Final Fantasy Tactics
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Final Fantasy Tactics Strategy Guide Part 2
Final Fantasy Tactics Strategy Guide Part 2 By Roland Carlos firstname.lastname@example.org Enjoy! This is a strategy guide for the American version of FFT. No more having to look through Japanese characters to get the help you need. Table of Contents for Part 2 9. Reaction Abilities 10. Support Abilities 11. Movement Abilities 12. Item Lists 13. Monsters of FFT 14. Propositions and Treasure 15. Unexplored Lands and Treasures 16. Secrets & Tips 17. Final Notes 18. End --------------------- 9. Reaction Abilities --------------------- Reaction abilities are trigged by a event, be it damage or gaining HP. Here I list the reaction abilities of classes. Squire: Counter Tackle Trigger: Physical Attack JP: 180 Grade: C You counter attack the unit using the Dash ability. Chemist: Auto Potion Trigger: HP Damage JP: 400 Grade: B When you take damage, you use the lowest level potion you have available. If you can get rid of all your potions and hi-potions, and get a full stock of X-potions, you will have -150 damage done to almost every attack. Knight: Weapon Guard Trigger: Weapon Attack JP: 400 Grade: B You can parry an attack with your equipped weapon. Archer: Speed Save Trigger: HP Damage JP: 800 Grade: D When you take damage, your speed level raises by 1. Arrow Guard Trigger: Bow/Crossbow Attack JP: 450 Grade: C You have a better chance of avoiding Bow or Crossbow attacks. Monk: HP Restore Trigger: Critical Status JP: 500 Grade: C When you are at critical status, you gain HP. Counter Trigger: Physical Attack JP: 300 Grade: C Stronger version of Counter Tackle. Hamedo Trigger: Physical Attack JP: 1200 Grade: B Attack before being attacked. If successful, enemy attack is halted. Priest: Regenerator Trigger: HP Damage JP: 400 Grade: C When you take damage, you gain the Regen status. Wizard: Counter Magic Trigger: Magic Attack JP: 800 Grade: C Counter with the same magic attack. Time Mage: Critical Quick Trigger: Critical Status JP: 700 Grade: C When you are at critical status, your AT is next. MP Switch Trigger: HP Damage JP: 400 Grade: B You lose MP instead of HP. Summoner: Trigger: Critical Status JP: 400 Grade: D When you are at critical status, you gain MP. Thief: Caution Trigger: HP Damage JP: 200 Grade: D When you take damage, you take up a defensive position. Gilgame Heart Trigger: HP Damage JP: 200 Grade: D You gain gil equal to the amount of damage taken. Catch Trigger: Throw JP: 200 Grade: C You can catch thrown items on the field. Mediator: Finger Guard Trigger: Word Skills JP: 300 Grade: D You can avoid Word skills more easily. Oracle: Absorb Used MP Trigger: MP Effect JP: 250 Grade: C Gain MP equal to the amount used. Geomancer: Counter Flood Trigger: Physical Attack, Geomancy JP: 300 Grade: C Counter with appropriate geomancy attack. Lancer: Dragon Spirit Trigger: Physical Attack JP: 560 Grade: C When you take damage, you gain the re-raise status. Samurai: Meatbone Slash Trigger: Critical Status JP: 200 Grade: C When you are at critical status, you can attack opponent to kill them immediately. Blade Grasp Trigger: Non-Bow Physical Attack JP: 700 Grade: A Evade non-bow attacks more easily. Ninja: Sunken State Trigger: HP damage JP: 900 Grade: C When damaged, you become invisible. Abandon Trigger: Physical and Magic Attacks JP: 400 Grade: B Be able to evade attacks more easily. Calculator: Distribute Trigger: HP Restore JP: 200 Grade: D Distribute any extra gained HP around allies. Damage Spilt Trigger: HP Damage JP: 300 Grade: C Distribute damage with attacking enemy. Dancer: A Save Trigger: HP Damage JP: 550 Grade: B Raise physical attack power when attacked. Brave UP Trigger: Physical Attack JP: 500 Grade: B Raise Brave when attacked. Bard: MA Save Trigger: HP Damage JP: 450 Grade: C Raise magical attack power when attacked. Face Up Trigger: HP Damage JP: 500 Grade: C Raise Faith when attacked. --------------------- 10. Support Abilities --------------------- Support abilities allow characters to be able to do things that they normally couldn’t do. It could be anything from equipping a sword in a chemist class to making sure that all your hits count. Squire: Equip Axe JP: 170 Grade: D Be able to equip an axe. Monster Skill JP: 200 Grade: C Friendly monster gains its secret ability. Defend JP: 50 Grade: D Take a defensive position. Gained JP Up JP: 250 Grade: A Gain more JP then normal. Chemist: Throw Item JP: 350 Grade: C Be able to throw items farther. Maintenance JP: 250 Grade: B Equipped items are unbreakable. Equip Change JP: 0 Grade: E You can re-equip in battle. Knight: Equip Armor JP: 500 Grade: B Be able to equip heavy armor. Equip Shield JP: 250 Grade: C Be able to equip shields. Equip Sword JP: 400 Grade: B Be able to equip a sword. Archer: Equip Crossbow JP: 350 Grade: D Be able to equip a crossbow. Concentrate JP: 400 Grade: A All your attacks are unavoidable. There are a few exceptions, like when attacking an armored enemy. Monk: Martial Arts JP: 200 Grade: C Gain the bare hand fighting strength of a monk. Priest: Magic Defend Up JP: 400 Grade: C Lessen magic damage. Wizard: Magic Attack Up JP: 400 Grade: B Increase magic damage. Time Mage: Short Charge JP: 800 Grade: B Increases CT speed. Summoner: Half of MP JP: 900 Grade: B You only need half of required MP to cast a spell. Thief: Secret Hunt JP: 200 Grade: B When a monster is defeated by the character with Secret Hunt, the skin of the defeated monster is poached. Mediator: Equip Gun JP: 750 Grade: B Be able to equip a gun. Train JP: 450 Grade: C When a enemy reaches critical status, you can persuade it to become an ally. Monster Talk JP: 100 Grade: D You can talk to monsters, even if you’re not a mediator. Oracle: Defense Up JP: 400 Grade: B Decreases physical damage taken. Geomancer: Attack Up JP: 400 Grade: A Increases physical damage dealt. Lancer: Equip Spear JP: 400 Grade: C Be able to equip a spear. Samurai: Equip Knife JP: 400 Grade: C Be able to equip a katana. Two Hands JP: 900 Grade: B Be able to hold a weapon in two hands, increases attack power. Ninja: Two Swords JP: 900 Grade: A Be able to attack with two weapons. Calculator: Gained Exp Up JP: 350 Grade: B Gain more exp than normal. ---------------------- 11. Movement Abilities ---------------------- As the title says, all these abilities affect your