Final Fantasy Tactics Strategy Guide Part 1 - Guide for Final Fantasy Tactics
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Final Fantasy Tactics Strategy Guide Part 1 By Roland Carlos [email protected] 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 1 1. Welcome! 2. Prologue: Orbonne Monastery. 3. Chapter One: The Meager 4. Chapter Two: The Manipulator and the Subservient 5. Chapter Three: The Valiant 6. Chapter Four: Someone to Love 7. Job Classes of FFT 8. The Special Classes How to Start the Mother of All Wars (or why deception, cruelty and betrayal are your friends) To start "The War of the Lions," you must use bold strokes. Regicides, double-crosses, violations of queens, good options all. Whatever the plan, once begun, a war of this magnitude is not to be trifled with. This is a brutal conflict of epic proportions, where each hallowed victory brings you closer to the very heart of darkness. Battle after battle, you will command your fighting party across magical lands protected by hostile forces. You will need the help of the bravest warriors, as well as armor, weapons, intricate battle plans and magical spells. Be ruthless. Be clever. Or be dead. Training an Army (or how to ensure the biggest, baddest, meanest SOBs are on your side) In Final Fantasy Tactics, you are Ramza, a young squad leader and an ally of Princess Ovelia. It’s up to you to lead an elite fighting squad of your own choosing into battle. You must train them to be powerful Black Mages who can cast magic spell, Summoners who can awaken terrible beasts, Wizards, Ninjas, Bards, Archers, Thieves are more. There are twenty fighting classes and four hundred abilities to master. If you go into battle ill-prepared, may the enemy make the blood run cold from your heart. Effective Battle Strategies (or further discussions from the annals of shoot first, ask questions later) As the ancient history of warfare reveals, you will survive the if your battle strategy is strong, and perish if it is not. You will lead the charge through impressive lands trying to gain the best strategic postions in forests, castle ramparts, swamps and valleys. You can buy and sell equipment, hire new soldiers and plan glorious battle strategies. May you conquer the enemy or die trying. - FFT Advertisement ----------- 1. Welcome! ----------- If you are just starting your game, you will presented with a menu. Select New Game for now. After a few words from the historian, you’ll be presented with a name screen. You can change it to whatever you want, but I will keep it as the default, Ramza, throughout the whole guide. You’ll now be asked to input your birthdate, just put your real birthday and begin your game. This strategy guide isn’t much of a story-teller. I won’t tell most of the story so you can discover it for yourself. ------------------------------- 2. Prologue: Orbonne Monastery. ------------------------------- After the movie, you’ll be taken to the Orbonne Monastery. The Princess will be praying. Agrias, the female bodyguard of the princess will ask her to hurry up. You, Rad, and Gafgarion enter the church. After a few text lines, a female knight enters, injured. She says that enemies are coming to capture the princess. You’ll go to your first battle now. (Description of layout: Battle 01, Orbonne Monastery - Staged battle number and place. Objective: Defeat all enemies! - What you have to do to win. Enemy Units: Lezales (Knight), Chemist x1, Archer x3 - Enemies you have to fight. Difficulty Level: 1/5 - How hard it is to fight, the higher the first number, the harder. Squads: N/A, Max. N/A - First, how many squads you have to fight in. Second, the maximum number of units in each squad(s).) Battle 01: Objective: Defeat all enemies! Enemy Units: Lezales (Knight), Chemist x1, Archer x3 Difficulty Level: 1/5 Squads: N/A, Max. N/A In this battle, you can only control Ramza. The computer will control all other units, your allies will be marked as guest units. Guest units are uncontrollable allies, that if die, will not get the usual 3 count. This is because these units are needed to enhance the story. Since you can only play as Ramza, use this battle to get used to the battle system and how to move around, attack. If you die, don’t worry. The guest units will finish up before you turn into a crystal. Just watch the rest of the battle, especially the sword attacks from Agrias and Gafgarion. If you need more help after this battle, I suggest you save the game the first chance you have, and then reset the game and use the tutorial option. When the battle ends, you’ll see the princess being taken by a person in armor. Ramza recognizes the person, and so begins the first chapter. -------------------------- 3. Chapter One: The Meager -------------------------- Part One: Trip To Igros Castle This first part of the chapter takes Ramza, Delita, and other cadets on their ways to Igros Castle. They come there to defend the castle from the Death Corps, soldiers who have become criminals after the war. Along the way they meet Algus, a knight in training who was protecting Marquis Elmdor. He was ambushed and the Marquis was taken. 1. Magic City Gariland Battle 02: Magic City Gariland Event: Delita becomes a guest member. 2. Mandalia Plains Battle 03: Mandalia Plains Event: Algus becomes a guest member. 3. Igros Castle Part Two: Rescuing the Marquis Ramza’s brother Dycedarg ordered him, Delita, and Algus to defend Igros Castle. However, Algus gets the party to help him save the Marquis. 1. Igros Castle 2. Sweegy Woods Battle 04: Sweegy Woods 3. Dorter Trade City Battle 05: Slums of Dorter 4. Zeklaus Desert Battle 06: The Cellar of the Sand Mouse 5. Igros Castle Part Three: Hunt of the Death Corps When coming back to Igros, Ramza was scolded by Dycedarg. He was praised by Prince Larg and given another mission. The group is sent to destroy the thieves responsible for taking the Marquis. 1. Igros Castle 2. Thieves’ Fort Battle 07: Thieves’ Fort 3. Igros Castle Event: Algus leaves party. 