest of the enemy party in time--but, again, Seal Evil will prevent this. Entice will *not* work since, like other undead human opponents, these guys are immune to Traitor status. Both the archers have Artemis Bows if you're in the mood for a little stealing. BATTLE TROPHIES: Phoenix Down x2 ------------------------------------------------------------------------------- You then see a scene with Dycedarg, after which you can go to Limberry Castle. If you didn't have a chance to buy some Jade Armlets beforehand, you may want to head back to Sal Ghidos now to pick up those. There's a sequence of four battles at Limberry Castle; as usual, you'll want to save in a different slot between them, so that you don't lock yourself in. The first battle is at the gate (isn't it always?). ---Battle 44: Limberry Castle Gate--------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Celia, Lettie, Reaver x4 BOSS: Celia [Virgo] - lv 38 Assassin - Bravery 65, Faith 70 Equipment : Kiku-ichimonji x2, Lambent Hat, Black Garb, random accessory Abilities : Subdual Arts, random or no action ability, random Squire abilities,Move +1 BOSS: Lettie [Sagittarius] - lv 37 Assassin - Bravery 65, 70 Equipment : Spellbinder x2, Gold Hairpin, Black Garb, random accessory Abilities : Subdual Arts, random or no action ability, random Squire abilities, Move +1 --STRATEGY-- This battle looks hard at first, but it's not. All you have to do is weaken Celia or Lettie to critical HP and the battle will immediately end. The Reavers will only use Bio spells, which don't do all that much damage, so your main threat is Celia and Lettie. Their Subdual Arts skills can hit you with a 100% KO or Stop, and they also have a high rate of inflicting Charm on male and monster targets. The Charm attack is the worst of these since it turns your characters actively against the rest of your team. Give your male characters Nu Khai Armbands to immunize them against Charm, or just deploy all female characters (aside from Ramza). Pairing a Jujitsu Gi with a Jade Armlet will protect you against both KO and Stop; if you have Barettes or Ribbons, you can use those too. If you have Construct 8 on your roster, it's already immune to all these status changes and is quite useful here. Because this battle is fairly easy, it's your best chance to learn Ultima. You can learn this magick if Ramza is a Squire or if Luso is a Game Hunter and Celia or Lettie casts the magick on him. If Ramza is protected against KO and Stop (from equipping a Jujitsu Gi and a Jade Armlet), Celia is almost guaranteed to cast the magick on him on her first round. Luso can also learn the magick, but it's probably easiest to just have Ramza learn it here and then later teach it to Luso by having Ramza cast it on him. Once you get Ultima, just have your main group gang up on Lettie to quickly end the battle. A few sword techniques and/or Construct 8's Dispose should do the trick. You can completely ignore the Reavers. Since this battle is so easy to end quickly, your best defense is a good offense. Even if one or two allies gets KOed, don't bother reviving them. (Since Ramza starts stranded from your main team, it's pretty likely that he will be KOed.) Just finish off Lettie and you'll be done in no time at all. BATTLE TROPHIES: Echo Herbs -------------------------------------------------------------------------------- After winning the gate battle, you'll see a story scene with Elmdore and Folmarv. Keep your status protection gear equipped for the next battle. If Ramza already learned Ultima, you can switch him back to his regular job now; otherwise, you'll have additional chances in the next two battles. ---Battle 45: Limberry Castle Keep--------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Elmdore, Celia, Lettie BOSS: Elmdore [Gemini] - lv 41 Ark Knight - Bravery 70, Faith 70 Equipment : Masamune, Genji Shield, Genji Helm, Genji Armor, Genji Glove Abilities*: Sword Spirit, Vampire, Shirahadori, Brawler, Master Teleportation * Elmdore's Ark Knight job also includes Safeguard as an innate ability. ENEMY: Celia [Virgo] - lv 39 Assassin - Bravery 65, Faith 70 Abilities : Subdual Arts, Throw, random Squire abilities, Move +1 Equipment : Kiku-ichimonji x2, Lambent Hat, Black Garb, random accessory ENEMY: Lettie [Sagittarius] - lv 38 Assassin - Bravery 65, Faith 70 Abilities : Subdual Arts, Throw, random Squire abilities, Move +1 Equipment : Spellbinder x2, Lambent Hat, Black Garb, random accessory --STRATEGY-- It's your team versus Elmdore, Celia, and Lettie, so if you're looking for revenge from the Riovanes Castle Roof, now's your chance. Celia and Lettie have the same abilities as before. As long as you're equipped with Jujitsu Gis and Jade Armlets (or other equipment that protects you against KO/Stop), they'll mostly just do Ultima, which isn't too bad. If you "KO" either of them, they will turn into Ultima Demons, which are stronger, so leave them be. Elmdore is even tougher than his underlings; he has an 100% working teleport to any square and does big damage to a wide area with his Muramasa Iaido. Worse, he has Shirahadori, which gives him a high block rate against a wide range of physical attacks, even guns. First, spread out your characters to try to minimize how much his Iaido can hurt your team. (While Construct 8 is immune to Faith-based magick, Iaido doesn't use Faith, so Muramasa *will* hurt your robot pal.) Then, attack Elmdore with things he *can't* dodge. Sword techniques are great, as is Balthier's Barrage and Construct 8's abilities. You can also use magick and Arithmeticks, or, in a pinch, a Dual Wielded attack, since he can only block one of the hits. Standard physical attacks are nearly useless. Also, whenever Celia or Lettie starts casting Ultima, have the targeted character stand next to Elmdore. (Check the Turn List in case you didn't catch who the target is.) This will cause the Ultima to spill over and hit Elmdore for a fair amount of damage (100-200 HP), a nice way of getting in some extra damage against him. If you didn't learn Ultima during the prior battle, you can also learn it here. You need only reduce Elmdore to critical HP to end the battle. Note: In the North American PSone release, you could steal all of Elmdore's powerful Genji equipment. This is no longer possible (you can't steal from him at all), so don't even try! BATTLE TROPHIES: None -------------------------------------------------------------------------------- After defeating Elmdore in the keep, you can return your equipment to normal as you won't have to fight Celia and Lettie any more. Next up is the courtyard, you'll have to square off against an old "friend." ---Battle 46: Limberry Castle Inner Court-------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Argath, Ultima Demon x5 BOSS: Argath [Virgo] - lv 40 Deathknight - Bravery 78, Faith 25 Equipment : Runeblade, Crystal Shield, Crystal Helm, Mirror Mail, Diamond Bracelet Abilities : Fell Sword, Arts of War, Critical: Recover HP, Safeguard, Ignore Elevation --STRATEGY-- Argath himself can't do much damage, but his Ultima Demons can cast some really powerful magic. Especially since Argath takes a while to wear down, you'll need to take out the Demons first. Fortunately, they're pretty slow and don't have much HP, so chances are good you can take out one or two before they can even move. The large gap in the middle of the stage can make it hard to reach the Ultima Demons in the rear, so either bring characters with Teleport/Ignore Elevation or just use a variety of long-range attacks (guns, Arithmeticks, summons, Jump, Dispose, etc.) If you're still missing the Ultima spell, you can also learn it by having the Ultima Demons cast it on you, though they don't use it as frequently as Celia and Lettie. Once you've finished off all the demons, you can attack Argath. He comes equipped with Mirror Mail, which reflects most magick. (The -ja Black Magick spells, Ultima, Meteor, and summons all still work, though.) He also has Safeguard, so Orlandeau's Crush skills won't work against him, but other sword skills will. Fortunately, Argath's own attacks are quite weak. His constant use of Shadowblade keeps healing him, but as long as your whole team is attacking him, you'll be able to deal way more damage than he can recover. The really aggravating part is Argath's Critical: Recover HP reaction ability, which has a chance of completely restoring his HP when you reduce his HP to critical. And since he has a fairly high Bravery stat, it's likely to trigger! Fortunately, there's an easy way to stop this. Just having Mustadio or Balthier keep using Arm Shot on him until you put Disable on him. Beowulf's Disable also works ... but the Mystic Art Hesitation does *not*, since the Mirror Mail will reflect it. Being Disabled will prevent him from using his reaction ability (as well as from restoring his HP with Shadowblade), and you can easily pound him into oblivion before Disable wears off. If you can't Disable him, you can also reduce his Bravery using the Oracle's Intimidate or Beowulf's Chicken. (Again, you can't use Mystic Arts for this because Argath will reflect the magick.) Although this won't completely cancel Critical: Recover HP, it will reduce the odds of it activating. If neither of the above strategies is an option (i.e., you don't have any characters with those skills or didn't deploy them), your best bet is to reduce Argath's HP fairly low (to about 100 or so) but not yet put him in Critical status. Then, use one very strong attack against him (e.g., an Orlandeau sword technique) to KO him without ever putting him in critical status. BATTLE TROPHIES: None -------------------------------------------------------------------------------- Finally, you'll proceed down to the basement for the last battle in this sequence and your last encounter with Elmdore -- now in Lucavi form. ---Battle 47: Limberry Castle Undercroft--------------------------------------- YOUR FORCES: Ramza, Meliadoul [guest], 4 others ENEMY FORCES: Zalera, Knight (undead, male) x2, Skeleton x1, Bonesnatch x1, Skeletal Fiend x1 GUEST: Meliadoul [Capricorn] - Divine Knight, lv. based on party's - Bravery 67, Faith 68 Equipment : Save the Queen, Aegis Shield, Circlet, Luminous Robe, Hermes Shoes Abilities : Unyielding Blade, other abilities random BOSS: Zalera [Gemini] - Death Seraph HP: 1143, MP: 730 Abilities: Dread, Ja-Magicks --STRATEGY-- Deploy Mustadio and/or Balthier and use Seal Evil to quickly petrify the two undead Knights. The various skeletons are not really worth bothering with; Meliadoul is a guest here and will take them out for you. Just go after Zalera. Zalera's main attack is Nightmare, which inflicts Sleep and Doom on a small group of people. Equipping Protect Rings will guard against both of these. Zalera also likes to use Bind (causes Stop on a small group) and Flareja, a strong attack spell. One strategy here is to leave one character vulnerable to Sleep to sucker Zalera into casting Nightmare. If you then wake the character up (use Purification or a weak attack), Zalera will probably just keep casting Nightmare over and over. Construct 8 is also quite useful here since it is inherently immune to Stop, Sleep, and magick. Attack Zalera with Lich, Divine Ruination, Graviga, Shadowblade, and Beowulf's Drain. He has about 1143 HP. BATTLE TROPHIES: None ------------------------------------------------------------------------------- After you defeat Elmdore for the last time, you'll collect two more Zodiac Stones--Elmdore's Gemini stone and Meliadoul's Sagittarius stone--and Meliadoul will offer to join you. Although she's not quite as powerful as Orlandeau (Orlandeau has all her sword techniques, plus more!), her sword techniques are still pretty good ... and, unlike in the PSone version, they work on monsters! She comes equipped with the Save the Queen knight's sword; if you don't plan on using her, give this sword to someone else as it's probably stronger than anything else you have save the Excalibur. Limberry Castle is now a normal town, so you can go to the Tavern and Outfitter, although there's nothing new to buy at the Outfitter. When you try to leave, you'll see a long set of story scenes with Ovelia and then with Zalbaag. Now take a look at map. You'll note Eagrose Castle has turned red. It's time to hike all the way back there. A new wilderness location has opened up west of Limberry: Dorvauldar Marsh. Although nothing story-related happens here and you never *have* to visit, it provides a handy shortcut between Limberry and Fort Besselat. Additionally, there's a chance of encountering Pigs or Swines in random battles here -- though only when you're entering from the Fort Besselat side. If you haven't snagged any pigs yet for breeding and poaching purposes, you can look for one here. They appear at fairly low odds, though. If you'd prefer not to wait for one to show up here, one of the later sidequests also offers an opportunity to find Pigs with much greater frequency. Now that you've defeated Elmdore, many towns around the map also have new errands to complete. As you make your way back to Eagrose, stop in at a non-castle town. You can now buy Thief's Caps, the last piece of new equipment that the shops will carry. If you don't have any Nu Khai Armbands in your inventory, you'll also want to buy a set of those for an upcoming battle. If you step into Dorter on the way back to Eagrose, you'll have an extra battle against Cletienne, another of Folmarv's henchmen. Alternately, you can avoid this battle entirely if you go to Bervenia and head west along the northern coast ... but this is such a long and circuitous route that you're likely to have more random battles than you save by avoiding Cletienne. The Cletienne battle will also not trigger if you never admitted Meliadoul into your party or if she has already been killed or dismissed. ---Battle 48 (optional): Dorter------------------------------------------------ YOUR FORCES: Ramza, Meliadoul [guest], 3 others ENEMY FORCES: Cletienne, Black Mage (female) x1, Time Mage (female) x1, Summoner (female) x2 BOSS: Cletienne [Gemini] - lv 40 Sorceror - Bravery 51, Faith 81 Equipment : Dragon Rod, Gold Hairpin, Gaia Gear, Elven Cloak Abilities : Magicks, Magick Counter, Arcane Defense, Ignore Elevation --STRATEGY-- Meliadoul automatically participates as a guest in this battle, so be sure to equip her accordingly. This is the same battlefield as you saw at the beginning of Chapter II. The enemies here are all magick-users, so there's no value in reaction abilities or armor that defend against physical attacks (e.g. Counter or Shirahadori). Instead, equip Aegis Shields, which have a high magick block rate, and abilities like Magick Counter. And, if you have Construct 8, it's basically invulnerable in this battle since it's immune to magic. You'll probably want to take out the Summoners first; they're close by and you'll want to stop them from hitting you with Summons. The Time Mages, on the other hand, can be ignored. Cletienne has an array of strong offensive and defensive spells, plus he can use Magick Counter to throw your spells back at him. If you want to avoid this, guns and Jump may be your best bets for attacking him up on the roof. Beware of using magickal guns, though; these count as magick attacks that he can Magick Counter! You could also use Orlandeau's Duskblade or another MP-draining ability to steal Cletienne's MP so he can't even use magicks. But since he has little HP, it's probably just as easy to attack him head-on. As soon as he's KOed, you win the battle. Cletienne has a Dragon Rod, a rare-ish rod, that you can steal. You needn't get it here, though, as you can also steal one a few battles later or poach it. Plus, the Dragon Rod is pretty crummy anyway. BATTLE TROPHIES: None -------------------------------------------------------------------------------- When you finally do reach Eagrose, Ramza will open the gate (no gate battle, yay!), and then you'll line up for a fight. ---Battle 49: Eagrose Castle Keep---------------------------------------------- YOUR FORCES: 1ST PHASE: Ramza, Zalbaag [guest], 4 others 2ND PHASE: Ramza, 4 others ENEMY FORCES: 1ST PHASE: Dycedarg, Knight (male) x5 2ND PHASE: Adrammelech [The Wroth; Scorpio] GUEST: Zalbaag [Cancer] - lv 42 Ark Knight - Bravery 67, Faith 72 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Mail, Germinas Boots Abilities : Blade of Ruin, other abilities random BOSS: Dycedarg [Scorpio] - lv 43 Rune Knight - Bravery 66, Faith 77 Equipment : Defender, Aegis Shield, Circlet, Carabineer Mail, Power Gauntlet Abilities : Swordplay, Magicks, Sticky Fingers, Defend, Move +1 BOSS: Adrammelech [Scorpio] - The Wroth HP: 1515, MP: 415 Abilities: Dread, Magicks --STRATEGY-- Equipping Nu Khai Armbands before this battle is a good idea; it will protect you from Confuse status. Use Agrias's, Orlandeau's, and Meliadoul's sword techniques to hit Dycedarg from down below. Construct 8's Dispose is also useful, but you may not want to deploy it here since there's no way to protect it against Confuse. In particular, hitting Dycedarg with Crush Weapon is great idea; it will break his Defender sword and prevent him from using any of his sword techniques against you. (You could also try stealing the Defender if you want, but it's a little tricky -- using Ignore Elevation or Teleport to jump up to the top of the arch may be your best bet.) It's quite likely that you can finish off Dycedarg before he has a chance to move much of anywhere, but it's possible he'll start descending the stairs. If he does, run under the arch and keep attacking him. He likes to use Hallowed Bolt and Divine Ruination if you haven't yet broken his sword. To avoid getting hurt too badly by these, avoid putting characters next to each other or on the same line of fire. Zalbaag is likely to get KOed no matter what you do, but it doesn't matter as you don't need to keep him alive. The enemy Knights can also be safely ignored. When Dycedarg is KOed, he'll return as Adrammelech. All the other enemies will disappear from the board, as will Zalbaag, and the battle restarts. But if you Charmed or Enticed any of the enemy Knights, they'll stick with you into the next phase of the battle! If you find yourself having trouble beating Adrammelech, this can be a good trick for beefing up your forces for the second half of this battle. If Adrammelech is still up on the arch, you can keep attacking him with sword techniques once the second phase begins. However, after each character attacks, you'll want to start moving him/her under the archway. This way, you can keep hitting Adrammelech once he starts coming down the steps. Adrammelech uses the Befuddle spell to confuse you, but if you equipped Nu Khai Armbands, you'll be immune to this. Note that Confuse is the only status condition that Construct 8 is NOT immune to. In fact, there's NO way to protect it from confusion, so you probably won't want to use it here. Adrammelech is pretty slow, so you can probably get in quite a few licks--and maybe even kill him--before he even has a chance to cast any magicks. Like all Lucavi, Adrammelech will take a lot of damage from Lich or Graviga since they take away half his maximum HP. He has 1515 HP. There are two rare items you can pick up here using Treasure Hunter. A Blood Sword is located in the rectangular area where you start, but in the corner furthest from your starting point. This one's pretty easy to get to. There's also a Healing Staff that's much harder to reach; it's one of the two "nubs" next to the bridge on the upper level, with a height of 10. Of the two nubs, it's the one further from where you start. This one is pretty tricky to reach since you have to climb up all the stairs to get to it. As with other rare Treasure Hunter items, having a low Bravery will improve your odds of getting these items (as opposed to a generic, crummy item). You can pick the items up during either stage of the battle. However, they're probably not worth bothering with -- you may already have both items, and unlimited copies are available from poaching. The Blood Sword can be worth grabbing if it's convenient, but the Healing Staff is just way out of the way. BATTLE TROPHIES: None -------------------------------------------------------------------------------- When killed, Adrammelech yields the Capricorn Zodiac Stone. After claiming the stone, head to Gariland. Stock up on Holy Water and take the new route south to Mullonde. At Mullonde, you'll be treated to a series of three battles, beginning outside the church and progressing inside. ---Battle 50: Mullonde Cathedral----------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: White Mage (male) x1, Summoner (male) x1, Orator (male) x2, Geomancer (male) x2 --STRATEGY-- If you have anyone with Ignore Elevation or Teleport, deploy him or her in the first squad and you can immediately spring up and attack the Summoner and White Mage, who are the most annoying opponents. The rest of the squad will have to climb up the steps. The characters in the second squad will be battling against two Orators, so giving them Earplug could be useful. Again, Teleport or Ignore Elevation will help them get atop the church quickly, although the steps are reasonably close by. The Summoner has another Dragon Rod you can steal, if you didn't get one from Cletienne and/or want a second one. But, again, it's not good for very much. Honestly, this battle is pretty easy. It's noteworthy mostly because it's the only story battle where the enemy has Geomancers :) BATTLE TROPHIES: X-Potion -------------------------------------------------------------------------------- ---Battle 51: Mullonde Cathedral Nave------------------------------------------ YOUR FORCES: Ramza, 4 others ENEMY FORCES: Folmarv, Loffrey, Cletienne BOSS: Folmarv [Leo] - lv 46 Divine Knight - Bravery 65, Faith 70 Equipment : Runeblade, Crystal Shield/Helm/Armor, Elven Cloak Abilities : Unyielding Blade, Counter, Defense Boost, Move +1 BOSS: Loffrey [Capricorn] - lv 45 Divine Knight - Bravery 60, Faith 68 Equipment : Icebrand, Platinum Shield/Helm/Armor, Diamond Bracelet Abilities : Unyielding Blade, Nature's Wrath, Defense Boost, Jump +1 BOSS: Cletienne [Gemini] - lv 44 Sorceror - Bravery 51, Faith 81 Equipment : Dragon Rod, Gold Hairpin, Gaia Gear, Elven Cloak Abilities : Magicks, Magick Counter, Arcane Defense, Ignore Elevation --STRATEGY-- Despite what the victory conditions screen says, all you have to do here is KO any of one of the three Knights Templar and then they all will retreat. Cletinne is the weakest, so just attack him. Loffrey and Folmarv have an annoying habit of breaking your equipment, so Safeguard is probably a good idea -- it both saves your equipment AND prevents you from taking damage from the Crush attacks. Since you only need to KO one guy here, you can probably finish this up quite quickly. If you deploy Meliadoul, there will be some extra dialogue between her and Folmarv on her first turn. BATTLE TROPHIES: None -------------------------------------------------------------------------------- If any of your equipment gets broken when fighting the Knights Templar, you'll need to replace it. Strip the gear from somebody you're not going to be using in the next battle and equip that. You'll then go to the sanctuary, where Ramza will have to fight a possessed former ally. ---Battle 52: Mullonde Cathedral Sanctuary------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Zalbaag, Archaeodaemon x2, Ultima Demon x1 BOSS: Zalbaag [Cancer] - lv 47 Ark Knight - Bravery 33, Faith 77 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Armor, Germinas Boots Abilities : Blade of Ruin, Vampire, Adrenaline Rush, Defense Boost, Lifefont --STRATEGY-- The demons here are actually quite a bit more powerful than Zalbaag and use a variety of strong magick attacks. So, unlike most boss battles, you're probably better off killing at least two of the demons first, and *then* going after Zalbaag. The Ultima Demon here is your last chance to learn Ultima in the single-player game; if you haven't gotten it yet, deploy Ramza or Luso in their base job (Squire or Game Hunter) and you can learn the magick should the Ultima Demon cast it on them. Zalbaag frequently flees into a corner, plus he uses Lifefont to recover his HP with each move. Hitting him with an Immobilize (e.g. from Leg Shot) will stop both of these. In fact, if you can Immobilize him right away, you may be able to just focus your attacks on him and finish him off before the demons hit you with too much magick. Physical attacks are not that effective against Zalbaag since he has Defense Boost, but he'll go down eventually ... and if you take out the demons first, he can do very little to hurt you. Zalbaag can (and probably will) turn your characters to vampires, but you can cure this with Holy Water. Construct 8 is useful in this battle as it is immune to vampirization (though the raw damage from the Vampire attack can still hurt it) and has a very long range with which to attack Zalbaag. Ironically, if Zalbaag tries to vampirize a character who's already a vampire, the Vampire attack will backfire and cause *Zalbaag* to turn into a vampire! This will prevent him from recovering HP with Lifefont. But, the odds on this are a bit too low to really bank on. BATTLE TROPHIES: Elixir -------------------------------------------------------------------------------- The sanctuary battle is the last of the sequence of the battles at Mullonde. Afterwards, Ramza will meet up with a dying Funebris, who tells him that Folmarv is going to Orbonne Monastery. Back on the map, a handy route has opened up between Mullonde and the Clockwork City of Goug. Another set of subquests becomes available: Midlight's Deep (in Warjilis Trade City), Disorder in the Order (in Zeltennia and Dorter), and (if you've already completed the Nelveska Temple quest) Lionel's New Liege Lord. The All-Star Melee mission is also unlocked in Rendezvous Mode. And if you're still working on the earlier subquests, the new route between Mullonde and Goug makes them a lot easier. If you're going to do these quests or anything else on the map, take care of it now! Once you go to Orbonne Monastery, you're locked into the game's final series of battles. Before you go to Orbonne, make sure you're ready. Your main team of characters should be at least level 40. Equip yourself with all your best abilities, and change to your best jobs. Earning JP doesn't matter now. You may also want to buy a couple pairs of Winged Boots since they'll be helpful in one of the upcoming battles. Definitely purchase some Thief's Caps if you haven't already. In truth, though, the last sequence of battles isn't all that difficult, just long. !!!CAUTION!!! Once you enter Orbonne, there is NO way to return to the world map. If you want to be able to continue playing the game on the world map, you must keep a save from before you entered the Monastery. Once you enter the Monastery, save in a DIFFERENT slot. !!!CAUTION!!! When you enter Orbonne, you'll begin by fighting some generic humans. ---Battle 53: Monastery Vaults - Fourth Level---------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Knight (male) x3, Archer (male) x1, Monk (male) x2 --STRATEGY-- Your first priority is to kill off the guys down on the floor on the other side of the room, especially the Monks. Most range attacks will work from atop the central "ridge" of books, and reasonably agile melee fighters can climb over the ridge to reach the enemies. Characters who can't easily climb over the ridge should just stand atop it -- there will be enemies coming that way soon as well. The Knights' behavior will depend on how quickly you advance. If you quickly moved most of your team across the ridge, they'll probably descend under the archway to fight you there. But if you still have some characters on the higher levels, they may try to cross the narrow walkway up top. In this case, they'll vulnerable to a Divine Ruination or Shockwave that can hit several of them in a line. Meliadoul's and Orlandeau's Crush techniques are also useful against all the enemies here. Overall, this isn't a particularly hard battle. You can steal a Yoichi's Bow, which is even stronger than the Artemis Bow, from the Archer ... of course, since you're past the point of no return, there's no need to bother with this unless someone in your current team can use it. BATTLE TROPHIES: None -------------------------------------------------------------------------------- Next up is the first of a series of four battles against the Zodiac Braves. Prepare for this one by arming Safeguard. ---Battle 54: Monastery Vaults - Fifth Level----------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Loffrey, Black Mage (male) x2, Time Mage (male) x1, Summoner (male) x2 BOSS: Loffrey [Capricorn] - lv 54 Divine Knight - Bravery 60, Faith 68 Equipment : Save the Queen, Crystal Shield, Crystal Helm, Crystal Armor, Germinas Boots Abilities : Unyielding Blade, Magicks, Parry, Defense Boost, Ignore Elevation --STRATEGY-- Now it gets interesting. The enemy forces are magick-heavy here, so adjust your defenses accordingly. Aegis Shields are good, as are Magick Counter and cloaks that give a good boost to your magick evade rate. Counter, Shirahadori, and First Strike are totally pointless. Construct 8, being immune to magick, is good to deploy if you have it. It won't be able to navigate the holes well, but Dispose has such a long range that it doesn't need to travel very far! The floor is laded with holes (the black spots) that impede your movement. If you have Fly or Winged Boots, however, you can simply hover right across them. You can also jump across the holes with a good jump rating. If you can't jump across, there's a looping path around the outsides of the map that lets you walk all the way, but it's slow and you'll keep getting hit by magicks on the way. Avoid this route if you can. Deploying lots of characters with range attacks is useful as you can just blast away regardless of the gaps in the floor. Loffrey's Save the Queen sword gives him a permanent Protect spell that makes him slow to kill. So, try to KO the other guys (especially the Summoners) first before you take on Loffrey. Loffrey uses Unyielding Blade techniques to crush your gear, but equipping Safeguard will both preventing him from breaking your equipment and spare you from the HP damage. Speaking of Crushing, using Crush Weapon on Loffrey is a great tactic; destroying his sword will remove his Protect as well as prevent him from using his sword techniques. You can also use Rend Weapon or steal the sword. BATTLE TROPHIES: None -------------------------------------------------------------------------------- After Loffrey is defeated, he'll suck you through a portal to the Necrohol of Mullonde (of no apparent relation to Mullonde Cathedral), then destroy the way back. If you'd equipped Safeguard or Winged Boots, you can now return your abilities and equipment to normal. ---Battle 55: The Necrohol of Mullonde----------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Cletienne, Time Mage (male) x2, Ninja (male) x2, Samurai (male) x2 BOSS: Cletienne [Gemini] - lv 54 Sorceror - Bravery 51, Faith 81 Equipment : Zeus Mace, Lambent Hat, Black Garb, Featherweave Cloak Abilities : Magicks, Magick Boost, Arcane Defense, Fly --STRATEGY-- The second squad starts some distance away, so fill it with fast characters or characters with long-range attacks. Cletienne has really strong spells and a range of the whole battlefield. Since he starts close to you, just forget the other enemies and rush him. If you can pounce on him on quickly, you can probably to wrap this fight up very quickly. Cletienne's Magick Boost reaction ability allows him to gain magick power whenever you hit him. So, don't try to wear him down with weak attacks. Instead, try only attack him with your strongest attacks so that you can take him out in asa few hits as possible. Or, you can simply use MP-draining abilities--Orlandeau's Duskblade works especially well--on Cletienne to take away all his MP, so that he can't even use his magicks. BATTLE TROPHIES: None ------------------------------------------------------------------------------- After Cletienne, you'll face Barich, brought back to life by the Zodiac Stones. ---Battle 56: Lost Halidom----------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Barich, Chemist (male) x1, Dark Behemoth x1, Hydra x1, Greater Hydra x1, Tiamat x1 BOSS: Barich [Sagittarius] - lv 55 Machinist - Bravery 64, Faith 62 Equipment: Blaster, Thief's Cap, Luminous Robe, Featherweave Cloak Abilities: Aimed Shot, Counter, Brawler, Lifefont --STRATEGY-- This can be a tough fight. Barich and his crew start on a separate piece of land from you. Barich and his Chemist can shoot at you from afar, but if you jump over to his portion of the battlefield to attack them, the monsters will tear you to shreds. Barich, as before, will use Aimed Shot abilities to try to Immobilize and Disable you. This time, you can easily counter this by equipping Thief's Caps, which makes you immune to both Immobilize and Disable. Shirahadori is also great for defense, as it allows you to block the shots from the enemy guns (only in video games...). Auto-Potion is also helpful for dealing with the enemy gun attacks. Shields and cloaks, on ther other hand, are of no use since guns can't be evaded. A good tactic may be to fill the first squad with characters with medium-range attacks (e.g. sword techniques). They should be able to move forward and target Barich across the gap without having to jump over the chasm. The second squad starts pretty far away from Barich, so use this squad for characters with long-range attacks such as guns, Arithmeticks, or a long-range Jump attack. Have the second squad move up towards the first squad and start targeting Barich with their range attacks. If you completed the Gollund Colliery quest, Beowulf and Construct 8 will both be of great use here for their long-range attacks (Vengeance and Dispose, respectively). Barich may try to hide behind his monsters (and/or the Chemist), in which case you'll have to take them out first in order to shoot him. Unfortunately, Barich's own Thief's Cap prevents you from Immobilizing HIM. Barich's Hydras will usually spend a turn or two advancing along Barich's portion of the battlefield without attacking you. After that, they'll fly over and land on your side! At this point, since the Hydras are no longer guarding Barich, you may want to jump over Barich's side and start attacking him directly. If you've done enough to damage to him already, you can probably take him out with a few attacks. (He does use Lifefont to regenerate his HP, though.) If you completed the Nelveska Temple and restored Reis to human form, you could also try putting Reis in the second squad. Have her run up to the little "bridge" connecting the two halves of the battlefield and use Dragon's Charm to charm the enemy Tiamat. Not only will this prevent the Tiamat from attacking you, it will turn it against Barich! However, it usually takes a turn or two for the Tiamat to come within range, so this may not be the most efficient strategy -- and you have to watch out for the Dark Behemoth in the mean time! If you DO use this strategy, you may wish to change Reis to a job other than Dragonkin and equip Rubber Boots so that the Tiamat's Tri-Thunder attack won't kill her before she can charm it. BATTLE TROPHIES: None -------------------------------------------------------------------------------- Finally, you'll head to the Airship Graveyard, which is really just a single airship, and a rather odd location for a final battle. Folmarv will use the Leo Stone to transform himself into a giant lion, Hashmal. ---Battle 57: Airship Graveyard------------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Hashmal BOSS: Hashmal [Leo] - Bringer of Order HP: 1428, MP: 790 Abilities: Dread, Planar Magicks --STRATEGY-- Hashmal's two main attacks are Bind, which puts Stop on a group of characters, and Quake, a fairly powerful area attack magcik. (He also uses some other elemental magicks less frequently.) Of course, equipping Jade Armlets will protect you against the Stop effect of Bind. But since completely protecting yourself against Stop will cause him to ONLY cast Quake, one strategy is to leave one character unprotected against Stop as a decoy. Hashmal will probably try to Stop him/her, buying your other characters time to attack. Using this strategy, you can probably defeat him before casts more than one Quake, perhaps before he casts ANY. And, if you completed the Gollund Colliery quest, you have an ace up your sleeve: Construct 8, who is immune to both magick and Stop! Although Hashmal's spells are strong, with 5 of you versus 1 of him, you shouldn't have too much trouble taking him down. Just rush him. As always, Lich and Graviga are effective against him. He only has 1500 HP. BATTLE TROPHIES: Ragnarok -------------------------------------------------------------------------------- Defeat Hashmal and you'll get the Ragnarok sword. St. Ajora will then appear. You now have one last chance to save your game and adjust your characters. Equip the Ragnarok sword. It's strong, but not quite as useful as the Excalibur since it doesn't give you an automatic Haste. But if you're planning to deploy two characters who can use knight's swords (Knights, Dark Knights, and many of the special jobs), you can give the Excalibur to one and the Ragnarok to the other. After you leave the status screen, it's time for the final battle. ---Battle 58: Airship Graveyard------------------------------------------------ YOUR FORCES: Ramza, Alma [guest], 4 others ENEMY FORCES: 1ST PHASE: Ultima [High Seraph], Ultima Demon x4 2ND PHASE: Ultima [Arch Seraph] GUEST: Alma [Leo] - lv 56 Cleric - Bravery 39, Faith 87 Equipment : Healing Staff, Ribbon, Luminous Robe, Featherweave Cloak Abilities : Holy Magicks, Faith Boost BOSS: Ultima [Virgo] - High Seraph HP: 1387, MP: 480 Abilities: Arcane Magicks, Chaos, Absorb MP, Master Teleportation BOSS: Ultima [Virgo] - Arch Seraph HP: 3236, MP: 448 Abilities: Divine Magicks, Divine Providence, Faith Boost, Master Teleportation --STRATEGY-- Be sure to deploy your best characters. Since both forms of the final boss have a lot of HP, attacks that do damage proportional to the enemy's max HP are quite effective. This includes Lich, Graviga, and Beowulf's Drain attack. Ultima likes to cast a lot of status ailments on you, so equipping female characters (and Cloud) with any hair adornments (Cachushas, Barettes, or preferably Ribbons) is also a great idea. Before the battle starts, Ultima destroys the mast pieces, making the battlefield a bit more open. Alma will fight as a guest in this battle. She starts off with only 1 HP, so toss her an X-Potion or cure spell to keep her alive. She will first cast Aegis on herself, then start casting it on the rest of the team. Aegis includes a number of useful buffs, so this is actually pretty helpful. Note that if Ramza or Luso casts the Ultima magick on Alma, she can learn that magick as well. This is not advised, however; you want her casting Aegis, which is quite a bit more useful! If Alma starts running out of MP, toss her an Ether or Hi-Ether. The Ultima Demons can do more damage than Ultima herself, so try to defeat them first. They don't have all that much HP, so you might even be able to take them out with group attacks. If you're using Orlandeau, Shadowblade is also handy since it restores his HP at the same time it deals damage. Ultima has several different attacks. There's a physical attack, which is fairly strong but otherwise nothing special; the Grand Cross magick, which inflicts random status conditions; and an souped-up Ultima magick that is still rather weak and slow to charge. Note that this "Ultima II" magick has a "friendly fire" effect and can damage Ultima's own units (and even Ultima herself!) You can use this to your advantage; if you see her charging up the magick, move the targetted unit close to some enemies and they'll take damage too. You can easily recognize when she's casting Ultima II because it's the only ability she charges up that shows estimated HP damage in the preview -- Grand Cross is a status attack only. Ultima can also teleport around the battlefield, often putting her out of your reach. (This is another reason not to try killing her before the demons). She does NOT have a counterattack, so you're free to use any physical or magick attacks you want -- although you should probably have a better way of attacking her than plain physical attacks! If the battle drags on, the Ultima Demons you took out early on may start turning into crystals. Grab these as soon as they appear. Ultima will try to claim them, and, if she does, her HP will be completely restored! Ultima's first form has 1387 HP. Of course, like all good final bosses, Ultima has a second form that appears after the first is defeated. This one has 3236 HP (!), but it's probably easier, since there won't be any Ultima Demons around to harass you. Attack the second form with the aforementioned Drain attack (Beowulf), Lich, Graviga, and sword techniques. She still has no counterattack, so physical attacks are also safe. Again, Ultima teleports around the battlefield on each of her turns. If she moves out of range, just wait in the center of the ship and on her next turn she should move in range again. Fortunately, Ultima is pretty slow, and you have quite a bit of time to heal up and attack between her moves, especially if Alma has been casting Haste on you via Aegis. Also, if Alma has been casting Aegis on your party, Ultima may well waste her turns using Dispelja to remove the effects of Aegis, and not even inflict any damage on you. BATTLE TROPHIES: None -------------------------------------------------------------------------------- When you defeat Ultima's second form, it will blow up (nice special effects). The Battle Is Won! Leave the game on after the credits for an additional scene. Note that when the game says it's saving afterwards, it's just doing so to unlock the last set of Rendezvous Mode missions. If you saved at any point during the final sequence of battles (i.e., any time after you entered Orbonne Monastery), loading this save will only put you back into the last set of battles and doesn't allow you back to the world map. So, again, if you want to do anything outside of the Necrohol, hang on to a separate save from before you entered Orbonne Monastery! If you haven't beaten Midlight's Deep and all the other subquests, you're not really done with the game yet! Keep on reading for information on those quests. ******************************************************************************* IV. WALKTHROUGH AND BATTLE STRATEGIES - SUBQUESTS 00sub ******************************************************************************* Final Fantasy Tactics boasts a number of optional subquests, all of which become available at various points in Chapter IV. In addition, some of the subquests require you to have completed other subquests first. Specific requirements for each quest are listed with the walkthroughs below, but I've also provided this cheesy ASCII chart to demonstrate how they flow together. Agrias's Birthday --------> Recruiting Cloud (beginning of Chapter IV) / / Gollund Colliery ----------> Nelveska Temple (beginning of Chapter IV) (after Fort \ Besselat) \ ------> Lionel's New Liege Lord Recruiting Balthier (after Mullonde) (after battle at Bervenia) Disorder in the Order (after Mullonde) Midlight's Deep (after Mullonde) Once a quest becomes available, it never goes away. There's no "time limit" on when you can complete these quests (unless you dismiss one of the characters needed for the quest, of course). Walkthroughs for the quests are below. Battle strategies for the battles encountered within these quests can be found in the Subquest Battle Strategies section -- press Ctrl+F and enter 00bssub to jump there. %%%AGRIAS'S BIRTHDAY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00agr QUEST BECOMES AVAILABLE: At beginning of Chapter IV REWARDS: Tynar Rouge The Agrias's Birthday event allows you to obtain the Tynar Rouge, a great accessory for female characters. To trigger this event, you must move onto a TOWN or CITY (NOT a castle) on the world map on the date of 1 Cancer, which is Agrias's birthday. In addition, you must also meet these other requirements: - Agrias, Mustadio, Alicia, and Lavian must still be alive and on your roster. - You must have at least 500,000 gil in your War Funds. Only 50,000 of this will be spent as part of the quest, but you must have 500,000 available. - You must be in Chapter IV. (This event can be completed at any point during Chapter IV, though.) Assuming you meet the above requirements, if you move onto a town (again, a castle will NOT work), on 1 Cancer, you'll see a scene in which Mustadio buys Agrias the Tynar Rouge lip rouge for her birthday. The 50,000 gil cost of the rouge will be subtracted from your War Funds. It's worth the expense, though, as the Tynar Rouge is a great accessory. It can be equipped by any female character (not just Agrias) and grants a permanent Shell, Protect, and Haste, as well as a bonus to your attack and magick strength. 1 Cancer follows after 32 Gemini. The easiest way to ensure that you land on a city or town on that date is to simply move back and forth between Gollund Coal City and Lesalia. Both of these count as towns, so you're guaranteed to land on a town on 1 Cancer. If you somehow miss the date and don't end up on a town on 1 Cancer, don't worry; the event never "expires." You can just wait until all the months cycle through and try again the next time 1 Cancer comes up, as long as you still meet the requirements listed above. (Fortunately, the villains are more than happy to postpone their plans of world domination while you spend a year shopping for makeup.) Although this event never expires, it can only be completed ONCE, even if you cycle through the calendar to Agrias's birthday again. You can only get a single Tynar Rouge. %%%GOLLUND COLLIERY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00col QUEST BECOMES AVAILABLE: At beginning of Chapter IV REWARDS: Beowulf, Reis [Holy Dragon], and Construct 8 join the party In the Gollund Colliery quest, you'll recruit three new characters: Beowulf, Reis (in dragon form), and Construct 8. It's the first in a series of three quests, as it leads into the Nelveska Temple and Cloud quests. To complete ANY of these quests, you must still have Mustadio, so don't dismiss him or let him get killed! To start the quest, once Chapter IV begins, go to the Clockwork City of Goug. Besrudio, Mustadio's father, will show you an iron sphere he's found. (If you've already seen this scene, you don't need to repeat it.) Now go to the Mining Town of Gollund, in the center of the map. At the Tavern in Gollund, listen to the rumor "The Haunted Mine." You will be asked to fight a monster in the coal mines. Leave the bar. Nothing will happen at first, but go north to Lesalia. As soon as you arrive here, Ramza will automatically go into the Tavern and learn more about the coal mine job. He agrees to take it. On the way out, Beowulf will stop you and ask you to take him with you. Choose the second option to sign him up and he joins you as a Guest. (If you choose the first option and reject his assistance, the quest will end and you'll be permanently locked out of completing it!) GUEST: Beowulf [Libra] - Templar, lv. based on party's - Bravery 40, Faith 50 Equipment : Random Abilities : Spellblade, other abilities random You may want to equip Mystic Arts as Beowulf's second ability, since he starts with a bunch of Mystic Arts magicks learned. You'll see that the Mining Town of Gollund has turned red, indicating that there will be battles when you return there. However, as with Lionel Castle in Chapter II, you can pass *through* Gollund to other locations as long as you don't click on Gollund itself. Before you leave Lesalia, check the Outfitter's. Depending on how far you are through Chapter IV, you may be able to buy Beowulf some better equipment. Equipment that protects you against ice will be especially helpful in the upcoming battles, so you may also want to pick up some Ice Shields or White Robes if you don't have any in your inventory. You'll have to go to a non- castle town to buy the robes, but don't go to Gollund since it will trigger the battles! Ideally, try to load up with both some Icebrands and other swords. The ice damage from the Icebrands will be effective in some battles here, but there are also some monsters that absorb ice. Save your game--there's an extended series of battles coming up--and return to Gollund, where you'll be forced into entering the Gollund Colliery. You have to fight through three areas in the snow. Since the snowy weather boosts the power of ice attacks, you'll want to equip any Icebrands and Glacial Guns you own for the first two battles. ---Gollund Colliery Battle 1: Gollund Colliery Floor--------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - Beowulf [guest], 2 others ENEMY FORCES: Chemist (male) x5 --STRATEGY-- For some reason, you are being attacked by a large band of Chemists. (Look out; there's one hidden under the staircase right next to where you start!) Since the Chemists exclusively fight with guns, there's no need for any type of magick defense. And since guns always have a 100% hit rate, boosting your evade rate is pointless; leave behind the cloaks and shields and go for dual- wielded or two-handed weapons. Close-range reaction abilities like Counter are also pointless; choose reaction abilities like Auto-Potion or Adrenaline Rush that are useful at any range. The key to this battle is to close the distance between you and the Chemists as quickly as possible. Fast characters or those with a high Move rate will be good for this. You can also use Arithmeticks, Summons, Jump, or your own guns to hit from a distance. If you use Arithmeticks, note that Blizzard family magicks will be particularly effective because it's snowing. Since the Chemists all have the Items ability, they can keep healing themselves and reviving their KOed comrades, which gets a little annoying. If you have Orlandeau and/or Meliadoul, using their Crush abilities to break the Chemists' armor will reduce their maximum HP and limit the amount they can heal themselves. (Rend and Steal abilities work for this, too, but they often miss and don't deal any direct damage!) You can also use Summons to strike a whole area and wipe all the critical-HP Chemists who have just been revived. Reviving any of your *own* KOed can also be difficult--because the Chemists have guns, they'll immediately shoot and KO any character with critical HP. You'll need Arise to effectively revive characters. Of course, if a KOed character's death counter is getting low, you may need to toss a Phoenix Down or Raise on them anyway--even if they just KOed again, you've at least reset their counter and saved them from permanent death. BATTLE TROPHIES: Mythril Bow, Mythril Shield -------------------------------------------------------------------------------- ---Gollund Colliery Battle 2: Gollund Colliery Slope---------------------------- YOUR FORCES: Ramza, Beowulf [guest], 4 others ENEMY FORCES: Chemist (male) x1, Thief (male) x2, Behemoth x1, Behemoth King x1 --STRATEGY-- This battle has a similar setting as the previous one, but there's only one Chemist and, instead, two Thieves and two behemoths. (The Behemoth King is hiding in the cubby-hole behind the Thief near your start position.) With a more conventional assortment of enemies, this should actually be a more straightforward battle. The Chemist here has a Glacial Gun that you may want to steal -- though if he happens to start with the Maintenance ability, you're out of luck. He can do quite a bit of damage using the gun and you can't reach him to attack right away, but equipping Ice Shields will protect you from the damage. The Thief on the top level has a tendency to just sit in the corner until you come very close, making him a sitting duck for magick or Jump attacks. Since the Behemoth King is a somewhat rare monster, you may also want to Entice or Tame it onto your team. Alternately, Poach it and you'll score either an Artemis Bow or a Cherche perfume. BATTLE TROPHIES: Mythril Knife, Mythril Spear -------------------------------------------------------------------------------- Before the next battle, de-equip any ice-based weapons you're using, as you'll face Blue Dragons that absorb ice damage! ---Gollund Colliery Battle 3: Gollund Colliery Ridge---------------------------- YOUR FORCES: 1st Squad - Ramza, Beowulf [guest], 2 others 2nd Squad - 2 others ENEMY FORCES: Chemist (male) x2, Blue Dragon x2, Pig x1 --STRATEGY-- This time, you're fighting two Chemists, two Blue Dragons, and a dancing pig. The Pig is safe to leave 'til last; it can't do any harm. The Blue Dragons, however, can and WILL harm you. Equipping Ice Shields will defend against their Ice Breath attack, but even their physical attacks are strong. The Blue Dragons are weak against fire, so use fire attacks for extra damage. Do NOT use ice attacks (including Geomancy, the Icebrand, and the Glacial Gun), as the Blue Dragons will absorb the ice and gain HP! Special sword techniques are your best offense (as usual). If you Entice the Pig to your team, you can breed and Poach pigs for great items, so this is a great opportunity to recruit one! If you already have a Pig on the team, you can just axe this one. BATTLE TROPHIES: Mythril Sword, Mythril Armor -------------------------------------------------------------------------------- After the three battles, you'll reach the Coal Shaft. The monsters here are WEAK against ice, so it's also a good idea to re-equip any Icebrands or other ice weapons that you have. ---Gollund Colliery Battle 4: Gollund Coal Shaft------------------------------- YOUR FORCES: Ramza, Beowulf [guest], Reis [guest], 3 others ENEMY FORCES: Syneugh [Archaeodaemon], Plague Horror x3, Ochu x2 GUEST: Reis [Pisces] - Holy Dragon, lv. based on party's - Bravery 31, Faith 32 --STRATEGY-- You need to keep Reis, the Holy Dragon, alive in this battle. Be sure to bring someone who can heal her. In order to get into Reis's area, you need to climb up onto the upper level and pass through the narrow doorway. If you use jobs or accessories that get your Jump score up to 4, you can jump directly up onto the ledge, which helps you close the distance quickly. Otherwise, you'll have to take the long route up by using the stairs behind where your party starts. The Plague Horrors will turn you to stone or cast Doom on you if given the chance, so kill them first -- both the Plague Horrors and Ochus are weak against ice, so use ice attacks! If the enemies get lined up in the narrow passage, use Shockwave (Monk) or Divine Ruination (Agrias/Orlandeau) to hit the whole line of them. Reis will probably also rip into them with her Ice Breath. You may also want to try poaching the Plague Horros. They sometimes yield the Zwill Straightblade, the best knife in the game. After taking out the Plague Horrors, go after Syneugh. (Reis should be able to handle the two Ochus by herself.) Make sure to keep Reis healed. Syneugh uses Gigaflare a lot, which hits a wide area but isn't nearly as powerful as it looks (although it does do a number on the frame rate ^_^). It also hits his own teammates if they happen to be standing in your vicinity! Syneugh doesn't have very much HP; if you have Orlandeau, he might able to kill Syneugh inone shot. This battle isn't really as tough as it may look -- just make sure Reis stays healed! BATTLE TROPHIES: None -------------------------------------------------------------------------------- After this battle, you'll get the Aquarius Zodiac Stone, and Reis and Beowulf will offer to join you. Sign them up! Both are required for later quests, so be sure to keep them alive. Reis is not that great (at least for now), but Beowulf IS. In particular, shoot for learning his Vengeance and Chicken abilities. Chicken does a HUGE drop on enemy Bravery and frequently turns them into a helpless chicken, while Vengeance is a potent attack with a long range. Now that you've got the Aquarius Stone, return to Goug. You will put in the Aquarius stone in the iron sphere, which transforms into Construct 8. A comical scene will follow, and then another new character, Construct 8, joins you. Construct 8 is more like a monster in that it can't change jobs, but it's super-strong anyway. It has a long-range laser attack, an inherent Counter, and is impervious to magick and all status conditions except Confuse. ALLY: Construct 8 [Gemini] - Automaton, lv. based on party's - Bravery 70, Faith 0 On the way out of Goug, if you've progressed sufficiently far in the game, you'll get another scene in which Besrudio puts together another device that requires the Cancer Zodiac Stone. If you've finished up Fort Besselat, you can now begin the Nelveska Temple quest, further below. %%%RECRUITING BALTHIER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00balt QUEST BECOMES AVAILABLE: After completing battle at the Free City of Bervenia REWARDS: Balthier joins the party, Ras Algethi gun, Mirage Vest Balthier from Final Fantasy XII makes an appearance as an optional cameo character you can sign up for your team. Any time after completing the battle at the Free City of Bervenia in Chapter IV, visit either the Magick City of Gariland, the Mining Town of Gollund, or the Royal City of Lesalia. Read the "Rash of Thefts" rumor. (You only need to read this rumor at ONE of these three cities, not all three!) After you've read "Rash of Thefts," go to Dorter and visit the Tavern there. Read the new rumor here ("A Call for Guards") that will have appeared if you've read "Rash of Thefts." It seems like nothing has happened, but return to the map and try to leave Dorter. You'll get into kicked into a battle (though not without a lengthy FMV intro to Balthier first). ---Balthier Subquest Battle: Dorter Slums-------------------------------------- YOUR FORCES: Ramza, Balthier [guest], 3 others ENEMY FORCES: Archer (male) x3, White Mage (female) x1, Monk (male) x1, Thief (male) x1 GUEST: Balthier [Leo] - lv 35 Sky Pirate - Bravery 78, Faith 60 Equipment : Ras Algethi, Thief's Cap, Mirage Vest, Germinas Boots Abilities : Piracy --STRATEGY-- Balthier will help you out here as a guest. The bulk of your team will start away from Ramza and Balthier, so it may be helpful to bring characters with a high Move range or guns, so that they can join the fray quickly. You'll need to make sure Ramza doesn't get separated and surrounded. Balthier won't fight on the frontlines, but he has a super- strong gun and will assist from the rooftops. Unless Ramza gets surrounded, this should be an easy battle. BATTLE TROPHIES: None ------------------------------------------------------------------------------- Afterwards, you can sign Balthier up for your team. He's basically a combination of Mustadio (he has all of Mustadio's Aimed Shot abilities) and a Thief, but he has better stats and a wide range of usable equipment (including polearms, knight's swords, guns, heavy armor, and more). He also has one unique ability of his own: Barrage. Barrage allows him to attack four times in a row for 1/2 damage each time, essentially allowing you to do double damage. Barrage can't be evaded or blocked with Shirahadori, making it a very potent offensive ability. Balthier's "Plunder" abilities are also a little better than regular Stealing; when it comes to stealing equipment, a Plunder is 10 percentage points more likely to succeed than a Steal. (So, if a Steal would have, say, a 36% success rate, Plunder will have a 46% success rate, for instance.) Overall, Balthier is a great character and definitely worth a spot on your roster. Balthier also comes equipped with a Ras Algethi gun and Mirage Vest, two items you can't find anywhere else! Both are quite strong, so even if you don't plan on using Balthier, you should at least give his gear to someone else. %%%NELVESKA TEMPLE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00nel QUEST BECOMES AVAILABLE: After clearing Fort Besselat and completing Gollund Colliery quest. (Must also buy flower in Sal Ghidos, see below) REWARDS: Reis returns to human form, various items found with Treasure Hunter In order to begin the Nelveska Temple quest, you must first have finished the battles at Fort Besselat in the main storyline, as well as having completed the Gollund Colliery quest above. Beowulf and Reis the Holy Dragon must also still be on your team. When you first reach the Trade City of Sal Ghidos during the main storyline, you'll be asked to buy a flower for 1 gil from Aerith. Make sure you choose the SECOND option to buy the flower. You'll need to buy this flower in order to continue with the quest. If you fail to buy the flower when asked, you do NOT have a second chance to get it and unfortunately can't continue with this quest :( Once you've got the flower, go down to Goug and you'll see a scene where Besrudio presents another device unearthed from the tunnels; this one requires the Cancer Zodiac Stone. (If you've already seen this scene, you don't need to go back to Goug.) Now go back up to Zeltennia Castle. Go to the tavern and listen to the "Cursed Isle of Nelveska" rumor. This will open up a new path on your map from Zeltennia to Nelveska Temple. Although you can open up the route to Nelveska as soon as you reach Zeltennia, in order to actually trigger the battle there, you must have seen the scene at Goug where Besrudio presents his weathervane-like device. Before you head up to Nelveska Temple, you'll want to prepare. The battle at Nelveska Temple contains a number of rare items that can be found using Treasure Hunter. These items include a super-powered Javelin and Escutcheon as well as the Sasuke's Blade ninja blade and the goofy Nagnarok sword. The Javelin II and Escutcheon II are especially worth picking up (and the Escutcheon II isn't available anywhere else!). You only have this ONE chance to get them, as there are no random battles at Nelveska Temple. Of course, you certainly don't NEED any of these items and they can be tricky to get, so it's up to you as to whether you want to try for them. If you do want to get the items, you'll need to have a LOW Bravery -- the higher your Treasure Hunter's Bravery, the higher the odds of getting a crummy item instead of the item you want. Rapha is great for this purpose since her Bravery already starts pretty low. For the best odds, though, you'll want to lower it even further. The best way to do this is probably with the Mystic ability Trepidation; every time she's hit with this magick, Rapha will lose 30 points of Bravery during the battle but 7 points permanently. Be careful not to reduce her permanent Bravery TOO low, though, or she will quit the party (so using Beowulf's Chicken may not be a good idea). 15 to 20 is probably a safe number. Whether you're planning on looking for the items or not, you'll probably want also to buy some Gold Needle or Remedies before you leave town for the coming battle, or equip Jade Armlets -- the Cockatrices at the temple can turn you to stone. Go to Nelveska. If you've seen the appropriate scene at Goug, a battle will trigger. ---Nelveska Temple Battle: Nelveska Temple------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Construct 7, Cockatrice x3, Hydra x2 BOSS: Construct 7 [random Zodiac] - lv 66 Automaton - Bravery 50, Faith 00 Abilities : Tasks, Counter, Defense Boost --STRATEGY-- The enemies here will hit you hard and fast. When deploying characters, put Orlandeau on either the far left or far right. If you have another character with an automatic Haste (e.g. from the Tynar Rouge), place her behind Orlandeau. Together, they can probably KO one of the Hydras on the pillars before it has a chance to move. The Hydras will attack you first. Watch out for their Tri-Attack, which hits the unit in front of them as well as any units to either side. Try to kill off one of Hydras before the Cockatrices reach you. The Cockatrices have relatively little HP, so you may be able to take them out with group attacks (e.g. Hallowed Bolt). Since all the enemies are fairly close by, you often don't need to move attack to them. Remember that not moving gives you your next turn faster, so don't move unless you need to. Since you're getting assaulted from all sides here, Orlandeau's Shadowblade attack is quite useful here -- it both deals damage AND restores a lot of his HP, keeping him healthy. Construct 7 will probably come out of its nook in the temple to attack you. It attacks are brutal and can do 300+ damage to you. Try to thin out the other monsters a little bit first so you won't be swarmed while you're wearing Construct 7 down. Once you've taken out at least half the other monsters, rush Construct 7. It has NO Faith, so magick attacks are useless. It's also immune to all elements except Lightning and Water, so even non-magickal attacks that do elemental damage (like the Monk's Shockwave) don't work. Regular physical attacks and sword techniques will work. In addition, Construct 7 IS weak to non-magickal Lightning attacks, so Reis's Thunder Breath attack will do quite a bit of damage; it should take off more than half the Construct's HP! When you KO Construct 7 the first time, it will come back with 1 HP, so KO it again and the battle will end. However, if you want to get the hidden items here, you MUST get them before you defeat Construct 7, as you can't come back after this battle. There are four hidden items. On top of the two pillars where the Hydras start, you'll find the best polearm (the pillar on your right) and shield (the pillar on your left). They're called the Javelin and Escutcheon, but they're totally different items from the generic Javelin and Escutcheon. (I'll call the good ones the Javelin II and Escutcheon II.) The lower your Bravery, the better your odds of discovering the good items; otherwise, you'll end up with a regular Javelin and Escutcheon, the WORST polearm and shield. To get up on top of the pillars, move Construct 8 or Reis next to the pillar as a stepping-stone. You'll need at least a jump of 4 to get up using the stepping-stone method. (Ignore Elevation and Teleport are not usable because you need the movement ability slot for Treasure Hunter!) Because the "good" Javelin and Esutcheon have the same names as the crummy Javelin and the Escutcheon, it's hard to tell during the battle which one you've picked up. The Javelin II is gray instead of silver and has a fatter point, and the Escutcheon II has gold trim (instead of silver) and an extra vertical bar on its face. These details can be tough to spot in the few seconds the item is displayed, though. An easier method is to put Reequip on your Treasure Hunter, which will allow you to examine the items list during battle. As long as you have "Display Unequippable Items" set to "On" (under Options), you can see your entire list of equipment. Press Select to check the stats. If the Javelin or Escutcheon has great stats, it's the one you want; if it has terrible stats, it's the "regular" version. (You can reset if you don't get what you're looking for.) You needn't even use up a turn to use Reequip in this way; just cancel out of the equipment menu without changing anything and you can take another action. The other two hidden items on this map are the Sasuke's Blade ninja blade, and the Nagnarok, a sword that turns enemies into Toads. The Nagnarok has only 1 attack power but a high evade rate when used with Parry. Both these items also require low Bravery, or you'll get Elixirs instead. Sasuke's Blade is hidden in the grassy area behind the temple. When you're facing the temple, on the right side, you'll see a staircase-like cliff that you can use to climb up on top of the temple. Once you're on top of the temple, continue moving away from your starting point into the green and brown grassy area at the back end of the map. The specific tile is near the very far back. Face the temple and move the cursor the upper-left corner of the map. Now, move the cursor one tile to the right and one tile down. You should be on a tile with a height of 4. This is the tile with Sasuke's Blade. The Nagnarok sword is much closer to where you start. When the battle starts, you'll see that Construct 7 is in the "doorway" of the temple just in front of where you start. It's a black area with pillars on either side. You'll have to first lure Construct 7 out of the way of the doorway. Once Construct 7 moves out of the way, move into that "doorway," as if you were walking inside the temple. This is a narrow passageway -- move the character as far back in the passage as the game will let you in. The tile deepest inside the temple has the Nagnarok. The battle at Nelveska can be tough in its own right, and trying to claim all these items will make it even harder. Bringing as any many women with Chantage as possible will help keep you alive, of course. Even Angel Rings (which only give you Reraise once per battle) are useful. If your Treasure Hunter is relatively weak, try equipping him/her with the Invisibility Cloak found on Mount Germinas. As long as the character doesn't take any actual action and just moves around picking up items, s/he should be left alone completely. KOing one or both Hydras at the very start of the battle will leave their bodies atop the pillars, preventing you from climbing up there until they crystallize ... but go ahead and KO them anyway. You're being attacked by so many enemies at the start that it's easier to take them out and then just wait for them to crystallize once things have settled down. The biggest concern when item-hunting is Construct 7 and its strong attacks. Unfortunately, it's immune to most of the status conditions you might want to inflict to halt it. Instead, use Rend Speed over and over to whittle down its speed and minimize the number of turns it gets. Once you've taken away all its speed, you can then use Rend Power on it to make it even weaker. (If you combine Arts of War with Dual Wield, you get two Rends per turn, which makes this process much easier.) If you're doing the Rends at close range, you will have to endure Construct 7's counterattacks, which is why Chantage will be helpful. Beware of accidentally killing Construct 7 with any counterattacks you might have; you don't want the battle to end prematurely! (And, keep in mind that all of Construct 7's special attacks decrease its own HP a little bit.) You'll probably need to stand by and keep healing Construct 7 with Chakra or items while you continue item-hunting. (White Magicks are ineffective because Construct 7 is immune to all magick, of course.) The other enemies can (and should!) be safely killed, of course. If you're not shooting for ALL the items, the Escutcheon II is generally the best to pick up. It can be equipped by many jobs and cannot be found anywhere else in the game. The Javelin II is probably second-best, since it's the strongest polearm, whereas Sasuke's Blade is inferior to the Koga and Iga blades found in Midlight's Deep. The Javelin II and Sasuke's Blade do not HAVE to be obtained here as they can eventually be caught with Sticky Fingers, and a Sasuke's Blade can be stolen in another subquest. The Nagnarok is the lowest priority, since it is of rather dubious value to begin with and can always be poached from Swines. BATTLE TROPHIES: None ------------------------------------------------------------------------------- When Construct 7 explodes, you'll get its power source: the Cancer Zodiac Stone. Back on the map screen, try to leave Nelveska Island. Beowulf will use the Cancer stone to restore the dragon Reis to her normal human form. She will then re-join your party, keeping all her dragon abilities and adding many new ones she can learn. Even in human form, her Dragonkin job can use very little equipment -- just hair adornments, bags, and some accessories. But, she has killer stats and an inherent Dual Wield. The Dual Wield can only be used only with weapon types that can be Dual Wielded, of course, but that includes her fists. If you now return the Cancer Stone to Besrudio, he'll summon Cloud. You can now embark on the Recruiting Cloud quest (below) to add Cloud to your team as well. If you've cleared Mullonde in the main storyline, you can also tackle the Lionel's New Liege Lord quest as well. %%%RECRUITING CLOUD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00cloud QUEST BECOMES AVAILABLE: Immediately after completing Nelveska Temple quest REWARDS: Cloud joins the party, Materia Blade You can get Cloud any time after you complete Ford Besselat. In order to get him, you must first complete the Gollund Colliery quest, followed by the Nelveska Temple quest, both described above. You'll also still need Mustadio around. Having completed both of these quests, hike all the way back to Goug. (If you've finished the battles at Mullonde, you'll have a handy shortcut.) Besrudio will power up the weathervane with the Cancer Stone and it will ... summon Cloud. Cloud, in typical Cloud fashion, will refuse to let you introduce yourselves and run off in pursuit of Sephiroth. Now you have to go all the way to the Trade City of Sal Ghidos. Remember when you met Aerith here earlier? Well, she's back, and this time she's being accosted by some thieves. Cloud comes to save her, but has another one of his schizophrenic breakdowns. You have to save him from the thieves. ---Cloud Subquest Battle: Sal Ghidos------------------------------------------- YOUR FORCES: Ramza, Cloud [guest], 3 others ENEMY FORCES: Squire (male) x1, Monk (male) x1, Thief (male) x3 GUEST: Cloud [Aquarius] - lv 1 Soldier - Bravery 70, Faith 65 Equipment : Thief's Cap, Black Garb, Featherweave Cape Abilities : Limit, other abilities random --STRATEGY-- At this point in the game, a bunch of generic enemies with underpowered jobs shouldn't pose much threat; if you can't win this battle, you probably shouldn't be playing the game ;). The main concern here is the three Thieves, who may try to steal your stuff. If you've got any rare gear, you'll probably want to equip Safeguard to make sure you don't lose it -- or just take the Thieves out ASAP. You also need to make sure Cloud stays healthy, since you lose the battle if he's KOed. He's usually not in any danger, though, since he often flees into the far side of the map and avoids the melee completely. BATTLE TROPHIES: None ------------------------------------------------------------------------------- Afterwards, Clod... er, Cloud will join you. You're still not totally finished with this quest. In order for Cloud to be able to use his Limit attacks, you need to find his Materia Blade. The Blade is found using the Treasure Hunter ability during random battles at Mount Bervenia. The easiest way to get into a battle at Mount Bervenia is to go to Riovanes Castle and just move back and forth between Riovanes and Mount Bervenia until you get into a battle. Once you're in battle, move your Treasure Hunter to the very tippy-top of the volcano to discover the Materia Blade. You'll need a Jump at least of 4 to reach the volcano top -- equip Germinas Boots if you need a boost. Unlike the other rare items found with Treasure Hunter, this one doesn't depend on your Bravery. You'll always receive the Materia Blade on this tile, regardless of your Bravery; there's no chance of getting the wrong thing. Once you've secured the Materia Blade, finish off the rest of the enemies to end the battle. If you end the battle by mistake before getting the Blade, just start up another battle; the Blade never disappears until you find it. If you're having a hard time getting your Treasure Hunter up to the top during the battle, one strategy is to kill off all but one enemy, and then use Beowulf's Chicken ability to turn the last enemy into a chicken. This leaves you free to spend as much time as needed navigating the volcano. Equipping Cloud with the Materia Blade allows him to use his Limit command, although you still have to learn all the Limit abilities individually. Honestly, Cloud isn't really all that great a character, in my estimation. His Limits take a long time to charge (you'll probably want to give him the Time Mage's Swiftness ability), and he takes a long time to level up since he starts back at level 1. %%%DISORDER IN THE ORDER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00dis QUEST BECOMES AVAILABLE: After Mullonde battles REWARDS: Lots of stealable equipment The second of two Agrias-related quests, this quest becomes available late in Chapter IV, after you win the battles at Mullonde Cathedral. You do NOT have to have completed the other Agrias quest (Agrias's Birthday) to access it. First, after clearing the Cathedral, make tracks for Zeltennia Castle, in the upper right corner of the map. As long as Agrias is still with you, when you reach Zeltennia, you'll see a scene in which Agrias meets with Ovelia and sets up an important later plot point. If Alicia and Lavian are still around, they'll also participate in this scene, but they're not required. Nothing else happens here, but now head to the Magick City of Gariland or Eagrose Castle and hit up the Tavern. If you saw the scene at Zeltennia, there will be a new rumor, "Disorder in the Order." Listen to it. Now, if you head back to the Brigands' Den south of Mandalia Plain, you'll get into a battle against some deserters from the Order of the Northern Sky. ---Disorder in the Order Battle: Brigands' Den--------------------------------- YOUR FORCES: Ramza, Agrias [guest], 3 others ENEMY FORCES: Squire (male) x2, Knight (male) x2, Monk (female) x1, Ninja (male) x1 --STRATEGY-- Agrias fights as a Guest in this battle, but it's not necessary to keep her from getting KOed. You won't lose if she does. In fact, if you want to steal from all the enemies here, it's probably a GOOD idea to KO Agrias yourself to keep her from finishing off the enemies before you do. Since she's a Guest here, you can leave her KOed as long as you want and she won't ever disappear. If you bring Orlandeau along as well, you can see a few extra lines of dialogue. This battle is a stealing extravaganza! Every enemy here has at least one rare item that you can't find in stores (although all these items are also available in at least one other place in the game as well). The Squires have Blaze and Glacial Guns respectively, the Ninja has a Sasuke's Blade, the Monk has Ninja Gear and a Barette, and the Knights have a Venetian Shield and a Kaiser Shields. If you get nothing else, the shields are probably your best bet. Since there's a LOT to steal here, equipping Concentration or Martial Arts to boost your success rate be helpful. Don't forget that raising your Speed also helps you steal items, so use Ramza and Luso's Tailwind (or the Bard's Rousing Melody) to crank up your Speed stat. Balthier's Plunder skills are also advantageous here--they're more likely to successfully steal than a regular Steal. Unfortunately, most of the enemies have equipment that makes them immune to Sleep status, but Sleep DOES work on the Ninja and the Knights. All the enemies in this battle act as "special" characters who will never crystallize or turn into chests. This can be kinda handy if you want to steal from them. You can knock out all but one enemy, then revive just the enemy you want to steal from, pilfer what you want, KO the enemy again, and repeat. You never have to worry about anyone disappearing completely. Just don't finish off the last enemy until you're done stealing! The actual battle should be fairly easy since these are fairly basic enemies with few special enemies. A couple of the enemies do start up on top of the fort, which makes them hard to reach unless you have a good Jump, Teleport, or Ignore Elevation. However, if you march up to the top of the ramp in front of the fort, you can still hit them with a lot of special attacks (e.g. sword techniques). Guns and Construct 8's Dispose are also good for attacking from a distance. BATTLE TROPHIES: None ------------------------------------------------------------------------------- Nothing special happens when you clear the battle--this quest is mostly just an avenue for stealing a lot of great items :) %%%LIONEL'S NEW LIEGE LORD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00lio QUEST BECOMES AVAILABLE: After Mullonde battles AND completing Nelveska Temple quest REWARDS: Genji Armor, Zeus Mace, Sortile'ge, stealable Masamune and Chantage, Hydrascale Bag, other equipment The main purpose of Beowulf's new subquest is to acquire the Masamune and Genji Armor, as well as a few other goodies. To begin the subquest, you must first complete the Nelveska Temple quest. At this point, you will have recruited Beowulf and Reis and returned Reis to human form. Beowulf and Reis must also still be alive and on your roster. You also have to completed the battle against Zalbaag at Mullonde in the main storyline. However, you do NOT need to have recruited Cloud or obtained his Materia Blade. In addition to meeting the above requirements, to activate the quest, you have to have read the "Lionel's New Liege Lord" rumor that appears in Taverns after you've completed the story battle at Bervenia Free City. This rumor can be read before or after you recruit Beowulf and Reis. This quest, of course, takes place at Lionel Castle. As soon as you visit Lionel Castle after reading the rumor and acquiring the needed characters, you're thrown into the quest, so you'll want to prepare first. Make sure you have a character able to steal, as this subquest gives you a chance to steal a Masamune and a Chantage. When you reach Lionel Castle, you'll see a story scene and Reis will be spirited away. You're given a chance to save and adjust your roster before being booted into battle against Beowulf's old pal Aliste. Since Reis is presently kidnapped, you won't be able to select her as part of your team for the battles in this quest. ---Lionel's New Liege Lord Battle 1: Lionel Castle Gate------------------------ YOUR FORCES: Ramza, Beowulf [guest], 3 others ENEMY FORCES: Aliste, Archer (male) x2, Time Mage (female) x1, Ninja (male) x2 BOSS: Aliste [Scorpio] - lv 48 Templar - Bravery 80, Faith 35 Equipment : Genji Shield, Save the Queen, Genji Helm, Genji Armor, Ribbon Abilities : Spellblade, Iaido, Shirahadori, Safeguard, Master Teleportation --STRATEGY-- Beowulf fights on your team as a Guest in this battle, which means you only get to choose 3 other charactes to deploy. And while it's not spelled out in the victory conditions, you have to keep Beowulf alive -- if he gets KOed, you immediately get a Game Over. Be sure to equip Beowulf with some good armor or a shield beforehand. It's probably a wise idea to deploy a decent healer as well so that you can keep his health up. Since your principal enemy here has Safeguard, Meliadoul's sword techniques are useless, so you probably won't want to deploy her. Aliste starts up on the roof, but since he has Elmdore's Master Teleportation ability, he'll probably warp down to fight you before you can climb up after him. He's a Templar just like Beowulf, so he has all of Beowulf's Spellblade skills. (He has a nice set of Genji gear as well, but, also like Elmdore, he has Safeguard, which means you unfortunately can't steal it from him.) Since Aliste's Spellblade can inflict a lot of status changes on you, be sure to have Remedy or Esuna ready. Alternately, try wiping out Aliste's MP using the Knight's Rend MP, Orlandeau's Duskblade, or the Dark Knight's Infernal Strike. You might want to send one or two of your less powerful characters to take out the Ninjas coming through the castle gate. The other enemies can probably be ignored. The Archers won't do too much damage, and they're hard to target since the castle wall blocks your ability to shoot at them. If you want to take them out, use Construct 8's Dispose, which can go through walls. Focus your attacks on Aliste. He uses Shirahadori to guard your physical attacks. You can try to weaken this by using Orator skills to lower his Bravery (since a lower Bravery means reaction abilities trigger less often); Beowulf may also help you in this regard. Otherwise, just sling magicks, sword techniques, Dispose, and Balthier's Barrage at him until he goes down. The first time you KO him, he'll revive with 1 HP, but just punch him out a second time and you win the battle for real. BATTLE TROPHIES: Genji Armor ------------------------------------------------------------------------------- You'll have another chance to save and adjust your team, so equip the Genji Armor you just won. It's the second