movement. The most basic is being able move farther, the most complex is being able to fly. Squire: Move +1 JP: 200 Grade: B Move range is increased by 1. Chemist: Move-Find Item JP: 100 Grade: C When moving on map, you may find items in the ground. Archer: Jump +1 JP: 200 Grade: B Jump range is increased by 1. Monk: Move-HP Up JP: 300 Grade: B Recover HP as your move around. Time Mage: Teleport JP: 600 Grade: B Be able to move anywhere on the map (that’s physically possible). However, the farther you try to go from your position, the higher the chance of failure. Float JP: 540 Grade: D Be able to float over the ground. Thief: Move +2 JP: 520 Grade: A Movement range is increased by 2. Jump +2 JP: 480 Grade: A Jumping range is increased by 2. Oracle: Any Weather JP: 200 Grade: C Be able to walk over any terrain, regardless of climate. Move-MP Up JP: 350 Grade: B Gain MP as you move around. Geomancer: Any Ground JP: 220 Grade: C Be able to walk over any terrain. Move on Lava JP: 150 Grade: E Be able to walk on lava. Lancer: Ignore Height JP: 700 Grade: A Jumping range is infinite. Samurai: Walk on Water JP: 300 Grade: C Walk and stop on the surface of water. Ninja: Move in Water JP: 420 Grade: D Move and stop in water. Calculator: Move-Get Experience JP: 400 Grade: B Gain experience when moving. Move-Get JP JP: 400 Grade: B Gain JP when moving. Dancer: Jump +3 JP: 1000 Grade: A Jumping range is increased by 3. Fly JP: 1200 Grade: B Be able to fly to anywhere (as long as move and jump range permits). This means you can escape if your surrounded. Bard: Move +3 JP: 1000 Grade: A Movement range is increased by 3. Fly JP: 1200 Grade: B Be able to fly to anywhere (as long as move and jump range permits). This means you can escape if your surrounded. -------------- 12. Item Lists -------------- Final Fantasy Tactics has a multitude of weapons, items, and other things hidden in the recesses of Ivalice. If you can find them all, you can consider yourself a true master of FFT. (Name-Name of Item Power-Damage caused when used, higher is better Physical Evade-How much percentage of evasion is added when equipped, higher is better Location-Where to find it, most are in shops Cost-Cost to buy, use half of cost to find selling price Details-Special details if any) NOTE: AT is the AT Strength (not active time), MA is the MA Strength. Swords Swords are the basic swords that most warrior units can use. It has no specific class like the Knight Sword or the Ninja Sword. Name Power Physical Evade Location Cost Details Broad Sword 4 5 Shop 200 N/A Long Sword 5 10 Shop 500 N/A Iron Sword 6 5 Shop 900 N/A Mythril Sword 7 8 Shop 1600 N/A Blood Sword 8 5 Hyudra-Poach 2500 Gain HP equal to damage made Coral Sword 8 5 Shop 3300 Lightning Elemental Ancient Sword 9 5 Shop 5000 May cast Don’t Move Sleep Sword 9 5 Shop 5000 May cast Sleep Diamond Sword 10 10 Shop 8000 N/A Platinum Sword 12 10 Shop 11000 N/A Ice Brand 13 10 Shop 14000 Ice Elemental, may cast ice Rune Blade 14 15 Shop 20000 MA Strength +2 Nagra Rock 1 50 Porky-Poach 10 May cast Toad Materia Blade 10 10 Bervenia Volcano N/A N/A Knight Sword Knight Swords are just beefed up regular swords. Name Power Physical Evade Location Cost Details Defender 16 60 Taiju-Poach 40000 N/A Save the Queen 18 30 Battle 56 N/A Protect is casted on you. Excalibur 21 35 Battle 59 10 Haste is casted on you, absorb and strength holy attacks. Ragnarok 24 20 Battle 62 N/A Shell is casted on you. Chaos Blade 50 20 Battle 64 N/A Regen is casted on you, may cast petrify. Bows Bows are the archer’s main weapon. Unlike crossbows, they can arc over walls or small objects to get a target hiding behind them. Name Power Physical Evade Location Cost Details Long Bow 4 0 Shop 800 N/A Silver Bow 5 0 Shop 1500 N/A Ice Bow 5 0 Shop 2000 Ice Elemental Lightning Bow 6 0 Shop 3000 Lightning Elemental, may cast lightning. Mythril Bow 7 0 Shop 5000 N/A Windslash Bow 8 0 Shop 8000 Wind Elemental Ultimus Bow 10 0 King Behemoth-Poach 22000 N/A Yoichi Bow 12 0 Battle 57 N/A N/A Perseus Bow 16 0 Battle 62 N/A N/A Crossbows Crossbows are the first weapon you find that you can equip on an archer. The problem with them is that can only shoot in a straight line. (Meaning you can arc over obstacles, you can still shoot diagonally.) Name Power Physical Evade Location Cost Details Bow Gun 3 5 Shop 400 N/A Night Killer 3 5 Shop 1500 May cast Darkness Crossbow 4 5 Shop 2000 N/A Poison Bow 4 5 Shop 4000 May cast Poison Hunting Bow 6 5 Shop 8000 N/A Gastrafitis 10 5 Shop 20000 N/A Knives Knives are the weaker version of swords, they are usually very small. Name Power Physical Evade Location Cost Details Dagger 3 0 Shop 100 N/A Mythril Knife 4 5 Shop 500 N/A Blind Knife 4 5 Shop 800 May cast Darkness. Mage Masher 4 5 Shop 1500 May cast Silence. Platina Dagger 5 10 Shop 1800 N/A Main Gauche 6 40 Shop 3000 N/A Orichalcum 7 5 Shop 4000 N/A Assassin Dagger 7 5 Shop 5000 May cast Death Sentence. Air Knife 10 5 Shop 8000 Wind Elemental Zorlin Shape 12 10 Plague-Poach 12000 May cast Sleep. Sticks Sticks are the oracle’s weapon of choice. If a oracle has to physically attack a unit, the two square range is very useful. Name Power Physical Evade Location Cost Details Cypress Rod 6 20 Shop 1000 N/A Battle Bamboo 7 20 Shop 1400 N/A Musk Rod 8 20 Shop 2400 N/A Iron Fan 9 20 Shop 4000 N/A Gokuu Rod 10 20 Shop 7500 May cast Innocent. Ivory Rod 11 20 Shop 10000 N/A Octogon Rod 12 20 Shop 20000 Cancels various status anomalies. Whale Whisker 16 20 Tiamat-Poach 37000 N/A Hammers Hammers can be really useful, or really unhelpful. The hammer’s damage is almost always different from the one shown in the before execution screen. It can be higher, or very lower. Name Power Physical Evade Location Cost Details Hammer 9 0 Shop 1200 N/A Flame Whip 11 0 Shop 4000 Fire Elemental, may cast Fire. Morning Star 16 0 Shop 9000 N/A Scorpion Tail 23 0 Hyudra-Poach 40000 N/A Axes An axe? I don’t think you’ll ever find one, much less buy one. Name Power Physical Evade Location Cost Details Battle Axe 9 0 Shop 1500 N/A Giant Axe 12 0 Shop 4000 N/A Slasher 16 0 Shop 12000 May cast Slow. Katanas Katanas are the samurai’s weapon of choice. You’ll need a good supply of these since Draw Out attacks may cause your Katana to brake. Name Power Physical Evade Location Cost Details Asura Knife 7 15 Shop 1600 N/A Koutesu Knife 8 15 Shop 3000 N/A Bizen Boat 9 15 Shop 5000 N/A