4. Lenalia Plateau Battle 08: Lenalia Plateau 5. Fovoham Plains Battle 09: Windmill Shed 6. Fort Zeakden Battle 10: Fort Zeakden Chapter One Battles: Battle 02: Magic City Gariland Objective: Defeat all enemies! Enemy Units: Squires x 4, Chemist x1 Difficulty Level: 1/5 Squads: 1, Max. 5 This is the first "real" battle to me. You have more control of your units. I suggest that Ramza go on the roof to kill the female squire. Let Delita do what he does, keep the chemist on the ground to help heal. The squire leader (the one who talks) has a broad sword, and does a lot more damage then the other members. Take him down first, then the next squire near him. By now, the female squire on the roof should be dead. The one in the back alley should be last. The chemist however is another story. His abilities are Potion (+30 HP) and if the game has allowed it (each new game causes random stats) Phoenix Down (revive). If you keep him alive too long, he be a problem. If he’s killed, use his crystal for one of the chemists (move the chemist in the party onto the crystal) and let he/she gain an ability. Pick one that he/she doesn’t know (all the chemist knows is potion.) If you take a long time to defeat, don’t worry. This is a strategy game more than a RPG. You are supposed to take long! If Ramza dies, you must beat all the enemies on the screen becomes the red cloud over his head disappears. If it is does, it’s game over and I must say YOU NEED HELP! If Delita dies, he will unable to help, but will not leave the map. He is a guest character and won’t "die". There is a also good trick to do here. After you killed all 4 squires, try and lure the chemist into middle of the roof on the only house on the "west" side. If you can surround him, have some characters lower his HP enough to make him fall to the ground on his knees, near dead. He will heal himself and gain 30 HP. Do the same process again, and let him heal himself. Any characters not fighting should pick up the treasure chests left in place of the bodies. After awhile, the enemy chemist will gain levels from using the Potion, but the continued fighting will also allow you to gain levels and JP. Each time you hit the chemist, you’ll gain EXP and JP. I’ve got Ramza to level 6 as a level 4 squire, and the chemist to level 7 with chemist level 3. Battle 03: Mandalia Plains Objective: Defeat all enemies! or Save Algus! Enemy Units: Squires x4, Thief x1, Red Panther x1 Difficulty Level: 1/5 Squads: 1, Max. 4 You’ll be presented with two choices at the beginning of the battle. If you select option one, Algus can die and the battle won’t stop. Since he’s a guest he won’t disappear like regular characters. If option two is selected, you’ll have keep Algus alive, no matter what. If he dies on option two, the game is over, even if Ramza is alive. There is nothing new here. The thief might try to charm your female characters (if you put any in the group). But if the thief doesn’t have that ability, he is the same as a squire. The red panther is a monster, not an human unit. This doesn’t give the panther anything special to talk about, he just the same as the other units, just more powerful and has a counter attack (meaning, if you attack him, he might attack you back. You can tell this if there is a ability below the unit you are attacking.) This will become a random battle zone after completion. Possible Enemies: Chocobos, Goblins, Panthers, Morbols, Squires, Archers, Knights, Thieves, Wizards, and Oracles. NOTE: In random battles, you won’t have the help of guest characters. You’ll have do the battle with the units you have, but the squad is always single with a maximum of 5. Battle 04: Sweegy Woods Objective: Defeat all enemies! Enemy Units: Goblin x2, Black Goblin x1, Bomb x2, Red Panther x1 Difficulty Level: 2/5 Squads: 1, Max. 4 This is your first non-human battle, but they aren’t too different than humans. Monsters can’t gain JP, which means the abilities they have are all the abilities they can get. You can use monster skill (squire skill) on a friendly monster to allow that monster to learn their special ability. There are two widespread attacks they can be very damaging to the party. The first is the bomb’s Self Destruct. It will kill the bomb, but will cause heavy damage to any units in the area of explosion. To avoid this, you can avoid clumping units together, or you can kill the bomb before it can use the ability. The bomb usually uses it only when it’s HP are low, so you can kill it before it has a chance. Another ability is the Black Goblin’s Turn Punch. It can affect units that are surrounding it. It causes a good amount of damage too. It only seems to use when it is surrounding by 2 or more units. This will become a random battle zone after completion. Possible Enemies: Bombs, Archers, Skeletons, Knights, Goblins, Monks, Woodmen, and Wizards. Battle 05: Slums of Dorter Objective: Defeat all enemies! Enemy Units: Knight x1, Archer x3, Wizard x2 Diffculty Level: 2/5 Squads: 1, Max. 4 This is a hard battle. Three reasons. There is an archer at the highest point on the map. He has a long range and can hurt units badly. The knight is a powerful enemy and can block some of the attacks with his shield. The wizards are the main problem. Their powerful attacks can put the hurt on you, again if your in clumps, the spell will hit everyone in the range, without any loss in damage (remember, this is a strategy game, not an RPG!). Delita and Algus will go and attack the high archer, so don’t send any of your controllable units to go attack. Instead, let Ramza attack the knight and get him killed. Have a wizard (if you have one) cast spells on other wizards, or a squire attack the wizards at close range. You should also have a chemist with the phoenix down ability, because the combo of spells and arrows is going to kill your units if not healed. If you are lucky to survive long enough, the wizards will have the MP drained out. Cancel any attacks you have placed on the wizards and instead attack other units. The wizards usually only do around 8 points of physical damage. Again, try to leave one enemy alive so you can get treasure chests and crystal from dead bodies. Battle 06: Cellar of the Sand Mouse Objective: Defeat all enemies! Enemy Units: Knight x3, Monk x2, Archer x1 Difficulty Level: 2/5 Squads: 2, Max. 2, 2 When you begin, the you’ll see that Delita is with your first squad, Algus with the second. Your party is spilt up, but not so badly so if you work better as a team, you can send all your units together. However, guest units may be separated from the group. You’ll have to storm the building. At least one unit will stay there. Delita will go and attack the monk that is located at the "west" door. Algus will attack the knight at the "north" door. You should provide backup to these characters. They will attacked, and may be killed. Watch out for the archer, he can shoot above the walls and attack your units. If you used archer before this point, you’ll wonder how he did this. It is possible because the archer is using a bow, not a crossbow. After you breach a door, send attacking units inside the building to attack enemies there. They should be able to help the other group enter the building as well. This will become the Zeklaus Desert, random battle zone after completion. Possible Enemies: Bombs, Dragons, Ninjas, Skeletons, Behemoths, Juravis’, Goblins, Bull Demons, and Red Chocobos. Battle 07: Thieves’ Fort Objective: Defeat Miluda! Enemy Units: Miluda (Knight), Priest x2, Thief x3 Difficulty Level: 2/5 Squads: 1, Max. 4 Here is your first "defeat a certain person" mission. The point is to kill whoever is said in the objective and glowing in the objective screen. You only have to kill that person to win, but other units