strongest suit of armor in the single- player game. ---Lionel's New Liege Lord Battle 2: Lionel Castle Oratory--------------------- YOUR FORCES: Ramza, Beowulf [guest], 3 others ENEMY FORCES: PHASE ONE: Bremondt [Celebrant], Mystic (female) x2, Samurai (female) x2, Ninja (male) x2 PHASE TWO: Bremondt [Dark Dragon] BOSS: Bremondt [Gemini] - lv 51 Celebrant - Bravery 10, Faith 80 Equipment : Zeus Mace, Celebrant's Miter, Lordly Robe, Ribbon Abilities : Priest Magicks, Fundaments, Counter Tackle, Safeguard, Lifefont BOSS: Bremondt [Gemini] - Dark Dragon HP: 3152, MP: 222 Abilities : Breath, Counter --STRATEGY-- Bremondt has a pretty powerful set of underlings here. Most importantly, the Samurai to Bremondt's right (the left side of the screen when the battle begins) has a stealable Masamune. This is by far the easiest place to get this weapon, so be sure to steal it! (The only other way to get a Masamune in the single-player game is to catch it with Sticky Fingers when enemy Ninjas throw it.) Some of Bremondt's other troops are pretty tough, too. The Mystic on his left (again, the right side of the screen initially) is equipped with Chantage. This means that there's no point in attacking her, as she'll just revive on her next turn. The only way to really take her out is to break the Chantage or steal it. Since Chantage is extremely useful, stealing it isn't a bad idea, although you CAN get them elsewhere. Watch out, both Mystics also have a pretty strong attack since they're equipped with bags. Other rare items available here are a Cachusha and Barette--stolen from the Mystics on Bremondt's right and left, respectively--and the Sortile'ge perfume, also stolen from the Mystic on his right. You'll be receiving a Sortile'ge and Hydrascale Bag for completing this quest anyway, though, so these are pretty skippable. Bremondt himself is equipped with a Lordly Robe and (despite being male) a Ribbon, which gives him a fair amount of HP. Unfortunately, he has Safeguard, so you can't steal this stuff from him. He's not much of a threat in combat, though. As long as at least one of his underlings is KOed, Bremondt usually just wastes his turns casting Arise. (This can actually helpful be if you accidentally KO the Samurai with the Masamune before you're able to steal it.) Keep at least one of the generic enemies KOed while you go after Bremondt and he'll just keep using Arise. Since the Ribbon doesn't protect Bremondt from the Atheist status, you can also try using the Mystic's Disbelief (or Beowulf's Doubt) to prevent him from casting magicks. Alternately, attack his MP with Rend MP / Duskblade / Infernal Strike. When Bremondt is KOed, he will transform into the Dark Dragon, and all the other enemy troops will be wiped from the board. It's now time for the second phase of this battle. The Dark Dragon has some really strong physical attacks, and might occasionally use breath attacks as well. It can Counter you when you attack, so you're probably better off using sword techniques or other abilities that aren't standard melee attacks. As with most bosses that have high HP, Lich and Graviga are effective. Beowulf's Drain is good too, though here you have no control over whether he uses it! The Dark Dragon has about 3152 HP. BATTLE TROPHIES: Zeus Mace ------------------------------------------------------------------------------- When Bremondt goes down, you'll receive a Zeus Mace, a very nice staff, for your efforts. (There's a second Zeus Mace in Midlight's Deep, but it doesn't hurt to have two!) Beowulf and Reis are reunited. In gratitude for all your help, Beowulf hands over all his treasure, including a Gold Hairpin, a Hydrascale Bag, a pair of Hermes Shoes, a Diamond Bracelet, and the Sortile'ge perfume. You're prompted to add Beowulf and Reis back into your roster, and this subquest is now complete! At this point, Beowulf and Reis are no longer required for any other quests, so you COULD delete them if you wanted, but you won't be able to get them back! %%%MIDLIGHT'S DEEP%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00md QUEST BECOMES AVAILABLE: After Mullonde battles REWARDS: Numerous rare items, Zodiark summon, the Byblos joins the party Midlight's Deep is a dungeon with ten floors (each a separate battle), each packed with really powerful equipment. It's completely optional, and in fact is more difficult than the actual end of the game. You can only access Midlight's Deep after you complete the three battles at Mullonde Cathedral. Then go to the Port City of Warjilis. When you arrive, you'll automatically see a scene in the tavern in which Ramza overhears a rumor about the Deep. (Fans of the original PSone version of FF Tactics may get a kick out of some of the dialogue here.) When you leave town, a route will automatically pop up on the tiny island to the east, which contains Midlight's Deep, a ten-floor bonus dungeon. To enter Midlight's Deep, move to the island. Then, click on Midlight's Deep a second time. Choose the floor you want to enter. At the beginning, only the first floor will be accessible, but you'll open up more as you progress. ---General Instructions-------------------------------------------------------- BATTLES IN THE DEEP Midlight's Deep battles are considered random battles, which means that the exact line-up of enemies changes each time. It also means that you don't have to deploy Ramza. The exception is the initial encounter on the last floor, which has a fixed set of enemies AND requires Ramza to be deployed. NAVIGATING THE DARKNESS To make things challenging, every floor of Midlight's Deep is completely dark. You can see your team and the enemies, but you can't see the terrain. Crystals left by dead enemies will light up much of the area, but there's an even easier way to see your way around. Select an attack with a really long range, like a gun attack, Beowulf's Vengeance, Construct 8's Dispose, or best of all, Teleport (which lights up the *whole* map). When you're choosing a target, most of the panels on the battlefield will be highlighted, giving you a chance to study the terrain. You don't even have to USE the selected attack, just select it, look at the map, and then cancel back to the menu. Since you can do this every round, you shouldn't have too much trouble seeing what you're doing. FINDING THE EXITS Not only do you have to beat the enemies on each level, you ALSO have to find the exit to open up the next level. If you kill all the enemies without finding the exit, you'll just be kicked back to the map screen and have to replay the level before you can advance. To find the exit, you simply have to move a character onto the tile that contains the exit, at which point you'll get a message telling you that you "found a passage leading deeper." Once you finish off the remaining enemies and return to the map, you'll be able to select the next floor. You do NOT need the Treasure Hunter ability to find the exits. To make things tricky, each time you enter the level, the exit is RANDOMLY placed on one of five possible tiles -- so you don't know where it is! In the floor-by-floor walkthrough below, I've listed the possible exit locations for each floor, in order from nearest to furthest. Bear in mind that the exit can only be found on ONE of these five tiles, not any of them. Rmemeber, the battle ends when you KO the last enemy, and if you didn't find the exit, you'll have to replay the level. So, you need to find the exit BEFORE you KO that last enemy. The easiest way to do this is to KO all but one enemy, then use Beowulf's Chicken ability or the Black Mage's Toad magick on the last enemy to turn it into a chicken or toad. Once the last enemy is a harmless animal, it's easy to walk around the level and look for the exit. Chicken lasts for quite a while, but each turn the enemy gets 1 point of Bravery back, and when it has 10 Bravery, the Chicken spell will wear off. But, if you always recast Chicken when it's close to wearing off, you can keep the enemy a chicken forever :). Toad lasts *forever*, unless the enemy is a Black Mage and can cast Toad on itself to cure itself. Of course, you don't HAVE to use the Chicken or Toad trick to find the exit -- it just makes it a lot easier. While you do need to find the exits to advance, there's no obligation to find the exit on your first visit. If the battle gets rough, it's fine to just finish off the enemies and forget about finding the exit. You can look for it on your next visit. Also, once you've found a floor's exit once, you never need to look for it again. So, if you return to a previous floor to hunt for items or poach monsters, you don't need to worry about looking for the exit. ACQUIRING THE RARE ITEMS But wait! There's more! Each level contains a number of rare items that you can find using the Treasure Hunter ability. Simply move a character with Treasure Hunter onto the correct tile and a new item is yours. If a character without Treasure Hunter steps on the tile, you'll often spring a trap instead, but the item remains there, waiting for a character with Treasure Hunter. Even once the item is picked up, any trap on the tile remains there, and then even a Treasure Hunter can spring it. As with most rare Treasure Hunter finds, you need a LOW Bravery level to pick up the special item. The higher your Bravery, the higher your chance you'll get a crummy Phoenix Down instead. (The chance of getting the Phoenix Down is simply equal to the character's current Bravery -- so a lower Bravery decreases your chance of getting it.) If you DO pick up the Phoenix Down, the "good" item is gone forever, even if you leave the map and come back later. So, if you want to get all the items, you may want to save pretty frequently and only try picking up one or two items at a time. That way, it's easy to reset and try again if you don't get the item you want. Rapha is great for finding the items because her Bravery already starts pretty low. For the best odds, though, you'll want to lower it even further. The best way to do this is probably with the Mystic ability Trepidation; every time she's hit with this magick, Rapha will lose 30 points of Bravery during the battle but 7 points permanently. Be careful not to reduce her permanent Bravery TOO low, though, or she will quit the party--so using Beowulf's Chicken may not be a good idea. 15 to 20 is probably a safe number and will give you some margin of error in case she gets with a Bravery-lowering ability during a battle. STRATEGIES FOR FINDING ITEMS AND EXITS To make Rapha (or whomever you're using as a Treasure Hunter) more mobile, give her Germinas Boots to increase her move and jump range. If she has them unlocked, you can also switch her to an agile job like Thief, Dragoon, or Monk. This is helpful both for picking up the treasures and for finding the exits. Alternately (or in addition), you can have her ride a chocobo to increase her mobility. A Black Chocobo is particularly advantageous since it can fly right over enemies. Just deploy the chocobo next to her, and then move her onto the tile with the chocobo to have her ride it. You won't actually be able to claim items while on the chocobo, though, so park the chocobo NEXT to the tile with the treasure and have Rapha use the Dismount command to step down onto the treasure tile. It takes three turns just to move the chocobo, dismount, and remount, so chocobos are mostly helpful on maps with tricky terrain that would be even slower to navigate on foot. If you're having trouble with Rapha getting KOed quickly, you can protect her by equipping with her an item to make her Invisible. Items you can use include the Invisibility Cloak found on Mount Germinas (see Advanced Tactics and Secrets) or the Ninja Gear stealable in the Disorder in the Order sidequest. Both these items causes Rapha to start the battle with Invisible status. As long as she doesn't take any action and just moves around the battlefield looking for items and exits, she will stay invisible and will be virtually ignored by the enemies. (She's still vulnerable to area-effect spells.) The Ninja Gear is particularly advantageous; since it is body armor, it leaves Rapha's accessory slot free to equip Germinas Boots for enhanced mobility. Later, you can also get the Invisible status from the Septie`me perfume, poachable from the Greater Hydras found in the Deep, and from a second set of Ninja Gear found on the sixth floor of the dungeon (The Palings). You can also combine Invisibility with chocobo-riding; if you're Invisible when you board a chocobo, the chocobo becomes Invisible too (even though it doesn't look like it on the screen :P). Be careful, though; dismounting from the chocobo removes the chocobo's Invisibility and gives the enemies a chance to attack it. Note that you can also still pick up items as a Chicken, although you can't control the character. Since Chicken-ified characters usually run into a corner, you can use this tactic for picking up items in the corner of a map. Chickens have a Bravery below 10, which almost guarantee you'll get the rare item. Beware that enemy characters with Treasure Hunter can also pick up the rare items, which will prevent you from ever getting them! At the start of each battle, you may want to check all the enemy humans to see if they have Treasure Hunter. If they do, either KO or Immobilize those enemies quickly to prevent them from beating you to the loot! LOCATING THE RARE ITEMS So WHERE are all these great items? Of course, on each floor, the items are in different locations. Since the tiles are not given any names or numbers in the game, I've had to assign my own numbers to them. Here's the scheme I've used: When the battle starts, tilt the analog stick on the PSP left or right. When you do this, the screen will change perspective and you'll be looking at the battlefield from a different angle. Keep doing this until your characters are facing down and to the left on the screen. Now, move the cursor to the lower left corner. This tile is (X: 0, Y: 0). If you move the cursor to the left (using the left arrow on the D-pad), you'll be at (X: 1, Y: 0), then (X: 2, Y: 0), (X: 3, Y: 0), and so on. If you start at (X: 0, Y: 0) and move upwards (up arrow on the D-pad), you'll be at (X: 0, Y: 1). So a tile like (X: 4, Y: 3) would be four tiles to the right and three tiles up from the lower-left corner (again, this is when your team is facing DOWN and to the LEFT at the start of the battle). I've given the locations of all the items using this coordinate system. For exact item locations, see each level's battle strategy, below. POACHING There are also a number of rare monsters in Midlight's Deep, and poaching them can get you some unique items you can't find anywhere else. (See the Poaching List for the complete list.) Fortunately, since Warjilis Trade City is a trade city and has a Poachers' Den. So, after poaching some monsters, it's easy to head back to Warjilis and check on your haul. If you're serious about poaching (and have space on your roster), the best tactic for getting these rare items is to recruit a monster from the species using the Orator abilities Entice or Tame. (The Dragon's Charm ability possessed by Reis can also be used to recruit dragons and hydras, and works 100% of the time.) Once you've recruited the monster, just walk back and forth between Warjilis and the Deep. As the days pass, the monster will lay eggs and the eggs will hatch into new monsters. (You can use the Preview Monster Eggs trick from the Advanced Tactics section to see what monsters you're getting and delete any that aren't the exact type you want.) Poach THESE hatched monsters, but leave the original in your roster. That way, you have a limitless supply of monsters to poach. This is a great way to poach rare monsters that don't appear in the wild very frequently. In fact, breeding monsters is the ONLY way to get a Wild Boar, which in turn is your only source for two super-rare items (the Ribbon and the Fallingstar Bag). ENEMY PARTIES On each floor, you'll encounter 1 of 4 different possible enemy parties, randomly determined each time you enter the floor. Within those parties, there is also some randomness in exactly what enemies you face. I've listed all the possibilities for each floor in the battle strategies below. Generally speaking, > Party Type A features 1-11 enemies, usually many copies of just a few fairly basic enemy types. > Party Types B and C always include 8 enemies and a more diverse group of enemy types. > Party Type D always includes 4 enemies and usually includes a mix of humans and more advanced monsters. ---Floor-by-Floor Walkthrough-------------------------------------------------- Whew! I think that's all the instruction you need. Now head on in! ---Floor 1: The Crevasse------------------------------------------------------- YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Goblin x 1 - 11 TYPE B - Knight (m) OR Goblin, Bomb OR Coeurl [8 foes] Knight (m) OR Red Panther, Bomb OR Coeurl Knight (m) OR Red Panther, Bomb OR Goblin Bomb OR Red Panther, Bomb OR Goblin TYPE C - Chemist (m) OR Black Goblin, Wisenkin OR Black Goblin [8 foes] Chemist (m) OR Black Goblin, Wisenkin OR Black Goblin Monk (f) OR Black Goblin, Wisenkin OR Black Goblin Monk (f) OR Black Goblin, Wisenkin OR Black Goblin TYPE D - Knight (m) OR Black Mage (f) OR Time Mage (m) [4 foes] Archer (m) OR Summoner (f) OR Thief (f) Gobbledygook OR Exploder OR Wisenkin Red Panther OR Piscodaemon OR Squidraken --STRATEGY-- In this level, you start out at the top of a large cliff with a staircase-like path winding down it. The enemies are all at the bottom, which gives you a big height advantage. It's easy to rain ranged attacks down on them. If you do want to use melee attacks, Ignore Elevation, Teleport, or other jump boosts are helpful for navigating the cliff and descending quickly. The enemies here are all weak jobs and monsters (the Type A party is nothing but Goblins!), so they shouldn't be that difficult. It's a good warm-up for the tougher Midlight's Deep battles. You can find two of the magickal guns here, although you may already have copies that you stole earlier. The Blaze Gun is a little stronger than the Glacial Gun, but both are worth picking up. These "magickal" guns do elemental attacks. Their damage varies; sometimes you get a -ra or a -ga spell visual effect and increased damage. The damage estimate you see when preparing to attack is the "low" estimate if you just get the regular spell. The Kiyomori hidden on this level is just a regular Kiyomori katana like you could buy in a store, making it the most useless pickup in the Deep. Remember to find the exit before you KO the last enemy. Otherwise, you won't be able to advance to the next level! ITEM LOCATIONS: (X: 2, Y: 2 | height: 7) Glacial Gun (X: 9, Y: 0 | height: 22) Blaze Gun (X: 4, Y: 9 | height: 17) Kiyomori (X: 6, Y: 0 | height: 20) Elixir POTENTIAL EXIT LOCATIONS: (X: 6, Y: 9 | height: 17) (X: 3, Y: 8 | height: 8) (X: 0, Y: 9 | height: 2) (X: 1, Y: 3 | height: 1) (X: 1, Y: 1 | height: 1) -------------------------------------------------------------------------------- After you find the exit in The Crevasse, you'll open up The Stair. ---Floor 2: The Stair----------------------------------------------------------- YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Goblin [1-11 foes] Goblin OR Black Goblin OR Nothing Goblin OR Black Goblin OR Nothing Goblin OR Black Goblin OR Nothing Goblin OR Black Goblin OR Nothing Goblin OR Black Goblin OR Nothing 5x:Goblin OR Nothing TYPE B - Archer (f) OR Skeleton, Archer (m) OR Floating Eye [8 foes] Archer (f) OR Skeleton, Archer (m) OR Floating Eye Archer (f) OR Bonesnatch, Archer (m) OR Ahriman Archer (f) OR Bonesnatch, Archer (m) OR Ahriman TYPE C - Monk (m) OR Black Mage (m), Skeleton OR Ghoul [8 foes] Time Mage (f) OR Ninja (f), Bonesnatch OR Ghast Skeleton OR Ghoul, Bonesnatch OR Ghast Skeleton OR Ghoul, Bonesnatch OR Ghast TYPE D - Knight (m) OR Archer (m) OR Dragon Knight (m) OR Archer (m) OR Blue Dragon Summoner (f) OR Archer (m) OR Dragon Summoner (f) OR Archer (m) OR Dragon --STRATEGY-- Despite the name, this floor isn't quite a stair. Instead, it's a bumpy landscape full of variations in height. So, again, Ignore Elevation/Teleport and jump boosts are helpful. Your opponents start quite close to you this time, but you still have a bit of a height advantages. Common enemy types include Archers, ahrimans, and skeletons. Since there are often multiple Archers, the Archer's Bane and Shirahadori abilities are quite helpful. Having your own strong range attacks also lets you KO the Archers quickly. Take out the Archers first, then go after the skeletons (their Anima attacks can be pretty strong!), and finally the ahrimans. Since you're being attacked by the full enemy party at once, putting Disable or Chicken on some enemies or using Rend/Crush Weapon on humans will stop their attacks and give you some breathing room. Instead of skeletons and Archers, you instead be fight goblins (Type A party) or ghosts (some Type C parties). These are usually easier battles. All the groups of enemies are definitely toughter than those in The Crevasse, however. ITEM LOCATIONS: (X: 2, Y: 7 | height: 6) Blood Sword (X: 6, Y:10 | height: 9) Elixir (X: 8, Y: 1 | height: 1) Save the Queen (X: 4, Y: 0­ | height: 0) Elixir POTENTIAL EXIT LOCATIONS: (X: 8, Y: 9 | height: 8) (X: 7, Y: 4 | height: 5) (X: 2, Y: 1 | height: 1) (X: 8, Y: 0 | height: 1) (X: 0, Y: 0 | height: 2) -------------------------------------------------------------------------------- After The Stair comes The Hollow. ---Floor 3: The Hollow--------------------------------------------------------- YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Piscodaemon [1-11 foes] Piscodaemon OR Jura Aevis OR Nothing Piscodaemon OR Steelhawk OR Nothing Piscodaemon OR Cockatrice OR Nothing 2x:Piscodaemon OR Nothing Squidraken OR Black Mage (f) OR Nothing Squidraken OR Thief (m) OR Nothing 3x:Squidraken OR Nothing TYPE B - Black Mage (f) OR Red Panther, Coeurl OR Squidraken [8 foes] Black Mage (f) OR Red Panther, Coeurl OR Squidraken Black Mage (f) OR Bomb, Mindflayer OR Squidraken Grenade OR Bomb, Mindflayer OR Squidraken TYPE C - Knight (m) OR Archer (f), Wisenkin OR Behemoth [8 foes] Knight (m) OR Archer (f), Wisenkin OR Behemoth Knight (m) OR Archer (f), Minotaur OR Behemoth Knight (m) OR Archer (f), Minotaur OR Behemoth King TYPE D - Orator (m) OR Squire (m) OR Red Panther Mystic (f) OR Knight (f) OR Squidraken Geomancer (m) OR Archer (m) OR Skeletal Fiend Dragoon (f) OR Black Mage (f) OR Elder Treant --STRATEGY-- The Hollow has a big chasm running through the center of it, dividing the map into three separate regions. Your party starts on a separate "island" from the enemy squad and you can only cross with a jump or Teleport. If you bring a lot of characters with long-range attacks (guns, Arithmeticks, Construct 8's Dispose), this should be fairly easy. From your starting point, guns and Dispose can hit almost all of the enemies. Since they have to navigate around the pits, you can just stand there and blast away. Just Wait instead of moving and you can get your next turn even faster. Still, the enemies will catch up with you eventually, so you'll want to bring along a good close-range fighter or two (like Orlandeau) as well. Probably the most dangerous enemy that can appear here is the Mindflayer. The Mindflayer's Mind Blast ability can Berserk or Confuse you, and has enough range that it can reach across the chasm. Try to KO the Mindflayers first. If they do Confuse you, you can cure a Confused character by whacking them with a physical attack. This doesn't cure Berserk, though. Also common here are enemy Black Mages, who can of course hit you with magick from a distance. Stealing away their MP is one good way of dealing with them. A gun paired with Rend MP can do this from a long distance, and Orlandeau's Duskblade has a decent range too. The Hollow also contains two good pieces of equipment: the Yoichi Bow and the Zeus Mace. Be sure to pick them up! In general, collecting all the Elixirs is not necessary as there are quite a few available and you can do fine without getting them all (or even any of them). One of the exit locations here is a bit tricky. It's up atop a height 6 pillar. There's a "step" (of height 2.5) on one side of the pillar you can use to climb up. Or, just use Teleport or Ignore Elevation to hop up directly. (Finding the exits doesn't require Treasure Hunter so you can use your movement ability slot for Teleport.) ITEM LOCATIONS: (X: 4, Y: 3 | height: 1.5) Elixir (X: 8, Y: 6 | height: 0.5) Zeus Mace (X: 7, Y:15 | height: 1.5) Elixir (X: 2, Y: 9 | height: 4.5) Yoichi Bow POTENTIAL EXIT LOCATIONS: (X: 6, Y:11 | height: 1) (X: 1, Y: 8 | height: 0) (X: 2, Y: 8 | height: 6) (X: 8, Y: 1 | height: 0) (X: 1, Y: 2 | height: 0) -------------------------------------------------------------------------------- Get ready for the fourth floor, The Catacombs, which is fairly challenging. ---Floor 4: The Catacombs------------------------------------------------------ YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Malboro x1-10 [1-11 foes] Malboro OR Greater Malboro OR Nothing TYPE B - Archer (m) OR Malboro, Summoner (f) OR Jura Aevis [8 foes] Archer (m) OR Malboro, Summoner (f) OR Jura Aevis Ochu OR Malboro, Steelhawk OR Jura Aevis Ochu OR Malboro, Steelhawk OR Jura Aevis TYPE C - Archer (f) OR Mystic (m), Black Mage (f) OR Jura Aevis [8 foes] Archer (f) OR Mystic (m), Black Mage (f) OR Steelhawk Archer (f) OR Mystic (m), Black Mage (f) OR Cockatrice Archer (f) OR Mystic (m), Black Mage (f) OR Cockatrice TYPE D - Archer (m) OR Floating Eye OR Hydra [4 foes] Monk (m) OR Steelhawk OR Sekhret Monk (f) OR Mindflayer OR Minotaur Summoner (f) OR Gobbledygook OR Sekhret --STRATEGY-- The Catacombs are actually just a big staircase that winds back and forth, similar to The Crevasse (the first floor). However, the staircase is longer and each tier is separated by a chasm, so you can't jump straight down. Depending on the enemies you face, this level can either be easy or pretty challenging. The Type A party pits you against Malboros only, which is easy. The Malboros are slow, don't have ranged attacks, and tend to bunch up in groups. You can take your time advancing against them and attack them with wide-range attacks (e.g. Hallowed Bolt). More difficult are the Type B and Type C parties, which include aevises; the Type C party also usually includes Mystics, Black Mages, and Archers. These battles are tougher. The aevises will quickly fly up the stairs to attack you and can fly over your front line to attack the magick-/item-users in the back. The Mystics can also be a pain since they will put lots of status conditions on you and often start near your team. If you have any Hair Adornments to equip on your female characters, these are good to bring here since they will protect against lots of potential status ailments. Attack the Mystics first since they have less HP and you can probably KO them the fastest. Attack the Aevises second and save any Malboros/Ochus for last. The exit is almost always towards the end of path, as are most of the items. This can make them difficult to reach if the enemy squad confronts you head-on. You'll probably have the best luck finding everything when you're fighting the Type A party (the Malboros) and have plenty of room and time for navigation. It may take you a few tries to collect everything here. But, the equipment available here is also quite good. The Rod of Faith is available here only and especially valuable (see below), and the Kaiser Shield is good too. The Faerie Harp is skippable if you don't use Bards, although it IS the strongest harp available. ITEM LOCATIONS: (X:12, Y: 2 | height: 7) Elixir (X: 4, Y: 8 | height: 4) Rod of Faith (X: 5, Y:10 | height: 4) Kaiser Shield (X: 5, Y: 9 | height: 4) Faerie Harp POTENTIAL EXIT LOCATIONS: (X: 7, Y:10 | height: 3) (X: 4, Y: 3 | height: 3) (X: 2, Y: 2 | height: 2) (X: 1, Y: 4 | height: 1) (X: 0, Y: 6 | height: 1) -------------------------------------------------------------------------------- Make sure to pick up the Rod of Faith. The Rod of Faith that maximizes its wielder's Faith while equipped, increasing their magick power (but also the magick damage they receive). You can also whack other characters with it to give *them* Faith status as well. This can be especially useful for Marach, if you're using him. The Faith status maximizes the damage from *both* his Nether Mantra abilities (which normally do more damage when his Faith is low) and regular magicks (which do more damage when Faith is high). Since the Rod maximizes your Faith regardless of its normal value, you can also reduce a character's Faith to make them strong against enemy magick and then only give them the Rod when you want them using magick. (See the related entry under Advanced Tactics for more on strategies using the Rod.) The Rod of Faith is ONLY available on The Catacombs, so don't miss it. It's also worth noting that the Faerie Harp from here is the only attack or ability that can Charm all targets regardless of gender or human/monster status. ---Floor 5: The Oubliette------------------------------------------------------ YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Dryad OR Elder Treant [1-11 foes] Dryad OR Elder Treant OR Nothing Dryad OR Elder Treant OR Nothing Dryad OR Treant OR Nothing Dryad OR Treant OR Nothing 6x:Dryad OR Nothing TYPE B - Black Mage (f) OR Dryad, White Mage (m) OR Gobbledygook [8 foes] Black Mage (f) OR Treant, White Mage (m) OR Gobbledygook Black Mage (f) OR Treant, White Mage (m) OR Gobbledygook Black Mage (f) OR Elder Treant, White Mage (m) OR Gobbledygook TYPE C - Knight (m) OR Monk (f), Dryad OR Treant [8 foes] Time Mage (m) OR Summoner (f), Dryad OR Treant Red Panther OR Ahriman, Dryad OR Elder Treant Dryad OR Treant, Dryad OR Elder Treant TYPE D - Summoner (f) OR Monk (f) OR Squire (f) [4 foes] Chemist (m) OR White Mage (m) OR Thief (m) Knight (f) OR Black Mage (f) OR Orator (f) Archer (m) OR Time Mage (m) OR Mystic (m) --STRATEGY-- The Oubliette is basically a "king of the hill" scenario. You're up on top of a hill which is surrounded by loads of enemies. There's only one path up (or down) the hill, which loops counterclockwise around the cliff. A second Excalibur sword is hidden right on the top of the hill where you start. Although you should already have the one Orlandeau comes with, a second never hurts ... the automatic Haste effect is incredibly useful! If you have Reequip, you can even arm yourself it with it right away. You can give the second to another character who uses knight's swords, like Agrias, Beowulf, Meliadoul, or Ramza -- or any character in the Knight or Dark Knight job. You can also find the Iga Blade ninja blade on this floor. It's possible to launch attacks down at the enemies from atop the the cliff, but it's trickier than it looks. The angle is so steep that guns probably won't work. You can use magicks, though. Your best bet, though, is probably just to wind your way down the trail. For the most part, you'll be on the opposite side of the hill as the enemies and they can't hit you anyways. Do be careful when you're descending the initial ramp, though. If you stand close to the edge of the cliff, any enemy Archers or Summoners CAN hit you from below. Because the trail is pretty narrow, it can get hard to see where your characters are, or how far your moving/targeting range extends. Don't forget that you can rotate the "camera" by tapping the analog stick (in the lower-left of the PSP) left or right. This will often help you get a better view. Pressing the R button on top of the PSP will also tilt the camera angle. After you've made a couple turns around the hill and end up facing the direction you did when you started the level, you'll come to a pass that's only two tiles wide. This is the best place to fight. You can just send Divine Ruinations or Shockwaves down this corridor and rip the enemies. If you have both Agrias and Orlandeau you can cover the entire pass with Divine Ruinations. Another tactic is the to block the full width of the pass with Invisible characters. (Ninja Gear, Septie`me perfume, the Invisibility Cloak, and the Ninja's Vanish ability can all make characters Invisible.) The enemies can't walk past your Invisible characters, and because you're Invisible, they won't be able to attack you either. Then, you can just have the rest of your team launch magicks or sword techniques at the enemies from behind your "invisible wall." If you're battling the Type B party, there will likely be some White Mages here. These are actually the most dangerous enemies here, as they will keep healing and Raising the other enemies. Kill them first. Otherwise, you mainly fight treants and Gobbledygooks here, and they are both pretty easy to defeat. Finding the exit on this floor can be tough. One of the possible locations is on a "ledge" directly below where you start. You can jump down there from the height 13 area, or use Teleport/Ignore Elevation to leap directly. The other exit locations are on the bottom of the path, with the enemies. It can be tricky to squeeze past the enemies to reach them. An alternative is to Teleport directly down at the start of the battle. This works best if the character is Invisible or has some other good defensive abilities/gear, as s/he is otherwise likely to get surrounded and KOed. ITEM LOCATIONS: (X: 4, Y: 8 | height: 18) Excalibur (X: 0, Y:11 | height: 11) Elixir (X: 6, Y:11 | height: 7) Iga Blade (X: 6, Y: 0 | height: 1) Elixir POTENTIAL EXIT LOCATIONS: (X: 3, Y: 4 | height: 10) (X: 5, Y: 2 | height: 0) (X: 2, Y: 2 | height: 0) (X: 0, Y: 4 | height: 0) (X: 0, Y: 0 | height: 1) -------------------------------------------------------------------------------- You're now halfway through the Deep! Continue on to The Palings. ---Floor 6: The Palings--------------------------------------------------------- YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Vampire Cat OR Behemoth [1-11 foes] Vampire Cat OR Behemoth OR Nothing Vampire Cat OR Behemoth OR Nothing Vampire Cat OR Behemoth OR Nothing Red Panther OR Behemoth King OR Nothing Coeurl OR Nothing 5x: Vampire Cat OR Nothing TYPE B - Black Mage (f) OR Dark Behemoth, Piscodaemon OR Plague Horror [8 foes] Archer (m) OR Ahriman, Squidraken OR Floating Eye Archer (m) OR Ahriman, Squidraken OR Mindflayer Archer (m) OR Ahriman, Squidraken OR Mindflayer TYPE C - Ninja (m) OR Archer (f), Sekhret OR Black Goblin [8 foes] Ninja (m) OR Archer (f), Minotaur OR Black Goblin Ninja (m) OR Archer (f), Wisenkin OR Black Goblin Ninja (m) OR Archer (f), Wisenkin OR Goblin TYPE D - Knight (f) OR Red Panther OR Behemoth [4 foes] Knight (m) OR Exploder OR Dragon Samurai (m) OR Chocobo OR Dark Behemoth Samurai (f) OR Black Chocobo OR Plague Horror --STRATEGY--- The Palings is a flat level with three big rock ridges. Select a range attack to get a feel for where they are. Normally, you'd have to wind your way around them, which means that slower characters can easily get stranded behind the rest of your team. If you equip the Teleport move ability, though, you can warp right through the ridges. (Ignore Elevation, however, doesn't work.) Using Teleport can be helpful for keeping your team together. It also makes it easier to reach the exit locations, many of which are towards the far end of the path. An even better strategy, though, is to just cast magick *through* the walls, while the enemies are still trying to navigate around them. Sword techniques, Arithmeticks, and summon spells work great for this purpose. You can even use Jump to attack over the walls. Using Invisible characters to block the passage (see The Oubliette, above) works here, too. As in The Oubliette, it can often get pretty hard to see where you're going, so rotate the camera to keep track of where the enemies are and where you can move. The Type A party here features a slew of Vampire Cats. They like to use Blaster to turn you to stone, so you may want to equip Jade Armlets for protection just in case you run into this enemy group. Or, at least bring a supply of Gold Needle or Remdies. All the hidden items are right in the starting corner, so there's no reason not to pick them up! (If you start on top of one the item tiles, you have to first move to another tile and then move to the item tile before you can get the item to appear.) The items include the Blaster (the lightning-elemental magickal gun and the strongest gun overall), the invisibility-granting Ninja Gear, the Cursed Ring, and an Elixir. If you plan on tackling all the co-op Rendezvous Mode missions, the Cursed Ring is quite important to one of the missions. This is the only one you can get in the game, so don't miss it or lose it later! ITEM LOCATIONS: (X: 0, Y: 9 | height: 5) Elixir (X: 0, Y: 8 | height: 5) Blaster (X: 1, Y: 8 | height: 5) Cursed Ring (X: 1, Y: 9 | height: 5) Ninja Gear POTENTIAL EXIT LOCATIONS: (X: 5, Y: 7 | height: 2) (X: 8, Y: 2 | height: 0) (X: 10,Y: 0 | height: 0) (X: 9, Y: 7 | height: 0) (X: 10,Y: 9 | height: 1) -------------------------------------------------------------------------------- Next stop is The Crossing. ---Floor 7: The Crossing------------------------------------------------------- YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Skeleton [1-11 foes] Skeleton OR Nothing Skeleton OR Nothing 3x:Skeleton OR Revenant OR Nothing 3x:Ghast OR Nothing 2x:Ghast OR Bonesnatch OR Nothing TYPE B - Archer (f) OR Skeleton, Mystic (m) OR Skeleton [8 foes] Archer (f) OR Bonesnatch, Mystic (m) OR Skeleton Archer (f) OR Skeletal Fiend, Mystic (m) OR Bonesnatch Archer (f) OR Behemoth King, Mystic (m) OR Behemoth TYPE C - Monk (m) OR Minotaur, Black Mage (m) OR Sekhret [8 foes] Monk (m) OR Minotaur, Thief (f) OR Wisenkin Monk (m) OR Sekhret, Thief (f) OR Wisenkin Black Mage (m) OR Sekhret, Thief (f) OR Minotaur TYPE D - Archer (m) OR Archer (f) OR Hydra [8 foes] White Mage (f) OR Mindflayer OR Dragon Summoner (f) OR Wisenkin OR Piscodaemon Dragoon (f) OR Archer (m) OR Squidraken --STRATEGY-- The Crossing is a mostly flat level with a big rock ridge running through the middle. There's a small gap running through the ridge (the Crossing, I suppose) that separates it into two smaller cliffs. You start off next to one of the ends of the ridge. Most of the time, the enemies will all be clustered around the other cliff. Advance forwards and start fighting them, using height to your advantage where you can. Again, because you're often fighting a large group at once, abilities that quickly put an enemy out of commission (e.g. Chicken or Arm Shot) are helpful. If you encounter the Type D party, however, the enemies will be more spread out across the level. Advance foward just the same and cross the level on the level ground. Trying to climb over the ridge is just liable to get your characters separated and surrounded. There's actually not much need to climb up onto the top of the ridge except to find the items stashed up there. Most of the items (including the two rare weapons) are atop the cliff that you start beside. To get up there, from the starting point, move forward a little bit, then move sideways into the gap through the ridge. From here, you can jump on top of the ridge, but you'll need a Jump of 5. If you need a boost, use Construct 8 or another large monster as a stepping stool. (Remember, of course, that Treasure Hunter cannot be combined with Teleport or Ignore Elevation.) Actually, most of the items here aren't all that great. The Staff of the Magi isn't very good; it has a higher *physical* attack power than the Zeus Mace, but no benefit to your magick attack -- and how often do your magick-users hit people with their staves? But, do grab the Koga Blade if you have any ninjas. If you're looking for the exits, you can take the "crossing" through the ridge to get to the far side (i.e., the other side of the ridge from where you start). One of the possible locations is *inside* the crossing gap, and three of the others are on the far side of the ridge. ITEM LOCATIONS: (X: 4, Y: 4 | height: 12) Elixir (X: 4, Y:10 | height: 13) Staff of the Magi (X: 4, Y:12 | height: 12) Koga Blade (X: 4, Y:14 | height: 10) Elixir POTENTIAL EXIT LOCATIONS: (X: 3, Y: 6 | height: 7) (X: 4, Y: 2 | height: 5) (X: 6, Y: 8 | height: 2) (X: 6, Y:13 | height: 0) (X: 8, Y:14 | height: 0) -------------------------------------------------------------------------------- By now, you're getting near the bottom, and the difficulty level is rising. again. The next two floors will be quite tough, but they also contain some very strong items. ---Floor 8: The Switchback----------------------------------------------------- YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Archer (m) OR Archer (f) [1-11 foes] Archer (m) OR Archer (f) OR Nothing Archer (m) OR Archer (f) OR Nothing 7x:Archer (m) OR Nothing Archer (f) OR Nothing TYPE B - Summoner (f) OR Bomb, Red Panther OR Grenade [8 foes] Summoner (f) OR Bomb, Red Panther OR Dryad Treant OR Bomb, Coeurl OR Exploder Elder Treant OR Bomb, Coeurl OR Treant TYPE C - Red Dragon OR Malboro, Greater Hydra OR Greater Malbr. [8 foes] Dark Behemoth OR Malboro, Dragon OR Behemoth Behemoth OR Ochu, Red Dragon OR Behemoth King Hydra OR Ochu, Blue Dragon OR Dragon TYPE D - Black Mage (f) OR Summoner (f) OR Arithmetician (f) [8 foes] Black Mage (f) OR Summoner (f) OR Arithmetician (f) Black Mage (f) OR Summoner (f) OR Arithmetician (f) Black Mage (m) OR Summoner (m) OR Arithmetician (m) --STRATEGY-- This level has two tiers. You start on the high one and have to cross it, descend a stair, and fight back across the lower tier -- hence the name "The Switchback." As in other levels like The Oubliette, the decline is so steep that it's pretty hard to shoot downwards, so you're better off heading for the stairs. Arithmeticks is extremely effective, however; the lower tier is almost completely height 3, so you can hit most of the enemy forces with a Height 3 calculation. (Any bomb-type enemies are floating, though, which puts them up 1 height unit -- you need to use Height 4 to hit them.) The Type A party featurs nothing but a swarm of Archers, so readying Shirahadori or Archer's Bane beforehand is a good strategy. This fight isn't too tough since the Archers can't do all THAT much damage, and often waste time charging up Aim. When the Archers appear, one of them will often be carrying an additional Yoichi Bow you can steal. On other occasions, you'll encounter the Type C party, which features some of the game's toughest monsters -- malboros, behemoths, dragons, and hydras (oh my!). When you see these guys, you may want to forestall hunting for items or the exit and just focus on surviving. On the other hand, this is a great opportunity to go Poaching or monster recruiting. Finally, be cautious of any panther enemies in the Type B party. They have an innate Ignore Elevation, which means they can jump right up the cliff and attack you. You might want to attack them first. The items are all found on the bottom tier. These include the Ragnarok knight's sword (not actually as good as Excalibur as it doesn't have an auto-Haste), the Robe of Lords (a GREAT robe), and the Perseus Bow (the best bow in the single- player game). ITEM LOCATIONS: (X: 4, Y: 6 | height: 3) Perseus Bow (X: 6, Y: 7 | height: 3) Lordly Robe (X: 9, Y: 8 | height: 3) Ragnarok (X:10, Y:10 | height: 3) Elixir POTENTIAL EXIT LOCATIONS: (X: 2, Y:10 | height: 9) (X: 4, Y: 5 | height: 3) (X:11, Y:10 | height: 3) (X:11, Y:13 | height: 3) (X:12, Y:13 | height: 3) -------------------------------------------------------------------------------- The final normal floor is The Interstice. ---Floor 9: The Interstice----------------------------------------------------- YOUR FORCES: 1-5 characters POSSIBLE ENEMY FORCES: TYPE A - Black Mage (f) [1-11 foes] Black Mage (f) OR Nothing Black Mage (f) OR Archer (m) OR Nothing Black Mage (f) OR Red Chocobo OR Nothing Knight (m) OR Chocobo OR Nothing Knight (m) OR Black Chocobo OR Nothing 2x:Knight (m) OR Nothing Archer (m) OR Black Chocobo OR Nothing 2x:Archer (m) OR Nothing TYPE B - Dragoon (m) OR Cockatrice, Dragoon (f) OR Blue Dragon [8 foes] Dragoon (m) OR Cockatrice, Cockatrice OR Blue Dragon Dragoon (m) OR Red Dragon, Dragon OR Blue Dragon Dragoon (f) OR Cockatrice, Dragon OR Blue Dragon TYPE C - Ninja (m) OR Samurai (m), Ninja (f) OR Samurai (f) [8 foes] Ninja (m) OR Samurai (m), Ninja (f) OR Samurai (f) Ninja (m) OR Samurai (m), Ninja (f) OR Samurai (f) Ninja (m) OR Samurai (m), Ninja (f) OR Samurai (f) TYPE D - Knight (m) OR Black Mage (f) OR Time Mage (m) [4 foes] Archer (m) OR Summoner (f) OR Thief (f) Time Mage (m) OR Summoner (f) OR Red Panther Red Panther OR Piscodaemon OR Squidraken --STRATEGY-- The Interstice has a tricky layout. You start on one of two pillars, with a tiny mini-pillar in between the two pillars. Parallel to the pillars is a flat plateau area where the enemies often start. The terrain in between and on the other side of the pillars is flat. The enemies often start on top of the flat plateau. From their position here, they will launch magicks and arrows up at you. If you stand on the side of the pillar closest to them, you can hit them back with some ranged attacks. To really attack them (and to use any close-range abilities), though, you'll need to take down the long route down to their plateau. Jump across the mini-pillar to the other pillar. From here, there's a staircase down to the plateau. You should probably hurry for the staircase as quickly as you can. While you CAN attack from the top of the pillars, it's too crowded to move around, making it difficult to target the enemies you want. Start moving across the pillars as fast as you can. You *could* also use Teleport or Ignore Elevation to jump down to the plateau, but this is pretty tricky because: (a) there's a hole in the corner of the map closest to where you start; the only route you can take is directly down off the front of the pillar where you start and (b) the character is liable to get surrounded and KOed quickly. Only try this if you have a pretty sturdy character with a lot of HP or a good reaction ability (e.g. Shirahadori). You'll also need to take the plateau route if you want to claim all the items -- the Maximillian armor is located on the far end of the plateau, and the Venetian Shield is down on the flat floor. (The Grand Helm is up on the pillars.) All of these are definitely worth grabbing. If you have Arithmeticks, height-based calculations work great here. The entire top area has a height of 9 and 8 only. So, if you use Height Prime and Height 5 magicks, you can hit a lot of the enemies without hurting yourself. The specific enemies you face here, of course, vary. The Type A party features an assortment of Black Mages, Archers, Knights, and Chocobos. Don't forget that you can stop the Black Mages pretty quickly by stealing their MP -- Orlandeau's Duskblade works well for that. The Type D party is fairly similar. The Type C party is a Ninja and Samurai convention. This is fairly easy. If you're just looking to clear the battle, kill the Ninjas first, since they can throw from a distance. But, if the Ninjas are at a high level (90+) they will throw rare weapons at you that you can catch using the Thief reaction ability Sticky Fingers. Kill off the Samurais first and then just sit around and let them throw weapons at you. The toughest enemy group here is the Type B party, which includes dragons, Cockatrices, and human Dragoons. Try to stay in a tight group on the pillars and use your best attacks. Attack the Cockatrices first, then go for the dragons closest to you. Don't forget that Shirahadori lets you block the Dragoon's Jump attacks. With any of the enemy groups, some of the enemies can sometimes be very hard to see if they slip in between the pillars or between the pillar and plateau. Try to track where they're moving so you don't forget about them even if you can't see them on the screen. Finding the exit in this level can be tricky. It's always on the flat "floor" below the pillars and plateau. Your best best is to put Teleport or Ignore Elevation on an Invisible character and immediately jump from the starting pillar down to the flat ground. If you don't have the items/abilities for that, you'll have to take the very long route: hop across the pillars, descend to the plateau, cross the plateau, and THEN reach the set of stairs down the floor. This floor also holds the game's best heavy armor -- the Maximillian and Grand Helm -- as well as the Venetian Shield, second only to the Escutcheon (II) as a shield. You'll definitely want to grab this stuff! ITEM LOCATIONS: (X: 3, Y: 4 | height: 8) Grand Helm (X: 3, Y: 5 | height: 2) Venetian Shield (X: 9, Y: 0 | height: 4) Maximillian (X: 3, Y:10 | height: 2) Elixir POTENTIAL EXIT LOCATIONS: (X: 9, Y: 1 | height: 4) (X:11, Y: 3 | height: 2) (X: 9, Y: 5 | height: 2) (X:11, Y: 8 | height: 1) (X: 1, Y: 7 | height: 2) -------------------------------------------------------------------------------- There's only one level left after this, appropriately named Terminus. There's a boss encounter the first time you enter here, and it's your one chance in the single-player game to learn the game's best Summon, Zodiark. If you want to learn it, deploy your best Summoner (with Summoner as his/her current job) and arm him/her with the Time Mage ability Mana Shield for protection. When you enter Terminus, you'll meet some weird old guy named Elidibus, who will turn himself into a Lucavi. ---Floor 10: Terminus---------------------------------------------------------- YOUR FORCES: Ramza, the Byblos [guest], 4 others ENEMY FORCES: Elidibus, Reaver x6 GUEST: Byblos - level based on party's; Zodiac sign, name, Bravery, Faith are all random BOSS: Elidibus [Serpentarius] - Serpentarius HP: 2732, MP: 1135 Abilities : The Dark --STRATEGY-- The battle with Elidibus is considered a story battle, so you'll have to deploy Ramza the first time. If you want to learn the Zodiark summon (and this is your only opportunity in the single-player game to do so), you'll also need to deploy someone who is a Summoner. This can be Ramza or someone else. There's no exit to find here, just a confrontation with Elidibus and a whole pile of Reavers. Elidibus is at the top of a spiral staircase; you'll have to fight your way up past the Reavers to reach him. The enemy Reavers are gray. The purple monster behind you, the Byblos, is NOT an enemy; its a Guest fighting on your side. Don't kill it; it's your friend! (The personal name of the Byblos is random, but it can be identified by its "Byblos" monster type and purple color.) The Byblos is pretty slow-moving, but it can heal you from afar. Keep it alive and it will join you afterwards. Begin fighting your way up the stairs. The Reavers aren't hard to kill; sword techniques or Dual Wielded physical attacks work wonders. Since their Bio spells take time to charge, you can often KO them before they can even cast the spell. The Bio spells don't do all that much HP damage. However, they can inflict a variety of status ailments, so bring an ability like Esuna or Purification to remove these. Purification is especially helpful since it doesn't need time to charge. You can probably reach Elidibus quickly. Elidibus's main attack is the extremely powerful Zodiark summon (700+ damage). It's obvious when he's going to cast it from the humongous damage estimates -- plus it takes a long time to charge. Get out of the way if you can! Split your team up so he can't take out too many of your characters at one time. Once you've gotten past the Reavers, healing is pretty much pointless because Zodiark will basically kill you no matter how much HP you have. This makes Beowulf good here because keeping his HP low will make his Vengeance attack very strong! You should, however, revive KOed characters. Angel Rings and Chantage will be quite useful in this battle as they let you recover from the inevitable KO. (Angel Rings work only once; Chantage works multiple times.) Attacking Elidibus with the Jump ability can also be useful; it deals damage to him and also protects you from damage while in the air. Another tactic is to use the Mystic ability Disbelief or Beowulf's Doubt to give your characters the Atheist status, which temporarily reduces your Faith to 0 and makes you immune to magick. Atheist status also renders your own magick useless, though, so you WON'T want to put it on any magick-users in your team. (Atheist status also prevents you from learning the Zodiark spell; see below.) A final strategy to survive Zodiark is to pair Construct 8 with one or more characters with Chantage. Construct 8 has a permanent Atheist status, so Zodiark won't KO it, and as long it's alive, the Chantage characters will revive themselves. Unfortunately, since Construct 8 is slow and takes a long time to get across the battlefield, it may not be all that much help with the actual fighting. While Zodiark is Elidibus's main attack, you'll also need to watch out for his Poisonous Frog magick, which turns characters into toads (and poisons them), rendering them useless. For female characters, equipping any Cachushas or Ribbons you have may be a good idea as they will protect you from both Poison and Toad status. Alternately, you can just use Esuna or Purification to remove the status. If your characters do get hit with Poisonous Frog, don't just have them wait out their turns; this gets them more turns and means the poison will drain their HP faster. Instead, have them move and attack (even if you're just attacking empty air) on each of their turns until you can heal them. This will slow their CT gauge refill and reduce the damage they suffer the poison. Elidibus's two other attacks are Midgarsomr, a fairly strong magick attack, and Snakecharm, a close-range physical attack, but he doesn't use those very much. When you reach Elidibus, attack him with your strongest abilities -- preferably ones that hit from a distance so that he can't counterattack you. Sword techniques, as always, are great. Like all characters, Elidibus takes more damage while charging magick, so pummel him whenever he starts charging Zodiark. Attack Boost will also help you do more damage quickly. Elidibus happens to be immune to Ice (but no other elements), so avoid any ice magicks or weapons. On the other hand, he's actually vulnerable to a few status ailments. You can use Slow or Stop to slow him down, or Atheist to disable his magick. The key to this battle is mostly just surviving Zodiark; if you can keep one or two heavy hitters alive, you can fell him fairly quickly. You can learn Zodiark for yourself if Elidibus casts it on a Summoner and the Summoner takes at least 1 HP damage but survives the spell. (Coming back to life with Reraise doesn't count; the Summoner must NOT be KOed by Zodiark.) When this happens, there's a random probability (90%) that the Summoner will learn Zodiark. spell. The easiest way to do this is to equip the Time Mage ability Mana Shield and make sure your Bravery is reasonably high. As long as you have at least 1 MP, this ability (when activated) causes all attacks to damage only your MP instead of HP. So, being hit with Zodiark will empty out your MP, but leave the character standing. If you don't learn the spell on your first attempt, use an Ether or Chakra to get back at least 1 MP and try again. If you don't have Mana Shield, an alternate method is to put Equip Heavy Armor on the Summoner to get his or her HP as high as possible, then start hitting Elidibus with Rend Magick as many times as you can (preferably using a gun, bow, or polearm to attack from a distance). This will lower Elidibus's magick power and decrease the amount of damage Zodiark can do, potentially allowing your Summoner to withstand the spell without Mana Shield. (Mana Shield is only 400 JP, though, so it's not too tough to grab beforehand.) Using the Atheist status to temporarily reduce your Faith to 0 will NOT work; your Summoner must take at least 1 HP damage from Zodiark in order to learn it. Of course, it's fine to cast Atheist on all your other characters if you want. If you turn on the Battle Prompts option under Options, a text box will tell you when you've learned Zodiark. If Battle Prompts isn't on, the cover will just hover briefly over your Summoner when s/he learns it. Elidibus has 2732 HP. If you are trying to learn Zodiark, keep track of how much damage you're doing and don't hurt him too much until you learn the magick. You don't want to kill him on accident. Remember, this battle is your only chance to learn Zodiark outside of one multiplayer mission! The four hidden items are all located on the platform where Elidibus starts. You'll have a much easier time finding them if you come back AFTER you beat him, instead of trying to get them during the battle with Elidibus. ITEM LOCATIONS: (X:10, Y: 7 | height: 15) Chaos Blade (X:12, Y: 5 | height: 15) Chirijiraden (X:12, Y: 7 | height: 15) Elixir (X:10, Y: 5 | height: 15) Elixir POSSIBLE ENEMY FORCES (IN LATER RANDOM BATTLES): TYPE A - Hydra [1-11 foes] Red Dragon OR Greater Hydra OR Nothing 3x:Hydra OR Nothing 2x:Red Dragon OR Nothing 3x:Hydra OR Greater Hydra OR Nothing TYPE B - Archer (m) OR Pig, Black Mage (m) OR Pig [8 foes] Archer (m) OR Pig, Black Mage (m) OR Pig Mystic (f) OR Pig, Swine OR Pig Mystic (f) OR Pig, Swine OR Pig TYPE C - White Mage (f) OR Chocobo, Black Chocobo OR Chocobo [8 foes] White Mage (f) OR Chocobo, Black Chocobo OR Chocobo White Mage (f) OR Chocobo, Black Chocobo OR Chocobo Black Chocobo OR Chocobo, Black Chocobo OR Chocobo TYPE D - Black Mage (m) OR Black Mage (f) OR Tiamat [4 foes] Time Mage (m) OR Time Mage (f) OR Tiamat Summoner (m) OR Summoner (f) OR Tiamat Mystic (m) OR Mystic (f) OR Tiamat -------------------------------------------------------------------------------- After defeating Elidibus (and hopefully learning Zodiark from him), you'll get the 13th (!) Zodiac Stone, Serpentarius. Assuming you kept the Byblos from being killed, it will also offer to join your party. This is your one opportunity to get this character, so sign it up. The Byblos isn't really that great, though. It has an automatic Poach (like Luso), but only a handful of abilities. Congratulations! You've now beaten Midlight's Deep! You may notice that the Deep stays a red dot on the map screen even after you've finished off Elidibus. Don't worry; you haven't missed anything. It just stays red forever. But, there's still a few more things to do. Go back into Terminus after you defeat Elidibus, and bring a Treasure Hunter. On the top level (where Elidibus was), there are four items: two Elixirs, the Chirijiraden, and the Chaos Blade. The Chaos Blade is one of the best weapons in the game; it has a whopping 40 attack points, automatically Regens you, and petrifies enemies! The Chirjiraden is the strongest katana and also allows you to use the corresponding Iaido. If you're into poaching, you can find Pigs and Swines on Terminus, as well as all the members of the hydra family. All of these monsters yield rare items when poached. (And if you want REALLY rare items, recruit a Pig or Swine and wait until you breed a Wild Boar, then poach that!) You can also use Reis's Dragon's Charm to recruit a Tiamat. They're THE best monster in the game, and they're almost as strong as (if not stronger than) Orlandeau! For other rare weapons, equip all your characters with Sticky Fingers and go back to The Interstice. If you can run into some Ninjas here, they'll throw a variety of nice weapons at you, which -- assuming you have Sticky Fingers -- you'll catch and claim for your own. If you're at a high enough level, you can even get Chaos Blades! Masamunes, Chirijiradens, Javelin IIs, and most other rare weapons can also be obtained here. (The exceptions are the weapons that can't be thrown, like staves.) See the "Throws from Enemy Ninjas" section for more details and the specific experience levels at which the Ninjas throw these items. What else is there left to do? If you leave Midlight's Deep and head back around the overworld, each wilderness locations has a "special" random battle that you can occasionally run into. Some of these, like the infamous all-Monk melee on Grogh Heights, can be pretty challenging. The special battle at Mount Germinas also pits you against some gun-wielding Chemists and Orators, where you can steal additional copies of the magick guns, and sometimes the Stoneshooter. (For a complete list of these special battles, see the Random Battles section.) You can also continue poaching monsters if you're looking to complete your collection of items -- see the Rare Item Locations for where you can find everything. And, if you haven't finished the other subquests, those are still out there to complete! Finally, you can team up a friend who owns a copy of the game to complete the game's multiplayer team missions in Rendezvous Mode, or battle against each other in the Melee mode. (You'll need to complete the main quest first to unlock the last four Rendezvous Mode missions.) These missions are some of the biggest challenges in the game, but you can also win a lot of super-powered equipment not available in the single-player game. ******************************************************************************* V. MULTIPLAYER MODES ******************************************************************************* %%%MELEE MODE - GENERAL INFORMATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00melee0 Melee Mode is the new "versus" mode in the PSP version of Final Fantasy Tactics. It allows two players to pit their regular parties against each other. Both players also receive prizes after the battle, and there are some rare items you can *only* find in Melee Mode! Melee Mode becomes available very early in the game, after you pass through Gariland on your way to the Siedge Weald. Once both players have unlocked Melee Mode, you can start a Melee Mode battle by having both players go to the Tavern and choosing Melee. One player should host the game and the other should join. Melee Mode can only be played over a local (ad hoc) connection, not the Internet. Both players must pay a fee for each Melee Mode battle, to compensate for the items you can earn. Each player can deploy up to 5 characters to battle with. You can select any map that at least one of the two players has cleared in the single-player mode. This includes all the story battle locations, plus the sidequests (including Midlight's Deep), and the wilderness locations where there are only random battles. The exceptions are the maps from the final sequence of battles in the single-player mode; these cannot be selected in Melee Mode (even if you have a clear data save). The side of the map on which each player starts is randomly assigned. During combat, your team always glows blue on your PSP screen. The opponent's forces glow red. ---Melee Mode Rules------------------------------------------------------------ For the most part, Melee Mode combat works like regular FF T combat. However, there are a number of important exceptions: * You CANNOT permanently lose items or characters in this mode. Stolen and broken items, and items consumed using the Throw, Iaido, and Items commands, are restored to you at the end of battle. Characters cannot permanently die because they simply teleport out of the battle when their KO counter expires. (Since they're not permanent deaths, these do NOT count as Casualties on your Chronicle screen.) Anyone turned into a Malboro by Malboro Spores is turned back into a human. Note that this makes some abilities substantially more useful in Melee Mode since you no longer have to worry about losing rare items. Elixirs are great for restoring HP and MP, the Masamune and Chirijiraden Iaidos can be used freely (Masamune casts Haste and Regen on a group!) and rare weapons like the Chaos Blade can be thrown without losing them. * The Invisible status effect has a completely different effect. It does not make you actually invisible to the other player, and the character can still be targeted normally. Instead, being Invisible prevents your opponent from dodging your attack, as if you had the Concentration support ability equipped. (As with Concentration, this has no effect on Shirahadori/Archer's Bane.) The Invisible status is still removed after taking an action or being hit. * Monsters cannot be poached for items. Poaching a monster will still remove it from the map, but no items will be added to the Poachers' Den. * Items can be stolen from the other team, but they are not kept permanently after the end of the battle. * While the Traitor status (from Entice or Tame) can still be used to recruit enemies onto your side for the duration of the battle, they cannot join your team permanently afterwards. * Sticky Fingers can be used to block thrown weapons, but they aren't added to your inventory. * Bravery and Faith can be changed for the duration of a battle, but there are no permanent changes. * Your characters cannot be put under AI control. * The game cannot be paused. (However, when one player is moving, the other player can scroll around the map and looking at characters' status.) * Only JP is earned. (You still keep your earned JP even if you lose the battle.) Exp, levels, and gil cannot be gained. Additionally, magick that can normally be learned from being hit with it CANNOT be obtained this way in Melee Mode. Since you cannot gain levels or gil, abilities that work on gil/Exp are ineffective in this model. These include Steal/Plunder Exp, Steal/Plunder Gil, Beg, Glitterlust, and Bequeath Bacon. Gil Snapper still triggers in response to damage, but does not earn you any actual money. * Most traps that affect only 1 tile in the single-player game now have an effect radius of 3 when sprung, and there are also new traps. (See the Traps section for more details.) Also, traps that YOU place cannot be sprung by your units, only by your opponent. Friendly units can still be affected by the trap if they're caught in the effect radius, however. * Enemies killed during Melee Mode are not added to your Kills tally on the Chronicle screen. * This isn't a Melee Mode-specific rule, but it's worth noting that all of the multiplayer-exclusive weapons cannot be thrown with the Ninja's Throw command. ---Melee Mode Options---------------------------------------------------------- Before the battle, the hosting player may set a number of options: 1. Map Selection - The map may be chosen manually, or you can have the game pick a random map from the ones available. You may fight on any map that at least one player has completed in the single-player game. 2. Time Limit - You may set a total time limit that each player has to decide on his/her actions across the course of the battle. This basically works like a chess clock. When you're deciding on a move, the clock starts counting down. On your next turn, the clock resumes counting down from where it left off. When a player's clock reaches 0:00, the battle doesn't end, but that player will have only 15 seconds each turn to decide on an action before the character's turn defaults to Wait. (This is basically a way of keeping players from taking forever to decide on a move.) The clock stops when attacks and abilities are animating. However, the clock does NOT stop when characters are walking from one tile to another, or any time you're in a menu. If the clock expires while you're in the middle of walking, the move is canceled. The default for this option is no time limit. 3. Action Limit - You can set a maximum total number of actions for the battle. Any action taken by ANY player counts towards this limit. (Just moving without acting does not count as an action.) When the Action Limit is reached, the battle ends and a winner is declared. The default is 40, and you can choose 20, 40, or 60 actions. If you set the Action Limit to None, the battle will continue until one side is completely KOed. 4. Special Controls - This allows you to turn the special action controls on or off. (They are ON by default.) See below. 5. Trap Placement - In a Melee Mode, both players can set a number of traps on the map before the battle. If you set Trap Placement to Random, the computer will place these traps for you; if you set Trap Placement to Manual, you can put them wherever you want. (It's not possible, however, to put traps on either side's starting tiles, or in tiles with water of depth 2.) Note that you cannot trigger the traps that you set. You can only trigger the traps that your opponent laid for you. If you don't want to play with traps, set Trap Placement to None and no traps will appear. 6. Number of Traps - If you have traps allowed, this determines the number of traps that EACH player can set. You can have 2, 5, or 10 traps per player. (The default is 2.) If Trap Placement is set to None, this option is ghosted. 7. Arithmeticks - The Arithmeticks ability can be Allowed or Disallowed. (The default is Allowed.) ---Special Controls------------------------------------------------------------ Melee Mode includes a number of special action-oriented controls: * When a physical attack has a moderate hit rate (not very high or not very low), the attacker and target will "lock weapons." Both players must press the X button rapidly to determine the outcome: > If the attacker presses the button more times, the attack goes off as planned, with the bonus of a critical hit! > If the defender presses the button more times, the attack is cancelled and the target retaliates with Counter Tackle. Ranged weapons are not subject to this locked-weapons effect. * For all other physical attacks, a red exclamation mark flashes over the attacker's head. Quickly hitting X when this mark appears will give you a critical attack, which increases your damage and may knock the enemy back a tile. * When you step on a trap tile, a sequence of buttons appears at the top of the screen (e.g. Up Right Triangle Square Left). If you enter the buttons in order without making a mistake within a time limit, the trap is disarmed and has no effect. Otherwise, the trap activates as usual. If you don't like these controls, the hosting player can turn them off before the battle starts. ---Winning and Losing---------------------------------------------------------- When one player has all of his or her characters KO, he or she loses, and the other player wins the battle. If both players have their last character KOed at the same time (e.g., a magick attack hits both of them and KOs them), the battle is declared a Draw. If the battle is set with fixed maximum number of actions, the battle ends when either player reaches that number of actions. In this case, victory (or a draw) is awarded to whomever has more character standing. Of course, even with the battle set to a fixed number of actions, you can end the battle and win earlier if you KO all the opponents' characters. Either player can quit the battle by clicking on an empty tile and choosing "Quit". In this case, the battle is forfeited and no treasure is awarded. If one of the PSPs goes to sleep or if the connection is broken, the battle is terminated and no treasure is awarded. %%%MELEE MODE - TREASURES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00melee1 After each finished Melee battle, each player will be presented with a ring of chests, and can open 1 to 3 chests and keep the item within each opened chest. No chests are awarded if the battle was aborted early due to a connection error or a player quitting. The NUMBER of chests you can open is determined by the outcome of the battle. The winner of the battle can open 3 chests, and the loser can open 1. In the event of a draw, both players can open 2 chests. The CONTENTS of the chests is determined by the average level of the characters plus random chance. Most of the rare items will not appear unless your level is quite high. Different items are placed in the chests for each player. If one player wins in a single action (i.e., by using Arithmeticks), the game will detect you're trying to cheat at item-grinding and both players will receive nothing but Phoenix Downs :( . At least two actions must occur to receive actual prizes. (They can both be by one player, or one from each player.) Just moving without doing anything does not count, but you can always just attack the air, which DOES count. ---Rare Items in Melee Mode---------------------------------------------------- An almost certainly incomplete list of RARE items that you can obtain in Melee Mode is below. (I haven't listed items that can also be bought in a store, though you'll often get these if you're at a low level.) Again, you must be at a high enough level to make these items appear. * indicates items that can ONLY be acquired in Melee Mode. WEAPONS: Zwill Straightblade [dagger] * Vesper [flail] * Orochi [ninja blade] Fomalhaut [gun] * Moonsilk Blade [ninja blade] Glacial Gun [gun] Blood Sword [sword] Blaze Gun [gun] * Onion Sword [sword] Artemis Bow [bow] Save the Queen [knight's sword] * Gae Bolg [polearm] * Francisca [axe] * Chaosbringer [fell sword] Golden Axe [axe] * Arondight [fell sword] * Nirvana [staff] * Balmung [fell sword] SHIELDS: * Reverie Shield HEADGEAR: * Onion Helm [helm] Cachusha [hair adornment] * Acacia Hat [hat] Ribbon [hair adornment] ARMOR: Rubber Suit [clothes] * Brave Suit [clothes] * Minerva Bustier [clothes] * Sage's Robe [robe] ACCESSORIES: * Onion Gloves [gauntlets] Chantage [perfume] * Empyreal Armband [armlet] ITEMS: Elixir [item] Note that some of these items (like the Brave Suit) are quite rare, and you won't find them often even with all characters at level 99. ---Item Evaluation------------------------------------------------------------- Of these items, the most valuable by far is the Brave Suit. This is the best suit of clothes in the game; it boosts your HP and MP by quite a bit and gives you a permanent Reraise like Chantage! This means you can finally have male characters with a permanent Reraise. And, equipping a Brave Suit on a female character frees up an accessory slot that otherwise might have gone to Chantage. Unfortunately, the Brave Suit shows up quite infrequently. Other good armor here includes the Acacia Hat and the Reverie Shield, which is second only to the Escutcheon II amongst shields. (And since there's only one Escutcheon II, a supply of Reverie Shields is good to have.) In some cases, the Reverie Shield can be even better than the Escutcheon II since it halves all elemental damage, good for magick attacks you can't evade (e.g. hydra breath attacks). And while they're not unique to Melee Mode, the plentiful supply of Rubber Suits and Ribbons here is actually quite nice; the Rubber Suit is the best alternative to the Brave Suit, and Ribbons guard female characters against almost all status ailments! The Orochi and Moonsilk Blade are the most powerful ninja swords -- the Moonsilk is a bit stronger in raw attack power, but the Orochi drains HP. If you use Ninjas, you'll want to collect these up! The Minerva Bustier is also good to pick up if you use Reis. Although not as strong as some other pieces of armor, it's the only body armor that can be equipped by Reis's Dragonkin job. Finally, if you use Onion Knights, you'll also want to grab the Onion Sword, Helm, and Gloves here. (The Onion Armor and Shield are found in Rendezvous Mode.) Most of the other equipment isn't that great; they're either in unhelpful weapon classes (e.g. axes) or are inferior to items available in Rendezvous Mode. %%%RENDEZVOUS MODE - GENERAL INFORMATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren0 The Rendezvous Mode is a two-player co-operative mode. It consists of 15 missions that two players tackle together. (It's not possible to play these missions with just one player.) Completing the missions earns you items, including a number of rare items you can only find in this mode (see below for details). The later missions also make for a particular challenge for FF Tactics masters, as they're the toughest battles in the game. ---STARTING A MISSION--- Beginning midway through Chapter I, new Rendezvous Mode missions will continue to become available as you progress through the single-player game. A mission may be selected as long at least ONE of the two players has unlocked it, though both players must have at least progressed through the first few battles of the game to make the Rendezvous Mode option appear in a Taven. To start a Rendezvous Mode mission, have each player go to the Tavern and choose Rendezvous Mode and "Start a Mission." The hosting player (Player 1) should choose to host a mission and the other player should choose to join. Like Melee Mode, Rendezvous Mode can only be played over a local (ad hoc) connection. Each mission can be played an unlimited number of times, regardless of whether you win or lose. Unlike the Melee Mode, Rendezvous missions do not cost gil. ---MISSION DIFFICULTY--- The Rendezvous Mode missions that you can unlock as you play through the single-player mode are appropriate for characters at that stage of the game. So, the missions you unlock in Chapter II can be tackled while you're still in Chapter II, and so on. The experience level of the enemies you face in Rendezvous Mode scales with your own characters' levels. So, simply leveling up won't really help you win the battles. Of course, learning new abilities, gaining equipment, and using the stat-raising tricks described in the Level Downs and Stat-Grinding section *will* help you. :) The exception is the last four Rendezvous Mode missions, unlocked by completing the single-player game. Here the enemies *always* have high levels, regardless of your own levels. Many of the major enemies are fixed at level 99! ---WINNING AND LOSING--- The specific victory and loss conditions for each battle are different. For details on each mission, see the specific strategies below. If one player has all his/her characters eliminated, the other player can keep playing. Both players will still be awarded items at the end of the mission. You can give up on a mission partway through by clicking on a blank tile and choosing the "Quit" option. If either player chooses to do this, the mission is forfeited and both players are returned to the Tavern. A mission also ends if either PSP goes to sleep or if the connection is broken. If one player has all of his or her characters KOed, that player should NOT just put down the PSP! Keep it running so the other player can continue trying to complete the mission. ---THE RULES--- Rendezvous Mode differs from single-player combat in several ways: * You CANNOT permanently lose items or characters in this mode. Stolen and broken items, and items consumed using the Throw, Iaido, and Items commands, are restored to you at the end of battle. Characters cannot permanently die because they simply teleport out of the battle when their KO counter expires. (Since they're not permanent deaths, these do NOT count as Casualties on your Chronicle screen.) Anyone turned into a Malboro by Malboro Spores is turned back into a human. Note that this makes some abilities substantially more useful in the Rendezvous Mode since you no longer have to worry about losing rare items. Elixirs are great for restoring HP and MP, the Masamune and Chirijiraden Iaidos can be used freely (Masamune casts Haste and Regen on a group!) and rare weapons like the Chaos Blade can be thrown without losing them. * You CAN keep items that YOU obtain from chests, stealing, and catching them from ENEMIES using Sticky Fingers. You CANNOT keep weapons caught when your partner throws them (which would otherwise allow you to easily duplicate any weapon :P). You must win the battle to keep your gained items; they are lost if you fail the mission. * The Arithmeticks command is completely off-limits in this mode and cannot be used. * Monsters cannot be poached for items. Poaching a monster will still remove it from the map, but no items will be added to the Poachers' Den. * While the Traitor status (from Entice or Tame) can still be used to recruit enemies onto your side for the duration of the battle, they cannot join your team permanently afterwards. * Only JP, not Exp or levels, is earned. In addition to earning JP, you can also learn and keep abilities from crystals. Magick that can be learned from being hit with it (see Advanced Tactics) can also be learned and kept. You must win the battle to keep your abilities; they are lost if you fail the mission. Since you cannot gain levels, the Wild Boar's Bequeath Bacon is ineffective in this mode. * Bravery and Faith can be changed for the duration of a battle, but there are no permanent changes. * There are no traps and no items that can be found using Treasure Hunter (even on tiles where there are traps/items in the single-player game). * Your characters cannot be put under AI control. * The game cannot be paused. (However, when one player is moving, the other player can scroll around the map and looking at characters' status.) * Although Bonus Coin is earned after a battle, gil cannot be gained or lost *within* a battle from Gil Snapper, Steal/Plunder Gil, Glitterlust, Beg, or treasure chests. * Enemies killed during Rendezvous Mode are not added to your Kills tally on the Chronicle screen. I'm assuming this means they also aren't counted towards unlocking Dark Knight, but I haven't confirmed this. * This isn't a Rendezvous Mode-specific rule, but it's worth noting that all of the multiplayer-exclusive weapons cannot be thrown with the Ninja's Throw command. ---MULTI-BATTLE MISSIONS--- Two of the Rendezvous Mode missions (The Knights Templar and Brave Story) involve a sequence of battles. In these missions, you move immediately from one battle to the next. You are not be able to change characters or equipment between battles. Most gameplay elements carry over between each battle in the sequence: > HP/MP are not restored > KOed characters are not revived > Used/thrown items are not restored your inventory until the end of the whole mission > Broken equipment remains broken until the end of the mission However, a few things are restored between battles: > Status conditions other than KO are removed between battles > Changes in stats (including Bravery/Faith) disappear between battles > The counter over KO character is set back at 3 %%%RENDEZVOUS MODE - TREASURES AND RANKING%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren1 After winning a Rendezvous Mode battle, each player will be presented with a ring of chests, and can open 1 to 5 of them based on your performance during battle. No chests are awarded if you fail the mission. Since these battles are a cooperative effort, both players will always earn the same number of chests, even if one player had his/her forces completely wiped out. The NUMBER of chests you can open is determined by how well you fought. You can open more chests when you.... 1) Deploy fewer characters. Typically, you can deploy up to a total of 3 characters (i.e., one player deploys 1 character and the other deploys 2 characters) and still earn 5 chests, but this may vary a little from mission to mission. 2) KO more enemies. Some missions don't require you to KO every enemy, but KOing more of them will earn you more chests. 