Murasame 10 15 Shop 7000 N/A Heaven’s Cloud 11 15 Shop 8000 N/A Kiyomori 12 15 Shop 10000 N/A Muramasa 14 15 Shop 15000 N/A Kikuichimoji 15 15 Shop 22000 N/A Masamune 18 15 Elmdor-Steal N/A N/A Chirijiraden 25 15 Battle 64 N/A N/A Ninja Swords Ninja Swords are of course, swords used by ninjas. They are a lot like regular swords though. Name Power Physical Evade Location Cost Details Hidden Knife 8 5 Shop 3000 N/A Ninja Knife 9 5 Shop 5000 N/A Short Edge 10 5 Shop 7000 N/A Ninja Edge 12 5 Shop 10000 N/A Spell Edge 13 5 Shop 16000 May cast Don’t Act. Sasuke Knife 14 15 Battle 53 N/A N/A Iga Knife 15 10 Battle 59 N/A N/A Koga Knife 15 5 Battle 61 N/A N/A Guns Guns are very useful. They have a very long range, and if you get one of the spell guns, you will be very powerful. Name Power Physical Evade Location Cost Details Romanda Gun 6 5 Shop 5000 N/A Mythril Gun 8 5 Shop 15000 N/A Stone Gun 16 5 Dark Behemoth-Poach 10 May cast Petrify. Blaze Gun 20 5 Battle 55 N/A Ice Elemental. Glacier Gun 21 5 Battle 55 N/A Fire Elemental. Blast Gun 22 5 Battle 60 N/A Lightning Elemental. Spears Spears are the lancer’s weapon of choice. They are powerful, and have a two square attack range. Name Power Physical Evade Location Cost Details Javelin 8 10 Shop 1000 N/A Spear 9 10 Shop 2000 N/A Mythril Spear 10 10 Shop 4500 N/A Partisan 11 10 Shop 7000 N/A Oberisk 12 10 Shop 10000 N/A Holy Lance 14 10 Sacred-Poach 36000 Holy Elemental, may cast Holy. Dragon Whisker 17 10 Red Dragon-Poach 44000 N/A Staffs Staffs are the basic weapon of most magicians. Staffs have weak weapon power, since wizards are supposed to be casting spells. Name Power Physical Evade Location Cost Details Oak Staff 3 15 Shop 120 N/A White Staff 3 15 Shop 800 Cancels Death Sentence. Healing Staff 4 15 Alma-Remove 4000 Restore HP of those hit. Wizard Staff 4 15 Shop 4000 MA +1 Rainbow Staff 5 15 Shop 2200 N/A Gold Staff 6 15 Shop 7000 N/A Mace of Zeus 6 15 Battle 57 N/A AT +2, MA +1 Sage Staff 7 15 Battle 61 10 N/A Rods Rods are the basic weapon of most black magicians. Most of the rods are elementally based, so if hit, units may take extra damage if the spell happens when attacking. If the unit has an affinity for the elemental, however, you may help them gain life. Name Power Physical Evade Location Cost Details Rod 3 20 Shop 200 N/A Thunder Rod 3 20 Shop 400 Lightning Elemental, strengthens Lightning, may cast Lightning. Flame Rod 3 20 Shop 400 Fire Elemental, strengthens Fire, may cast Fire. Ice Rod 3 20 Shop 400 Ice Elemental, strengthens Ice, may cast Ice. Poison Rod 3 20 Shop 500 May cast Poison. Wizard Rod 4 20 Shop 8000 MA +2 Dragon Rod 5 20 Blue Dragon-Poach 12000 N/A Faith Rod 5 20 Battle 58 1 Faith is casted on you, may cast Faith. Dictionaries Dictionaries are the weapon of oracles and calculators. They have a good range, and the funny thing is you can break items (using Battle Skill) with words. Name Power Physical Evade Location Cost Details Battle Dictionary 7 15 Shop 3000 N/A Monster Dictionary 8 15 Shop 6000 N/A Papyrus Plate 9 15 Shop 10000 N/A Madlemgen 11 15 Great Morbol-Poach 30000 N/A Instruments Instruments are the weapon of bards. They have a good range and can charm (Fairy Harp) or Confuse (Ramia Harp). Name Power Physical Evade Location Cost Details Ramia Harp 10 10 Shop 5000 May cast Confusion. Bloody Strings 13 10 Shop 10000 N/A Fairy Harp 15 10 Battle 58 N/A May cast Charm. Cloth Cloth are the weapon of dancers. However, none of them have any special details, but have a good physical evade. Name Power Physical Evade Location Cost Details Persia 8 50 Shop 7000 N/A Cashmere 10 50 Shop 15000 N/A Ryozan Silk 15 50 Tiamat-Poach 40000 N/A Bags Bags are the weapon of female units. They are expensive (in the beginning), and like hammers, you can’t trust the before attack display. Some of them have good details though. Name Power Physical Evade Location Cost Details C Bag 10 0 Shop 53000 MA +1 P Bag 12 0 Shop 52000 Regen is casted on you. H Bag 14 0 Shop 58000 Speed +1 FS Bag 20 0 Wild Boar-Poach 60000 N/A Shields Shields can be equipped by a few classes, and they improve your evasion percentage. Name Physical Evade Magical Evade Location Cost Details Escutcheon 10 3 Shop 400 N/A Aegis Shield 10 50 Shop 10000 MA +1 Buckler 13 3 Shop 700 N/A Bronze Shield 16 0 Shop 1200 N/A Round Shield 19 0 Shop 1600 N/A Mythril Shield 22 5 Shop 2500 N/A Gold Shield 25 0 Shop 3500 N/A Ice Shield 28 0 Shop 6000 Absorb Ice, Halves Fire, Weakness Lightning. Flame Shield 31 0 Shop 6500 Absorb Fire, Halves Ice, Weakness Water. Diamond Shield 34 15 Shop 12000 N/A Platina Shield 37 10 Shop 16000 N/A Crystal Shield 40 15 Shop 21000 N/A Genji Shield 43 0 Elmdor-Steal N/A N/A Kaiser Plate 46 20 Battle 58 N/A Strengths Fire, Ice, Lightning. Venetian Shield 50 25 Battle 63 N/A Halves Fire, Ice, Lightning. Helmets Helmets are the headgear for most warrior classes. They provide more of an HP bonus, but lack good details and don’t add to your MP total. Name HP Bonus MP Bonus Location Cost Details Leather Helmet 10 0 Shop 200 N/A Bronze Helmet 20 0 Shop 500 N/A Iron Helmet 30 0 Shop 1000 N/A Barbuta 40 0 Shop 1500 N/A Mythril Helmet 50 0 Shop 2100 N/A Gold Helmet 60 0 Shop 2800 N/A Cross Helmet 70 0 Shop 4000 N/A Diamond Helmet 80 0 Shop 6000 N/A Platina Helmet 90 0 Shop 8000 N/A Circlet 100 0 Shop 10000 N/A Crystal Helmet 120 0 Shop 14000 N/A Genji Helmet 130 0 Shop N/A N/A Grand Helmet 150 0 Shop 10 Cancels Darkness, Sleep. Hats Hats are the "weaker" version of headgear. What they lack in the HP Bonus, they make up in MP Bonuses and good details. Name HP Bonus MP Bonus Location Details Leather Hat 8 0 Shop N/A Feather Hat 16 5 Shop N/A Red Hood 24 8 Shop N/A Headgear 32 0 Shop AT +1 Triangle Hat 40 12 Shop MA +1 Green Beret 48 0 Shop Speed +1 Twist Headband 56 0 Shop AT +2 Holy Miter 64 20 Shop MA +1 Black Hood 72 0 Shop N/A Golden Hairpin 80 50 Shop Cancel Silence Flash Hat 88 15 Shop MA +1, Speed +1 Thief Hat 100 0 Shop Speed +2 Ribbons Ribbons are made to prevent status problems, and are worn only by women. Name HP Bonus MP Bonus Location Cost Details Cachusha 20 0 Uribo-Poach 2000 Cancel Undead, Darkness Silence, Poison, Slow, Don’t Move, Don’t Act, Death Sentence, Frog. Barette 20 0 Alma-Remove 2000 Cancel Dead, Petrify, Confusion, Blood Suck, Berserk, Stop, Charm, Sleep, Invitation. Ribbon 10 0 Wild Boar-Poach 60000 Cancel Dead, Undead, Petrify, Invitation, Darkness, Confusion, Blood