will usually be in the way. Get past the thieves and priests. Watch out for the thief on the ledge to the "west". Miluda may expose herself, begin a knight she has the battle skill abilities. She may break weapons or armor, so watch out. The priests can heal and revive wounded enemies. I suggest killing them first if in range. Again, the thieves may have the charm ability, and may use it on your female members. If they get charmed, attack with a weak attack to snap them out. Battle 08: Lenalia Plateau Objective: Defeat all enemies! Enemy Units: Miluda (Knight), Knight x2, Wizard x2, Time Mage x1 Difficulty Level: 3/5 Squads: 1, Max. 5 Even though Miluda is here, just killing her won’t stop the battle. The enemies are tightly packed, so if you have any wizards in your group, use this to your advantage. The time mage and wizards will the biggest problem. The time mage can slow, or may make your characters unable to move. She can also cast haste on her own teammates. The wizards will use the fact that you are also tightly packed to their advantage, casting bolt and fire spells. The female knights have powerful attacks and kill weak characters in one slash, keep everyone healed and protected. Miluda will really die and you’ll have some explaining to do in the next battle. This will become a random battle zone after completion. Possible Enemies: Goblins, Morbols, Geomancers, Chocobos, Dragons, Time Mages, Panthers, Priests, Pisco Demons, and Knights. Battle 09: Windmill Shed Objective: Defeat Wiegraf! Enemy Units: Wiegraf (White Knight), Monk x2, Yellow Chocobo x1, Knight x1 Difficulty Level: 3/5 Squads: 1, Max. 4 This is a hard battle if you don’t follow the objective. Don’t engage any other enemies in battle, just Wiegraf. His Holy Sword attack is a big damage maker, and will kill most characters in one or two attacks. Use anything against him, Archer Charge attacks, Squire Throw Stones, Wizard Black Magic, and of course, physical attacks. If you just attack him, you should be able to defeat him. If you must attack other enemies, kill the monk and the chocobo on the ground. The other monk and the knight shouldn’t be much of a problem if your quick. When Wiegraf gets to critical health, he’ll teleport the battle and the battle will end. This will become Fovoham Plains, a random battle zone after completion. Possible Enemies: Flotiballs, Goblins, Summoners, Pisco Demons, Morbols, Monks, Juravis’, Panthers, Oracles, and Bull Demons. Battle 10: Fort Zeakden Objective: Defeat Algus! Enemy Units: Algus (Knight), Knight x3, Wizards x2 Difficulty Level: 3/5 Squads: 2, Max. 2, 2 When the battle begins, you’ll see a thief holding Teta as a shield. Zalbag will order Algus to do "it", and he will kill Teta, and then wound the thief. The thief will lock himself inside the fort. If you expect Death Corps to come and fight you, it ain’t going to happen. You’ll have fight the Houkten Knights. This is another hard battle if you don’t fight just Algus. Have Ramza come and attack Algus, Delita will be killed because he charged at Algus. The knights will make short work of him. If you placed a wizard in the first squad, have him cast spells on Algus. The second squad should slowly retreat and help the first squad, if needed. You should be able to kill Algus quickly if Ramza attacks him. Even though Algus is a knight, he has the Equip Crossbow ability and his crossbow (Night Killer) may cause darkness on a hit character. --------------------------------------------------- 4. Chapter Two: The Manipulator and the Subservient --------------------------------------------------- Part One: Rescuing Princess Oveila Agrias asks you to help her to find the princess. You join, Gafgarion reluctantly joins saying there’s no money in that. 1. Orbonne Monastery Event: Gafgarion and Agrias become guests. Rad, and the female knights join as members. 2. Dorter Trade City Battle 11: Dorter Trade City 3. Araguay Woods Battle 12: Araguay Woods Event: Boco the Chocobo joins as a member. 4. Zirekile Falls Battle 13: Zirekile Falls Event: Gafgarion leaves party. Oveila becomes a guest. Part Two: Asking For Help After Gafgarion leaves the party and reveals what he believes in, you rescue Oveila. Agrias now asks to be escorted to Lionel Castle to ask the Cardinal for help. 1. Zaland Fort City Battle 14: Zaland Fort City Event: Mustadio becomes a guest. 2. Bariaus Hill Battle 15: Bariaus Hill 3. Lionel Castle Event: Agrias and Oveila leave the party. Part Three: Helping Mustadio Now helping Mustadio, you go to Goug to stop the Bart Company. 1. Zigolis Swamp Battle 16: Zigolis Swamp 2. Goug Machine City Battle 17: Slums of Goug Event: Mustadio becomes a member. Part Four: To Lionel Castle Finding about the Cardinal’s plot, you rush to Lionel Castle to stop the execution of the princess and to stop the Cardinal. 1. Goug Machine City 2. Warjilis Trade City 3. Bariaus Valley Battle 18: Bariaus Valley Event: Agrias becomes a member. 4. Golgorand Execution Site Battle 19: Golgorand Execution Site 5. Lionel Castle Battle 20: At the Gate of Lionel Castle Battle 21: Inside of Lionel Castle Chapter Two Battles: Battle 11: Dorter Trade City Objective: Defeat all enemies! Enemy Units: Thief x2, Archer x2, Wizard x2 Difficulty Level: 2/5 Squads: 1, Max. 4 After telling the story of Ramza and Delita, you find out that the person who took the princess is indeed, Delita. You and the group head to Dorter Trade City only to be ambushed. This battle is very easy, as Gafgarion and Agrias’ sword attacks are no match for the enemy. You should order your troops to attack enemies that aren’t being attack, or to finish off enemies who survived a sword attack. Kill off the two wizards first, and the rest of the battle will be easy. Battle 12: Araguay Woods Objective: Defeat all enemies! or Save Chocobo! Enemy Units: Black Goblin x1, Goblin x5 Diffculty Level: 1/5 Squads: 1, Max. 4 Here is another easy battle. Again, the sword attacks will kill off the goblins, you should however, kill the black goblin. The black goblin will attack the chocobo, and killing him will allow the chocobo to live. The chocobo won’t however will help in the battle too much, just going into the corner and healing himself or waiting for the battle to end. This will become a random battle zone after completion. Possible Enemies: Goblins, Skeletons, Morbols, Panthers, Ghouls, Woodmen, Archers, and Ninjas. Battle 13: Zirekile Falls Objective: Save Princess Oveila! Enemy Units: Gafgarion (Dark Knight) x1, Knight x5 Diffculty Level: 2-3/5 Squads: 1, Max. 4 Here is another cheap trick you can use to make the battle a "2" battle. De-equip Gafgarion of all of his weapons, armor, and abilities before this battle. He will be at around 80 HP, and can’t use his sword attacks. If you don’t do this, his sword attacks will now hurt you and he will gain life. The princess will cast MBarrier on herself at the