3) Do not have any of your own characters get KOed. If characters are KOed but later revived, this does not appear to penalize you. The number of turns you take does not seem to be relevant. The CONTENTS of the chests are determined by different factors: 1) The average level of your characters 2) Most missions have a "cap" on item quality. The tougher the mission, the better the items you can get. Note that the QUALITY and QUANTITY of items you receive are determined by completely different factors! Even a poor performance on the later missions will earn you a chance at rare items; you just won't get as *many* of them. On the other hand, blowing through early missions will not get you unique items, no matter how efficiently you fight or how high your level is. Different items are placed in the chests for each player. ---RARE ITEMS IN RENDEZVOUS MODE--- A (probably incomplete) list of RARE items that you can win in Rendezvous Mode is below. (I haven't listed items that can also be bought in a store, though you'll often get these from the early missions.) * indicates items that can ONLY be acquired in Rendezvous Mode. WEAPONS: Sasuke's Blade [ninja blade] Ras Algethi [gun] Nagnarok [sword] Fomalhaut [gun] Materia Blade [sword] Glacial Gun [gun] * Moonblade [sword] Blaze Gun [gun] Defender [knight's sword] Blaster [gun] Save the Queen [knight's sword] Yoichi Bow [bow] Excalibur [knight's sword] Perseus Bow [bow] Ragnarok [knight's sword] * Sagittarius Bow [bow] * Durandal [knight's sword] Faerie Harp [instrument] Chaos Blade [knight's sword] Omnilex [book] Masamune [katana] Holy Lance [polearm] Chirijiraden [katana] Dragon Whisker [polearm] Golden Axe [axe] * Gungnir [polearm] Dragon Rod [rod] Fallingstar Bag [bag] * Stardust Rod [rod] Wyrmweave Silk [cloth] * Crown Sceptre [rod] * Deathbringer [fell sword] * Dreamwaker [staff] * Valhalla [fell sword] Scorpion Tail [flail] SHIELDS: Kaiser Shield * Genji Shield Venetian Shield * Onion Shield HEADGEAR: * Genji Helm [helm] Cachusha [hair adornment] * Vanguard Helm [helm] Ribbon [hair adornment] * Brass Coronet [hat] ARMOR: Genji Armor [armor] Mirage Vest [clothes] * Onion Armor [armor] Rubber Suit [clothes] Ninja Gear [clothes] ACCESSORIES: * Gaius Caligae [shoes] Invisibility Cloak [cloak] * Genji Glove [gauntlet] Sortile'ge [perfume] * Brigand's Gloves [gauntlet] Chantage [perfume] * Sage's Ring [ring] Of course, as noted above, not all of these items are available in every mission. Again, the best items are only found in later missions, and your characters must have a high level to have a chance of getting them. In addition, there are also some items that only appear in specific missions: MISSION ITEMS The Guarded Temple Grand Armor, Fomalhaut Nightmares Gungnir, Dreamwaker Brave Story Crown Sceptre, Sage's Ring An Ill Wind Valhalla, Vanguard Helm (Note that the Fomalhaut isn't *really* unique to The Guarded Temple, since you can get it quite easily in Melee Mode. But The Guarded Temple is the only place the Fomalhaut shows up in Rendezvous Mode.) ---TITLES AND STARS--- In addition to treasures, you will also be awarded a "title" for clearing each mission. For example, completing the Chocobo Defense mission earns you the "Defender of the Wild" title. These titles don't do anything, they're just for fun :) Each title comes with a "level" or star rating, on a scale from 1 to 5. The star rating is simply equal to the number of chests you were awarded at the end of the battle. In the Tavern, the game tracks your highest star ratings for each battle, so you can challenge yourself to try to earn 5 stars on every mission! %%%RENDEZVOUS MISSION STRATEGIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren2 ---Rendezvous Mission 1: Chocobo Defense--------------------------------------- AVAILABLE AFTER...: Visiting Gariland on the way to the Siedge Weald in Chapter I BATTLE MAP: Windflat Mill YOUR FORCES: 1-3 characters per player, Chocobo [guest] x2 ENEMY FORCES: Squire [male] x4, Chemist [male] x3, Thief [male] x1 The goal in this mission is to defeat all the human enemies while keeping both of the Chocobos from being KOed. If *either* Chocobo is KOed, you lose. Both players start on top of the plateau with the Chocobos and the majority of the enemies below. Player 1 faces away from the windmill, while Player 2 faces down the stairs. Both players should put their mages, Archers, and Chemists in the "back row" of their deployment screens and the fighters in the "front." This will pack the weaker characters in the center, while the physical fighters protect them from both sides. Note that if Player 2 deploys any character in his/her two leftmost tiles, they'll actually start down on the ground and not on top of the plateau. This puts them in a bit more danger, but can help you reach the enemies more quickly. You'll only want to do this with melee fighters, not rearguard characters like mages. Your success in this battle will probably depend a lot on what jobs you're using. If your characters are still Squires, this battle may be tough given the large enemy party. However, if you change your fighters into Knights and Monks, their superior Physical Attack will allow them to take out each enemy in just a few hits. The Knight's ability to equip shields will also be helpful in this battle, as will the Monk's Counter ability if you have it. Black Magick is also quite powerful in this battle and sometimes gives you a chance to hit more than one enemy at once. If you're progressed far enough that you can buy the Flame, Ice, or Thunder Rod (available after the Sand Rat's Sietch battle), using one of these rods will make the corresponding elemental magicks even stronger. Just make sure that the Chocobos don't get hit in the effect radius of the magick! Before casting, check the Turn List to make sure your planned target won't have a chance to move next to the Chocobos before the magick goes off. Archers can also be useful; standing on the top of the plateau will allow them to target almost the whole battlefield. They can often attack without having to move, which will get them more turns. However, Black Magicks tend to do a little more damage and are probably the better choice. You'll definitely also want to bring someone with the Items command (or White Magicks) who can heal the Chocobos. It doesn't necessarily have to be a full Chemist so long as you assign the Items command as a second ability -- and you may not *want* to deploy a full Chemist so you can pad your roster with fighters instead. At any rate, you can use your Items freely; you get them back after multiplayer battles. When the battle starts, you'll want to catch up with the Chocobos as quickly as possible to protect them. Otherwise, the enemies will gang up on them. Most of the action tends to take place at the bottom of the cliff, so try to get a few close-range fighters down there quickly. (Mages and Archers can stay up top where it's harder for them to get attacked.) If the enemies aren't standing at the side of the plateau, you can jump down fairly easily, or you can just have Player 2 deploy his/her characters so they *start* down there. The Squire's Move +1 ability and the Battle Boots accessory will both increase your movement range, which helps a lot in this battle. The Chocobos can use Choco Cure to heal themselves (and you!), but they won't *always* do so. They tend to only do it if one of the Chocobos or a human ally is in critical HP (HP < 20% of max). However, even if a Chocobo isn't at critical HP, the enemies may gang up on it and KO it before it DOES have a chance to heal! That's where Items comes in handy; heal any Chocobo that has taken a few hits and is vulnerable to attack. Another tactic: when one of your characters is at critical HP, move him or her away from the battle. This will often draw the Chocobo away from the enemies to heal him or her. Watch out; the Squires may throw stones at the Chocobos even if they can't move in range for a physical attack. It doesn't do much damage but can be enough to finish off a weakened Chocobo! Keep them healthy. Another very useful ability is the White Mage's Protect magick; cast this on the Chocobos and it will reduce the damage they take from physical attacks. (Shell, which reduces magick damage, is really not helpful here as it's unlikely the enemies will have many magick attacks.) The Chocobos will sometimes end up standing next to each other and this is a great opportunity to cast Protect as you can target both Chocobos at once. The enemies here have pretty generic jobs and few special abilities, there are a lot of them. You'll probably want to take out the Thief first since he's fast and can steal your equipment--it's not lost permanently in multiplayer play, but losing your gear still makes it harder to win! (The Chemist's Safeguard ability will also keep your equipment from being stolen.) You'll also probably want to defeat the two enemy Chemists early since they can keep healing the enemies otherwise. You may also encounter some of the Squires using a powerful second ability, like Martial Arts. (The specific abilities they have are assigned at random.) If you spot a Squire using a particularly nasty attack, be sure to KO him quickly. Depending on your level, the Thief may have a Blind Knife here. This weapon can inflict the Blind status on your characters, which makes it easier for enemies to dodge your attacks. This isn't as bad as it seems since most of an enemy's evasion rate can be nullified by attacking him from behind, even if you're Blind. (See Evade Rates under Basic Mechanics and Tactics for more info.) On the other hand, if you're using a shield, it's not effective against rear attacks, so try to keep your back protected from attack where possible. You can use the side of the plateau or enemy bodies to guard your back. In some cases, you may be able to leave a low-HP enemy for the Chocobos to finish off, if they're nearby. Finally, when attacking the enemy, don't forget that Zodiac compatibility affects the damage you do -- you'll do more damage to an enemy with whom you have good compatibility. When picking the Chemists and Squires to target first, it can help to go after the enemies with whom you have good compatibility. You can defeat them more quickly. While you don't earn Exp and levels during multiplayer combat, you DO earn JP, and you can also keep abilities from crystals and items from chests. So, after you've defeated most of the enemies, you may want to hang around and let them decay into crystals or chests. This is a good way to pick up some extra abilities, if you don't mind fighting with your friend over who gets to pick up the crystals ;) If you're having trouble with this battle, progressing a little further through Chapter I may help you out as you gain more abilities and can buy useful items like the elemental rods. Or, team up with a player who's already further through the game :) In this and all other Rendezvous Mode battles, you'll earn more items if you can win the battle using a smaller party of characters. Of course, this makes the battle tougher for you. When you're just starting out, you may want to stick with a full party; assuming you don't have any fatalities of your own, you'll still earn 3 chests per player. Later, you should have no trouble reducing your party size and still winning. TITLE AWARDED: Defender of the Wild ---Rendezvous Mission 2: Chicken Race------------------------------------------ AVAILABLE AFTER...: Start of Chapter II BATTLE MAP: Tchigolith Fenlands YOUR FORCES: 1-3 characters per player ENEMY FORCES: Knight (male, undead) x3, Archer (male, undead) x2, Black Mage (male, undead) x1, Time Mage (female, undead) x1, Revenant x3 This is the easiest of the Rendezvous Mode battles! Although there are a lot of enemies, they're ALL undead. This means that each enemy can be instantly killed simply by throwing a Phoenix Down at it. And, since items you use in Rendezvous Mode are restored after battle, you won't even permanently consume there! However, you'll need your Chemists to be sturdy enough to survive while they throw Phoenix Downs. There are two good ways to do this: make the Chemist into a Knight and equip Items and Throw Items, so that you have the Knight's HP and armor, but all the item-using abilities of a Chemist. Or, equip a Chemist with the Knight's Equip Heavy Armor ability and you can use good armor to boost your HP. (You can swipe Gaffgarion's good armor.) If you can't do either of these, you could also deploy one character as a healer while the other Chemists fling Phoenix Down. Throwing Phoenix Downs at the enemies as they come in range. The Knights and Black Mage are the most dangerous, so target them first, followed by the Archers. The Time Mage can be defeated last. Phoenix Downs are your best weapon since they have a 100% hit rate and KO the enemy no matter how much HP they have. You'll need 10 Phoenix Downs between the two players to KO all the enemies. If you run out, Hi-Potions are also reasonably effective (doing 70 HP damage); you could also use regular attacks or White Magicks. When possible, throw Phoenix Downs without moving; you'll get new turns more quickly when you don't move. Sometimes, though, you'll need to move, especially if the enemies end up hiding behind plants. If you do need to move, try to avoid ending your move in the swamp tiles, as doing so will poison you. And definitely avoid standing in water with a depth of 2, you won't be able to take action at all there! Since the enemies here are undead, some of them may start reviving if the battle drags on. With 3 Chemists throwing Phoenix Downs, you can probably finish the battle before too many have the chance to revive, though. The KOed enemies can simply be redefeated; since they won't come back with full HP, you may be able to defeat them with a weaker attacks. Some enemies may crystallize instead; picking up these crystals is a good way to heal or (in the case of the human enemies) learn new abilities! Later in Chapter II, Mustadio will join your team, and he makes this battle even easier. His Seal Evil ability turns undead enemies to stone, which both defeats them and prevents from reviving, and when it has a very long range when combined with his gun. You can probably clear this battle with a small number of characters. Completing this battle with just 3 characters total will earn you five stars and five treasures per player, and it's not very hard to win even with just 3 Chemists. TITLE AWARDED: Lionheart ---Rendezvous Mission 3: Treasure Hunt----------------------------------------- AVAILABLE AFTER...: Start of Chapter II BATTLE MAP: Dorvauldar Marsh YOUR FORCES: 1-3 characters per player ENEMY FORCES: Squire (male) x1, Archer (female) x3, Monk (male) x2, Thief (male) x2, Thief (female) x1 This mission is a race for the treasure chest on the far side of the map -- whichever team picks it up first (your team or the enemy team) wins. There are really two ways to play this battle. One is to make a beeline for the chest and pick it up. If you do this, you'll only receive a 1-star ranking (because you didn't KO any enemies) and each player will get to open only a single chest from the ring of chests. But the player who grabbed the chest gets to keep whatever's inside it, and it's usually a pretty high quality item -- better than anything you can buy in a store or win from the item ring at this point in the game. The other approach is to play this mission like a conventional battle and KO all the enemies. You'll get to claim up to 5 chests after the mission this way, but you won't get the really good item in the battlefield chest. This strategy is actually kind of pointless: You can earn items of equal quality from the Chicken Race mission, and Chicken Race is much easier and faster to win. The real reason to play this mission is to grab the battlefield chest and claim the good item inside. So, the way to go is to forget your ranking and just make a run for the chest. (Since only one player gets to open the chest, the two players can take turns being the one to open it.) To reach the chest quickly, deploy characters with a high Speed and/or Move rating -- Knights, Monk, and Thieves all fit the bill, as do Ninjas if you have them. Assign a helpful to your movement ability. Teleport is probably the best, as it lets you move through the enemy units and also gives you a chance of extending your movement range. Where you don't have that, Move +1 (or better) is also quite helpful. You won't want to waste time fighting, so focus on equipping your characters to dodge or survive lots of attacks. Heavy armor is a plus, as are good shields and cloaks. Good reaction abilities are Archer's Bane (which will help block the attacks from the enemy Archers) or Auto-Potion. Also, you should deploy 3 characters per player. If you're going for the chest and not playing for ranking, there's no reason not to take as many characters as possible. During the battle, you'll just want to run for the chest at the other end of the map. Don't attack enemies; if you only Move (and don't Act), your CT gauge will fill again more quickly and you can take more turns. If you're using Teleport, don't forget that you can warp through enemy units. You can also try teleporting 1 or 2 tiles beyond your usual movement range, but beware that teleporting *too* far is likely to fail. The watery tiles here are just regular swamp and NOT poisonous fen, so you don't have to worry about getting poisoned if you stand in them. There are a lot of enemies -- too many to fight directly, generally -- so this battle is mainly about surviving long enough to reach the other side of the battlefield and claim the chest. One tactic is to designate one or two fast characters as your main runners. Have them run for the chest, using only the Move menu so they get more turns. Meanwhile, other characters can follow up behind them, healing from a distance (using Throw Items or White Magicks) and other support abilities such as Protect. Another defensive tactic is to use characters with Archer's Bane as defenders; put them in the way of the enemy Archers to prevent the Archers from hitting the characters running for the chest. Don't turn back to revive any downed characters; remember, as long as one character reaches the chest, you win. Finally, try to keep your front side towards the bulk of the enemies to maximize your evade rate. Although the enemy Thieves can steal your equipment, you may not want to block their steals with Safeguard. If you DON'T have Safeguard, they'll waste some of their turns trying to steal your equipment instead of attacking, which helps keep you alive! (You get your stolen equipment back after the battle in Rendezvous Mode.) However, a Nu Khai Armband (not for sale until Chapter III) is helpful for blocking their Steal Heart attack. Since there are Thieves of both genders here, deploying a single-gender party is not helpful :( Chapter II has a lot of guest characters. They can't participate in this or other Rendezvous Mode missions, but you CAN strip them of their equipment and give it to your main team. If you DO want to take out all the enemies, be warned that it's pretty tough -- you're outnumbered and the enemies have a lot of annoying abilities. Try to gather your characters into one group quickly. The Thieves are probably the most dangerous enemies because of their Steal Heart ability, so take them out first. If you're planning on fighting, blocking their steals with Safeguard is a good idea. Also, once you get to Chapter III, a Nu Khai Armband is great for blocking Steal Heart. If a character DOES get Charmed by Steal Heart, use a weak attack to knock some sense into him or her. A magick user's physical attack or the Squire abilities Rush and Stone are good for removing Charm without inflicting too much damage. Watch out for the Monks, too. Although fists only have a range of 1, the Monks will often have Martial Arts abilities that let them attack at a distance! (i.e., Aurablast and Shockwave) Even if you're planning just to KO all the enemies, you must keep the enemies from picking up the chest. You'll especially need to watch out for the male Thief in the center of the enemy group. He tends to hang back instead of advancing with the rest of the enemy forces, and in a few turns, he'll pick up the chest and cause you to lose the battle. To prevent this, you must advance quickly and he'll come forward to fight you instead of chasing after the chest. As long as you are in range of the enemies, they should fight you instead of going after the chest (even when they could pick it up in a single move!). Other useful abilities for taking down all the enemy forces include Archer's Bane, Counter, and Defense or Attack Boost. Don't forget, too, to check your Zodiac compatibility with the enemies. It helps to attack the enemies with whom you have high Zodiac compatibility as you can more quickly defeat them -- plus they're the ones who can do a lot of damage to you! Once Mustadio joins the party, his Leg Shot ability is quite helpful here as it allows you to Immobilize enemies in place and keep them from getting to the chest, and his gun gives him a long range with which to inflict it. Do NOT use Arm Shot. If you Disable an enemy with Arm Shot, the enemy will drop out of the main brawl and go back to pick up the chest, causing you to lose! Again, since you can earn medium-quality items more quickly from Chicken Race, there's not too much point in trying to KO all the enemies. (And it's actually pretty challenging.) Picking up the chest is the real reward. If you want to earn 5 stars on this battle just for completeness' sake, you may have better luck as you progress through Chapter II and get some of the special story characters to join your roster. TITLE AWARD: Retriever ---Rendezvous Mission 4: Teioh------------------------------------------------- AVAILABLE AFTER...: Story Battle 13: Zaland BATTLE MAP: Araguay Woods ENEMY FORCES: Teioh [Black Chocobo], Chocobo x4, Red Chocobo x2, Red Panther x1, Pig x2 The goal of this mission is to defeat Teioh, a Black Chocobo with a ginormous amount of HP. (Teioh's specific level and max HP are based on your own levels, but even at a low level, he's going to have over 1000 HP.) Teioh is also accompanied by a gang of other chocobos and some other miscellaneous monsters. Although you only need to KO Teioh to win the battle, to get a good rank you'll need to defeat the other monsters as well. (If you KO only Teioh and no other monsters, you'll receive only a single star and single chest!) The enemy chocobos have some powerful attacks, so come prepared with shields and cloaks to block them. (The only potential status ailment you'll face here is the occasional Poison from the Red Panther's Poison Fang, so you needn't worry about any status-protection accessories.) Auto-Potion is a great defensive ability here, especially if you buy Hi-Potions (or, later, X-Potions) and discard all your regular Potions. This will allow you to use Hi-Potions when you activate Auto-Potion. Counter is also quite useful since you'll mostly be hit with close-range attacks and Counter lets you strike the enemy back. (Do not use First Strike here; it doesn't work against monsters.) When deploying your characters, both players should place their characters in the front row (i.e., the first row in the direction the characters are facing). Characters placed in the rear will end up on top of the cliff at the back of the map and have a hard time getting into battle. Your first target needs to be the Red Chocobos; their Choco Meteor attack does a lot of damage, has a good range, and is completely unblockable. Concentrate on chasing them down and defeating them. The yellow Chocobos can use Choco Cure to heal themselves and other enemies. This can be a real pain, but the good news is that Chocobos tend not to use Choco Cure unless they themselves have been injured. So, don't attack the yellow Chocobos until you've finished off the Red Chocobos, then just attack one Chocobo at a time. This will minimize the amount of healing they do. The Pigs and Red Panther are not much of a threat at all, so just ignore them until you have finished off all the Chocobos. If you have someone with Counter, you have a pretty good chance of finishing them off just with your counterattacks. (While Pigs are normally good for poaching rare items, you can't poach monsters or recruit them in Rendezvous Mode, so they just function as weak oppoents here.) Because all the enemies here are monsters, they can all have a chance of Countering your melee attacks. You can avoid this by using attacks that hit from a distance, like spears and the Monk's Aurablast. Once Agrias joins the party, her sword techniques will be quite helpful as well. Magick could also be useful, especially Summons (which will hit many enemies at once), but you'll need to shield your mage from enemy attacks. Equip Heavy Armor would be good for giving a mage enough HP to survive the initial wave of Choco Meteors. The Dragoon's Jump attack also lets you escape counterattacks (as long as you use it at a range of more than a single tile), but can be tricky to use since the chocobos are all fairly quick and can often move out of the way before you land the Jump. Only target chocobos that have just moved or that have been Immobilized. Position your characters next to each other will limit the number of directions some of the enemies can attack from you. Since no enemy here has magick that hits more than one character, there's no harm in standing next to each other. Try not to leave enemies standing with critical HP. They'll usually flee into a corner of the map, which will make it hard to finish them off before you fight Teioh. Once you've wiped out all the minor monsters, it's time to take on Teioh. As mentioned above, he has a ton of HP, but if you've defeated all the other monsters, you're pretty safe as he can't do all that much damage to you (and his Choco Beak and Choco Pellets attacks can both be blocked). While you'll generally want to keep him from attacking your back (since your shields don't work against rear attacks), in practice this is pretty tricky since he can fly over your head. Still, in some cases you can put your back to a tree. Pretty much any attack is good against Teioh. Ranged attacks are particularly useful since they won't allow him to Counter. If you have any attacks that do damage based on the target's maximum HP, like the Time Mage's Gravity and Graviga, the Mystic's Invigoration, or the Lich summon, these attacks are quite useful since they will quickly knock down Teioh's sizable HP total. As the battle progresses, many of the defeated monsters will start turning into crystals. You want to be sure to pick these up before the enemies can; it's a real pain if Teioh heals himself. Check the Turn List to see when the enemy will move and be sure to have a character grab the crystal before any of the enemies will be available to pick them up. (You can use them to heal yourself too, but even if you don't need healing, you'll want to grab the crystals just to prevent the enemies from using them.) When Teioh gets low on HP, he'll start trying to flee while continuing to shoot Choco Pellets at you. This is pretty annoying, but you'll just have to chase him down and keep hitting him. Again, Immobilizing him, or even hitting him with Rend Speed to slow him down, will help keep him from getting away. If you're having trouble here, this battle is much easier after at least one player has progressed further through Chapter II and acquired the two story characters available in this chapter. Agrias's sword techniques are great for damaging the monsters without being counterattacked, and Mustadio can use Leg Shot to inflict Immobilize on Teioh or the other chocobos. TITLE AWARDED: Chocobo Hunter ---Rendezvous Mission 5: Lost Heirloom----------------------------------------- AVAILABLE AFTER...: Story Battle 16: Goug Lowtown BATTLE MAP: Goug Lowtown YOUR FORCES: 1-2 characters per player ENEMY FORCES: Knight (female) x2, Archer (male) x3, Time Mage (female) x2, Thief (male) x3 The enemies here don't have much in the way of special abilities, but the catch is that each player is limited to 2 characters. And, to get the highest possible ranking here, you must only deploy a single character each! There are three male Thieves here, which puts female characters at a risk for being Charmed with Steal Heart. This is very bad news when you have such a small fighting force, so deploying all male characters might be advantageous. Once you get to Chapter III, you can also buy Nu Khai Armbands to immunize yourself against Charm. As with many Rendezvous Mode battles, the emphasis is on physical defense. This map features Knights and Thieves, and most perniciously, three Archers, two of whom like to hang out at the back of the map and rain arrows on you. Equip shields and cloaks to boost your evade rate, and Defense Boost [Mystic] to reduce the damage you sustain. The Archer's Bane reaction ability is particularly well-suited for this map, since it gives you a good chance of blocking the Archer's attacks outright. (Shirahadori, which blocks both arrows and melee attacks, is even better if you have it.) If you don't have Archer's Bane, Auto-Potion makes a good substitute. You could also use Counter -- this won't improve your defense, of course, but if you already have a good shield and cloak, Counter is a great way of improving your damage output. Knights make a good overall choice for this map since they can use shields and heavy armor and have a good offense as well. You'll probably also want a way to restore your HP and revive KOed characters. Since you have so few characters here, you may not have space for a dedicated healer, plus Chemists and White Mages will get killed pretty easily here. Instead, try adding Items or Martial Arts (or even White Magicks) as a secondary action ability to one of your other characters. Auto-Potion and the Monk's Lifefont movement ability are also good for restoring HP over the course of the battle. If you've progressed far enough to steal the Blood Sword, it can be pretty helpful as it will allow you to regain HP when you attack. (If you're tackling this mission much later, though, you won't want to use it as it won't be very strong compared to other weapons and the enemy HP levels.) Between the Thieves and Knights, there are also a lot of opportunities for your equipment to be broken or stolen, so Safeguard may be helpful. This is particularly important for female characters, since losing their Nu Khai Armbands means they can be Charmed. (Remember, if lose your equipment in Rendezvous Mode, it IS restored to you after battle, but losing it during the battle still makes it difficult to win!) When the battle starts, you'll want to take out the Time Mages first. If they get off a Haste, Slow, or Stop spell, this can be big trouble when you're already outnumbered. (They may hit you with Gravity magicks as well!) There's one on each side of the map, so have each player quickly move foward and KO one. There's a good chance that the Time Mages may have the Mana Shield reaction ability, which allows them to take damage to their MP as a buffer against your attacks. Draining their MP in this way is pretty much as good as KOing them since they won't be able to use magicks, so you can then leave them be. (Their physical attack can still do SOME damage, but the Thieves and Knights are a much higher priority.) For offense, physical-oriented jobs are probably your best bet. Magick tends not to be so good, since magick-using jobs are at a disadvantage for evading attacks and are even more vulnerable when charging magicks. The Dragoon's Jump attack is particularly useful, since it temporarily removes you from the battlefield and prevents you from being attacked. (Just watch out for the slight overhang with the spinning wheel on Player 2's side of the map. If you're standing directly underneath this overhang, you won't be able to Jump.) Mustadio will have joined you by the time you get to this mission. His Arm Shot and Leg Shot abilities can be useful in temporarily taking an enemy out of play. As a Machinist, he's probably going to be too weak to survive here, but you can turn him into a Knight and then equip Aimed Shot as a secondary ability. If you have a shield, cloak, and Archer's Bane, the Archers will really have quite a low hit rate against you and you won't need to worry about them too much. First, take out all the melee fighters on the lower level. Remember that shields aren't effective against attacks from the rear, and your own job's innate evade rate is not effective against rear nor side attacks. (Cloaks and Archer's Bane work at all angles.) So, try to position yourself after each move so that your back is not vulnerable. You want to avoid turning your back on the Archers so that you can keep blocking their arrows. Conversely, try to attack the enemy Knights from the rear so they can't use their shields to block your attack. You also won't want to attack the enemy Thieves head on, as they have a high evade rate from the front. Of course, the Concentration support ability [Archer] allows you to circumvent enemy evade rates. Enemies that you've weakened to critical HP may start to flee towards a corner. Don't worry about these guys; they've essentially removed themselves from the battle. Focus on the enemies who are still fighting you. After you've defeated most of the enemies on the ground, you have a good chance to heal before the final charge to the roof where the Archers usually are. Try to revive any KOed characters -- remember, your star ranking may decrease if any of your allies have to teleport out of battle. Although this battle is fairly do-able with four characters, completing it with just two characters to earn 5 stars can be tough early on. To succeed, you'll really need to have the best possible defense; Jump, Safeguard, Lifeont are all advantageous too. Of course, like all Rendezvous missions, this gets easier as you go through the game, since better cloaks and shields become available and your offensive capabilities increase as well. TITLE AWARDED: Count's Guard ---Rendezvous Mission 6: The Fete---------------------------------------------- AVAILABLE AFTER...: Start of Chapter III BATTLE MAP: Lionel Castle Oratory YOUR FORCES: 1-3 characters per player ENEMY FORCES: Knight (male) x2, Monk (female) x2, Bard x3, Dancer x3 You'll fight a large group of enemies in close quarters here, including a rare encounter against enemy Bards and Dancers. The two Knights will rush you first with their Move +2 movement ability, and tend to be quickly followed by most of the rest of the group. Depending on your level, the Bards here may have Lamia's Harps, which sometimes confuse your characters when they strike. This is bad news if it happens, so equip Nu Khai Armbands (newly purchasable in the Outfitter) to prevent this. If you don't have or can't afford the Nu Khai Armbands, you can cure confused characters by hitting them with a weak physical attack. If you're at a high enough level, the Bards will just have Bloodstring Harps instead, which drain HP back to the Bards. While annoying, this is less dangerous to you, and you can just mop up the Bards after you've KOed the real threats. You'll face mostly physical attacks here, so a good physical defense is a must. Use armor to raise your HP, and equip shields to help block physical attacks. (Note, though, the two Knights always have Concentration, which prevents you from evading their attack.) If you have the Samurai's Shirahadori reaction ability, this battle will be pretty easy as you can block most all the attacks you'll face, even the Knights with Concentration. You can still win without Shirahadori, though; the Chemist's Auto-Potion is another good reaction ability for keeping your health up. The Mystic's Defense Boost support ability is also helpful. Finally, you could try the Golem summon to absorb some of the physical attacks, but you're being bombarded with so many attacks that the Golem effect is likely to wear off too quickly to be much help. The Chemist's Safeguard support ability can also be somewhat helpful here since it prevents the Knights from breaking your gear. That said, Defense Boost is probably the better choice if avaialble. Since you won't be hit with magick, this is one battle where it helps to place your characters next to each other. This minimizes the number of directions from which the enemies can attack each character. As the battle progresses, you can also stand next to the bodies of KO enemies to block off more lines of attack. In addition, if you mostly stay put in this formation and attack enemies as they come to you, you can get more turns as you won't need to use up CT by moving. Your best offense here is probably Summons. Since you're crowded into such a small space, they will hit lots of targets, and they won't damage your own allies. Use a strong summon, or pair one of the initial three elemental summons (Ifrit, Shiva, and Ramuh) with a Flame, Ice, or Lightning Rod for extra damage. The Moogle and Faerie summons can also be used for emergency healing. Black Magick can work too, but will hit fewer targets and can also damage your allies. Either way, Chakra is quite useful for recovering your MP -- you can give this to the Summoner, or have an adjacent character use it. (The latter is probably better since it allows the Summoner to spend all his/her turns casting Summons.) You'll also need to protect your magick-user since they tend to be pretty fragile. Giving the caster a shield or heavy armor can help somewhat, but remember that shields are no good against the Knights and their Concentration ability. The best tactic is to put your magick-user in the "back row," behind characters with a better defense. These characters can block the enemy from getting to your Summoner and absorb some of the hits while your Summoner blasts away at the enemies with magick. Other good attacks include sword techniques (especially Hallowed Bolt and Divine Ruination) and the Monk's Shockwave. All the Bards and Dancers have the Defense Boost support ability, which automatically reduces the damage they take from all physical attacks, including things like sword techniques and Jump. You can still use these attacks, of course, but magick is going to be the most effective. Ranged weapons tend not to be useful here; since the enemies are close to you anyway, the long range doesn't help you much, and you'll want the higher attack power of a close-range weapon. The Knights are probably your first target since their Concentration ability makes their attacks largely unblockable. After that, you'll want to go after the Monks, who always have the Items ability and can heal other allies. Watch out, though -- the Knights have Counter, and the Monks have the First Strike reaction ability, which allows them to cancel direct physical attacks and hit you instead if you attack them from an adjacent tile. To avoid these counterattacks, don't use direct physical attacks, but target the enemies with magick, Jump, sword techniques, or other ranged abilities like the Monk's Aurablast and Shockwave. (You can also use a plain physical attack if you're attacking from a distance, like with a bow or polearm.) Note that the Monks are also always given the Equip Heavy Armor ability, which gives them a fair amount of HP. The Dancers and Bards are less of a priority to defeat (especially the Bards), but ANY enemies you can defeat early on will help relieve some of the pressure on you. Both the Monks have Items and can use Phoenix Downs to revive KOed allies; other enemies may also be randomly assigned the Items ability. If you're using Summons, this isn't too much of a problem; the revived enemies will come back with only minimal HP and will be wiped down the next time you cast a Summon. Otherwise, try to pick off these weak enemies before they get healed back to full HP. One last caution: it's likely that at least one of the enemies will have the Geomancy ability, and will use the Contortion ability from the back of the battlefield. While this attack won't do much damage, it has a chance of turning you to Stone, so bring an ability that can cure this status, like Purification [Monk], Esuna [White Mage], or Gold Needle [Chemist]. Or, if your levels are high enough that the Bards have Bloodstring Harps, you won't need a Nu Khai Armband to protect against Confusion, so you can equip a Jade Armlet to protect yourself against Stone. (However, if the Bards are still using Lamia's Harps, the Nu Khai Armband is more important.) For this battle, it doesn't matter who is player 1 and player 2 since you start in identical positions relative to the enemy. TITLE AWARDED: Lord of the Night ---Rendezvous Mission 7: Desert Minefield-------------------------------------- AVAILABLE AFTER...: Story Battle 26: Monastery Vaults - First Level BATTLE MAP: Zeklaus Desert YOUR FORCES: 1-2 characters per player, Govis ENEMY FORCES: Bomb x2, Grenade x4, Exploder x5 GUEST: Govis - Chemist - random Bravery and Faith values Equipment : No weapon, random other equipment Abilities : Items, random other abilities This mission is an escort mission. You lose if Govis, the guest Chemist, is KOed. You win when Govis reaches the far side of the map, or if you KO all 11 enemy bombs. KOing as many of the bombs as possible will earn you a higher star rating (and hence more chests) at the end of the battle, so that's the way to go. Unfortunately, Govis is a bit of a hazard to himself. He likes to charge right at the bombs and attack them with his bare hands, which tends to get him counterattacked and KOed. The best remedy is to bring Mustadio (or, later, Balthier) and have him use Leg Shot to Immobilize Govis at the start of the battle. (Player 1 starts directly behind Govis and has a clear shot for this.) Your odds of successfully Immobilizing Govis depend in part on Govis's random Zodiac sign and its compatibility with Mustadio's, so there's some luck involved here. Putting Immobilize on Govis will keep from charging forward, and he should be pretty safe. Immobilize will wear off after a few turns, though, so prepared to use it again. If Govis does manage to move forward, he'll be in danger. Quickly move some characters between him and the enemies to shield him. (You could also put Govis to sleep, which lasts longer, but this has the disadvantage of making him more susceptible to attack if the bombs DO reach him.) It's probably a good idea to bring someone with healing abilities who can heal Govis, just in case. Mustadio can double with this role if you switch him to a Chemist (and then assign Aimed Shot as his second abilitiy). Don't be shy with your items; you get them all back after the end of the battle, anyway. Don't underestimate the bombs. There are a lot of them, and they come at you quickly. You may be more successful if you generally let them come to you instead of charging them. This will keep you from getting surrounded. Equipping Flame Shields here is quite helpful as it allows you to actually absorb the damage from the Exploders' Spark attacks. In general, a good physical defense is important here since the bombs use mostly physical attacks. Shields, cloaks, and Parry will help you avoid their attacks -- and Shirahadori is even better, if you've already obtained that. Auto-Potion is also quite useful, especially since you don't really use up potions in Rendezvous Mode. Where possible, put your back against a cactus, so the bombs can only attack you from the side or front, which allows you to use your shield. For attacking the bombs, Agrias's sword techniques are always good as they can't be counterattacked, do high damage, and can often target more than one enemy at a time. (Or, if you're only able to attack a single bomb, use Northswain's Strike, which has a chance of instantly KOing its target.) If you want to use Black Magick, note that the Bombs absorb fire and halve damage from ice, so use Thunder spells only. The same goes for Summons and weapons; be sure to avoid the Icebrand sword. (Note that the Icebrand sword will turn even your sword techniques into ice-elemental attacks!) If you happen to have the Leviathan summon, it will do a lot of damage since the bombs are all weak to water. Finally, you could try using Orator skills (Entice or Tame) to recruit one or more bombs to your side. This can help even out the enemy's numerical advantage, but it has pretty low odds of succeeding. Of the three kinds of bombs, the Grenades are the most dangerous. Their Bomblet attack does a lot of damage and is non-elemental, so the Flame Shield won't protect against it. Take out the Grenades first, and try to get rid of them before the Exploders reach you. Once the Exploders join the fray, they'll start using their Spark ability, which heals any nearby bombs and also damages any characters who aren't protected with a Flame Shield. This can get quite annoying if the Exploders get into a big group because the Exploders will just keep healing each other and you won't be able to defeat any of them. Attack one of the Exploders at a time until you KO them. You can also try to use your characters to block the Exploders from reaching each other, or draw them apart into separate groups. This will reduce their ability to keep healing themselves. Another alternative is to use abilities like Arm Shot or Mystic Arts to take away the Exploders' ability to act. Be careful about leaving any bomb in a low-HP state. It may use Self-Destruct, which will do sizable damage to a wide range and has a good chance of killing Govis. To earn a five-star rating on this battle, you must deploy only a single character per player, and you must KO all the bombs. This can be quite difficult, especially when this mission is first unlocked, since you have to juggle defeating the bombs with healing Govis and preventing him from reaching the finish line. You'll probably want to have one character do the fighting while another character heals and Immobilizes Govis, but it will be tricky if you're not able to easily take out the Exploders. TITLE AWARDED: Bombslayer ---Rendezvous Mission 8: Littering--------------------------------------------- AVAILABLE AFTER...: Story Battle 29: Yardrow BATTLE MAP: Gollund YOUR FORCES: 1-3 characters per player ENEMY FORCES: Ninja (male) x 5, Ninja (female) x5 This is a battle against a squad of ten enemy Ninjas. The Ninjas are extremely fast and, unless you have an auto-Haste item, it's likely that all of them will be able to attack before you can even move. Even if you make your own characters into Ninjas, the enemies can probably move first because of their superior level-up history. So, surviving against the initial onslaught is your first priority. Equip armor that will boost your HP as high as possible (Equip Heavy Armor may be useful). Use shields and cloaks to boost your evade rate. The Thief's Sticky Fingers ability is pretty much made for this battle. When activated, it not only blocks the Ninja's Throw attacks, but adds the thrown item to your own inventory! Of course, like most Reaction Abilities, it is dependent on your Bravery and doesn't always activate.) And, if you don't already have it, it costs only 200 JP to acquire. Actually, if you have them, Shirahadori (Samurai) or Reflexes (Ninja) are even better. They will help you against even the Ninjas' regular physical attacks as well as the throws, although they won't allow you to keep the thrown items, though. Be aware that Shirahadori will NOT completely protect against you Ninjas with Dual Wield; you can only block one of their two strikes with Shirahadori. If you're using Shirahadori, check the enemies' status screens and try to target the ones with Dual Wield first. Auto-Potion is also an extremely helpful reaction ability here, especially if you throw away your regular Potions and/or Hi-Potions first so you can just use the more effective potions. Teleport and Ignore Elevation can also be helpful for making it easier to get atop the roof tiles where some of the Ninjas may be, but they're not really necessary. Player 1 starts battling the female Ninjas and Player 2 start battling the male Ninjas. For the most part, this doesn't really matter. However, there's a chance that the Ninjas will randomly be assigned the Steal Heart ability, which lets them Charm targets of the opposite sex. Just in case, have the player with more female characters be Player 1 and the player with more male characters be Player 2. At the start of the battle, focus on cutting down a few Ninjas as fast as possible so you're not so outnumbered. Strong physical attacks are useful. Target those Ninjas with whom you have good Zodiac compatibility as you may be able to defeat them in a single strike. (Fortunately, Ninjas are pretty fragile.) Mustadio's Arm Shot ability is also quite useful; Disabling the Ninjas keeps them out of your hair for a few turns. Leg Shot isn't too useful because even if the Ninjas can't move, they can still throw things at you. Because it's snowing, ice-based attacks will be powerful. This might include Luso's Icebrand sword, as well as magicks like Blizzard and Shiva. Equip an Ice Rod on any magick users to make their ice magick even stronger. Be careful using Aim and especially Jump here; the Ninjas are so fast that you'll need to make sure the attack can execute before the Ninjas can move out of the way. If you're already into Chapter IV and have acquired some of the sidequests characters, they may be useful here. Balthier is basically a stronger Mustadio and Beowulf's Disable, Break, and Chicken abilities can be used to quickly stop some of the enemy Ninjas. Although deploying a small number of characters will earn you the most chests after battle (as always), you may find it more profitable to bring in a lot of characters with Sticky Fingers and waltz through the battle, collecting as many weaponas you can. You can get a lot of good weapons this way! This battle is also great for Ninjas of your own; picking up the crystals the enemy Ninjas leave will net you many Ninja abilities quickly. Once you hit level 90+, the enemy Ninjas will start throwing rare weapons that you can't buy in stores. Come back to this battle and you can use it to easily collect multiple Chaos Blades, Javelin IIs, and so forth. This is a fantastic weapon to get lots of rare weapons. Just raise your Bravery up and catch away! The highest-level enemy Ninjas will throw the best weapons -- see the "Throws from Enemy Ninjas" section for the exact levels that each weapon appears at. In general, one trick for catching lots of items is to wipe out most of the enemy Ninjas, then Immobilize the remaining one(s). Stand at a distance and the Ninjas will have no choice but to throw weapons, which you can then catch! Unfortunately, this doesn't work later in the game, when the Ninjas will all have Thief's Caps that protect them from Immobilize; instead, just run from them and stay out of their immediate attack range so theyy'll use Throw instead. TITLE AWARDED: Gatherer ---Rendezvous Mission 9: Shades of the Past------------------------------------ AVAILABLE AFTER...: Start of Chapter IV BATTLE MAP: Brigands' Den YOUR FORCES: 1-3 characters per player ENEMY FORCES: Milleuda, Knight (male) x5, Archer (male) x2, White Mage (female) x2 ENEMY: Milleuda [Aquarius] - Knight - Bravery 65, Faith 65 Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Mail, Chantage Abilities : Arts of War, White Magicks, Parry, Safeguard, Move +1 There are a lot of enemies here, but they all have pretty weak jobs that are mostly limited to physical attacks. If you bring a good defense against physical attacks -- a good shield and Shirahadori or especially First Strike -- you'll be practically invulnerable. The Teleport or Ignore Elevation movement abilities may also be helpful. The enemies sometimes climb up atop the fort and stay there, and it can be difficult to chase after them. A Jump attack with a high horizontal and vertical range would also work. Milleuda's Chantage will keep reviving her if she gets KOed, and she has Safeguard, so you can't steal or break the Chantage. This means that the only way to get rid of her is to first KO all the other enemies, and *then* finish her off. (You could soften her up with other attacks beforehand, though there's not much point.) The enemy has a number of characters who can heal the other enemies. These include both of the White Mages, as well as Milleuda, who casts Arise. You'll want to stop them first. Even though Milleuda has Chantage, you can stop her White Magick by using Orlandeau's Duskblade or a Dark Knight's Infernal Strike to wipe out her MP. (You can also just KO her when she starts casting Arise; she'll bounce back, but the spell will be canceled.) The White Mages are pretty easy to take out, but be aware of their reaction abilities: the Mage that starts on the right side of the fort (from your viewpoint) has Magick Counter, and the one on the left side has Soulbind, which bounces half the damage you do back onto you. Neither of these abilities are really that dangerous, though, especailly because you may be able to defeat the Mages in a single strike anyway. Both of the White Mages also have Sortile'ge perfumes you could steal if you want. Milleuda's Parry will block physical attacks, but Jump and sword techniques will crack through her defenses, or you can just attack her from behind. (Note that for some reason she's now an Aquarius, even though she was a Virgo in the single-player game.) Since having a good physical defense will make you practically invincible here, this is a great battle to deploy just a single character per player to maximize your item haul. TITLE AWARDED: Exorcist ---Rendezvous Mission 10: The Knights Templar---------------------------------- AVAILABLE AFTER...: Story Battle 41: Fort Besselat Sluice BATTLE MAP: Mullonde Cathedral Nave YOUR FORCES: 1-3 characters per player ENEMY FORCES: 1ST BATTLE: Isilud, Wiegraf, Squire (male) x4, Archer (male) x4 2ND BATTLE: Cletienne, White Mage (female) x2, Black Mage (female) x2, Time Mage (female) x2, Summoner (female) x3 3RD BATTLE: Barich, Chemist (male) x5, Orator (male) x4 4TH BATTLE: Folmarv [Divine Knight; Leo], Loffrey [Divine Knight; Capricorn], Knight (male) x3, White Mage (male) x2, Dragoon (male) x2 This mission occurs in four successive "trials," with each trial pitting you against some of the Knights Templar plus a lot of generic enemies with themed jobs. This works a little differently from anything in the single-player game, in that you jump directly from one battle to the next, with no chance to heal, change equipment, or replaced broken gear. (However, status ailments other than KO will be cured.) Unlike the multiphase Lucavi battles in the single-player game, any "buffs" you cast on yourself do not carry over from one battle to the next, so using Focus or Tailwind a lot during the first battle will not help you with the later ones :( . Any crystals and chests are also erased from the battlefield between battles, so if you see something you want to grab, be sure to pick it up before the battle ends! In each trial, you must defeat all the enemies (not just the Knights Templar) to advance to the next one. Because there's four battles here, it's advisable to equip your characters for the long haul. You'll need abilities to heal yourself with, like Items or an attack that drains HP (such as the Dark Knight's Sanguine Sword or Orlandeau's Shadowblade). Protection against Immobilize or Disable is also important; you can get this from equipping a Guardian Bracelet or Thief's Cap. Shirahadori and a high Bravery is also quite useful for blocking enemy attacks. Finally, Safeguard will be helpful in stopping the Unyielding Blade attacks used in the fourth trial. ---BATTLE 1--- ENEMY FORCES: Isilud, Wiegraf, Squire (male) x4, Archer (male) x4 ENEMY: Isilud [Gemini] - Nightblade - Bravery 73, Faith 63 Equipment : Defender, random other equipment Abilities : Arts of War, random other abilities ENEMY: Wiegraf [Virgo] - White Knight - Bravery 71, Faith 64 Equipment : Save the Queen, random other equipment Abilities : Holy Sword, random other abilities The first round pits you against Wiegraf and Isilud, plus some Squires and Archers. The Squires all start in a plus-shaped formation and can be easily hit with an area-effect attack like Hallowed Bolt or Black Magick at the beginning of the battle. They're actually mostly harmless, so if there's any left standing after your initial attack, you may want to leave them be and concentrate on the other enemies. Wiegraf is probably the toughest enemy here. (Isilud no longer has his super-powered Jump attack that he used in Orbonne Monastery, so he isn't much of a threat.) The enemies often get pretty bunched up, so attacks that can hit a group are useful! Before you finish off the last enemy, you may want to stop and heal yourself since you will not otherwise be healed between battles. ---BATTLE 2--- ENEMY FORCES: Cletienne, White Mage (female) x2, Black Mage (female) x2, Time Mage (female) x2, Summoner (female) x3 ENEMY: Cletienne [Gemini] - Sorceror - Bravery 51, Faith 81 Equipment : Wizard's Rod, random other equipment Abilities : Magicks, random other abilities When all the enemies in the first trial are KOed, you'll fade to the second trial. This one includes Cletienne and a slew of magick users. If you move forward quickly, you can probably take out both Black Mages with a group attack before they can do anything. The "cone" attack pattern of the Dark Knight's Abyssal Blade is especially powerful here; if you move forward and use it immediately, you can strike a huge swath of the enemy forces. In general, the enemies in this trial are even more apt to get into large groups, so take advantage of this by hitting them with area-effect attacks. If you take out the Black Mages and then the Summoners, the enemies won't be able to hurt you much. They'll keep healing themselves and casting buffs, which is *annoying*, but they can't really hurt you and you can quickly re-KO any enemies that get revived. Since the enemies here typically know a lot of magick, this can also be a decent opportunity to learn some magick abilities if you let the enemies decay into crystals after being KOed. Use Duskblade, Infernal Strike, or Rend MP to steal all the MP from the last enemy and you're pretty much free to let the other enemies decay. Just be sure to pick up the crystals before this trial ends, since they'll disappear when Trial 3 starts. ---BATTLE 3--- ENEMY FORCES: Barich, Chemist (male) x5, Orator (male) x4 ENEMY: Barich [Sagittarius] - Machinist - Bravery 64, Faith 62 Equipment : Blaster, random other equipment Abilities : Aimed Shot, Safeguard, random other abilities The third trial is probably the trickiest. You're fighting ten gun-wielders -- Barich, 5 Chemists, and 4 Orators -- and they start so spread out that you can only attack one at a time. Actually, if you have Shirahadori and a good Bravery, this isn't too bad because you can block even gun attacks with Shirahadori and they won't be able to hurt you. If you don't have Shirahadori, at least equip something to boost your elemental defense (since many of the enemies have magick guns). A Venetian or Reverie Shield, White or Sage's Robe, or Minerva Bustier all work great for this purpose, and even a Flame Shield can work in a pinch, although it's not quite as effective. (The Ice Shield is not a good idea since it also renders you weak to the lightning attacks from the Blaster guns.) Barich is the real threat here, since he can inflict Immobilize and Disable from a distance. If you don't have any defense against Immobilize or Disable, you'll need to take him out immediately. (Being Disabled also keeps you from using Shirahadori to defend yourself!) This whole trial is pretty annoying since the enemies keep using items to heal and revive each other. ---BATTLE 4--- ENEMY FORCES: Folmarv [Divine Knight; Leo], Loffrey [Divine Knight; Capricorn], Knight (male) x3, White Mage (male) x2, Dragoon (male) x2 Finally, the fourth trial features Folmarv and Loffrey and an assortment of Knights, Dragoons, and White Mages. Folmarv and Loffrey have been upgraded to ??? HP status, meaning it will take a lot of damage to defeat them. However, if you have Safeguard, they can't use their Unyielding Blade techniques. They can use their other Action Ability (which is randomly assigned) as a backup, but most of these aren't too bad.) Move forward and quickly attack the three Knights with a group attack. You'll probably want to target the Dragoons next. The Dragoons have a habit of moving as far from you as possible and launching Jump attacks from there, so attacking them before they can move too far is helpful. (Of course, if you have your own Jump attack, it's no problem.) The White Mages tend not to actually have much in the way of magick, so you may want to save them for last. Note that Folmarv and Loffrey have Safeguard, so Unyielding Blade is not effective against them. Completing this battle earns you an invitation to the Knights Templar! Too bad Ramza turns it down ;) TITLE AWARDED: Templar's Apprentice ---Rendezvous Mission 11: All-Star Melee--------------------------------------- AVAILABLE AFTER...: Story Battle 52: Mullonde Cathedral Sanctuary BATTLE MAP: Gariland YOUR FORCES: 1-3 characters per player ENEMY FORCES: Ramza, Mustadio, Agrias, Rapha, Marach, Beowulf, Reis, Orlandeau, Meliadoul ENEMY: Ramza [Capricorn] - Knight - Bravery 70, Faith 70 Equipment : Ragnarok, Venetian Shield, Crystal Helm, Crystal Mail, Guardian Bracelet Abilities : Arts of War, Items, First Strike, Safeguard, Move +3 ENEMY: Mustadio [Libra] - Machinist - Bravery 60, Faith 62 Equipment : Blaster, Thief's Cap, Black Garb, Japa Mala Abilities : Aimed Shot, Arts of War, Soulbind, Defense Boost, Move +3 ENEMY: Agrias [Cancer] - Holy Knight - Bravery 71, Faith 63 Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Ribbon Abilities : Holy Sword, White Magicks, Shirahadori, Safeguard, Move +2 ENEMY: Rapha [Pisces] - Skyseer - Bravery 31, Faith 69 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Septie`me Abilities : Sky Mantra, White Magicks, Soulbind, Swiftness, Move +2 ENEMY: Marach [Gemini] - Netherseer - Bravery 69, Faith 31 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Japa Mala Abilities : Nether Mantra, Items, Soulbind, Swiftness, Manafont ENEMY: Beowulf [Libra] - Templar - Bravery 45, Faith 65 Equipment : Ragnarok, Crystal Shield, Crystal Helm, Crystal Armor, Angel Ring Abilities : Spellblade, Martial Arts, First Strike, Safeguard, Move +3 ENEMY: Reis [Pisces] - Dragonkin - Bravery 62, Faith 64 Equipment : Cachusha, Septie`me Abilities : Dragon, White Magicks, First Strike, Brawler, Move +2 ENEMY: Orlandeau [Scorpio] - Sword Saint - Bravery 77, Faith 65 Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Japa Mala Abilities : Swordplay, Iaido, Mana Shield, Safeguard, Manafont ENEMY: Meliadoul [Capricorn] - Divine Knight - Bravery 67, Faith 78 Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Armor, Septie`me Abilities : Unyielding Blade, Items, Shirahadori, Attack Boost, Lifefont This is a battle against many of your own story characters--or at least some very accurate impostors. Your doppelgangers have mastered many of the game's most advanced abilities and techniques, making this a tough battle. On the bright side, all of them just have regular HP totals. Orlandeau, Mustadio, and Meliadoul love to break your equipment, so you'll want to equip Safeguard. (Or, you can deploy Balthier as a Sky Pirate, since this job has an innate Safeguard.) Even though any broken equipment is returned to you at the end of the battle in Rendezvous Mode, having your gear broken during the fight will make it tough to win. You'll also need protection against Mustadio's Immobilize and Disable attacks; a Thief's Cap, Guardian Bracelet, or Ribbon will take care of this. The Ribbon is particularly helpful as it negates all of the other status ailments that Beowulf will try to throw you. Shirahadori and First Strike are not that helpful here since they won't protect you from the special job techniques used by the enemy. Instead, Mana Shield and Manafont is probably your best best. Finally, be aware that the clones' Zodiac signs often match up poorly with some of your story characters'. A quick guide to a few of the key characters you may be using: GOOD AGAINST THESE ENEMIES: BAD AGAINST THESE ENEMIES: Agrias Ramza, Rapha, Reis, Orlandeau Mustadio, Beowulf, Meliadoul Beowulf Marach Ramza, Agrias, Meliadoul Reis Agrias, Orlandeau Marach Balthier No one Orlandeau Orlandeau Agrias, Marach, Reis No one Meliadoul No one Mustadio, Agrias, Beowulf In summary, Beowulf and Meliadoul have bad comptability and are less useful here -- plus many of the enemies have Safeguard and are protected against Meliadoul's Unyielding Blade attacks anyway. Orlandeau and Reis have advantageous compatibility. Agrias is a mixed bag, so if you use her, make sure you supplement her with another character or two with a different sign. Player 1 has it especially tough as his/her team starts near Orlandeau, Reis, and Mustadio, who will immediately attack Player 1's team. Attacking with HP- draining attacks like Sanguine Sword [Dark Knight], Orlandeau's Shadowblade, are useful since they let you damage while still recovering HP. If you're trying to complete this battle with a small number of characters, be sure to equip Player 1 as defensively as possible. You may have to resort to giving Player 1 items that yield a permanent Reraise (e.g. Chantage or Brave Suit) and letting him/her get KOed and regenerate. If you use this strategy, Player 2 will need to play as defensively as possible since if s/he gets KOed too, you lose! If you're not fully equipped with Ribbons, Beowulf should probably be your first target, since he can inflict all kinds of status ailments on you. Note that his Angel Ring lets him Reraise once after you KO him, so be prepared to KO him a second time shortly after you take him out once. Reis, Agrias, and Orlandeau are the next characters you'll want to attack. Reis and particularly Agrias can be taken out fairly quickly. The enemy Orlandeau has unfortunately figured out the Mana Shield/Manafont combo, which means it will definitely take several attacks to KO him. So even though Orlandeau is the biggest threat, you may want to first KO a few of the other enemies (like Reis and Agrias), just to quickly reduce the number attacking you at one time. If you have Safeguard, Meliadoul is reduced to just using physical attacks. Ramza is a Knight in this battle and also pretty much just uses physical attacks. You can worry about them later. Rapha and Marach are as irrelevant in this battle as in most of the game, so finish them off last. Climbing up on the roofs can be somewhat helpful, as long as you have attacks you can use from there up. While the roof won't help you escape the sword techniques (which have infinite vertical range), it at least makes it harder for Meliadoul, Ramza, and Reis to attack you. Note that if one of the enemies gets lowered to critical HP, he or she may just run into the corner. It's pretty safe to ignore such enemies and save them for last. They're not going to attack you, so focus your attacks on the enemies who are still a threat. Three of the enemies -- the Rapha, Marach, and Mustadio clones -- have Soulbind. This tends not to be too much of a problem, since you may be able to KO them in a single attack anyway. Plus, they're the weaker enemies, so you can save them to KO later. Finally, a number of the clones (Ramza, Marach, and Meliadoul) can use Items as a command. In practice, this isn't too bad since they mostly will just use regular Potions on themselves, which is about the least threatening action possible. They also don't have Throw Items, so they can't heal anyone from a distance. However, they may sometimes revive KOed allies with a Phoenix Down. If this happens, you can use an area-effect attack to KO the character again *and* hit the Items-user. (Since they don't have Throw Items, they'll have to stand in a tile adjacent to the downed tile to use the Phoenix Down.) Although the clones have a lot of good equipment, most of it is protected with Safeguard and so there's not actually much you can claim. You're limited to Meliadoul's Defender, Reis's Cachusha and Septie`me, Mustadio's Blaster, and Rapha's Septie`me. TITLE AWARDED: Performer ------------------------------------------------------------------------------- The following four missions are only available after completing the main quest of the single-player game. After the ending, the game will add an additional "flag" to your save directory that makes these missions accessible. Load up a save from before you entered the final sequences of a battle, go to a Tavern, and you'll see the last missions. You will NOT be able to access these missions if your only save is in the final sequence of battles :( -- you need to be able to get to a Tavern. ---Rendezvous Mission 12: The Guarded Temple----------------------------------- AVAILABLE AFTER...: Completing single-player game and Nelveska Temple quest BATTLE MAP: Nelveska Temple YOUR FORCES: 1-3 characters per player ENEMY FORCES: Construct 2 [Automaton] x1, Construct 3 [Automaton] x7, Protoconstruct [Automaton] x2 You must defeat all ten Automatons before they self-destruct and destroy the temple. This battle really centers around the two Protoconstructs, both of whom start atop the temple. They control the countdown; every time one of gets another turn, the countdown ticks down one "minute" from 10. If the countdown drops to 0, the Automatons explode and you lose. The countdown can only be stopped by defeating at least one of the Protoconstructs. (Since they take turns counting down, defeating one will stop the whole process.) To make things more tricky, on the turn when the countdown is "supposed" to go to 8, the Automatons experience a "system error" and it jumps all the way down to 4. This means that you must defeat at least one Protoconstruct within the time it takes for the Protoconstructs to get 7 turns. Unfortunately, taking them out isn't easy since both Protoconstructs have tremendous amounts of HP -- where "tremendous" means "several thousand." Plus, there are 8 other Automatons as well. On the bright side, you may bring up to FOUR characters into battle (combined across the two players) and still receive a 5-star ranking! And you will need all four :) Sword techniques are your weapon of choice here, so you'll want to have each player deploy Agrias and Orlandeau (or possibly Meliadoul). You'll need to maximize both your speed and attack power. Use the Tynar Rouge (for Agrias/Meliadoul) or the Brigand's Gloves (for Orlandeau) to give them a permanent Haste, and add a Move +x ability to increase your mobility across the map. To maximize your attack power, equip them with Chaos Blades and either Vehemence [Dark Knight] or Attack Boost [Geomancer] as a support ability. (If you have it, Vehemence is probably best as it will give you the bigger attack boost. It does lower your defense, but this is one battle where the best defense is a good offense :) -- if you can smash the regular Constructs quickly, you have far fewer sources of damage to contend with.) Since you'll need to focus on offense, you won't have much time for healing. Equip your best armor and helms to boost your starting HP as high as possible. You'll face no status attacks here, so Ribbons are unnecessary. Chaos Blades will also help you a little by giving you a permanent Regen. Potentially, you could also use Sanguine Sword or Shadowblade to drain HP during the battle, although you don't want to be doing this too often -- it's not as strong an attack as some others, and can only strike one enemy at a time. If you have a Brave Suit (from Melee Mode) or Grand Armor (from a previous victory here), you will definitely want to use those as they give you a permanent Reraise and you don't have to worry about your HP at all. There aren't really any especially great reaction abilities here, since NOTHING can block the Dispose laser attack. Instead, use abilities that can boost your stats. The Archer's Adrenaline Rush will increase your speed every time you get hit, allowing you even more turns. For female characters, Fury [Dancer] could also be a good choice, as it will allow you to increase your attack power even higher. If you're having trouble surviving, you can use Mana Shield and Manafont, though this will require you to give up any other movement ability. You can also swap Vehemence out for Attack Boost (which doesn't lower your defense) if you have low HP. Finally, you could add Dragonheart as a reaction ability if you don't have a permanent Reraise, though this is of no help against any attack strong enough to KO you in one blow since you never get a chance to cast the Reraise. If one player has a somewhat stronger team, you'll want to make that player Player 2 since Player 2 starts a little closer to the stairs and the Protoconstructs. OK, enough preparation. Onto the battle! When you start out, rush forward and attack the Constructs on the ground with Hallowed Bolt and Divine Ruination. You should be able to defeat each one in one or two hits. Try to aim your attacks so you can hit as many as possible at one time. (In addition to using Hallowed Bolt, you can also move into the enemy ranks and fire Divine Ruinations parallel to the front of the temple. This is often a great targeting strategy for hitting 2 or 3 Constructs.) As each character takes his or her turn, move them as far towards the stairs as you can while still attacking the Constructs. Essentially, you want to "sweep" across the front of the temple, taking out the Constructs from left to right and moving towards the stairs. You should be able to defeat most of the Constructs before more than a handful of them move. Quickly mop up the remaining ones as you head for the stairs. If you do need healing, you can use Shadowblade or Sanguine Sword to finish off any remaining Constructs and sap their HP. If you weaken one of the Constructs, it may just run and hide in the corner. Leave it -- it's harmless and not worth chasing after when you need to defeat the Protoconstructs ASAP. Once you reach the Protoconstructs, concentrate all your attacks on one of the two. Once you defeat one Protoconstruct, the countdown should stop and you're home free! Attack the Protoconstructs with Divine Ruination and Crush Armor, both of which do identical amounts of damage to monster targets. When available, Divine Ruination is slightly preferred as it is has a chance of Confusing the Protoconstructs, who are NOT immune to Confusion! But, before you use Divine Ruination, make sure that it won't hit any of your own allies and that the Protoconstruct you're targeting is within its vertical range. If you can't use Divine Ruination, Crush Armor works fine too and has no friendly fire potential. Wherever possible, stand in one place and attack without moving. This will allow you to get new turns more quickly. Like Construct 7, both Protoconstructs have a Reraise that activates the first time they are KOed. They will return to action and immediately attack again. Actually, this isn't such a problem, because the self-inflicted HP loss from their Tasks abilities usually KOs them right away. Once KOed a second time, they immediately turn into chests (which seem to always contain Bracers). The battle won't actually end until you've KOed every last Construct, but once you defeat one of the Protoconstructs, you don't have any more time pressure and should have no trouble mopping up the remaining bots. There's a certain amount of luck involved in this battle, since the Constructs' Zodiac signs are randomly determined and you may end up with good or bad compatibility purely by chance. The treasures from this battle include two you can't find anywhere else in Rendezvous Mode. One is the Grand Armor, the best heavy armor available, as it gives you a permanent Reraise and Regen. This one is definitely worth getting! The other is the Fomalhaut gun, which is thoroughly pointless to look for here, as Fomalhauts are abundant in Melee Mode. Again, keep in mind that you can deploy 4 characters and still get the highest possible ranking here. TITLE AWARDED: Construct UNIQUE POSSIBLE TREASURES: Grand Armor, Fomalhaut ---Rendezvous Mission 13: Nightmares------------------------------------------- AVAILABLE AFTER...: Completing single-player game BATTLE MAP: Limberry Castle Undercroft YOUR FORCES: 1-3 characters per player ENEMY FORCES: 1st Squad - Zalera [Death Seraph; Gemini], Adremmelch [The Wroth; Scorpio], Ultima Demon x3 2nd Squad - Cuchulainn [The Impure; Scorpio], Belias [The Gigas; Virgo], Hashmal [Bringer of Order; Leo], Ultima Demon x2 You're battling all of the Lucavi (sans Elidibus) at once, plus five Ultima Demons. Player 1 will begin battling Zalera and Adremmelech's group, while Player 2 fights the three other Lucavi. Between the five of them, the Lucavi can throw a lot of status conditions at you, so you'll need to equip Ribbons (or Onion Gloves, if you're using Onion Knights). Fortunately, the Lucavi don't seem to have any of the magick attacks they used in the single-player game. If you have Ribbons, all they can do is use physical attacks. This means you can pretty much prevent them from hurting you at all if you combine a Ribbon with Shirahadori or (preferably) First Strike, or even just a good shield. In fact, if you have Ribbons and Shirahadori/First Strike, the Ultima Demons are actually the biggest threat, since they use magick attacks. Go after them first. The Dark Knight's Sanguine Sword can be useful for draining HP from them to keep you healthy. The White Mage's Arcane Defense is also a useful support ability to reduce the magick damage you take. (If you're being targeted by an Ultima Demon's magick, you can also try moving next to another enemy, as their magicks can hurt friendly targets as well.) Because all of the enemies here have the Can't Enter Water "ability," the water in the middle of the map functions as a safe spot. The Ultima Demons can still hit you with their magick if they get close enough, but the Lucavi can't attack you at all (assuming you're guarded against status conditions). You can jump directly into the water from the bridge in the center if you have a Jump of at least 4, or Waterwalking, Levitation, Ignore Elevation, or Teleport. If you don't have these abilities, you can also get in the water by using the little "step" (a tile of height 3) on side of the map. It's on the side of the map WITHOUT the gravestones. From the water, you can safely throw ranged attacks at the enemies. Actually, if you have First Strike or Shirahadori and a high Bravery, there isn't much benefit to this, since the Lucavi can't hurt you anyway, and you may not be in range to attack the Ultima Demons. Watch out for the Ultima Demons turn to crystals. The Lucavi can pick up these crystals up to restore some of their HP (though fortunately not all of it). This isn't fatal, but can be annoying! Grab the crystals as soon as they appear, and if you see a KOed Ultima Demon about to disappear, try to position yourself between the enemies and the body so that they can't grab the crystal before you can. The Lucavi themselves explode when KOed and do not leave crystals. With Ribbons and First Strike, this battle actually goes quite quickly -- not only are you virtually invulnerable, you'll quickly defeat the Lucavi because their attempts to attack you get turned into additional attack opportunities. That makes this battle a great one to repeatedly tackle to acquire high-level rare items. Each player can deploy just a single character to increase your treasure haul. The two unique treasures you can obtain here are the Gungnir spear and the Dreamwaker staff. The Gungnir isn't really special -- it's weaker than the Javelin II. The Dreamwaker is the best staff in the game; although it doesn't have the strongest attack power, it boosts your magick power more than any other staff. TITLE AWARDED: Dreamcatcher UNIQUE POSSIBLE TREASURES: Gungnir, Dreamwaker ---Rendezvous Mission 14: Brave Story------------------------------------------ AVAILABLE AFTER...: Completing single-player game BATTLE MAP: Monastery Vaults - Fifth Level YOUR FORCES: 1-3 characters per player ENEMY FORCES: 1ST BATTLE: Luso, Cloud, Chocobo x3, Black Chocobo x3, Red Chocobo x2 2ND BATTLE: Mustadio, Balthier, Chemist (male) x2, Chemist (female) x2, Orator (male) x2, Orator (female) x2 3RD BATTLE: Onion Knight (male) x2, Onion Knight (female) x3, Plague Horror x1, Cockatrice x2, Sekhret x2 4TH BATTLE: Cuchulainn [The Impure; Scorpio], Elidibus [Serpentarius], Great Malboro x5, Knight (male, undead) x3 5TH BATTLE: Dycedarg, Zalbaag, Gaffgarion, Argath, Dragoon (male) x6 6TH BATTLE: Orlandeau, Agrias, Alma, Ovelia, Rapha, Marach, Orran, Time Mage (female) x2, Mystic (male) x1 7TH BATTLE: Elmdore, Zalbaag, Celia, Lettie, Archaeodaemon x6 8TH BATTLE: Bremondt, Beowulf, Aliste, Reis, Hydra x2, Greater Hydra x2, Tiamat x2 9TH BATTLE: Isilud, Meliadoul, Barich, Cletienne, Loffrey, Wiegraf, Folmarv, Zalmour, Time Mage (female) x2 10TH BATTLE: Delita [Sagittarius; Holy Knight], Valmafra [Leo; Sorceror], Dark Knight (female) x8 ---PREPARATION--- If you thought The Knights Templar was long, this one is even longer! FFT's 100-Man Melee, the Brave Story mission consists of no fewer than TEN continuous battles, each with 10 opponents, for a total of 100 enemies. You'll face off against most of the game's story characters in the game here. Orlandeau and Agrias are really the best characters here, since their sword techniques work on everything. Meliadoul would also work, but only if supplemented with some other good attack command (e.g. Darkness, or maybe Jump) since some enemies have Safeguard and are immune to her Crush attacks. Other good abilities to have here are Darkness and Arts of War (for equipment and MP breaking). A long-range Jump can be useful in some situations, but there are a lot of enemies here who have Shirahadori and can block it. Finally, Balthier's Barrage attack is also effective for general combat and for breaking through enemy Shirahadoris. A few key defensive abilities will actually protect you almost everything here. First, Shirahadori and a high Bravery will stop physical attacks. Safeguard will make you immune to Crush attacks, and also keep your equipment from being stolen or rent. Finally, equip female characters with a Ribbon (easily obtained in Melee Mode or elsewhere in Rendezvous Mode) to stop all status attacks, and male characters with a Thief's Cap to at least stop Immobilize and Disable. With these abilities, there are actually only a few enemies here that pose a real threat. The best shields to go with are the Reverie Shield or Kaiser Shield, both of which halve damage from fire, ice, lightning attacks. This is important against the hydras -- there's no way to *evade* their breath attacks, but the shield will reduce the damage it does. The Escutcheon II is actually less useful here -- since Shirahadori can block almost all physical attacks anyway, the high physical evade rate from the Escutcheon II doesn't count for much. As with The Knights Templar, you won't be healed between battles. KOed characters also won't be revived, although their death counter will reset. Other status ailments ARE removed, as is broken equipment. Buffs will also disappear, so using Tailwind during the first battle will not help you later on, alas. Finally, crystals and chests on the battlefield will also disappear between battles, so if you see something you want to grab, be sure to pick it up before the battle ends! Since you're not automatically healed, having some healing abilities is important. Carrying a Chaos Blade actually helps a lot with this, since it gives you a permanent Regen. If you have a powerful HP-draining attack -- Orlandeau's Shadowblade or the Dark Knight's Sanguine Sword -- you're set. (An HP-draining weapon like the Orochi ninja sword or the Blood Sword could conceivably also be used, but the former won't allow you to use sword techniques and the latter is too weak.) Armor that gives you an auto-Reraise -- i.e., the Brave Suit from Melee Mode or the Grand Armor from The Guarded Temple -- will also help out a lot. Otherwise, you might want to consider giving one character an Action Ability that lets him or her heal (e.g. Items, Martial Arts, White Magick, Iaido, or Summon). Before wrapping up each battle, you can leave one enemy standing and take some time to heal characters. Equipping the Tynar Rouge or a Brigand's Gloves will give you a permanent Haste, which is quite useful both in giving you the edge against the enemies and in reducing the time needed to hack through all ten levels. Move +2 or Move +3 is probably the best movement ability here. Since you're fighting on a map with a lot of holes, though, you might also consider the Time Mage's Levitate ability, which will let you move anywhere you want and saves you from having to take detours around the holes. Also note that you CAN target "hole" panels, even though you can't see your targeting cursor. This is often useful when a hole happens to be a good place to center a Hallowed Bolt. Since many of the enemies here have Shirahadori or First Strike and physical attacks are ineffective against them, using Onion Knights (even fully powered up ones) is probably not a good idea. Unlike most of the other Rendezvous Mode missions, the enemies here are always level 90+ regardless of your own experience level. In fact, all of the story characters you fight are level 99! To stay competive, you'll want high-level characters too. Finally, it's worth pointing out that this mission is LONG. You and your partner will need to set aside a fair amount of time to clear all ten battles. Now for strategies for specific battles: ---BATTLE 1--- ENEMY FORCES: Luso, Cloud, Chocobo x3, Black Chocobo x3, Red Chocobo x2 ENEMY: Cloud [Aquarius] - Soldier - Bravery 76, Faith 59 Equipment : Materia Blade, Thief's Cap, Black Garb, random accessory Abilities : Limit, Shirahadori, Swiftness, other abilities random ENEMY: Luso [Cancer] - Game Hunter - Bravery 71, Faith 