Suck, Berserk, Frog Poison, Slow, Stop, Charm, Sleep, Don’t Move, Don’t Act, Death Sentence Armor Armor is the body protection for most warriors. Like helmets, they lack details and MP bonuses. You can gain up to a 200 HP bonus (Maximillian) however. Name HP Bonus MP Bonus Location Cost Details Leather Armor 10 0 Shop 200 N/A Linen Cuirass 20 0 Shop 600 N/A Bronze Armor 30 0 Shop 800 N/A Chain Mail 40 0 Shop 1300 N/A Mythril Armor 50 0 Shop 2000 N/A Plate Mail 60 0 Shop 3000 N/A Gold Armor 70 0 Shop 3600 N/A Diamond Armor 80 0 Shop 6000 N/A Platina Armor 90 0 Shop 9000 N/A Carabini Mail 100 0 Shop 13000 N/A Crystal Mail 110 0 Shop 19000 N/A Reflect Mail 130 0 Shop 18000 Reflect is casted on you. Genji Armor 150 0 Shop 10 N/A Maximillian 200 0 Shop N/A N/A Robes Robes are for magicians. The main point of robes are to provide MP bonuses. Name HP Bonus MP Bonus Location Cost Details Linen Robe 10 10 Shop 1200 N/A Silk Robe 20 16 Shop 2400 N/A Wizard Robe 30 22 Shop 4000 MA +2 Chameleon Robe 40 28 Shop 5000 Cancel Dead, Absorb Holy White Robe 50 34 Shop 9000 Halves Fire, Lightning, Ice Black Robe 60 30 Shop 13000 Strengthens Fire, Lightning, Ice. Light Robe 75 50 Shop 3000 N/A Robe of Lords 100 80 Battle 62 N/A AT +2, MA +1, Protect is casted on you. Clothes Clothes are the armor for most non-warrior classes. They provide a lower HP bonus than heavy armor, but the details are better than the armor’s. Name HP Bonus MP Bonus Location Cost Details Clothes 5 0 Shop 150 N/A Leather Outfit 10 0 Shop 300 N/A Leather Vest 18 0 Shop 500 N/A Secret Clothes 20 0 Battle 60 N/A Invisible is casted on you, Speed +1 Chain Vest 24 0 Shop 900 N/A Mythril Vest 30 0 Shop 1500 N/A Adaman Vest 36 0 Shop 1600 N/A Wizard Outfit 42 15 Shop 1900 N/A Brigandine 50 0 Shop 2500 N/A Judo Outfit 60 0 Shop 4000 AT +1, Cancels Dead Power Sleeve 70 0 Shop 7000 AT +2 Earth Clothes 85 10 Shop 10000 Absorbs, Strengthens Earth Black Costume 100 0 Shop 12000 Cancels Stop Rubber Conscious 150 30 Hydra-Poach 48000 Cancels Lightning Gauntlets Represented by a glove, the gauntlet accessory deals with strengthening your AT and MA. Name HP Bonus MP Bonus Location Cost Details Power Wrist 0 0 Shop 5000 AT +1 Genji Gauntlet 0 0 Elmdor-Steal 10 AT +2, MA +2 Magic Gauntlet 0 0 Shop 20000 MA +2 Bracer 0 0 Shop 50000 AT +3 Shoes Represented by shoes, the shoes accessory deals with expanding your move and jump range. There are a few exceptions. Name HP Bonus MP Bonus Location Cost Details Battle Shoes 0 0 Shop 1000 Move +1 Spike Shoes 0 0 Shop 1200 Jump +1 Germinas Boots 0 0 Shop 5000 Move, Jump +1 Rubber Shoes 0 0 Shop 1500 Cancels Lightning, Don’t Move. Feather Boots 0 0 Shop 2500 Float is casted on you. Sprint Shoes 0 0 Shop 7000 Speed +1 Red Shoes 0 0 Shop 1000 MA +1, Move +1 Rings Represented by rings, the ring accessory deals with a variety of things. Name HP Bonus MP Bonus Location Cost Details Reflect Ring 0 0 Shop 10000 Reflect is casted on you Defense Ring 0 0 Shop 5000 Cancels Sleep, Death Sentence Magic Ring 0 0 Shop 10000 Cancels Silence, Berserk Cursed Ring 0 10 Battle 60 0 Cancels Invitation, AT, MA, Speed +1, Undead is casted on you. Angel Ring 0 0 Shop 20000 Cancels Darkness, Dead, Reraise is casted on you. Armlets Represented by an arm band, the armlet accessory deals with status anomalies. Name HP Bonus MP Bonus Location Cost Details Diamond Armlet 0 0 Shop 5000 AT, MA +1, Cancels Slow Jade Armlet 0 0 Shop 10000 Cancels Stop, Petrify 108 Gems 0 0 Shop 15000 Cancels Zombie, Blood Suck, Frog, Poison, Strengthens All Attributes N-Kai Armlet 0 0 Shop 10000 Cancels Charm, Confusion, Halves Darkness Defense Armlet 0 0 Shop 7000 Cancels Don’t Move, Don’t Act Mantles Represented by a cape, the mantle accessory deals with evade percentages. I will list them in the future. Name HP Bonus MP Bonus Location Cost Details Small Mantle 10 10 Shop 300 N/A Leather Mantle 15 15 Shop 800 N/A Wizard Mantle 18 18 Shop 2000 MA +1 Elf Mantle 25 25 Shop 8000 N/A Dracula Mantle 28 28 Shop 15000 N/A Vanish Mantle 35 0 Battle 40 N/A Invisible is casted on you. Feather Mantle 40 30 Shop 20000 N/A Perfumes Represented by a bottle, the perfume accessory deals with various things. It can only be equipped by female characters. You have to steal or poach to get these items, they are rare! Name HP Bonus MP Bonus Location Cost Details Chantage 0 0 Porky-Poach 60000 Reraise and Regen is casted on you. Cherche 0 0 King Behemoth-Poach 60000 Float and Reflect is casted on you. Setiemson 0 0 Hydra-Poach 60000 MA +1, Haste and Invisible is casted on you. Salty Rage 0 0 Red Dragon-Poach 60000 Protect and Shell is casted on you. Shuriken The ninjas main thrown weapon, the shurikens are inexpensive. Name Power Location Cost Shuriken 4 Shop 50 Magic Shuriken 7 Shop 300 Yagyu Darkness 10 Shop 1000 Balls The ninjas secondary thrown weapon, the balls are elementally based. Name Power Location Cost Fire Ball 8 Shop 250 Water Ball 8 Shop 250 Lightning Ball 8 Shop 250 Medicines Used mainly by a chemist, these items cure, heal, and revive. Although not noticeable at first, the cure potions can be used to harm undead enemies. Name Cost Location Details Potion 50 Shop Recover 30 HP. Hi-Potion 200 Shop Recover 70 HP. X-Potion 700 Shop Recover 150 HP. Ether 200 Shop Recover 20 MP. Hi-Ether 600 Shop Recover 50 MP. Elixir 10 Battle Maps Recover all MP and HP. Antidote 50 Shop Cure Poison. Eye Drop 50 Shop Cure Darkness. Echo Grass 50 Shop Cure Silence. Maiden’s Kiss 50 Shop Cure Frog. Soft 100 Shop Cure Petrify. Holy Water 2000 Shop Cure Undead. Remedy 350 Shop Cure Sleep, Confusion, Poison, Darkness, Silence, Frog, Petrify. Phoenix Down 300 Shop Cure Dead and restore a little HP. ------------------- 13. Monsters of FFT ------------------- There are many monsters in FFT. A monster is a non-human unit. Usually you’ll fight them on the battlefields on random battles. Monsters are made for persuasion. If you keep a monster in your party, and allow them to stay in for a few days, you can breed new monsters of the same species, but the baby may be a different level and/or class of the parent (you only need one monster for breeding, go figure.) If you decide to keep monsters in your group, monsters have a special ability you need to use the Monster Skill to have the monster learn. (Monster skill, Squire Support ability). The last listed ability is the special ability of the