beginning of the battle, and Agrias will protect her. Don’t expect too much help from her. After you kill Gafgarion and gain control of the bridge, the rest of the battle should be easy. To make up for the lack of help from Agrias, Delita will use his sword spells on the knights on the other side of the falls. His weapons and armor may be broken by the knights, so don’t let him attack the knights by himself. You can also use the bottom of the falls to get to the other side, but it is slower and the depth is high. If you go in a depth 2 square, you will be unable to act. This will become a random battle zone after completion. Possible Enemies: Chocobos, Pisco Demons, Skeletons, Flotiballs, Cuars, Morbols, Bull Demons, Knights, Wizards, and Time Mages. Battle 14: Zaland Fort City Objective: Defeat all enemies! or Save Mustadio! Enemy Units: Knight x2, Archer x2, Wizard x2 Diffculty Level: 3/5 Squads: 1, Max. 4 You can choose "I don’t want to get involved" to raise the party’s brave level by 5. Since this is a fort city, there is a huge wall defending the city. The narrow entrance will be the entryway for most units. Those with high jumping ability may be able to scale the wall however. Kill the wizards first as they will take advantage of the narrow entryway when your units enter the city. Mustadio may take critical damage or die, so make sure you have a priest with cure and shell/protect spells. His sniping skills such as Leg Aim (Don’t Move) and Arm Aim (Don’t Act) can help you enter the city. If he is weak he’ll stay out of the battle, but if he is healthy, his gun attacks are very helpful. Battle 15: Bariaus Hill Objective: Defeat all enemies! Enemy Units: Knight x2, Summoner x2, Archer x2 Difficulty Level: 3/5 Squads: 1, Max. 4 This is your first staged battle with probably the most annoying magicians, the summoners. These mages have spells with a WIDE range which can ensnare most of your units in the firing range. The spells also do high damage. If Mustadio decides to use Arm Aim on a summoner, be thankful. The same goes for Agrias’ Stasis Sword attack, which may cause Stop on a unit. Have some of your units attack the knights and the archers on the main hill. Be careful not too clump up your units to avoid having many units hit by a summoner’s spell. After you kill the summoners, the knights and archers should fall easily. Have someone with phoenix down in the group as the archers and knights can finish off units hit by a summoner’s spell. This will become a random battle zone after completion. Possible Enemies: Chocobos, Bull Demons, Bombs, Archers, Summoners, Thieves, Monks, Wizards, and Time Mages. Battle 16: Zigolis Swamp Objective: Defeat all enemies! Enemy Units: Skeleton x2, Bone Snatch x1, Ghoul x2, Flotiball x1 or Morbol x1 Diffculty Level: 2/5 Squads: 1, Max. 5 If you haven’t fought ghouls before, here they are. Because everything is undead (except the Flotiball/Morbol) you can cast cure spells as harmful spells. I find this useful when a character who is fighting a skeleton or ghoul needs healing. Cast cure on the unit making sure that the firing range affects any undead enemies. Your character will gain HP, the undead enemy will lose HP. Mustadio may use his Seal Evil snipe ability which may petrify undead enemies. If one is petrified, they can’t take damage, but you don’t need to kill that enemy to finish the objective at hand. A word about the marshes. You can pass through them, just don’t stop in one. If you do, the unit stopped will gain the poison status which will take down their HP. Enemy units in the marsh won’t gain the poison however. One final word, if you don’t finish the battle before the red cloud above an undead enemy disappears, the enemy may come back to life (hey, they’re undead!). Be quick in killing everyone. This will become a random battle zone after completion. Possible Enemies: Panthers, Skeletons, Bull Demons, Ghouls, Morbols, Cocatoris, Archers, Summoners, Time Mages, and Wizards. Battle 17: Slums in Goug Objective: Defeat all enemies! Enemy Units: Thief x2, Archer x2, Summoner x2 Diffculty Level: 2-3/5 Squads: 1, Max. 5 Before the battle (the battle will start when you try to leave Goug), change a few members to Chemist class and equip them with Romanda Guns (bought from the Goug shop). Now click on the swamp and the battle will start. Use the Romanda Guns to your advantage. Let the chemist attack anyone in range, but as with the archer, they can’t attack enemies with 2 slots of them. Take down the summoners as they can cast Moogle which heals units over a long range. If Mustadio dies, don’t worry about reviving him. The chemists you put in the party will have the gun attacks. Watch out for the archers on the "east" side. They may suprise you if you don’t notice them. If you didn’t get guns, advance slowly, taking down the thieves who will most likely hinder you from attacking the summoners. After thieves, go for the summoners and then the archers. Mustadio will join the party, but will have forgotten his snipe attacks (which really sucks). Battle 19: Bariaus Valley Objective: Save Agrias! Enemy Units: Knights x2, Archer x2, Wizards x2 Diffculty Level: 3/5 Squads: 2, Max. 3, 2 Mustadio is now controllable and may help in the battle, but he’s weak and may fall to the enemies if placed in the front line. Warning to the second squad, they will have to face a wizard and an archer. The archer’s bows may cast poison if hit. Have someone with antidote in the second squad. After the second squad beats the wizard and archer, they should come and help the first squad. Agrias may stop units with her Stasis Sword, so if that happens, take full advantage of it and attack the stopped unit. But of course, take down the wizard. If you leave him alive, his spells will cause heavy damage in the group. If needed, you should have had Mustadio learn Leg Aim, which will stop enemies. This will most help against the knights who have only 1 square attacks. This will become a random battle zone after completion. Possible Enemies: Bombs, Summoners, Archers, Chocobos, Wizards, Time Mages, Bull Demons, and Thieves. Battle 19: Golgorand Execution Site Objective: Defeat All Enemies! Enemy Units: Gafgarion (Dark Knight), Knight x3, Archer x2, Time Mage x2 Diffculty Level: 4/5 Squads: 2, Max. 3, 2 Well, even if you took the Blood Sword from Gafgarion at the Falls, he has a new one, and it will hurt! Use Mustadio’s Arm Aim and Agrias’ Stasis Sword to Stop Gafgarion from using his sword. The time mages will cast slow and stop on your units so watch out for them. The archers and knights shouldn’t be much of the problem, but the knight attacks are powerful and they also have the broken Battle Skills. If you need more help, have a knight in your group break Gafgarion’s Blood Sword. Once it’s broken, he should fall easily and will teleport away like Wiegraf in Chapter 1. This battle will take