63 Equipment : Icebrand, Crystal Shield, Thief's Cap, Luminous Robe, random accessory Abilities : Huntcraft, Reflexes, Tame, Move +1, random movement ability The first battle pits you against Luso, Cloud, and 8 chocobos. Cloud has Swiftness to help his Limits charge faster, but even still, you can probably take him out before he can use them. (He has Shirahadori, so don't try direct physical attacks unless you're Dual Wielded.) After Cloud, the Red Chocobos are the next enemies to take out since their Choco Meteor attack is unblockable and does a fair amount of damage. Attacking them with HP-drain attacks will keep you healthy. The Black Chocobos are your next target, since their Choco Pellets attack is also reasonably powerful. (You can at least block this one with shields, though not with Shirahadori.) Although the plain yellow Chocobos can heal wounded allies, this isn't too much of a problem since you can probably defeat most of the Chocobos in a single attack, which leaves no chance for healing! Luso also doesn't really have any special abilities and isn't much of a threat. ---BATTLE 2--- ENEMY FORCES: Mustadio, Balthier, Chemist (male) x2, Chemist (female) x2, Orator (male) x2, Orator (female) x2 ENEMY: Mustadio [Libra] - Machinist - Bravery 68, Faith 65 Equipment : Blaze Gun, Thief's Cap, Luminous Robe, random accessory Abilities : Aimed Shot, Arts of War, Soulbind, Defense Boost, random movement ability ENEMY: Balthier [Leo] - Sky Pirate - Bravery 75, Faith 63 Equipment : Blaster, Crystal Shield, Thief's Cap, Luminous Robe, Angel Ring Abilities : Piracy, Items, First Strike, Throw Items, Move +1 Battle two is against 10 gunfighters, including Mustadio and Balthier. Shirahadori will be very helpful here in avoiding the enemy gun attacks. If you have Shirahadori and gear to protect against the Bunansas' Arm Shots and Leg Shots, you can't really be hurt here. If you're not protected against Immobilize or Disable, you could try Purification or Esuna to restore characters who do get Immobilized or Disabled. (If you're just Immobilized, you can even use it on yourself.) Agrias has poor Zodiac compatibility with Mustadio and won't do much damage to him, so to speed things up, send another character after Mustadio. Remember that Balthier's Sky Pirate job has an innate Safeguard, so Crush skills will not work against him. He also has an Angel Ring, which means that you will have to KO him twice. Or, simply attack him last. (Since he takes a while to take down, you might want him to attack him last anyway.) The female enemies in the back row tend to use Dance abilities, but this isn't a particular threat. ---BATTLE 3--- ENEMY FORCES: Onion Knight (male) x2, Onion Knight (female) x3, Plague Horror x1, Cockatrice x2, Sekhret x2 ENEMY: Red [Capricorn] - Male Onion Knight - Bravery 75, Faith 65 Equipment : Ragnarok, Kaiser Shield, Grand Helm, Maximilian, Japa Mala Abilities : Arts of War, Counter, Safeguard, Move +2 ENEMY: Purple [Pisces] - Male Onion Knight - Bravery 75, Faith 65 Equipment : Dragon Whisker, Grand Helm, Maximilian, Japa Mala Abilities : Jump, Dragonheart, Safeguard, Move +2 ENEMY: Green [Taurus] - Female Onion Knight - Bravery 75, Faith 65 Equipment : Perseus Bow, Ribbon, Maximilian, Bracer Abilities : Items, First Strike, Safeguard, Move +2 ENEMY: Black [Virgo] - Female Onion Knight - Bravery 75, Faith 65 Equipment : Zeus Mace, Crystal Shield, Ribbon, Maximilian, Sortile'ge Abilities : Iaido, Cup of Life, Safeugard, Move +2 ENEMY: Yellow [Cancer] - Female Onion Knight - Bravery 75, Faith 65 Equipment : Wyrmweave Silk, Ribbon, Maximilian, Cherche Abilities : Dance, Mana Shield, Safeguard, Move +2 Battle three pits you against the Motley Onion Fighting Outfit plus some assorted monsters. Try to KO the Plague Horror and Cockatrices quickly since they can inflict status ailments like Stone on any characters that don't have Ribbons. The Sekhrets are the next targets since their Earthsplitter attack is pretty powerful. (If you're using Levitate, though, you'll be immune to this attack.) Although Onion Knights can't normally equip abilities, the Fighting Outfit has them anyway. With Shirahadori, though, they're mostly harmless, so take out the monsters first. Red, Green, and Black basically just use physical attacks, which you can easily deflect. Purple uses Jump attacks; these can also be blocked by Shirahadori, but it makes him harder to hit. Be sure to attack him when you get the chance. Yellow is pretty annoying because she tends to runs into a corner and use Dance. Plus, she has Mana Shield, so she takes several attacks to defeat. You may want to chase after her and start attacking her first. The Onion Knights all have Safeguard, so, again, Crush skills are out. This also means that you can't steal any of their equipment, which is unfortunate, as it's quite good! If you want to defeat the Onion Knights quickly, Orlandeau has great compatibility against Green and good compatibility against Purple and Yellow. Agrias has great compatibility against Red and good against Purple. Meliadoul has good compatibiltiy against Green and Black but terrible compatibility against Yellow! ---BATTLE 4--- ENEMY FORCES: Cuchulainn [The Impure; Scorpio], Elidibus [Serpentarius], Great Malboro x5, Knight (male, undead) x3 Battle 4 is where it starts getting a little more interesting. Here you'll face Elidibus, Cuchulainn, three undead Knights, and five Great Malboros. The Great Malboros' Bad Breath can be quite dangerous for characters who don't have a Ribbon. You may want such characters to keep their distance from the Malboros. The Malboros have quite high HP and may take multiple attacks to KO, so focus your attacks on one or two until you take themdown. If you have someone with Items, use Phoenix Downs to quickly defeat the enemy Knights; if you're using Balthier (or Mustadio), Seal Evil is even better. Remember NOT to try draining HP from undead enemies, as it actually hurts you! When you KO them, the Knights here all get stars over their head rather than death counters, which means they can't revive even though they're undead. (So, it doesn't really matter if you don't petrify them.) Instead, focus on breaking through the enemy line so you can reach Elidibus. He can still cast Zodiark which, of course, makes him the biggest threat. He's not quite as dangerous as he was on Terminus, though, just because the map is smaller and you should be able to reach him before he can cast the summon. One strategy you may want to use, then, is just to wipe out his MP so he can't Zodiark. Two Rend MPs will do it, or you can use Duskblade or Infernal Strike. Even if Elidibus has no MP, he can still use Poisonous Frog (which doesn't cost MP) to turn you into a Toad, but this will be removed at the end of this battle. If you do get hit with this, DON'T just have the affected Toad stand still. That will cause them to get more turns and hence take more damage from the poison. Instead, have them keep moving and attacking the air. This slows their CT gauge refilling and keeps their HP up until they're cured. Cuchulainn will probably just use Nightmare to put you to sleep, which, while annoying, is relatively harmless. You're better off defeating Elidibus first, *then* going after him. The enemies here use a lot of status attacks, but with at least one Ribbon, you should be OK, and all of the status ailments are removed for the start of the next battle. If you didn't learn Zodiark from Elidibus during the single-player game, or want to have additional characters learn it, you can learn it here as well. It's probably easier to survive the spell here as you have a good opportunity to use Rend Magick on Elidibus and make the summon less deadly. Note, though, that you must successfully complete all ten battles in this mission to keep the summon; if you die partway through, Zodiark will be lost. ---BATTLE 5--- ENEMY FORCES: Dycedarg, Zalbaag, Gaffgarion, Argath, Dragoon (male) x6 ENEMY: Dycedarg [Scorpio] - Rune Knight - Bravery 68, Faith 66 Equipment : Save the Queen, Crystal Shield, Circlet, Luminous Robe, Magick Ring Abilities : Swordplay, Items, Regenerate, Arcane Strength, Move +1 ENEMY: Zalbaag [Cancer] - Ark Knight - Bravery 75, Faith 68 Equipment : Save the Queen, Protect Ring, other equipment random Abilities : Blade of Ruin, Martial Arts, Bonecrusher, Attack Boost, Move +1 ENEMY: Gaffgarion [Virgo] - Fell Knight - Bravery 65, Faith 52 Equipment : Defender, Reflect Ring, other equipment random Abilities : Fell Sword, Bardsong, Counter, Defense Boost, random movement ability ENEMY: Argath [Virgo] - Squire - Bravery 54, Faith 52 Equipment : Gastrophetes, Thief's Cap, Luminous Robe, Guardian Bracelet Abilities : Fundaments, Steal, Bravery Boost, Equip Crossbows, random movement ability Battle 5 pits you against Duke Larg's forces, including a plethora of Dragoons. Gaffgarion and Dycedarg use sword techniques, making them the most dangerous, and Gaffgarion's allow him to steal HP back to himself! However, Dycedarg does not have the Magicks command that he used in Eagrose Castle, and this version of Zalbaag does not have Vampire. You can often hit multiple Dragoons with your initial attacks. Some are arranged in a plus-shape formation that you can hit with Hallowed Bolt or other area-effect targets. If you look closely, you'll also see that many are arranged in a horizontal line; Divine Ruination, Kiku-ichimonji, Shockwave, or other attacks that strike along a long line can hit many of these. You can probably KO a majority of the Dragoons in your initial attacks. As long as you have Shirahadori and good Bravery, the other Dragoons can't hurt you much. So, target Dycedarg and Gaffgarion next because of their powerful sword techniques. Argath is totally useless here (he just has a crossbow), so you can leave him for later. ---BATTLE 6--- ENEMY FORCES: Orlandeau, Agrias, Alma, Ovelia, Rapha, Marach, Orran, Time Mage (female) x2, Mystic (male) x1 ENEMY: Orlandeau [Scorpio] - Sword Saint - Bravery 77, Faith 65 Equipment : Excalibur, Crystal Helm, Crystal Mail, other equipment random Abilities : Swordplay, Iaido, Bonecrusher, Doublehand, Move +2 ENEMY: Agrias [Cancer] - Holy Knight - Bravery 71, Faith 63 Equipment : Save the Queen, Crystal Shield, Crystal Helm, Crystal Mail, random accessory Abilities : Holy Sword, Iaido, Shirahadori, Defense Boost, Move +2 ENEMY: Alma [Cleric] - Leo - Bravery 31, Faith 87 Equipment : Mage's Staff, Barette, Gaia Gear, Red Shoes Abilities : Holy Magicks, Time Magicks, Soulbind, Arcane Defense, Ignore Terrain ENEMY: Ovelia [Taurus] - Princess - Bravery 53, Faith 72 Equipment : Mage's Staff, Cachusha, Gaia Gear, Red Shoes Abilities : Holy Magicks, Time Magicks, Soulbind, Arcane Strength, Ignore Terrain ENEMY: Rapha [Skyseer] - Skyseer - Bravery 31, Faith 69 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Featherweave Cloak Abilities : Sky Mantra, Items, Nature's Wrath, Swiftness, Manafont ENEMY: Marach [Netherseer] - Netherseer - Bravery 69, Faith 31 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Featherweave Cloak Abilities : Nether Mantra, Items, Nature's Wrath, Swiftness, Manafont ENEMY: Orran [Cancer] - Astrologer - Bravery 73, Faith 71 Equipment : Omnilex, Thief's Cap, Black Garb, Japa Mala Abilities : Astrology, Items, Magick Counter, Swiftness, Lifefont When Dycedarg's team goes down, you're halfway through! Next up is a tricky battle against a large assortment of your own allies, including Orlandeau, Agrias, Ovelia, Alma, Rapha, Marach, and Orran. You'll now be on the receiving end of Orran's Celestial Stasis ability. If you have Ribbons and Thief's Caps, though, you're mostly immune to it. (Characters with Thief's Caps can still be Stopped, but that's all.) It still can cast Stop on characters who don't have a Ribbon, though, so you'll probably want to make a beeline for Orran and KO before he can paralyze anyone. (Orlandeau should be able to defeat him in a single attack thanks to their Zodiac compatibility.) If your entire team has Ribbons, you can pretty much ignore Orran completely. Along with Orran, Agrias and Orlandeau should be your first targets because of their powerful sword techniques. Agrias's Save the Queen gives her a permanent Protect, which makes her slow to defeat. Try using Crush Weapon to break it. (She also has Shirahadori, so Jump or non-Dual Wielded physical attacks will not work.) Agrias and Orlandeau have good Zodiac compatibility with each other, which means Agrias is good for defeating the enemy Orlandeau and Orlandeau good against the enemy Agrias! Once you defeat Agrias and Orlandeau, you'll probably want to go after Alma and Ovelia next. As in the main storyline, they mostly cast their Aegis buff. This can make other enemies tough to defeat, but Alma and Ovelia always cast it on themselves, so you've got some time to catch up to them and defeat them. Watch out for their Soulbind! They have so little HP that you may be able to just circumvent Soulbind by KOing them in a single attack, though. (This will be a little tougher if they cast Aegis on themselves and have Shell/Protect; you could try dispeling those effects if you have an ability that will do so.) If they did succeed in casting Aegis on themselves, they'll have a Reraise that lets them return after the KO. So, stay close to them after KOing the first time. When they wake up, quickly KO them again before they can cast Aegis a second time. Note that Alma has a very high Faith, so magick would do a lot of damage to her. Rapha and Marach are, as always, not really worth worrying about until the end. ---BATTLE 7--- ENEMY FORCES: Elmdore, Zalbaag, Celia, Lettie, Archaeodaemon x6 ENEMY: Elmdore [Gemini] - Ark Knight - Bravery 70, Faith 70 Equipment : Masamune, Genji Shield, Genji Helm, Genji Armor, Genji Glove Abilities : Sword Spirit, Vampire, Shirahadori, Brawler, Master Teleportation ENEMY: Celia [Sagittarius] - Assassin - Bravery 65, Faith 70 Equipment : Kiku-ichimonji x2, Thief's Cap, Black Garb, random accessory Abilities : Subdual Arts, Vampire, Move +1, random other abilities ENEMY: Lettie [Scorpio] - Assassin - Bravery 65, Faith 70 Equipment : Spellbinder x2, Thief's Cap, Black Garb, random accessory Abilities : Subdual Arts, Vampire, Move +1, random other abilities ENEMY: Zalbaag [Cancer] - Ark Knight - Bravery 33, Faith 77 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Mail, Germinas Boots Abilities : Blade of Ruin, Vampire, Adrenaline Rush, Defense Boost, Lifefont In Battle 7, you'll face Elmdore's forces, including Elmdore, Celia, Lettie, the zombie version of Zalbaag, and some Archaeodaemons. Elmdore is equipped much as he was before, and you can't still get his Genji stuff. Celia and Lettie still have their Subdual Arts abilities, and all four humans (including Celia and Lettie!) now have the ability to turn you into Vampires. This causes a character to go Berserk and start trying to Vampire other characters, including your own allies! This can be pretty dangerous, especially since you lose the battle if all characters get turned into a Vampire. Shirahadori does not block the Vampire attack, but having a Ribbon will at least protect you from the Vampire status if not the damage from the attack. If one of your male characters does get turned into a Vampire (as signified by the bat icon), keep your other characters clear of him. As long as you do so, he should just attack monsters, and you're fine. There's not much that can cure Vampire status, only the Holy Water item, but it will be removed at the end of the battle. If the Vampired character really gets to be a problem, you could always KO him and then revive him at the start of the next battle when he's no longer a Vampire. The good news is that Celia and Lettie are in perfect position for a Hallowed Bolt at the start of the battle. You can probably also attack multiple Archaeodaemons at once. Unlike in Limberry, Celia and Lettie do NOT turn into Ultima Demons when KOed. Zalbaag, for some reason, seems to turn into a crystal immediately upon being KOed. Grab it before any wounded enemy can. Elmdore has a lot of HP and will probably take several attacks, so you may want to focus on eliminating the other humans first. Be careful when attacking the Archaeodemons. Their Karma magick does damage equal to the HP they've lost. If you leave an Archaeodemon standing with little HP, this attack will be very powerful and do hundreds of damage! Once you've started attacked an Archaeodemon, quickling finish it off. The Archaeodaemons like to retreat into a corner of the map; a long-range Jump attack is good for defeating them, if you happen to have it. You can also take advantage of the old trick of standing next to another enemy when one of the Archaeodemons starts casting Giga Flare, so the enemy will be hit by magick's effect radius. At any rate, the Archaedemons don't have that much HP, so you can hopefully defeat them in one hit if your Zodiac compatibility isn't bad. (There's a certain amount of luck here since the Archaeodemons have random Zodiac signs.) ---BATTLE 8--- ENEMY FORCES: Bremondt, Beowulf, Aliste, Reis, Hydra x2, Greater Hydra x2, Tiamat x2 ENEMY: Bremondt [Gemini] - Celebrant - Bravery 15, Faith 75 Equipment : Zeus Mace, Gold Hairpin, Lordly Robe, Featherweave Cloak Abilities : Priest Magicks, Throw, Counter Tackle, Safeguard, Lifefont ENEMY: Beowulf [Libra] - Templar - Bravery 60, Faith 73 Equipment : Ragnarok, Venetian Shield, Grand Helm, Maximillian, Germinas Boots Abilities : Spellblade, Iaido, First Strike, Safeguard, Manafont ENEMY: Aliste [Scorpio] - Templar - Bravery 70, Faith 58 Equipment : Ragnarok, Kaiser Shield, Genji Helm, Genji Armor, Genji Glove Abilities : Spellblade, Iaido, Shirahadori, Safeguard, Move +1 ENEMY: Reis [Pisces] - Dragonkin - Bravery 70, Faith 58 Equipment : Cachusha, Japa Mala Abilities : Dragon, White Magicks, Dragonheart, Arcane Strength, Lifefont Battle 8 pits you the characters from Beowulf's storyline, plus an assortment of hydras. This is probably the toughest battle in the sequence: Beowulf and Aliste can inflict status ailments, the hydras do big damage (and their breath attacks can't be blocked with Shirahadori), Reis can support the hydras, and Bremondt and Reis can both Raise KOed allies. This is where Kaiser or Reverie Shields will be quite helpful, as they halve all the damage from the hydras' breath attacks. If you can move quickly, you can hit Beowulf and Aliste with a Hallowed Bolt before they can move. You'll want to take them out first because of the status ailments they can inflict on characters without Ribbons. If you have your own Reis deployed, you should be able to use Dragon's Charm to invite the hydras onto your team. This is quite helpful, as it not only reduces the number of enemies you're fighting but gives you an extra helping hand. (They won't stay with you past this round, though.) Although the hydras are the ones doing the damage here, you'll probably have to KO Bremondt and Reis first. Otherwise, they'll just keep healing or Raising the hydras. (Orlandeau can do a lot of damage to Reis because of his Zodiac compatibility.) Don't worry; Bremondt doesn't turn into the Dark Dragon when KOed here. The hydras all have 900+ HP, so you're unlikely to be able to KO one in a single attack. For your first attack, try using Northswain's Strike or the Dark Knight's Crushing Blow, which may inflict KO or Stop (respectively) and put the hydra out of play in a single blow. (Of course, there's no guarantee it will happen, but it's worth a try!) Six hydras together are quite dangerous, so focus on quickly KOing a few to reduce the number of enemies you're facing. The white Tiamat and black Greater Tiamats are the real dangers because they have the breath attacks; unless augmented by Reis's Beastmaster, the orange Hydras can only do physical attacks, which you can easily block. Any hydra that gets separated from the group is a prime target, as you can attack it without putting yourself in danger. And as always, whenever you can attack without moving, you'll get more turns quickly. The hydras' breath attacks can do quite a bit of damage, so keep your HP high using HP-drain attacks. Hydras that are low on HP may flee into a corner, and you can just leave them there until you defeat the others. After battling all these hydras, you may find yourself low on HP by the end of the battle. It's probably a good idea to heal yourself before moving onto the next battle. This is fairly easy to do; if the last hydra has critical HP, it will just cower in the corner and you've got plenty of time to heal. Just be sure to pick up any crystallized monsters before the hydra can heal itself! ---BATTLE 9--- ENEMY FORCES: Isilud, Meliadoul, Barich, Cletienne, Loffrey, Wiegraf, Folmarv, Zalmour, Time Mage (female) x2 ENEMY: Isilud [Pisces] - Nightblade - Bravery 97, Faith 63 Equipment : Excalibur, Crystal Shield, Luminous Robe, other equipment random Abilities : Arts of War, Counter, Attack Boost, Ignore Elevation, other ability random ENEMY: Meliadoul [Capricorn] - Divine Knight - Bravery 97, Faith 63 Equipment : Excalibur, Crystal Shield, Circlet, Luminous Robe, Septie`me Abilities : Unyielding Blade, Counter, Attack Boost, Ignore Elevation, other ability random ENEMY: Barich [Sagittarius] - Machinist - Bravery 97, Faith 62 Equipment : Blaze Gun, Thief's Cap, Luminous Robe, random accessory Abilities : Aimed Shot, Mana Shield, Defense Boost, Lifefont, other ability random ENEMY: Cletienne [Gemini] - Sorceror - Bravery 97, Faith 81 Equipment : Wizard's Rod, Thief's Cap, Luminous Robe, random accessory Abilities : Magicks, Magick Counter, Arcane Strength, Manafont, other ability random ENEMY: Loffrey [Capricorn] - Divine Knight - Bravery 97, Faith 68 Equipment : Excalibur, Crystal Shield, Circlet, Luminous Robe, random accessory Abilities : Unyielding Blade, Soulbind, Arcane Defense, Ignore Elevation, other ability random ENEMY: Wiegraf [Virgo] - White Knight - Bravery 97, Faith 64 Equipment : Excalibur, Crystal Shield, Circlet, Luminous Robe, random accessory Abilities : Holy Sword, Mana Shield, Attack Boost, Ignore Elevation, other ability random ENEMY: Folmarv [Leo] - Divine Knight - Bravery 97, Faith 68 Equipment : Excalibur, Crystal Shield, Luminous Robe, other equipment random Abilities : Unyielding Blade, First Strike, Defense Boost, Ignore Elevation, other ability random ENEMY: Zalmour [Sagittarius] - Celebrant - Bravery 97, Faith 70 Equipment : Eight-fluted Pole, Thief's Cap, Luminous Robe, random accessory Abilities : Priest Magicks, Magick Counter, Arcane Strength, Lifefont, other ability random On to Battle 9! Here you'll fight all the Knights Templar. This is also a tricky battle, especially because most of them have Excaliburs (giving them an auto-Haste) and all have 97 Bravery, which means their reaction abilities activate quite frequently. If you have Safeguard, you'll be protected against their Crush attacks and they pretty much have to resort to physical attacks, which you should be able to block with Shirahadori. This makes Wiegraf the most dangerous -- Safeguard won't protect you from his Holy Sword techniques, and they do a LOT of damage, thanks to his Attack Boost! Hit Isilud and Meliadoul straight off with a Hallowed Bolt, then go after Wiegraf. Unfortunately, Wiegraf has Mana Shield, which means you'll need to be ready with a couple of attacks to take him down. Using Crush Weapon (or even just Rend Weapon) is extremely effective here. None of the Templars have Safeguard in this battle, and breaking their Excaliburs will take away their Haste and disable their sword techniques. After you defeat Wiegraf, you'll probably want to KO Cletienne next. Sometimes, he will use Arise to bring back Templars you have already defeated. Watch out for Loffrey's Soulbind! You probably can't defeat him in one hit, so you'll just have to take the hits from Soulbind as you whack him away at him. Make sure you don't attack him unless you can receive back half the damage you deal (unless you have a Reraise, in which case you can attack him with impunity!) Another good tactic is to use Shadowblade and Sanguine Sword to attack him; while the HP drain effect occurs BEFORE you take the damage from Soulbind, it at least keeps your HP up. Cletienne and Zalmour also have Magick Counter, but unless you're using magick, you don't need to worry about this. If you have Shirahadori and protection against Immobilize/Disable, Barich is basically harmless, so save him for later (especially since his Mana Shield makes him slow to go down). Zalmour is similarly useless: while in principle he can heal the other Knights, in practice he just tries physical attacks, plus he's extremely slow. Don't worry about him, either. ---BATTLE 10--- ENEMY FORCES: Delita [Sagittarius; Holy Knight], Valmafra [Leo; Sorceror], Dark Knight (female) x8 After the Knights Templar comes the final battle. Valmafra makes her long- anticipated debut on the battlefield, accompanied by Delita and eight Dark Knights, all of whom are equipped with Save the Queen and Defense Boost. Some of the Dark Knights have First Strike and some have Mana Shield, and both Delita and Valmafra have ??? HP status. All the Dark Knights will be slow to take out because of their Defense Boost and auto-Protect. Fortunately, they use their Darkness abilities very rarely if ever; they just use physical attacks, which you should be able to easily block. Breaking their weapons will help you take them out more quickly, as well as rendering them completely harmless. It's probably a good idea to first use Crush Weapon on the Dark Knights with Mana Shield, since these will be the absolute slowest to defeat. (The other ones you can attack more quickly.) Some of the Dark Knights also have Steal ... but if you have Safeguard, you're completely protected against getting your equipment stolen, so don't sweat it. Advance slowly. Delita will soon advance to attack you. His sword techniques are quite powerful and he has Safeguard, so you can't break his weapon. He also has Shirahadori, so Jump and single physical attacks are a no-go. Your best bet is to use Shadowblade/Sanguine Sword to attack him while healing; Holy Sword techniques also work well, too. He actually doesn't have all THAT much HP (even at level 99, he's just north of 1000). Once you've defeated Delita, you're pretty much clear. Before you mop up the Dark Knights, you'll have to deal with Valmafra, who can Raise all the KOed enemies. (For better or for worse, the Dark Knights here never turn into crystals and she can always Raise them.) To keep her from using her Chantage to revive *herself*, break it with Rend Accessory or Crush Accessory or steal it; she doesn't have Safeguard. (If you don't have any of these abilities, you'll have to whittle down all the Dark Knights and take her out last.) Fortunately, she doesn't actually seem to do much except heal herself and cast Raise. She does have Soulbind, so you'll keep taking damage while you wear her down. Again, Shadowblade or Sanguine Sword are useful as a way of attacking her while keeping up your own HP. Like Delita, she only has 1000 HP or so. Valmafra is also equipped with a Lordly Robe that you can steal, if you bring someone with Steal/Plunder all the way down here. This is actually a great item to steal. The Lordly Robe is fantastic armor for magick-users, and normally there's only one available in the game (the one in Midlight's Deep). By repeating this mission, however, you can steal as many Lordly Robes as you want! Once you've KOed Delita, there's no real threat here and you have plenty of chances to steal from her. She also has a Chantage and Ribbon that you can steal. (Her weapon and shield are just a garbage Wizard's Rod and Aegis Shield, stuff you can buy in a store!) This battle is actually rather anticlimactic after the last two. When you finally take out Delita and Valmafra's team, congratulations, you've completed this marathon mission! Your rewards may include two unique items: the Crown Sceptre, a rod that gives you +4 Magick Attack, and the Sage's Ring, which allows you to absorb EVERY element and also boosts the power of all your elemental attacks! It's also worth noting that there are a fair number of rare items you can steal here. (Balthier is a good character to use if you want steal here.) Aside from the Lordly Robe mentioned above, there's nothing much TOO special (that's not protected with a Safeguard, anyway), but you can pick up a bunch of knight's swords and hair adornments. Orran has an Omnilex that you can grab; it's also poachable, but you may find it more convenient to acquire here if you want one. The Dragoons in battle 5 also have some Holy Lances -- these aren't as good as many other polearms, but you may want to pick one up to round out your weapon collection if you haven't poached it from Sekhret. And Valmafra has a Chantage in addition to her Lordly Robe and Ribbon. TITLE AWARDED: Hero UNIQUE POSSIBLE TREASURES: Crown Sceptre, Sage's Ring ---Rendezvous Mission 15: An Ill Wind------------------------------------------ AVAILABLE AFTER...: Completing single-player game BATTLE MAP: Ziekden Fortress YOUR FORCES: 1-3 characters per player ENEMY FORCES: Argath [Deathknight; Virgo] x 10 It's the Argath Burly Brawl! There are no fewer than TEN Argaths here, and you must defeat all of them to win. The best set-up for this battle is to deploy just one character per player, and give them the following set-up: Equipment : Cursed Ring, Ribbon or Barette, Chaos Blade or other strong weapon Abilities : Speechcraft (optional), First Strike, Concentration The Cursed Ring and either a Ribbon or Barette are essential here. The Argaths normally use Fell Sword techniques to drain your HP, which will quickly kill you and make KOing them nearly impossible since they keeps regaining HP. The Cursed Ring, found on The Switchback in Midlight's Deep in the single-player game, will protect you from this by negating drain attacks. (There seems to be only one Cursed Ring, so if you lost it or don't have it, you'll have to quickly use the Mystic's Corruption magick to make yourself undead.) Argath also uses the Vampire attack, which has a 100% rate of turning you into a Vampire, so you need a Ribbon or Barette to protect against this. If both characters get Vampired, you lose! Once you have both a Cursed Ring and Ribbon/Barette, the Argaths can only use physical attacks, which you can block with First Strike (or Shirahadori). If one player doesn't have the Cursed Ring, you can have that player equip an item to make his/her character start the battle in Invisible status. The Ninja Gear, Septie`me perfume, or Invisibility Cloak all work. Then, simply have that character take no actions. S/he will remain Invisible and can never be targeted by Argath. Let the other character mop up all the Argaths and you can still win the battle without a KO. This works fine; it just means the battle will take longer since you have only 1 character dealing damage instead of 2. Because First Strike only works if you're in position where you can attack back, it's very important to watch your vertical positioning. Swords have a range of 3 down but only 2 up. If Argath stands on a tile with a height difference of 3 from your tile, he can attack you and you can't First Strike him! Stay on level ground and you're fine. Standing next to a tile with a height difference of MORE than 3 -- like the side of the fort -- is also OK as Argath can't attack you across such a distance. The other tricky part of this battle is the Argaths' reaction abilities. Four of the Argaths have Soulbind, which reflects back half the damage you do. (The other six Argaths have different reaction abilities: Shirahadori, Sticky Fingers, two with Mana Shield, and two with First Strike.) You're probably better off not directly attacking the Argaths with Soulbind. Instead, let them attack you, and First Strike will turn the attack into one of your own without triggering Soulbind. He can normally block your counterattacks with his Escutcheon II shield, but Concentration will take care of that. (If you get surrounded by the bodies of KOed Argaths, move to another tile so there's room for additional Argaths to attack you.) You could also attack the Soulbinded Argaths directly, but you'd have to alternate between that and using Chakra to heal yourself. Argath has Safeguard, so you can't break or steal his shield(s). On your own turns, use sword techniques or other abilities to attack the Argaths who *don't* have Soulbind. Although you can't view their status screen directly, you CAN see their reaction ability when the damage estimate appears. Only attack the ones who don't have Soulbind. Be careful of any area effect damage; you might hit a second Argath who has Soulbind. If you're not sure which reaction ability each Argath has, aim your attacks so that you only strike one at a time, and only attack the ones without Soulbind. It's also safe to attack a Soulbinded Argath who is low on HP; if you finish him off with your attack, Soulbind never triggers. Argath has Safeguard, so Crush skills are out. Another way to deal with Soulbind and the other reaction abilities is to use Intimidate [Orator] to lower each Argath's Bravery. (The Mystic's Hesitation tends not to work so well; if you start charging up magick, Argath will use Duskblade to steal all your MP.) Argath won't ever turn into a chicken (he's immune to this status), but with a low Bravery, his reaction abilities are less likely to trigger, and you can attack him directly. This is a much less efficient solution, though, since you'll have to spend quite a few turns lowering Argath's Bravery. The best secondary action ability to bring is Speechcraft and Praise. The maximum permanent Bravery you can have is 97, which means that if you enter the battle with 97 Bravery, there's still a (small) chance that First Strike will fail and Argath will hit you. So begin the battle by using Praise on yourself and you can raise your Bravery up to 100, which means you have a 100% chance of First Strike and Argath can NEVER hurt you. (Fortunately, Argath is an idiot and will continue attacking you even when it is literally impossible for him to land a blow.) Alternately, you could use Martial Arts as your action ability. Chakra heals you even if you're undead, so you can use it for healing in case the Argaths do land a few hits on you. Teleport or Ignore Elevation is also convenient, just because the Argaths sometime climb up on top of the fort using their own Ignore Elevation ability. This battle is nearly impossible without the right character set-up. On the other hand, if you *are* properly equipped, it's really no problem as Argath can't hurt you at all. The unique treasures you can get here are the Valhalla fell sword and the Vanguard Helm. The Vanguard Helm is on par with the Grand Helm; it has the same HP bonus and also gives you +20 MP, but doesn't protect you from Blind or Sleep. Actually, the Grand Helm is probably a little better for the status protection, but there's only one Grand Helm, so the Vanguard Helm can be useful too! TITLE AWARDED: Riskbreaker UNIQUE POSSIBLE TREASURES: Valhalla, Vanguard Helm ******************************************************************************* VI. JOBS AND ABILITIES ******************************************************************************* %%%JOB REQUIREMENTS (QUICK REFERENCE)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00req This chart is just a quick reference to the requirements to unlock each job. New jobs are unlocked by gaining JP with particular jobs you already have and increasing their Job Level. (The exception to this is Dark Knight, which has somewhat more complex requirements; see below.) When more than one required job is listed in the table, you must get ALL the jobs up to the appropriate level (so Onion Knight requires Squire lv. 6 AND Chemist lv. 6). TO UNLOCK... REQUIRES JOBS Squire : Always available Chemist : Always available Knight : Squire lv. 2 Archer : Squire lv. 2 Monk : Knight lv. 3 White Mage : Chemist lv. 2 Black Mage : Chemist lv. 2 Time Mage : Black Mage lv. 3 Summoner : Time Mage lv. 3 Thief : Archer lv. 3 Orator : Mystic lv. 3 Mystic : White Mage lv. 3 Geomancer : Monk lv. 4 Dragoon : Thief lv. 4 Samurai : Knight lv. 4, Monk lv. 5, and Dragoon lv. 2 Ninja : Archer lv. 4, Thief lv. 5, Geomancer lv. 2 Arithmetician : White Mage lv. 5, Black Mage lv. 5, Time Mage lv. 4, and Mystic lv. 4 Bard : Summoner lv. 5 and Orator lv. 5, males only Dancer : Geomancer lv. 5 and Dragoon lv. 5, females only Mime : Squire lv. 8, Chemist lv. 8, Summoner lv. 5, Orator lv. 5, Geomancer lv. 5, and Dragoon lv. 5 Dark Knight : Knight MASTERED*, Black Mage MASTERED*, Samurai lv. 8, Ninja lv. 8, Geomancer lv. 8, and Dragoon lv. 8, kill 20+ enemies (so that they turn into crystal or chests) Onion Knight : Squire lv. 6 and Chemist lv. 6 * To Master a job, learn all of its abilities. The following jobs are automatically available to special story characters but are NOT available to generic characters: Ark Knight Astrologer Automaton Byblos Cleric Divine Knight Dragonkin Fell Knight Game Hunter Holy Dragon Holy Knight Machinist Netherseer Princess Sky Pirate Skyseer Soldier Sword Saint Templar The followings jobs and monster are used only by enemies and are never available to you, the player: Archaeodaemon Arch Seraph Assassin Bringer of Order Celebrant Dark Dragon Deathknight Death Seraph Gigas High Seraph Nightblade Reaver Serpentarius Sorceror The Impure The Wroth Ultima Demon White Knight %%%GENERAL INFORMATION ABOUT JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job0 ---EQUIPPING ABILITIES--- Each job has a category of Action Abilities (e.g. "Black Magick" or "Steal"). This category of abilities is always available for use by the job. In addition, each job can equip one other job's Action Ability category. So, you can have a Black Mage with the Knight's Arts of War ability, or a Samurai who uses both her inherent Iaido ability plus the Chemists' Items ability. Each job can also equip one Reaction Ability, one Support Ability, and one Movement Ability. Note that the Reaction/Support/Movement Abilities that a job can learn are NOT automatically available (with a few exceptions noted below). You must use your slots to equip them! The exception to all of the above are the Onion Knight and Mime jobs, which can't equip any abilities at all. ---JOBS & STATS--- STATS WHEN ACTIVE JOB: A character's CURRENT job plays a big role in determining your current stats. Black Mages have high MP and magick strength, but a weak physical attack. Thieves are speedy but don't have much HP. Below, I've given rough approximations of each job's stats on a scale of 1 star (poor) to 5 stars (excellent). A comparison of these stats is available in the Job Stats Comparison Chart at the end of this section. GROWTH RATES: A character's stats are also partially determined by the jobs you used to level up with in the past. 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. These growth rates don't always match up with the stat bonuses when you're USING the job, so I've given separate star ratings for the Growth Rates. (For instance, almost every job has the same magick attack growth rate, but they definitely differ in their *current* magick attack!) If you're just playing through the game normally, you really don't have to pay any attention to the growth rates. But, if you want, you can use job effects on level ups as a way of grinding your characters' stats even higher. See Level Downs & Stat Grinding under Statistics and Leveling for more information. MOVE, JUMP, AND EVADE: These stats do not change with level ups and depend only on your current job plus your accessories/equipment. Movement range is the number of tiles a character can move per turn. Jump height is the maximum height distance between tiles that a character can traverse while moving. (Additionally, when faced with a gap, characters can make horizontal jumps equal to half their Jump height.) Finally, each job has a inherent evade rate for physical attacks. Note that this inherent evade rate is only good against attacks from the front. (By contrast, shields can also evade attacks from the side, and cloaks can evade attacks from all directions.) Note that even though the status screen has a space for an inherent magickal evade rate, all jobs actually have a 0% basic magick evade. The only way to evade magick is to equip shields or accessories. ---UNLOCKING JOBS--- Aside from Squire and Chemist, jobs must be unlocked. In order to use a given job, a character must first gain Job Levels with other jobs. For example, to switch to the White Mage job, a character must have Chemist at job level 3 or higher. (The requirements for each job are listed in the charts below.) Job Levels are determined by the TOTAL amount of JP you've earned with a given job. Spending JP to purchase abilities does NOT decrease this total. So, a character who's earned 730 JP with Samurai would have a Samurai job level of 4, even if he's spent 500 of those JP on abilities. Job Level 1 0 JP total Job Level 2 200 JP total Job Level 3 400 JP total Job Level 4 700 JP total Job Level 5 1100 JP total Job Level 6 1600 JP total Job Level 7 2200 JP total Job Level 8 3000 JP total Mastered All abilities learned Note that it's possible to Master a job even if your job level is less than 8. Squire, Geomancer, and some special jobs require less than 3000 JP to Master, and you can Master other jobs with less than 3000 JP if you learn a lot of abilities from crystals. Your Job Level is actually independent of whether you've Mastered the job and continues to go up until it reaches 8, even if you've already Mastered the job. Keep this in mind, because most jobs unlock based on JOB LEVELS, not on Mastered jobs. (For instance, Dark Knight requires you to have job level 8 with Geomancer, even though you can master Geomancer with only job level 7!) The Job Level for Onion Knight is determined by the number of other jobs that you've Mastered. Every two jobs Mastered (not including Squire, Chemist, Mime, or Dark Knight) boosts the Onion Knight's Job Level by 1. Mime always has Job Level 1. Both Onion Knight and Mime are always Mastered. ---SPECIAL JOBS--- Some story characters that join your party have special jobs available for that character. They aren't available to generic characters. In all cases where a story character has a special job, the special job replaces the Squire job for that character. For more on these special jobs, see the Special Jobs portion of the job/ability list, below. ---Deciphering the Charts------------------------------------------------------ A few (well, many) words of explanation about the job & ability charts below. ---ACTION ABILITIES--- MP: Action Abilities first list the MP cost of each ability. If no MP cost is listed, the ability doesn't require MP to use. REFLECT & ARITHMETICKS: For magick, you may see an "R" and/or an "A" after its MP cost. "R" means the spell can be reflected -- if it's cast on a character who has the Reflect status, the spell will bounce off and might even strike another target! "A" means it can be cast using the Arithmetician's Arithmeticks ability. CLOCK TICKS/SPEED: "TIC" indicates the number of battle "clock ticks" it takes for the ability to charge up before it activates. (Each "clock tick" increments a character's CT by his/her Speed statistic; see Battle Clock under Basic Mechanics for more.) A SMALLER number under "TIC" is BETTER as it means the ability takes less time to charge! Most non-magick abilities require 0 ticks to charge; these abilities activate as soon as you select them. (The "Speed" statistic you see on the in-game status screen equals 100 divided by Ticks; I've listed the clock ticks here as it's easier to interpret in game terms.) Be aware that since multiple characters may receive a turn on the same clock tick (see Basic Mechanics), the total number of characters TURNS before the ability activates may be the greater than the number of clock ticks. With the exception of the Dragoon's Jump, changing your character's Speed statistic has no effect on charge time. RANGE: Two numbers are listed for Range ("RNG"). The first ("H") is the horizontal range in tiles -- how many tiles away can the target be? Usually, you'll see a number. You might also see "Weapon" instead, which means the range of the ability is equal to the range of the user's current weapon. "4Dir" means "4 directions"; the ability reaches only in the cardinal directions and extends the length of its effect radius (see below). The second number under Range ("V") is the vertical range. Some abilities can only target characters who are within a certain height of the caster. A * displayed here means the ability has an infinite vertical range and can target characters at any height (most abilities actually fall into this category). EFFECT RADIUS: Many abilities affect not just the character targeted, but nearby tiles as well. This is the "Effect Radius" of the ability, and is listed under "RAD". Again, the first number is the horizontal radius -- how wide is the effect radius in terms of # of map tiles? (An ability with a radius of 1 targets only one tile; a greater radius target more.) The second number is the vertical radius. In most cases, the effect radius only holds over tiles within a certain vertical height of the central target. So, for instance, the spell Blizzaga has a range of 4/*. This means that it can target any unit within 4 panels of the caster, regardless of vertical distance. It also has an effect radius of 2/3. This means that it has a radius of horizontal size 2 -- it hits both the targeted tile and neighboring tiles that are 1 tile away. The vertical radius is 3, so any neighboring tiles that differ in height by more than 3 will NOT be part of the effect radius. TARGETS: Target ("TAR") determines whether the ability affects only allies within in the effect radius, only foes, or both. Continuing the Blizzara example, Blizzara target All units within the radius, meaning that both enemy units and your own allies will be affected. Look out! LINE OF FIRE: Finally, Line of Fire ("LF") displays whether the ability requires an unobstructed line of fire between the user and the target. If Y (yes) is displayed here, the ability requires a direct line of fire and CANNOT travel through other units or obstructions such as walls. (If there is another unit in the way, that unit will be hit instead! See Shoot Enemies Next to You under Advanced Tactics for tips on how to exploit this to your advantage.) If N (no) is displayed for Line of Fire, the ability does NOT require a direct line of fire and works even if there are walls or other units in the way. Of course, Line of Fire is irrelevant for abilities that affect only the user or units in adjacent tiles, since there can't be any other obstacles in between. ---DAMAGE BASES--- Different types of abilities use different stats in calculating how much damage they do or how likely they are to succeed. For example, magicks get stronger as the user's Magick Attack and Faith increase, whereas the success rate for Steal increases as your Speed goes up. (These bases are also listed in the charts below for each ability type.) Based on a character's stats, you can try to choose a good matching set of abilities. Here's a quick overview of what stats relate to what ability sets: Physical Attack : Fundaments/Mettle/Huntcraft (except Ultima), Martial Arts, Dance, Tasks Phys. Attack & Weapon : Arts of War, Aim, Darkness, Holy Sword, Swordplay Strength Unyielding Blade, Barrage Phys. Attack, Weapon Str., : Jump # & Speed Phys. Attack & Mag. Attack : Geomancy + Magick Attack : Speechcraft, Iaido, Bardsong, Sky Mantra, Breath/Dragon, Limit Magick Attack & High Faith*: White Magicks, Black Magicks, Time Magicks, Summon, Mystic Arts, Arithmeticks, Spellblade, Ultima Magick Attack & LOW Faith* : Nether Mantra Speed : Steal, Aimed Shot, Piracy (except Barrage) Speed & Move : Throw % none : Items, Byblos Bravery : All Reaction Abilities except Parry and Reflexes * For abilities affected by Faith, the damage or success rate is affected by both the user's Faith and the TARGET's Faith. This is not true of other kinds of abilities. # Damage from Jump is affected by Physical Attack and weapon strength, whereas the speed of the attack is affected by the user's Speed. + Geomancy is affected by both Physical Attack and Magick Attack, but Magick Attack is weighted more heavily. % For the Throw command, Speed affects the damage inflicted, while your Move range determines the range of the attack. ---REACTION ABILITIES--- Reaction Abilities trigger when the character is hit by a specific kind of action. The action that triggers that the Reaction Ability is listed under Trigger. ("Critical HP" means when you have less than 20% of your max HP and the character is kneeling/crouching.) Most Reaction Abilities don't always activate. In most cases, the chance of a Reaction Ability activating is equal to the character's Bravery. If "Yes" is displayed under Bravery ("BRV"), the chance of the Reaction Ability activating is equal to your Bravery. If "No" is displayed, Bravery does not affect the Reaction Ability; the ability either ALWAYS works, or is affected by something else listed in the description for that ability. ---SUPPORT AND MOVEMENT ABILITIES--- Support and Movement Abilities are pretty straightforward. ---INNATE ABILITIES--- Abilities marked with a + are automatically used by that that job and only needs to be equipped when you switch to another job. For example, the Ninja doesn't need to equip Dual Wield to use two weapons. You only need Dual Wield when you change to a different job and want to retain that ability. ---RECOMMENDED ABILITIES--- Some abilities have been marked with *. A * here means the ability is (in my usually inaccurate opinion) one of the job's best. ---LEARNING MAGICK FROM BEING HIT--- A & next to an ability's JP cost indicates that this magick ability can also be learned if the character is hit with the magick. (Each time you're hit, there's only a random chance of learning the ability.) For more information on this and a list of all the abilities and their learning rates, see the "Learning Magick from Being Hit" section (Ctrl+F and 00hit to jump there). The Ultima and Zodiark magicks can ONLY be learned this way. %%%STANDARD JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job1 ---SQUIRE---------------------------------------------------------------------- Required jobs : none Needed for jobs : Knight (lv. 2), Archer (lv. 2), Onion Knight (lv. 6), Mime (lv. 8) Equippable weapons: Knives, swords, axes, flails Movement range : 4 Equippable armor: Hats, clothes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: ** Speed: *** Stat Growth Rates: HP: *** MP: ** Phys. Atk.: ** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Fundaments-- Damage based on user's: Physical Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Focus * 0 Slf 1/- Self - 300 Raises physical attack power by 1 for duration of battle Rush 0 1/1 1/- Any - 80 Weak physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Salve 0 1/2 1/- Any - 150 Cures Blind, Silence, Poison --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Counter Tackle Phys. attack Yes 180 Counterattack using Rush --Support Abilities-- JP EFFECT ------------------------------------------------------------ Equip Axes + 170 Equip Axes regardless of current job Beastmaster 200 Monsters in adjacent tiles gain an extra ability. (Limited to vertical range of 3.) Defend 50 Allows use of Defend action to double evade rate for 1 turn JP Boost * 250 Raises JP received by the unit by 50% --Movement Abilities-- JP EFFECT ------------------------------------------------------------ Move +1 * 200 Movement range + 1 JP to master: 1670 --MY THOUGHTS-- Squires are what you'd expect from a starting job -- functional, but nothing all that special. Their abilities are useful early on, but there aren't too many that you'd use later on. Move +1 is a great all-purpose movement ability though, and definitely worth learning before you move on from Squire. (Most other jobs have a movement range of only 3, making it tough for them to keep up with the battle.) JP Boost is also great for helping you learn other abilities quickly, especially when you switch to a new job and need to gain levels quickly. It's a great investment to learn JP Boost early on. If you're into grinding levels, Focus and Stone are good abilities to use repeatedly to build up experience or JP. ---CHEMIST--------------------------------------------------------------------- Required jobs : none Needed for jobs : White Mage (lv. 2), Black Mage (lv. 2), Onion Knight (lv. 6), Mime (lv. 8) Equippable weapons: Knives, guns Movement range : 3 Equippable armor: Hats, clothes Jump height : 3 Innate ability: Throw Items Physical evade : 5% Stats When Active Job: HP: *** MP: *** Phys. Atk.: ** Mag. Atk.: ** Speed: *** Stat Growth Rates: HP: ** MP: ** Phys. Atk.: * Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Items-- Damage based on user's: nothing RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Potion * 0 1/* 1/- Any Y 30 Can use Potions (restore 30 HP) Hi-Potion * 0 1/* 1/- Any Y 200 Can use Hi-Potions (restore 70 HP) X-Potion * 0 1/* 1/- Any Y 300 Can use X-Potions (restore 150 HP) Ether 0 1/* 1/- Any Y 300 Can use Ethers (restore 20 MP) Hi-Ether * 0 1/* 1/- Any Y 400 Can use Hi-Ethers (restore 50 MP) Elixir 0 1/* 1/- Any Y 900 Can use Elixirs (restore all HP & MP) Antidote 0 1/* 1/- Any Y 70 Can use Antidotes (cures Poison) Eye Drops 0 1/* 1/- Any Y 80 Can use Eye Drops (cures Blind) Echo Herbs 0 1/* 1/- Any Y 120 Can use Echo Herbs (cures Silence) Maiden's Kiss 0 1/* 1/- Any Y 200 Can use Maiden's Kisses (cures Toad) Gold Needle 0 1/* 1/- Any Y 250 Can use Gold Needles (cures Stone) Holy Water 0 1/* 1/- Any Y 400 Can use Holy Water (cures Undead and Vampire) Remedy * 0 1/* 1/- Any Y 700 Can use Remedies (cures Stone, Blind, Confuse, Silence, Oil, Toad, Poison, and Sleep) Phoenix Down * 0 1/* 1/- Any Y 90 Can use Phoenix Down (revives KOed character with minimal HP) Note 1: All Items abilities require you to have the corresponding item in your inventory. One item is consumed with each use. Aside from Elixirs, all the items can be bought at the Outfitter, although some do not become available until later in the game. Note 2: The Throw Items ability (equippable, and also innate in the Chemist job) extends the range of all Items abilities from 1 to 4. --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Auto-Potion * Any HP loss Yes 400 Use weakest potion available on self --Support Abilities-- JP EFFECT ------------------------------------------------------------ Throw Items +* 350 Increases horizontal range of Items command from 1 to 4. Safeguard * 250 Equipment can't be broken or stolen Reequip 0 Allows use of Reequip action to change unit's equipment (but consumes turn) --Movement Abilities-- JP EFFECT ------------------------------------------------------------ Treasure Hunter 100 Allows you to discover any hidden items on the destination tile, which are then added to your inventory. Your chance of getting a more valuable item increases with LOW Bravery. JP to master: 5140 --MY THOUGHTS-- Despite being a "basic" job, Chemists are great! Items are great for healing because they don't take any time to charge and never miss. Ethers and Hi-Ethers are also a convenient way to restore MP. And, since the effect of items is fixed, you can assign the Items ability even to a character with low magic ability. The only real downside is that items can only heal one character at a time. Early in the game, Chemists make great healers. Plus, once you're able to buy guns (late in Chapter II), they have a good range attack, giving them something else to do when the team doesn't need healing. Be sure to learn Throw Items before you switch your Chemist to another job. Otherwise, your items will only have a range of 1 and won't be much good at all. (Chemists themselves don't need to learn Throw Items, as they have it as an intrinsic ability.) It's pretty safe to skip the items that cure negative status (Eye Drops, etc.); you don't have to face these status conditions all that often. Save your JP and just learn Remedy; once Remedies become available (midway through Chapter II) they duplicate the effects of ALL the other items. The exception is Holy Water, but there's pretty much only point where you have to worry about being hit with the Undead or Vampire conditions. Safeguard is an important support ability, especially later in the game when you have rare equipment that you can't buy in stores. You don't want that being broken or stolen! Although you don't need to equip Safeguard all the time, it's good to have on hand for particular battles where the enemies are apt to break your equipment. The Treasure Hunter movement ability, on the other hand, isn't all that useful during the main game since most of the items you find from it are nothing special. However, in the game's sidequests, Treasure Hunter will net you some rare items you can't find anywhere else, so at that point you'll definitely want to have at least one character learn Treasure Hunter. (Preferably someone with low Bravery, as this increases your chance of getting good items with it.) ---KNIGHT---------------------------------------------------------------------- Required jobs : Squire lv. 2 Needed for jobs : Monk (lv. 3), Samurai (lv. 4), Dark Knight (Mastered!) Equippable weapons: Swords, knight's swords Movement range : 4 Equippable armor: Shields, helms, armor, robes Jump height : 3 Physical evade : 10% Stats When Active Job: HP: **** MP: *** Phys. Atk.: **** Mag. Atk.: ** Speed: *** Stat Growth Rates: HP: **** MP: ** Phys. Atk.: **** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Arts of War-- Success based on user's: Physical Attack & Weapon Strength RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Rend Helm 0 Weapon Any Y 300 Destroys target's headgear Rend Armor 0 Weapon Any Y 400 Destroys target's armor Rend Shield 0 Weapon Any Y 300 Destroys target's shield Rend Weapon * 0 Weapon Any Y 400 Destroys target's weapon Rend MP * 0 Weapon Any Y 250 Lowers target's MP (by 1/2 of target's maximum MP) Rend Speed * 0 Weapon Any Y 250 Lowers target's speed by 2 Rend Power * 0 Weapon Any Y 250 Lowers target's phys. attack by 3 Rend Magick 0 Weapon Any Y 250 Lowers target's mag. attack by 3 When combined with the Dual Wield support ability and Dual Wielded weapons, Arts of War fires twice per use. If Rend Helm, Armor, Shield, or Weapon is used against a target not equipped with that type of item, it functions as a physical attack instead. (This is useful when you Dual Wield and succeed in rending the item on the first strike.) --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Parry No 200 Block physical attacks with weapon; rate of success is equal to current weapon's Block Rate (see weapon list). Not effective against rear attacks. --Support Abilities-- JP EFFECT ------------------------------------------------------------ Equip Heavy Armor +* 500 Can equip heavy armor + helmets regardless of job Equip Shields + 250 Can equip shields regardless of job Equip Swords +* 400 Can equip swords regardless of job (does not apply to knight's swords or fell swords) --Movement Abilities-- none JP to master: 3750 --MY THOUGHTS-- The Knight's greatest asset is not the Arts of War, but its fairly good fighting stats and inherent ability to equip swords, heavy armor, and shields, a power that can be transfered to other jobs with its support abilities. Equip Heavy Armor helps make vulnerable jobs tougher, and Equip Sword is quite useful for many of the story characters, who need to have a sword equipped in order to use their special abilities. Knights are also a good job late in the game, when you've learned all the abilities you want and now just want to maximize your characters' power. They have good HP and attack power, and are one of the few jobs that can equip knight's swords, the single-player game's most powerful weapons. (The only other standard job that can use them is Dark Knight, which has quite a few prerequisites to unlock). The Arts of War abilities are only moderately useful as Knight. They have fairly low accuracy and if you're close enough to use them, you'll often want to just start attacking and KO the enemy rather than mess with his/her stats. However, pairing Arts of War with a gun (e.g. by using the Orator's Equip Gun ability) or the Archer's bows lets you use these attacks at a distance, which makes them quite useful. You can break your enemies' weapons before they can get close enough to use them! ---ARCHER---------------------------------------------------------------------- Required jobs : Squire lv. 2 Needed for jobs : Thief (lv. 3), Ninja (lv. 4) Equippable weapons: Bows, crossbows Movement range : 3 Equippable armor: Shields, hats, clothes Jump height : 3 Physical evade : 10% Stats When Active Job: HP: *** MP: ** Phys. Atk.: **** Mag. Atk.: ** Speed: *** Stat Growth Rates: HP: *** MP: ** Phys. Atk.: **** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Aim-- Damage based on user's: Physical Attack & Weapon Strength RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Aim +1 * 4 Weapon Any Y 100 Charge up attack for more damage Aim +2 * 5 Weapon Any Y 150 Charge up attack for more damage Aim +3 * 6 Weapon Any Y 200 Charge up attack for more damage Aim +4 8 Weapon Any Y 250 Charge up attack for more damage Aim +5 10 Weapon Any Y 300 Charge up attack for more damage Aim +7 14 Weapon Any Y 400 Charge up attack for more damage Aim +10 20 Weapon Any Y 700 Charge up attack for more damage Aim +20 35 Weapon Any Y 1200 Charge up attack for more damage Each of these Aim abilities does more damage than the previous one, but also takes longer to charge. (e.g., Aim +4 does more damage than Aim +3). Note that if the enemy you're targeting moves while you're charging, your attack will miss. Aim does NOT prevent enemies from evading or blocking your attacks, despite its name (and the effect of Aim in other Final Fantasy games). --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Adrenaline Rush * Any HP loss Yes 900 Raise Speed by 1 Archer's Bane * Arrow attack Yes 450 Evade bow / crossbow attacks --Support Abilities-- JP EFFECT ------------------------------------------------------------ Equip Crossbows + 350 Can equip crossbows regardless of job (does not apply to regular bows) Concentration * 400 Prevents enemies from evading your physical attacks --Movement Abilities-- JP EFFECT ------------------------------------------------------------ Jump +1 200 Jump height + 1 JP to master: 5600 --MY THOUGHTS-- Archers make a very valuable addition to your team early in the game, when you have few other range attacks. Later in the game, as you acquire guns, sword techniques, and other ranged attacks, Archers become somewhat less useful. For one thing, their Aim command is of limited value. The high Aims (Aim +10, etc.) take too long to charge and there's rarely any enemy you can target with them. The short Aims will increase your damage a little and are worth using when you have the chance, but don't increase your offense enough to make them worth choosing over another command. Archer's Bane, though, is a great reaction ability against enemy Archers -- with a high Bravery, you're almost impervious to arrows! Since you'll fight Archers in quite a few battles throughout the game, this is a good ability to learn early on. Later on, it becomes completely superceded with Shirahadori, which (despite what the game says) blocks BOTH close-ranged and bow attacks. Always equip your Archers with the 2-handed longbows rather than crossbows-- longbows do more damage, have a longer range, and don't need a direct line of fire. Crossbows do let you equip a shield at the same time, but since your Archers should be on the back line anyway, they don't need shields that much. Note that Archers are in fact the ONLY standard job that can equip longbows. The Equip Crossbows ability only let other jobs use crossbows (not longbows), which makes the ability of dubious value since crossbows are not so good. ---MONK------------------------------------------------------------------------ Required jobs : Knight lv. 3 Needed for jobs : Geomancer (lv. 4), Samurai (lv. 5) Equippable weapons: none Movement range : 3 Equippable armor: Clothes Jump height : 4 Innate ability: Brawler 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: Martial Arts-- Damage based on user's: Physical Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Cyclone 0 Self 2/0 Any - 150 Non-elemental attack Pummel 0 1/1 1/- Any - 300 Non-elemental attack, does variable damage (may be more or less than estimate) Aurablast 0 3/3 1/- Any N 300 Non-elemental attack Shockwave * 0 4Dir 8/2 Any N 600 Earth attack Doom Fist 0 1/0 1/- Any - 300 Causes Doom status (enemy is KOed after 3 turns) Purification * 0 Self 2/0 Any - 200 Removes Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize, Disable Chakra * 0 Self 2/0 Any - 350 Restores some HP and MP Revive * 0 1/0 1/- Any - 500 Revives KOed character with minimal HP --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Critical:RecoverHP Critical HP Yes 500 Restores HP completely Counter * Phys. Attack Yes 300 Counter-attack with physical attack First Strike * Attack command Yes 1300 Cancels enemy's Attack command and you attack enemy instead. Only works if enemy is within your range. Does NOT work against generic monsters. --Support Abilities-- JP EFFECT ------------------------------------------------------------ Brawler +* 200 Raises unarmed attack strength and increases effectiveness of Martial Arts abilities and success rate of Steal --Movement Abilities-- JP EFFECT ------------------------------------------------------------ Lifefont * 300 Restores HP whenever you Move JP to master: 5300 --MY THOUGHTS-- Monks rock! In my opinion, they have the best selection of abilities in the game. Shockwave and to a lesser extent Aurablast are decent offensive abilities. And, they have three healing abilities that don't require any charge time: Chakra can restore HP *AND* MP to a group, Revive revives KOed character and usually has an 80+% hit rate, and Purification cures a number of status changes to a group. Martial Arts is a great command to have as it gives you both offensive and defensive abilities packed into one ability slot. The one caveat is that the healing abilities work only over a small vertical range -- you can't Revive someone at a different height than you, for instance -- so be mindful of that during battle. Monks also have great reaction abilities. Counter is a great reaction ability to have in almost all situations. Getting counterattacks in response to enemy attacks lets you do a LOT more damage. Against humans, First Strike is even better since it cancels the enemy's attack outright, but it's not effective against generic monster attacks -- so don't use it when you're traveling the map and will just be facing random battles. (First Strike *is* effective against monster-like bosses and other "special" monsters.) Critical: Recover HP can be moderately useful too since it can restore your HP to full and save a critically wounded character, but many attacks can KO you outright and never even put you in critical HP. (So, Counter is usually better.) Another advantage of Monks is that they have good stats: they have a strong attack and are pretty speedy. Consider pairing their attack with the Ninja's Dual Wield to get two punches and double your damage! Their only weakness is that they can't equip much in the way of armor, but Equip Heavy Armor can be a good remedy for that. ---WHITE MAGE------------------------------------------------------------------ Required jobs : Chemist lv. 2 Needed for jobs : Mystic (lv. 3), Arithmetician (lv. 5) Equippable weapons: Staves Movement range : 3 Equippable armor: Hats, clothes, robes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: ** MP: ***** Phys. Atk.: *** Mag. Atk.: *** Speed: **** Stat Growth Rates: HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: White Magicks-- Recovery based on user's: Magick Attack & Faith, plus target's Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Cure * 6 RA 4 4/* 2/1 Any N 50 Restores HP Cura * 10RA 5 4/* 2/1 Any N 180 Restores HP (more) Curaga 16RA 7 4/* 2/2 Any N 450 Restores HP (even more) Curaja 20RA 10 4/* 2/3 Any N 800& Restores HP (best) Raise * 10RA 4 4/* 1/- Any N 200 Revives KOed character with half of maximum HP Arise * 20RA 10 4/* 1/- Any N 600 Revives KOed character with full HP Reraise * 16RA 7 3/* 1/- Any N 1000 Gives Reraise status (automatically return once from KO) Regen * 8 RA 4 3/* 2/0 Any N 350 Gives Regen status (restores HP each turn) Protect 6 RA 4 3/* 2/0 Any N 70 Gives Protect status (decreases physical damage received) Protectja 24 7 3/* 2/3 Any N 600 Gives Protect status Shell 6 RA 4 3/* 2/0 Any N 70 Gives Shell status (decreases magick damage received) Shellja 20 7 3/* 2/3 Any N 600 Gives Shell status Wall 24RA 4 3/* 1/- Any N 400 Gives both Protect and Shell status Esuna 18RA 3 3/* 2/2 Any N 300 Cures Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize, and/or Disable Holy 56RA 6 5/* 1/- Any N 600 Holy attack --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Regenerate * Any HP loss Yes 400 Gain Regen status (restores HP each turn) --Support Abilities-- JP EFFECT ------------------------------------------------------------ Arcane Defense * 400 Lowers damage received from magick --Movement Abilities-- none JP to master: 7070 --MY THOUGHTS-- White Mages are, of course, a healing oriented job; Holy is their only real offensive spell. However, they tend not to be as effective on defense as Chemists, since their spells consume MP and need time to charge up. The charge time is particularly problematic if an ally has just been hit for a lot of damage and you need to patch him/her up right away -- you might not have time to wait! What's GOOD about White Mages? Well, they can heal more than one character at a time (since most of their spells affect more than one tile). They can cast a few other "buffing" spells like Protect and Shell, though note these buffs can miss if you have low faith or magick power! Their Arise spell is also capable of restoring a character at full HP, which Phoenix Down or a Monk's Revive cannot do. They're also the fastest of the mage jobs. Overall, though, the charge times and MP costs associated with White Magick make Chemists a better choice. If you're likely to get any use out of White Mages, it's probably in the early stages of the game, when you'll frequently face barrages of weak attacks spread out against your team. Then, the ability to heal multiple characters at once is important. White Magick can also be used an offensive weapon against undead enemies, though there aren't too many undead enemies and most are pretty easy anyway. Besides, you can use Chemists' Items to hurt undead enemies too! ---BLACK MAGE------------------------------------------------------------------ Required jobs : Chemist lv. 2 Needed for jobs : Time Mage (lv. 3), Arithmetician (lv. 5), Dark Knight (Mastered!) Equippable weapons: Rods Movement range : 3 Equippable armor: Hats, clothes, robes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: ** MP: ***** Phys. Atk.: ** Mag. Atk.: ***** Speed: *** Stat Growth Rates: HP: ** MP: ***** Phys. Atk.: ** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Black Magicks-- Damage based on user's: Magick Attack & Faith, plus target's Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Fire * 6 RA 4 4/* 2/1 All N 50 Fire attack Fira * 12RA 5 4/* 2/2 All N 200 Fire attack (stronger) Firaga * 24RA 7 4/* 2/3 All N 500 Fire attack (even stronger) Firaja 48 10 4/* 3/3 All N 900& Fire attack (strongest) Thunder * 6 RA 4 4/* 2/1 All N 50 Lightning attack Thundara 10RA 5 4/* 2/2 All N 200 Lightning attack (stronger) Thundaga * 24RA 7 4/* 2/3 All N 500 Lightning attack (even stronger) Thundaja 48 10 4/* 3/3 All N 900& Lightning attack (strongest) Blizzard * 6 RA 4 4/* 2/1 All N 50 Ice attack Blizzara * 12RA 5 4/* 2/2 All N 200 Ice attack (stronger) Blizzaga * 24RA 7 4/* 2/3 All N 500 Ice attack (even stronger) Blizzaja 48 10 4/* 3/3 All N 900& Ice attack (strongest) Poison 6 RA 3 4/* 2/2 All N 150 Causes Poison status Toad 12RA 5 3/* 1 All N 500 Causes Toad status, or cures Toad status if target already a Toad Death 24RA 10 4/* 1 All N 600 Instant KO Flare * 60RA 7 5/1 1 All N 1000 Non-elemental attack --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Magick Counter Magick attack Yes 800 Counterattack w/ same spell --Support Abilities-- JP EFFECT ------------------------------------------------------------ Arcane Strength * 400 Increases damage inflicted/HP restored by your magicks by 33%. Also works for other abilities that depend on your Magick Attack stat, like Iaido, Geomancy, and Limit --Movement Abilities-- none JP to master: 8400 --MY THOUGHTS-- When it comes to magick, Black Mages are the mythril standard -- they have a lot of MP (second only to Summoner in standard jobs, and third to Summoners and Beowulf's Templar job overall), and THE highest magick strength of any job. Plus, they can equip rods that boost their magick abilities even further, and their Arcane Strength makes their magick do more damage. In other words, the magick abilities of other jobs get even stronger when used by a Black Mage -- so a great strategy is to learn spells from other jobs, then turn your characters into Black Mages. (Or, even better, learn Arithmeticks and then turn into a Black Mage so you can cast ALL spells at high power!) They're the best magick job available. So, how about Black Mages' own spells? Well, Black Magick tend to be pretty useful--especially early in the game, when you have few other abilities that can attack multiple enemies. Against monsters, you can also use Black Magick to exploit their elemental weaknesses (check the Monsters section below to see what they are). Later in the game, Black Magick isn't quite as effective since you have other ways of attacking groups of enemies that don't consume MP and don't need to charge (e.g., sword techniques, Iaido). Plus, the strongest Black Magick spells take a while charge, although the Time Mage's Swiftness support ability is one remedy for this -- or you could use Arithmeticks, which lets you cast spells without charge time. Note that the -ja spells CANNOT be used with Arithmeticks, so if you're using Arithmeticks, you'll probably want to learn Flare before the -ja magicks. (On the other hand, -ja spells can't be reflected, so even if an enemy has Reflect, you can use -ja spells to still attack with magick.) Magick Counter is a decent reaction ability when faced when lots of enemy mages, but there aren't really too many situations where this is needed. The Black Mage job must be Mastered to unlock Dark Knight. You can speed this process if at least one character has already learned the -ja spells; cast them on allied Black Mages and they may learn the magicks from being hit with them. (See "Learning Magick from Being Hit" for more on this process.) ---TIME MAGE------------------------------------------------------------------- Required jobs : Black Mage lv. 3 Needed for jobs : Summoner (lv. 3), Arithmetician (lv. 4) Equippable weapons: Staves Movement range : 3 Equippable armor: Hats, clothes, robes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: ** MP: ***** Phys. Atk.: * Mag. Atk.: **** Speed: *** Stat Growth Rates: HP: ** MP: **** Phys. Atk.: ** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Time Magicks-- Damage/success based on user's: Magick Attack & Faith, plus target's Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Haste * 8 RA 2 3/* 2/0 Any N 100 Gives Haste status (CT charges faster) Hasteja 30 7 3/* 2/3 Any N 600& Gives Haste status Slow * 8 RA 2 3/* 2/0 Any N 80 Inflicts Slow status (CT charges slower) Slowja 30RA 7 3/* 2/3 Any N 600& Inflicts Slow status Stop * 14RA 7 3/* 2/0 Any N 350 Inflicts Stop status (CT doesn't charge) Immobilize * 10RA 3 3/* 2/1 Any N 100 Inflicts Immobilize status Float 8 RA 2 4/* 2/1 Any N 200 Gives Float status (see below) Reflect * 12RA 2 4/* 1 Any N 300 Gives Reflect status Quick * 24R 4 4/* 1 Any N 900 Fills CT gauge - instant turn! Gravity 24RA 6 4/* 2/1 Any N 250 Damage = 1/4 of user's max HP Graviga * 50RA 10 4/* 2/3 Any N 550 Damage = 1/2 of user's max HP Meteor 70 20 4/* 4/3 Any N 1500 Non-elemental magick attack --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Critical: Quick * Critical HP Yes 800 Fills CT gauge to 100; instant turn! Mana Shield * Any HP loss Yes 400 Damage dealt only to MP instead of HP if MP >0 --Support Abilities-- JP EFFECT ---------------------------------------------------------- Swiftness * 1000 Reduces number of clock ticks needed to charge up magicks & Limit --Movement Abilities-- ---------------------------------------------------------- Teleport * 650 Teleport to any square when moving regardless of move range, height, or obstacles/enemies in the way. Chance of failure increases with longer move distance. # Levitate 540 Permanent Float status (can move over water as if land, immune to Earth-elemental attacks, and increases height by 1) # Teleport never fails if you teleport only within your regular horizontal move range. For every additional tile beyond your move range, the chance of failure increases by 10%. (Teleport always has an infinite vertical range and your Jump stat has no effect on its failure rate.) JP to master: 8920 --MY THOUGHTS-- Time Mages mostly play a support role, casting spells to assist allies or keep the enemies from acting. These abilities can be quite useful, but it's probably a good idea to have another ability ready set from another job (e.g. another magick command) to supplement them with more conventional offense or defense. The Samurai's Iaido, if available, is also a good choice since it's boosted by the Time Mage's high magick attack but saves your MP for Time Magick. Having good magick stats (Magick Attack and Faith) is also important so that your Hastes and Slows are likely to succeed. Meteor and the Gravity spells can also be good attack spells, but they can be somewhat slow, especially Meteor. (Gravity and Graviga are particular useful against major bosses since they are helpful in cutting down the bosses' large HP totals.) Try first casting Immobilize to keep enemies from running out of your way out of your Meteor. The Time Mage's own Swiftness support ability also speeds the charge time of these spells. It's good for Time Magicks as well as for Summons and Cloud's Limit attacks. A great ability to transfer to other jobs is the Mana Shield reaction ability, which makes damage go to your MP instead of your HP as long as you have at least 1 MP. This isn't so good for magick users since it quickly drains your MP, but it can be great on physical fighters who weren't going to use their MP anyway -- especially if you pair it with Manafont or another ability that lets you recover MP quickly. Mana Shield is also very helpful in surviving the Zodiark summon in order to learn it (see Summoner, below). The Teleport movement ability is also extremely valuable, though isn't *quite* as great as it seems. While you can conceivably warp long distances with it, the further you're teleporting, the greater the likelihood the teleport will fail and you'll end up back where you started, unable to move at all that turn. However, Teleport still lets you move through enemy units and gives you an infinite vertical movement range, which completely changes how can you move around certain maps. For instance, you can teleport right up a castle wall to attack the Archers up there, or take a shortcut over the side of a cliff. This can be very helpful in a number of story battles as it lets you get the jump on range attackers. So just teleport at short ranges and you'll be fine! ---SUMMONER-------------------------------------------------------------------- Required jobs : Time Mage lv. 3 Needed for jobs : Bard (lv. 5), Mime (lv. 5) Equippable weapons: Staves, rods Movement range : 3 Equippable armor: Hats, clothes, robes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: ** MP: ***** Phys. Atk.: * Mag. Atk.: **** Speed: *** Stat Growth Rates: HP: ** MP: ***** Phys. Atk.: * Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Summon-- Damage based on user's: Magick Attack & Faith, plus target's Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Moogle 8 3 4/* 3/2 Ally N 110 "Moogle Charm": Restores HP Shiva 24 7 4/* 3/2 Foe N 200 "Glacial Shards": Ice magick attack Ramuh * 24 7 4/* 3/2 Foe N 200 "Judgment Bolt": Lightning magick attack Ifrit 24 7 4/* 3/2 Foe N 200 "Infernal Blaze": Fire magick attack Titan * 30 10 4/* 3/2 Foe N 220 "Gaia's Wrath": Earth magick attack Golem * 40 4 All allies N 500 "Earthen Wall": Blocks physical attacks targeting allies until its HP damage limit is reached (not effective against monster attacks) Carbuncle 30 5 4/* 3/2 Ally N 350 "Ruby Light": Gives Reflect status Bahamut 60 15 4/* 4/3 Foe N 1600&"Megaflare": Non-elemental attack Odin 50 13 4/* 4/3 Foe N 900& "Obliteration": Non-elemental attack Leviathan 48 13 4/* 4/3 Foe N 860& "Tidal Wave": Water magick attack Salamander 48 13 4/* 3/2 Foe N 860& "Wyrmfire": Fire magick attack Sylph * 26 7 4/* 3/2 Foe N 400 "Whispering Wind": Inflicts Silence status Faerie * 28 7 4/* 3/2 Ally N 400 "Fey Light": Restores HP Lich * 40 10 4/* 3/2 Foe N 600& "Descending Darkness": Dark attack; does damage equal to 1/2 of target's maximum HP but may miss Cyclops 62 12 4/* 3/2 Foe N 1000&"Climactic Fear": Non-elemental attack Zodiark * 99 17 4/* 4/3 Foe N & "Darkening Cloud": Non-elemental attack When Summons are used, a special attack name (not just the name of the sword) is displayed -- these are listed in quotation marks above. The Zodiark summon cannot be purchased with JP; it must be learned from the boss on the last floor of the bonus dungeon. See the Midlight's Deep walkthrough for more tips on how to learn it. --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Critical:Recover MP Critical HP Yes 400 Restores MP to maximum --Support Abilities-- JP EFFECT ---------------------------------------------------------- Halve MP * 1000 Halves MP cost of abilities --Movement Abilities-- none JP to master: 9800 --MY THOUGHTS-- While summons don't have quite the power in FF Tactics as they do in some other FF games, they're still strong. Plus, they have a wide effect radius, and, unlike Black and White Magick, don't hurt your teammates or heal the enemies. The Summon command also offers you a nice mix of both offensive abilities and a few defensive ones: Moogle and Faerie restore HP, and the very useful Golem summon blocks all enemy physical attacks for a while. The Lich summon is also particularly effective against many of the game's major bosses; it always takes away half their maximum HP despite their high HP totals. The disadvantages of Summons are that they take quite a while to charge and cost a fair amount of MP. The former could be remedied with the Time Mage's Swiftness ability, which shortens charge time. MP costs can be dealt with using the Summoner's own Halve MP support ability to decrease MP costs, with equipment that boosts your max MP (all robes, and some hats), or with the Chemists's Ethers & Hi-Ethers. There are also some abilities that let you gain MP from your enemies: The Mystic's Absorb MP lets you absorb MP from enemy spells, or you could also pair Summon with Mystic Arts to use Empowerment to steal enemy's MP. (Orlandeau's Duskblade and Beowulf's Syphon can also steal MP.) Unfortunately, you can't equip *both* Swiftness and Halve MP as they use the same support ability slot, but you could pair Swiftness with MP-boosting equipment, Items, Empowerment, or Absorb MP. If you're trying to master jobs for the purposes of powering up Onion Knight, note that Summoner isn't considered Mastered until you learn Zodiark. ---THIEF----------------------------------------------------------------------- Required jobs : Archer lv. 3 Needed for jobs : Dragoon (lv. 4), Ninja (lv. 5) Equippable weapons: Knives Movement range : 4 Equippable armor: Hats, clothes Jump height : 4 Physical evade : 25% Stats When Active Job: HP: *** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: **** Stat Growth Rates: HP: *** MP: ** Phys. Atk.: *** Mag. Atk.: * Speed: *** --ABILITIES-- --Action Abilities: Steal-- Success based on user's: Speed RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Steal Gil 0 1/1 1/- Foe - 10 Steal small amount of gil Steal Heart * 0 3/1 1/- Foe N 150 Inflicts Charm; only effective on monsters and opposite sex Steal Helm * 0 1/1 1/- Foe - 350 Steal target's helmet Steal Armor * 0 1/1 1/- Foe - 450 Steal target's armor Steal Shield * 0 1/1 1/- Foe - 350 Steal target's shield Steal Weapon * 0 1/1 1/- Foe - 600 Steal target's weapon Steal Accessory 0 1/1 1/- Foe - 500 Steal target's accessory Steal Exp 0 1/1 1/- Foe - 250 Steal target's current Exp --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Vigilance Any HP loss Yes 200 Enter into "Defend" state (doubles evade rates) Gil Snapper Any HP loss 200 Receive gil equal to HP lost Sticky Fingers Throw 200 Blocks Ninja's Throw attack; thrown item is added to your inventory! --Support Abilities-- JP EFFECT ---------------------------------------------------------- Poach * 200 Monsters KOed with physical attack are poached and disappear from the map; item becomes available at Poachers' Den --Movement Abilities-- JP EFFECT ---------------------------------------------------------- Move +2 * 560 Movement range + 2 Jump +2 500 Jump height + 2 JP to master: 4520 --MY THOUGHTS-- Thieves are poor at magick and only moderately strong physically. But, boy, are they fast! Their movement range and jump height are both 4, so they can get across the map quickly. This job is useful mainly for its abilities. Stealing your opponents' equipment not only cripples them, but adds items to your inventory--and this is the best way to get a number of rare items! If you like getting rare items, you'll also want Poach; many pieces of equipment can only be obtained through poaching monsters. (A side note about Poach: this also has the advantage of removing monsters' bodies from the map, preventing them from getting revived.) You could just learn the crucial Steal abilities and then move onto other job. Ninja, in particular, might be a good to graduate your Thief too, since the success of Steal is affected by your speed--and Ninjas are even faster than Thieves! When Thieves aren't stealing, they can also fight. Since they can only equip knives, though, their offense can be somewhat weak on its own. You may want to use an ability like Equip Axes or Equip Swords to bolster their offense. If you're planning on using Steal Heart at all, a female Thief is somewhat more advantageous to have than a male Thief, as Steal Hearts works on the opposite gender and there are somewhat more male enemies than female ones. Move +2 is also a great movement ability and makes characters quite a bit more mobile. Note that this ability supercedes the Squire's Move +1 in every way -- there's absolutely no trade-off or downside to selecting Move +2 over Move +1 once you've learned +2. The Thief's reaction abilities, on the other hand, tend not to be too useful. Gil Snapper is worthless as the amount of gil you receive from it is so small-- the same goes for Steal Gil. Sticky Fingers is not particularly useful for the bulk of the game as you won't fight too many Ninjas, but can be used in the optional sidequests to harvest rare weapons from high-level enemy Ninjas. So, again, if you like rare items, Thief is your job :) ---ORATOR---------------------------------------------------------------------- Required jobs : Mystic lv. 3 Needed for jobs : Bard (lv. 5), Mime (lv. 5) Equippable weapons: Knives, guns Movement range : 3 Equippable armor: Hats, clothes, robes Jump height : 3 Innate ability: Beast Tongue Physical evade : 5% Stats When Active Job: HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: ** Speed: *** Stat Growth Rates: HP: *** MP: * Phys. Atk.: ** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Speechcraft-- Success based on user's: Magick Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Entice * 0 3/3 1/- Foe N 100 Target becomes a guest ally and joins permanently after battle. (Does not work on story characters.) Stall 0 3/3 1/- Any N 100 Resets target's CT Praise 0 3/3 1/- Any N 200 Raises Bravery by 4 # Intimidate * 0 3/3 1/- Any N 200 Lowers Bravery by 20 & Preach 0 3/3 1/- Any N 200 Raises Faith by 4 # Enlighten * 0 3/3 1/- Any N 200 Lowers Faith by 20 & Condemn 0 3/3 1/- Any N 500 Causes Doom status (enemy is KOed after 3 turns) Beg 0 3/3 1/- Foe N 100 Receive gil from enemy Insult 0 3/3 1/- Any N 300 Causes Berserk status Mimic Darlavon 0 3/3 2/* Any N 300 Causes Sleep status Speechcraft abilities cannot target monsters unless the user has the Beast Tongue ability. Orators have this ability innately, but other jobs will have to equip it. # Note: These abilities change Faith or Bravery by 4. 