monster. Monsters come in three kinds, or classes. There is Class 1, the "weakest" class compared to other members of its species. Class 2, is stronger than Class 1, but weaker than Class 3. Class 3 is the strongest, usually with very special abilities and stronger attacks. Another thing about monsters is their skins can be poached. How? Have a character with the Secret Hunt ability equipped kill a monster with their REGULAR attack. No fancy magic, or sword attacks. They have to use their weapon to get the skin. If you poach the skin, the skin is sent to the fur shops all over the world so they can make the fur into an item. You may get a common item, or a rare item when poaching monsters. When you poach a monster, their "body" leaves the field, so they cannot be revived and don’t leave crystals or chests. One last thing about monsters, all monsters have a basic counter-attack. (One square, physical counter.) NOTE: R=Reaction ability, S=Support ability, M=Movement ability (Some monsters may not have one of the abilities). If you didn’t read above, the last listed ability of each monster is the special ability (unless noted). Chocobo Species Class 1: Chocobo Move-6, Jump-5, C-EV-15% Abilities Choco Attack Choco Cure Choco Esuna R-Counter S-Walk on Water M-Ignore Heights Poached Items Common-Phoenix Down Rare-Hi-Potion Class 2: Black Chocobo Move 6, Jump 5, C-EV 25% Abilities Choco Attack Choco Ball Choco Esuna Choco Meteor R-Counter S-Walk in Water M-Fly Poached Items Common-Eye Drop Rare-X-Potion Class 3: Red Chocobo Move 6, Jump 5, C-EV 10% Abilities Choco Attack Choco Ball Choco Meteor Choco Cure R-Counter S-Walk in Water M-Fly Poached Items Common-Remedy Rare-Barette Red Panther Species Class 1: Red Panther Move 4, Jump 4, C-EV 23% Abilities Scratch Poison Nail Cat Kick R-Counter S-Ignore Heights M-Unable to Enter Water Poached Items Common-Antidote Rare-Battle Boots Class 2: Cuar Move 4, Jump 4, C-EV 26% Abilities Scratch Cat Kick Poison Nail Blaster R-Counter S-Ignore Heights M-Unable to Enter Water Poached Items Common-Soft Rare-Germinas Boots Class 3: Vampire Move 4, Jump 4, C-EV 24% Abilities Scratch Cat Kick Blaster Blood Suck R-Counter S-Ignore Heights M-Unable to Enter Water Poached Items Common-Holy Water Rare-C Bag Goblin Species Class 1: Goblin Move 3, Jump 3, C-EV 18% Abilities Tackle Eye Crush (NOT SPECIAL) R-Counter Poached Items Common-Potion Rare-Hi-Potion Class 2: Black Goblin Move 3, Jump 3, C-EV 19% Abilities Tackle Turn Punch Goblin Punch R-Counter Poached Items Common-Hi-Potion Rare-Antidote Class 3: Gobbledeguck Move 3, Jump 3, C-EV 20% Abilities Tackle Eye Crush Goblin Punch Mutilate R-Counter Poached Items Common-Mage Masher Rare-Ancient Sword Bomb Species Class 1: Bomb Move 3, Jump 3, C-EV 10% Abilities Bite Self Destruct Small Bomb R-Counter S-Float M-Unable to Enter Water Poached Items Common-Fire Ball Rare-Flame Rod Class 2: Grenade Move 3, Jump 3, C-EV 11% Abilities Bite Small Bomb Self Destruct Flame Attack R-Counter S-Float M-Unable to Enter Water Poached Items Common-Water Ball Rare-Flame Whip Class 3: Explosure Move 3, Jump 3, C-EV 12% Abilities Bite Self Destruct Spark Small Bomb R-Counter S-Float M-Unable to Enter Water Poached Items Lightning Ball Flame Shield Ghoul Species Class 1: Ghoul Move 4, Jump 4, C-EV 26% Abilities Throw Spirit Sleep Touch Grease Touch R-Counter S-Float M-Unable to Enter Water Poached Items Common-Ether Rare-Ninja Knife Class 2: Gust Move 4, Jump 4, C-EV 27% Abilities Throw Spirit Grease Touch Drain Touch R-Counter S-Float M-Unable to Enter Water Poached Items Common-Hi-Potion Rare-Main Gauche Class 3: Revnant Move 5, Jump 4, C-EV 28% Abilities Throw Spirit Drain Touch Zombie Touch R-Counter S-Float M-Unable to Enter Water Poached Items Common-Hi-Ether Rare-Mythril Gun Flotiball Species Class 1: Flotiball Move 5, Jump 5, C-EV 13% Abilities Wing Attack Look of Fright R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Shuriken Rare-Platina Masser Class 2: Ahriman Move 5, Jump 5, C-EV 13% Abilities Wing Attack Look of Devil Look of Fright Death Sentence R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Magic Shuriken Rare-Air Knife Class 3: Plague Move 5, Jump 5, C-EV 11% Abilities Wing Attack Look of Devil Death Sentence Circle R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Yagyu Darkness Rare-Zorlin Shape Skeleton Species Class 1: Skeleton Move 3, Jump 4, C-EV 11% Abilities Hand Knife Thunder Soul Aqua Soul R-Counter Poached Items Common-Holy Water Rare-Ether Class 2: Bone Snatch Move 3, Jump 4, C-EV 12% Abilities Hand Knife Aqua Soul Ice Soul R-Counter Poached Items Common-Hi-Potion Rare-Partisan Class 3: Living Bone Move 3, Jump 4, C-EV 13% Abilities Hand Knife Ice Soul Wind Soul R-Counter Poached Items Common-Wizard Mantle Rare-Elf Mantle Pisco Demon Species Class 1: Pisco Demon Move 3, Jump 3, C-EV 8% Abilities Tentacle Black Ink R-Counter M-Walk in Water Poached Items Common-Echo Grass Rare-Hi-Potion Class 2: Squidlarkin Move 3, Jump 3, C-EV 9% Abilities Tentacle Black Ink Odd Soundwave Mind Blast R-Counter M-Walk in Water Poached Items Common-Small Mantle Rare-Sleep Sword Class 3: Mindflare Move 3, Jump 3, C-EV 10% Abilities Tentacle Black Ink Mind Blast Level Blast R-Counter M-Walk in Water Poached Items Common-Hi-Ether Rare-Dracula Mantle Bull Demon Species Class 1: Bull Demon Move 3, Jump 3, C-EV 11% Abilities Shake Off Gather Power R-Counter M-Unable to Enter Water Poached Items Common-Battle Axe Rare-Giant Axe Class 2: Minitaurus Move 4, Jump 3, C-EV 15% Abilities Shake Off Wave Around Blow Fire Poached Items Common-Coral Sword Rare-Slasher Class 3: Sacred Move 3, Jump 3, C-EV 12% Abilities Shake Off Mimic Titan Gather Power Blow Fire R-Counter M-Unable to Enter Water Poached Items Common-Holy Lance Rare-Ivory Rod Morbol Species Class 1: Morbol Move 3, Jump 3, C-EV 0% Abilities Tentacle Lick Bad Bracelet R-Counter M-Walk in Water Poached Items Common-Platina Dagger Rare-Ice Shield Class 2: Ochu Move 3, Jump 3, C-EV 0% Abilities Tentacle Goo Lick R-Counter M-Walk in Water Poached Items Common-N-Kai Armlet Rare-Chameleon Robe Class 3: Great Morbol Move 3, Jump 3, C-EV 0% Abilities Tentacle Bad Bracelet Morbol Germ R-Counter M-Walk in Water Poached Items Common-Elixir Rare-Madlemgen Juravis Species Class 1: Juravis Move 6, Jump 6, C-EV 30% Abilities Scratch Up Feather Bomb R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Potion