you quite some time to finish, so plan your moves carefully. NOTE: Before going to the next battle, prepare. The next two battles come right after each other, you only have a chance to save and work with the troops. You can’t get to the world map until you finish battle 21 or restart from a save before battle 20. Battle 20: At the Gate of Lionel Castle Objective: Defeat all enemies! Enemy Units: Gafgarion (Dark Knight), Knight x3, Archer x2, Summoner x1 Diffculty Level: 5/5 Squads: 2, Max. 1, 4 This is the hardest battle in Chapter 2. Ramza has to fight Gafgarion alone, and the other group is ambushed by knights, archers, and a summoner who will cause trouble. Ramza should be a knight and at least have the weapon break skill available. If Ramza is able to break Gafgarion’s sword, that part of the battle will be much easier. If you need help, you can go to the switch on the wall where Ramza is to open the gate. The second squad can come and help defeat Gafgarion. If you don’t kill Gafgarion last, you get his crystal immediately killing him, but sadly, you only get HP/MP, but it is helpful before coming to the second battle. The summoner will cast a spell which will affect all the units in the second squad. Have Mustadio, and Agrias team up to kill him before the spell fires off. If it does, the second battle becomes much harder because the second group can be easily killed by the knights and archers. Have the group stay in their position, only moving to get in to attacking range. Again, Ramza can open the gate to help the second squad, but I don’t recommend it because if Gafgarion is still alive, he can now attack the second squad. Battle 21: Inside Lionel Castle Objective: Defeat Queklain! Enemy Units: Queklain Diffculty Level: 4/5 Squads: 1, Max. 5 This is a hard battle if your not overly-powerful. You’ll have to face a zodiac monster, Queklain. I found him really easy. My chemist used a gun on Queklain, then my level 8 Wizard followed with a flare doing 450 damage on him. If you need help I can give some hints. Since Queklain is a zodiac monster, one thing that most zodiac monsters like to cast is status anomaly spells. His spell, Nightmare, can cause units to go to sleep, or have a death sentence over their heads. Space characters as much as possible to over having many units affected by his magic. Queklain also is weak against Holy attacks so use that to your advantage. ----------------------------- 5. Chapter Three: The Valiant ----------------------------- Part One: Visiting Zalbag Finding out about the plan to overthrow the kingdom, Ramza goes to ask Zalbag for help. 1. Dorter Trade City 2. Goland Coal City Battle 22: Goland Coal City 3. Leaslia Imperial Capital Battle 23: At the Back Gate of Lesaila Castle Event: Alma becomes a guest. Part Two: The Virgo Stone When Alma tells Ramza where the Virgo Zodiac Stone is, Ramza runs to the Orbonne Monastery. However, he meets up with Wiegraf along the way. 1. Orbonne Monastery Battle 24: Underground Book Storage Second Floor Battle 25: Underground Book Storage Third Floor Battle 26: Underground Book Storage First Floor Part Three: Rescuing Alma Ramza is on his way to rescuing his sister, Alma. He finds new allies and again meets up with Wiegraf. 1. Dorter Trade City 2. Grog Hill Battle 27: Grog Hill 3. Yardow Fort City Battle 28: Yardow Fort City Event: Rafa becomes a guest. 4. Yuguo Woods Battle 29: Yuguo Woods 5. Riovanes Castle Battle 30: Gate of Riovanes Castle Event: Rafa leaves the party. Battle 31: Inside Riovanes Castle Battle 21: Roof of Riovanes Castle Event: Rafa and Malak become guests. Chapter Three Battles: Battle 22: Goland Coal City Objective: Save Olan! Enemy Units: Mediator x1, Thief x3, Chemist x2 Difficulty Level: 2/5 Squads: 1, Max. 5 Olan, will most of the time be on the top of the house. He is classed as an Astrologist and he will most of the time use Galaxy Stop. Galaxy Stop may cause all enemies to be affected by anomalies such as Don’t Move, Don’t Act, or Stop. However, I think that the Mediator is immune to Galaxy Stop, as I have never seen him affected by it. If you have a thief in your group (or someone with the steal skill) use that character to steal Mythril Guns from the Chemists. These guns can be bought at Goug Machine City after this fight, but it is much less traveling and random battle chances. It didn’t say it was easy though. Even if the thief is good, the chance of it working is usually around 30%-40%. Don’t let that stop you, you will usually get the gun after two tries and you will disarm the chemist making him less deadly. Watch out for the thieves. This time they are female and may charm Ramza (which will VERY bad) or Mustadio. The thieves have around a 80% chance for charming. After you killed the thieves, go and help Olan by killing the Mediator. The enemy mediator will constantly attack or cause Darkness on characters. Battle 23: Back Gate of Lesalia Castle Objective: Defeat Zalmo! Enemy Units: Zalmo (Holy Priest), Knight x3, Monk x2 Difficulty Level: 3/5 Squads: 2, Max. 2, 2 Alma is here in this battle and she will cast MBarrier on Ramza. This will help Ramza defeat the Knights and Monks. Zalmo has a two-range attack so don’t underestimate him. Zalmo may also spend time protecting and healing his warriors. If you get a clear shot at Zalmo, attack him. Since you should have powerful characters (around 26-30 by now), the attacks should be strong enough. Zalmo only has around 240 HP. Don’t worry about Alma dying, after casting MBarrier, she won’t be in the battle directly. She may get hit if she’s hit by monks or knights who get close enough, but even if she dies, she’s a guest and the objective doesn’t state you have to protect her. You only have to get Zalmo to critical status, then he will teleport away ending the battle. Another tip, after this battle, de-equip Alma of her Barette and Healing Staff. Battle 24: Underground Book Storage Second Floor Objective: Defeat all enemies! Enemy Units: Lancer x3, Chemist x1, Time Mage x2 Diffculty Level: 3/5 Squads: 1, Max. 5 If you haven’t dealt with Lancers yet, they have 2 square attacks so don’t think your safe just one space away from them. Their attacks are also very damaging and then have very good jumping heights. You’ll have to go down the stairs unless someone has high jumping ability (so they can go down without taking damage) or has the Lancer’s Ignore Height ability. The middle section will be guarded by the lancers and the chemist. The chemist has a few spells to his disposal, but they are weak and don’t help the enemy (Cure) or harm you (Fire) very much. The bottom section contains the time mages. The time mages will cast haste, slow, don’t act, and possibly, float. Watch out for the Lancer’s Jump abilities as they can cause a lot of damage. If your are lucky, the character can get out of the jump landing point before getting hit. Take out