3 points of this change remains only for the battle, but 1 is permanent. & Note: These abilities change Faith or Bravery by 20. 5 points of this change is permanent. --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Earplug Speechcraft Yes 300 Cancels Speechcraft ability used on character --Support Abilities-- JP EFFECT ---------------------------------------------------------- Equip Guns +* 800 Can equip guns regardless of job Tame 500 Physical attacks will recruit monsters if they have critical HP (< 20% of max) Beast Tongue +* 100 Can use Speechcraft against monsters --Movement Abilities-- none JP to master: 3900 --MY THOUGHTS-- Like Time Mages, Orators play a supplementary role. One of their main purpose is to recruit enemy units -- if you want to recruit monsters on this team, you need this job! (To recruit monsters, either use Entice + Beast Tongue, or equip Tame and hit monsters with a physical attack.) Equip Guns is the other key Orator ability. While Orators can equip guns naturally, Equip Guns lets you transfer this ability to other jobs. Having the long range of a gun is handy for "support" jobs that aren't going to be on the front lines. Finally, the Orator lets you play with Bravery and Faith statistics. Boosting your Bravery is particularly useful as it increases the strenght of some attacks and makes your Reaction Ability more likely to activate -- and has no side effects. However, you can just as easily raise your Bravery with Ramza's Steel ability, which also has the advantage that it never misses. Since Faith controls both the damage you deal with magick and receive from enemy magick, it can also be advantageous to raise your magick users' Faith (making them stronger) and lower everyone else's Faith (since they won't be using magick, decreasing their Faith makes enemy magick less effective). It's not essential to tweak your Bravery and Faith like this, but if you DO want to do so, a good tactic is to do it in a random battle against weaker monsters (e.g. at Mandalia Plain), where you can use Speechcraft with less enemy interference. A tough story battle is not a good place to grind Bravery and Faith. You can safely skip Earplug since you'll face enemy Orators only very rarely. ---MYSTIC---------------------------------------------------------------------- Required jobs : White Mage lv. 3 Needed for jobs : Orator (lv. 3), Arithmetician (lv. 4) Equippable weapons: Staves, rods, poles, books Movement range : 3 Equippable armor: Hats, clothes, robes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: ** MP: **** Phys. Atk.: * Mag. Atk.: **** Speed: *** Stat Growth Rates: HP: ** MP: **** Phys. Atk.: ** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Mystic Arts-- Success based on user's: Magick Attack & Faith, plus target's Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Umbra 4 RA 2 4/* 2/1 Any N 100 Causes Blind status Empowerment * 2 2 4/* 1/- Any N 200 Drains MP from target to caster; amount drained is 1/3 of target's maximum MP Invigoration 16 2 4/* 1/- Any N 350 Drains MP from target to caster; amount drained is 1/4 of target's maximum HP Belief * 6 RA 4 4/* 1/- Any N 400 Causes Faith status (character has 100 Faith; both character's own magick and others' magick targeting the character are maximally effective) Disbelief * 6 RA 4 4/* 1/- Any N 400 Causes Atheist status (character cannot use magick but is also immune to others' magick) Corruption 20RA 5 4/* 1/- Any N 300 Causes Undead status Quiescence 16RA 3 4/* 1/- Any N 170 Causes Silence status Fervor 16RA 5 4/* 1/- Any N 400 Causes Berserk status Trepidation * 20RA 4 4/* 1/- Any N 200 Lowers target's Bravery by 30 Delirium 20RA 5 4/* 1/- Any N 400 Causes Confuse status Harmony 34 A 3 4/* 1/- Any N 800 Removes Float, Reraise, Regen, Invisible, Protect, Shell, Haste, Faith, Reflect Hesitation * 10RA 5 4/* 2/0 Any N 100 Causes Disable status Repose 24RA 6 4/* 2/1 Any N 350 Causes Sleep status Induration 16RA 10 4/* 1/- Any N 600 Causes Stone status --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Absorb MP Magick Yes 250 Gain MP equal to MP cost of spell --Support Abilities-- JP EFFECT ---------------------------------------------------------- Defense Boost * 400 Lowers physical damage received --Movement Abilities-- JP EFFECT ---------------------------------------------------------- Ignore Weather 200 Move through swamps at normal speed even if it's raining; cancels weather effects on Black Magick Manafont 350 Restores some MP whenever you move JP to master: 5970 --MY THOUGHTS-- Mystics specialize in inflicting status conditions on their foes. These spells often fail, so if you want to use this job, a character with high Faith is necessary to increase your success rate. In general, though, Mystic is just not a very useful job. They don't have much in the way of direct offense or defense, and their status affliction spells just aren't useful enough to compensate for their charge time, MP cost, and success rate. Mustadio and, later, Beowulf are much more effective at inflicting these kinds of status conditions. Defense Boost can be a somewhat useful support ability, however. ---GEOMANCER------------------------------------------------------------------- Required jobs : Monk lv. 4 Needed for jobs : Ninja (lv. 2), Dancer (lv. 5), Mime (lv. 5), Dark Knight (lv. 8) Equippable weapons: Swords, axes Movement range : 4 Equippable armor: Shields, hats, clothes, robes Jump height : 3 Physical evade : 10% Stats When Active Job: HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: *** Stat Growth Rates: HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Geomancy-- Damage based on user's: Physical Attack & Magick Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Sinkhole * 0 5/* 2/0 Any N 150 Non-elemental attack, causes Immobilize Torrent 0 5/* 2/0 Any N 150 Water attack, causes Toad Tanglevine * 0 5/* 2/0 Any N 150 Non-elemental attack, causes Stop Contortion * 0 5/* 2/0 Any N 150 Non-elemental attack, causes Stone Tremor 0 5/* 2/0 Any N 150 Earth attack, causes Confuse Wind Slash * 0 5/* 2/0 Any N 150 Wind attack, causes Disable Will-o'-the-Wisp * 0 5/* 2/0 Any N 150 Fire attack, causes Sleep Quicksand 0 5/* 2/0 Any N 150 Water attack, causes Doom Sandstorm 0 5/* 2/0 Any N 150 Wind attack, causes Blind Snowstorm 0 5/* 2/0 Any N 150 Ice attack, causes Silence Wind Blast 0 5/* 2/0 Any N 150 Wind attack, causes Slow Magma Surge 0 5/* 2/0 Any N 150 Fire attack, instant KO All Geomancy abilities do more damage when the user has high physical attack and magick attack stats, but magick attack increases the damage more than physical attack. Note: During battle, only one Geomancy ability is available for use at any given time. The available ability is determined by the terrain type of the tile on which the user is standing: Sinkhole : Soil, Wasteland Torrent : Canal, River, Lake, Ocean, Waterfall Tanglevine : Grassland, Underbrush, Vines Contortion : Gravel, Flagstone, Stone Wall, Earthen Wall, Gravestone Tremor : Stone Outcropping, Basalt Wind Slash : Book, Tree, Brick, Bridge, Furnishings, Iron, Moss, Coffin Will-o'-the-Wisp: Wooden Floor, Carpet, Coffer, Stairs, Wooden Deck Quicksand : Marsh, Swamp, Poisonous Fen Sandstorm : Sand, Stalactite, Salt Flat Snowstorm : Snow Wind Blast : Roof, Chimney Magma Surge : Lava, Machinery --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Nature's Wrath Phys. attack Yes 300 Counter using Geomancy command or Geomancy --Support Abilities-- JP EFFECT ---------------------------------------------------------- Attack Boost * 400 Raises physical attack damage --Movement Abilities-- JP EFFECT ---------------------------------------------------------- Ignore Terrain 220 Moving through water does not decrease movement range Lavawalking 150 Can move across and stop on lava tiles JP to master: 2870 --MY THOUGHTS-- Geomancers are sort of a hybrid physical/magick job -- they're pretty decent fighters, and can also do long-range elemental and status attacks with their Geomancy. When the Geomancer job first becomes available, it can be quite useful. Geomancy doesn't cost any MP and activates instantly, and it can hit a group of enemies. Unfortunately, as the game progresses, the damage inflicted by Geomancy doesn't keep pace with enemy HP, and they quickly become less useful. Plus, there's also the disadvantage that you don't have much choice over the Geomancy attacks available at any given time -- at most, you can choose between two or three different attacks by moving to tiles with different terrain. You can't really choose a specific kind of status condition to inflict. Attack Boost, however, is a good support ability throughout the game and can be useful for any fighting-oriented job (though not as good as Dual Wield). It increases the power not just of the Attack command, but other "special" physical attacks like sword techniques. Lavawalking is the game's most singularly useless ability, as only a single, optional map has lava on it, and it's usually a fairly easy battle anyway. But, hey, it's only 150 JP, what a steal! ---DRAGOON--------------------------------------------------------------------- Required jobs : Thief lv. 4 Needed for jobs : Samurai (lv. 2), Dancer (lv. 5), Mime (lv. 5), Dark Knight (lv. 8) Equippable weapons: Polearms Movement range : 3 Equippable armor: Shields, helms, armor, robes Jump height : 4 Physical evade : 10% Stats When Active Job: HP: **** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: *** Stat Growth Rates: HP: **** MP: ** Phys. Atk.: **** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Jump-- Damage based on user's: Physical Attack & Weapon Strength Attack time based on user's: Speed RNG RAD MP TIC H/V H/V TAR JP EFFECT --------------------------------------------------------------- Horizontal Jump 2 * 150 Extends horizontal range of Jump to 2 or fewer tiles Horizontal Jump 3 350 Extends horizontal range of Jump to 3 or fewer tiles Horizontal Jump 4 550 Extends horizontal range of Jump to 4 or fewer tiles Horizontal Jump 5 800 Extends horizontal range of Jump to 5 or fewer tiles Horizontal Jump 8 * 1100 Extends horizontal range of Jump to 8 or fewer tiles Vertical Jump 2 * 100 Extends vertical range of Jump to 2 Vertical Jump 3 250 Extends vertical range of Jump to 3 Vertical Jump 4 400 Extends vertical range of Jump to 4 Vertical Jump 5 550 Extends vertical range of Jump to 5 Vertical Jump 6 700 Extends vertical range of Jump to 6 Vertical Jump 7 * 1000 Extends vertical range of Jump to 7 Vertical Jump 8 1500 Extends vertical range of Jump to 8 The Jump command causes the user to temporarily disappear from the battlefield (by jumping off the screen). On return, the user strikes the targeted unit with a physical attack, then bounces back to his/her original tile. (Note that the user's tile cannot be moved into while s/he is off the screen.) Jump does NOT require an unobstructed line of fire. Initially, Jump has a horizontal range of 1 and a vertical range of 1. All the action abilities simply extend the maximum horizontal range or vertical range of the Jump command. Jump cannot be evaded and always has a 100% hit rate, except when the target has Shirahadori. While the Jump command can be used with any weapon type, you receive a 50% BONUS to the damage dealt by Jump if you're equipped with a polearm. The number of clock ticks required for a Jump attack to activate is equal to 50 divided by the user's Speed statistic. If you want to determine for sure whether or not your Jump will strike before the enemy moves, first calculate the number of ticks your Jump will take (50 divided by your Speed). Then, look at the enemy's current CT and Speed. The number of ticks until the enemy's next turn is the number of CT points needed to reach 100, divided by the enemy's Speed stat (rounded up). If the number of ticks needed for the Jump attack is less than or equal to the number of ticks until the enemy's next turn, the enemy will have no chance to move away from your Jump and you can land the hit. Note that the Jump command cannot be used when you are standing directly underneath a tile at a higher elevation. It also can't target any enemies who happen to be standing on a tile like that. (This is only an issue on a very small number of maps.) --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Dragonheart * Phys. Attack Yes 600 Cast Reraise on self (return once from KO automatically) --Support Abilities-- JP EFFECT ---------------------------------------------------------- Equip Polearms + 400 Can equip Polearms regardless of job --Movement Abilities-- JP EFFECT ---------------------------------------------------------- Ignore Elevation * 700 Infinite jump height in movement JP to master: 9150 --MY THOUGHTS-- Dragoons are sort of a souped-up Knight. They have comparable HP and attack power, can equip armor, and their polearms have a range of two tiles. Dragoons also have the Jump attack, which is quite effective. It does a good amount of damage, potentially has a HUGE range (if you've learned the right abilities), and puts the Dragoon temporarily out of damage. Just make sure your target doesn't move out of the way and cancel your Jump attack! Unfortunately, you can't preview the exact CT list for a Jump attack like you can with magicks, but you can look at the enemy CT gauges when selecting a target. Don't target any enemy who has a high CT gauge, especially if your character is relatively slow. A tip about learning the Jump action abilities: Each Horizontal Jump or Vertical Jump ability replaces all the ones below it. In other words, if you have Horizontal Jump 8, you can do a jump of 1-8 panels; you don't need to learn any other remaining Horizontal Jumps. So, a good strategy is to just learn a couple of the early Horizontal and Vertical Jump abilities (like 2 or 3) to give yourself a decent Jump, then save up your JP for Horizontal Jump 8 and Vertical Jump 7 or 8. Once you get those, your Jump attack will be amazing! Don't waste your JP building up your range one ability at a time. (Horizontal Jump 8 is more advantageous to learn first because in most cases you don't need that great a vertical range to your jump, anyways.) Dragonheart and Ignore Elevation are also valuable abilities, though neither is essential. Dragonheart gives you a Reraise when physically attacked, and Ignore Elevation is helpful for taking shortcuts up and down towers and cliffs. Note, however, that the Time Mage's Teleport gives you this same ability and then some, so Ignore Elevation is kind of redundant. The only reason to learn Ignore Elevation is if you've been building a melee-oriented character and don't want to spend time earning JP as a Time Mage -- and, in fact, it can be quite useful for this purpose. ---SAMURAI--------------------------------------------------------------------- Required jobs : Knight lv. 4, Monk lv. 5, Dragoon lv. 2 Needed for jobs : Dark Knight (lv. 8) Equippable weapons: Katanas Movement range : 3 Equippable armor: Helms, armor, robes Jump height : 3 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: Iaido-- Damage based on user's: Magick Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Ashura 0 Slf 3/3 Foe N 100 "Spirit Blade": Non-elemental magick attack Kotetsu 0 Slf 3/3 Foe N 200 "Binding Darkness": Non-elemental magick attack Osafune 0 Slf 3/3 Foe N 300 "Verse of Oblivion": Lowers enemy MP Murasame * 0 Slf 3/3 Ally N 400 "Rain of Wisdom": Restores HP Ama-no-Murakumo * 0 Slf 3/3 Foe N 500 "Cloudsea Curse": Non-elemental magick attack, causes Slow Kiyomori 0 Slf 3/3 Ally N 600 "Purifying Breeze": Gives both Protect and Shell status Muramasa * 0 Slf 3/3 Foe N 700 "Doomed Aspirations": Non- elemental magick attack, causes Confuse and Doom Kiku-ichimonji 0 4Dir 8/3 Foe N 800 "Sanguine Blossom": Non-elemental magick attack Masamune 0 Slf 3/3 Ally N 900 "Ethereal Embrace": Gives Regen and Haste status Chirijiraden 0 Slf 3/3 Foe N 1000 "Raging Inferno": Non-elemental magick attack Iaido abilities can only be used if you possess the corresponding katana in your inventory (NOT equipped on the character). There is a chance that the katana will break when the ability is used. Aside from the Masamune and Chirijiraden, all of the katanas can be purchased at the Outfitter, although some do not become available until later in the game. All Iaido abilities have a 100% hit rate. When Iaido abilities are used, a special attack name (not just the name of the sword) is displayed -- these are listed in quotation marks above. --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Bonecrusher Critical HP Yes 200 Counterattack and do damage equal to your own maximum HP Shirahadori * Phys. Attack Yes 700 Block physical attacks. DOES work work against bows and crossbows, despite the in-game description. Even works against guns and physical monster attacks! --Support Abilities-- JP EFFECT ---------------------------------------------------------- Equip Katana + 400 Can equip Katanas regardless of job Doublehand 900 Equip one weapon in two hands to increase damage dealt by regular attacks and Aim. Does not affect other weapon-related abilities like Jump. --Movement Abilities-- JP EFFECT --------------------------------------------------------- Swim 300 Can move and act even in water of depth = 2 (i.e., water up to your head) JP to master: 8000 --MY THOUGHTS-- Somewhat like the Monk and Summoner, Iaido nicely mixes both offense and healing. Murasame in particular is a GREAT healing ability, since it restores HP to a large group and requires no charge time. Masamune is in theory also very useful as it casts Regen and Haste to a group of characters, but its value is more limited in practice since Masamunes are pretty hard to get. Unfortunately, the downside to Iaido is that the katana have a tendency to break pretty frequently, which means that this job expensive quickly. (Why, it's almost like Samurai were throwing money at their enemies!) This means Iaido actually tends to get more useful later on, when you have more spare cash for katana. If you want to use a particular Iaido ability, bringing a couple of copies of that katana into battle is a pretty good ability. Equipping accessories that boosts your magick attack is also advantageous since damage from Iaido depends on your magick attack stat, not physical attack. Perhaps the best Samurai ability, then, is Shirahadori, which pumps up your evade rate in accordance with your Bravery. With a high Bravery, you can be virtually invulnerable to physical attacks! This is the best reaction ability in the game and definitely worth learning. Note that the Samurai only has modest stats. They have limited HP, although they can equip heavy armor to boost it. Their attack is pretty good, but since they only have one katana for a weapon, they falter in comparison to the Ninja (which gets TWO weapons) or the Knight (which can use knight's swords). Sure, you can equip Doublehand to increase your attack power, but that uses up your support ability slot. Overall, my feeling is that Samurai is a decent job, but not quite as effective as Dragoons or (especially) Ninja. However, Iaido is a good supplementary Action Ability and can be particularly good when paired with a magick-oriented job -- the job's high magick attack will increase the power of Iaido, and Iaido gives a mage an alternative to magick that doesn't cost MP and doesn't require charging. ---NINJA----------------------------------------------------------------------- Required jobs : Archer lv. 4, Thief lv. 5, Geomancer lv. 2 Needed for jobs : Dark Knight (lv. 8) Equippable weapons: Knives, ninja blades, flails Movement range : 4 Equippable armor: Hats, clothes Jump height : 4 Innate ability: Dual Wield Physical evade : 30% Stats When Active Job: HP: * MP: * Phys. Atk.: **** Mag. Atk.: ** Speed: ***** Stat Growth Rates: HP: ** MP: *** Phys. Atk.: **** Mag. Atk.: * Speed: ***** --ABILITIES-- --Action Abilities: Throw-- Damage based on user's: Speed Range based on user's: Move RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Shuriken * 0 #/* 1/- Any Y 50 Throw shuriken Bomb 0 #/* 1/- Any Y 70 Throw bombs Knife 0 #/* 1/- Any Y 100 Throw knives Sword * 0 #/* 1/- Any Y 100 Throw swords Flail * 0 #/* 1/- Any Y 100 Throw flails Katana 0 #/* 1/- Any Y 100 Throw samurai katanas Ninja Blade 0 #/* 1/- Any Y 100 Throw ninja blades Axe 0 #/* 1/- Any Y 120 Throw axes Polearm 0 #/* 1/- Any Y 100 Throw polearms Pole 0 #/* 1/- Any Y 100 Throw poles Knight's Sword 0 #/* 1/- Any Y 100 Throw knight's swords Book 0 #/* 1/- Any Y 100 Throw books The Throw command allows you to attack by throwing weapons & items from your inventory. Obviously, the item/weapon is lost when it is thrown. Damage from the Throw command is based on the power of the weapon being thrown and on the user's Speed statistic (a higher Speed is better). Weapons with an elemental affinity still do elemental damage when thrown. However, weapons that inflict status ailments or randomly cast magick do NOT have such effects when thrown. # The range of the Throw command is equal to the user's current Move range. (So, anything that changes your Move statistic also changes the range of Throw.) Note that some weapons can only be found in the game's multiplayer modes. Such weapons cannot be thrown with the Throw command. --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Vanish Phys. attack Yes 1000 Gain Invisiblity status Reflexes n/a No 400 Existing evade %s are doubled --Support Abilities-- JP EFFECT ---------------------------------------------------------- Dual Wield +* 1000 Equip weapons in both hands Note that the damage estimate for Dual Wielded attacks is just for the FIRST attack -- if you have a weapon in both hands, the total damage will be much higher! --Movement Abilities-- JP EFFECT --------------------------------------------------------- Waterwalking 420 Stand on surface of water rather than decreasing height to go underwater. Can move on top of deep water without penalty. JP to master: 4040 --MY THOUGHTS-- With a high speed and attack strength, and the innate ability to wield two weapons, Ninja make life very dangerous for your opponents. You can do a lot of damage with two weapons, and their high speed means that Ninjas get to act first and strike before your enemy does. (Plus, their good movement range and jump height makes it easy for them to reach enemies.) Ninjas are effective for sneaking in and taking out enemy archers, gunners, or mages before they can get a spell or shot off. Overall, Ninja is one of the most effective standard job. Aim for leveling up Archer and Thief quickly to unlock it! Throw is also a pretty good action ability. It's not the strongest attack, but throwing good weapons usually does a fair amount of damage and has a nice range. The strongest weapon that you can buy to throw is the Morning Star flail ... well, it's tied with the Slasher axe, but the Slasher costs more money. Buying weapons does mean that the gil costs of Throw add up, but, fortunately, you can always switch back to regular attacks since the Ninja's regular attacks are good too. Good abilities from other jobs to consider for your Ninja are Steal (Ninjas have a very high speed, so this makes your steals more effective) and the Monk's Brawler. Brawler lets you get two punches, which can be an extremely strong physical attack, especially with high Bravery. The main weakness of Ninjas (besides pirates) is their physical frailty; they have very low HP and can't take much damage. This is particularly problematic if you're using Ninjas to rush in and attack first -- they can get surrounded and KOed while your other characters catch up. To solve this, you can equip cloaks or Shirahadori to boost their evade rate, give them an Angel Ring or Chantage or the Dragonheart reaction ability for a Reraise, or use Equip Heavy Armor to gain more HP. Note that Ninjas can equip both ninja blades and flails. Overall, flails are stronger, but they're also more unpredictable -- sometimes they do MORE than the estimated damage, sometimes they do LESS. This can be frustrating if you're trying to finish off a weak enemy and end up not quite doing enough damage. On the other hand, in the long run, flails DO do more damage. It's your call whether you want to favor predictability or the potential for more damage. ---ARITHMETICIAN--------------------------------------------------------------- Required jobs : White Mage lv. 5, Black Mage lv. 5, Time Mage lv. 4, Mystic lv. 4 Needed for jobs : none Equippable weapons: Poles, books Movement range : 3 Equippable armor: Hats, clothes, robes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: * MP: *** Phys. Atk.: * Mag. Atk.: * Speed: * Stat Growth Rates: HP: ** MP: **** Phys. Atk.: * Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Arithmeticks-- Damage based on user's: Magick Attack & Faith, plus target's Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- CT 0 n/a Any N 250 Base equations on CT Level 0 n/a Any N 350 Base equations on level Exp 0 n/a Any N 200 Base equations on Exp Height * 0 n/a Any N 250 Base equations on height Prime * 0 n/a Any N 300 Selects by prime number Multiple of 5 0 n/a Any N 200 Selects by multiple of 5 Multiple of 4 * 0 n/a Any N 400 Selects by multiple of 4 Multiple of 3 * 0 n/a Any N 600 Selects by multiple of 3 Each time you use Arithmeticks, you select one from the first four abilities and one from the second four abilities. This determines what characters the ability will target. For example, selecting "Height" "Multiple of 5" will target all characters whose current height on the map is a multiple of 5. Finally, you select the magick to cast on these targets. Allowable magicks are those marked with an "A" under Black Mage, White Mage, Time Mage, and Mystic (see above). Note that you do NOT need those jobs' Action Abilities equipped; Arithmeticks always allows access to ALL the allowable magicks you've learned. --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Cup of Life HP restore Yes 200 If healing ability used on character restores more HP than is needed to return to max HP, the excess HP is distributed to the rest of the party Soulbind * Any HP loss Yes 300 Inflicted damage is divided between you and the character who inflicted it --Support Abilities-- JP EFFECT ---------------------------------------------------------- Exp Boost * 350 Doubles Exp received in battle --Movement Abilities-- JP EFFECT --------------------------------------------------------- Accrue Exp 400 Earn Exp whenever you move Accure JP 400 Earn JP whenever you move JP to master: 4550 --MY THOUGHTS-- Arithmeticians are extremely powerful magick-wielders. Unlike conventional magick, Arithmeticks takes no time to charge, can strike all the way across the board, and costs no MP! By trying different combinations of multiple and CT/Level/Exp/Height, you can customize exactly who your magick is going to hit. Note that you can preview who Arithmeticks will hit before you use it. Look for the characters with yellow targeting tiles at their feet. If you don't like the combination of targets you're getting, cancel back a few menus and pick a different match of base and multiple. You can't always target exactly the characters you want, but you can usually get reasonably close. Check out the Arithmeticks Chart (Ctrl+F and then 00arith) for help targeting. The problem is that Arithmeticians also require a lot of JP to reach this level of power. First of all, you need to learn spells from the other magick-using jobs, then you have to learn all the Arithmeticks abilities to make your targeting flexible. Moreover, Arithmeticians are REALLY pokey and don't get many turns, making them slow to earn JP. (Giving them an accessory to boost their speed will help.) Arithmeticks also have a very low magick strength, so their spells won't be too effective while they're still an Arithmetician. To remedy this, change the Arithmetician into a Black Mage after you've learned all their abilities and set their second action ability to Arithmeticks. In this highly-evolved form, they can toast enemies around the battlefield or heal your whole party, without even having to charge or use MP! In other words, Arithmeticians are great if you want to spend the time to build them up, but you certainly don't need them to beat the regular game. ---BARD------------------------------------------------------------------------ Required jobs : Summoner lv. 5, Orator lv. 5, MALE characters only Needed for jobs : none Equippable weapons: Instruments Movement range : 3 Equippable armor: Hats, clothes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: * MP: * Phys. Atk.: * Mag. Atk.: **** Speed: *** Stat Growth Rates: HP: * MP: * Phys. Atk.: * Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Bardsong-- Damage based on user's: Magick Attack (Seraph Song/Life's Anthem) RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Seraph Song * 6 All allies N 100 Restores MP Life's Anthem 6 All allies N 100 Restores HP Rousing Melody * 8 All allies N 100 Raises speed by 1 Battle Chant * 8 All allies N 100 Raises physical attack power by 1 Magickal Refrain 10 All allies N 100 Raises magick attack power by 1 Nameless Song * 10 All allies N 100 Gives Reraise, Regen, Protect, Shell, or Haste Finale * 20 All allies N 100 Fills CT to 100 (instant turn!) Bardsong abilities activate repeatedly until a new command is entered for the character. This means that even if you wait out your turns, you can keep activating the ability. Bardsong abilities do not affect allies afflicted with Sleep status. --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Magick Boost Any HP loss Yes 500 Magick attack power + 1 Faith Boost Magick Yes 400 Faith + 3 --Support Abilities-- none --Movement Abilities-- JP EFFECT ---------------------------------------------------------- Move +3 * 1000 Movement range + 3 Fly 5000 Ignore terrain and obstacles while moving JP to master: 7900 --MY THOUGHTS-- Bards can cast a variety of buffs to your whole party, regardless of where the characters are standing. Boosting your speed and attack/magic power, or quickly filling your CT gauge, can help your whole team fight more effectively. On the other hand, Bards can't do much ELSE; they have very little HP or MP and a weak attack. Also, their buffs don't always succeed and will miss quite a few of your party members each time they're used. Bards can learn Fly, which costs an astronomical 5000 JP! Since Fly is basically just a more expensive Teleport, it's not worth the JP cost at all. On the other hand, Move +3 is much more reasonably priced and is extremely effective for getting around the map quickly! Of course, if you have Move +3, then Move +1 and Move +2 become completely obsolete. ---DANCER---------------------------------------------------------------------- Required jobs : Geomancer lv. 5, Dragoon lv. 5, FEMALE characters only Needed for jobs : none Equippable weapons: Knives, cloths Movement range : 3 Equippable armor: Hats, clothes Jump height : 3 Physical evade : 5% Stats When Active Job: HP: * MP: * Phys. Atk.: **** Mag. Atk.: *** Speed: *** Stat Growth Rates: HP: * MP: * Phys. Atk.: *** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Dance-- Damage based on user's: Physical Attack (Witch Hunt/Mincing Minuet) RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Witch Hunt 6 All enemies N 100 Lowers enemy MP Mincing Minuet 6 All enemies N 100 Lowers enemy HP Slow Dance * 8 All enemies N 100 Lowers enemy speed by 1 Polka 8 All enemies N 100 Lowers enemy physical attack by 1 Heathen Frolick * 10 All enemies N 100 Lowers enemy magical attack by 1 Forbidden Dance * 10 All enemies N 100 Causes Blind, Confuse, Silence, Toad, Poison, Slow, Stop, or Sleep Last Waltz 20 All enemies N 100 Empties enemy CT Dance abilities activate repeatedly until a new command is entered for the character. This means that even if you wait out your turns, you can keep activating the ability. Dance abilities do not affect enemies afflicted with Sleep status. --Reaction Abilities-- TRIGGER BRV JP EFFECT ---------------------------------------------------------- Fury Any HP loss Yes 600 Physical attack power + 1 Bravery Boost Physical atk Yes 700 Bravery + 3 --Support Abilities-- none --Movement Abilities-- JP EFFECT ---------------------------------------------------------- Jump +3 1000 Jump height + 3 Fly 5000 Can fly over terrain and enemies JP to master: 8000 --MY THOUGHTS-- Whereas Bards cast buffs to help your entire party, Dancers lower the stats of the entire party. Mincing Minuet does far too little damage to bother with, but lowering enemy speed or attack power, or inflicting status conditions with Forbidden Dance, can be useful. Dancers tend to be better than Bards. Since there are generally more bad guys on the map than party members, it's more effective to drop the enemies' stats than boost your own. Plus, they have a stronger physical attack. Dancers also work well with the Knight's Parry ability, as their cloth weapons have a VERY high parry rate (50%). As with Bard, Fly is definitely not worth 5000 JP ... and Jump +3 is pretty pointless too, since Teleport essentially duplicates all its effects and costs fewer JP! ---MIME------------------------------------------------------------------------ Required jobs : Squire lv. 8, Chemist lv. 8, Summoner lv. 5, Orator lv. 5, Geomancer lv. 5, Dragoon lv. 5 Needed for jobs : none Equippable weapons: None Movement range : 4 Equippable armor: None Jump height : 4 Physical evade : 5% Stats When Active Job: HP: ***** MP: * Phys. Atk.: ***** Mag. Atk.: **** Speed: ***** Stat Growth Rates: HP: ***** MP: **** Phys. Atk.: ***** Mag. Atk.: * Speed: ** --ABILITIES-- NO ABILITIES The Mime copies every action that your other characters take. --MY THOUGHTS-- Mimes aren't quite as good as you'd think. They only mimic abilities in the exact direction and range that they were originally used, which means they usually miss. However, if you use them very carefully, they can be useful, as they could potentially double the number of actions you take. Try pairing a Mime with a Arithmetician -- everything spell the Arithmetician calculates, the Mime will repeat for twice the effect (of course, you could just make two Arithmeticians instead...). The main asset of Mimes is that they have great stat growth, making this a great job to level up with. (Along with a level 8 Onion Knight, they're the only generic job that can raise your Magick Attack.) ---DARK KNIGHT----------------------------------------------------------------- Required jobs : Knight MASTERED, Black Mage MASTERED, Samurai lv. 8, Ninja lv. 8, Geomancer lv. 8, Dragoon lv. 8, must kill 20 enemies (so that they turn into chests/crystals) with the character Needed for jobs : none Equippable weapons: Swords, knight's swords, Movement range : 3 fell swords, axes, flails Jump height : 3 Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 0% Stats When Active Job: HP: *** MP: **** Phys. Atk.: ***** Mag. Atk.: ** Speed: *** Stat Growth Rates: HP: ** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Darkness-- Damage based on user's: Physical Attack & Weapon Strength RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Sanguine Sword * 0 3/* 1/- Any N 500 Drains HP Infernal Strike 0 3/* 1/- Any N 500 Drains MP Crushing Blow * 0 3/2 1/2 Any N 300 Attack, causes Stop. Element of this attack is based on element of user's current weapon. Abyssal Blade * 0 #Cone#/2 Any N 1000 Non-elemental attack; does more damage to units closer to caster. Consumes HP equal to 20% of user's maximum HP Unholy Sacrifice 0 Slf 3/3 Any N 1200 Dark attack, causes Slow. Consumes HP equal to 30% of user's max HP. The greater the user's max HP, the more damage this ability does. # Abyssal Blade has a "cone" attack pattern. Within its vertical range of 2, it strikes the first tile in the orientation you're facing, three tiles in a row behind that, and five tiles in the row behind *that*. In other words, it looks something like this: X XX U = user UXXX X = affected tiles XX X All Darkness techniques have a 100% hit rate. However, they cannot be used unless the user is equipped with a sword, knight's sword, or fell sword. Damage from Darkness 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!). --Reaction Abilities-- none --Support Abilities-- JP EFFECT ---------------------------------------------------------- HP Boost 2000 Increases maximum HP by 20% Vehemence * 400 Increases by 50% the effectiveness of user's attacks and HP-restoring abilities, but also increases damage received by 50% --Movement Abilities-- JP EFFECT --------------------------------------------------------- Move +3# * 1000 Movement range + 3 Jump +3# 1000 Jump height + 3 #: Move +3 is available for female Dark Knights, Jump +3 for males. JP to master: 6700 --MY THOUGHTS-- Well, Dark Knights are very strong. They have the strongest attack power of any regular job, can equip knight's swords and heavy armor, and pretty much all of their abilities are great (though Crushing Blow, Abyssal Blade, and Unholy Sacrifice are all height-limited). Note that you can negate the HP costs associated with Abyssal Blade and Unholy Sacrifice by equipping the Time Mage ability Mana Shield. Unlocking the Dark Knight job allows even generic characters to use sword techniques, and the HP-draining effect of Sanguine Sword makes it a particularly advantageous attack to have. Vehemence is also a great support ability for characters who aren't too fragile. Dark Knights are also the only job (aside from Onion Knights, of course) that can equip the fell swords, special weapons found in the game's multiplayer mode. Fell swords aren't really that great, though, since they require both hands and don't carry all the buffs that knight's swords do. So what's the catch? Well, the requirements for this job are also astronomical. You need to completely master two other jobs (one physical, one magickal) and get four other jobs up to level 8 ... plus you need to kill 20 enemies with the character. By the time you do all that, you'll probably be tough enough that you don't even *need* the Dark Knight job to complete the single-player mode! So, while the Dark Knight is indisputably powerful, you definitely don't need to jump through the hoops to get it just to use in the single-player mode. On the other hand, if you want to finish all the Rendezvous Mode missions, the Dark Knight and its HP-draining ability is quite important! ---ONION KNIGHT---------------------------------------------------------------- Required jobs : Squire lv. 6, Chemist lv. 6 Needed for jobs : None Equippable weapons: All Movement range : 3 Equippable armor: All Jump height : 3 Physical evade : 5% Stats When Active Job: when job lv.8: 30% HP: * MP: * Phys. Atk.: * Mag. Atk.: * Speed: *** Upon reaching job level 8 (see below), the Onion Knight's stats will increase: HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: **** Speed: ***** Stat Growth Rates: HP: ** MP: *** Phys. Atk.: * Mag. Atk.: * Speed: * Stat Growth Rates at job level 8: HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: **** Speed: ***** --ABILITIES-- NO ABILITIES The Onion Knight cannot use any abilities, but can use any kind of equipment. Even items normally reserved for female characters can be used by male Onion Knights (and by female Onion Knights, too, of course). --MY THOUGHTS-- Taken in their base form, Onion Knights seem how exactly how the game describes them: sad. Sure, they can equip any piece of equipment, but they have terrible stats and NO abilities. Even if you gave them a good sword and armor, they'd still be just a weaker Knight with no abilities. Plus, they don't gain experience from taking actions. So what's the point of Onion Knights? Well, for every two other jobs you master, the job level of Onion Knight increases. (Squire, Chemist, Mime, Dark Knight, and special jobs that replace Squire do not count towards this count.) If you master 14 jobs and get Onion Knight to job level 8, their stats will see a BIG increase. (Yes, mastering 14 jobs is a LOT of abilities to learn.) Also, if you play the game's multiplayer mode, you can earn the Onion gear, very strong equipment that can only be used by Onion Knights. With these two things, Onion Knights can be very strong melee fighters, although they still have no abilities. Once at job level 8, the Onion Knight also gains the best stat bonuses on level-up, but since they don't get Exp from attacking and can't equip Steal Exp, the only way to level them up is with the Wild Boar's Bequeath Bacon ability (available with the Beastmaster support ability). Since Wild Boars can only be obtained by breeding them from a Swine or from other Wild Boars, this can take quite a while. If you're not interested in spending a lot of time leveling up your jobs or breeding Wild Boars, you probably won't have much use for the Onion Knight. (And you certainly don't *need* them for the single-player mode!) But, if you want to spend the time, you'll end up with the best stats available in the game! %%%SPECIAL JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job2 These are special jobs used by specific story characters. They aren't available to generic characters. In all cases where a story character has a special job, the special job replaces the Squire job for that character. All the special jobs have the same reaction, support, and movement abilities as the Squire job (which they replace). Therefore, I haven't bothered to list them. The exceptions are the Ark Knight, Automaton, and Byblos jobs, which do have different abilities. ---SQUIRE [RAMZA]-------------------------------------------------------------- Used By: Ramza Movement range : 4 Equippable weapons: Knives, swords, Jump height : 3 knight's swords (ch. 4), flails Physical evade : 10% Equippable armor: Shields (ch. 2+), hats, helms (ch. 2+), clothes, armor (ch. 2+), 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: Mettle-- Damage based on user's: Physical Attack (Rush/Stone) Magick Attack and Faith, plus target's Faith (Ultima) RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Focus * 0 Slf 1/- Self - 300 Raises physical attack power by 1 for duration of battle Rush 0 1/1 1/- Any - 80 Weak physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Salve 0 1/2 1/- Any - 150 Cures Blind, Silence, Poison Tailwind * 0 3/* 1/- Any N 200 Raises speed by 1 for duration of battle Chant * 0 1/3 1/- Any - 0 Restores HP, Ramza loses HP equal to 1/2 of amount healed Steel (ch. 2+) * 0 3/* 1/- Any N 200 Raises Bravery by 5 # Shout (ch. 4) * 0 Slf 1/- Self - 500 Raises Bravery by 10 #, physical and magick strength by 1, speed by 1 Ultima (ch. 4) 10 5 4/* 2/1 Any N & Non-elemental magick attack JP to master: 2570 # Note: These abilities increase your Bravery. Most of this change remains only for the battle, but for every 4 points you increase your Bravery during battle, you get a 1 point permanent increase in Bravery. Ultima can only be learned by having Luso or an enemy cast it on Ramza; see the "Learning Magick from Being Hit" section for more information. --MY THOUGHTS-- Ramza's Squire job is powered up quite a bit relative to a regular Squire. He has better stats, some extra abilities, and he can equip knight's swords and heavy armor. (Unlike a regular Squire, though, he can't use axes, oddly enough.) Most of Ramza's extra abilities are quite useful. Tailwind is a speed boost, Steel is a Bravery boost, and Shout raises all stats but only works on Ramza. Steel is particulary useful as it's the fastest way of permanently adding to your Bravery; it has a 100% hit rate and costs no MP. Whenever Ramza has a spare turn, it's a good idea to have him use Steel to boost a teammate's Bravery (or Shout to boost his own); increasing your Bravery makes your reaction abilities much more effective. In a pinch, Chant is good for healing too. On the other hand, the Ultima spell is actually pretty weak, especially given that you have to go out of your way to learn it. So, Mettle makes for a good set of support abilities. But since Ramza doesn't have much in the way of direct attack abilities and only one healing ability that also hurts him, you'll probably eventually want to supplement Mettle with some other abilities. You can switch Ramza to another job (I like to make him Monk or a Ninja) and equip Mettle as your second command. Or, since his Squire job is pretty strong statistically, learn abilities with a different job and then switch him back to Squire! If you're trying to master lots of jobs for the purposes of powering up Onion Knight, note that Ramza's Squire job isn't Mastered until he learns Ultima. ---SQUIRE [DELITA]------------------------------------------------------------- Used By: Delita (ch. 1) Movement range : 4 Equippable weapons: Knives, swords, flails Jump height : 3 Equippable armor: Hats, clothes, robes Physical evade : 5% Stats When Active Job: HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: *** --ABILITIES-- --Action Abilities: Mettle-- Damage based on user's: Physical Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Focus * 0 Slf 1/- Self - 300 Raises physical attack power by 1 for duration of battle Rush 0 1/1 1/- Any - 80 Weak physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Salve 0 1/2 1/- Any - 150 Cures Blind, Silence, Poison Chant * 0 1/3 1/- Any - 0 Restores HP, Delita loses HP equal to 1/2 of amount healed JP to master: 1620 --MY THOUGHTS-- Like Ramza's, Delita's Squire job has superior stats to a regular Squire, although he only has one extra ability, Chant. Chant comes in quite useful during Chapter I, as it lets Delita heal other party members for a substantial amount (albeit at the cost of some of his own HP). Expect to see the guest AI using it fairly frequently. ---SQUIRE [ARGATH]------------------------------------------------------------- Used By: Argath (ch. 1) Movement range : 4 Equippable weapons: Knives, swords, axes, flails Jump height : 3 Equippable armor: Hats, clothes Physical evade : 15% Stats When Active Job: HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: *** --ABILITIES-- --Action Abilities: Fundaments-- Damage based on user's: Physical Attack & Weapon Strength RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Focus * 0 Slf 1/- Self - 300 Raises physical attack power by 1 for duration of battle Rush 0 1/1 1/- Any - 80 Weak physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Salve 0 1/2 1/- Any - 150 Cures Blind, Silence, Poison Rend Helm 0 Weapon Any Y 300 Destroys target's headgear Rend Armor 0 Weapon Any Y 400 Destroys target's armor JP to master: 2320 --MY THOUGHTS-- Again, compared to a regular Squire, Argath has better stats and a couple extra abilities: Rend Helm and Rend Armor. They'd be nice to use, but since Argath only gains JP during story battles (he doesn't participate in random battles), you likely won't even have a chance to learn them. Instead, you may want to supplement him with a Black Magick spell or two if available, or perhaps Items. ---FELL KNIGHT----------------------------------------------------------------- Used By: Gaffgarion Movement range : 3 Equippable weapons: Swords, knight's swords Jump height : 3 Equippable armor: Shields, helms, armor, robes Physical evade : 15% Stats When Active Job: HP: ***** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: **** --ABILITIES-- --Action Abilities: Fell Sword-- Damage based on user's: Physical Attack & Weapon Strength RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Shadowblade * 0 3/* 1/- Any N 100 Absorbs HP from target Duskblade 0 3/* 1/- Any N 500 Absorbs MP from target Fell Sword techniques have a 100% hit rate. However, they cannot be used unless Gaffgarion is equipped with a sword, knight's sword, or fell sword. JP to master: 1650 --MY THOUGHTS-- Gaffgarion is cool, but he's only in your party for two battles plus the intro battle at the start of the game. But, his Shadowblade technique is quite powerful (and restores some of Gaffgarion's HP!), so he'll be helpful while you've got him. ---HOLY KNIGHT----------------------------------------------------------------- Used By: Agrias, Delita (ch. 2+) Movement range : 3 Equippable weapons: Swords, knight's swords Jump height : 3 Equippable armor: Shields, helms, armor, robes Physical evade : 25% Stats When Active Job: HP: ***** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: *** Stat Growth Rates: HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Holy Sword-- Damage based on user's: Physical Attack & Weapon Strength RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Judgment Blade * 0 2/* 2/0 Any N 0 Physical attack, causes Stop Cleansing Strike 0 3/2 1/- Any N 400 Physical attack, causes Doom Northswain's Strike 0 3/1 1/- Any N 500 Physical attack, instant KO Hallowed Bolt * 0 3/* 2/1 Any N 700 Physical attack, causes Silence Divine Ruination * 0 4Dir 5/2 Any N 800 Physical attack, causes Confuse Chant (Delita only) 0 1/3 1/- Any - 0 Restores HP, Delita loses HP equal to 1/2 of amount healed Holy Sword techniques have a 100% hit rate. However, they cannot be used unless Agrias/Delita is equipped with a sword, knight's sword, or fell sword. Damage from Holy Sword 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.) JP to master: 3450 --MY THOUGHTS-- Agrias's sword techniques makes her an invaluable member of your party as soon as she joins, and she'll stay that way pretty much throughout the game. Her Holy Sword abilities are great because they do a lot of damage, require no charge time or MP, and have a few panels' range! She's likely to be a major part of your offense, especially before you get Orlandeau, who has all of Agrias's abilities and then some. Even with Orlandeau available, though, Agrias still makes for a good fighter; she's just not quite *as* strong ;). You may want to save up your JP for Hallowed Bolt and Divine Ruination, her best techniques. Divine Ruination is her strongest technique and can damage quite a few enemies if they all happen to be standing on a straight line. Hallowed Bolt isn't quite as strong, but it works on a diagonal and can strike multiple enemies standing next to each other. Note that since sword techniques are considered physical attacks, the Geomancer's Attack Boost can make them even stronger! Delita's version of the Holy Knight job is even tougher, but he only shows up as a Holy Knight for a few battles. ---PRINCESS-------------------------------------------------------------------- Used By: Ovelia Movement range : 4 Equippable weapons: Staves Jump height : 3 Equippable armor: Hats, clothes, robes Physical evade : 20% Stats When Active Job: HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: *** --ABILITIES-- --Action Abilities: Holy Magicks-- RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Aegis * 30 4 5/* 1/- Any N 0 Gives Reraise, Regen, Protect, Shell, and Haste status Dispelna 20 4 4/* 1/- Any N 0 Cures Stone, Confuse, Silence, Vampire, Toad, Poison, Stop, Sleep, Immobilize, and Disable JP to master: 1050 --MY THOUGHTS-- Well, Ovelia only fights in a few battles, but she's actually a useful character (you wouldn't expect her to be, but she is!). Aegis is a great spell since it casts 5 different buffs at once; unfortunately, since you can't control her, she'll mostly cast it on herself. ---MACHINIST------------------------------------------------------------------- Used By: Mustadio Movement range : 3 Equippable weapons: Knives, guns Jump height : 4 Equippable armor: Hats, clothes Physical evade : 18% Stats When Active Job: HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: **** Speed: **** Stat Growth Rates: HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: * Speed: * --ABILITIES-- --Action Abilities: Aimed Shot-- Success based on user's: Speed RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Leg Shot 0 Weapon Any Y 200 Causes Immobilize status Arm Shot * 0 Weapon Any Y 300 Causes Disable status Seal Evil * 0 Weapon Any Y 200 Turns undead to Stone Aimed Shot fires twice per turn if combined with the Dual Wield support ability and Dual Wielded weapons. (You'll need to have Mustadio configured to use a weapon type that CAN be Dual Wielded; neither knives nor guns can be Dual Wielded.) JP to master: 1750 --MY THOUGHTS-- With his Arm Shot ability and a gun, Mustadio can disable enemies from across the battlefield. This is a great ability since it effectively stops enemy from taking any kind of action for a few turns. You can Disable enemy mages to keep them from casting spells while the rest of your team is trying to reach them, or Disable a melee fighter and have the rest of your team pounce on him/her without fear of reprisal. Or, when you're just faced with a lot of enemies at once, Disabling a few can make the crowd more manageable. Since Disable also shuts down reaction abilities, you can also use it to stop monsters from counter-attacking you or to keep humans from recovering from your attacks. Towards the very end of the game, it becomes slightly less useful since many human enemies are equipped with Thief's Caps, which renders them immune to Disable status. Seal Evil is also useful: it turns undead enemies to stone, which not only defeats them instantly, but prevents them from reviving. (And it has a high hit rate!) Although you won't face undead enemies in too many battles, it's quite handy in the ones where you do. In order for Mustadio's Aimed Shot abilities to keep their long range, Mustadio needs to stay equipped with a gun. Once you've finished learning his Aimed Shot abilities, you may want to consider switching him to a Chemist, another job that can equip guns. This will let him supplement his Aimed Shots with the ability to heal your teammates. Once you get Balthier, though, Mustadio essentially becomes obsolete, since Balthier has even more abilities and better stats. ---ASTROLOGER------------------------------------------------------------------ Used by: Orran Movement range : 3 Equippable weapons: Books Jump height : 4 Equippable armor: Hats, clothes Physical evade : 15% --ABILITIES-- --Action Abilities: Astrology-- RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Celestial Stasis * 5 All foes! N 0 Causes Stop, Immobilize, or Disable Focus * 0 Slf 1/- Self - 300 Raises physical attack power by 1 for duration of battle Rush 0 1/1 1/- Any - 80 Weak physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Salve 0 1/2 1/- Any - 150 Cures Blind, Silence, Poison JP to master: 1865 --MY THOUGHTS-- Orran is ludicrously powerful, thanks to his Celestial Stasis spell, which will debilitate most of the enemies on the board every time he uses it and doesn't even cost any MP! Too bad he only shows up in one battle and you don't even get to control him :( ---CLERIC---------------------------------------------------------------------- Used By: Alma Movement range : 4 Equippable weapons: Staves Jump height : 3 Equippable armor: Hats, clothes, robes Physical evade : 18% Stats When Active Job: HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: *** --ABILITIES-- --Action Abilities: Holy Magicks-- RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Aegis * 30 4 5/* 1/- Any N 0 Gives Reraise, Regen, Protect, Shell, and Haste status Dispelna 20 4 4/* 1/- Any N 0 Cures Stone, Confuse, Silence, Vampire, Toad, Poison, Stop, Sleep, Immobilize, and Disable Ultima 10 5 4/* 2/1 Any N & Non-elemental magick attack Chant * 0 1/3 1/- Any - 0 Restores HP, Alma loses HP equal to 1/2 of amount healed JP to master: 1050 --MY THOUGHTS-- Alma is almost identical to Ovelia, except that she has Chant. As with Ovelia, Aegis is a great support spell, so she'll be useful during the few battles where you can control her. You can use Items to keep up her MP and allow her to keep casting the spell. It's a good idea to de-equip Alma of her all gear before you go to Orbonne Monastery in Chapter III, since most of it can't be bought in stores. When Alma rejoins during the final battle, it is possible for her to learn Ultima from casting Ramza or Luso casting it on her, but you're better off with her Aegis magick! ---GAME HUNTER----------------------------------------------------------------- Used By: Luso Movement range : 4 Equippable weapons: Knives, swords, knight's swords, Jump height : 3 flails Physical evade : 10% Equippable armor: Shields, hats, helms, clothes, armor, robes Innate ability (as Game Hunter only): Poach Stats When Active Job: HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: *** Stat Growth Rates: HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: ** Speed: ** --ABILITIES-- --Action Abilities: Huntcraft-- Damage based on user's: Physical Attack (Rush/Stone) Magick Attack and Faith, plus target's Faith (Ultima) RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Focus * 0 Slf 1/- Self - 300 Raises physical attack power by 1 for duration of battle Rush 0 1/1 1/- Any - 80 Weak physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack, may knock enemy back one tile; does variable damage (may be more or less than estimate) Salve 0 1/2 1/- Any - 150 Cures Blind, Silence, Poison Tailwind * 0 3/* 1/- Any N 200 Raises speed by 1 for duration of battle Chant * 0 1/3 1/- Any - 0 Restores HP, Luso loses HP equal to 1/2 of amount healed Steel * 0 3/* 1/- Any N 200 Raises Bravery by 5 Shout * 0 Slf 1/- Self - 500 Raises Bravery by 10, attack and magick strength by 1, speed by 1 Ultima 10 5 4/* 2/1 Any N & Non-elemental magick attack JP to master: 4430 Ultima can only be learned by having Ramza or an enemy cast it on Luso; see the "Learning Magick from Being Hit" section for more information. --MY THOUGHTS-- Luso is basically a clone of Ramza, even down to his stats, and so has the same strengths and weaknesses. Luso's main distinguishing feature is his innate Poach ability, which can be nice for hunting for the rare items you get from poaching some monsters. Overall, Luso's OK -- but you already have one Ramza, and *that* Ramza is the one you're required to use in story battles. As a result, Luso is sadly pretty redundant in most cases. Ramza's abilities aren't good enough that you need two people in the party using them, not when you fill that slot in your party with a character who has a different set of abilities. If you're trying to master lots of jobs for the purposes of powering up Onion Knight, note that Game Hunter isn't Mastered until Luso learns Ultima. ---SKYSEER--------------------------------------------------------------------- Used By: Rapha Movement range : 3 Equippable weapons: Staves, poles Jump height : 3 Equippable armor: Hats, clothes, robes Physical evade : 10% Stats When Active Job: HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: **** Stat Growth Rates: HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: * --Action Abilities: Sky Mantra-- Damage based on user's: Magick Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Heaven's Wrath * 3 4/* 2/3 Any N 100 Lightning attack, strikes random tiles within radius Ashura 4 4/* 2/3 Any N 200 Fire attack, strikes random tiles within radius Adamantine Blade 5 4/* 2/3 Any N 300 Wind attack, strikes random tiles within radius Maelstrom 6 4/* 2/3 Any N 400 Water attack, strikes random tiles within radius Celestial Void * 5 4/* 2/3 Any N 500 Non-elemental magick attack, strikes random tiles within radius. Causes Blind, Confuse, Silence, Toad, Poison, Slow, or Sleep Divinity 7 4/* 2/3 Any N 600 Earth attack, strikes random tiles within radius Sky Mantra attacks do not take Rapha's Faith or enemy Faith into consideration, unlike most magick attacks. JP to master: 3150 --MY THOUGHTS-- As you've probably observed during her time as a guest, Rapha's Sky Mantra abilities are pretty useless. They strike random tiles within their effect radius, making them often as likely to hit your allies as your enemies, and they don't even do all that much damage anyway. (Plus, they take time to charge.) On the other hand, given her low Bravery, Rapha is a character that can easily be made into a good Treasure Hunter. (You're more likely to get good items with Treasure Hunter if your Bravery is low.) And, if you're planning to tackle the bonus dungeon, you'll definitely want a Treasure Hunter! Of course, it's not in any way necessary to specifically use Rapha for this; any other character with low Bravery works fine. Rapha just tends to be convenient since her Bravery is already pretty low to start with -- and you may want to lower her Bravery even further with the Orator's Intimidate to increase your odds further. ---NETHERSEER------------------------------------------------------------------ Used By: Marach Movement range : 4 Equippable weapons: Rods, poles Jump height : 3 Equippable armor: Hats, clothes, robes Physical evade : 8% Stats When Active Job: HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: **** Stat Growth Rates: HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: * --Action Abilities: Nether Mantra-- Damage based on user's: Magick Attack & LOW Faith, plus target's LOW Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Hell's Wrath * 3 4/* 2/3 Any N 100 Lightning attack, strikes random tiles within radius Nether Ashura 4 4/* 2/3 Any N 200 Fire attack, strikes random tiles within radius Nether Blade 5 4/* 2/3 Any N 300 Wind attack, strikes random tiles within radius Nether Maelstrom 6 4/* 2/3 Any N 400 Water attack, strikes random tiles within radius Corporeal Void * 5 4/* 2/3 Any N 500 Non-elemental magick attack, strikes random tiles within radius. Causes Blind, Confuse, Silence, Toad, Poison, Slow, or Sleep Impiety 7 4/* 2/3 Any N 600 Earth attack, strikes random tiles within radius Nether Mantra attacks do increased damage to enemies with LOW Faith, and when Marach has LOW Faith. This is the opposite of most magick attacks, which do more damage when Faith is high. (Note, however, the Faith and Atheist status conditions still affect Nether Mantra in the usual way.) JP to master: 3150 --MY THOUGHTS-- Marach's abilities are quite similar to Rapha's in that they strike random tiles. His main interesting feature is that Nether Mantra does more damage to enemies with LOW Faith (the reverse of regular magick), with gives you a magick attack that's actually effective against low-Faith enemies. Unfortunately, since Nether Mantra is so random, it's still not all that useful. While Rapha can easily be turned into a Treasure Hunter thanks to her low starting Bravery, Marach has a pretty average Bravery and isn't particularly good for this. In other words: there's generally not much of a reason to put Marach in your party, and he's usually considered the least useful of the story characters. If you're not set on having all the story characters on your roster, you could even skip recruiting him--or sign him up, take his equipment, and then delete him. If you do want to use Marach, you can always switch him to some standard job instead of relying on his Nether Mantra abilities. Of course, then he's really no different from any other generic character. ---TEMPLAR--------------------------------------------------------------------- Used By: Beowulf Movement range : 4 Equippable weapons: Knives, swords, knight's swords Jump height : 3 Equippable armor: Shields, helms, armor, robes Physical evade : 14% Stats When Active Job: HP: **** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: **** Stat Growth Rates: HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: * --ABILITIES-- --Action Abilities: Spellblade-- Success based on user's: Magick Attack & Faith, plus target's Faith RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Blind 6 0 4/* 1/- Any N 50 Inflicts Blind status Syphon * 2 0 4/* 1/- Any N 100 Absorbs MP from target (amount = 1/4 of target's max MP) Drain 12 0 4/* 1/- Any N 180 Absorbs HP from target (amount = 1/4 of target's max HP) Faith 10 0 4/* 1/- Any N 200 Causes Faith status (character has 100 Faith; both character's own magick and others' magick targeting the character are maximally effective) Doubt 10 0 4/* 1/- Any N 200 Causes Atheist status (character cannot use magick but is also immune to others' magick) Zombie 14 0 4/* 1/- Any N 150 Causes Undead condition Silence 16 0 4/* 1/- Any N 90 Causes Silence Berserk 16 0 4/* 1/- Any N 200 Causes Berserk Chicken * 12 0 4/* 1/- Any N 500 Lowers target's Bravery by 50 Confuse 14 0 4/* 1/- Any N 200 Causes Confuse Dispel 20 0 4/* 1/- Any N 300 Removes Float, Reraise, Regen, Invisible, Protect, Shell, Haste, Faith, Reflect Disable * 14 0 4/* 1/- Any N 50 Causes Disable status Sleep 20 0 4/* 1/- Any N 170 Causes Sleep Break * 24 0 4/* 1/- Any N 300 Causes Stone Vengeance * 20 0 8/* 1/- Any N 600 Deals damage = (Beowulf's max HP minus Beowulf's current HP) Spellblade techniques cannot be used unless Beowulf is equipped with a sword, knight's sword, or fell sword. JP to master: 4340 --MY THOUGHTS-- Beowulf is essentially a Mystic on steroids -- like a Mystic, he specializes in inflicing status conditions, but his abilities don't need to charge and in some cases cost less MP than the Mystic equivalent! Plus, with a knight's sword, he can be a pretty good fighter, and Templar has the highest MP of any job in the game. A trio of Spellblade abilities are particularly useful. First off, Chicken drops an enemy's Bravery by 50, which will turn it into a useless chicken in one shot if the enemy's Bravery is less than 60. It almost always has a 70-100% hit rate, and it only costs 12 MP! It's a great ability for quickly reducing the number of enemies you need to fight at once, and is also a pretty good way of prolonging a battle (e.g. to hunt for items in the bonus dungeon). Vengeance is also a great ranged attack that can do quite a bit of damage when Beowulf is low on HP (and it has a fantastic range of EIGHT panels); the main downside is that it's useless at the start of a battle when Beowulf hasn't been harmed yet. Finally, Beowulf's Break spell also has a pretty high chance of turning an enemy instantly to stone. ---AUTOMATON------------------------------------------------------------------- Used By: Construct 8 Movement range : 3 Equippable weapons: none Jump height : 3 Equippable armor: none Physical : 0% Innate abilities: Counter, Ignore Terrain, Ignore Weather#, cannot enter water. Construct 8 is also immune to all status conditions except Confusion, all elements except Lightning and Water, and (by virtue of having 0 Faith) all magick. It's weak to Lightning, but only non-magickal Lightning attacks since it's immune to magick. # Since Construct 8 has no magick and can't enter water, its Ignore Weather would appear not to ever actually do anything. What in the world? --ABILITIES-- --Action Abilities: Tasks-- Damage based on user's: Physical Attack RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Destroy 0 1/2 1/- Any - 0 Physical attack; Construct 8 loses HP equal to 1/8 of damage inflicted Compress 0 1/2 1/- Any - 0 Physical attack; Construct 8 loses HP equal to 1/6 of damage inflicted Dispose * 0 8/* 1/- Any N 0 Physical attack; Construct 8 loses HP equal to 1/4 of damage inflicted Pulverize 0 1/0 1/- Any - 0 Physical attack; Construct 8 loses HP equal to 1/4 of damage inflicted All Tasks abilities cannot be evaded or blocked, but consume some of Construct 8's HP when used. --Reaction Abilities-- TRIGGER BRV JP EFFECT ------------------------------------------------------------ Counter Automatically eqppd. Yes 0 Counter-attack with physical attack --Support Abilities-- JP EFFECT ---------------------------------------------------------- Defense Boost Automatically eqpd. 0 Lowers damage received from physical attacks --Movement Abilities-- none JP to master: 0 --MY THOUGHTS-- Since Construct 8 is a special "monster," it can't change jobs, use equipment, or learn new abilities. That means it's not a very customizable character and has pretty much a fixed set of strengths and weaknesses. One of Construct 8's great strengths is its Dispose ability, which has a range of 8 panels and never misses. It's only moderately strong, but the range and hit rate make it good for taking out enemy mages and gunners/archers. Construct 8 is also great on defense, since it's immune to magick and most status conditions (Confuse being one of the notable exceptions). This makes it especially useful in particular battles where the enemy relies heavily on magick or status attacks. Plus, it has an inherent Defense Boost and Counter. You can also use Construct 8 as a stepping-stool to help other characters climb up to higher ledges. (Other large monsters have this ability as well.) This is necessary to find the hidden items at Nelveska Temple, and can often be handy in Midlight's Deep as well. The downside to Construct 8 is that it's pretty slow and has a short move range, so it's pretty rare that you'll actually have a chance to use its close range attacks. It's of course also immune to any POSITIVE magick you might want to cast on it, like buffs or Cure spells. Using the Tasks abilities also consumes some of its HP, but it's not all that much, so this isn't much to worry about. The biggest concern is that since Construct 8 can't use equipment or change abilities, it's hard to upgrade. (The best you can do is gain levels and raise its Bravery.) This means that it's hard to remedy some of its weaknesses like its short movement range, and that it eventually can't keep pace with the rest of your team. In sum, Construct 8 proves to be quite useful when you first get it and remains very helpful in particular story battles (against enemies using magick or status attacks), but its usefulness may start to fade as other characters gain more and more abilities that Construct 8 can never have. ---SKY PIRATE------------------------------------------------------------------ Used By: Balthier Movement range : 4 Equippable weapons: Knives, swords, knight's swords, Jump height : 4 bows, crossbows, guns, polearms Physical evade : 25% Equippable armor: Shields, hats, helms, clothes, armor, robes Innate ability (as Sky Pirate only): Safeguard Stats When Active Job: HP: *** MP: *** Phys. Atk.: **** Mag. Atk.: *** Speed: ***** Stat Growth Rates: HP: **** MP: *** Phys. Atk.: *** Mag. Atk.: * Speed: ***** --Action Abilities: Piracy-- Damage/success based on user's: Physical Attack & Weapon Strength (Barrage) Speed (all others) RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Leg Shot 0 Weapon Any Y 200 Causes Immobilize status Arm Shot * 0 Weapon Any Y 300 Causes Disable status Seal Evil * 0 Weapon Any Y 200 Turns undead to Stone Barrage 0 Weapon Any Y 1200 Use weapon 4 times in a row at 1/2 damage per attack; can't be evaded or blocked Plunder Gil 0 1/1 1/- Foe - 10 Steal small amount of gil Plunder Heart * 0 3/1 1/- Foe N 150 Inflicts Charm; only effective on monsters and opposite sex Plunder Helm * 0 1/1 1/- Foe - 350 Steal target's helmet Plunder Armor * 0 1/1 1/- Foe - 450 Steal target's armor Plunder Shield * 0 1/1 1/- Foe - 350 Steal target's shield Plunder Weapon * 0 1/1 1/- Foe - 600 Steal target's weapon Plunder Accessory 0 1/1 1/- Foe - 500 Steal target's accessory Plunder Exp 0 1/1 1/- Foe - 250 Steal target's current Exp Leg Shot, Arm Shot, and Seal Evil fire twice per turn if combined with the Dual Wield support ability and Dual Wielded weapons. (Dual Wield has no effect on the other Piracy abilities.) Note that the Plunder abilities have a higher hit rate than the Thief's Steal equivalents. JP to master: 6350 --MY THOUGHTS-- Balthier is an all-around great character, and quite versatile. As you can see from his available equipment, he can function both as a ranged fighter or a close-range one. Essentially, he's a combination of Mustadio (he has all of Mustadio's Aimed Shot abilities) and a Thief ... except that he's also physically stronger, is more successful at stealing than a Thief, and has the super speed of a Ninja. How can you go wrong with that? Once Balthier joins, there's not all that much use for Mustadio since Balthier has all of Mustadio's ability and then some! Balthier's one completely unique ability, Barrage, is also quite useful. It's similar to Dual Wield in the sense that is essentially doubles your attack power, except that Barrage cannot miss and also lets Balthier still equip a shield in his other hand. (On the other hand, if you land a critical hit and knock the enemy backwards, all the other attacks will miss!) Since Barrage counts as a regular attack, it can also be combined with Poach or Tame. In the right circumstances, Barrage can also be used to attack multiple enemies in one turn -- see "Shoot Enemies Next to You" under Advanced Tactics. Sadly, Barrage CANNOT be combined with Dual Wield or Doublehand; it still does regular damage if you have two weapons or one weapon in two hands. No Genji Glove + Offering this time around :( ---SWORD SAINT----------------------------------------------------------------- Used By: Orlandeau Movement range : 4 Equippable weapons: Swords, knight's swords, katanas, Jump height : 3 ninja blades Physical evade : 12% Equippable armor: Shields, hats, 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: ** --Action Abilities: Swordplay-- Damage based on user's: Physical Attack & Weapon Strength RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Judgment Blade * 0 2/* 2/0 Any N 0 Physical attack, causes Stop Cleansing Strike 0 3/2 1/- Any N 400 Physical attack, causes Doom Northswain's Strike 0 3/1 1/- Any N 500 Physical attack, instant KO Hallowed Bolt * 0 3/* 2/1 Any N 700 Physical attack, causes Silence Divine Ruination * 0 4Dir 5/2 Any N 800 Physical attack, causes Confuse 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 Shadowblade * 0 3/* 1/- Any N 100 Absorbs HP from target Duskblade * 0 3/* 1/- Any N 500 Absorbs MP from target Swordplay techniques have a 100% hit rate. However, they cannot be used unless Orlandeau is equipped with a sword, knight's sword, or fell sword. Damage from Swordplay 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: 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 the dragon and hydra families. 2. With the Orator's Tame support ability equipped, attack a monster. If the monster is in critical (low) HP after the attack, you can recruit the monster. Reis's Dragonkin job has Tame as an innate ability. 3. Once you have recruited a monster onto your team, the monster will lay eggs and produce other monsters in the same family. Eggs are laid and hatch as you move around the world map. The Rank of the monster laying the egg determines which kind of Ranks it can produce: Produces... Rank I Rank II Rank III ----------------------------------- Rank I Frequently Rarely Never Rank II Frequently Rarely Rarely Rank III Frequently Frequently Rarely Rank I monsters can never produce Rank III monsters directly. However, you can use a Rank I monster to breed a Rank II monster, which can then go on to produce a Rank III monster. The level of a newborn monster is randomly determined and can be as high as your highest-level character. So if you recruit a monster type you like but the monster is at a low experience level, one strategy is to let it breed and you may get a higher-level version of the same monster. 4. A Chocobo will be automatically offered to the party after winning a Chapter II story battle. 