Rare-Rubber Shoes Class 2: Steel Hawk Move 6, Jump 6, C-EV 28% Abilities Scratch Up Shine Lover Beak R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Phoenix Down Rare-Hunting Bow Class 3: Cocatoris Move 6, Jump 6, C-EV 33% Abilities Scratch Up Beak Feather Bomb Beaking R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Soft Rare-Feather Mantle Uribo Species Class 1: Uribo Move 3, Jump 3, C-EV 42% Abilities Straight Dash Boo Hee R-Counter M-Unable to Enter Water Poached Items Common-Maiden’s Kiss Rare-Cachusa Class 2: Porky Move 3, Jump 3, C-EV 36% Abilities Straight Dash Pooh- Nose Bracelet R-Counter M-Unable to Enter Water Poached Items Common-Chantage Rare-Nagra Rock Class 3: Wild Boar Move 3, Jump 3, C-EV 39% Abilities Straight Dash Nose Bracelet Eat R-Counter M-Unable to Enter Water Poached Items Common-Ribbon Rare-FS Bag Dash Nose Bracelet Eat R-Counter M-Unable to Enter Water Poached Items Common-Ribbon Rare-FS Bag Dash Nose Bracelet Eat R-Counter M-Unable to Enter Water Poached Items Common-Ribbon Rare-FS Bag Woodman Species Class 1: Woodman Move 3, Jump 3, C-EV 0% Abilities Leaf Dance Protect Spirit R-Counter M-Unable to Enter Water Poached Items Common-Eye Drops Rare-Healing Staff Class 2: Trent Move 3, Jump 3, C-EV 0% Abilities Leaf Dance Spirit of Life Calm Spirit R-Counter M-Unable to Enter Water Poached Items Common-Gold Staff Rare-Fairy Harp Class 3: Taiju Move 3, Jump 3, C-EV 0% Abilities Leaf Dance Protect Spirit Calm Spirit Magic Spirit R-Counter M-Unable to Enter Water Poached Items Common-Defense Ring Rare-Defender Hyudra Species Class 1: Hyudra Move 4, Jump 4, C-EV 0% Abilities Triple Attack Triple Bracelet R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Blood Sword Rare-Scorpion Tail Class 2: Hydra Move 4, Jump 4, C-EV 0% Abilities Triple Attack Triple Flame Triple Thunder R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Setiemson Rare-Love Conscious Class 3: Tiamat Move 4, Jump 4, C-EV 0% Abilities Triple Bracelet Triple Thunder Triple Flame Dark Whisper R-Counter S-Fly M-Unable to Enter Water Poached Items Common-Ryozan Silk Rare-Dragon Whisker Behemoth Species Class 1: Behemoth Move 4, Jump 3, C-EV 13% Abilities Stab Up Sudden Cry Giga Flare R-Counter M-Unable to Enter Water Poached Items Common-Defense Armlet Rare-P Bag Class 2: King Behemoth Move 4, Jump 3, C-EV 13% Abilities Stab Up Sudden Cry Hurricane R-Counter M-Unable to Enter Water Poached Items Common-Cherche Rare-Ultimas Bow Class 3: Dark Behemoth Move 4, Jump 3, C-EV 18% Abilities Stab Up Sudden Cry Ulmaguest R-Counter M-Unable to Enter Water Poached Items Common-Wizard Rod Rare-Stone Gun Dragon Species Class 1: Dragon Move 5, Jump 3, C-EV 5% Abilities Dash Tail Counter R-Counter M-Unable to Enter Water Poached Items Common-Jade Armlet Rare-H Bag Class 2: Blue Dragon Move 5, Jump 3, C-EV 9% Abilities Dash Ice Bracelet Thunder Bracelet R-Counter M-Unable to Enter Water Poached Items Common-Cashmere Rare-Dragon Rod Class 3: Red Dragon Move 5, Jump 3, C-EV 8% Abilities Dash Thunder Bracelet Fire Bracelet R-Counter M-Unable to Enter Water Poached Items Common-Salty Rage Rare-Dragon Whisker Apanda Species Class 1: Apanda Move 4, Jump 3, C-EV 10% Abilities Bio Bio2 Bio3 (NOT SPECIAL) R-Counter S-Short Charge M-Ignore Height Archaic Demon Species Class 1: Archaic Demon Move 4, Jump 3, C-EV 5% Abilities Lifebreak Dark Holy Giga Flare (NOT SPECIAL) R-Counter S-Short Charge Ultima Demon Species Class 1: Ultima Demon Move 5, Jump 2, C-EV 10% Abilities Nanoflare Dark Holy Ultima Hurricane Ulmaguest (NOT SPECIAL) R-Counter S-Short Charge ----------------------------- 14. Propositions and Treasure ----------------------------- Propositions are the jobs you find in bars. You can only get propositions at the beginning of Chapter Two and beyond. You send up to 3 human, non-special units to go and have them do the job. In order to do the job, you need to pay a job fee (some jobs are free) and then you can send the units. Some jobs can be done with any units, some need a recommended kind of unit to do complete the job successfully. (ex. Master Math would need a calculator sent in the 3 person group for best success.) If you don’t most likely the job will fail and you’ll won’t be paid back fully for the job fee. The recommend job class made be told you by the bar owner, or the job description. Basic rewards for jobs are gil, treasure, or unexplored lands. The gil rewards usually surpass the job fee, so you get more money in the end. Treasure and unexplored lands are just for show, you can find the ones you found in the Brave Story section in the menu. Contrary to popular belief, finding a unexplored land won’t open a new spot on the map. It is impossible to find all the treasures since zodiac stones also count as treasures, and by the time you get all of them, the game is over. There is a reason of getting the treasures and unexplored lands. Doing so will gain you Adventurer (Unexplored Lands) and Treasure Hunter (Treasure) levels. Certain jobs will open only when you reach a certain level of adventurer and/or treasure hunter. The only to unlock certain jobs are to complete other jobs. The most obvious example is the Thief Zero series. There are many Thief Zero jobs, so completing one will open the next. You have no control of how the job is done. However, choose the days carefully. Make it even if you plan to go between two blue places. When the days needed to do the job are complete, go back to the bar where you signed up so you can get a report on the job. However, if the job is complete and you take long to get back (game-day wise) the chance for failure increases with each passing day. In the report, you get the list of bonuses, gil reward, and job points earned. The JP is usually in the 100s so you can gain job levels quickly on jobs. I like to use the job JP points to have someone unlock all the classes. Try to have people who need to level up in a certain class, but you don’t use a lot be in a job. Gariland Magic City Job Name Cost Recommended Class Reward Testimony of an Ex-Miner 600 Any Gil Orders of the Coast Guard 3050 Any Gil Stolen Ancient Writings 11000 Any Gil Master Math 50 Calculator Gil Win the Magic Contest 0 Summoner Treasure Igros Castle Job Name Cost Recommended Class Reward Girl at Gulg Volcano 3100 Any Treasure Sad Traveling Artist 50 Mediator Gil Traveling Artist Mameko 0 Dancer Gil Ringing of the Bell 2000 Wizard Treasure Legendary Monster 1000 Priest Gil Sullen Experiment 1100 Any Gil Legendary Traces 200 Archer Unexplored Land Thief Zero Reborn! 