the chemist first, he will heal and revive characters which will just make the battle harder. There is another good enemy lock in this map. Kill all the enemies and weaken a time mage. Have a knight use speed break on the time mage, reducing the speed to 01. Have Mustadio use Leg and Arm Aim to disable the time mage. Other characters should be using accumulate (Squire Ability) to gain EXP and JP. You can do this on most maps, but I found it out here so I mentioned it here. Battle 25: Underground Book Storage Third Floor Objective: Defeat Izlude! Difficulty Level: 3/5 Enemy Units: Izlude (Knight Blade), Knight x2, Archer x2, Summoner x1 Squads: 1, Max. 5 Izlude also has the Lancer’s Jump ability and will use them throughout the battle. He also has the Maintenance ability equipped so you can’t break or steal his items no matter what. The battle map is like a maze, but your characters should have enough jump power to bypass the walls. They can also use the steps if needed. I suggest you concentrate on Izlude. He isn’t very tough and has a low move range. If you need to take the other people out I suggest the summoner the first and then archers. That way the group will not have to deal with long range attacks. That will make it easier to attack the knights and Izlude. Also, don’t get trapped in the stairway. It is hard to do, but if you do get trapped, the knights will rush in and attack anyone in there and you can’t pass them easily. Battle 26: Underground Book Storage First Floor Objective: Defeat Wiegraf! Enemy Units: Wiegraf (White Knight), Knight x2, Archer x2, Wizard x1 Difficulty Level: 4/5 Squads: 1, Max. 5 This battle will take place in two rooms. You’ll be in one, Wiegraf will be in the other. Don’t clump your units to avoid getting many units affected by the wizard’s spells and so Wiegraf’s Stasis Sword attack won’t hit and stop your characters. If you can get Agrias or Mustadio to paralyze the other enemies, the battle will become easier as you can forget about them for now and concentrate on the other enemies which will do powerful attacks. You can have someone block the door which will hinder access to the other room. The status anomalies happen a lot more when he attacks with a Holy Sword attack. As with Zalmo, you’ll just need to get him to critical status to win the battle. NOTE: Simon gives you the Germonik Scriptures after this battle. I suggest you read it, even though it won’t make too much of a point at the moment. Battle 27: Grog Hill Objective: Defeat All Enemies! Enemy Units: Squire x2, Chemist x2, Archer x1, Thief x1 Difficulty Level: 3/5 Squads: 1, Max. 5 You start at the bottom of a hill, you can use the sidewalk as a border and a walkway. It is also useful to coordinate your characters. The thief will try to steal items from your units, so kill her first. The chemists will also be equipped with Mythril guns, so kill them after the thief. The chemists can also revive their allies and provide X-Potions to them. The squires and archer should fall easily to Agrias’ Holy Sword attacks and Mustadio’s Sniping skills. The guns and arrows will hurt and possibly kill most of your characters before you can get high enough to attack the enemy. This will become a random battle zone after completion. Possible Enemies: Flotiballs, Bombs, Samurais, Chocobos, Woodmen, Knights, Panthers, Juravis’, and Bull Demons. Battle 28: Yardow Fort City Objective: Save Rafa! Enemy Units! Malak (Hell Knight), Ninja x3, Summoner x2 Difficulty Level: 3/5 Squads: 1, Max. 5 Another battle map with a narrow entrance. The summoner’s spells have a big attack range as you should know by now. This will come into effect a lot in this battle. Malak and Rafa use spells that can randomly effect anyone in range. The first hit will be small, but will grow if the unit is hit repeatedly. The ninjas also pose a threat as their attacks will cause a lot of damage. Take advantage of multiple hit abilities (Agrias’ Lightning Stab, Monk’s Earth Stab) to eliminate many characters at once. Rafa will be usually outside of the fort, so she will have adequate protection. Battle 29: Yuguo Woods Objective: Defeat all enemies! Enemy Units: Time Mage x2, Wizard x2, Gust x1, Revnant x1, Ghoul x1 Difficulty Level: 3/5 Squads: 1, Max. 5 This is one of the most annoying battles. The time mages have the basic annoying spells such as Slow, Don’t Move, Don’t Act, and Stop. The three classes of ghost can move nearly anywhere on the map, and use Sleep Touch a lot. The "human" units have low HP so you should be able to defeat them easily. Also know that the revnant also has Drain Touch to use and can suck the HP out of a character. The ghosts also can be revived after the death count is over. This will become a random battle zone after completion. Possible Enemies: Goblins, Woodmen, Archers, Ghouls, Skeletons, Time Mages, Panthers, and Samurais NOTE: The next battles are of a three-part battle series with only saving and reconfiguring your troops available between fights. Battle 30: Gate of Riovanes Castle Objective: Defeat all enemies! Enemy Units: Malak (Hell Knight), Knight x3, Archer x3 Difficulty Level: 3/5 Squads: 2, Max. 2, 3 The knights and Malak shouldn’t be much of a problem. Dispose of them quickly and watch out for the archers. They are all located on the top of the castle and will use the height to attack your units from afar. Since you have to defeat all enemy characters, taking down the archers is a hard, long task. The knights and Malak will block the way to the archers. When you reduce Malak to critical HP, he’ll teleport away followed by Rafa, his sister. One knight has feather boots which allows him to walk on the water with penalty. Battle Map 31: Inside Riovanes Castle Objective: Defeat Wiegraf!, (Second Part) Defeat Velius! Enemy Units: Wiegraf (White Knight), (Second Part) Velius (Warlock), Archaic Demon x3 Difficulty Level: 6/5 Squads: 1, Max. 1, (Second Part) 1, Max. 5 Proclaimed by many people as the hardest battle in all of FFT. Well it is. The first part has Ramza fight Wiegraf all by himself, and the Holy Sword attacks from him will cause major damage to Ramza and also may be effected by the status anomalies caused by the Holy Sword attacks. The best thing to do is to get rid of all your potions (leave the hi and X potions) and equip Ramza with the Auto Potion chemist reaction ability. This will allow Ramza to heal himself and be able to attack Wiegraf. If you don’t have the Auto Potion ability, you must balance out your healing and offense, but you won’t be able to attack Wiegraf if you used a potion. The best class for Ramza to be in this battle is a ninja. Since a ninja can attack with two weapons, he’ll do a lot of damage to the 300 HP Wiegraf. Buy some assassin knives from the nearby Yardow Fort City. I’ve killed Wiegraf in two turns with the Ninja Ramza. If you are able to take out Wiegraf, he changes into