5. Rarely at the west entrance to Dorvauldar Marsh, you may get into a random battle where a Swine fights as a Guest on your team. Complete the battle and you'll be able to recruit the Swine as regular party member. (Other Guest monsters in random battles are not recruitable in this way.) And now, on with the monster list! ---Chocobo Family-------------------------------------------------------------- When KOed, looks like: Single feather The Chocobo family of monsters is unique in that human characters to ride them. To ride one, move a character onto the same tile as a friendly chocobo (of any color). The character will mount the chocobo and they'll move and act as a single unit. Essentially, this allows you to combine the movement range and skills of a Chocobo with the action abilities of a human. CHOCOBO Family: Chocobo Rank : I Color scheme : Bright yellow Move : 6 Jump : 5 Physical evade : 15% MOVEMENT ABILITIES: Swim ELEMENTAL ABILITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Choco Beak 1/2 1/- Any - Physical attack Choco Cure Self 2/2 Any - Restores HP (Choco Esuna) Self 2/2 Any - Cures Stone, Blind, Silence, Poison, Stop, Immobilize, Disable BLACK CHOCOBO Family: Chocobo Rank : II Color scheme : Black/dark purple Move : 6 Jump : 5 Physical evade : 25% MOVEMENT ABILITIES: Fly, Swim ELEMENTAL ABILITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Choco Beak 1/2 1/- Any - Physical attack Choco Pellets 4/* 1/- Any N Physical attack; can't be blocked with Shirahadori Choco Esuna Self 2/2 Any - Cures Stone, Blind, Silence, Poison, Stop, Immobilize, Disable (Choco Meteor) 5/* 1/- Any N Non-elemental magick attack RED CHOCOBO Family: Chocobo Rank : III Color scheme : Bright red Move : 6 Jump : 5 Physical evade : 10% MOVEMENT ABILITIES: Ignore Elevation, Swim ELEMENTAL ABILITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Choco Beak 1/2 1/- Any - Physical attack Choco Pellets 4/* 1/- Any N Physical attack; can't be blocked with Shirahadori Choco Meteor 5/* 1/- Any N Non-elemental magick attack (Choco Cure) Self 2/2 Any - Restores HP ---Goblin Family--------------------------------------------------------------- When KOed, looks like: Goblin lying face-down on ground GOBLIN Family: Goblin Rank : I Color scheme : Red and gray Move : 3 Jump : 3 Physical evade : 18% MOVEMENT ABILITIES: none ELEMENTAL AFFINITIES: Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tackle 1/2 1/- Any - Physical attack Eye Gouge 1/2 1/- Any - Inflicts Blind status (Goblin Punch) 1/1 1/- Any - Physical attack BLACK GOBLIN Family: Goblin Rank : II Color scheme : Black and gray Move : 3 Jump : 3 Physical evade : 19% MOVEMENT ABILITIES: none ELEMENTAL AFFINITIES: Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tackle 1/2 1/- Any - Physical attack Spin Punch Self 2/1 Any - Physical attack (Goblin Punch) 1/1 1/- Any - Physical attack GOBBLEDYGOOK Family: Goblin Rank : III Color scheme : Brown skin, green clothes Move : 3 Jump : 3 Physical evade : 20% with purple trim MOVEMENT ABILITIES: none ELEMENTAL AFFINITIES: Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tackle 1/2 1/- Any - Physical attack Eye Gouge 1/2 1/- Any - Inflicts Blind status Goblin Punch 1/1 1/- Any - Physical attack (Bloodfeast) 1/0 1/- Any - Drains HP from target to user ---Bomb Family----------------------------------------------------------------- When KOed, looks like: Floating flame BOMB Family: Bomb Rank : I Color scheme : Red Move : 3 Jump : 3 Physical evade : 10% MOVEMENT ABILITIES : Float, can't enter water ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Bite 1/2 1/- Any - Non-elemental attack Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts Oil status (Bomblet) 1/0 1/- Any - Non-elemental attack GRENADE Family: Bomb Rank : II Color scheme : Light blue Move : 3 Jump : 3 Physical evade : 11% MOVEMENT ABILITIES : Float, can't enter water ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Bite 1/2 1/- Any - Non-elemental attack Bomblet 1/0 1/- Any - Non-elemental attack Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts Oil status (Flame Attack) 3/* 1/- Any N Fire attack EXPLODER Family: Bomb Rank : III Color scheme : Gray Move : 3 Jump : 3 Physical evade : 12% MOVEMENT ABILITIES : Float, can't enter water ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Bite 1/2 1/- Any - Non-elemental attack Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts Oil status Spark Self 3/1 Any N Fire attack (will also heal user since bombs absorb fire) (Bomblet) 1/0 1/- Any - Non-elemental attack ---Panther Family-------------------------------------------------------------- When KOed, looks like: Skull RED PANTHER Family: Panther Rank : I Color scheme : Tan Move : 4 Jump : 4 Physical evade : 23% MOVEMENT ABILITIES: Ignore Elevation, can't enter water ELEMENTAL AFFINITIES: Weak to Earth ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Claw 1/3 1/- Any - Physical attack Venom Fang 1/2 1/- Any - Inflicts Poison status (Cat Scratch) 1/2 1/- Any - Physical attack, variable damage COEURL Family: Panther Rank : II Color scheme : Blue-gray Move : 4 Jump : 4 Physical evade : 26% MOVEMENT ABILITIES: Ignore Elevation, can't enter water ELEMENTAL AFFINITIES: Weak to Earth ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Claw 1/3 1/- Any - Physical attack Cat Scratch 1/2 1/- Any - Physical attack, variable damage Venom Fang 1/2 1/- Any - Inflicts Poison status (Blaster) 3/* 1/- Any Y Inflicts Stone or Stop status VAMPIRE CAT Family: Panther Rank : III Color scheme : Purple Move : 4 Jump : 4 Physical evade : 24% MOVEMENT ABILITIES: Ignore Elevation, can't enter water ELEMENTAL AFFINITIES: Weak to Earth ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Claw 1/3 1/- Any - Physical attack Cat Scratch 1/2 1/- Any - Physical attack, variable damage Blaster 3/* 1/- Any Y Inflicts Stone or Stop status (Vampire) 1/0 1/- Any - Drains HP from target to user; inflicts Vampire status on target ---Mindflayer Family----------------------------------------------------------- When KOed, looks like: Mindflayer lying face-down on ground PISCODAEMON Family: Mindflayer Rank : I Color scheme : Tan with brown cloak Move : 3 Jump : 3 Physical evade : 8% MOVEMENT ABILITIES : Waterbreathing ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tentacles 1/2 1/- Any - Physical attack (Ink) 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal directions only SQUIDRAKEN Family: Mindflayer Rank : II Color scheme : Purple with green cloak Move : 3 Jump : 3 Physical evade : 9% MOVEMENT ABILITIES : Waterbreathing ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tentacles 1/2 1/- Any - Physical attack Ink 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal directions only Dischord Self 3/1 Any N Removes Float, Reraise, Invisible, Regen, Protect, Shell, Haste, Faith, and Reflect (Mind Blast) 3/* 2/1 Any N Inflicts Confuse or Berserk MINDFLAYER Family: Mindflayer Rank : III Color scheme : Pale green with red cloak Move : 3 Jump : 3 Physical evade : 10% MOVEMENT ABILITIES : Waterbreathing ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tentacles 1/2 1/- Any - Physical attack Ink 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal directions only Mind Blast 3/* 2/1 Any N Inflicts Confuse or Berserk (Level Drain) 4/* 1/- Any N Lowers target's experience level by 1 ---Skeleton Family------------------------------------------------------------- When KOed, looks like: Cape and pile of bones SKELETON Family: Skeleton Rank : I Color scheme : Gray with blue cloak Move : 3 Jump : 4 Physical evade : 11% Is Undead. MOVEMENT ABILITIES : none ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Chop 1/2 1/- Any - Physical attack Thunder Anima 3/* 1/- Any Y Lightning magick attack (Water Anima) 3/1 1/- Any Y Water magick attack BONESNATCH Family: Skeleton Rank : II Color scheme : Gray with green cloak Move : 3 Jump : 4 Physical evade : 12% Is Undead. MOVEMENT ABILITIES : none ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Chop 1/2 1/- Any - Physical attack Water Anima 3/* 1/- Any Y Water magick attack (Ice Anima) 3/* 1/- Any Y Ice magick attack SKELETAL FIEND Family: Skeleton Rank : III Color scheme : Gray with red cloak Move : 3 Jump : 4 Physical evade : 13% Is Undead. MOVEMENT ABILITIES : none ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Chop 1/2 1/- Any - Physical attack Ice Anima 3/* 1/- Any Y Ice magick attack (Wind Anima) 3/* 1/- Any Y Wind magick attack ---Ghost Family---------------------------------------------------------------- When KOed, looks like: Floating cloak GHOUL Family: Ghost Rank : I Color scheme : Purple body, yellow shirt Move : 4 Jump : 4 Physical evade : 26% Is Undead. MOVEMENT ABILITIES : Teleport, Levitate, can't enter water ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Ectoplasm 3/* 1/- Any Y Non-elemental attack Sleep Touch 1/2 1/- Any - Inflicts Sleep status (Oily Touch) 1/2 1/- Any - Inflicts Oil status GHAST Family: Ghost Rank : II Color scheme : Gray body, red shirt Move : 4 Jump : 4 Physical evade : 27% Is Undead. MOVEMENT ABILITIES : Teleport, Levitate, can't enter water ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Ectoplasm 3/* 1/- Any Y Non-elemental attack Oily Touch 1/2 1/- Any - Inflicts Oil status (Drain Touch) 1/2 1/- Any - Drains target's HP REVENANT Family: Ghost Rank : III Color scheme : Tan body, green shirt Move : 5 Jump : 4 Physical evade : 28% Is Undead. MOVEMENT ABILITIES : Teleport, Levitate, can't enter water ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Ectoplasm 3/* 1/- Any Y Non-elemental attack Drain Touch 1/2 1/- Any - Drains target's HP (Zombie Touch) 1/2 1/- Any - Inflicts Undead status ---Ahriman Family-------------------------------------------------------------- When KOed, looks like: Wing FLOATING EYE Family: Ahriman Rank : I Color scheme : Green with orange wings Move : 5 Jump : 5 Physical evade : 12% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Wing Buffet 1/2 1/- Any - Non-elemental attack (Dread Gaze) 3/* 1/- Any Y Lowers target's Bravery by 10 AHRIMAN Family: Ahriman Rank : II Color scheme : Yellow with purple wings Move : 5 Jump : 5 Physical evade : 13% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Wing Buffet 1/2 1/- Any - Non-elemental attack Bewitching Gaze 3/* 1/- Any Y Inflicts Stone, Blind, Silence, Immobilize, or Disable status Dread Gaze 3/* 1/- Any Y Lowers target's Bravery by 10 (Doom) 3/* 1/- Any N Inflicts Doom status PLAGUE HORROR Family: Ahriman Rank : III Color scheme : Red with black wings Move : 5 Jump : 5 Physical evade : 11% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Wing Buffet 1/2 1/- Any - Non-elemental attack Bewitching Gaze 3/* 1/- Any Y Inflicts Stone, Blind, Silence, Immobilize, or Disable status Doom 3/* 1/- Any N Inflicts Doom status (Beam) 4/* 1/- Any N Lowers target's Magick Attack by 2 ---Aevis Family---------------------------------------------------------------- When KOed, looks like: Two feathers JURA AEVIS Family: Aevis Rank : I Color scheme : Blue with white plumage Move : 6 Jump : 6 Physical evade : 30% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Talon Dive 1/2 1/- Any - Non-elemental attack (Featherbomb) 3/* 1/- Any N Non-elemental attack STEELHAWK Family: Aevis Rank : II Color scheme : Gray with yellow plumage Move : 6 Jump : 6 Physical evade : 28% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Talon Dive 1/2 1/- Any - Non-elemental attack Glitterlust 1/1 1/- Any - Steals gil (Beak) 1/0 1/- Any - Inflicts Stone status COCKATRICE Family: Aevis Rank : III Color scheme : Black with red plumage Move : 6 Jump : 6 Physical evade : 33% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Talon Dive 1/2 1/- Any - Non-elemental attack Beak 1/0 1/- Any - Inflicts Stone status Featherbomb 3/* 1/- Any N Non-elemental attack (Peck) 1/1 1/- Any - Lowers target's Physical Attack strength by 2 ---Treant Family--------------------------------------------------------------- When KOed, looks like: Tree branch DRYAD Family: Treant Rank : I Color scheme : Light brown w/ green hair Move : 3 Jump : 3 Physical evade : 0% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Leaf Rain Self 2/0 Any - Non-elemental attack (Guardian Nymph) Self 2/0 Any - Gives Protect status, 100% hit rate TREANT Family: Treant Rank : II Color scheme : Gray with red hair Move : 3 Jump : 3 Physical evade : 0% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Leaf Rain Self 2/0 Any - Non-elemental attack Life Nymph Self 2/0 Any - Restores HP (Shell Nymph) Self 2/0 Any - Gives Shell status, 100% hit rate ELDER TREANT Family: Treant Rank : III Color scheme : Silver with gold hair Move : 3 Jump : 3 Physical evade : 0% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Leaf Rain Self 2/0 Any - Non-elemental attack Guardian Nymph Self 2/0 Any - Gives Protect status, 100% hit rate Shell Nymph Self 2/0 Any - Gives Shell status, 100% hit rate (Magick Nymph) Self 2/0 Any - Restores MP ---Minotaur Family------------------------------------------------------------- When KOed, looks like: Horned skull WISENKIN Family: Minotaur Rank : I Color scheme : Dark green with gray head Move : 3 Jump : 3 Physical evade : 11% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Weak to Water ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Pickaxe 1/2 1/- Any - Physical attack (Beef Up) Self 1/- Any - Raises user's Physical Attack by 2 MINOTAUR Family: Minotaur Rank : II Color scheme : Red with gray head Move : 4 Jump : 3 Physical evade : 15% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Weak to Water ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Pickaxe 1/2 1/- Any - Physical attack Feral Spin Self 2/1 Any - Physical attack (Breathe Fire) 2/* 1/- Any Y Fire attack, targets in 4 directions only SEKHRET Family: Minotaur Rank : III Color scheme : Purple Move : 3 Jump : 3 Physical evade : 12% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Weak to Water ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Pickaxe 1/2 1/- Any - Physical attack Earthsplitter Self 3/1 Ally N Earth attack Beef Up Self 1/- Any - Raises user's Physical Attack by 2 (Breathe Fire) 2/* 1/- Any Y Fire attack, targets in 4 directions only ---Malboro Family-------------------------------------------------------------- When KOed, looks like: Two tentacles in puddle of water MALBORO Family: Malboro Rank : I Color scheme : Bright light green Move : 3 Jump : 3 Physical evade : 0% MOVEMENT ABILITIES : Waterwalking ELEMENTAL AFFINITIES: Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tentacles 1/1 1/- Any - Physical attack Lick 1/0 1/- Any - Gives Reflect status (Bad Breath) Self 3/0 Any - Inflicts Stone, Blind, Confuse, Silence, Oil, Toad, Poison, and/or Sleep OCHU Family: Malboro Rank : II Color scheme : Gray-green / tan Move : 3 Jump : 3 Physical evade : 0% MOVEMENT ABILITIES : Waterwalking ELEMENTAL AFFINITIES: Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tentacles 1/1 1/- Any - Physical attack Goo 1/1 1/- Any - Inflicts Immobilize status (Lick) 1/0 1/- Any - Gives Reflect status GREATER MALBORO Family: Malboro Rank : III Color scheme : Dark gray Move : 3 Jump : 3 Physical evade : 0% MOVEMENT ABILITIES : Waterwalking ELEMENTAL AFFINITIES: Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tentacles 1/1 1/- Any - Physical attack Bad Breath Self 3/0 Any - Inflicts Stone, Blind, Confuse, Silence, Oil, Toad, Poison, and/or Sleep (Malboro Spores) 1/0 1/- Any - Turns target into Malboro (permanently!) ---Behemoth Family------------------------------------------------------------- When KOed, looks like: Spiny tail BEHEMOTH Family: Behemoth Rank : I Color scheme : Purple with yellow hair Move : 4 Jump : 3 Physical evade : 13% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Gore 1/2 1/- Any - Physical attack Heave 1/0 1/- Any - Physical attack, instant KO (Gigaflare) 4/* 3/0 Any N Non-elemental attack BEHEMOTH KING Family: Behemoth Rank : II Color scheme : Gold with green hair Move : 4 Jump : 3 Physical evade : 13% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Gore 1/2 1/- Any - Physical attack Heave 1/0 1/- Any - Physical attack, instant KO (Twister) 4/* 3/2 Any N Wind attack DARK BEHEMOTH Family: Behemoth Rank : III Color scheme : Black with orange hair Move : 4 Jump : 3 Physical evade : 18% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Gore 1/2 1/- Any - Physical attack Heave 1/0 1/- Any - Physical attack, instant KO (Almagest) 4/* 3/1 Any N Does damage equal to (Dark Behemoth's max HP - current HP) ---Dragon Family--------------------------------------------------------------- When KOed, looks like: Large wing DRAGON Family: Dragon Rank : I Color scheme : Light green Move : 5 Jump : 3 Physical evade : 5% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Charge 1/2 1/- Any - Physical attack (Tail Sweep) 1/2 1/- Any - Physical attack BLUE DRAGON Family: Dragon Rank : II Color scheme : Light blue Move : 5 Jump : 3 Physical evade : 9% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Absorbs Ice, Weak to Fire ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Charge 1/2 1/- Any - Physical attack Ice Breath 2/2 1/- Any Y Ice attack (Thunder Breath) 2/2 1/- Any Y Lightning attack RED DRAGON Family: Dragon Rank : III Color scheme : Brick red Move : 5 Jump : 3 Physical evade : 8% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: Absorbs Fire, Weak to Ice ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Charge 1/2 1/- Any - Physical attack Thunder Breath 2/2 1/- Any Y Lightning attack (Fire Breath) 2/2 1/- Any Y Fire attack ---Hydra Family---------------------------------------------------------------- When KOed, looks like: Three-headed skull HYDRA Family: Hydra Rank : III Color scheme : Gold Move : 4 Jump : 4 Physical evade : 0% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Weak to Ice and Wind ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tri-Attack 1/? 1/- Any - Physical attack, attacks on front and to both sides simultaneously (Tri-Breath) 2/* 2/* Any N Non-elemental attack, attacks on front and to both sides simultaneously GREATER HYDRA Family: Hydra Rank : III Color scheme : Dark purple / black Move : 4 Jump : 4 Physical evade : 0% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Weak to Ice and Wind ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tri-Attack 1/? 1/- Any - Physical attack, attacks on front and to both sides simultaneously Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random tile(s) within effect radius (Tri-Thunder) 4/* 2/0 Any N Lightning attack; strikes 3 times on random tile(s) within effect radius TIAMAT Family: Hydra Rank : III Color scheme : Off-white Move : 4 Jump : 4 Physical evade : 0% MOVEMENT ABILITIES : Fly, can't enter water ELEMENTAL AFFINITIES: Weak to Ice and Wind ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Tri-Breath 2/* 2/* Any N Non-elemental attack, attacks on front and to both sides simultaneously Tri-Thunder 4/* 2/0 Any N Lightning attack; strikes 3 times on random tile(s) within effect radius Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random tile(s) within effect radius (Dark Whisper) 4/* 2/0 Any N Dark attack; strikes 3 times within effect radius; can inflict KO or Sleep ---Pig Family------------------------------------------------------------------ When KOed, looks like: Pig lying face-down on ground PIG Family: Pig Rank : I Color scheme : Light yellow, red ears Move : 3 Jump : 3 Physical evade : 42% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Reckless Charge 1/0 1/- Any - Physical attack (Squeak) 1/1 1/- Any - Revives KOed character with full HP SWINE Family: Pig Rank : II Color scheme : Light pink, magenta ears Move : 3 Jump : 3 Physical evade : 36% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Reckless Charge 1/0 1/- Any - Physical attack Toot 1/1 1/- Any - Inflicts Confuse or Sleep (100% hit rate) (Snort) 1/1 1/- Foe - Inflicts Charm status; only effective on human targets WILD BOAR Family: Pig Rank : III Color scheme : Silver with magenta ears Move : 3 Jump : 3 Physical evade : 39% MOVEMENT ABILITIES : Can't enter water ELEMENTAL AFFINITIES: none ACTION ABILITIES: H/V H/V TAR LF EFFECT ------------------------------------------------------------------ Reckless Charge 1/0 1/- Any - Physical attack Snort 1/1 1/- Foe - Inflicts Charm status; only effective on human targets (Bequeath Bacon) 1/1 1/- Any - Target's level up 1, user becomes crystal %%%ENEMY-ONLY JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job3 Most enemies you'll encounter in the game have either generic jobs, or the same special jobs as the story characters that join your party. However, a few enemies have unique jobs that are not available to you, the player. This section lists those jobs and their abilities. There are also a few more monster-like units that appear in the enemy forces and cannot be recruited to your team; you'll find those listed here as well. Note that while these monster-like enemies are considered monsters for the purposes of Zodiac compatibility, the First Strike ability *is* effective in blocking and returning their attacks. Of course, since these are enemy-only jobs, there is NO way to obtain any of these jobs or characters for your own team. This section is just to show you what you're up against. ---WHITE KNIGHT---------------------------------------------------------------- Used By: Wiegraf Movement range : 3 Equippable weapons: Swords, knight's swords Jump height : 3 Equippable armor: Shields, helms, armor, robes Physical evade : 10% --ABILITIES-- --Action Abilities: Holy Sword-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Judgment Blade 0 2/* 2/0 Any N Physical attack, causes Stop Cleansing Strike 0 3/2 1/- Any N Physical attack, causes Doom Northswain's Strike 0 3/1 1/- Any N Physical attack, instant KO Hallowed Bolt * 0 3/* 2/1 Any N Physical attack, causes Silence * Used in Chapter III only. Holy Sword techniques have a 100% hit rate. However, they cannot be used unless Wiegraf is equipped with a sword, knight's sword, or fell sword. --Action Abilities: Martial Arts#-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Aurablast # 0 3/3 1/- Any Y Non-elemental physical attack Shockwave # 0 4Dir 8/2 Any N Earth-elemental physical attack # Used in Riovanes Castle only. --DESCRIPTION-- Wiegraf's White Knight job features a subset of Holy Knight sword techniques, making him the first character in the job who can use sword techniques. In your final battle with him, he also uses a pair of standard Monk abilities. ---THE IMPURE------------------------------------------------------------------ Used By: Cuchulainn Movement range : 4 Equippable weapons: None Jump height : 4 Equippable armor: None Physical evade : 12% Innate ability: Can't enter water --ABILITIES-- --Action Abilities: Dread-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate) Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate) Ague 0 5/* 2/0 Any N Inflicts Slow (100% hit rate) --Action Abilities: Befoul-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack, inflicts Blind Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack, inflicts Poison Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack, inflicts Oil Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Toad Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Slow Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Silence Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Stone Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack, inflicts Undead Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack, inflicts instant KO Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack, inflicts Stone --DESCRIPTION-- Cuchulainn's magick repertoire consists primarily of Nightmare, which inflicts Sleep or Doom, and Bio magick. (Fowlheart and Ague are rarely--if ever!-- used.) Note that are multiple magicks called Bio, Biora, and Bioga; each version inflicts a different status ailment. Since each vesion can inflict only a single status ailment, a single cast of Bio will target each character it hits with the SAME status ailment. ---CELEBRANT------------------------------------------------------------------- Used By: Zalmour, Bremondt Movement range : 4 Equippable weapons: Rods, staves, books, poles Jump height : 3 Equippable armor: Hats, clothes, robes Physical evade : 9% --Action Abilities: Priest Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Curaga 16RA 7 4/* 2/2 Any N Restores HP (even more than Cura) Cura 10RA 5 4/* 2/1 Any N Restores HP (more than Cure) Confuse 14 0 4/* 1/- Any N Inflicts Confuse status Sleep 20 0 4/* 1/- Any N Inflicts Sleep status Drain 12 0 4/* 1/- Any N Absorbs HP from target Silence 16 0 4/* 1/- Any N Inflicts Silence status Disable 14 0 4/* 1/- Any N Inflicts Disable status Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP Esuna 18RA 3 3/* 2/2 Any N Cures Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize, and/or Disable --DESCRIPTION-- The Celebrant combines high-level White Magicks with some status magick derived from the Templar's sword techniques. (Note that Bremondt only seems to want to cast Arise.) ---NIGHTBLADE------------------------------------------------------------------ Used By: Izlude Movement range : 4 Equippable weapons: Ninja blades, swords, Jump height : 4 knight's swords, polearms Physical evade : 10% Equippable armor: Shields, helms, armor, robes Innate Ability: Concentration --Action Abilities: Arts of War-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Rend Helm 0 Weapon Any Y Destroys target's headgear Rend Armor 0 Weapon Any Y Destroys target's armor Rend Shield 0 Weapon Any Y Destroys target's shield Rend Weapon 0 Weapon Any Y Destroys target's weapon Rend MP 0 Weapon Any Y Lowers target's MP Rend Speed 0 Weapon Any Y Lowers target's speed Rend Power 0 Weapon Any Y Lowers target's physical attack Rend Magick 0 Weapon Any Y Lowers target's magick attack --DESCRIPTION-- Izlude's Nightblade job is very similar to a Knight, with the bonus of an inherent Concentration ability that prevents any of his physical attacks from missing. He is also equipped with a maxed-out Jump as his secondary action ability when he appears in the game. ---GIGAS----------------------------------------------------------------------- Used By: Belias Movement range : 5 Equippable weapons: None Jump height : 5 Equippable armor: None Physical evade : 18% Innate ability: Can't enter water --ABILITIES-- --Action Abilities: Dread-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Aphony 0 5/* 2/0 Any N Inflicts Silence (100% hit rate) Petrify 0 5/* 1/- Any N Inflicts Stone (100% hit rate) Befuddle 0 5/* 2/0 Any N Inflicts Confuse (100% hit rate) --Action Abilities: Summon Gigas-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Titan 30 10 4/* 3/2 Foe N "Gaia's Wrath": Earth magick attack Lich 40 10 4/* 3/2 Foe N "Descending Darkness": Dark attack; does damage equal to 1/2 of target's maximum HP but may miss Cyclops 62 12 4/* 3/2 Foe N "Climactic Fear": Non-elemental attack --DESCRIPTION-- Belias's main mode of attack, of course, is his mighty summon magicks. He also possess a few status attack spells as a backup; if he's Silenced and can't use his summons, he can use Petrify instead. ---ARCHAEODAEMON--------------------------------------------------------------- Enemy monster. Movement range : 4 Innate abilities: Counter, Swiftness, Jump height : 3 can't enter water Physical evade : 5% When KOed, looks like: Demon idol --ABILITIES-- --Action Abilities: Dark Arts-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Karma 2 4/* 1/- Any N Does damage equal to (Archaeodaemon's max HP - current HP) Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack Gigaflare 0 4/* 3/0 Any N Non-elemental magick attack --DESCRIPTION-- The Archaeodaemon is a monster-type enemy with a few different magick attacks. ---ASSASSIN-------------------------------------------------------------------- Used By: Celia, Lettie Movement range : 4 Equippable weapons: Katanas (Celia), ninja blades (Let.) Jump height : 7 Equippable armor: Hats, clothes Physical evade : # Innate ability: Dual Wield # Celia has an evade rate of 30%; Lettie has an evade rate of 28% --ABILITIES-- --Action Abilities: Subdual Arts-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Petrify 0 6/* 1/- Any N Inflicts Stone (100% hit rate) Shadowbind 0 4/* 1/- Any N Inflicts Stop (100% hit rate) Suffocate 0 1/0 1/- Any N Inflicts KO (100% hit rate) Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack Allure 0 3/* 1/- Foe N Inflicts Charm, male and monster targets only --DESCRIPTION-- Celia and Lettie are fast and use a variety of status attack abilities, all of which have a 100% hit rate. They also cast Ultima, which Ramza and Luso can learn if they are hit with the magick as a Squire or Game Hunter. ---ARK KNIGHT [ELMDORE]-------------------------------------------------------- Used By: Elmdore Movement range : 3 Equippable weapons: Katanas Jump height : 5 Equippable armor: Shields, hats, helms, clothes, armor, Physical evade : 16% robes Innate ability: Safeguard --ABILITIES-- --Action Abilities: Sword Spirit-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Ashura 0 Self 3/3 Foe N "Spirit Blade": Non-elemental magick attack Kotetsu 0 Self 3/3 Foe N "Binding Darkness": Non-elemental magick attack Osafune 0 Self 3/3 Foe N "Verse of Oblivion": Lowers enemy MP Muramasa 0 Self 3/3 Foe N "Doomed Aspirations": Non-elemental magick attack, inflicts Confuse and Doom --Action Abilities: Vampire #-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Vampire # 0 1/0 1/- Any - Drain HP from target to user and inflicts Vampire status; if target is already a Vampire, causes user to become a Vampire instead # Only used in Chapter IV. --Movement Abilities-- EFFECT --------------------------------------------------------- Master Teleportation Teleport to any tile when moving, regardless of move range or obstacles in the way. Unlike regular Teleport, never fails! --DESCRIPTION-- Elmdore's Ark Knight is almost completely different from Zalbaag's and is similar mostly in name. Elmdore's version of the job is based on the Samurai; he fights with katanas and can use a few Iaido abilities. He also has a novel movement ability: Master Teleportation, which lets him warp anywhere on the battlefield. Sadly, he also has an innate Safeguard that prevents you from stealing his Genji gear. In Chapter IV, he gains the Vampire ability, but seems not to use it. ---REAVER---------------------------------------------------------------------- Enemy monster. Movement range : 4 Innate abilities: Counter, Swiftness, Jump height : 3 Ignore Elevation, can't enter water Physical evade : 10% When KOed, looks like: Two-horned skull --ABILITIES-- --Action Abilities: Bio-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack, inflicts Blind Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack, inflicts Poison Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack, inflicts Oil Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Toad Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Slow Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Silence Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack, inflicts Stone Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack, inflicts Undead Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack, inflicts instant KO Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack, inflicts Stone --DESCRIPTION-- The Reaver is an enemy monster seen in two battles. It uses Bio magick. As with Cuchulainn, note that are multiple magicks called Bio, Biora, and Bioga; each version inflicts a different status ailment. Since each vesion can inflict only a single status ailment, a single cast of Bio will target each character it hits with the SAME status ailment. ---ULTIMA DEMON---------------------------------------------------------------- Enemy monster. Movement range : 5 Innate Abilities: Counter, Swiftness, Brawler, Jump height : 2 can't enter water Physical evade : 10% When KOed, looks like: Demon idol --ABILITIES-- --Action Abilities: Demon Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Nanoflare 0 5 4/* 3/1 Any N Non-elemental magick attack Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack Twister 0 4/* 3/2 Any N Wind attack Almagest 0 4/* 3/1 Any N Does damage equal to (Ultima Demon's max HP - current HP) --DESCRIPTION-- The Ultima Demon is an enemy monster seen in a couple battles. It uses some high-level magick, including Ultima, which Ramza and Luso can learn from it. ---DEATHKNIGHT----------------------------------------------------------------- Used By: Argath (ch. 4) Movement range : 5 Equippable weapons: Swords Jump height : 4 Equippable armor: Shields, helms, armor Physical evade : 24% --ABILITIES-- --Action Abilities: Fell Sword-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Shadowblade 0 3/* 1/- Any N Absorbs HP from target Duskblade 0 3/* 1/- Any N Absorbs MP from target Fell Sword techniques have a 100% hit rate. However, they cannot be used unless Argath is equipped with a sword, knight's sword, or fell sword. --DESCRIPTION-- Argath's Deathknight job actually isn't very different from Gaffgarion's Fell Knight job and has the same sword techniques. ---DEATH SERAPH---------------------------------------------------------------- Used By: Zalera Movement range : 5 Equippable weapons: None Jump height : 4 Equippable armor: None Physical evade : 24% Innate abilities: Float, Fly, can't enter water --ABILITIES-- --Action Abilities: Dread-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Darkness 0 5/* 1/- Any N Inflicts Blind (100% hit rate) Bind 0 5/* 2/0 Any N Inflicts Stop (100% hit rate) Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate) Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate) --Action Abilities: Ja-Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Toadja 35 4 4/* 2/3 Foe N Inflicts Toad status Gravija 35 4 4/* 2/3 Foe N Reduces targets to 1 HP Flareja 35 4 4/* 2/3 Foe N Non-elemental magick attack Blindja 35 4 4/* 2/3 Foe N Inflicts Blind status Confuseja 35 4 4/* 2/3 Foe N Inflicts Confuse status --DESCRIPTION-- Zalera wields both Flareja (a fairly powerful non-elemental attack magick) and a wealth of status-attack magick. His most common attacks tend to be Flareja, Nightmare, and Bind. ---SORCEROR-------------------------------------------------------------------- Used By: Cletienne, Valmafra Movement range : 3 Equippable weapons: Rods, staves, poles Jump height : 3 Equippable armor: Hats, clothes, robes Physical evade : 14% --ABILITIES-- --Action Abilities: Magicks [Cletienne]-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Holy 56RA 6 5/* 1/- Any N Holy magick attack Flare 60RA 7 5/1 1 All N Non-elemental magick attack Graviga 50RA 10 4/* 2/3 Any N Damage = 1/2 of user's max HP Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP --DESCRIPTION-- Cletienne can cast a variety of high-level magicks, including one not available to player-controlled jobs (Unholy Darkness). Valmafra appears only in one of the multiplayer Rendezvous Mode missions. Her version of the Sorceror job has a different set of magicks; she seems to only cast White Magicks like Cura and Raise. ---RUNE KNIGHT----------------------------------------------------------------- Used By: Dycedarg Movement range : 4 Equippable weapons: Swords, knight's swords Jump height : 3 Equippable armor: Shields, helms, armor, robes Physical evade : 10% --Action Abilities: Swordplay-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Judgment Blade 0 2/* 2/0 Any N Physical attack, causes Stop Cleansing Strike 0 3/2 1/- Any N Physical attack, causes Doom Northswain's Strike 0 3/1 1/- Any N Physical attack, instant KO Hallowed Bolt 0 3/* 2/1 Any N Physical attack, causes Silence Divine Ruination 0 4Dir 5/2 Any N Physical attack, causes Confuse Crush Armor 0 3/* 1/- Any N Physical attack, destroys target's armor Crush Helm 0 3/* 1/- Any N Physical attack, destroys target's headgear Crush Weapon 0 3/* 1/- Any N Physical attack, destroys target's weapon Crush Accessory 0 3/* 1/- Any N Physical attack, destroys target's accessory --Action Abilities: Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Firaga 24RA 7 4/* 2/3 All N Fire magick attack Thundaga 24RA 7 4/* 2/3 All N Lightning magick attack Blizzaga 24RA 7 4/* 2/3 All N Ice magick attack Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attacks, inflicts instant KO --DESCRIPTION-- Dycedarg has a large selection of sword techniques, though not quite as many as Orlandeau, since he doesn't have the two Fell Sword techniques. He also has a second Magicks command that he lets him cast -ga attack magicks. ---THE WROTH------------------------------------------------------------------- Used By: Adrammelech Movement range : 5 Equippable weapons: None Jump height : 4 Equippable armor: None Physical evade : 19% Innate ability: Can't enter water --ABILITIES-- --Action Abilities: Dread-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Petrify 0 6/* 1/- Any N Inflicts Stone (100% hit rate) Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate) Aphony 0 5/* 2/0 Any N Inflicts Silence (100% hit rate) Befuddle 0 5/* 2/0 Any N Inflicts Confuse (100% hit rate) --Action Abilities: Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Holy 56RA 6 5/* 1/- Any N Holy magick attack Firaja 48 10 4/* 3/3 All N Fire magick attack Thundaja 48 10 4/* 3/3 All N Lightning magick attack Blizzaja 48 10 4/* 3/3 All N Ice magick attack Flare 60RA 7 5/1 1 All N Non-elemental magick attack Graviga 50RA 10 4/* 2/3 Any N Damage = 1/2 of user's max HP Bahamut 60 15 4/* 4/3 Foe N "Megaflare": Non-elemental attack Odin 50 13 4/* 4/3 Foe N "Obliteration": Non-elemental magick attack Leviathan 48 13 4/* 4/3 Foe N "Tidal Wave": Water magick attack Salamander 48 13 4/* 3/2 Foe N "Wyrmfire": Fire magick attack --DESCRIPTION-- Adrammelech has the usual Lucavi status attacks, plus a wealth of magicks available to conventional jobs. Of his Dread abilities, Befuddle gets used the most. ---DIVINE KNIGHT [LOFFREY]----------------------------------------------------- Used By: Loffrey Movement range : 4 Equippable weapons: Swords, knight's swords Jump height : 3 Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 21% --Action Abilities: Unyielding Blade-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Crush Armor 0 3/* 1/- Any N Physical attack, destroys target's armor Crush Helm 0 3/* 1/- Any N Physical attack, destroys target's headgear Crush Weapon 0 3/* 1/- Any N Physical attack, destroys target's weapon Unyielding Blade techniques have a 100% hit rate. However, they cannot be used unless Loffrey is equipped with a sword, knight's sword, or fell sword. --Action Abilities: Magicks #-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Delirium # 20RA 5 4/* 1/- Any N Inflicts Confuse status Induration # 16RA 10 4/* 1/- Any N Inflicts Stone status Quiescence # 16RA 3 4/* 1/- Any N Inflicts Silence status # Used at Orbonne Monastery only. --DESCRIPTION-- Loffrey's Divine Knight job is quite similar to Meliadoul's, except he exchanges the Crush Accessory ability for a higher evade rate. In your final encounter with him, he gains a secondary Magicks command that allows him to cast three Mystic Arts magicks (most likely used only if his weapon is broken). ---DIVINE KNIGHT [FOLMARV]----------------------------------------------------- Used By: Folmarv Movement range : 4 Equippable weapons: Swords, knight's swords Jump height : 3 Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 12% --ABILITIES-- --Action Abilities: Unyielding Blade-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Crush Armor * 0 3/* 1/- Any N Physical attack, destroys target's armor Crush Helm 0 3/* 1/- Any N Physical attack, destroys target's headgear Crush Weapon * 0 3/* 1/- Any N Physical attack, destroys target's weapon Crush Accessory 0 3/* 1/- Any N Physical attack, destroys target's accessory Unyielding Blade techniques have a 100% hit rate. However, they cannot be used unless Folmarv is equipped with a sword, knight's sword, or fell sword. --DESCRIPTION-- Folmarv is even more similar to Meliadoul; his evade rate is just two points higher. ---BRINGER OF ORDER------------------------------------------------------------ Used By: Hashmal Movement range : 5 Equippable weapons: None Jump height : 4 Equippable armor: None Physical evade : 12% Innate Ability: Can't enter water --Action Abilities: Dread-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Speedsap 20 3 4/* 2/0 Any N Lowers target's speed Bind 0 5/* 2/0 Any N Inflicts Stop (100% hit rate) Ague 0 5/* 2/0 Any N Inflicts Slow (100% hit rate) --Action Abilities: Planar Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Meltdown 70 7 4/* 4/3 Any N Fire magick attack Tornado 70 7 4/* 4/3 Any N Wind magick attack Quake 70 7 4/* 4/3 Any N Earth magick attack Meteor 70 20 4/* 4/3 Any N Non-elemental magick attack --DESCRIPTION-- Hashmal wields some very powerful attack magick possessed only by him. He also likes to cast Bind to inflict Stop. Ague and Speedsap are rarely or never used. ---HIGH SERAPH----------------------------------------------------------------- Used By: Ultima Movement range : 8 Equippable weapons: None Jump height : 5 Equippable armor: None Physical evade : 11% --Action Abilities: Arcane Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Ultima (II) 40 10 4/* 3/3 Any N Non-elemental magick attack --Action Abilities: Chaos-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Grand Cross 5 4/* 3/2 Foes N Inflict Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Slow, and/or Sleep (25% chance of each) --DESCRIPTION-- Ultima's first form uses Grand Cross, which hits your party with a variety of status attacks, and a super-powered Ultima spell. (She also uses some physical attacks.) She has Absorb MP equipped as a Reaction Ability and has an Elmdore- styled Master Teleportation movement ability. ---ARCH SERAPH----------------------------------------------------------------- Used By: Ultima Movement range : 8 Equippable weapons: None Jump height : 5 Equippable armor: None Physical evade : 10% --Action Abilities: Divine Magicks-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Divine Ultima 50 15 5/* 4/3 Any N Non-elemental magick attack Grand Cross 5 4/* 3/2 Foes N Inflict Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Slow, and/or Sleep (25% chance of each) --Action Abilities: Divine Providence-- RNG RAD MP SPD H/V H/V TAR LF EFFECT --------------------------------------------------------------- Disempower 7 4/* 3/3 Any N Reduces targets' MP to 0 Dispelja 7 4/* 3/3 Foes N Removes Float, Reraise, Invisible, Regen, Protect, Shell, Haste, Faith, and Reflect Return 7 4/* 3/3 Foes N Reduces targets' CT count to 0 --DESCRIPTION-- Ultima's second form retains her Grand Cross status attack spell and adds an even more powerful Ultima spell. She can also use Dispelja to remove your status buffs, as well as more physical attacks. Disempower and Return are rarely cast. This form uses Faith Boost as a reaction ability and can again teleport across the battlefield. ---DARK DRAGON----------------------------------------------------------------- Used By: Bremondt Movement range : 5 Equippable weapons: none Jump height : 3 Equippable armor: none Physical evade : 5% --Action Abilities: Breath-- RNG RAD MP TIC H/V H/V TAR LF JP EFFECT --------------------------------------------------------------- Ice Breath 0 2/2 1/- Any Y 0 Ice attack Fire Breath 0 2/2 1/- Any Y 0 Fire attack Thunder Breath 0 2/2 1/- Any Y 0 Lightning attack These three Breath attacks can only target characters in a straight line from Bremondt, not on a diagonal. --DESCRIPTION-- The Dark Dragon is essentially an "evil" version of Reis's Holy Dragon form, only with a Lucavi-sized HP maximum. He has Counter as a Reaction Ability. ---SERPENTARIUS---------------------------------------------------------------- Used By: Elidibus Movement range : 4 Equippable weapons: None Jump height : 3 Equippable armor: None Physical evade : 3% --Action Abilities: The Dark-- RNG RAD MP TIC H/V H/V TAR LF EFFECT --------------------------------------------------------------- Snakecharm 0 1/2 1/- Any - Non-elemental physical attack Poisonous Frog 0 4/* 3/1 Any N Inflicts Toad and Poison status (100% hit rate) Midgarsomr 10 4/* 3/2 Any N Non-elemental magick attack Zodiark 99 17 4/* 4/3 Foe N "Darkening Cloud": Non-elemental magick attack --DESCRIPTION-- Elidibus's principal attack is the mighty Zodiark summon, which regular Summoners can learn if they are hit with the summon (and survive). His other three reptile-themed abilities are unique to him. Poisonous Frog is the one to watch out for, as it can turn a fairly large group of characters into Frogs (as well as poisoning them) and has a 100% hit rate. ******************************************************************************* VII. ABILITY STRATEGIES ******************************************************************************* %%%ABILITY COMBOS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00abil Here are some combinations of abilities (and equipment) you may find particularly useful. ---Offense-Related------------------------------------------------------------- Arts of War (Knight) + Equip Guns (Orator) or Archer's bows ------------------------------------------------------ The Rending techniques are a lot more useful when used at a distance! Against mages, use Rend MP or Rend Magick to cripple their magick right away. And against close-range fighters, you can use Rend Weapon to destroy their weapon before they even reach you! Arts of War (Knight) + Dual Wield (Ninja) ------------------------------------------------------ When you have two weapons equipped, you get also two strikes of any Arts of War ability, making them doubly effective! You get two chances to break an enemy's gear, or can decrease their stats twice as fast. Attack Boost (Geomancer) + Holy Sword (Holy Knight) or Swordplay (Sword Saint) or Unyielding Blade (Divine Knight) or Darkness (Dark Knight) ------------------------------------------------------ Sword techniques are considered physical attacks, so pairing them with Attack Boost will make them even stronger! Fire Rod + Fire/Fira/Firaga/Firaja (Black Mage) Ice Rod + Blizzard/Blizzara/Blizzaga/Blizzaja (Black Mage) Thunder Rod + Thunder/Thundara/Thundaga/Thundaja (Black Mage) ------------------------------------------------------ The Fire, Ice, and Thunder Rods increase the power of the corresponding elemental magick. So, pick a particular element of magick to focus on and pair it up with the corresponding rod. Early in the game, this is a great way to increase the damage your Black Magick can do. Immobilize (Time Mage) or Leg Shot (Machinist) + Aim (Archer) or Limit (Soldier) or Jump (Dragoon) ------------------------------------------------------ Aim, Limit, or Jump only use Panel targeting, which usually gives the enemy a chance to move out of the way. But not if the enemy is Immobilized... Corruption (Mystic) + White Magick (White Mage) ------------------------------------------------------ The Corruption ability makes enemies undead, which means they suffer damage from healing spells. Suddenly, your White Mage's Cure spells become both a great defensive tool *and* an offensive weapon ... and Arise works as an instant KO attack! You can even use Arithmeticks to cause your White Magicks to hit many targets at once! Geomancy + Move +1 (Squire) or Move +2 (Thief) or Move +3 (Bard/Dark Knight) or Teleport (Time Mage) ------------------------------------------------------ Since the Geomancy command inflicts different status changes and different elemental damage depending on where you're standing, it's most flexible and useful if you can get around the battlefield easily. Move +1/2/3 or Teleport will help in that regard. Barrage (Sky Pirate) + Guns ------------------------------------------------------ Using Barrage with a gun lets you attack two enemies in one turn, as long as they're in the same line of fire -- see "Shoot Enemies Next to You" under Advanced Tactics And Secrets for the skinny. Jump (Dragoon) or Steal (Thief) + Throw (Ninja) + Ninja Gear, Thief's Cap or Acacia Hat, Hermes Shoes or Brigand's Gloves, Adrenaline Rush (Archer) ------------------------------------------------------ The Jump, Steal, and Throw commands are all more effective when your Speed stat is high: Throw does more damage, Steal is more likely to succeed, and Jump attacks activate more quickly. To raise your Speed, you can use any of these pieces of equipment, and the Archer's Adrenaline Rush ability also boosts your Speed when you take damage. Barrage (Sky Pirate) + fell swords or Spellbinder or Nagnarok or Faerie Harp ------------------------------------------------------ Barrage gives you four strikes with a weapon and hence multiple chances to deal any status ailment that your weapon can inflict. This works with any weapon, but particularly good useful ones are the fell swords, the Spellbinder ninja blade (inflicts Disable), the Nagnarok sword (inflicts Toad), and the Faerie Harp (inflicts Charm). Magick Counter (Black Mage) + Arcane Strength (Black Mage) ------------------------------------------------------ If you're going to counter it, why not make it stronger? Black Magicks (Black Mage) + Belief (Mystic) ------------------------------------------------------ The Belief magick causes Faith status, which maxes out Faith. Casting it on your own magick users makes their magick more effective. (Of course, if their Faith is already high, you won't see much of a difference.) Or, if you already have high Faith, you can also cast it on an enemy to make them more suspectibile to magick damage -- so you can use Belief as a way of softening up an enemy before a Black Magick attack. Throw (Ninja) + Move +2 (Thief) or Move +3 (Bard/Dark Knight) ------------------------------------------------------ The range of Throw increases when your movement range increases, so adding Move +2 or Move +3 (or even Move +1!) will extend Throw into a pretty long-range attack. Soulbind (Arithmetician) + Vehemence (Dark Knight) ------------------------------------------------------ Soulbind returns half the damage you take back to the enemy who inflicted it. Equipping Vehemence increases the damage you take, and hence causes enemies to lose a lot of HP by attacking you! (It also helps reduce the HP-loss penalty from Vehemence!) Just make sure you still have enough HP to survive the initial attack, before Soulbind kicks in. Graviga (Time Mage) + Climhazzard (Soldier) ------------------------------------------------------ Climhazzard does damage equal to the amount of HP your target has already lost. Hitting a unit with Graviga will take away half its HP, and Climhazzard will take off the other half. Of course, you could just cast Graviga twice, but Climhazzard charges faster and uses no MP. As a one-two punch, you can have Cloud start charging Climhazzard while the Time Mage is the midst of charging Graviga. Haste (Time Mage) + Doom Fist (Monk) or Condemn (Orator) ------------------------------------------------------ Doom KOs a unit after it's received three turns -- so casting Haste on it will actually speed up its imminent demise! Of course, you'd better make sure the enemy can't hurt you too much in the mean time! It's best used against enemy White Mages or Chemists (or other defensive units), but this is more a fun combo than a practical one ;) ---Defense-Related------------------------------------------------------------- Mana Shield (Time Mage) + Manafont (Mystic) ------------------------------------------------------ Whenever Mana Shield is triggered, it saves you from taking any actual damage to your HP as long as you have at least 1 MP left. Of course, a strong attack may cause you to lose all your MP ... but with Manafont, you can gain back a little MP just by moving, which is enough to activate your Mana Shield again! Darkness (Dark Knight) + Mana Shield (Time Mage) ----------------------------------------------------- The strongest Darkness abilities normally consume some of the user's HP ... but Mana Shield convers the HP loss into an MP one instead! This essentially turns them into regular magicks (albeit ones with a hefty MP cost) -- plus, you can then use Infernal Strike to swipe MP from the enemies and recharge! Dance (Dancer) or Sing (Bard) + Vanish (Ninja) ------------------------------------------------------ The Vanish ability gives you Invisible status whenever you get hit, which means that enemies can't target you again until you perform an action. But if you've already entered into a Song or Dance state before Vanish activated, continuing to perform it does NOT count as a new action, and you can stay invisible while continuing to hurt the enemies or help your teammates! Switching to a new song/dance will cause you to lose your Vanish, but you can always regain it if an enemy attacks you again. And make sure you don't get caught in the effect radius of a wide-area attack, which will also remove your Vanish. Revive (Monk) + Chantage ------------------------------------------------------ This combo makes it tough to KO your party. As long as at least one other character is standing, the character with Chantage can keep coming back and using Revive to resurrect other characters. Revive costs no MP, so you can use it as many times as you want. Plus, it activates instantly and has a high success rate, so you've got a great chance of keeping your other characters alive. Just remember that Chantage won't help you if every other ally has already been KOed. Shirahadori (Samurai) + Aegis Shield or Reverie Shield ------------------------------------------------------ Since Shirahadori blocks most physical attacks, you don't really need a shield that defends against physical attacks. Instead, use the Aegis Shield, which has the highest evade rate (50%) against magicks. The multiplayer-only Reverie Shield can also be a good choice. It only has a 25% magick evade rate, but halves all elemental damage and so is good against non-blockable magick attacks. Mirror Mail or Reflect (Time Mage) or Reflect Ring + Items (Chemist) or Chakra (Monk) or Moogle/Faerie (Summoner) or Sanguine Sword (Dark Knight) or Orochi ------------------------------------------------------ Reflect keeps almost all magick from hitting a character. This can cause a problem if you're trying to use White Magick to heal, but Items, Chakra, the Moogle and Faerie summons, and Sanguine Sword are all healing abilities that WON'T be reflected. The HP-draining Orochi ninja blade, found only in Melee Mode, also works for regaining HP. With one of these abilities, you can hide behind your Reflect status but keep your characters healed! (This is particularly useful with the Mirror Mail or Reflect Ring, which give you a permanent Reflect!) Darkness (Dark Knight) + Lifefont (Monk) or Dragonheart (Dragoon) or HP Boost (Dark Knight) or Chantage ------------------------------------------------------ Sure, a number of Darkness abilities consume some of your HP ... but if you equip Lifefont, you can gain a lot of it back as you move around! Or, use Dragonheart or Chantage to give yourself a Reraise and you can laugh in the face of death :) Finally, the Dark Knight's own HP Boost will increase your HP totals so you have more HP to use. Parry (Knight) + Cloths ------------------------------------------------------ Cloths have a 50% evade rate, so equipping Parry on a Dancer means you can avoid half of all physical attacks. Steel (Ramza's Squire job) + Shirahadori (Samurai) on any character ------------------------------------------------------ With a high Bravery, Shirahadori can protect you from virtually all physical attacks. How to get a high Bravery? Well, Ramza's Steel ability is a Bravery booster with a 100% success rate... Reflexes (Ninja) + Featherweave Cloak ------------------------------------------------------ The Reflexes reaction ability doubles your existing evasion rate. Pair it with a Featherweave Cloak for a 80% physical evade rate and a 40% magick evade rate -- pretty good! You could also use a shield, but they don't work against attacks from behind, and cloaks do. Cursed Ring + Invigoration (Mystic) or Sanguine Sword (Dark Knight) or Drain (Templar) or Shadowblade (Sword Saint) or Orochi ------------------------------------------------------ The Cursed Ring protects you from enemy drain, Death, and Entice attacks, but it also makes you undead, so you can't use most healing abilities to regain HP. However, you can still drain HP from enemies using Invigoration, Beowulf's Drain, Sanguine Sword, Orlandeau's Shadowblade, or the Orochi ninja blade from Melee Mode. This gives you a way to heal while keeping the protective powers of the Cursed Ring. (Chakra and Lifefont also heal you even when you're undead, but they don't restore as much HP.) Vehemence (Dark Knight) + Shirahadori (Samurai) + Aegis Shield or Escutcheon II ------------------------------------------------------ Vehemence increases your attack power at the cost of increasing the damage you receive ... but Shirahadori will keep a lot of physical attacks from even hitting you! Then, to protect against magick, equip an Aegis Shield or Escutcheon II. Vengeance (Templar/Byblos) or Blade Beam (Soldier) + Dragonheart (Dragoon) or Reraise (White Mage) ------------------------------------------------------ Vengeance and Blade Beam both get stronger as the user's HP decreases, which means they're most powerful when the user is near-KO. Of course, this is normally kind of risky, but you can get some insurance with Dragonheart or the Reraise magick, which will bring you back after you're KOed. (Of course, the Byblos can't equip Dragonheart, but you *can* cast Reraise on it.) Soulbind (Arithmetician) + Lifefont (Monk) or Reraise (White Mage) ------------------------------------------------------ Soulbind splits the damage you receive with the enemy who inflicted it. This makes it advantageous for the character with Soulbind to take a lot of damage ... but you'll still need some way to heal the damage you DO take. Lifefont will take care of that, or a cast of Reraise will revive the character if he or she is KOed. Soulbind (Arithmetician) + HP Boost (Dark Knight) or armor/job with high HP ------------------------------------------------------ Since Soulbind requires to take the full force of an attack before half the damage is diverted back to the enemy, you'll want to make sure you have enough HP to survive the original attack. Regenerator (White Mage) + Lifefont (Monk) ------------------------------------------------------ You want HP? You've got HP... but if it's still not enough, throw in Chakra. ---Miscellaneous--------------------------------------------------------------- Equip Guns (Orator) + Poach (Thief) or Tame (Orator) ------------------------------------------------------ Monsters with low HP tend to run away into a corner, making it hard to catch up and use the physical attacks you need to Poach or Tame them. So equip a gun and you've got a nice long range :) Summon (Summoner) + Absorb MP (Mystic) or Manafont (Mystic) or Hi-Ether (Chemist) ------------------------------------------------------ Normally, summons eat up a lot of your MP -- but you can remedy this by equipping an ability that gets you your MP back quickly. Barrage (Sky Pirate) + Poach (Thief) or Tame (Orator) ------------------------------------------------------ Balthier's Barrage attack counts as a regular attack, so you can use it as an easy way of Poaching monsters for items or Taming them onto your side. Teleport (Time Mage) + Germinas Boots or Gaius Caligae ------------------------------------------------------ Whenever you try to Teleport outside of your movement range, there's a chance that the Teleport will fail. Of course, one trick is to improve your movement range by equipping an accessory that boosts your movement range, like the Germinas Boots. If you've scored a pair of Gaius Caligae from Rendezvous Mode, they're even better as they boost your movement range by 2 instead of the Germinas Boots' 1. Parry (Knight) + Nagnarok sword + Treasure Hunter ------------------------------------------------------ If you're using a character for Treasure Hunting, you want the character to have low Bravery ... but this also makes most Reaction Abilities useless, since they depend on Bravery to activate. Parry, however, only depends on your weapon's block rate, so pair it with the Nagnarok sword and its 50% block rate (add Equip Swords if needed) and you've got a decent Reaction Ability for even a low-Bravery character. Steal Weapon (Thief) + Throw (Ninja) ------------------------------------------------------ This isn't that great a combo, but there's a certain joy in stealing somebody's weapon and then turning around and killing them with it. Gil Snapper (Thief) + Throw (Ninja) or Iaido (Samurai) or Items (Chemist) ------------------------------------------------------ Throw, Iaido, and Items all consume items from your inventory, which cost money to replace. Over the course of a battle, Gil Snapper will give you some extra spending money to help replace what you used. (But, the money earned from Gil Snapper is usually nothing compared to your post-battle Bonus Coin, so this is not a very effectice combo.) %%%CHARACTER STRATEGIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00char ---Generic Character Strategies------------------------------------------------ MONK (esp. RAMZA) Reaction Ability : Counter or First Strike Support Ability : Dual Wield Movement Ability : Lifefont Equipment : no weapon equipped Bravery : High (as close to 97 as possible) ------------------------------------------------------ The Dual Wield ability gives you two punches. Coupled with a high Bravery, this makes for an extremely powerful attack -- and you've also got all the Monk's helpful restorative abilities. Strong punches are particularly useful early in the game when you don't have access to high-level weapons to equip. You can land even more attacks if you equip the Monk's own Counter or First Strike. (First Strike is only good against humans and special monsters.) Since you'll have a high Bravery, these abilities will activate quickly and let you counterattack a lot! Since this set-up leaves your Monk without any extra armor, Lifefont is pretty useful for recovering HP. This set-up can be particularly useful for Ramza because his Shout ability lets him raise his own Bravery quickly. BLACK MAGE or SUMMONER Action Ability : Arithmeticks Reaction Ability : Magick Counter or Mana Shield Support Ability : Arcane Strength or Vehemence Movement Ability : Manafont Equipment : Rod of Faith, Brass Coronet, Lordly Robe, Magepower Glove or Septi`eme or Brigand's Glove ------------------------------------------------------ The ultimate magic-user. Be sure to have all the Arithmeticks, and get as many spells (Black, White, Time, and Mystic Arts) as you can. If you want maximum magick strength, switching back to Black Mage is the way to go. Alternately, Summoner has a high magick attack as well, and gives you additional magick variety by letting you cast all the summons, too -- although a maxed-out Arithmeticks command already gives you pretty much everything you could need! Vehemence is probably the best support ability for this set-up. It increases the potency of attack & healing magick, and the increased damage you receive isn't a real problem as mages tend to hang back out of danger most of the time anyway. If you don't have Vehemence or want to play a bit more defensively, Arcane Strength works great too. The Brass Coronet headgear is only available in Rendezvous Mode, but makes a great addition if you score it. It raises your Magick Attack by 3 and also prevents you from being Silenced. If the character is female, Septi`eme perfume is a great accessory as it gives you a permanent Haste and gets you turns much faster. For males, a Magepower Glove increases your magick power. (In Rendezvous Mode, you can also acquire Brigand's Gloves, a unisex accessory that allows males to have a permanent Haste too.) For a more defensive character of this character, swap out Magick Counter for Mana Shield, which uses your MP to protect you from physical attacks. As long as you're using Arithmeticks, you don't need MP anyway, and if you keep walking around, Manafont will regenerate your MP and keep up your Mana Shield! NINJA or BALTHIER Action Ability : Steal Support Ability : Brawler Equipment : Mirage Vest or Ninja Gear, Green Beret or Lambent Hat or Thief's Cap or Acacia Hat, Hermes Shoes or Brigand's Gloves ------------------------------------------------------ If you're looking to steal items, this will do the trick! Ninjas have the highest speed of any regular job, and the equipment raises it even further, increasing your hit rate for stealing. Brawler raises it even more! Once you get Balthier, he's even better for stealing items, as his Plunder abilities have a higher rate of success than a regular Steal and his Sky Pirate job has a high Speed to boot. SUMMONER Action Ability : Iaido or Martial Arts Reaction Ability : Absorb MP or Mana Shield Support Ability : Swiftness Movement Ability : Manafont Equipment : Rod of Faith or Crown Sceptre, Wizard's Robe or Lordly Robe, Gold Hairpin or Brass Coronet, Magepower Glove Faith : High ------------------------------------------------------ Summons are powerful, but take a while to charge and use lots of MP. You can remedy the former with Swiftness and the latter with Manafont and/or MP Absorb. To increase the strength of your summons, raise your Faith and equip a Wizard's Rod, Wizard's Robe, and/or Magepower Glove. (Pure gains in magick attack may be more helpful for a Summoner than elemental boosts since many summons are non-elemental). A good second action ability, if available, is the Samurai's Iaido. Iaido is boosted by the Summoner's high magick attack but doesn't drain any of your MP. It also activates instantly, so you can use it instead of Summon when you need a quick heal or attack. For a more defensive version of this character, use Mana Shield instead of Absorb MP. Martial Arts could also be added as your other action ability, so that you can use Chakra to regain MP. The Brass Coronet is only availlable in Rendezvous Mode, but it gives you a nice magick attack boost and also protects you from Silence. In its absence, the Gold Hairpin is a good substitute. ARCHER Action Ability : Arts of War Reaction Ability : Archer's Bane or Shirahadori Support Ability : Concentration Movement Ability : Teleport or Ignore Elevation Equipment : Bow ------------------------------------------------------ When you're attacking from a distance with bows, you often don't have a choice of what angle to strike from, so Concentration will ensure you hit even when attacking from the front. Adding Arts of War as an action ability lets you rend enemy stats or equipment from a distance, and Concentration helps this as well. To keep the enemy from shooting bows back at you, you can use the Archer's own Archer's Bane ability initially, and later Shirahadori, which also protects you against guns. Finally, on any map with high peaks or towers, Teleport or Ignore Elevation is a great movement ability for an Archer; you can quickly get up to a high vantage point and shoot almost anywhere on the map. GEOMANCER Reaction Ability : Nature's Wrath Support Ability : Arcane Strength Movement Ability : Move +1/2/3 or Teleport Equipment : Runeblade, Magepower Glove or Genji Glove or Tynar Rouge ------------------------------------------------------ Geomancy isn't really the most useful action ability, but if you want to use it, the movement abilities Move +1/2/3 or Teleport will give you access to more tiles on any given turn, allowing you to pick and choose which elements and status ailments you want to attack with. Runeblade and a Magepower Glove (or, even better, a Genji Glove or the Tynar Rouge if available) will increase the power of the Geomancy attacks, as will the Arcane Strength support ability. NINJA Reaction Ability : Reflexes Support Ability : Equip Shields Equipment : Crystal Shield or better, Featherweave Cloak ------------------------------------------------------ It's almost impossible (if not actually impossible ;) ) to get hit by any evadable attack. Your only weakness is attacks that can never be evaded, like sword techniques and monster breath attacks. NINJA Reaction Ability : Mana Shield Movement Ability : Manafont Equipment : Thief's Cap, Hermes Shoes, Ninja Gear Bravery : High (as close to 97 as possible) ------------------------------------------------------ One weakness of a Ninja is that they're pretty fragile and can get KOed easily. This set-up uses the Ninja's speed to remedy that. You'll get many turns and, every turn you get, you can move and get some MP back with Manafont, which will protect you from another hit. The Thief's Cap, Hermes Shoes, and Ninja Gear can boost your speed even higher. DRAGOON or KNIGHT or DARK KNIGHT Action Ability : Martial Arts Reaction Ability : Dragonheart Support Ability : Defense Boost Equipment : Escutcheon II, Lordly Robe Bravery : High (as close to 97 as possible) ------------------------------------------------------ Combine a tough fighting job with Dragonheart, which casts Reraise as long as you aren't killed in a single hit. Then, add the Lordly Robe (which has an auto-Protect and auto-Shell) and Defense Boost to make it even harder for enemies to KO you in one hit. An Escutcheon II or other good shield will also make it hard for many attacks to hit you. Then, you can use Martial Arts to keep all your other allies alive as well, when you're not attacking with your own attack strength and abilities. RAPHA - OR OTHER LOW-BRAVERY FEMALE CHARACTER Job : Thief or Ninja Reaction Ability : Parry Support Ability : Equip Swords Movement Ability : Treasure Hunter Equipment : Nagnarok, Septie`me Bravery : Low (just above 10) ------------------------------------------------------ Hunting for items in Midlight's Deep? With this set-up, you can turn Rapha (or any other character with a low Bravery) into the ultimate Treasure Hunter. Thief and Ninja are mobile jobs; both have a move and jump of 4, allowing Rapha to navigate to more remote locations. The Septie`me perfume gives Rapha a permanent Haste, allowing her to get more turns and scoot around the map even more quickly, as well as making her Invisible. As long as she never takes action and just moves around looking for items, the enemies will never attack her. Finally, if she DOES lose her Invisibility (e.g. because she was hit in a wide-radius attack spell), the Nagnarok coupled with Parry gives her a 50% evade rate despite her low Bravery. Actually, this is pretty much overkill; you could go Treasure Hunting with half these abilities... :) SAMURAI or DARK KNIGHT ... or SQUIRE [RAMZA] or SWORD SAINT [ORLANDEAU] Reaction Ability : Mana Shield Bravery : High (as close to 97 as possible) ------------------------------------------------------ The downside of Mana Shield is that it's only good with high MP ... and most high-MP jobs are magick-using jobs, where you need to *keep* your MP! But Samurai and Dark Knight are two jobs that don't need MP to use their abilities, but still have a high MP total. Ramza's "special" Squire job and Orlandeau's Sword Saint job have even more, and are also melee-oriented jobs. With these jobs, Mana Shield turns their extra MP into a nice buffer of extra health. Raise your Bravery as high as possible so Mana Shield will activate more frequently. ONION KNIGHT (JOB LV. 8) - SINGLE-PLAYER Equipment : Chaos Blade, Escutcheon II or other rare shield, Ribbon, Maximillian or Ninja Gear, Tynar Rouge Faith : Low (as close to 03 as possible) ------------------------------------------------------ Even without the Onion gear from the multiplayer modes, a Job Level 8 Onion Knight can be a pretty effective fighter. Remember that even male Onion Knights can equip the gear normally reserved for female fighters. Onion Knights can't use magicks and don't need Faith, so you should lower your Faith as low as possible to protect yourself from enemy magicks. ONION KNIGHT (JOB LV. 8) - MULTIPLAYER Equipment : Orochi or Onion Sword, Onion Shield, Ribbon, Onion Armor, Tynar Rouge or Brigand's Gloves Faith : Low (as close to 03 as possible) ------------------------------------------------------ The Onion equipment is all good, but the plethora of buffs from the Onion Armor don't include an automatic Haste. So, you may want to swap out the Onion Gloves for Brigand's Gloves or a Tynar Rouge, both of which give you an auto- Haste. You're now vulnerable to status ailents, but you can prevent this by equipping a Ribbon as your headgear. (Remember that even male Onion Knights can equip Ribbons and the Rouge since they can use *any* equipment.) While the Onion Sword is the strongest weapon in terms of raw attack power, the Orochi ninja blade has the advantage of draining enemy HP so your Onion Knights can be self-healing. You may prefer this. Obviously, this entire strategy only applies if you're playing the multiplayer game since this equipment is all multiplayer-only. ---Special Character Strategies------------------------------------------------ RAMZA Reaction Ability : Counter or First Strike Support Ability : Dual Wield Movement Ability : Lifefont Equipment : No weapon equipped Bravery : High (as close to 97 as possible) ------------------------------------------------------ This set-up, described above in Generic Character Strategies, works great for Ramza because his Shout ability lets him raise his own Bravery quickly. MUSTADIO AND/OR BALTHIER Job : Machinist Action Ability : Items Reaction Ability : Auto-Potion Support Ability : Throw Items Equipment : Magick gun, Japa Mala or Sage's Ring Faith : High ------------------------------------------------------ After you've mastered Machinist, Chemist is a great supplementary for Mustadio because it allows him to keep his gun (and consequently his long-range Aimed Shot abilities). Once you've mastered Chemist, switch him back to a Machinist for its improved Speed, then give him Items and Throw Items to make him into a great healer/support character. If you're using the magick guns, you can increase their damage output by raising his Faith and giving him a Japa Mala or the multiplayer-only Sage's Ring for the elemental boost. Since Mustadio's guns give him a ranged attack, you could also consider giving him Arts of War, which will let him break enemy gear or reduce their stats from a distance. However, you might find this somewhat redundant with Arm Shot and Leg Shot, which while not identical are also pretty effective at shutting down enemy forces. If you want to Balthier to be a gun-user, you could use a pretty similar set-up for him, since he has all of Mustadio's abilities. Balthier also has an extra advantage in that he can equip shields and heavy armor for a better defense than Mustadio. LUSO Job : Game Hunter Reaction Ability : Auto-Potion (optional) Support Ability : Dual Wield or Doublehand Movement Ability : Lifefont (optional) Equipment : Knight's sword, Power Garb, Headband, Bracer Bravery : High (as close to 97 as possible) ------------------------------------------------------ Luso's distinguishing characteristic is his inherent Poach. If you want to exploit this, you'll need to make it easy for Luso to kill enemies with physical attacks. Give him a couple strong knight's swords with Dual Wield; or, if you have only a limited supply, one knight's sword plus Doublehand. Raising his Bravery with Shout will make his knight's sword even stronger. For further attack boosts, equip a Bracer and perhaps a Power Garb and/or a Headband. The Power Garb and Headband aren't the best armors in terms of HP ratings, so if you give him these, you may want to give him Auto-Potion or Lifefont to keep his HP up. RAPHA Job : Thief or Ninja Reaction Ability : Parry Support Ability : Equip Swords Movement Ability : Treasure Hunter Equipment : Nagnarok, Septie`me Bravery : Low (just above 10) Faith : Low (as low as possible) ------------------------------------------------------ As described above, this is a great set-up for the Treasure Hunter ability if you want to exploit Rapha's low Bravery. If you plan to focus on Rapha's Sky Mantra abilities, drop her Faith as low as possible. Sky Mantra doesn't depend on Rapha's Faith, so lowering her Faith will protect her against enemy magicks without affecting her offense. (Of course, doing this does mean she won't be able to other magicks effectively.) MARACH Job : Netherseer Action Ability : Iaido Support Ability : Swiftness or Arcane Strength Movement Ability : Move +1/2/3 Equipment : Magepower Glove Faith : Low (as close to 03 as possible) ------------------------------------------------------ If you want to use Marach's Nether Mantra abilities, the first step is to lower his Faith as low as possible (using Enlighten) to increase the damage Nether Mantra does. This will also raise his defense against enemy magick. However, it also means he won't be effective using regular magick. Instead, try giving him the Samurai's Iaido ability, which makes use of his high Magick Attack but doesn't depend on Faith. Another advantage of Iaido is that (unlike Nether Mantra) it doesn't affect friendly targets, so you can use it when he's in close quarters and Nether Mantra is a no-go. A Magepower Glove or other gear that boosts magick attack could also be added to make both Nether Mantra and Iaido stronger. Giving him Move +1, 2, or 3 will help him reach enemy territory before the rest of your characters do, so he can use Nether Manta without any risk of hitting an ally by mistake. Finally, if you're concerned about the charge time of Nether Mantras, Swiftness will help with that. Alternately, you can use Arcane Strength to boost the power of both his Mantras and Iaido. MARACH Action Abilities : Nether Mantra and other magick ability Support Ability : Swiftness or Arcane Strength Movement Ability : Move +1/2/3 Equipment : Rod of Faith, Magepower Glove ------------------------------------------------------ Later, once when you get the Rod of Faith, you may want to consider giving it to Marach. The Faith status maximizes both the Faith bonuses from Nether Mantra *and* from regular magicks, allows him to use both! However, it also means he's no longer resistant to enemy magicks, so it's a double-edged sword. Move +1/2/3 and Swiftness or Arcane Strength will still be useful in wielding Nether Mantra effectively. ORLANDEAU Job : Sword Saint Action Ability : Iaido or other Reaction Ability : Shirahadori Support Ability : Dual Wield Movement Ability : Teleport or Move +3 Equipment : Chaos Blade, Excalibur, Maximillian, Thief's Cap or Grand Helm, Angel Ring Bravery : High (97) Faith : Low (03) ------------------------------------------------------ Orlandeau's tough in any form, but with the right set of ability, he comes to close to the ultimate character and could win almost any single-player battle by himself. As long as he's not using magick (and with his sword techniques, there's not much reason to), you can lower his faith to render him nearly impervious to enemy magick. He can't equip Chantage, of course, but an Angel Ring makes a good back-up as it gives him one Reraise per battle in case he does get KOed. Either Teleport or Move +3 is a great movement ability. Move +3 lets him cover the map faster, but Teleport makes him more agile through difficult terrain and large crowds of enemies. You could give him a Grand Helm for maximum HP, but a Thief's Cap may actually be more useful as it gives him a +2 bonus to Speed, allowing him to take more turns. He's probably tough enough that the extra 50 HP from the Grand Helm won't matter much. Plus, the Thief's Cap also protects him from Immobilize and Disable. Iaido might be a good secondary action ability since it gives him both group attack capability and (through Murasame and Kiyomori) some healing and support abilities. For a more defensive version of this character, you can swap out Shirahadori and Move +3/Teleport for Mana Shield and Manafont. You'll be a little less mobile, but Mana Shield and Manafont will provide Orlandeau with an almost constant buffer of HP that is effective against any kind of attack. ORLANDEAU - RENDEZVOUS MODE VERSION Job : Sword Saint Action Ability : Iaido or other Reaction Ability : Shirahadori Support Ability : Vehemence/Attack Boost or Safeguard or Poach Movement Ability : Teleport or Move +3 Equipment : Chaos Blade, Escutcheon II or Reverie Shield, Grand Armor or Brave Suit, Thief's Cap or Grand Helm, Brigand's Glove Bravery : High (97) Faith : Low (03) ------------------------------------------------------ If you're playing Rendezvous Mode, obtaining a Brigand's Glove gives Orlandeau an automatic Haste without the Excalibur. That means you no longer need the Excalibur and Dual Wield, so you can equip the Escutcheon II (or Reverie Shield) and another support ability of your choice. Vehemence or Attack Boost is a good general-purpose choice, or you can use Safeguard if you're expecting to fight enemies who will steal/rend your equipment or use Unyielding Blade. Poach can also be used if you're monster-hunting. Either the Grand Armor or Brave Suit, also both multiplayer-exclusive, will give Orlandeau a permanent Reraise. AGRIAS Job : Holy Knight Action Ability : Darkness or Iaido Reaction Ability : Shirahadori Support Ability : Dual Wield Movement Ability : Teleport or Move +3 Equipment : Chaos Blade, Excalibur, Ribbon, Maximillian or Grand Armor, Chantage or Tynar Rouge Bravery : High (97) Faith : Low (03) ------------------------------------------------------ Same as Orlandeau, but with the Ribbon's immunity to status changes, she's even more invulnerable. For an accessory, you can choose between a Chantage (for a permanent Reraise), or the instant Haste, attack boost, and protection of the Tynar Rouge. The Rouge is probably the overall better choice, with the extra attack power and permanent Shell/Protect, you may not even need a Reraise that often! (If you can get a Grand Armor from Rendezvous Mode, this will also give Agrias a permanent Reraise.) The Darkness ability is also great for Agrias because it gives her additional sword techniques, including techniques for draining enemy HP and MP. (Orlandeau already has these as part of Swordplay.) HP-drain attacks are great for keeping Agrias healthy while still doing damage. Since Agrias is female and can't use the Bard job, getting Move +3 requires unlocking Dark Knight; in the mean time, you can give her the Thief's Move +2. BEOWULF Job : Templar Action Ability : Summon or Darkness Equipment : Excalibur ------------------------------------------------------ Beowulf's Templar job is fairly useful as it can inflict a lot of status conditions with no charge time. It also has the highest MP total of any job in the game. This means that Beowulf can also make a good Summoner, since the high MP cost of Summons isn't such an issue for him. If you take this route with him, you may also want to give him Swiftness so the Summons charge faster. Since Beowulf's Spellblade abilities don't depend on the strength of his weapon, maximizing out his weapon power isn't so important. Instead, give him an Excalibur for its permanent Haste effect. Or, if you've unlocked Dark Knight, the Darkness abilities pair up well with Beowulf's Vengeance ability. You can first use Darkness attacks, which sap Beowulf's HP ... thus making his Vengeance attack stronger! And, if his HP gets *too* low, you can restore it with Sanguine Sword. REIS Job : Dragonkin Action Ability : Martial Arts or Steal or Jump Support Ability : Brawler Movement Ability : Move +3 Equipment : no weapon, Minerva Bustier, Septie`me or Tynar Rouge Bravery : High (97) ------------------------------------------------------ Although Reis has high HP, her punches are pretty weak without Brawler and a high Bravery. Finally, since her move range is somewhat short, Move +3 (or a lesser movement ability) will help her get across the battlefield. She can't use much equipment, but you CAN give her perfume or lip rouge. Both the Septie`me or Tynar Rouge will increase her magick attack (making her breath attacks stronger) and give her Haste, allowing her to take more turs. What about action abilities? If you've equipped Brawler, it makes sense to also give her Martial Arts or Steal as an action ability since both these abilities benefit from Brawler. Or, you could give her Jump, since she has very high speed and this will make your Jump attacks execute quickly. If you're playing the multiplayer modes, you'll also want to collect a Minerva Bustier from Melee Mode for Reis. This is the only armor that she can equip as a Dragonkin! Finally, since Reis's Dragonkin job has outstanding stat growth, try to do the bulk of her level-gaining as a Dragonkin. Paired with a Tiamat or Greater Hydra, Reis makes for one heck of a fighting team, and she's also good at recruiting enemy monsters with her inherent Tame. CONSTRUCT 8 Bravery : High (97) ------------------------------------------------------ Since Construct 8 can't change abilities or equipment and always has the minimal level of Faith, the only way you can improve it is to max out its Bravery and level it up. BALTHIER Job : Sky Pirate Action Ability : Jump Equipment : Javelin II or other strong polearm ----------------------------------------------------- The Jump command is great for Balthier because he has a good physical attack rating and fantastic speed, allowing his Jump attacks to execute before the enemy can get out of the way. Give him a polearm instead of a knight's sword -- although its attack power is lower, you'll get a 50% boost to the damage from your Jump attacks. At closer ranges, Balthier can use Barrage as a strong physical attack with no delay. BALTHIER Job : Sky Pirate Support Ability : Brawler Equipment : Mirage Vest or Ninja Gear, Green Beret or Lambent Hat or Thief's Cap, Hermes Shoes ------------------------------------------------------ Again, if you want to steal, this is the way to go. Balthier's Plunder abilities and high Speed make him the best item-stealer in the game, if you're so inclined. BALTHIER Job : Sky Pirate Action Ability : Arts of War Reaction Ability : Shirahadori Support Ability : Attack Boost or Vehemence Movement Ability : Teleport or Ignore Elevation Equipment : Bow or Gun ------------------------------------------------------ This is a modified version of the generic Archer strategy. Balthier's heavy armor gives him more survival power than a generic Archer, and his Barrage attack lets him do twice the damage with no risk of missing! Since Barrage never misses, you don't need Concentration and can replace it with some other support ability, like maybe Attack Boost or Vehemence to increase the damage he does. Either a bow or gun works with this set-up. A good bow can do more damage, but may have a shorter range unless you can find a good high point to shoot from. A gun will typically have a somewhat longer range and allows Balthier to equip a shield at the same time, but it does less damage. Since Balthier is pretty mobile anyway and Shirahadori can protect you from a lot of attacks, the bow may be more advantageous in most situations, CLOUD Support Ability : Swiftness Equipment : Materia Blade, Lambent Hat or Brass Coronet, Magepower Glove ------------------------------------------------------ Swiftness makes Cloud's Limits charge faster. And giving him a Lambent Hat for headgear and Magepower Glove as accessoriy raises his magick attack strength, which makes his Limits stronger. The Brass Coronet, found in Rendezvous Mode, is an even better booster of magick attack. MELIADOUL Job : Divine Knight Action Ability : Darkness Support Ability : Attack Boost or Vehemence Equipment : Chantage ------------------------------------------------------ Attack Boost is a good early ability to learn for Meliadoul since it will make her sword techniques stronger. Later, you could also use Vehemence to boost her attack even more, as long as you give her a good defense. Her main weakness, though, is that her sword techniques all only damage one target at a time. And since the Divine Knight's magick attack is fairly low, magick isn't a good choice for her either. Instead, you may want to consider building her towards a Dark Knight. Several Darkness abilities can strike more than target and she'll already have the sword she needs to use them. Since Meliadoul is female, she can use Chantage; the automatic Reraise means you won't have to worry about the HP loss from Darkness too much. BYBLOS Bravery : High (97) Faith : Low (03) ------------------------------------------------------ As with Construct 8, tweaking the Byblos is pretty much limited to increasing its Bravery. None of the Byblos's abilities depend on Faith, so you can also safely lower its Faith to 3 to defend it against enemy magick. %%%PARTY STRATEGIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00par HOLY JUSTICE 4 Knights with Chameleon Robes Black Mage with Arithmeticks, Holy (White Mage) learned, Chameleon Robes ------------------------------------------------------ Have the Black Mage calculate Holy on as many targets as possible; it will do lots of damage to the enemies but heal all your characters since Chameleon Robes absorb holy damage! PHANTOMS OF THE OPERA 4 Dancers with Mincing Minuet (Dancer) and Vanish (Ninja) Ramza as a Mime ------------------------------------------------------ At the start of the battle, have all the Dancers dance Mincing Minuet, which will damage all the enemies. Have them Wait out all their turns and they will keep on Mincing. When the Dancers get hit, Vanish will turn them Invisible. Now, if you act while Invisible, you'll become visible again... but if you just wait, you keep using Mincing Minuet, and it doesn't count as an action! In other words, you can stay Invisible (and consequently inVINCible) and keep damaging the enemies. You can't lose! Well, except for Ramza... just have run and hide; he'll Mimic all the Minuets. (In non-story battles, you can dump Ramza in favor of another Dancer.) KEEP YOURSELF ALIVE 1 female character with Chantage Another character with Ninja Gear, the Invisiblity Cloak, or Septie`me perfume ------------------------------------------------------ Chantage makes a character virtually invulnerable by giving her a permanent Reraise ... but, of course, the one catch is that at least one other character has to be still alive for the Reraise to work. What to do? Make another teammate Invisible (using the Ninja Gear, Invisibility Cloak, or Septie`me) and have him/her hide in the corner where s/he won't get hit. As long as the Invisible character doesn't act and stays invisible, s/he won't get targeted by enemies and can't die. This means the character with Chantage can Reraise indefinitely! You can't lose! The only possible snag is if the Invisible character gets caught in the effect radius of a wide-range spell, which will cause you to lose Invisibility, but hiding in the corner is usually a good way to keep this from happening. SERAPH SHIELD One character with Seraph Song (Bard) and Mana Shield (Time Mage) or Vanish (Ninja) Other characters with Mana Shield (Time Mage) and good Bravery ------------------------------------------------------ This isn't quite as invulnerable a party, but another tactic is to put Mana Shield on most of your characters. Assuming they have reasonably good Bravery, most attacks will just damage their MP as long as they have at least 1 MP. Then, have one character just use the Bard's Seraph Song to keep restoring MP to your party. Every Seraph Song means your allies can survive another hit without taking damage. For added defense, the character with Seraph Song can use Vanish to turn Invisible, which--as noted above--makes him basically invulnerable as long as he only keeps performing Seraph Song ... and stays out of the effect radius of enemy magicks. This strategy isn't quite as foolproof as some of the aboves since Mana Shield might not activate, or you might be attacked again before you can restore MP. But, it also requires fewer abilities than the above strategies. ******************************************************************************* VIII. STATISTICS AND LEVELING ******************************************************************************* %%%BRAVERY AND FAITH%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00brave Bravery and Faith are two "special" statistics that are not affected by gaining levels. Bravery affects a couple different combat skills, while Faith governs the effectiveness of magic. Bravery and Faith each range on a scale from 0 to 100 for each character, both human and monster. They are not affected by equipment, experience level, or job. Instead, only a few abilities and story events (listed below) will change Bravery or Faith temporarily for a battle. At the end of the battle, a quarter of this change (rounded down) also becomes permanent. For instance, raising your Bravery by 4 during a battle results in a 1-point permanent increase at the end of the battle. Or, a 9-point decrease in Bravery during a battle will result in a 2-point permanent decrease. This calculation means it's not possible for Bravery or Faith to be permanently raised above 97 or below 3 -- you can only get a 3-point change, which is not enough for a permanent change! ---Bravery--------------------------------------------------------------------- Bravery relates to a couple different elements in combat. Generally speaking, a high Bravery is better (and, in fact, will help you out quite a lot!) ---WHAT DOES BRAVERY AFFECT?