5000 Knight Treasure Dorter Trade City Job Name Cost Recommended Class Reward Trap of the Bandits 600 Summoner Gil Discovery Race 0 Any Unexplored Land Discovery Race 2 0 Any Unexplored Land Discovery Race 3 0 Any Unexplored Land Minimum’s Melancholy 600 Any Treasure Minimum’s Melancholy 2 1000 Thief Treasure Minimum’s Melancholy 3 600 Any Gil Zaland Fort City Job Name Cost Recommended Class Reward Salvage the Trade Ship 100 Geomancer Gil Zaland Embassy 6000 Any Treasure Rolade Ore Company 1100 Any Treasure Deep in Sweegy Woods 1100 Any Unexplored Land Shy Katedona 500 Mediator Gil Win the Zaland Fight! 0 Monk Treasure Lionel Castle Job Name Cost Recommended Class Reward My Little Carrot 100 Any Gil Trade Ship Douing 100 Geomancer Gil I Saw It 1050 Any Unexplored Land Storm of Zigolis! 1100 Mediator Unexplored Land Protect the Little Life 1500 Any Treasure Emissary of Lionel 4000 Knight Treasure Challenge of Zero 50 Knight Treasure Goug Machine City Job Name Cost Recommended Class Reward Vacancy! 100 Monk Gil Heir of Mesa 10000 Any Gil Machinist Contest 100 Chemist Treasure Salvage the Trade Ship 100 Knight Treasure Devil in the Dark 3050 Any Gil Machinist Contest 2 0 Chemist Gil Warjilis Trade City Job Name Cost Recommended Class Reward Destiny of the Company 1050 Geomancer Gil Concerns of a Merchant 2000 Any Unexplored Land Wandering Gambler 15000 Thief Gil Mountain of Rain 600 Ninja Unexplored Land Within the Darkness 1500 Priest Gil True Romance 0 Any Treasure Goland Coal City Job Name Cost Recommended Class Reward Will of Elder Topa 8000 Knight Gil Miners Wanted 50 Monk Gil Miners Wanted 2 150 Monk Treasure Adventurer Ranzen 1100 Any Unexplored Land Defeat Golden Gotsko! 1000 Thief Gil Terror of Assault Cave 1500 Wizard Gil Dream of a Miner 150 Monk Gil Lesaila Imperial Capital Job Name Cost Recommended Class Reward Sunken Salvage Tour 3000 Geomancer Treasure Mine Excavation Tour 1000 Monk Treasure Discovery Tour 5000 Any Unexplored Land If Wishes Come True 6000 Any Gil Son, Pappal 3000 Lancer Gil Secret Door 3050 Any Gil Thief Zero Returns! 500 Knight Treasure Yardow Fort City Job Name Cost Recommended Class Reward Sailor Tour 5000 Monk Gil Envoy Ship Falcon 3500 Monk Treasure Good Workplace and Job! 0 Any Gil Miner’s Tour 1000 Any Gil Miner’s Tour 2 1000 Any Gil Win the Yardow Fight! 0 Knight Treasure Riovanes Castle Job Name Cost Recommended Class Reward Secret Society 600 Thief Gil Fiar’s Request 3000 Any Gil Sea of Gredia Island 4000 Geomancer Treasure Stranded Trade Ship 0 Geomancer Gil Letter to Love 0 Any Treasure The Greatest Plan 3050 Any Treasure Hard Lecture 200 Wizard Gil Bervenia Free City Job Name Cost Recommended Class Reward Hidden Trap at the Maze 8000 Any Treasure One Activity 500 Any Treasure Ruins at Bed Desert 550 Any Unexplored Land Adventurer Wanted 100 Knight Unexplored Land I Saw It! I Swear! 3050 Any Unexplored Land Defeat Behemoth 500 Knight Gil Zeltennia Castle Job Name Cost Recommended Class Reward Larnar Channel Waves 3100 Time Mage Treasure Mother 3050 Any Gil Attractive Workplace 1000 Any Gil Dream Child 3500 Any Gil How Much is Life Worth? 550 Chemist Treasure Phantom Thief Zero 100 Knight Treasure Zarghidas Trade City Job Name Cost Recommended Class Reward Cliff of Himuka 1500 Any Treasure Ore of God 13000 Any Treasure Death Canyon 13000 Any Gil Defeat Whirlwind Karz! 11000 Knight Gil Road of Beasts 10000 Geomancer Gil Memories 100 Any Gil Limberry Castle Job Name Cost Recommended Class Reward My Treasure 3050 Any Gil Chocobo Restaurant 100 Any Treasure Poeskas Lake Bottom 1500 Ninja Unexplored Land Ominous Dungeon 3000 Any Unexplored Land Wandering Gambler 15000 Thief Gil Thief Zero’s Last Stand 10000 Knight Gil ---------------------------------- 15. Unexplored Lands and Treasures ---------------------------------- Although they don’t effect the game too much (except helping raise your Adventurer or Treasure Hunter level to unlock some jobs), Unexplored Lands and Treasures are great to show off to friends. The Unexplored Land or Treasure you get from a job is random, so don’t expect for me to tell you where you get them. The only way to get Unexplored Lands or Treasures is from jobs! (Okay, zodiac stones and the scriptures are treasures and you get them in the game, sheesh! :P) Unexplored Lands Shrine of Chaos Forbidden Land of Eureka Pandemonium Mirage Tower Floating Castle Matoya Cave Crystal Tower Magic Continent Castle of Trials Tower of Babel Ronkan Ruins Falgabird Magic Train Touzas Village Chocobo Forest Semite Falls Treasures Four Gods Set Rat Tail Beetle Charm M-Fiction Novel Tobacco Pipe Diary of Nanai Zeni-Sword Wyuvle Black Cat Book of Enavia Malice Mask Magical Gun Parade Helmet M Machinegun Kid’s Bread Magi-Sword Adult’s Bread Minu Orb Calcobrina Tarot of Ben Yurgeivogue Parasite Tree Red Materia Longibunne Spear Blue Materia Chocobo Cannon Black Materia St. Elmo’s Fire White Materia Germonik Scriptures ------------------ 16. Secrets & Tips ------------------ Weapon Duplication This is a good trick, so you can share some of your better weapons. You can’t use this for other items or two-handed weapons. Have a character with the Two Swords ability equipped, put a sword in one hand, and a shield in the other. Now go to a weapon shop, and pick Best Fit. If the shop sells something the character can equip, it will be in red where the shield was. Buy the sword and check the formation screen. In the list you will see two of the first sword and one of the best fit weapon. You will have to pay the cost of the equipped weapon and the best fit weapon. This is best used for rare weapons, which only have a cost of 5 gil. (They are too rare, so people don’t know what they are I guess.) How to get Beowulf In Chapter 4 go to Goug Machine City. You will need Mustadio in your party. Mustadio’s Father will show you a metal ball and zodiac sign. Go to Goland Coal City and go to the bar and listen to the Ghost of Colliery rumor. Now go to Lesalia Imperial Capital. You will automatically go to the bar where Beowulf will ask to join your party. Say yes and he’ll join as a guest. After the scene, Goland Coal City now will be red, meaning there’s a battle or a scene to be played. It’s a battle so