Velius, another Zodiac Monster. He will be backed up by 3 Archaic Demons. The Archaic Demons are very powerful with their spells and can cause a big amount of damage to a large area. Velius can petrify your characters and likes to use Cyclops, a spell that does around 250 HP of damage, with a good range, but luckily, a long charge time. The easiest way to win this part of the battle is to concentrate all your attacks on Velius. He has around 900 to 1000 HP so have some big attackers in your squad. If you can defeat this battle, consider chapter three done although there is one more battle. Battle 32: Roof of Riovanes Castle Objective: Save Rafa! Enemy Units: Elmdor (Arc Knight), Celia (Assassin), Lede (Assassin) Difficulty Level: 3/5 Squads: 2, Max. 2, 2 Well, you might think that Elmdor (the marquis you saved in chapter one) would owe you. But, if you’ve read the rumors in the bars lately, he’s dead, or supposed to be. Anyway, the assassins have very powerful attacks and Elmdor uses Samurai skills. The assassins use Switch Stick (Stop 100%) and Stop Bracelet (Dead 100%). Elmdor can also counter-attack before you attack (Monk reaction ability, Hamedo). The three enemies cannot be affected by status anomalies, so don’t waste a turn on that. The easy way to finish this battle is to take one character to critical status and all three will warp away. -------------------------------- 6. Chapter Four: Someone to Love -------------------------------- Part One: Zeltennia Castle and Delita Ramza still is looking for Alma, his sister who was taken at the Orbonne Monastery battles. The group goes to Zeltennia Castle to meet with Delita. 1. Doguola Pass Battle 33: Doguola Pass 2. Bervenia Free City Battle 34: Bervenia Free City 3. Finath River Battle 35: Finath River 4. Zeltennia Castle Battle 36: Zeltennia Castle Part Two: Standoff at Bethla Garrison After hearing from Delita about the Hokuten and Nanten soldiers fighting at the Bethla Garrison, Ramza rushes there to help stop the battle. 1. Zeltennia Castle 2. Bed Desert Battle 37: Bed Desert 3. Bethla Garrison Battle 38A: South Wall of Bethla Garrison Battle 38B: North Wall of Bethla Garrison Battle 39: At the Floodgates of Bethla Garrison Event: Orlandu (Thunder God Cid) becomes a member. Part Three: Where is Alma? Ramza is still searching for Alma all over Ivalice. Along the way, he heads to Limberry Castle to meet up with the Marquis Elmdor. 1. Bethla Garrison 2. Zarghidas Trade City NOTE: Buy a flower from Aeris. 3. Germinas Peak Battle 40: Germinas Peak 4. Poeskas Lake Battle 41: Poeskas Lake 5. Limberry Castle Battle 42: At the Gates of Limberry Castle Battle 43: Inside of Limberry Castle Battle 44: Underground Cemetery of Limberry Castle 6. Igros Castle Battle 45: Inside of Igros Castle 7. Murond Holy Place Battle 46: St. Murond Temple Battle 47: Hall of St. Murond Temple Battle 48: Chapel of St. Murond Temple Part Five: Cloud Strife This is a long part, with many battles. However, if you finish this you can have all of the special characters (except one). The timing of the next few events hinges on other things. And one final note, for any of these events to happen, you MUST have Mustadio in your party. NOTE: Steps 1-7 can happen anytime in Chapter Four. 1. Goug Machine City 2. Goland Coal City Ask the bartender about any new rumors. 3. Lesalia Imperial Capital Event: Beowulf becomes a guest. A new battle point appears at Goland Coal City. 4. Goland Coal City Battle 49: Colliery Underground Third Floor Battle 50: Colliery Underground Second Floor Battle 51: Colliery Underground First Floor Battle 52: Underground Passage in Goland Event: Beowulf and Reis become members. 5. Goug Machine City Event: Worker 8 becomes a member. 6. Zeltennia Castle Ask the bartender about any new rumors. A new battle point called Nelveska Temple appears. 7. Nelveska Temple Battle 53: Nelveska Temple NOTE: Steps 8 and 9 only happen after Battle 45: Inside of Igros Castle. Step 9 only happens if you bought a flower from Aeris in Zarghidas Trade City. 8. Goug Machine City 9. Zarghidas Trade City Battle 54: Zarghidas Trade City Event: Cloud becomes a member. Part Six: The Deep Dungeon The Deep Dungeon is place they does not receive any light at all. At the bottom of the dungeon, you will face another Zodiac Monster. The dungeon is nine floors deep, but is a good place to build up stats before the end of the game. NOTE: This is only possible after beating Battle 48: Chapel of St. Murond Temple 1. Warjilis Trade City Ramza hears about a dungeon. A new battle point called Deep Dungeon is placed to the east. 2. Deep Dungeon Battle 55: Nogias Battle 56: Terminate Battle 57: Delta Battle 58: Valkyries Battle 59: Mlapan Battle 60: Tiger Battle 61: Bridge Battle 62: Voyage Battle 63: Horror Battle 64: End Event: Byblos Monster becomes a member. Epilogue: St. Ajora Ramza races to stop Vormav. Can you help Ramza stop him? 1. Orbonne Monastery Battle 65: Underground Book Storage Fourth Floor Battle 66: Underground Book Storage Fifth Floor Battle 67: Murond Death City Battle 68: Lost Sacred Precincts Battle 69: Graveyard of Airships Chapter Four Battles: Battle 33: Doguola Pass Objective: Defeat all enemies! Enemy Units: Knight x1, Lancer x2, Wizard x2, Archer x1 Difficulty Level: 3/5 Squads: 1, Max. 5 The two wizards pose a big threat. They have high level spells which can effect the whole group if packed tightly together. Eliminate them and the rest of the battle should be easy. But watch out for the Lancer’s Jump abilities. This will become a random battle zone after completion. Possible Enemies: Archers, Chocobos, Knights, Juravis’, Panthers, Monks, Woodmen, Bull Demons, and Behemoths Battle 34: Bervenia Free City Objective: Defeat Meliadoul! Enemy Units: Meliadoul (Divine Knight), Archer x2, Summoner x2, Ninja x1 Difficulty Level: 3-4/5 Squads: 2, Max. 3, 2 If you have your units equipped with the lancer’s Ignore Height ability, the battle will be a little easier. If you don’t, getting to where the enemy is will be a long hike, and the archers and summoners will make it as hard as possible. Meliadoul uses Mighty Sword attacks, which can break a weapon and cause HP damage to the unit targeted. If the unit does not have the item that should be destroyed by the sword attack, the attack causes no damage. I would also place a thief in one of your squads. Try and steal Meliadoul’s Defender Sword (stopping her from using Mighty Sword) and Chantage Perfume (Accessory). Both are not sold in stores and are ultra-rare and powerful. Battle 35: Finath River Objective: Defeat all enemies! Enemy Units: Black, Red, or Yellow Chocobo x5, Uribo or Black, Red, or Yellow Chocobo x1 Difficulty Level: 3/5 Squads: 2, Max. 3, 2 Attack of the chocobos! As you should know by now, the yellow chocobo can heal. However, the red and black chocobo have good offensive spells such as Choco Ball and Choco Meteor. The