--- - The chance of using most Reaction Abilities in response to an enemy attack is equal to your Bravery. So, a high Bravery means you'll use Reaction Abilities more. This is quite helpful, and the best reason for raising your Bravery. - A higher Bravery increases the damage you deal when attacking with fists, knight's swords, and/or katanas. - The gil/JP received from some Errands is affected by your Bravery -- some Errands give you more gil & JP if your Bravery is high, others more gil & JP if your Bravery is low. (And many other Errands aren't affected by Bravery at all.) - If a unit's Bravery drops below 10 during battle, she/he/it will turn into a Chicken. As a Chicken, the character cannot be controlled and will simply flee into a corner and do nothing. A Chicken regains 1 Bravery each turn and will turn back into its regular self once his/her Bravery gets back to 10. - If a unit's permanent Bravery gets too low, he or she will abandon the team out of cowardice and permanently disappear from the roster. - When discovering items using the Treasure Hunter movement ability, you receive one of two different possible items based on Bravery ... in this case, having a LOW Bravery makes receiving the "good" item more likely. For this reason, Rapha makes a great Treasure Hunter as she starts with a very low Bravery. ---WHAT CHANGES BRAVERY?--- Bravery can be increased during battle by: - Your choices in two story battles. Choosing to rush the enemy and not help Argath on the Mandalia Plain in Chapter I will raise the current team's Bravery by 10 for the battle (at least 2 of which is thus permanent). In Chapter II, choosing to help Mustadio at Zaland will raise Bravery by 20; choosing not to help him will raise Bravery by 10. - The Orator's Praise skill raises Bravery by 4. - The Dancer's Bravery Boost reaction ability raises Bravery by 3 in response to a physical attack. Note that one use of this by itself is not enough for a permanent change. - Ramza and Luso's ability Steel (only available in Chapter II or later) raises Bravery by 5 and has a 100% hit rate. - Ramza and Luso have an ability called Shout (not available for Ramza until Chapter IV) that raises their own Bravery by 10, but can only target themselves, not other allies. - Reis's Dragon's Might ability raises a dragon or hydra's Bravery. It does not work on other characters/monsters. Bravery can be decreased by: - Choosing not to help Boco in the story battle at Araguay Woods in Chapter II. This gives a 10 point penalty to the party's Bravery - The Mystic's Trepidation magick lowers Bravery by 30. - The Orator's Intimidate ability lowers Bravery by 20. - Beowulf's Chicken ability lowers Bravery by 50! - The Dread Gaze ability possessed by the Floating Eye and Ahriman monsters lowers a character's Bravery by 10. Remember that only 1/4 (25%) of these changes remain after a battle. ---WHAT LEVEL OF BRAVERY IS GOOD?--- There's little reason not to shoot for as high a Bravery as you can get. It makes your Reaction Abilities more effective, and increases the power of certain weapon types. The ONLY downside to having a higher Bravery is that it keeps you from finding rare items with Treasure Hunter. But, you can just keep one specialized character with a low Bravery for that, and raise your main fighting team to have as high a Bravery as possible. Plus, once you've collected all the rare Treasure Hunter items, you don't need a low-Bravery character any more and can raise his/her Bravery back up. ---HOW CAN I RAISE BRAVERY?--- The best way to gain Bravery is to use Ramza and Luso's Steel ability. Steel gives you the largest Bravery boost (5) and has a 100% hit rate. (To increase Ramza and Luso's own Bravery, Shout is even better.) If you want to grind Bravery, deploy both Ramza and Luso, increase their speed, and use Steel/Shout until everyone's Bravery is maxed out at 100. Then finish off the enemies. Since only 1/4 of your Bravery gains are permanent, you'll have to repeat this process quite a few times to actually reach the highest permanent Bravery possible (97). Also, when you encounter the three battles in the story where you're given a choice of mission objectives, be sure to pick the options that net you a higher Bravery (don't help Argath; help Boco and Mustadio). This is a nice early Bravery boost before you have other abilities to tweak it. ---HOW CAN I LOWER BRAVERY?--- The only reason you'll want to lower Bravery is for Treasure Hunter, but the quickest way to do this is with Beowulf's Chicken. (The good Treasure Hunter items don't show up until after Beowulf is available.) Each use of Chicken can net up to a 12-point drop in permanent Bravery. Use it over the course of several battles to drop your Bravery quite a bit. For final tuning of your Bravery, use Intimidate to make smaller 4-point changes. (Remember that if you go TOO low, you run the risk of the character deserting!) ---Faith----------------------------------------------------------------------- Faith is mostly related to magick, and can be both good and bad. ---WHAT DOES FAITH AFFECT?--- - Magick is most effective when cast by characters with high Faith. Attack magicks do more damage, healing magicks restore more HP, and status-changing magick is more likely to succeed. - But, enemy magick is also more effective against you when you have high Faith. - Marach's Nether Mantra abilities reverses the above: it does more damage when Marach has LOW Faith, and when his targets have LOW Faith. - "Magick" guns (Glacial Gun, Blaze Gun, Blaster) are more likely to do high damage when the user has high Faith. - A LOW Faith increases the attack strength of fell swords wielded by the character. - The gil/JP received from some Errands is affected by your Faith -- some Errands give you more gil & JP if your Faith is high, others more gil & JP if your Faith is low. (And many other Errands aren't affected by Faith at all.) - If your character's permanent Faith level gets too high, the character will experience a religious conversion and permanently quit the team. ---WHAT CHANGES FAITH?--- Faith can be increased by: - The Orator's Preach skill raises Faith by 4. - The Bard's Faith Boost reaction ability raises Faith by 3 in response to a magick attack. Note that one use of this by itself is not enough for a permanent change. - The Mystic's Belief spell and the Templar's Belief swordskill cause Faith status, which acts as a temporary increase in a character's Faith to 100. Because this status has no effect on a character's actual Faith number, it does not result in any permanent change to Faith. - The Rod of Faith weapon gives the character equipped with it a permanent Faith status as long as it is equipped. (But, again, this never affects your actual Faith number.) - Striking characters with the Rod of Faith can bestow the Faith status on them. Faith can be decreased by: - The Orator's Enlighten skill lowers Faith by 20. - The Mystic's Disbelief spell and Templar's Doubt swordksill cause Atheist status, which is the reverse of Faith status: it acts as a temporary reduction to 0 in Faith, but also has no permanent impact on Faith. ---WHAT LEVEL OF FAITH IS GOOD?--- Unlike with Bravery, there's no "best" Faith value since Faith is a double- edged sword -- it makes your own magicks stronger, but it also increases the damage you take from enemy magicks. For magick-users, you'll probably want a high Faith in order to increase your magick strength. If you have a support character using a magick gun, you might want to boost his Faith as well to make the gun more effective. Remember, though, that you can't get your Faith TOO high (95+) or the character will quit your team. If a character isn't going to be using magick, you may want to lower his Faith as low as possible. Of course, this destroys his/her ability to use magicks, but it also renders them virtually invulnerable to enemy magicks. For characters who use primarily physical attacks (e.g. Ninjas, Dark Knights, special characters with swordskills) and not magicks, low Faith is actually a great defensive asset! ---HOW CAN I RAISE/LOWER FAITH?--- You're pretty much dependent on the Orator's skills to change Faith. Just make as many characters into Orators as possible, defeat most of the enemies and cripple the remaining ones (see tips below), then have them use Enlighten or Preach on each other. %%%EXP, JP, AND GIL%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00exp ---Exp and Experience Levels--------------------------------------------------- Characters gain experience after every successful action except Defend and Re-equip, unless they're KOed by an enemy counterattack. You do not earn Exp for using a Reaction Ability, even if it does daamge or KOs the attacking enemy. Gaining 100 experience points advances a character's experience level by 1 and resets the experience count to 0. You cannot "carry over" any excess experience; gaining 23 Exp when you have 99 Exp still leaves you with 0 Exp at your new level. A character's experience level and current Exp count can also be used as the basis of targeting Arithmeticks (see the Arithmetician job description above). Exp is not earned in the multiplayer modes. ---STAT INCREASES--- Stats that increase with level gains include maximum HP, maximum MP, attack power, magick power, and speed. Attack and magick power and speed increase fairly slowly, though; you won't see these increase with every level gain. Bravery and Faith do NOT increase with level up; they have their own mechanic (see Bravery and Faith, above). Other stats that do NOT increase with level ups are Move and Jump ranges and evade rates. Of the five stats that do change, the amount each stat increases at level-up is determined by the character's current job. For example, being a Knight will cause you to gain more HP at level up than a Black Mage, but vice versa for MP. (You can exploit this by leveling down and then back up; see Level-Downs & Stat Grinding, below) ---STARTING EXPERIENCE LEVEL--- New generic characters recruited from the Warriors' Guild always start back at experience level 1. Most new story characters have a level assigned to them based on the current level of your party, so they're already fairly strong. The big exception is Cloud, who starts at experience level 1. (Mustadio, Agrias, and Balthier also start at fixed experience levels, but their levels should be roughly equivalent to the rest of your party's at those points in the game.) Monsters hatched from eggs have a level that is randomly determined; it can be as low as 1 and as high as the level of your highest-level character. Characters you recruit from the enemy side (using Entice or Tame) obviously stay at whatever their existing experience level was. ---HOW MUCH EXPERIENCE?--- The number of experience points you earn is largely determined by the gap beween YOUR level and the TARGET's level. You'll earn 10 Exp for performing an action on a target as the same level as you. Performing actions (either healing or attacking) on characters of higher level than you will get you MORE experience, and the gain is bigger the bigger the difference in level. Of course, healing or attacking characters of lower level will you earn you LESS experience, and the penalty is bigger the bigger the gap (though you'll always earn at least 1 Exp). You'll also gain more Exp from an attack that KOs any enemy, though this bonus wears off if you repeatedly revive and KO the same enemy. ---LOW-LEVEL CHARACTERS--- A good way to build up low-level characters is to have them heal teammates who are at a higher level. This is safe and won't get them counterattacked, and if there's a big gap in level, they'll gain experience quickly. This technique is particularly useful for building up Cloud, who starts at experience level 1 at a time when most of your characters are probably at least level 40. Guns are also useful for low-level characters since their damage is not based on any stats that are dependent on level. (Regular gun damage is based only on the attack strength of the gun, and magickal guns reflect only attack strength and Faith, which doesn't change with levels.) If you only care about gaining JP, you can turn the low-level characters to Stone. This will protect them from being KOed, and they can still earn spillover JP. Of course, they won't earn Exp or levels, and they'll gain JP pretty slowly. But, this can still be useful if you have a low-level character you just can't keep alive long enough to gain JP any other way. ---OTHER WAYS TO GAIN EXP--- - The Arithmetician support ability Exp Boost doubles the experience you earn from regular actions. - The Thief action ability Steal Exp steals all of an enemy's current experience counter (i.e., anywhere from 0 to 99) and adds it to the stealer's own experience counter. This can be useful for small-scale experience boosts, but it's limited by the amount of Exp that your enemy has. Balthier's Plunder Exp is a more effective version of this. - The Arithmetician movement ability Accrue Exp gives you additional experience every time you move around the battlefield. - The Wild Boar monster -- available only by breeding from a Swine or other Wild Boar -- has an ability called Bequeath Bacon that becomes available when it is standing next to an ally with the Squire's Beastmaster support ability. This ability causes its target to gain 1 experience level, but turns the Wild Boar into a crystal, killing it permanently. ---ONION KNIGHTS--- The Onion Knight job cannot gain Exp! So, the easy way to level up to Onion Knights is switch them to another job to level up. The hard way is to use Bequeath Bacon, which is time-consuming but rewards you with the best stat gains -- see the Level-Downs and Stat Grinding section below. ---Gaining JP------------------------------------------------------------------ JP is gained after every action, just like experience. Characters earn JP for each job separately -- whatever your current job is, that's the job you'll earn JP for. JP is used to "purchase" new abilities. It is also used to advance your job level -- see Unlocking Jobs up in the Jobs section. All new characters come with fairly minimal JP and learned abilities. Unlike Exp, JP is earned even in Melee Mode and Rendezvous Mode. ---SPILLOVER JP--- Whenever a character gains JP, all other allies ALSO gain some JP for the same job, equal to 25% of the JP earned by the original character. For example, if a character on your team who's a Ninja performs an action and gains 40 JP, your other units will also gain 10 JP for the Ninja job, regardless of what their current job is. This bonus applies ONLY to characters participating in the current battle. It does not apply to the other characters in your roster whom you did not deploy. You also can't earn spillover JP if you're currently KOed. Other status ailments still allow you to earn spillover JP. JP Boost has NO effect on spillover JP. (It doesn't increase the amount of JP that spills over onto others, nor does it increase the JP a character earns via spillover bonuses.) Note that "spillover" JP accumulates even for a jobs a given character hasn't unlocked yet. You'll see it once the job DOES becomes available. For instance, if Ramza earns JP as a Dragoon, Agrias will get spillover JP for the Dragoon job, even if she hasn't unlocked it. JP continues to be earned and distributed this way even if the character already has 9999 JP for the job and his/her own JP count has stopped. ---OTHER WAYS TO GAIN JP--- - Characters at higher experience levels gain more JP! So, you'll find it much quicker to unlock jobs and abilities at the end of the game than at the start. - Characters also gain more JP as their job level for the current job increases. This means your JP growth for each job isn't linear; you start out gaining JP slowly, but gain it more quickly after you've advanced job levels. - The Squire support ability JP Boost increases the JP you earn for each action by 50%. It has no effect on spillover JP. - The Arithmetician movement ability Accrue JP gives you additional experience every time you move around the battlefield. - JP is received from completing any Errand available in the Taverns in every town. For the best reward, match up your jobs with the demands of the Errand -- see the Errands list for more information. ---Gil------------------------------------------------------------------------- Gil is Ivalice's currency and is used to purchase items and services in towns. Unlike Exp and JP, gil is not earned after every action. Instead, it's primarily earned at the end of a battle as Bonus Coin. The amount of Bonus Coin you receive at the end of the battle is equal to the combined level of all the enemies times 100. The other major way to earn gil is to sell items and equipment in your inventory to the Outfitter or Poachers' Den. You'll receive half the list price for each item (e.g., an item that costs 400 gil to buy at the Outfitter will net you 200 gil when sold). A lot of equipment simply becomes obsolete after newer equipment becomes available, so sell away! For example, there's no reason to keep Leather Helms (+10 HP) when Bronze Helms (+20 HP) are available. However, you may want to hang on to equipment with particular special effects (e.g. immunity to certain status conditions), as these often come in handy for particular battles. Bonus Coin is awarded after battles in Rendezvous Mode, but NOT those in Melee Mode. ---OTHER WAYS TO EARN GIL--- - Gil is received from completing any Errand available in the Taverns in every town. It costs some gil to sign up for each Errand to begin with, though, so your profit is often somewhat limited--in some cases, you can even LOSE money on an Errand! For the best reward, match up your jobs with the demands of the Errand -- see the Errands list for more information. - A few action abilities give you a small amount of gil when they successfully hit an enemy unit. These include the Thief's Steal Gil, the Orator's Beg, Balthier's Plunder Gil, and the Steelhawk monster's Glitterlust. (Note that when enemies hit YOU with one of these abilities, you'll actually lose money out of your War Funds!) These abilities do not work in the multiplayer modes. - The Thief reaction ability Gil Snapper, when triggered, gives you an amount of gil equal to the amount of damage the character just received. This actually isn't all that useful an ability, since the amount of gil you get from it is small compared to Bonus Coin. (Even an attack that does 998 HP damage would only get you 998 gil, compared to the tens of thousands you can earn in Bonus Gil.) Gil Snapper also does not work in the multiplayer modes. - Many story battles also give you a fixed amount of gil as a Battle Trophy after the battle in addition to the regular Bonus Coin. These include story battles #1, #4, #5, #6, #7, #10, #13, #14, #16, #19, #22, #26, #29, #35, #39, and #42. This gil tends to be helpful early in the game, but in the later battles is quite small relative to the Bonus Coin. - During battle, if you pick up an item from a chest or find an item using the Treasure Hunter movement ability, and already have the maximum 99 copies of that item, you'll instead be given gil equal to 1/4 of the list price of the item. Again, this does not happen in the multiplayer modes. %%%QUICKLY EARNING EXP AND JP%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00quick The above sections describes how Exp, JP, and gil are earned in general. The below section now covers strategies for earning them quickly and maxing out your stats. It's RARELY (if ever!) necessary to spend time grinding experience to complete the game. In most cases, a change of strategy is all you need to get you through the next battle. But, if you're absolutely stuck or if you just want to max out your characters, read on :) ---BASIC STRATEGY--- The basic strategy for quickly raising JP is to take out all but 1 or 2 enemies, and then afflict the remaining ones with status conditions that prevent them from doing much of anything. Now, your characters can simply perform actions over and over to net JP. A more detailed breakdown of these steps: ---PARALYZING THE ENEMIES--- Status conditions that prevent the enemy from doing much of anything include Stop, Disable, Toad, and Chicken. Chicken and (especially) Toad are the best as Chicken lasts for as many as 10 enemy turns, and Toad lasts until actively removed. Turning the last enemies to Stone will end the battle, so don't do this. Alternately, you can use your characters to trap the enemy in a place where it can't move (e.g. in a corner, or next to tall obstacles), then turn those characters into Stone (e.g. using the Mystic's Induration magick). This will keep the enemy trapped where it can't move or attack you. Just make sure that you have a way of eventually killing the enemy -- either a way to remove the Stone status from your characters or a magick attack that can hit the trapped enemy. To further increase the number of actions you can take relative to the enemy, you can raise your Speed and/or lower the enemy's (e.g., with Tailwind, Rend Speed, etc.) This will reduce the amount of time you have to waste watching the enemy move. Finally, remember that it's important to keep the last enemy alive. If the last enemy is KOed, the battle ends. For this reason, it's a good idea to remove Reaction Abilities that would allow you to counterattack and accidentally KO the enemy. ---RAISING JP--- The Focus ability (Squire) is probably the best for gaining JP, as it can be acquired early in the game, requires no charge time, always succeeds, and does not consume MP. Plus, it even has a fairly short animation! Once you've turned the enemies into poultry or amphibians, you can simply use Focus over and over to build JP. Most of the special story characters, however, can't learn Focus, and neither can monsters. For these characters, you'll need to use other action patterns: - Inflict a minor status condition, then cure that condition. For instance, make a character blind with the Mystic's Umbra spell or Beowulf's Blind sword technique, then use Eye Drops to remove it. - Attack other allied units. This works best if you turn the character into a Toad first to minimize the damage s/he can do. (You could also use repeated Rend Powers instead of Toad.) Or, equip the target with Chantage and she will regenerate no matter times you attack and KO her. If you're going to be attacking your allies, make sure they aren't equipped with shields, cloaks, or reaction abilities that can stop attacks (like Shirahadori or First Strike). You won't earn any JP for a dodged or blocked attack. On the other hand, healing reaction abilities like Regenerator, Critical: Recover HP, or Dragonheart will help your punching bags recover from the damage they take :P. - After you do some damage attacking your allies, you can also then use Chakra or other healing abilities to heal the damage you inflicted, for another source of JP. Equipping the Squire's JP Boost is a HUGE help in raising JP. This ability gives you a 50% boost to your JP and can be learned very early. (Even characters without a Squire job have JP Boost available.) Remember that the "spillover JP" effect means that whenever you gain for a given job, the other active characters gain a lesser amount of JP for the same job. You can adjust your strategy accordingly: If you really want to learn abilities from ONE job, you can turn multiple characters into that job to maximize your JP gains for that job. Or, you can use different jobs to spread your JP gains between multiple jobs. This can be useful if Character A only needs a few more JP for a particular job (say, Knight) -- you can make Character B a Knight and Character A can just pick up the remaining Knight JP from spillover while s/he works on a different job. ---RAISING EXP--- You can raise experience points in pretty much the same way as JP, since you'll also earn experience for all of the actions listed above. Of course, Exp Boost and Accrue Exp (both Arithmetician abilities) will speed your experience gaining. Since you can earn more experience by attacking/healing high-level characters, a good strategy is to bring a mix of high-level and low-level characters, and let the low-level characters beat up the high-level characters. Adding high- level characters to your team will also increase the level of the enemies, and so the low-level characters can earn more Exp from them as well. If there's a sufficiently big gap in experience level between the low-level and high-level character, you can combine Exp Boost and Accrue Exp to gain an entire level per turn. Have your low-level character attack the high-level character to gain most of the Exp needed for the next level, then move the maximum distance to gain the rest of the needed Exp (via Accrue Exp). Repeat the process in reverse on the character's next turn. Once you hit level 99 and 99 experience, you can easily cast healing or defensive magicks to your whole party using Arithmeticks and Level Multiple of 3 or Exp Multiple of 3. (Of course, you might hit a few enemies too.) Note that, for monsters, it may be faster to get a "new" high-level monster rather than level up an existing one. The level of a new monster born from an egg can be as high as the highest-level character on your roster. So, if you have a monster type you like but the monster is at a low experience level, you can let the monster breed and you can probably get a higher-level version of the same monster that way. ---RAISING BRAVERY/FAITH--- If you want to grind your Bravery and Faith up or down, you can paralyze the enemies in the same way, and then repeatedly use abilities that change your Bravery and Faith. The best abilities for this job are: - Raising Bravery: Steel (Ramza/Luso) - Lowering Bravery: Chicken (Beowulf) for large changes, Intimidate (Orator) for smaller changes - Raising Faith: Preach (Orator) - Lowering Faith: Enlighten (Orator) ---PARALYZING EXCESS PARTY MEMBERS--- If you have extra party members that you don't want to level, use the Orator's Induration spell to turn them to stone. This prevents them from getting any turns at all, so you don't have to bother with them. (And, unlike being KOed, it will never kill you permanently.) This can be a useful strategy if you're trying to level up weaker characters, who might not be able to handle the enemy party on their own. You can bring a few strong characters to wipe out the batch of enemies, but then turn those strong characters into Stone so you won't have to bother with them while your weak characters train. %%%AUTOMATED LEVELING%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00auto It's possible to combine the above leveling tactics to make the game AI automatically raise JP and experience for you! You can let the characters fight and earn JP without even having to watch the game. There are two different methods for doing this. The Simple Method is quick and easy, but it doesn't work for monsters or most story characters and can be tricky to use with a few generic jobs. The Universal Method is a bit more complex and requires a few more abilities, but works for all characters and jobs. ---The Simple Method----------------------------------------------------------- This method, from readers winddraco and Adam Scarrett, is quite easy to do, but it does NOT work as well with monsters or with story characters except Ramza and Luso. It does, however, also help you grind your Bravery up. STEP ONE: You must have learned some ability that will let you cripple the enemies' abilities to attack you. Either Toad (Black Mage) or Rend Power/Speed (Knight) will work. STEP TWO: In the Options list, set Battle Prompts, Display Ability Names, and Display Effect Messages, and Display Earned Exp/JP (items 6 through 9) to OFF, so that these messages won't interrupt the game. STEP THREE: The characters you want to level up must have learned the Focus ability (Squire). (Nost story characters don't have Focus, which is why this strategy doesn't work so well for them, but there's a variant that kind of works for them.) Switch these characters into the job you want to gain JP as, then have them equip the Squire's Fundaments ability as a secondary action ability. REMOVE any ranged weapons they might have. STEP FOUR (OPTIONAL): Equip JP Boost on the characters who will be gaining JP. This isn't strictly *necessary*, but certainly helps you gain JP faster! STEP FIVE (OPTIONAL): If the characters who will be gaining levels are pretty weak, you may want to deploy some other "helper" characters who will just function to kill the other enemies. If you're doing this, make sure at least one character in the squad has the Mystic's Induration magick available. STEP SIX: Get into a random battle. A spacious map like Zeklaus Desert is helpful because you'll need to keep your characters separated from the enemies. STEP SEVEN: Defeat all but a few of the enemies. Clear out the enemy bodies and any chests or crystals. (Crystals will interrupt the battle with a message you have to respond to, so you want to get rid of them.) STEP EIGHT: Use Toad or repeated Rend Powers/Rend Speeds to reduce the remaining enemies to a crippled state so they can't hurt you. STEP NINE (OPTIONAL): If you were using any "helper" characters, use the Induration magick to turn all these characters to stone. This will keep them from participating in the battle or taking up turns. STEP TEN: Move all your remaining characters to the opposite site of the battlefield from the remaining enemies. STEP ELEVEN: If you have any story characters without Focus, use Rend Power and Rend Magick (or Toad) to reduce their offensive ability down to nothing. STEP TWELVE: Set all the characters to AI control and pick the "Coward" pattern. 12A) If Ramza or Luso is on the team, set him to the "Defender" AI pattern and pick another character to help out. He will use Tailwind and/or Steel to boost that character's speed or Bravery. This has the nice side effect of helping you to raise your Bravery up too. At this point, your AI-controlled characters should just run from the remaining enemies while spending most (though not ALL) of their turns using Focus to build their attack power. (They may also sometimes use other support abilities instead.) Each ability used earns them Exp and JP. Meanwhile, the remaining enemies are too weak to hurt you at all. STEP THIRTEEN: If you have any story characters without Focus, set them to the "Berserker" AI option and have them target one of the remaining monsters. Assuming you used Rend Power/Magick, they won't do much damage to the monsters and can still earn JP/Exp this way. The downside to this tactic is that they WILL finish off the monsters eventually (probably before you've finished mastering your jobs), which is why this method really works best for generic characters. You can now leave the game running while the characters build up Exp and JP. Just make sure your PSP has plenty of power -- you may want to plug it in before you leave. STEP FOURTEEN: When you've earned enough JP to master your current jobs, press Triangle to interrupt the battle. Select your characters and switch them back to Manual control. STEP FIFTEEN: Finish off the remaining enemies to end the battle. Your attack strength will be through the roof, so this should be quite easy :) That's it! This method is quite easy to do, since it really requires only Focus. However, you may run into trouble with jobs with long-range special abilities (e.g. Dragoon) as the AI may choose to use range attacks. If you start leveling those jobs before you've learned those long-range abilities, you won't have to worry about this. Otherwise, you may want to use the Universal Method below. There's also a chance that your AI-controlled characters will occasionally throw stones at the enemy and accidentally kill them because of their high attack power. If you leave more than one crippled enemy in play, this will help keep the battle from ending prematurely. ---The Universal Method-------------------------------------------------------- The procedure is also pretty straightforward -- you really only need the Toad and Induration spells to do it, although having Rend Power and/or Rend Speed and Berserk will help. The advantage of this method is that it is guaranteed to work with ALL jobs and characters (including monsters!), but it may require a bit more management. Here's the method: STEP ONE: Make sure at least one character on your team has learned the Toad magick (Black Mage), and also either Induration (Mystic) or Arithmeticks. STEP TWO: In the Options list, set Battle Prompts, Display Ability Names, and Display Effect Messages, and Display Earned Exp/JP (items 6 through 9) to OFF, so that these messages won't interrupt the game. STEP THREE: Designate one character as the Toad-caster. Change the remaining characters to whatever Jobs you want to gain JP. Remove any equipment that protects the remaining characters from Toad (Japa Mala, Ribbon, Onion Gloves, or Cachusa). STEP FOUR (OPTIONAL): Equip JP Boost on the characters who will be gaining JP. This isn't strictly *necessary*, but certainly helps you gain JP faster! STEP FIVE: Get into a battle. Random battles at the Mandalia Plain work great because they have weak enemies and helpful terrain, but anywhere works. STEP SIX: Defeat all but 1 or 2 of the enemies. Clear out the enemy bodies and any chests or crystals. (Crystals will interrupt the battle with a message you have to respond to, so you want to get rid of them.) STEP SEVEN (OPTIONAL): Use Rend Speed (Knight) repeatedly to reduce the remaining enemies' speed. This isn't required, but will speed up your leveling by reducing the number of enemy turns interrupting the process. STEP EIGHT (OPTIONAL): Use Rend Power (Knight) to reduce your own characters' and the enemies' attack strength. This allows you to earn more JP per battle, as your characters will have to take more turns to finish off the enemies. If you're going to be using Rend Power on yourself, remove any accessories or reaction abilities that evade physical attacks (e.g. shields or Shirahadori), so that you won't be dodging the Rend Powers. STEP NINE: Use the Toad magick to turn the remaining enemies, as well as your allies, into toads. Having a high Faith will increase the likelihood that the magick succeeds in turning characters into toads. Once you have Arithmeticks, you can use it to more efficiently cast Toad on everyone. As noted in sahkuh's YouTube video below, Mandalia Plain provides a great opportunity to do this. Just put all the characters you want to turn to Toads on height 2 ground (and lure the enemy up there) and position your Toad-caster stands on the height 4 rock, then cast Height Prime Toad. If the spell misses any characters, move the remaining ones onto the height 3 rocks and cast Height Multiple of 3 Toad. If you're not using Arithmeticks, it may be helpful to bring Chakra or some Ethers to make sure you have enough MP for repeated casts of Toad. STEP TEN (OPTIONAL): If there any characters you don't need to level up, take them out of the action so that they don't steal any of the Exp/JP! You can do this in two ways: 10A) Set them to AI control and pick the Coward option. As long as they're Toads, they'll simply run and hide in the corner. 10B) Use the Mystic's Induration spell to turn them to Stone. STEP ELEVEN: Set your Toad allies to fight automatically. There are two ways to do this: 11A) Use the Mystic's Fervor spell to give them Berserk status. (You can use Arithmeticks to cast this on many characters at once.) If you have Fervor available, this is the preferred method. Just make sure you don't Berserk your human character by accident, as s/he will finish off the enemy toads too quickly. 11B) Set the characters to AI control. Choose the "Berserker" AI pattern and set them to attack the remaining enemies. As long as ALL your allies have Toad or Stone status, they'll attack away. (If there is at least one non- Toad character on your side, AI-controlled Toads will flee instead of attacking.) Note that method 11B will NOT work if any of the characters have the Black Magicks command and the Toad spell, as the AI will then have the characters cast Toad on themselves to turn back into human form. You can either drain away their all MP beforehand, or just use method 11A. The AI-controlled toads will sometimes also get "stuck" in a weird AI pattern and stop attacking the enemy. If you're using this method and the AI stops attacking, press Triangle to pause and change the AI to Coward for one turn to make your characters run away. Then switch them back to Berserker and they should start attacking again. Since this requires additional babysitting of the game and isn't completely automatic, using the Fervor magick is better. Characters with Berserk status will ALWAYS attack. At this point, the Toad-ified characters will automatically fight the enemy toad(s), doing minimal damage (especially if you used Rend Power beforehand) but earning JP each time. This allows them to automatically earn a tremendous amount of JP as they keep fighting in toad form. The only issue is what to do with your remaining human character, who was casting Toad on everyone: STEP TWELVE: Remove your Toad-caster from active control, so that your team will be fully automatic. Again, you can do this in two ways: 12A) Cast the Mystic's Induration spell on yourself to turn to Stone. The character won't get any turns at all for the rest of battle, so you won't have to enter commands for him/her. However, since s/he won't be taking any actions, the characters won't earn any Exp and will only get spillover JP from other the rest of the party. 12B) Cast Toad on yourself, then set the character to AI control and choose the "Berserker" AI pattern to start attacking the enemy. This has the advantage of allowing all 5 characters to gain JP, but it ONLY works if you are using Arithmeticks to cast Toad--because if you have the Black Magicks command available, the AI will simply cast Toad on itself and turn the character back to a human. So, if you don't have Arithmeticks yet, use method 12A. Once you've turned your last human character into Stone or an AI-controlled toad, your party will be fully automatic. Your toads will battle the enemy toad and rack up a ton of JP in the process. At this point, you can simply leave the game running and do something else. Just make sure your PSP has plenty of power -- you may want to plug it in before you leave. Eventually, your party will finish off the last enemy toad and the battle will end. Then, it's time to repeat the process with a new battle. Using Rend Power will allow each battle to run longer since the characters will need more turns to finish off the enemy toad. You can level every character in the game this way except for Construct 8, who is immune to Toad status. To build up Construct 8, you can use Rend Power to reduce its attack strength as much as possible and then set it to AI control. CAUTION!: Of course, it's still possible for the enemy toad(s) to KO/kill your characters. This is bad. However, as long as you outnumber the enemy and/or used Rend Speed on the enemy toads, you'll win easily. If you want to be extra cautious, give your characters Reraise before you've turned everyone to toads. YouTube user sahkuh has uploaded an excellent video demonstration of this general method. At the time of this writing, this video is available at: http://www.youtube.com/watch?v=i3dSSDwNSFE %%%LEVEL DOWNS AND STAT GRINDING%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00down ---THE BASICS--- As noted in the Exp section, the stat gains you gain at level up are partially based on your current job -- for example, being a Knight will cause you to gain more HP at level up than a Summoner, but vice versa for MP. If you want to max out your stats, find a Degenerator trap on a map, or recruit a Mindflayer and use Beastmaster to access its Level Blast ability. (Both of these will lower a character's experience level.) Turn into your character into a Chemist, Bard, or Dancer and activate the trap/Level Blast. Since these three jobs have small stat gains per level, the level drop will only decrease your stats a little. Now, change the character into a better job and level back up. Your stat gains at level up will be based on the current job, so by the time you get back to the same level, you'll have gained more than you lost. This results in a net INCREASE in your stats, even though at you're at the SAME level! If you really have nothing better to do with your time ;), you can keep repeating this cycle over and over to keep raising your stats. Convenient Degenerator traps are located at: - Zeklaus Desert, in the ravine in the center of the map. It's in one corner of the ravine, on a tile of height 0 next to a cliff with height 3. If you enter the desert from Gollund, you'll start fairly close to this tile. This is probably the easiest one to use :) - Midlight's Deep floor 2, The Stair. It's on the tile with one of the Elixirs (see the Midlight's Deep sections above for the specific location of the tile). Of the two Elixirs, it's actually the one that's right next to where your team starts, which makes it really handy! - Fovoham Windflats, on the cliffs. With the water at the bottom of the screen, it's on the right side of the cliffs. There are three tiles with height 7 on this side of the cliffs. The Degenerator one is on the tile in the middle. If you enter Fovoham from the Lenalian Plateau, you can reach this one on your first turn, but this is a little inconvenient as you have to contend with the possible of random encounters in Lenalia as well. Less convenient Degenerators can also be found at Mount Bervenia and Dorvauldar Marsh. (Aside from The Stair, the Degenerators are all located at the map locations where there is no story battle or where the story battle takes place on a different map -- the battle to help Luso didn't appear in the original PSone version.) ---RECOMMENDED JOBS--- The table below lists the best jobs to levellevel-up with depending on which stats you want to grow. The jobs in the "Best" column are the optimal jobs to use; the "Alternative" column lists other jobs you can use if you don't have the "Best" one unlocked. BEST ALTERNATIVE FOR LEVEL-DOWN Bard or Dancer Chemist GAINING HP Dragonkin [Reis] or Mime Monk GAINING MP Summoner Black Mage GAINING PHYS.ATK. Mime Dragoon, Knight, Dark Knight GAINING MAG.ATK. Dragonkin [Reis] Mime GAINING SPEED Ninja or Sky Pirate [Balthier] Thief Gaining MP generally isn't important, so Ninja and Mime are the best jobs to grind stats with. (Ninja will also raise your attack power somehat.) Overall, grinding Speed with the Ninja is probably the best stat to raise. Speed increases are normally pretty hard to gain, while HP and attack strength are easier to increase. And a high Speed will give your characters numerous turns to get the jump on the enemy. If you do want to raise magick attack, Mime and Job Level 8 Onion Knight are the *only* normal jobs that you can use to grind magick attack. Reis's Dragonkin actually has the best magick attack growth rate, and some of the other special jobs also have moderate magick attack growth rates. Note that the stat-grinding procedure tends to favor male characters, since Bard is a better job to level down with Dancer. (Leveling down as a Dancer drops your physical attack more than it does as a Bard.) Consider it compensation for the ladies' Chantage and Tynar Rouge ;) Of course, you can eventually max out your stats for both genders; it's just *faster* for male characters. ---ONION KNIGHTS--- If you REALLY want to maximize your stat gains, the job with the best stats at level-up is an Onion Knight with job level 8 (obtained by mastering 14 other jobs). A job level 8 Onion Knight gains HP, physical attack, and magick attack at the same rate as a Mime, but also gains speed and MP quickly (which Mime does not). But since Onion Knights don't gain regular experience and can't equip the Steal Exp or Accrue Exp skills, there's only way to level them up: the Wild Boar's Bequeath Bacon skill. First, you'll need a Swine on your team; use it to breed some Wild Boars. (Wild Boars don't appear anywhere on their own.) During battle, position the Wild Boar next to a character with the Squire's Beastmaster skill (or Reis, whose Dragonkin job has an innate Beastmaster) to make Bequeath Bacon available. Use Bequeath Bacon on your Onion Knight. This causes the Onion Knight to gain 1 level, but turns the Wild Boar into a crystal, killing it permanently. Then, get another Wild Boar and repeat the process to gain another level, and so on. This obviously takes a lot of time, but you can great stats out of it, so if you're into leveling, go hog wild :) (pun intended ;) ) If you don't want to go to all this effort, you can just use the other jobs recommended above. They don't quite as big stat gains as Onion Knights, but you'll get to the same place eventually. And, unless you have a lot of roster slots for breeding Wild Boars, it's probably faster to use Ninja/Mime to level up. See below for a specific strategy for this. ---QUICKLY GRINDING STATS--- FAQ contributor winddraco suggests a great method for quickly grinding stats. STEP ONE: The character(s) you want to grind with should be switched to a Bard or Dancer. (We'll call these character the "Grinder(s).") If you don't have Bard or Dancer available yet, you could also use Chemist. 1A (OPTIONAL): If you have any abilities or items to make the Bard or Dancer Invisible, equip them. You can use the Ninja Gear or Septie`me perfume, or even the Ninja's Vanish ability (use a weak attack against the character at the start of the battle to trigger Vanish). Being Invisible will protect him/her once s/he's been leveled down. STEP TWO: Get into a random battle at Zeklaus Desert. Deploy the Grinder(s) and Ramza or Luso. If you need any extra "helper" characters to finish off the monsters, bring them and the Induration magick (Mystic) to turn them into stone when you're done with them. STEP THREE: Defeat all but 1 or 2 of the monsters, then use Toad or Rend Power/ Rend Speed to cripple the remaining ones. At this point, you can use Induration to petrify any "helper" characters. STEP FOUR: Have Ramza or Luso use Tailwind repeatedly to raise the Speed of the Grinder(s) and net them many extra turns. STEP FIVE: Put Ramza or Luso out of action. You can do this in two ways: 5A) Have Ramza/Luso cast Induration on himself to turn himself to Stone. If you do this, MAKE SURE a Grinder has Items as a second command and has learned the Gold Needle or Remedy ability, and there is at least 1 Gold Needle or Remedy in your inventory. You need to be able to cure Ramza/Luso at the end of battle so he can KO the last enemy. And, having leveled down to level 1, the Grinder will most likely be too weak to KO anything. 5B) Have Ramza/Luso step on the Hypnogas trap in Zeklaus Desert to put himself to sleep. The Hypnogas trap is located directly adjacent to the single cactus on side of the map. It's on the side of the cactus facing the ravine at the center of the map. Ramza/Luso will eventually wake up using the Hypnogas method, but you can have him step off the trap and back on to retrigger it and put him back to sleep. Or, have him try a very long-range Teleport, which will almost certainly fail and land him back on the Hypnogas tile, retriggering the trap in a single turn! STEP SIX: Have the Grinder(s) repeatedly step on the Degenerator trap. Again, it's in one corner of the ravine, on a tile of height 0 next to a cliff with height 3. If you have only a single Grinder, you can just stand on the trap tile and use failed long-range Teleports to trigger the trap every turn. Don't have the Grinder(s) take any action, just have them move, and you can keep them Invisible and safe. STEP SEVEN: When the Grinder(s) hits level 1, wake up or depetrify Ramza and finish off the enemies. STEP EIGHT: Outside of battle, switch the Grinder(s) to the job you want to level up with (e.g. Ninja). Give them Accrue Exp and/or Exp Boost if available. STEP NINE: Get into a new random battle. Again, cripple the remaining enemies and have the Grinder(s) attack high-level allies to gain levels until they're back at 99. You can use the general tactics above for gaining levels. A generally quick route is to have a high-level Ramza use Tailwind to raise the Grinder(s) while they beat him up and (if they have Accrue Exp) move around. Use Rend Power to reduce the damage you do to Ramza, and give Ramza Critical: Restore HP to keep him alive. STEP TEN: Rinse, lather, and repeat all 9 steps for even higher stats! ---OTHER USES FOR LEVEL-DOWNS--- The other reason you may want to use level downs is if you're expecting to face enemy Arithmeticians (which is pretty infrequently). Changing level 99 characters to level 98 prevents them from being hit by Level Multiple of 3 spells. ******************************************************************************* IX. EQUIPMENT AND ITEMS 00equip ******************************************************************************* A few words of introduction here as well: Many (but not all) items can be bought at the Outfitters, but most are not available at the start of the game. As you progress through the game, the shop inventories go through a series of revisions. In the tables below, the SHOP column denotes which revision makes the item available: #1: Beginning of Game #2: Chapter I - After reaching Eagrose Castle #3: Chapter I - After Sand Rat's Sieve #4: Chapter I - After defeating Milleuda at Lenalian Plateau #5: Chapter II - Beginning of chapter #6: Chapter II - After Ovelia and Agrias join as guests #7: Chapter II - After reaching Lionel Castle #8: Chapter II - After reaching Goug #9: Chapter II - After battle at Balias Tor #10: Chapter III - Beginning of chapter #11: Chapter III - After Alma joins as guest #12: Chapter III - After battles at Orbonne Monastery #13: Chapter III - After Rapha joins as guest #14: Chapter IV - Beginning of chapter #15: Chapter IV - After Fort Besselat #16: Chapter IV - After battles at Limberry Castle A "--" in the SHOP column indicates the item is NEVER available at stores -- see the Rare Item Locations list in Section X for information on where to get these. All items, including ones that can't be bought at the Outfitters, can be sold for 1/2 the listed price. Items acquired through the Poacher's Den are bought for 1/2 the listed price. # denotes an item that can ONLY be obtained in the game's multiplayer mode. Note that such weapons CANNOT be Thrown using the Ninja's Throw command. %%%WEAPONS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00weap Some explanations of the tables below: PARRY is the evasion rate granted by the weapon when used with the Knight's Parry reaction ability. Without Parry equipped, this statistic has no effect. DAMAGE BASES: Different classes of weapons use different stats in calculating their damage output. For example, the damage from Swords is based on the user's Physical Attack stat (as well as on the strength of the sword, etc.), while Ninja Blades take into consideration both Physical Attack and Speed. (These are listed in the charts below for each weapon type.) Based on a character's stats, you can try to choose a good matching weapon type. Here's a quick overview of what stats relate to what weapon types: Physical Attack : Swords, Axes, Rods, Flails, Crossbows, Polearms Phys. Attack & Speed : Knives, Ninja Blades, Bows Phys. Attack & Bravery : Fists, Knight's Swords, Katanas Phys. Attack & LOW Faith* : Fell Swords Phys. Attack & Mag. Attack : Instruments, Books, Cloths Magick Attack : Staves, Poles Faith & TARGET'S Faith : Magick guns none : Regular guns, Bags Since guns don't take any of the user's statistics into consideration, they can be good for low-level characters with poor stats. DUAL WIELD: This indicates whether the weapon can be used with the Ninja's Dual Wield ability, which allows you to equip two weapons at once. DOUBLEHAND: Indicates whether the weapon can be used with the Samurai's Doublehand ability, which allows you to wield one weapon with both hands to increase your attack power. "Doublehand: Only" means that the weapon type ALWAYS requires both hands. You don't Doublehand to use these weapons, but you also can't use Doublehand to increase their attack power. RANGE: Each weapon type has a range. The horizontal range is how many tiles the weapon reaches. The vertical range is the maximum allowable difference in height between you and your target. A * here indicates an unlimited vertical range. Note that many weapons have different vertical range when used to attack upwards (i.e., an enemy above you) vs. when used to attack downards. Unlike magick, all weapons have an effect radius of 1 tile only -- they only strike a single target. Almost weapon types require a direct line of fire between the user and target. The exception is regular bows (regular bows ONLY - NOT crossbows!), which can also be fired in a vertical arc between the user and target. THROWABLE: The Ninja's Throw abilities allow him/her to throw many kinds of weapons at enemies. For each weapon type, "Throwable" indicates whether or not that weapon type can be thrown. Of course, to throw a particular type of weapon, you must first learn the corresponding Throw ability (i.e., to throw flails, you must learn the Ninja's "Flail" ability). Note that weapons that are only found in the multiplayer mode (i.e., those marked with a #) can never be thrown, even when other weapons in the category are available for throwing. SPECIAL: Finally, many weapons have various special effects. Most commonly, these are one or more of the following: - "Inflicts:" - The weapon inflicts a status effect on its target. - "Always:" - The weapon gives the user a permanent status effect. - "Boosts:" - The weapon increases the power of spells of the named element when cast by the user (e.g. "Boosts: Ice" increases the power of ice spells cast by the person with the weapon). - "Casts:" - The weapon will sometimes cast a particular magick on its target after dealing its regular damage. - "____ elemental" - The weapon does elemental damage ---Fists----------------------------------------------------------------------- Damage based on user's: Physical Attack, Bravery Dual Wield : Yes Used By : Doublehand : No All human jobs, when no other weapon equipped Horiz. range : 1 Vert. range : 2 up, 3 down Equipping the Brawler support ability (Monk) increases the power of barehanded attacks. A character fighting barehanded has a parry rate of 0% (i.e., the Parry ability is useless when you are fighting with your fists). ---Knives---------------------------------------------------------------------- Damage based on user's: Physical Attack, Speed Dual Wield : Yes Used By : Doublehand : No Regular Jobs: Squire, Chemist, Thief, Orator, Ninja, Horiz. range : 1 Dancer, Onion Knight Vert. range : 2 up, Special Jobs: Squire [Ramza], Machinist, Game Hunter, 3 down Templar, Sky Pirate Throwable : Yes With Ability: none PRICE ATK PARRY SHOP SPECIAL Dagger 100 3 5% #1 Mythril Knife 500 4 5% #2 Blind Knife 800 4 5% #3 Inflicts: Blind Mage Masher 1500 4 5% #4 Inflicts: Silence Platinum Dagger 1800 5 10% #6 Main Gauche 3000 6 40% #11 Orichalcum Dirk 4000 7 5% #12 Assassin's Dagger 5000 7 5% #13 Inflicts: Doom Air Knife 8000 10 5% #15 Wind elemental Zwill Straightblade 12000 12 10% -- Inflicts: Sleep ---Ninja Blades---------------------------------------------------------------- Damage based on user's: Physical Attack, Speed Dual Wield : Yes Used By : Doublehand : Yes Regular Jobs: Ninja, Onion Knight Horiz. range : 1 Special Jobs: Sword Saint Vert. range : 2 up, With Ability: none 3 down Throwable : Yes PRICE ATK PARRY SHOP SPECIAL Ninja Blade 3000 8 5% #10 Kunai 5000 9 5% #11 Kodachi 7000 10 5% #12 Ninja Longblade 10000 12 5% #13 Spellbinder 16000 13 5% #14 Inflicts: Disable Sasuke's Blade 10 14 15% -- Koga Blade 10 15 5% -- Iga Blade 10 15 10% -- Orochi # 10 20 5% -- Drains HP from target to wielder Moonsilk Blade # 10 26 5% -- ---Swords---------------------------------------------------------------------- Damage based on user's: Physical Attack Dual Wield : Yes Used By : Doublehand : Yes Regular Jobs: Squire, Knight, Geomancer, Dark Knight, Horiz. range : 1 Onion Knight Vert. range : 2 up, Special Jobs: Squire [Ramza], Squire [Delita], 3 down Squire [Argath], Fell Knight, Throwable : Yes Holy Knight, Game Hunter, Templar, Sky Pirate, Sword Saint, Sword Saint, Divine Knight, Soldier, Ark Knight With Ability: Equip Swords [Knight] PRICE ATK PARRY SHOP SPECIAL Nagnarok 10 1 50% -- Inflicts: Toad Broadsword 200 4 5% #1 Longsword 500 5 10% #2 Iron Sword 900 6 5% #3 Mythril Sword 1600 7 8% #4 Coral Sword 3300 8 5% #6 Lightning elemental Blood Sword 2500 8 5% -- Drains HP from target to wielder Ancient Sword 5000 9 5% #10 Inflicts: Immobilize Sleep Blade 5000 9 5% #11 Inflicts: Sleep Diamond Sword 8000 10 10% #12 Materia Blade 10 10 10% -- Enables Cloud's Limit command Platinum Sword 11000 12 10% #13 Icebrand 14000 13 10% #14 Ice elemental; Casts: Blizzaga Runeblade 20000 14 15% #15 Magick Atk+2 Moonblade # 10 20 15% -- Always: Haste Onion Sword # 10 50 15% -- Only equippable by Onion Knights! ---Knight's Swords------------------------------------------------------------- Damage based on user's: Physical Attack, Bravery Dual Wield : Yes Used By : Doublehand : Yes Regular Jobs: Knight, Dark Knight, Onion Knight Horiz. range : 1 Special Jobs: Squire [Ramza] (ch.4), Fell Knight, Vert. range : 2 up, Holy Knight, Game Hunter, Templar, 3 down Sky Pirate, Sword Saint, Divine Knight, Throwable : Yes Ark Knight With Ability: none PRICE ATK PARRY SHOP SPECIAL Defender 40000 16 60% -- Save the Queen 10 18 30% -- Always: Protect Excalibur 10 21 35% -- Always: Haste; Absorbs: Holy; Boosts: Holy Ragnarok 10 24 20% -- Always: Shell Durandal # 10 26 40% -- Holy elemental; Always: Shell, Protect Chaos Blade 10 40 20% -- Always: Regen; Inflicts: Stone ---Katanas--------------------------------------------------------------------- Damage based on user's: Physical Attack, Bravery Dual Wield : Yes Used By : Doublehand : Yes Regular Jobs: Samurai, Onion Knight Horiz. range : 1 Special Jobs: Sword Saint Vert. range : 2 up, With Ability: Equip Katana [Samurai] 3 down Throwable : Yes PRICE ATK PARRY SHOP SPECIAL Ashura 1600 7 15% #7 Kotestu 3000 8 15% #7 Osafune 5000 9 15% #9 Murasame 7000 10 15% #10 Ama-no-Murakumo 8000 11 15% #11 Kiyomori 10000 12 15% #13 Muramasa 15000 14 15% #14 Kiku-ichimonji 22000 15 15% #15 Masamune 10 18 15% -- Chirijiraden 10 25 15% -- ---Axes------------------------------------------------------------------------ Damage based on user's: Physical Attack Dual Wield : No Used By : Doublehand : Only Regular Jobs: Squire, Geomancer, Dark Knight, Horiz. range : 1 Onion Knight Vert. range : 2 up, Special Jobs: Squire [Argath] 3 down With Ability: Equip Axes [Squire] Throwable : Yes PRICE ATK PARRY SHOP SPECIAL Battle Axe 1500 9 0% #4 Giant's Axe 4000 12 0% #7 Slasher 12000 16 0% #11 Inflicts: Slow Francisca # 10 24 0% -- Golden Axe # 10 30 0% -- Note: All axes do variable damage. The actual damage inflicted may be more or less than the estimate you see. (The estimate is the *average* damage you'll inflict.) ---Rods------------------------------------------------------------------------ Damage based on user's: Physical Attack Dual Wield : Yes Used By : Doublehand : Yes Regular Jobs: Black Mage, Summoner, Mystic, Horiz. range : 1 Onion Knight Vert. range : 2 up, Special Jobs: Netherseer 3 down With Ability: none Throwable : No PRICE ATK PARRY SHOP SPECIAL Rod 200 3 20% #1 Thunder Rod 400 3 20% #3 Lightning elemental; Boosts: Lightning, Casts: Thunder Flame Rod 400 3 20% #3 Fire elemental; Boosts: Fire; Casts: Fire Ice Rod 400 3 20% #3 Ice elemental; Boosts: Ice; Casts: Blizzard Poison Rod 500 3 20% #6 Inflicts: Poison Wizard's Rod 8000 4 20% #12 Magick Atk+2 Dragon Rod 12000 5 20% -- Rod of Faith 10 5 20% -- Always: Faith; Inflicts: Faith Stardust Rod # 10 5 20% -- Magick Atk+3; Casts: Gravity Crown Sceptre # 10 5 20% -- Magick Atk+4 ---Staves---------------------------------------------------------------------- Damage based on user's: Magick Attack Dual Wield : Yes Used By : Doublehand : Yes Regular Jobs: White Mage, Time Mage, Summoner, Mystic, Horiz. range : 1 Onion Knight Vert. range : 2 up, Special Jobs: Princess, Cleric, Skyseer 3 down With Ability: none Throwable : No PRICE ATK PARRY SHOP SPECIAL Oak Staff 120 3 15% #1 White Staff 800 3 15% #3 Removes (from target): Doom Serpent Staff 2200 5 15% #6 Mage's Staff 4000 4 15% #9 Magick Atk+1 Healing Staff 4000 4 15% -- Restores HP instead of inflicting damage Nirvana # 10 5 15% -- Holy elemental, Magick Atk+3 Dreamwaker # 10 5 15% -- Magick Atk+4 Golden Staff 7000 6 15% #12 Zeus Mace 10 6 15% -- Physical Atk+2, Magick Atk+1 Staff of the Magi 10 7 15% -- ---Flails---------------------------------------------------------------------- Damage based on user's: Physical Attack Dual Wield : Yes Used By : Doublehand : Yes Regular Jobs: Squire, Ninja, Dark Knight, Onion Knight Horiz. range : 1 Special Jobs: Squire [Ramza], Squire [Delita], Vert. range : 2 up, Squire [Argath], Game Hunter : 3 down With Ability: none Throwable : Yes PRICE ATK PARRY SHOP SPECIAL Iron Flail 1200 9 0% #9 Flame Mace 4000 11 0% #11 Fire elemental; Casts: Fira Morning Star 9000 16 0% #13 Scorpion Tail 40000 23 0% -- Vesper # 10 36 0% -- Note: All axes do variable damage. The actual damage inflicted may be more or less than the estimate you see. (The estimate is the *average* damage you'll inflict.) ---Guns------------------------------------------------------------------------ Damage based on user's: nothing Dual Wield : No Used By : Doublehand : No Regular Jobs: Chemist, Orator, Onion Knight Horiz. range : 3-8 Special Jobs: Machinist, Sky Pirate Vert. range : * up, With Ability: Equip Guns [Orator] * down Throwable : No PRICE ATK PARRY SHOP SPECIAL Romandan Pistol 5000 6 5% #8 Mythril Gun 15000 8 5% #11 Ras Algethi 28000 12 5% -- Stoneshooter 10 16 5% -- User begins each battle with Stone status Fomalhaut # 10 18 5% -- Note: All guns have a 100% hit rate, although Shirahadori can still be used to block them. ---Magick Guns------------------------------------------------------------------ Damage based on user's: Faith, and TARGET'S Faith too! Dual Wield : No Used By : Doublehand : No Regular Jobs: Chemist, Orator, Onion Knight Horiz. range : 3-8 Special Jobs: Machinist, Sky Pirate Vert. range : * up, With Ability: Equip Guns [Orator] * down Throwable : No PRICE ATK PARRY SHOP SPECIAL Glacial Gun 10 20 5% -- Ice elemental Blaze Gun 10 21 5% -- Fire elemental Blaster 10 22 5% -- Lightning elemental The three magick guns do variable damage. Each use of the gun produces one of three different visual effects and a different corresponding amount of damage: 60% chance: Damage as stated in preview Blizzard/Fire/Lightning visual 30% chance: Damage +28% -ga magick visual 10% chance: Damage +71% -ja magick visual Unlike with axes, flails, and bags, the damage inflicted is never LESS than the previewed amount :) Note: Like regular guns, magick guns have a 100% hit rate but can still be blocked with Shirahadori. ---Crossbows------------------------------------------------------------------- Damage based on user's: Physical Attack Dual Wield : No Used By : Doublehand : No Regular Jobs: Archer, Onion Knight Horiz. range : 3-4 Special Jobs: Sky Pirate, Divine Knight Vert. range : * up, With Ability: Equip Crossbows [Archer] * down Throwable : No PRICE ATK PARRY SHOP SPECIAL Bowgun 400 3 5% #2 Knightslayer 1500 3 5% #4 Inflicts: Blind Crossbow 2000 4 5% #7 Poison Bow 4000 4 5% #10 Inflicts: Poison Hunting Bow 8000 6 5% #12 Gastrophetes 20000 10 5% #15 ---Bows------------------------------------------------------------------------ Damage based on user's: Physical Attack, Speed Dual Wield : No Used By : Doublehand : Only Regular Jobs: Archer, Onion Knight Horiz. range : 3-5* Special Jobs: Sky Pirate Vert. range : * up, With Ability: none * down Throwable : No PRICE ATK PARRY SHOP SPECIAL Longbow 800 4 0% #3 Silver Bow 1500 5 0% #4 Ice Bow 2000 5 0% #5 Ice elemental Lightning Bow 3000 6 0% #7 Lightning elemental; Casts: Thundaga Mythril Bow 5000 7 0% #10 Windslash Bow 8000 8 0% #12 Wind elemental Artemis Bow 22000 10 0% -- Yoichi Bow 10 12 0% -- Perseus Bow 10 16 0% -- Sagittarius Bow # 10 24 0% -- * Note: Bows have a horizontal range of 3-5 on level ground. Attacking downwards INCREASES the maximum range by 1 tile for every 2 units difference in height, while firing upwards decreases your range by 1 tile for every 2 units difference in height. (So, shooting from height 3 down to height would extend your range to 3-6 tiles, for instance.) From a high vantage point, you can shoot extremely far! Note 2: Unlike all other weapons, bows do not require a direct line of fire, since they can also be fired in an arc over obstacles and other enemies. This is really helpful in maps crowded with enemies or obstacles. ---Instruments----------------------------------------------------------------- Damage based on user's: Physical Attack, Magick Attack Dual Wield : No Used By : Doublehand : No Regular Jobs: Bard, Onion Knight Horiz. range : 3 Special Jobs: none Vert. range : * up, With Ability: none * down Throwable : No PRICE ATK PARRY SHOP SPECIAL Lamia's Harp 5000 10 10% #7 Inflicts: Confuse Bloodstring Harp 10000 13 10% #12 Drains HP from target to wielder Faerie Harp 30000 15 10% -- Inflicts: Charm Note that unlike other Charm attacks, the Faerie Harp can be used on all targets: on same- and opposite-gender humans and on monsters. ---Books----------------------------------------------------------------------- Damage based on user's: Physical Attack, Magick Attack Dual Wield : No Used By : Doublehand : No Regular Jobs: Mystic, Arithmetician, Onion Knight Horiz. range : 3 Special Jobs: Astrologer Vert. range : * up, With Ability: none * down Throwable : Yes PRICE ATK PARRY SHOP SPECIAL Battle Folio 3000 7 15% #7 Bestiary 6000 8 15% #11 Papyrus Codex 10000 9 15% #12 Omnilex 30000 11 15% -- ---Polearms-------------------------------------------------------------------- Damage based on user's: Physical Attack Dual Wield : No Used By : Doublehand : Yes Regular Jobs: Dragoon, Onion Knight Horiz. range : 1-2 Special Jobs: Sky Pirate, Divine Knight Vert. range : 3 up, With Ability: Equip Polearms [Dragoon] 3 down Throwable : Yes PRICE ATK PARRY SHOP SPECIAL Javelin 1000 8 10% #5 Spear 2000 9 10% #7 Mythril Spear 4500 10 10% #10 Partisan 7000 11 10% #12 Obelisk 10000 12 10% #15 Holy Lance 18000 14 10% -- Holy elemental; Casts: Holy Dragon Whisker 44000 17 10% -- Gae Bolg # 10 24 15% -- Gungnir # 10 29 15% -- Lightning elemental Javelin (II) 1000 30 10% -- ---Poles----------------------------------------------------------------------- Damage based on user's: Magick Attack Dual Wield : No Used By : Doublehand : Yes Regular Jobs: Mystic, Arithmetician, Onion Knight Horiz. range : 1-2 Special Jobs: Skyseer, Netherseer Vert. range : 3 up, With Ability: none 3 down Throwable : Yes PRICE ATK PARRY SHOP SPECIAL Cypress Pole 1000 6 20% #6 Battle Bamboo 1400 7 20% #7 Musk Pole 2400 8 20% #10 Iron Fan 4000 9 20% #11 Gokuu Pole 7500 10 20% #12 Inflicts: Atheist Ivory Pole 10000 11 20% -- Eight-fluted Pole 20000 12 20% #15 Removes (from target): Blind, Silence, Oil, Toad, Poison, Slow, Stop, Immobilize, Disable Whale Whisker 37000 16 20% -- ---Bags------------------------------------------------------------------------ Damage based on user's: nothing Dual Wield : No Used By : Doublehand : No Regular Jobs: Women (any job), Onion Knights (m or f!) Horiz. range : 1 Special Jobs: Women (any job) Vert. range : 2 up, With Ability: none 3 down Throwable : No PRICE ATK PARRY SHOP SPECIAL Croakadile Bag 53000 10 0% #10 Magick Atk+1 Pantherskin Bag 52000 12 0% #12 Always: Regen Hydrascale Bag 58000 14 0% #15 Speed+1 Fallingstar Bag 60000 20 0% -- Note: All bags do variable damage. The actual damage inflicted may be more or less than the estimate you see. (The estimate is the *average* damage you'll inflict.) ---Cloths---------------------------------------------------------------------- Damage based on user's: Physical Attack, Magick Attack Dual Wield : No Used By : Doublehand : No Regular Jobs: Dancer, Onion Knight Horiz. range : 1-2 Special Jobs: none Vert. range : 3 up, With Ability: none : 3 down Throwable : No PRICE ATK PARRY SHOP SPECIAL Damask Cloth 7000 8 50% #11 Cashmere 15000 10 50% #13 Wyrmweave Silk 40000 15 50% -- ---Fell Swords----------------------------------------------------------------- Damage based on user's: Physical Attack, LOW Faith Dual Wield : No Used By : Doublehand : Only Regular Jobs: Dark Knight, Onion Knight Horiz. range : 1 Special Jobs: none Vert. range : 2 up With Ability: none 3 down Throwable : No PRICE ATK PARRY SHOP SPECIAL Chaosbringer # 10 16 0% -- Dark elemental, Inflicts: Blind Deathbringer # 10 20 0% -- Dark elemental, Inflicts: Doom Arondight # 10 24 0% -- Dark elemental, Inflicts: Slow Balmung # 10 32 0% -- Dark elemental, Inflicts: Stop Valhalla # 10 40 0% -- Dark elemental; Inflicts: instant KO %%%SHIELDS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00shield Shields are used to increase your evade rate. The PHYS and MAG columns show the evasion rate of the shield for physical and magickal attacks, respectively. Note that shields are ineffective against attacks from the rear. Used By: Regular Jobs : Knight, Archer, Geomancer, Dragoon, Dark Knight, Onion Knight Special Jobs : Squire [Ramza] (ch. 2+), Fell Knight, Holy Knight, Game Hunter, Templar, Sky Pirate, Sword Saint, Divine Knight, Ark Knight With Ability : Equip Shields [Knight] PRICE PHYS MAG SHOP SPECIAL Escutcheon 400 10% 3% #2 Buckler 700 13% 3% #3 Bronze Shield 1200 16% 0% #4 Round Shield 1600 19% 0% #5 Mythril Shield 2500 22% 5% #6 Golden Shield 3500 25% 0% #7 Ice Shield 6000 28% 0% #10 Absorbs: Ice; Halves: Fire; Weakness: Lightning Flame Shield 6500 31% 0% #10 Absorbs: Fire; Halves: Ice; Weakness: Water Aegis Shield 10000 10% 50% #11 Magick Atk+1 Diamond Shield 12000 34% 15% #12 Platinum Shield 16000 37% 10% #14 Crystal Shield 21000 40% 15% #15 Genji Shield # 10 43% 0% -- Kaiser Shield 10 46% 20% -- Boosts: Fire, Lightning, Ice Venetian Shield 10 50% 25% -- Halves: Fire, Lightning, Ice Reverie Shield # 10 50% 25% -- Halves: All elemental damage Escutcheon (II) 400 75% 50% -- Onion Shield # 10 80% 75% -- Only equippable by Onion Knights %%%HEADGEAR%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00head Headgear (and body armor) increases maximum HP and MP. The HP and MP columns show how much each piece of gear increases your HP/MP. ---Helms----------------------------------------------------------------------- Used By: Regular Jobs : Knight, Dragoon, Samurai, Dark Knight, Onion Knight Special Jobs : Squire [Ramza] (ch. 2+), Fell Knight, Holy Knight, Game Hunter, Templar, Sky Pirate, Sword Saint, Divine Knight, Ark Knight With Ability : Equip Heavy Armor [Knight] PRICE HP MP SHOP SPECIAL Leather Helm 200 10 0 #2 Bronze Helm 500 20 0 #2 Iron Helm 1000 30 0 #3 Barbut 1500 40 0 #5 Mythril Helm 2100 50 0 #6 Golden Helm 2800 60 0 #7 Close Helmet 4000 70 0 #10 Diamond Helm 6000 80 0 #11 Platinum Helm 8000 90 0 #13 Circlet 10000 100 0 #13 Crystal Helm 14000 120 0 #15 Genji Helm # 10 130 0 -- Grand Helm 10 150 0 -- Immune: Blind, Sleep Vanguard Helm # 10 150 20 -- Onion Helm # 10 200 0 -- Only equippable by Onion Knights --Hats------------------------------------------------------------------------- Used By: Regular Jobs : Squire, Chemist, Archer, White Mage, Black Mage, Time Mage, Summoner, Thief, Orator, Mystic, Geomancer, Ninja, Arithmetician, Bard, Dancer, Onion Knight Special Jobs : Squire [Ramza], Squire [Delita], Squire [Argath], Princess, Machinist, Astrologer, Cleric, Game Hunter, Skyseer, Netherseer, Sky Pirate, Sword Saint, Soldier With Ability : none Used By: Squire, Chemist, Archer, White Mage, Black Mage, Time Mage, Summoner, Thief, Orator, Mystic, Geomancer, Ninja, Arithmetician, Bard, Dancer PRICE HP MP SHOP SPECIAL Leather Cap 150 8 0 #1 Plumed Hat 350 16 5 #2 Red Hood 800 24 8 #3 Headgear 1200 32 0 #5 Physical Atk+1 Wizard's Hat 1800 40 12 #6 Magick Atk+1 Green Beret 3000 48 0 #7 Speed+1 Headband 5000 56 0 #10 Physical Atk+2 Brass Coronet # 10 60 100 -- Magick Atk+3; Immune: Silence Celebrant's Miter 6000 64 20 #11 Magick Atk+1 Black Cowl 7000 72 0 #12 Gold Hairpin 12000 80 50 #13 Immune: Silence Lambent Hat 16000 88 15 #15 Magick Atk+1, Speed+1 Thief's Cap 35000 100 0 #16 Speed+2; Immune: Immobilize, Disable Acacia Hat # 10 120 20 -- Speed+2; Immune: Berserk, Charm, Confuse ---Hair Adornments------------------------------------------------------------- Used By: Regular Jobs : Women (any job), Onion Knights (of either gender) Special Jobs : Soldier With Ability : none PRICE HP MP SHOP SPECIAL Cachusha 20000 20 0 -- Immune: Undead, Blind, Silence, Toad, Poison, Slow, Immobilize, Disable, Doom Barette 20000 20 0 -- Immune: KO, Stone, Traitor, Confuse, Vampire, Berserk, Stop, Charm, Sleep Ribbon 60000 10 0 -- Immune: All negative status except Chicken, Oil, Atheist, and Faith %%%BODY ARMOR%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00armor Body armor (and headgear) increases maximum HP and MP. The HP and MP columns show how much each piece of gear increases your HP/MP. ---Armor----------------------------------------------------------------------- Used By: Regular Jobs : Knight, Dragoon, Samurai, Dark Knight, Onion Knight Special Jobs : Squire [Ramza] (ch. 2+), Fell Knight, Holy Knight, Game Hunter, Templar, Sky Pirate, Sword Saint, Divine Knight, Ark Knight With Ability : Equip Heavy Armor [Knight] PRICE HP MP SHOP SPECIAL Leather Armor 200 10 0 #2 Linen Cuirass 600 20 0 #2 Bronze Armor 800 30 0 #3 Chainmail 1300 40 0 #4 Mythril Armor 2000 50 0 #5 Plate Mail 3000 60 0 #6 Golden Armor 3600 70 0 #7 Diamond Armor 6000 80 0 #11 Platinum Armor 9000 90 0 #13 Carabineer Mail 13000 100 0 #14 Mirror Mail 18000 130 0 #15 Always: Reflect Crystal Mail 19000 110 0 #15 Genji Armor 10 150 0 -- Grand Armor # 10 170 0 -- Always: Regen, Reraise Maximillian 10 200 0 -- Onion Armor # 10 250 0 -- Only equippable by Onion Knights; Always: Regen, Reraise, Shell, Protect Like Chantage, the Onion Armor and Grand Armor allow for an infinite number of Reraises per battle. ---Clothes--------------------------------------------------------------------- Used By: Regular Jobs : All except Knight, Dragoon, Samurai, Mime, Dark Knight Special Jobs : All except Holy Dragon, Automaton, Dragonkin, Byblos With Ability : none PRICE HP MP SHOP SPECIAL Clothing 150 5 0 #1 Leather Clothing 300 10 0 #2 Leather Plate 500 18 0 #3 Ringmail 900 24 0 #4 Mythril Vest 1500 30 0 #5 Adamant Vest 1600 36 0 #6 Wizard Clothing 1900 42 15 #7 Brigandine 2500 50 0 #9 Jujitsu Gi 4000 60 0 #11 Physical Atk+1; Immune: KO Power Garb 7000 70 0 #12 Physical Atk+2 Gaia Gear 10000 85 10 #14 Absorbs: Earth; Boosts: Earth Black Garb 12000 100 0 #15 Immune: Stop Ninja Gear 10 20 0 -- Speed+2; Always: Invisible Mirage Vest 10 120 0 -- Speed+1; Immune: Stone, Poison, Sleep Minerva Bustier # 10 120 0 -- Only equippable by women (but can be used by women in ANY job); Immune: Fire, Lightning, Wind, Darkness; Halves: Ice, Water, Earth, Holy Rubber Suit 48000 150 50 -- Immune: Lightning Brave Suit # 10 160 40 -- Always: Reraise, Regen Like Chantage, the Brave Suit allows for an infinite number of Reraises per battle. ---Robes----------------------------------------------------------------------- Used By: Regular Jobs : Knight, White Mage, Black Mage, Time Mage, Summoner, Orator, Mystic, Geomancer, Dragoon, Samurai, Arithmetician, Dark Knight, Onion Knight Special Jobs : Squire [Ramza], Squire [Delita], Fell Knight, Holy Knight, Princess, Cleric, Game Hunter, Skyseer, Netherseer, Templar, Sky Pirate, Sword Saint, Divine Knight, Ark Knight With Ability : none PRICE HP MP SHOP SPECIAL Hempen Robe 1200 10 10 #3 Silken Robe 2400 20 16 #4 Wizard's Robe 4000 30 22 #7 Magick Atk+2 Chameleon Robe 5000 40 28 #11 Immune: KO; Absorbs: Holy White Robe 9000 50 34 #12 Halves: Fire, Lightning, Ice Black Robe 13000 60 30 #13 Boosts: Fire, Lightning, Ice Luminous Robe 30000 75 50 #15 Lordly Robe 10 100 80 -- Physical Atk+2, Magick Atk+1; Always: Protect, Shell Sage's Robe # 10 120 100 -- Halves: All elemental damage %%%ACCESSORIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00acc Accessories provide a number of beneficial effects, such as increased stats, permanent buffs, or immunity to certain status changes. ---Shoes----------------------------------------------------------------------- Used By: All except Mime and Dragonkin PRICE SHOP EFFECT Battle Boots 1000 #2 Move+1 Spiked Boots 1200 #5 Jump+1 Rubber Boots 1500 #7 Immune: Immobilize, Lightning Winged Boots 2500 #10 Always: Float Germinas Boots 5000 #11 Move+1, Jump+1 Hermes Shoes 7000 #13 Speed+1 Red Shoes 10000 #15 Magick Atk+1, Move+1 Gaius Caligae # 10 -- Move+2 ---Gauntlets------------------------------------------------------------------- Used By: All except Mime and Dragonkin PRICE SHOP EFFECT Power Gauntlet 5000 #6 Physical Atk+1 Magepower Glove 20000 #10 Magick Atk+2 Bracer 50000 #13 Physical Atk+3 Genji Glove # 10 -- Physical Atk+2, Magick Atk+2 Brigand's Gloves # 10 -- Speed+1; Always: Haste Onion Gloves # 10 -- Only equippable by Onion Knights; Immune: All negative status except Chicken, Oil, Atheist, and Faith ---Rings----------------------------------------------------------------------- Used By: All except Mime PRICE SHOP EFFECT Protect Ring 5000 #7 Immune: Sleep, Doom Magick Ring 10000 #12 Immune: Silence, Berserk Reflect Ring 10000 #10 Always: Reflect Angel Ring 20000 #14 Immune: KO, Blind; Always: Reraise Cursed Ring 10 -- Physical Atk+1, Magick Atk+1, Speed+1; Always: Undead; Immune: Traitor Sage's Ring # 10 -- Absorbs: All 8 elements; Boosts: All 8 elements Note: The Angel Ring always starts you with a Reraise, but, unlike the Chantage, it only gives you one Reraise per battle. If you're KOed a second time, you won't Reraise. ---Armlets--------------------------------------------------------------------- Used By: All except Mime PRICE SHOP EFFECT Diamond Bracelet 5000 #9 Physical Atk+1, Magick Atk+1; Immune: Slow Guardian Bracelet 7000 #7 Immune: Immobilize, Disable Nu Khai Armband 10000 #10 Immune: Confuse, Charm; Halves: Dark Jade Armlet 10000 #11 Immune: Stone, Stop Japa Mala 15000 #12 Immune: Undead, Vampire, Toad, Poison; Boosts: All 8 elements Empyreal Armband # 10 -- Speed+1; Immune: Slow, Stop, Immobilize ---Cloaks---------------------------------------------------------------------- Used By: All except Mime and Dragonkin PRICE PHYS MAG SHOP SPECIAL Shoulder Cape 300 10% 10% #3 Leather Cloak 800 15% 15% #5 Mage's Cloak 2000 18% 18% #7 Magick Atk+1 Elven Cloak 8000 25% 25% #11 Vampire Cape 15000 28% 28% #13 Featherweave Cloak 20000 40% 30% #15 Invisibility Cloak 10 35% 0% -- Always: Invisible Note that cloaks, unlike shields, ARE effective against attacks from the rear (and from all other directions too, of course). ---Perfumes-------------------------------------------------------------------- Used By: Women, Onion Knights (of either gender) PRICE SHOP EFFECT Cherche 30000 -- Always: Float, Reflect Sortile'ge 30000 -- Always: Protect, Shell Chantage 60000 -- Always: Reraise, Regen Septie`me 30000 -- Magick Atk+1; Always: Haste, Invisible (Chantage rocks, the Reraise never disappears so you can just keep coming back to life an infinite number of times!) ---Lip Rouge------------------------------------------------------------------- Used By: Women, Onion Knights (of either gender) PRICE SHOP EFFECT Tynar Rouge 10 -- Phys Atk+3; Mag Atk+3; Boosts: Holy; Always: Protect, Shell, Haste %%%ITEMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00item Certain inventory items are needed for particular Action Abilities. ---Potions--------------------------------------------------------------------- Used By: Chemist (Items) PRICE SHOP EFFECT Potion 50 #1 Restores 30 HP Antidote 50 #1 Removes: Poison Eye Drops 50 #1 Removes: Blind Echo Herbs 50 #2 Removes: Silence Maiden's Kiss 50 #2 Removes: Toad Golden Needle 100 #2 Removes: Stone Hi-Potion 200 #3 Removes: 70 HP Ether 200 #7 Removes: 20 MP Phoenix Down 300 #1 Removes: KO, restores minimal HP Remedy 350 #7 Removes: Stone, Blind, Confuse, Silence, Oil, Toad, Poison, Sleep Hi-Ether 600 #12 Restores 50 MP X-Potion 700 #10 Restores 150 HP Holy Water 2000 #5 Removes: Undead, Vampire Elixir 10 -- Restores HP and MP completely ---Bombs----------------------------------------------------------------------- Used By: Ninja (Throw) PRICE ATK SHOP SPECIAL Flameburst Bomb 250 8 #7 Fire elemental Snowmelt Bomb 250 8 #7 Water elemental Spark Bomb 250 8 #7 Lightning elemental ---Stars----------------------------------------------------------------------- Used By: Ninja (Throw) PRICE ATK SHOP SPECIAL Shuriken 50 4 #5 Fuma Shuriken 300 7 #11 Yagyu Darkrood 1000 10 #14 ******************************************************************************* X. FINDING ITEMS ******************************************************************************* %%%POACHED ITEMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00poach --About Poaching--------------------------------------------------------------- The Thief's Poach ability allows you to receive items when you KO monsters with a physical attack. (This also has the nice side effect of removing the KOed monster from the map, preventing it from being revived.) Luso's Game Hunter job and the Byblos monster job also have the Poach ability as innate support abilities. Once you have poached a monster, visit a Poachers' Den at Dorter, Warjilis, or Sal Ghidos and you can purchase the item you poached. Poached items only cost half their usual retail price! (Note that Poachers' Dens do not appear until the beginning of Chapter III.) Each monster can give you one of two items when you poach it. There's one you get most of the time (the common one), and one (the rare one) you only get occasionally -- about 15% of the time or so. This is determined at the time you poach the monsters, so saving and reloading outside the Poachers' Den will not help you :) You will not receive items from poaching monsters in the multiplayer modes. --List of Poached Items-------------------------------------------------------- In the list below: * indicates an item that can't be bought in regular stores -- but can also be found other ways besides poaching ** indicates an item that can ONLY be obtained in the single-player game by poaching I've also listed a location where it's relatively easy to find the monster. Most monsters show up in a number of different locations (see the Random Battles section), but these locations are ones where they appear fairly frequently. (Areas marked MD: are floors of Midlight's Deep, the bonus dungeon.) COMMON RARE CAN BE FOUND AT... Ahriman Fuma Shuriken Air Knife Grogh Heights Behemoth Guardian Bracelet Pantherskin Bag Dugeura Pass Behemoth King ** Cherche * Artemis Bow Lake Poescas Black Chocobo Eye Drops X-Potion Balias Tor Black Goblin Hi-Potion Shoulder Cape The Siedge Weald Blue Dragon Cashmere * Dragon Rod MD: The Interstice Bomb Fire Ball Flame Rod Lake Poescas Bonesnatch Hi-Potion Partisan Mount Bervenia Chocobo Phoenix Down Hi-Potion Balias Tor Cockatrice Gold Needle Featherweave Cloak MD: The Interstice Coeurl Gold Needle Germinas Boots Zeirchele Falls Dark Behemoth Wizard's Rod * Stoneshooter MD: The Switchback Dragon Jade Armlet Hydrascale Bag Beddha Sandwaste Dryad Eye Drops * Healing Staff MD: The Oubliette Elder Treant Protect Ring * Defender MD: The Oubliette Exploder Spark Bomb Fire Shield Zeklaus Desert Floating Eye Shuriken Platinum Dagger Grogh Heights Ghast Snowmelt Bomb Main Gauche The Yuguewood Ghoul Ether Kunai The Yuguewood Gobbledygook Mage Masher Ancient Sword MD: The Oubliette Goblin Potion Hi-Potion Mandalia Plain Greater Hydra ** Septie`me ** Rubber Suit MD: Terminus Greater Malboro * Elixir * Omnilex MD: The Switchback Grenade Hi-Potion Snowmelt Bomb Lake Poescas Hydra * Blood Sword * Scorpion Tail MD: Terminus Jura Aevis Potion Rubber Boots Mount Germinas Malboro Platinum Dagger Ice Shield Dorvauldar Marsh Mindflayer Hi-Ether Vampire Cape Fovoham Windflats Minotaur Coral Sword Slasher Zeklaus Desert Ochu Nu Khai Armband Chameleon Robe Finnath Creek Pig Maiden's Kiss * Cachusha MD: Terminus Piscodaemon Echo Grass Hi-Potion Lenalian Plateau Plague Horror Yagyu Darkrood * Zwill Straightblade Mount Germinas Red Chocobo Remedy * Barette Finnath Creek Red Dragon * Sortile'ge * Dragon Whisker Mount Germinas Red Panther Antidote Battle Boots Mandalia Plain Revenant Hi-Ether Mythril Gun The Yuguewood Sekhret * Holy Lance * Ivory Pole Fovoham Windflats Skeletal Fiend Mage's Cloak Elven Cloak Mount Bervenia Skeleton Holy Water Ether The Siedge Weald Squidraken Shoulder Cape Sleep Blade Lenalian Plateau Steelhawk Phoenix Down Hunting Bow Dugeura Pass Swine * Chantage * Nagnarok MD: Terminus Tiamat ** Wyrmweave Silk * Whale Whisker MD: Terminus Treant Golden Staff * Faerie Harp MD: The Oubliette Vampire Cat Holy Water Croakadile Bag MD: The Palings Wild Boar ** Ribbon ** Fallingstar Bag Breeding only! Wisenkin Battle Axe Giant's Axe Grogh Heights ---Tips on Poaching------------------------------------------------------------ If you're trying to get a particular poachable item, it's pretty time-consuming to keep tracking down the monster in the wild and poaching it until you get the item you want. Instead, use Entice or Tame to recruit the monster to your team. Then, after you've saved, get into a new battle. Deploy the monster, have another character poach it, and finish the fight. Check the Poachers' Den and if you didn't get the item you were looking for, you can simply reload from your save and try poaching the same monster again. If you've got some spare spaces on your roster, you can also breed multiple copies of the monster. Just walk between two blue dots on the map and the monster will keep producing eggs. Dismiss the monsters you don't want to poach and poach the ones you do. (You can also use the "Preview Monster Eggs" trick described under Advanced Tactics to try to get rid of eggs you don't want.) Always keep one copy of the monster in your roster without poaching it and you'll have no problem breeding further copies. Items that can be particularly useful to "farm" in this way include the hair adornments, perfumes, and Rubber Suit. Breeding monsters is also a helpful way to obtain harder-to-find monsters like Sekhret and the Greater Malboro, and the *only* way to get the Wild Boar. You can breed Rank III monsters from a Rank II monster of the same family (e.g. a Minotaur, Malboro, or Wild Boar) or from another copy of the Rank III monster. Rank I monsters don't breed Rank III monsters, but you can first breed a Rank II monster and use that to breed a Rank III. You have the best odds of breeding the Rank III monsters from another copy of the Rank III monster and not a Rank II, so once you get the Rank III monster, hang on to one copy for breeding purposes. Don't worry, poaching your own monsters does NOT count as a Casualty on your Chronicle screen. %%%SHOP CHART%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00shop ---Where to Buy Items---------------------------------------------------------- The Outfitters in towns differ in the types of items and equipment they sell. For example, one town will have Knives but not Crossbows; another will sell Crossbows but not Knives. There are actually only six different "catalogs" of item types available. The Magick City of Gariland, Clockwork City of Goug, and Royal Capital of Lesalia have unique catalogs. All the other towns can be divided into three types: TRADE CITY: Merchant City of Dorter Port City of Warjilis Trade City of Sal Ghidos CASTLE: Eagrose Castle Lionel Castle Riovanes Castle Zeltennia Castle Limberry Castle TOWN: Castled City of Zaland Mining Town of Gollund Walled City of Yardrow Free City of Bervenia The items available at each town type are: TRADE CITY CASTLE TOWN GARILAND* GOUG LESALIA Knives X X X X Ninja Blades X Swords* X X Katanas X Axes X Rods X X X X Staves X X X Flails X X Guns X Crossbows X X Bows X X Instruments X Books X Polearms X X Poles X X X Bags X X X Cloths X Shields X X X TRADE CITY CASTLE TOWN GARILAND GOUG LESALIA Helms X X Hats X X X TRADE CITY CASTLE TOWN GARILAND GOUG LESALIA Armor X X Clothes X X X Robes X X X TRADE CITY CASTLE TOWN GARILAND GOUG LESALIA Accessories X X X X X X TRADE CITY CASTLE TOWN GARILAND GOUG LESALIA Shuriken X X Bombs X X X X Items X X X X X X Note: Knight's Swords, Hair Adornments, Perfumes, and Lip Rouge are never available in stores. * Note 2: In addition to the item types listed above, Gariland also sells the Broadsword, but no other types of swords. ---When to Buy Items----------------------------------------------------------- Within a particular category, the specific items that are available is determined by how far in the story you've progressed. Reaching certain points of the game adds new items to the stores. Once a new item appears in a shop, it is always for sale and never goes away. Note, however, that even after an item is "unlocked," it does not appear in every shop. Instead, shops in different towns sell different types of items. See the list above to see which shops sell which categories of items. Some items NEVER become available in shops and can only be obtained by stealing, poaching, the Treasure Hunter ability, or through the multiplayer missions. --#1: CHAPTER I - BEGINNING OF GAME-- ITEM TYPE ITEM PRICE KNIFE: Dagger 100 SWORD: Broadsword 200 ROD: Rod 200 STAFF: Oak Staff 120 HAT: Leather Cap 150 CLOTHES: Clothing 150 ITEM: Potion 50 ITEM: Antidote 50 ITEM: Eye Drops 50 ITEM: Phoenix Down 300 --#2: CHAPTER I - AFTER REACHING EAGROSE CASTLE-- ITEM TYPE ITEM PRICE KNIFE: Mythril Knife 500 SWORD: Longsword 500 CROSSBOW: Bowgun 400 SHIELD: Escutcheon 400 HELM: Leather Helm 200 HELM: Bronze Helm 500 HAT: Plumed Hat 350 ARMOR: Leather Armor 200 ARMOR: Linen Cuirass 600 CLOTHES: Leather Clothing 300 ACCESSORY: Battle Boots 1000 ITEM: Echo Herbs 50 ITEM: Maiden's Kiss 50 ITEM: Gold Needle 100 --#3: CHAPTER I - AFTER SAND RAT'S SIEVE-- ITEM TYPE ITEM PRICE KNIFE: Blind Knife 800 SWORD: Iron Sword 900 ROD: Flame Rod 400 ROD: Ice Rod 400 ROD: Thunder Rod 400 STAFF: White Staff 800 BOW: Longbow 800 SHIELD: Buckler 700 HELM: Iron Helm 1000 HAT: Red Hood 800 ARMOR: Bronze Armor 800 CLOTHES: Leather Plate 500 ROBE: Hempen Robe 1200 ACCESSORY: Shoulder Cape 300 ITEM: Hi-Potion 200 --#4: CHAPTER I - AFTER DEFEATING MILLEUDA AT LENALIAN PLATEAU-- ITEM TYPE ITEM PRICE KNIFE: Mage Masher 1500 SWORD: Mythril Sword 1600 AXE: Battle Axe 1500 CROSSBOW: Knightslayer 1500 BOW: Silver Bow 1500 SHIELD: Bronze Shield 1200 ARMOR: Chainmail 1300 CLOTHES: Ringmail 900 ROBE: Silken Robe 2400 --#5: CHAPTER II - BEGINNING OF CHAPTER-- ITEM TYPE ITEM PRICE BOW: Ice Bow 2000 POLEARM: Javelin 1000 SHIELD: Round Shield 1600 HELM: Barbut 1500 HAT: Headgear 1200 ARMOR: Mythril Armor 2000 CLOTHES: Mythril Vest 1500 ACCESSORY: Spiked Boots 1200 ACCESSORY: Leather Cloak 800 ITEM: Holy Water 2000 STAR: Shuriken 50 --#6: CHAPTER II - AFTER OVELIA AND AGRIAS JOIN AS GUESTS-- ITEM TYPE ITEM PRICE KNIFE: Platinum Dagger 1800 SWORD: Coral Sword 3300 ROD: Poison Rod 500 STAFF: Serpent Staff 2200 POLE: Cypress Pole 1000 SHIELD: Mythril Shield 2500 HELM: Mythril Helm 2100 HAT: Wizard's Hat 1800 ARMOR: Plate Mail 3000 CLOTHES: Adamant Vest 1600 ACCESSORY: Power Gauntlet 5000 --#7: CHAPTER II - AFTER REACHING LIONEL CASTLE-- ITEM TYPE ITEM PRICE KATANA: Kotetsu 1600 KATANA: Ashura 3000 AXE: Giant's Axe 4000 CROSSBOW: Crossbow 2000 BOW: Lightning Bow 3000 INSTRUMENT: Lamia's Harp 5000 BOOK: Battle Folio 3000 POLEARM: Spear 2000 POLE: Battle Bamboo 1400 SHIELD: Golden Shield 3500 HELM: Golden Helm 2800 HAT: Green Beret 3000 ARMOR: Golden Armor 3600 CLOTHES: Wizard Clothing 1900 ROBE: Wizard's Robe 4000 ACCESSORY: Rubber Boots 1500 ACCESSORY: Protect Ring 5000 ACCESSORY: Guardian Bracelet 7000 ACCESSORY: Mage's Cloak 2000 ITEM: Ether 200 ITEM: Remedy 350 BOMB: Flameburst Bomb 250 BOMB: Snowmelt Bomb 250 BOMB: Spark Bomb 250 --#8: CHAPTER II - AFTER REACHING GOUG-- ITEM TYPE ITEM PRICE GUN: Romandan Pistol 5000 --#9: CHAPTER II - AFTER RESCUING AGRIAS AT BALIAS TOR-- ITEM TYPE ITEM PRICE KATANA: Osafune 5000 STAFF: Mage's Staff 4000 FLAIL: Iron Flail 1200 CLOTHES: Brigandine 2500 ACCESSORY: Diamond Bracelet 5000 --#10: CHAPTER III - BEGINNING OF CHAPTER-- ITEM TYPE ITEM PRICE NINJA BLADE: Ninja Blade 3000 SWORD: Ancient Sword 5000 KATANA: Murasame 7000 CROSSBOW: Poison Bow 4000 BOW: Mythril Bow 5000 POLEARM: Mythril Spear 4500 POLE: Musk Pole 2400 BAG: Croakadile Bag 53000 SHIELD: Ice Shield 6000 SHIELD: Flame Shield 6500 HELM: Close Helmet 4000 HAT: Headband 5000 ACCESSORY: Winged Boots 2500 ACCESSORY: Magepower Glove 20000 ACCESSORY: Reflect Ring 10000 ACCESSORY: Nu Khai Armband 10000 ITEM: X-Potion 700 --#11: CHAPTER III - AFTER ALMA JOINS AS GUEST-- ITEM TYPE ITEM PRICE KNIFE: Main Gauche 3000 NINJA BLADE: Kunai 5000 SWORD: Sleep Blade 5000 KATANA: Ama-no-Murakumo 8000 AXE: Slasher 12000 FLAIL: Flame Mace 4000 GUN: Mythril Gun 15000 BOOK: Bestiary 6000 POLE: Iron Fan 4000 CLOTH: Damask Cloth 7000 SHIELD: Aegis Shield 10000 HELM: Diamond Helm 6000 HAT: Celebrant's Miter 6000 ARMOR: Diamond Armor 6000 CLOTHES: Jujitsu Gi 4000 ROBE: Chameleon Robe 5000 ACCESSORY: Germinas Boots 5000 ACCESSORY: Jade Armlet 10000 ACCESSORY: Elven Cloak 8000 STAR: Fuma Shuriken 300 --#12: CHAPTER III - AFTER BATTLES AT ORBONNE MONASTERY-- ITEM TYPE ITEM PRICE KNIFE: Orichalcum Dirk 4000 NINJA BLADE: Kodachi 7000 SWORD: Diamond Sword 8000 ROD: Wizard's Rod 8000 STAFF: Golden Staff 7000 CROSSBOW: Hunting Bow 8000 BOW: Windslash Bow 8000 INSTRUMENT: Bloodstring Harp 10000 BOOK: Papyrus Codex 10000 POLE: Gokuu Pole 7500 POLEARM: Partisan 7000 BAG: Pantherskin Bag 52000 SHIELD: Diamond Shield 12000 HAT: Black Cowl 7000 CLOTHES: Power Garb 7000 ROBE: White Robe 9000 ACCESSORY: Magick Ring 10000 ACCESSORY: Japa Mala 15000 ITEM: Hi-Ether 600 --#13: CHAPTER III - AFTER RAPHA JOINS AS GUEST-- ITEM TYPE ITEM PRICE KNIFE: Assassin's Dagger 5000 NINJA BLADE: Ninja Longblade 10000 SWORD: Platinum Sword 11000 KATANA: Kiyomori 10000 FLAIL: Morning Star 9000 CLOTH: Cashmere 15000 HELM: Platinum Helm 8000 HELM: Circlet 10000 HAT: Gold Hairpin 12000 ARMOR: Platinum Armor 9000 ROBE: Black Robe 13000 ACCESSORY: Hermes Shoes 7000 ACCESSORY: Bracer 50000 ACCESSORY: Vampire Cape 15000 --#14: CHAPTER IV - BEGINNING OF CHAPTER-- ITEM TYPE ITEM PRICE NINJA BLADE: Spellbinder 16000 SWORD: Icebrand 14000 KATANA: Muramasa 15000 SHIELD: Platinum Shield 16000 ARMOR: Carabineer Mail 13000 CLOTHES: Gaia Gear 10000 ACCESSORY: Angel Ring 20000 STAR: Yagyu Darkrood 1000 --#15: CHAPTER IV - AFTER FORT BESSELAT-- ITEM TYPE ITEM PRICE KNIFE: Air Knife 8000 SWORD: Runeblade 20000 KATANA: Kiku-ichimonji 22000 CROSSBOW: Gastrophetes 20000 POLEARM: Obelisk 10000 POLE: Eight-fluted Pole 20000 BAG: Hydrascale Bag 58000 SHIELD: Crystal Shield 21000 HELM: Crystal Helm 14000 HAT: Lambent Hat 16000 ARMOR: Crystal Mail 19000 ARMOR: Mirror Mail 18000 CLOTHES: Black Garb 12000 ROBE: Luminous Robe 30000 ACCESSORY: Red Shoes 10000 ACCESSORY: Featherweave Cloak 20000 --#16: CHAPTER IV - AFTER BATTLES AT LIMBERRY CASTLE-- ITEM TYPE ITEM PRICE HAT: Thief's Cap 35000 %%%RARE ITEM LOCATIONS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00rare This is a list of where you can find all the items that are Not Sold In Stores. Items marked with a # can only be found in the multiplayer modes. Items not listed here can be bought in shops. See the Shops List above for when they become available. There is an unlimited supply of all shop items. ---FINDING ITEMS WITH TREASURE HUNTER--- ALL rare items found with Treasure Hunter are better found with a low Bravery. The higher your Bravery, the higher you'll get a crummy generic item instead of the rare item. (The chance of getting the "bad" item is simply equal to your Bravery.) If you pick up the bad item from a tile, note that you can no longer get the good item there! The exception is the Materia Blade, which you always get regardless of your Bravery. ---CATCHING WEAPONS FROM NINJAS--- MANY rare weapons can be caught from high-level (90+) enemy Ninjas throwing them at you. To do this, equip the reaction ability Sticky Fingers (Thief); when a Ninja throws the item at you, you'll catch it and it will be added to your inventory. For particular strategies for this, see the "Throws from Enemy Ninjas" section below. ---MULTIPLAYER PRIZES--- Many rare items can be won in Rendezvous Mode and/or Melee Mode, the game's multiplayer modes. (Some items can ONLY be found in this way!) In general, the items you win in these modes is determined by your characters' levels. The earlier Rendezvous Mode missions also place a cap on the quality of item you can obtain. You can start winning rare items in Littering and all later missions, but the best items can only be won from the four missions that open up after you complete the game. ---WHICH ITEMS ARE MISSABLE?--- I've also indicated whether or not there is a limited supply of each item. For some rare items, there is only a limited number of them available in the game, so if you miss the items, or if they get broken or stolen during battle, you may not be able to find any more! Some items that can be missed in the single-player mode can still be found in the multiplayer mode. Items that can be missed if you only play the single-player game: WEAPONS: Iga Blade, Rod of Faith, Zeus Mace, Staff of the Magi, Ras Algethi, Perseus Bow SHIELDS: Kaiser Shield, Venetian Shield, Escutcheon (II) HEADGEAR: Grand Helm ARMOR: Genji Armor, Maximillian, Ninja Gear, Mirage Vest, Lordly Robe ACCESSORIES: Invisibility Cloak, Cursed Ring, Tynar Rouge ABILITIES: Ultima, Zodiark Items that appear to be truly missable and can't be found even in multiplayer: WEAPONS: Rod of Faith, Zeus Mace, Staff of the Magi SHIELDS: Escutcheon (II) HEADGEAR: Grand Helm ARMOR: Maximillian ACCESSORIES: Cursed Ring, Tynar Rouge ---Weapons--------------------------------------------------------------------- Zwill Straightblade [knife]: - Rare poach from Plague Horror. Plague Horrors are best found at the north entrance to Mount Bervenia (i.e., from Riovanes), and can also be found fairly frequently at Mount Germinas. Or, you can recruit an Ahriman earlier in the game (at Tchigolith Fenlands or Grogh Heights) and use it to breed a Plague Horror. - Catch with Sticky Fingers from enemy Ninjas of Lv. 95 or above. - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, poachable, catchable, and can be won in Melee Mode. Sasuke's Blade [ninja blade]: - Found using Treasure Hunter at Nelveska Temple. Sasuke's Blade is located BEHIND the temple, in the grassy/dirt area. From the back left corner of the map, it's one tile to the right and one tile towards the temple -- it's a tile with height 4. (See the Nelveksa Temple battle strategy under Subquest Battle Strategies for more specific details.) This can only be done during the battle with Construct 7 here in the Nelveska Temple subquest, as there are no later battles at the Temple. - Steal from the enemy Ninja during the battle in the Disorder in the Order subquest. - Catch with Sticky Fingers from Lv. 95 enemy Ninjas. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be caught with Sticky Fingers and won in Rendezvous. Iga Blade [ninja blade]: - Found using Treasure Hunter on Midlight's Deep floor 5, The Oubliette. LIMITED SUPPLY?: Yes in single player. Probably available in multiplayer, but I haven't confirmed this... Koga Blade [ninja blade]: - Found using Treasure Hunter on Midlight's Deep floor 7, The Crossing. - Catch with Sticky Fingers from enemy Ninjas of lv. 96 or above. LIMITED SUPPLY?: No, can be caught with Sticky Fingers. # Orochi [ninja blade]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Moonsilk Blade [ninja blade]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Nagnarok [sword]: - Found using Treasure Hunter at Nelveska Temple. It's inside the temple, in the little nook where Construct 7 starts, at the far back of the nook. (See the Nelveksa Temple battle strategy under Subquest Battle Strategies for more specific details.) This can only be done during the battle with Construct 7 here in the Nelveska Temple subquest, as there are no later battles at the Temple. - Rare poach from Swine. Swine appear in random battles on Midlight's Deep floor 10, Terminus, or very rarely from the west entrance of Dorvauldar Marsh. Alternately, recruit a Pig earlier in the game (during the story battles at Tchigolith Fenlands, Gollund Colliery Ridge, or Finnath Creek, or random battles at the west entrance of Dorvauldar Marsh) and wait for it to breed a Swine. - Catch with Sticky Fingers from Lv. 95 enemy Ninjas. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, poachable, catchable, and can be won in Rendezvous Mode. Blood Sword [sword]: - Steal from Gaffgarion at Story Battle 18: Golgollada Gallows. - Found using Treasure Hunter during Story Battle 49: Eagrose Castle Keep. (See battle strategy for exact location.) - Found using Treasure Hunter on Midlight's Deep floor 2, The Stair. - Common poach from Hydra. Hydras can easily be found in random battles at Midlight's Deep floor 10, Terminus, after you defeat the boss there. They can also be found less frequently on a few other floors. - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, poachable and can be won in Melee Mode. Materia Blade [sword]: - Found using Treasure Hunter on the highest tile at Mount Bervenia. Unlike other Treasure Hunter items, you ALWAYS get this one regardless of Bravery. - Catch with Sticky Fingers from enemy Ninjas of Lv. 96 or above. - Steal from Cloud in the first battle of the Brave Story mission in Rendezvous Mode. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, catchable and can be won/stolen in Rendezvous. # Onion Sword [sword]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Defender [knight's sword]: - Steal from enemy boss in Story Battle 36: Bervenia. - Steal from enemy boss during the first phase of Story Battle 49: Eagrose Castle Keep. (NOT available during the second phase of the battle.) - Rare poach from Elder Treant. There are a couple good places to find Elder Treants in random battles in Chapter IV: the east entrance to Araguay Woods (from Zeirchele Falls), and Midlight's Deep floor 5, The Oubliette. In Chapter III, Elder Treants won't appear in random battles, but you can recruit a regular Treant from the west entrance to Araguay Woods and use it to breed an Elder Treant. - Catch with Sticky Fingers from enemy Ninjas of Lv. 92 to Lv. 94. - Steal from Isilud in the first battle of the Knights Templar mission in Rendezvous Mode. - Steal from Meliadoul clone in the All-Star Melee mission in Rendezvous Mode. - Steal from Gaffgarion in the fifth battle of the Brave Story mission in Rendezvous Mode. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, poachable, catchable, and can be won/stolen in Rendezvous. Save the Queen [knight's sword]: - Meliadoul's initial equipment. - Found using Treasure Hunter on Midlight's Deep floor 2, The Stair. - Steal from enemy boss in story battle 54: Monastery Vaults - Fifth Level, but this is past the point of no return to the world map. - Catch with Sticky Fingers from Lv. 95 enemy Ninjas. - Steal from Wiegraf in the first battle of the Knights Templar mission in Rendezvous Mode. - Steal from several enemies in the Brave Story mission in Rendezvous Mode, including Dycedarg and Zalbaag in the fifth battle, Agrias in the sixth battle, and all the Dark Knights in the tenth. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be caught, won/stolen in Rendezvous, or won in Melee. Excalibur [knight's sword]: - Orlandeau's initial equipment. - Found using Treasure Hunter on Midlight's Deep floor 5, The Oubliette. - Catch with Sticky Fingers from Lv. 96 enemy Ninjas. - Steal from several enemies in the Brave Story mission in Rendezvous Mode, including Orlandeau in the sixth battle, and Isilud, Meliadoul, Loffrey, Wiegraf, and Folmarv in the ninth battle. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be caught, and won/stolen in Rendezvous. Ragnarok [knight's sword]: - Found using Treasure Hunter on Midlight's Deep floor 8, The Switchback. - Received as a Battle Trophy for completing Story Battle 57: Graveyard of Airships, but this is past the point of no return to the world map. - Catch with Sticky Fingers from Lv. 97 enemy Ninjas. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be caught with Sticky Fingers and won in Rendezvous. # Durandal [knight's sword] - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Chaos Blade [knight's sword]: - Found using Treasure Hunter on Midlight's Deep floor 10, Terminus. - Catch with Sticky Fingers from Lv. 98 and Lv. 99 enemy Ninjas. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be caught with Sticky Fingers and won in Rendezvous. Masamune [katana]: - Stolen from one of the enemy Samurai during the second battle of the Lionel's New Liege Lord subquest (Lionel Castle Oratory). It is only available during the first phase of this battle, before you KO the boss. - Catch with Sticky Fingers from Lv. 95 enemy Ninjas. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be caught with Sticky Fingers and won in Rendezvous. Chirijiraden [katana]: - Found using Treasure Hunter on Midlight's Deep floor 10, Terminus. - Catch with Sticky Fingers from enemy Ninjas of Lv. 96 to Lv. 99. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be caught with Sticky Fingers and won in Rendezvous. # Francisca [axe]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Golden Axe [axe]: - Won after battle in Melee Mode with sufficiently high-level characters. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Dragon Rod [rod]: - Steal from enemy boss during Story Battle 48: Dorter. - Stolen from (or dropped in a chest by) enemy Summoner during Story Battle 50: Mullonde Cathedral. - Rare poach from Blue Dragon. Blue Dragons appear frequently on Midlight's Deep floor 9, The Interstice. They can also be found somewhat less frequently at Dorvauldar Marsh (either entrance), and on floor 8, The Switchback. Before you get to Midlight's Deep, you can also rarely find Blue Dragons at the north entrance to Grogh Heights. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, poachable and can be won in Rendezvous Mode. Rod of Faith [rod]: - Found using Treasure Hunter on Midlight's Deep floor 4, The Catacombs. LIMITED SUPPLY?: Yes. # Stardust Rod [rod]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Crown Sceptre [rod]: - Can be won as a prize from completing the Brave Story mission in Rendezvous Mode. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Healing Staff [staff]: - Alma's initial equipment in Chapter III; de-equip it from her before entering Orbonne Monastery to keep it. - Found using Treasure Hunter during the Chapter IV battle at Eagrose Castle; it's sitting on one of the two height=10 "nubs" next to the bridge. Of the two nubs, it's the one further from where you start. You'll have to climb up all the stairs to reach it. - Rare poach from Dryad. Dryads show up very frequently on Midlight's Deep floor 5: The Oubliette, and at the east entrance to Finnath Creek (from Zeltennia Castle). They also appear fairly frequently in the Siedge Weald. - Equipped by the guest in the last battle, but you can't de-equip it and this is past the point of no return to the world map anyway. LIMITED SUPPLY?: No, poachable. Zeus Mace [staff]: - Received as a Battle Trophy for completing the second battle of the Lionel's New Liege Lord quest (Lionel Castle Oratory). Note that you CANNOT start this quest if Mustadio, Beowulf, or Reis is killed or departs the team and/or if you choose not to buy the flower from Aerith when you first arrive in Sal Ghidos. - Found using Treasure Hunter on Midlight's Deep floor 3, The Hollow. - Steal from enemy boss at story battle 55: Necrohol of Mullonde, but this is past the point of no return to the world map. LIMITED SUPPLY?: Yes. Staff of the Magi [staff]: - Found using Treasure Hunter on Midlight's Floor floor 7, The Crossing. LIMITED SUPPLY?: Yes. # Nirvana [staff]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Dreamwaker [staff]: - Can be won as a prize from completing the Nightmares mission in Rendezvous Mode. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Scorpion Tail [flail]: - Rare poach from Hydra. Hydras can easily be found in random battles at Midlight's Deep floor 10, Terminus, after you defeat the boss there. They can also be found less frequently on a few other floors. - Catch with Sticky Fingers from enemy Ninjas of Lv. 90 or above. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, poachable, catchable, and can be won in Rendezvous Mode. # Vesper [flail]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Ras Algethi [gun]: - Balthier's initial equipment. Complete the Recruiting Balthier subquest after visiting the Free City of Bervenia in Chapter IV to get him. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous Mode. # Fomalhaut [gun]: - Won after battle in Melee Mode with sufficiently high-level characters. - Can be won as a prize from completing the Guarded Temple mission in Rendezvous Mode. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Glacial Gun [gun]: - Stolen from enemy boss in Story Battle 39: Beddha Sandwaste. - Steal (or dropped in a chest by) the enemy Chemist in Gollund Colliery subquest battle 2: Gollund Colliery Slope. - Stolen from one of the enemy Squires during the battle in the Disorder in the Order subquest. - Found using Treasure Hunter on Midlight's Deep floor 1, The Crevasse. - Stolen from (or dropped in chests by) enemy Chemists in the special battle at Mount Germinas, which occurs at low odds when you enter the mountain from Sal Ghidos. - Won after battle in Melee Mode with sufficiently high-level characters. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can always be stolen/dropped in random battles, or won in Rendezvous & Melee Modes. Blaze Gun [gun]: - Stolen from one of the enemy Squires during the battle in the Disorder in the Order subquest. - Found using Treasure Hunter on Midlight's Deep floor 1, The Crevasse. - Stolen from (or dropped in chests by) enemy Chemists in the special battle at Mount Germinas, which occurs at low odds when you enter the mountain from Sal Ghidos. - Stolen from enemy Chemist in Story Battle 56: Lost Halidom, but this is past the point of no return to the world map. - Steal from Mustadio in the second battle, and/or Barich in the ninth battle, of the Brave Story mission in Rendezvous Mode. - Won after battle in Melee Mode with sufficiently high-level characters. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can always be stolen/dropped in random battles, won/stolen in Rendezvous Mode, or won in Melee Mode. Blaster [gun]: - Found using Treasure Hunter on Midlight's Deep floor 6, The Palings. - Stolen from (or dropped in chests by) enemy Chemists in the special battle at Mount Germinas, which occurs at low odds when you enter the mountain from Sal Ghidos. - Steal from Barich in the third battle of the Knights Templar mission in Rendezvous Mode. - Steal from Mustadio clone in the All-Star Melee mission in Rendezvous Mode. - Won after battle in Melee Mode with sufficiently high-level characters. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. - Stolen from enemy boss in Story Battle 56: Lost Halidom, but this is past the point of no return to the world map. LIMITED SUPPLY?: No, can always be stolen/dropped in random battles, or won/stolen in Rendezvous Mode. Stoneshooter [gun]: - Steal from (or dropped in chests by) enemy Chemists during random battles at Mount Germinas. You can tell if the Chemist is carrying the gun because he/she will begin the battle turned to stone. Use a Gold Needle, Remedy, or other ability to cure the petrification, then steal the gun. (See "The Stoneshooter" under Advanced Tactics and Secrets for more info.) - Rare poach from Dark Behemoth. Dark Behemoths can best be found in random battles at the south entrance to Lake Poescas (i.e., enter from Limberry Castle). You can also poach or recruit a Dark Behemoth earlier in the Chapter III story battle at Zeklaus Desert (where you meet Luso), but they do NOT appear in random battles here. LIMITED SUPPLY?: No, can be poached, and stolen/dropped in random battles. Artemis Bow [bow]: - Stolen from (or dropped in chest by) one of the enemy Archers in Story Battle 42: Mount Germinas. - Stolen from (or dropped in chests by) either enemy Archer in Story Battle 43: Lake Poescas. - Stolen from (or dropped in chests by) enemy Archers in random battles later in Chapter IV and in Midlight's Deep. - Stolen from (or dropped in chests by) enemy Archers in the first battle of the Lionel's New Liege Lord subquest, Lionel Castle Gate. - Rare poach from Behemoth King. Behemoth Kings can be found in random battles at Lake Poescas (either entrance). You can also poach or recruit a Dark Behemoth earlier in the Chapter III story battle at Zeklaus Desert (where you meet Luso), but they do NOT appear in random battles here. - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached, stolen/dropped in random battles, and won in Melee Mode. Yoichi Bow [bow]: - Found using Treasure Hunter on Midlight's Deep floor 3, The Hollow. - Stolen from (or dropped in chests by) by high-level enemy Archers on The Switchback in Midlight's Deep. - Stolen from (or dropped in chest by) the Archer in story battle Battle 53: Monaster Vaults - Fourth Level, but this is past the point of no return to the world map. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be stolen/dropped in random battles or won in Rendezvous Mode. Perseus Bow [bow]: - Found using Treasure Hunter on Midlight's Deep floor 8, The Switchback. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous mode. # Sagittarius Bow [bow]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Faerie Harp [instrument]: - Found using Treasure Hunter on Midlight's Deep floor 4, The Catacombs. - Rare poach from Treant. Treants appear very frequently in random battles on Midlight's Deep floor 5, The Oubliette, and can also be found frequently in the Yuguewood. You can also find them less frequently at the west entrance to Araguay Woods. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached or won in Rendezvous Mode. Omnilex [book]: - Rare poach from Greater Malboro. Greater Malboros are pretty rare, but you can find them on Midlight's Deep floor 4, The Catacombs, or floor 8, The Switchback, or by obtaining an Ochu and having it breed. - Catch with Sticky Fingers from enemy Ninjas of Lv. 95 or above. - Steal from Orlan in the sixth battle of the Brave Story mission in Rendezvous Mode. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached, caught, or won in Rendezvous Mode. Holy Lance [polearm]: - Common poach from Sekhret. Sekhret is generally fairly rare, but you can find it reasonably frequently in random battles at Fovoham Windflats if you enter from Ziekden Fortress. You can also get a Minotaur on your team and wait for it to breed a Sekhret. - Catch with Sticky Fingers from Lv. 95 enemy Ninjas. - Steal from some of the enemy Dragoons in the fifth battle of the Brave Story mission in Rendezvous Mode. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached or caught with Sticky Fingers. Dragon Whisker [polearm]: - Rare poach from Red Dragon. Red Dragons appear in random battles at Mount Germinas (either entrance), and in Midlight's Deep on floors 8 (The Switchback) and 10 (Terminus). (You'll have to defeat the boss on Terminus before you can get into random battles there.) Earlier, you can also breed a Red Dragon from a Blue Dragon, which can be found at the north entrance to Grogh Heights. - Catch with Sticky Fingers from Lv. 96 enemy Ninjas. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached, caught, or won in Rendezvous Mode. # Gae Bolg [polearm]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Gungnir [polearm]: - Can be won as a prize from completing the Nightmares mission in Rendezvous Mode. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Javelin (II) [polearm]: - Found using Treasure Hunter atop the right pillar during the Nelveksa Temple. You need to use Construct 8, Reis, or another large monster as a stepping- stone to climb up on top of the pillar. This can only be done during the battle with Construct 7 here in the Nelveska Temple subquest, as there are no later battles at the Temple. - Catch with Sticky Fingers from Lv. 97 to Lv. 99 enemy Ninjas. LIMITED SUPPLY?: No, can be caught with Sticky Fingers. Ivory Pole [pole]: - Rare poach from Sekhret. Sekhret is generally fairly rare, but you can find reasonably frequently in random battles at Fovoham Windflats if you enter from Ziekden Fortress. You can also get a Minotaur on your team and wait for it to breed a Sekhret. - Catch with Sticky Fingers from Lv. 95 enemy Ninjas. LIMITED SUPPLY?: No, can be poached or caught with Sticky Fingers. Whale Whisker [pole]: - Rare poach from Tiamat. Tiamats are best found on the last floor of Midlight's Deep, Terminus, in random battles after you defeat the boss there. - Catch with Sticky Fingers from enemy Ninjas of Lv. 96 or above. LIMITED SUPPLY?: No, can be poached or caught with Sticky Fingers. Fallingstar Bag [bag]: - Rare poach from Wild Boar. Wild Boars NEVER appear in the wild. The only way to find one is to breed them from a Swine. Use Entice or Tame to recruit a Pig or Swine during story battles at Tchigolith Fenlands, Finnath Creek, Gollund Colliery Ridge, or random battles at Dorvaulder Marsh or Midlight's Deep floor 10, Terminus. Then, move around the map and let your Swine produce eggs until one of them hatches into a Wild Boar. Good luck :P (A Pig does not directly produce Wild Boars, but it can give you a Swine, which can in turn give you the boar.) - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached or won in Rendezvous Mode. Wyrmweave Silk [cloth]: - Common poach from Tiamat. Tiamats are best found on the last floor of Midlight's Deep, Terminus, in random battles after you defeat the boss there. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached or won in Rendezvous Mode. # Chaosbringer [fell sword]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Deathbringer [fell sword]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Arondight [fell sword]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Balmung [fell sword]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Valhalla [fell sword]: - Can be won as a prize from completing the An Ill Wind mission in Rendezvous Mode. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player ---Shields--------------------------------------------------------------------- Kaiser Shield: - Steal from one of the enemy Knights during the battle in the Disorder in the Order subquest. - Found using Treasure Hunter on Midlight's Deep floor 4, The Catacombs. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous Mode. Venetian Shield: - Steal from one of the enemy Knights during the battle in the Disorder in the Order subquest. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous Mode. # Genji Shield: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Reverie Shield: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Escutcheon (II): - Found using Treasure Hunter atop the right pillar during the Nelveksa Temple. You need to use Construct 8, Reis, or another large monster as a stepping- stone to climb up on top of the pillar. You must get it during the battle with Construct 7 here in the Nelveska Temple subquest, as there are no later battles at the Temple. This is the ONLY place to find this shield in the game! LIMITED SUPPLY?: Yes. # Onion Shield: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player ---Headgear-------------------------------------------------------------------- # Genji Helm [helm]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Grand Helm [helm]: - Found using Treasure Hunter on Midlight's Deep floor 9, The Interstice. LIMITED SUPPLY?: Yes. # Vanguard Helm [helm]: - Can be won as a prize from completing the An Ill Wind mission in Rendezvous Mode. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Onion Helm [helm]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Brass Coronet [hat]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Acacia Hat [hat]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Cachusha [hair adornment]: - Steal from Celia in Story Battle 34: Riovanes Castle Roof. - Steal from the enemy Mystic on the boss's right in the second battle of the Lionel's New Liege Lord subquest, Lionel Castle Oratory. (Only available during the first phase of this battle, before you KO the boss.) - Rare poach from Pig. You can find Pigs in the story battles at Tchigolith Fenlands (sometimes), Gollund Colliery Ridge, or Finnath Creek (sometimes), or in random battles at Dorvauldar Marsh (west entrance) or Midlight's Deep floor 10, Terminus. - Steal from Reis clone in the All-Star Melee mission in Rendezvous Mode. - Steal from Ovelia in the sixth battle, and/or Reis in the eigth battle, of the Brave Story mission in Rendezvous Mode. - Won after battle in Melee Mode with sufficiently high-level characters. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached, won/stolen in Rendezvous Mode, or won in Melee Mode. Barette [hair adornment]: - Alma's initial equipment in Chapter III; de-equip it from her before entering Orbonne Monastery to keep it. - Steal from Lettie in Story Battle 34: Riovanes Castle Roof. - Steal from the enemy Mystic on the boss's left in the second battle of the Lionel's New Liege Lord subquest, Lionel Castle Oratory. (Only available during the first phase of this battle, before you KO the boss.) - Rare poach from Red Chocobo. In Chapter III, Red Chocobos can be found at the south entrance to Zeirchele Falls (from Zaland) or the south entrance to Balias Tor (from Lionel). In Chapter IV, Red Chocobos appear fairly frequently in random battles at the east entrance to Balias Swale (from Warjilis) and the west entrance to Finnath Creek (from Bervenia). - Steal from Alma in the sixth battle of the Brave Story mission in Rendezvous Mode. LIMITED SUPPLY?: No, can be poached, or stolen in Rendezvous Mode. Ribbon [hair adornment]: - Common poach from Wild Boar. Wild Boars NEVER appear in the wild. The only way to find one is to breed them from a Swine. Use Entice or Tame to recruit a Pig or Swine during story battles at Tchigolith Fenlands, Finnath Creek, Gollund Colliery Ridge, or random battles at Dorvaulder Marsh or Midlight's Deep floor 10, Terminus. Then, move around the map and let your Swine produce eggs until one of them hatches into a Wild Boar. Good luck :P (A Pig does not directly produce Wild Boars, but it can give you a Swine, which can in turn give you the boar.) - Steal from Valmafra in the last battle of the Brave Story mission in Rendezvous Mode. - Won after battle in Melee Mode with sufficiently high-level characters. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. - Equipped by the guest in the last battle, but you can't de-equip it and this is past the point of no return to the world map anyway. LIMITED SUPPLY?: No, can be poached, won/stolen in Rendezvous Mode, or won in Melee Mode. ---Armor----------------------------------------------------------------------- Genji Armor [armor]: - Received as a Battle Trophy from completing the first battle of the New Liege Lord of Lionel Castle subquest, Lionel Castle Gate. Note that you CANNOT start this quest if Mustadio, Beowulf, or Reis is killed or departs the team and/or if you choose not to buy the flower from Aerith when you first arrive in Sal Ghidos ... and, so, you would not be able to get the armor in the single-player mode. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous Mode. Maximillian [armor]: - Found using Treasure Hunter on Midlight's Deep floor 9, The Interstice. LIMITED SUPPLY?: Yes. # Onion Armor [armor]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Ninja Gear [clothes]: - Steal from one of the enemy Monks during the battle in the Disorder in the Order subquest. - Found using Treasure Hunter on Midlight's Deep floor 6, The Palings. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous Mode. Mirage Vest [clothes]: - Balthier's initial equipment. Complete the Recruiting Balthier subquest after visiting the Free City of Bervenia in Chapter IV to get him. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous Mode. # Minerva Bustier [clothes]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Rubber Suit [clothes]: - Rare poach from Greater Hydra. Greater Hydras are best found in random battles on Midlight's Deep floor 10, Terminus, after you defeat the boss there. They can also be found less frequently on floor 8, The Switchback. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached or won in both multiplayer modes. # Brave Suit [clothes]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Lordly Robe [robe]: - Found using Treasure Hunter on Midlight's Deep floor 6, The Switchback. - Steal from Valmafra in the last battle of the Brave Story mission in Rendezvous Mode. LIMITED SUPPLY?: Yes in single-player, but can be stolen in Rendezvous Mode. # Sage's Robe [robe]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player ---Accessories----------------------------------------------------------------- # Gaius Caligae [shoes]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Genji Glove [gauntlet]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Brigand's Gloves [gauntlet]: - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Onion Gloves [gauntlet]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Invisibility Cloak [cloak]: - Found using Treasure Hunter atop Mount Germinas, either in the initial story battle there or in a subsequent random battle. See "The Invisibility Cloak" under Advanced Tactics and Secrets for its exact location. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: Yes in single-player, but can be won in Rendezvous Mode. Cursed Ring [ring]: - Found using Treasure Hunter on Midlight's Deep floor 6, The Switchback. LIMITED SUPPLY?: Yes. # Sage's Ring [ring]: - Can be won as a prize from completing the Brave Story mission in Rendezvous Mode. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player # Empyreal Armband [armlet]: - Won after battle in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: Unlimited in multiplayer; not available in single-player Chantage [perfume]: - Steal from enemy boss during Story Battle 36: Bervenia. - Steal from the enemy Mystic on the boss's left in the second battle of the Lionel's New Liege Lord subquest, Lionel Castle Oratory. (Only available during the first phase of this battle, before you KO the boss.) - Common poach from Swine. Swines appear in random battles on Midlight's Deep floor 10, Terminus, or very rarely from the west entrance of Dorvauldar Marsh. Alternately, recruit a Pig earlier in the game (during the story battles at Tchigolith Fenlands, Gollund Colliery Ridge, or Finnath Creek, or random battles at the west entrance of Dorvauldar Marsh) and wait for it to breed a Swine. - Steal from Valmafra in the last battle of the Brave Story mission in Rendezvous Mode. - Won after battle in Melee Mode with sufficiently high-level characters. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached, won/stolen in Rendezvous Mode, or won in Melee Mode. Cherche [perfume]: - Common poach from Behemoth King. Behemoth Kings can be found in random battles at Lake Poescas (either entrance). You can also poach or recruit a Behemoth King earlier in the Chapter III story battle at Zeklaus Desert (where you meet Luso), but they do NOT appear in random battles here. LIMITED SUPPLY?: No, can be poached. Sortile'ge [perfume]: - Received from Beowulf for completing the Lionel's New Liege Lord subquest. - Steal from the enemy Mystic on the boss's right in the second battle of the Lionel's New Liege Lord subquest, Lionel Castle Oratory. (Only available during the first phase of this battle, before you KO the boss.) - Common poach from Red Dragon. Red Dragons appear in random battles at Mount Germinas (either entrance), and in Midlight's Deep on floors 8 (The Switchback) and 10 (Terminus). (You'll have to defeat the boss on Terminus before you can get into random battles there.) Earlier, you can also breed a Red Dragon from a Blue Dragon, which can be found at the north entrance to Grogh Heights. - Won as a prize for completing missions in Rendezvous Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached and won in Rendezvous Mode. Septie`me [perfume]: - Common poach from Greater Hydra. Greater Hydras are best found in random battles on Midlight's Deep floor 10, Terminus, after you defeat the boss there. They can also be found less frequently on floor 8, The Switchback. - Steal from Rapha, Reis, and/or Meliadoul clone in the All-Star Melee mission in Rendezvous Mode. - Steal from Meliadoul in the ninth battle of the Brave Story mission in Rendezvous Mode. LIMITED SUPPLY?: No, can be poached or stolen in Rendezvous Mode. Tynar Rouge [lip rouge]: - Complete the Agrias's Birthday quest in Chapter IV. You must keep Mustadio, Agrias, Alicia, and Lavian alive until Chapter IV to do this quest. See the Agrias's Birthday section under Walkthrough - Subquests for complete details on how to complete this event. LIMITED SUPPLY?: Yes. ---Items----------------------------------------------------------------------- Elixir [item]: - Received as a Battle Trophy for completing Story Battle 52: Mullonde Cathedral Sanctuary. - Received using Treasure Hunter at Nelveska Temple, as the "bad" item in place of the Nagnarok and Sasuke's Blade (i.e., if your Bravery is high). - 14 found using Treasure Hunter at many locations in Midlight's Deep. - Common poach from Greater Malboro. Greater Malboros are pretty rare, but you can find them on Midlight's Deep floor 4, The Catacombs, or floor 8, The Switchback, or by obtaining an Ochu and having it breed. - Won as a prize in Melee Mode with sufficiently high-level characters. LIMITED SUPPLY?: No, can be poached or won in Melee Mode. ---Abilities------------------------------------------------------------------- Ultima [Game Hunter/Squire (Ramza)]: - Learned by having Celia or Lettie cast on Luso during Story Battle 34: Riovanes Castle Roof; Luso must be in the Game Hunter job. - Learned by having an enemy cast it on Ramza or Luso during Chapter IV; the targeted character must be in the Game Hunter (Luso) or Squire (Ramza) job. Enemies that cast Ultima include Celia and Lettie during Story Battles 44: Limberry Castle Gate and 45: Limberry Castle Keep, and Ultima Demons during Story Battle 45: Limberry Castle Keep, 46: Limberry Castle Inner Court, and Story Battle 52: Mullonde Cathedral Sanctuary. See "Learning Ultima" under Advanced Tactics and Secrets for more information. - Can also be learned as above from the Ultima Demons in the final battle, but this is past the point of no return to the world map. - Once Ramza or Luso has learned it, you can teach it to the other by casting it on him when the target is in the Game Hunter (Luso) or Squire (Ramza) job. - Can be learned from another player's Ramza or Luso in Rendezvous Mode (but not Melee Mode). - Learned from Celia or Lettie in the Brave Story mission in Rendezvous Mode, via the same procedure as above. You must successfully complete the mission to keep the spell. MISSABLE?: Yes in single-player mode, if no one has learned it by the time you finish Story Battle 52. Not missable in Rendezvous Mode. Zodiark [Summoner]: - Learned by having Elidibus cast it on a Summoner during the initial battle on the tenth floor of Midlight's Deep (Terminus), if the Summoner survives. Each time this happens, you have a high (but not 100%) chance of learning the spell; you may need to have Elidibus cast it on you more than once if you don't learn it the first time. Use Mana Shield to survive the spell, or see the battle strategy for this battle for additional tips. - Learned from Elidibus in the Brave Story mission in Rendezvous Mode, via the same procedure as above. You must succesfully complete the mission to keep the spell. - Can be taught to other characters by first casting on an enemy Summoner, then having the enemy Summoner cast it at the character whom you want to learn the spell. Again, the target must be a Summoner when hit by the spell. (The Catacombs, The Switchback, and The Interstice are all good places to find enemy Summoners.) MISSABLE?: Yes in single-player, if you don't learn it during the battle with Elidibus. Not missable in Rendezvous Mode. %%%THROWS FROM ENEMY NINJAS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00throw Rare weapons like the Excalibur and Whale Whisker can't be bought in stores ... but there's a way to get an infinite supply of them! Many weapons are thrown by high-level (90+) enemy Ninjas. If you equip these Thief's Sticky Fingers reaction ability, you can catch the thrown weapons and add them to your inventory. You'll have to raise your own team's levels to 90 or so to see enemy Ninjas at this level, though. ---WHERE TO FIND ENEMY NINJAS?--- The absolute best place to find enemy Ninjas is in the Rendezvous Mode mission "Littering," unlocked after the story battle at Yardrow in chapter 3. Here, you'll always fight TEN enemy Ninjas, and there are no other enemies. Of course, it's a Rendezvous Mode mission, so you'll have to team up with a friend to go item-catching. In the single-player game, the best place for Ninjas is on floor 9 of Midlight's Deep, The Interstice. One of the four enemy parties here consists of Ninjas and Samurais. Kill off all the Samurais and you're free to catch items. Since this party appears 25% of the time, it's not quite as nice as the Littering mission, though. A third place you can find a lot of Ninjas is in the special random battle at Araguay Woods. When entering Araguay Woods from Zeirchele Falls in Chapter IV, there's a small chance you'll get into a battle against a party of 1 to 7 enemy Ninjas. Although this battle contains Ninjas exclusively, it occurs at such low odds that it's not all that efficient. (The Interstice is usually a better bet.) Remember, your own party members must be at a high level before you'll see enemy Ninjas of level 90 or above. You CANNOT obtain weapons thrown by another human player in the multiplayer modes. (You can still stop the throws with Sticky Fingers, but the weapons are not added to your inventory.) ---WHAT WEAPONS ARE THROWN?--- The specific weapons that enemy Ninjas will throw at you are determined by two factors: A) What abilities the enemy Ninjas has been randomly assigned (e.g. the Ninja must have the ability "Polearm" to throw polearms) B) The enemy Ninja's experience level In fact, at a given level, enemy Ninjas can throw only ONE weapon from each type. For example, when a level 95 Ninja throws a polearm, it's ALWAYS a Holy Lance. If you're looking for a specific item, you can use this to figure out exactly what level enemy Ninjas you need. Below, I've listed what weapons enemy Ninjas will throw at each level. A * indicates a weapon that can't be bought in stores. Remember, most enemy Ninjas will NOT throw all weapon types at you. It depends on what abilities they've learned. ENEMY KNIFE NINJA BLADE SWORD KNIGHT'S SWORD Lv. 90 Air Knife Spellbinder Runeblade (not used?) Lv. 91 Air Knife Spellbinder Runeblade (not used?) Lv. 92 Air Knife Spellbinder Runeblade * Defender Lv. 93 Air Knife Spellbinder Runeblade * Defender Lv. 94 Air Knife Spellbinder Runeblade * Defender Lv. 95 * Zwill Str.blade * Sasuke's Bld. * Nagnarok * Save the Queen Lv. 96 * Zwill Str.blade * Koga Blade * Materia Blade * Excalibur Lv. 97 * Zwill Str.blade * Koga Blade * Materia Blade * Ragnarok Lv. 98 * Zwill Str.blade * Koga Blade * Materia Blade * Chaos Blade Lv. 99 * Zwill Str.blade * Koga Blade * Materia Blade * Chaos Blade ENEMY KATANA AXE FLAIL BOOK Lv. 90 Kiku-ichimonji Slasher * Scorpion Tail Papyrus Codex Lv. 91 Kiku-ichimonji Slasher * Scorpion Tail Papyrus Codex Lv. 92 Kiku-ichimonji Slasher * Scorpion Tail Papyrus Codex LV. 93 Kiku-ichimonji Slasher * Scorpion Tail Papyrus Codex Lv. 94 Kiku-ichimonji Slasher * Scorpion Tail Papyrus Codex Lv. 95 * Masamune Slasher * Scorpion Tail * Omnilex Lv. 96 * Chirijiraden Slasher * Scorpion Tail * Omnilex Lv. 97 * Chirijiraden Slasher * Scorpion Tail * Omnilex Lv. 98 * Chirijiraden Slasher * Scorpion Tail * Omnilex Lv. 99 * Chirijiraden Slasher * Scorpion Tail * Omnilex ENEMY POLEARM POLE Lv. 90 Obelisk Eight-fluted Pole Lv. 91 Obelisk Eight-fluted Pole Lv. 92 Obelisk Eight-fluted Pole Lv. 93 Obelisk Eight-fluted Pole Lv. 94 Obelisk Eight-fluted Pole Lv. 95 * Holy Lance * Ivory Pole Lv. 96 * Dragon Whisker * Whale Whisker Lv. 97 * Javelin (II) * Whale Whisker Lv. 98 * Javelin (II) * Whale Whisker Lv. 99 * Javelin (II) * Whale Whisker Ninjas lower than lv. 90 will never throw rare weapons. Of course, this table has NO bearing on what YOU can throw. Experience level has no effect on what weapons your own Ninjas are able to throw. Unfortunately, you CANNOT use this trick to get weapon types that can't be thrown, like rods and staves. Weapons exclusive to the multiplayer mode also can't be obtained this way since they also can't be thrown. ---TACTICS FOR OBTAINING WEAPONS--- There's no way to control what abilities an enemy Ninja has learned, so you can't change what TYPES of weapons they will throw. However, you CAN change the enemy's levels. So, the best strategy if you want to acquire a particular weapon is to look for a Ninja that throws the right weapon type, then adjust his/her level until it matches what you want in the table above. To LEVEL UP the enemy ninjas, let them land successful attacks on you. Chantage (or any Reraise/healing ability, really) can be helpful in surviving repeated attacks. To LEVEL DOWN the enemy ninjas, bring a Mindflayer monster and have it stand next to someone with the Beastmaster ability. This will allow the Mindflayer to use its Level Drain ability, which reduces an enemy's level by 1. (You'll only need the Mindflayer if the item you want is not thrown at level 99.) %%%MISSABLE ITEMS AND EVENTS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00miss This is a quick list of story events and unique items that you can "miss" over the course of the game, and what you need to do to make sure you're able to see every story events and collect every item in the single-player mode. This is just a quick list of key points; for a more detailed treatment, see the corresponding walkthrough section. Points marked ESSENTIAL *must* be completed to get an item or see an event. Points marked GOOD IDEA are not strictly necessary, but will make the process easier -- for example, stealing a rare item that otherwise can only be obtained through poaching a hard-to-find enemy. Finally, I've pointed out some points that seem like they might be needed but are actually NOT IMPORTANT, so that you don't have to worry about them! ---CHAPTER I------------------------------------------------------------------- * ESSENTIAL: At the start of the battle at Mandalia Plains, you'll be given a choice whether to help Argath or directly attack the enemy. Choosing the first option lets you see a few extra lines of dialogue during the last battle of the chapter, but it does NOT affect your ability to see anything later on. ---CHAPTER II------------------------------------------------------------------ * ESSENTIAL: At the very beginning of this chapter, you will be able to add Alicia and Lavian to your roster. Add them to your roster, and do NOT let them leave until you have completed the Agrias's Birthday sidequest in Chapter IV. This means that you must not dismiss them, must not let them get turned into crystals/chests, and must not let them abandon the party due to having a very low Bravery or very high Faith. * NOT IMPORTANT: At this time, you will also be able to add Ladd to your roster. Ladd is basically just a generic male human. He doesn't have any special abilities and isn't needed for any sidequests. So, you can take him or leave him as you want. * GOOD IDEA: At the start of the story battle at Araguay Woods, you'll be given a choice whether to help Boco. Choose the second option to avoid losing Bravery. However, your choice here does not affect anything else. * NOT IMPORTANT: After the Araguay Woods battle, you will be able to add Boco the chocobo to your roster. Boco is just a regular yellow Chocobo, so you don't have to take him along. * NOT TOO IMPORTANT: At the story battle at Tchigolith Fenlands, there's a chance of encountering an enemy Pig. Recruit it (using Entice or Time) if you see it, as you can breed it and poach the pigs for rare items. If you don't see it, though, it's by no means essential to get here as you'll have many other chances to recruit them later. * ESSENTIAL: After completing the story battle at the Clockwork City of Goug, you will be able to add Mustadio to your roster. Mustadio is a unique story character and is also needed for most of the sidequests in Chapter IV, so add him to your roster and don't lose him. * ESSENTIAL: After the battle at Balias Swale, you will be able to add Agrias to your roster. Agrias is another unique story character and is needed for two sidequests in Chapter IV, so add her to your team. * ESSENTIAL: Deploying Agrias during the battle at Golgollada Gallows will allow you to see some extra dialogue between her and Ramza. This dialogue is not, however, needed to unlock anything else later. ---CHAPTER III----------------------------------------------------------------- * GOOD IDEA: When Alma joins the party, it's a good idea de-equip her Healing Staff and Barette (as well as her Red Shoes) before you go to the Orbonne Monastery. This is not *required* as both these items can be poached later: the Healing Staff is a rare poach from Dryads and the Barette is a rare poach from Red Chocobos. * NOT IMPORTANT: During a story event, you will be asked whether or not you have read the Scriptures of Germonique. Your response here has no bearing on anything, so don't worry about it :) * GOOD IDEA: The story battle at Zeklaus Desert features all three types of behemoths. All three types of behemoth yield rare items when poached. So, you may want to poach them, or recruit one or more onto your team (with Entice or Tame) to breed more behemoths for poaching. However, it is not necessary to poach/recruit them here as there are plenty of behemoths in random battles later in the game. * ESSENTIAL: After the battle at Zeklaus Desert, you will be able to add Luso to your roster. This is your only opportunity to get this unique character on your team, so add him. (Luso is not needed to unlock any other events, though.) * ESSENTIAL: At the very end of Chapter III, you will be given a chance to add Rapha and Marach to your roster. Both are unique story characters and each has different abilities, so sign them up. (They are not, however, very useful :P.) ---CHAPTER IV------------------------------------------------------------------ The Gollund Colliery sidequest is available at the beginning of this chapter. Assuming you still have Mustadio, Agrias, Alicia, and Lavian on your roster, the Agrias's Birthday sidequest is also available at this time. Both of these sidequests are available until completed and never disappear. (See Walkthrough - Sidequests for the full walkthroughs for these quests.) ---Agrias's Birthday--- * ESSENTIAL: After completing the Agrias's Birthday sidequest, you will receive the Tynar Rouge accessory. This is a one-of-a-kind item and cannot be replaced, so don't throw it away, or let it get broken or stolen by an enemy. After completing the Agrias's Birthday event, Alicia and Lavian are not strictly needed for any other events, although they will appear in Disorder in the Order if you still have them along. ---Gollund Colliery--- * ESSENTIAL: Near the beginning of this quest (at the Tavern in Lesalia), Beowulf will ask you to team up. Choose the second option to agree to this. Otherwise, Beowulf will leave and the quest cannot be completed. * GOOD IDEA: In the third battle in this quest (Gollund Colliery Ridge), you will encounter an enemy Pig. Entice or Tame the Pig so you can start breeding monsters from the pig family. Some rare items can only be obtained by poaching pig-family monsters -- including those from the Wild Boar monster, which can ONLY be obtained by breeding! If you do miss the Pig here, though, you can get others later. * ESSENTIAL: After completing the last battle of this quest, Beowulf and Holy Dragon Reis will offer to join your team. Both are unique story characters and both are needed for later quests, so sign them up. * ESSENTIAL: Upon return to the Clockwork City of Goug, Construct 8 will also be offered as another character. Construct 8 is another unique character, so recruit it. ---Chapter IV Main Quest - Up to Bervenia Free City--- * GOOD IDEA: During the story battle at Bervenia Free City, you may want to steal the Defender and Chantage from Meliadoul, especially since both are good items. However, these can also be poached/stolen/caught later if you miss them. After completing the story battle at the Free City of Bervenia, the Recruiting Balthier sidequest is now available. It does not depend on any missable factors. ---Recruiting Balthier Quest--- * ESSENTIAL: After you complete this quest, Balthier will offer to join. Again, he is a unique story character, so sign him up. He is not needed for any other quests. * ESSENTIAL: Balthier's initial equipment includes the Ras Algethi gun and the Mirage Vest body armor. Both of these are unique items in single-player, so, again, don't throw them away or let them get broken. (Note that you must sign up Balthier to get them.) It is possible to get additional guns and vests in the multiplayer modes. ---Chapter IV Main Quest - Finnath Creek to Sal Ghidos--- * GOOD IDEA: During the story battle at Finnath Creek (NOT during the random battles), there's a random chance of encountering one more enemy Pigs. If you don't already have one, Entice or Tame a Pig so you can start breeding monsters from the pig family. Some rare items can only be obtained by poaching pig-family monsters -- including those from the Wild Boar monster, which can ONLY be obtained by breeding! If you don't get any Pigs here, you can get others later. * GOOD IDEA: In the story battle at Beddha Sandwaste, you can steal a Glacial Gun from Barich. This is a rare item that can't be bought in stores, but it's not unique and you can get an infinite supply from random battles later. * ESSENTIAL: After completing the battles at Fort Besselat, Orlandeau will offer to join. Sign him up as he is another unique story character. * GOOD IDEA: Orlandeau's initial equipment includes the Excalibur knight's sword. The Excalibur isn't unique (an infinite supply can be caught from high- level enemy Ninjas), but Excaliburs are hard to get, so hang on to it! * ESSENTIAL: When you first visit the Trade City of Sal Ghidos, you will see a cutscene in which Aerith offers you a flower. Choose the SECOND option to buy the flower. If you do not buy the flower, you will NOT be able to complete the Nelveska Temple & Recruiting Cloud subquests, and there is only ONE chance to get it!! Once you have the flower, you can complete the Nelveska Temple sidequest if you also finished the Gollund Colliery quest and still have Beowulf and Reis on your team. ---Nelveska Temple Quest--- * ESSENTIAL: Using the Treasure Hunter ability, move atop the left pillar to find the Escutcheon (II) shield. You will need to use a large monster (such as Reis or Construct 8) as a stepping-stone to get up on top of the pillar. You may instead receive a crummy regular Escutcheon; the chance of getting this BAD Escutcheon is equal to your Bravery. So, a lower Bravery is better! This is the ONLY chance to get the Escutcheon II in the game and you CANNOT come back to this map afterwards, so you must pick it up here to get every item. * GOOD IDEA: The Javelin II, Sasuke's Blade, and Nagnarok weapons can also be found with Treasure Hunter and low Bravery here. These, however, are not unique; Sasuke's Blade and the Javelin II can be caught from enemy Ninjas and the Nagnarok can be poached from Swine. * ESSENTIAL: After completing the events in this quest, Reis's new version will offer to rejoin your party. She is another unique story character and needed for the Lionel's New Liege Lord quest, so sign her up. ---Chapter IV Main Quest - Mount Germinas to Limberry--- * ESSENTIAL: The Mount Germinas map contains an item, the Invisiblity Cloak, that's one-of-a-kind in single-player. It's found using Treasure Hunter atop the mountain; see Advanced Tactics and Secrets for a map to its location.) Again, the lower your Bravery, the better chance of getting the Invisibility Cloak instead of just an Ether. You only get to pick up ONE of these items, so if you end up with the Ether, the Invisibility Cloak is gone for good! Unlike with the Nelveska Temple items, however, there's absolutely no need to get this during the story battle here -- you can come back and get it in a random battle at any time. It's also possible to win Invisibility Cloaks in Rendezvous Mode. * GOOD IDEA: You may encounter another Pig in the story battle at Finnath Creek. (It's random whether or not you'll see it.) If you missed the Pig in the Gollund Colliery, try to recruit this one. If you don't get one here, you can still find an infinite supply in Dorvaulder Marsh or the last floor of Midlight's Deep. * GOOD IDEA: At Limberry, you'll face a series of four battles. In the first three battles, you'll want to learn Ultima by having one of the Assassins or Ultima Demons cast it on either Ramza in his Squire job, or Luso in his Game Hunter job. It is easiest by far to learn it in the first battle (at the gate). * NOT IMPORTANT: You can't steal Elmdore's equipment in this version of the game, so don't even try. * ESSENTIAL: After winning all the battles at Limberry, Meliadoul will offer to join you. Sign her up; she is a unique character and is needed for another couple story events. * GOOD IDEA: Meliadoul comes with a Save The Queen sword. Again, the supply of these is actually unlimited (since they can be caught from enemy Ninjas), but keeping this one as a good idea! The Recruiting Cloud quest is now available. ---Recruiting Cloud Quest--- * ESSENTIAL: When given the chance to sign up Cloud, add him. He isn't needed for anything else, but IS a unique story character. * GOOD IDEA: Cloud's Materia Blade is found atop Mount Bervenia using Treasure Hunter. Bravery is NOT important. Try to hang onto it since Cloud needs it for his Limit command, but if you lose it, you CAN get more from enemy Ninjas. ---Chapter IV Main Quest - Eagrose to End--- * ESSENTIAL: After Limberry, you will be directed back to Eagrose. On your way back to Eagrose, enter Dorter Trade City for an optional battle. (This battle will only trigger if you have Meliadoul on your roster.) If you visit Eagrose before activated this battle, it will disappear. * GOOD IDEA: In the aforementioned Dorter battle, you can steal a Dragon Rod from Cletienne. This weapon can also be found as a rare poach from Blue Dragons, but it's easiest to steal. * GOOD IDEA: The boss at Eagrose has a Defender sword you can steal, if you missed the one at Bervenia or want a second one. Again, there's actually an unlimited supply of Defenders (from poaching Elder Treants), so you don't *have* to get this one. * GOOD IDEA: Once you get to Mullonde, you'll face a series of three battles. In the first battle, the enemy Summoner has another Dragon Rod if you missed the prior one. * ESSENTIAL: For the second battle at Mullonde, deploy Meliadoul for some additional mid-battle dialogue. (This is not needed to unlock anything else, however.) * ESSENTIAL: If you have not yet learned the Ultima spell, the third battle at Mullonde is your last chance in the single-player mode to learn it, if Ultima Demons cast it on either Ramza in his Squire job, or Luso in his Game Hunter job. Once you complete the battles at Mullonde, you will be able to complete the last set of sidequests, as well as the last set of story battles. You must still have Beowulf, Reis, and Agrias to complete this final set of sidequests. * ESSENTIAL: After entering Orbonne Monastery for the final sequence of battles, SAVE YOUR GAME IN A DIFFERENT SLOT. You will NOT be able to get out to the world map again. So, if you want to be able to roam the map at all, you must keep a separate save from BEFORE you went into the Monastery. ---Lionel's New Liege Lord Quest--- * NOT IMPORANT: Aliste has Safeguard, so you can't steal any of his Genji gear. Sorry. * ESSENTIAL: After completing the first battle of this quest, you will receive the Genji Armor as a battle trophy. This is a unique item, so do not let get it stolen or broken. * GOOD IDEA: You can steal the Masamune from one of the enemy samurai in the second battle of this quest. The Masamune can only be otherwise obtained by catching it from enemy Ninjas (or winning it in Rendezvous Mode), so it's good to get here. (Be careful using the Masamune for Iaido; if it breaks, you'll have to catch a replacement!) * GOOD IDEA: You can also steal a Cachusha and Barette from the enemy Mystics in the same battle. These are also available from poaching. * ESSENTIAL: You will receive a Zeus Mace as a battle trophy after the second battle. Keep it; this is one of only two in the game. ---Disorder in the Order Quest--- * GOOD IDEA: If you still have Alicia and Lavian in your roster, the story event at Zeltennia Castle will include them in the background. However, having them here doesn't affect the actual event, nor your ability to do anything else later. Note that once you've completed this event, Alicia and Lavian aren't used for anything else, so you could dismiss them if you want since they're otherwise just generic characters. * ESSENTIAL: If you bring Orlandeau to the battle in this quest, you can see a little extra dialogue. But, it's not needed for anything else. * ESSENTIAL: In the battle in this quest, you can steal Venetian and Kaiser Shields from the two Knights, and Ninja Gear from the enemy Monk. There is only other one copy of each of these items in the single-player mode, so be sure to snag them. (However, you can get an infinite supply in multiplayer.) * GOOD IDEA: You can also steal a Sasuke's Blade, Barette, Blaze Gun, and Glacial Gun in the same battle, although none of these are strictly necessary. ---Midlight's Deep--- All the floors of Midlight's Deep have items you can find with Treasure Hunter. Again, a lower Bravery increases your chance is needed to get these items; otherwise, you just get a Phoenix Down. If you get the Phoenix Down, the "good" item disappears, even if you leave the battle and re-enter. * GOOD IDEA: Good Treasure Hunter pickups on The Crevasse: Glacial Gun and Blaze Gun. (Both also obtainable in random battles, however.) * GOOD IDEA: Good Treasure Hunter pickups on The Stair: Save The Queen and Blood Sword. * ESSENTIAL: Treasure Hunter pickup on The Hollow: Zeus Mace. There are only two of these available in the game; the other comes from the Lionel's New Liege Lord quest. * GOOD IDEA: Treasure Hunter pickup on The Hollow: Yoichi Bow. * ESSENTIAL: Treasure Hunter pickup on The Catacombs: Rod of Faith. Only available here. * ESSENTIAL: Treasure Hunter pickup on The Catacombs: Kaiser Shield. One of only two in single-player; the other comes from Disorder in the Order. * GOOD IDEA: Treasure Hunter pickup on The Catacombs: Faerie Harp. * GOOD IDEA: Good Treasure Hunter pickups on The Oubliette: Excalibur and Iga Blade. * ESSENTIAL: Treasure Hunter pickup on The Palings: Cursed Ring. This is the only one in the game, and also pretty much essential for completing one of the Rendezvous Mode missions. * ESSENTIAL: Treasure Hunter pickup on The Palings: Ninja Gear (1 of 2 in the single-player game; the other from Disorder in the Order). * GOOD IDEA: Treasure Hunter pickup on The Palings: Blaster gun. * ESSENTIAL: Treasure Hunter pickup on The Crossing: Staff of the Magi (only one in the game). * GOOD IDEA: Treasure Hunter pickup on The Crossing: Koga Blade. * ESSENTIAL: Treasure Hunter pickups on The Switchback: Perseus Bow and Lordly Robe (both only available here in single-player, but can be found in Rendezvous). * GOOD IDEA: Treasure Hunter pickup on The Switchback: Excalibur. * ESSENTIAL: Treasure Hunter pickups on The Interstice: Maximillian and Grand Helm (both unique), and Venetian Shield (1 of 2 in the single-player game; the other is from Disorder in the Order) * ESSENTIAL: The first time you enter floor 10 (Terminus), you'll fight a story battle. This is your only chance to obtain the Zodiark summon in the single- player game, by having it the boss cast it on a character using the Summoner job. Use Mana Shield to survive the spell. * ESSENTIAL: After defeating Elidibus, you will be able to sign up the Byblos. This is a unique monster/character, so add it. * GOOD IDEA: Treasure Hunter pickups on Terminus: Chaos Blade and Chirijiraden. (Be careful using the Chirijiraden for Iaido; if it breaks, you'll have to catch a replacement!) ******************************************************************************* XI. ERRANDS ******************************************************************************* %%%BASIC INFORMATION ABOUT ERRANDS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00err0 ---Beginning and Ending an Errand----------------------------------------------- --THE BASICS-- Errands are used to earn extra JP and gil. When you accept an errand at a Tavern, you'll pay a small fee and can send 1-3 characters away on the errand. The characters will be gone for the number of days you chose; during this time, they can't fight or change jobs/equipment. When the number of days of the errand has elapsed, return to the Tavern and choose Report. (It has to be at the same town as where the Errand started.) When you click Report, you'll hear whether or not the Errand was successful. If the errand is successful, you'll earn some gil and the 1-3 characters sent on the errand will gain some JP for their current job. Some errands pay quite well and can net you more than 20,000 gil, while others pay less than it costs to sign up for them! The amount of gil and JP you earn is largely dependent on the particular errand, and on the number of days for which the characters were deployed. (Deploying the characters for more days earns you more gil/JP.) Your current job and sometimes your Bravery/Faith values also play a small role in determing your pay; more details are below. Only generic human characters, not monsters or special story characters, may be sent on errands. Ladd, Alicia, and Lavian are considered generic characters for this purpose. To check how many days are remaining on your current errands, open the menu on the world map and select Chronicle -> Feats -> Present. --WHEN DO NEW ERRANDS APPEAR?-- Errands are not available until Chapter II. Beginning in Chapter II, new errands regularly appear in the Taverns as you progress through the game. Each town has its own set of errands. If you don't complete an errand during the Chapter in which it first appears, it will still be there in future chapters and you can always come back to it! There are also a few errands that are only available during specific months; these appear at the bottom of the Errands list below. --SUCCESS AND FAILURE-- Success on an errand isn't guaranteed. Occasionally, the characters sent on an errand may fail to complete it. If this happens, you'll receive only minimal JP and gil. If you fail an errand, let the calendar advance to the next month and the errand should re-appear in the Tavern. You can improve your odds of success by selecting characters who are well- suited for the job based on their current job and Bravery/Faith values. (Preferred jobs and Bravery/Faith stats are listed in the Errands list below.) Failures really only tend to occur if ALL of the characters you send are totally ill-suited for the errand. As long as you have at least one decent character on the errand, you should succeed. Although characters can sometimes fail an errand, no harm ever comes to the characters. You cannot lose characters or items on an errand. --ABANDONING AN ERRAND-- If you need to quickly get back your deployed characters, you can go to a Tavern in any town (it does not have to be the one from which they embarked) and choose Recall Units. After you choose Recall Units, the characters will give up on the errand and head back home. After another day has passed (i.e., one move on the world map), go to the Tavern from which you deployed the characters (this time, it MUST be the same town) and choose Report to get them back. The errand will have ended in failure, but the characters will be returned to your active roster, and you can retry the errand next month. Of course, since it takes 1-2 days to get your characters back even after doing a Recall, there's no sense in abandoning an errand that only has 1-2 days left to finish! ---Artefacts and Wonders-------------------------------------------------------- Some errands reward you with Artefacts or Wonders of the Ancient World. These prizes are displayed in your Chronicle menu, but otherwise have no impact on the game. In the Japanese version of the game, a few of the book-like Artefacts (Mesa's Musings, the Veil of Wiyu, Nanai's Histories, and the Enavia Chronicles) can be used to play Choose Your Own Adventure-style text-adventure games. These mini- games aren't available in any of the English releases, but since the text games also have no impact on the main game, their absence doesn't change much. Collecting more Artefacts and Wonders will increase your Treasure Hunter and Adventurer ranks, as reported to you by the Tavernmaster. These ranks are also purely cosmetic, although collecting all the Artefacts and Wonders will earn you some nice stars on your Chronicle screen ;) 1 artefact : Level 1 Treasure Hunter 1 wonder : Level 1 Adventurer 4 artefacts : Level 2 Treasure Hunter 3 wonders : Level 2 Adventurer 8 artefacts : Level 3 Treasure Hunter 6 wonders : Level 3 Adventurer 12 artefacts : Level 4 Treasure Hunter 3 wonders : Level 4 Adventurer 16 artefacts : Level 5 Treasure Hunter 10 wonders : Level 5 Adventurer 20 artefacts : Level 6 Treasure Hunter 12 wonders : Level 6 Adventurer 24 artefacts : Level 7 Treasure Hunter 14 wonders : Level 7 Adventurer 31 artefacts : Master Treasure Hunter 16 wonders : Master Adventurer The total number of Artefacts and Wonders is identical to the number of errands from which you get Artefacts and Wonders, so you're guaranteed to get all the Artefacts and Wonders if you complete all the errands. ---Errand Payout---------------------------------------------------------------- When you complete an errand, each participating character will receive JP, and you'll also earn some gil for the party. The specific amount of JP and gil awarded is a sum of five factors: * The errand's base pay * The number of days you deployed the characters for * Character job effects * Bravery/Faith effects * The Bonus received All of these factors are combined into the JP and gil totals you see displayed at the end of the errand. Below, I'll describe each of these factors in more detail. --BASE PAY-- Some errands just give you more gil or JP than others. This is by far the most important factor. Some errands pay handsomely; others are a total rip-off! --NUMBER OF DAYS-- Deploying the characters for more days earns you a little more JP and gil. (The only thing that counts is the number that you choose when you start the errand. As you might expect, having the characters wait in the Tavern for extra days after you complete the errand does not earn them any extra JP or gil.) --CHARACTER JOB EFFECTS-- Different character jobs are suited for different errands. For example, Ninjas are best at combat-oriented jobs, while Orators are good at acquiring the info needed for investigations. If a character's current job is well-suited for the errand, they may earn a small amount of extra JP and gil. (Or, your JP and gil award may be reduced if you use a really inappropriate job.) One character's job does not affect the JP earned by other characters on the errand. The Errand Types section below lists all the bonuses/penalties for all jobs for every errand type. Note that sometimes when your characters are giving their report of an errand, they'll say something like, "The skills of the Archer were a great boon to us." These messages do NOT actually reflect the best job for the errand, so don't be fooled! (Reportedly, these messages were SUPPOSED to be accurate, but a bug in the game causes it to display the wrong message. Oops!) TIP: Using the best job only gets you a few extra JP and gil. So, in most cases, it isn't worth changing jobs to one you don't normally use. Stick with jobs for which the JP rewards will actually be useful! This is particularly true for Mimes and Onion Knights -- earning JP with these jobs is pretty silly as they have no abilities to buy. --BRAVERY AND FAITH-- Some errands also take your Bravery and Faith into consideration when awarding JP and gil. There are three kinds of errands in this regard: * Errands where your Bravery and Faith don't matter * Errands that prefer HIGH Bravery and LOW Faith * Errands that prefer LOW Bravery and HIGH Bravery Every errand that prefers high Bravery also prefers low Faith, and vice versa. The specific effects of these stats on your JP/gil award are below: WHEN HIGH BRAVERY PREFERRED: WHEN LOW BRAVERY PREFERRED: 81 - 97 Bravery : +10 JP & gil