go to Goland Coal City. You will fight battles 49-52 in Goland. Beowulf will be in the battles helping. When you beat the last battle, Beowulf will join as a controllable member with Reis, the holy dragon, and you'll receive a zodiac stone. How to get Worker 8 When you get the zodiac stone from Goland Coal City, return to Goug Machine City and Mustadio’s father will activate the metal ball. The ball is Worker 8 and he will join the party as a controllable member. How to get Reis Reis will join your party as a controllable monster the same time Beowulf does. Reis will be in dragon form. Go to Zeltennia Castle and listen to the rumor of the Cursed Island, Nelveska. When you leave the city, a path will appear leading to Nelveska Temple. Even though it’s red, you can’t to anything there yet. Go to Goug Machine City. Mustadio’s father will show you another machine and the zodiac sign on it. Now go to Nelveska Temple and win the battle. You get another zodiac stone and Reis will turn into a dragoner. How to get Cloud Bring the zodiac stone that you got at Nelveska Temple to Goug Machine City. The machine will activate and Cloud will appear. He will run away. Now go to Zarghidas Trade City. You must have bought a flower from Aeris in Zarghidas Trade City before to continue. You’ll enter a battle at Zarghidas Trade City. Win the battle, and Cloud will join as a controllable member. To use the Limit ability Cloud possesses, you need to win the Materia Blade. (You can get a hint if you click on Cloud’s name, select Cloud in the formation screen, press select and pick his name.) You can find the Materia Blade at the highest point in Bervenia Volcano. Have someone with the Move-Find ability equipped go to the top of the peak to find the blade. A normal jumper (3 range) should be able to get there. Learning Ultima It’s harder to learn than it looks. First off, you have to get Celia or Lede, or Ultima Demons to cast Ultima on Cloud. Cloud has to be a squire, and has to be hit by the Ultima spell to learn it. However, they rarely cast it as the assassins opt for Switch Stick and Stop Bracelet, and the Ultima Demons like Dark Holy. If you do learn it, it’s really good. Learning Zodiac Zodiac is a summon spell. The only way to learn Zodiac is like Ultima, have Elidibs cast it on a summoner. Elidibs is isn’t too hard, his physical power is very low (does as much as damage as the dancer’s Wiznaibus 14-15 HP) and he can’t move far. However, the attack range for zodiac is very large. To begin, I suggest you kill all the apandas (they shouldn’t be hard, if you equipped Orlandu with a powerful sword and Mustadio with a spell gun, they apandas should fall when attacked by both) to begin. It will make it easier to send your summoner to the top. When there are no enemies except for Elidibs, send your characters. Elidibs likes to try hit multiple characters with his spells. Before the spell is done charging, have some units with the Battle Skill equipped to lower his magical power. It will be easy since you lower it by 3 with each hit. When the magic is cast, the power should be low enough that the summoner could be able to survive the hit. The summoner could also have low faith, but low faith is a bad thing in magicians. When the cursor switches between the summoner and Elidibs, you have learned Zodiac! Poaching Poaching is the only way to get some rare items. The uribo species is a really rare species, but if you happen to fight some, pray that someone has Secret Hunt equipped. I find the best thing to do when hunting, is to have someone disable the character (Sleep, Don’t Move, Don’t Act) so you can have the person with Secret Hunt get in range to kill them with their regular physical attack. The Easy Way to Gain Levels While fighting in battles, when the battle is under your control, don’t waste a turn, use an act ability that doesn’t need a enemy target, or uses a item. Of course, there’s more to that. Later in the game when you have Mustadio in the party, you can have him use Leg Aim on a long one-range attacker, and have him keep using Leg Aim. Bring in a tough knight which can take damage that the disabled character can do. Have that knight use Battle Skill to break anything that’s possible, (Humans-Head, Armor, Shield, Weapon Break, Monsters-Magic, Speed, Power, Mind Break), I suggest lowering their speed to 01 first. Also, make sure the knight isn’t in the way of Mustadio’s sniping. Have the other characters use their attacks that help them gain levels. (Squire-Accumulate, Monk-Chakra, Thief-Steal Gil, etc., etc). The only thing that is bad with this, is that it is long to get a high levels, and it will be boring staying on the battle for a long time. Breeding Monsters The easiest way to get new monsters through breeding is to walk between two blue points. The class or level of the monster is totally random however. --------------- 17. Final Notes --------------- This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Final Fantasy Tactics and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Final Fantasy Tactics is a trademark of Sony of America, Inc., copyright 1998. All other trademarks copyright their respective owners. ------- 18. End ------- Thanks to: Wesley Yue: He let me use his Deep Dungeon Strategy Guide, wanted to put this on his page. He also posted my staged battle data on his page. OMC, Boyzone, The Beach Boys, Katrina and the Waves, Wet Wet Wet, Louise, Thomas Jules-Stock, Gabrielle, Alisha’s Attic, Susanna Hoffs, 10cc, Blair, Code Red, Howard Goodall, Mr. Bean, The Smear Campaign, Smash Mouth: People who provided music to keep me going all those long nights and short days. Cloud Strife: He is one of the three who wanted to put this on his page. Apolonius: He is also one of the three who wanted to put this on his page. Andrew Ingle: His constant rambling of the FF Series helped me with some background information. Elvin Fortuna: His constant rambling of FF7, helped me, in no way..hmmm. One Last Thing: If there is any wrong information on this guide, or missing information, email me! (email@example.com) If it is true, I will put it on a the new revision of my guide, and will add you to my thanks section. (Yes, I am aware of the some of the monk data, I will address that later.) Good luck, and you might as well be walking on the sun. Roland Carlos-FFT Master (Forgive me, I wrote this back in 1998 ;)