most frustrating part of this battle, is that the yellow chocobo(s) will heal any enemies who you weren’t able to kill. If you are lucky to have mostly yellow chocobos, the battle will be short. Most of the time however, you’ll have to face a mixed bag. And if you get to fight Uribo, be sure to poach his skin as it is very rare. This will become a random battle zone after completion. Possible Enemies: Archers, Chocobos, Knights, Pisco Demons, Bull Demons, Red Panthers, Oracles, Morbols, Trents, and Red Dragons. Battle 36: Church Outside the Town Objective: Defeat Zalmo! Enemy Units: Zalmo (Holy Priest), Knight x3, Oracle x2 Difficulty Level: 3-4/5 Squads: 1, Max. 5 Another battle which is easier with high jumping characters, or with the lancer’s Ignore Height ability. That way, you can get to Zalmo mush easier, because you can bypass the knights and oracles. Otherwise, you’ll have pass the knights, go around the back of the church, pass the oracles, then go to where Zalmo is. Zalmo himself isn’t a problem. He’ll spend a turn healing himself with Cure 3 if you damage him severely. Then you can capitalize on his charge time, or attack any remaining knights or oracles. Battle 37: Bed Desert Objective: Defeat Balk! Enemy Units: Balk (Engineer), Knight x2, Archer x2, Wizard x1 Difficulty Level: 3/5 Squads: 1, Max. 5 Because of a cheap attack by Balk at the start, the whole group will be affected by poison at the beginning of the battle. You can use Esuna, Stigma Magic (monk), or Antidote. But your levels should be high enough that the poison doesn’t bother too much. The knights are far away from the main battle, so don’t worry about them for now. The archer could be a problem, as the same with the wizard. However, the biggest problem is Balk. Since he’s an engineer, he can snipe just like Mustadio. Also, he has the rare Blast Gun, a gun that shoots Ice spells at a random strength. The Blast Gun is a good steal, and it will also disable Balk’s attacks. This will become a random battle zone after completion. Possible Enemies: Bombs, Panthers, Flotiballs, Skeletons, Bull Demons, Behemoths, and Steel Hawks Battle 38A: South Wall of Bethla Garrison Objective: Defeat all enemies! Enemy Units: Knight x3, Archer x2, Ninja x1, Thief x1 Difficulty Level: 3/5 Squads: 1, Max. 5 The thief, ninja, archers will all be placed on the side walls, giving them a good height advantage. The knights are at the far opposite end from you, so don’t worry about fighting them for now. Take out the ninja, thief, archers, and knights, in that order. I find this the easier of the two choices because there is are no spell-casters in this battle. Battle 38B: North Wall of Bethla Garrison Objective: Defeat all enemies! Enemy Units: Archer x2, Monk x1, Summoner x1, Lancer x2 Difficulty Level: 3/5 Squads: 1, Max. 5 There is a big height difference in the this battle. Again, if someone has the Ignore Height ability, the battle will be a little easier. The summoner again has his powerful spells to his disposal, so eliminate him first. After the summoner go for the monk, lancers, and archers, in that order. Battle 39: In Front of Bethla Garrison’s Sluice Objective: Open water gate at Bethla Garrison Enemy Units: Wizard x2, Archer x2, Knight x4 Difficulty Level: 3/5 Squads: 2, Max. 3, 2 This is the only battle that divulges from the basic three objectives (save, defeat all, defeat one). So, you can kill everyone and gain lots of EXP and JP (Accumulate is my favorite EXP and JP gainer). The two knights stationed at the switches cannot move out of that spot, so you only really have 6 enemies to face. Your two squads can join up, but it is easier if you work separately. Get rid of the wizards first, then the knights, and then the archers. The only way to win the battle, is to kill the knights guarding the switches, wait till their body disappears, then only Ramza can flip the two switches to release the waters, ending the battle. Battle 40: Germinas Peak Objective: Defeat all enemies! Enemy Units: Ninja x1, Archer x3, Thief x2 Difficulty Level: 3-4/5 Squads: 2, Max. 3, 2 The battle map is very steep, so most ranged attacks won’t work. The archers will however take control of the high center peak, and fire bows from afar. Keeping the group separated may or may not work, depending on the offensive and defensive capabilities of the units. I like to combine the group in this battle so the battle will be easier. This will become a random battle zone after completion. Possible Enemies: Panthers, Juravis, Bull Demons, Dragons, Plagues, Archers, Summoners, and Behemoths. Battle 41: Poeskas Lake Objective: Defeat all enemies! Enemy Units: Revnant x2, Oracle x1, Archer x2, Summoner x1 Difficulty Level: 4/5 Squads: 1, Max. 5 More undead enemies. Remember, undead enemies may come back to life after the death count so be prepared for anything. The revnants should not be too much of a problem, the only problem should be the sleep touch. The oracle and summoner present the most problem, their attacks are powerful. After they are killed, you can steal the Ultimus Bows from the ghostly archers (rare bow), or just kill them off to finish the battle. This will become a random battle zone after completion. Possible Enemies: Bombs, Ghouls, Skeletons, Behemoths, Cocatoris’, Archers, Red Dragons, Wizards, Monks, and Minitauris’. NOTE: The next three battles are of a three-part battle series. Since your going to be facing the undead Elmdor, get some items that fight against the undead. If you have the money get five Angel Rings and five 108 Gems for all the characters who will fight. It will cost you 175000 to do this, but at this point you should have well over 600,000. As with previous battle series, you can save and re-configure the troops between the battles. Battle 42: At the Gate of Limberry Castle Objective: Defeat all enemies! Enemy Units: Celia (Assassin), Lede (Assassin), Apanda x4 Difficulty Level: 5/5 Squads: 1, Max. 5 If you made Ramza a squire here (which I suggest), he can learn the Ultima spell. More on that in the Secrets section. The quick way to win this battle is to take one assassin to critical status, so that both will teleport away, ending the battle, regardless of any apandas. The apandas know all three levels of the Bio spell and can also petrify units. Celia and Lede can use Switch Stick to Stop characters, or Stop Bracelet to kill characters. Battle 43: Inside of Limberry Castle Objective: Defeat Elmdor! Enemy Units: Elmdor (Arc Knight), Celia (Assassin), Lede (Assassin) Difficulty Level: 5/5 Squads: 1, Max. 5 Same battle as last, only harder due to the addition of Elmdor. Elmdor has the full armament of Genji (except Genji Sword), and the Masamune Sword. Taking out his sword may or may not help, since he may has the Martial Arts ability equipped which allows him to attack with bare hands powerfully. Elmdor also likes to use Blood Suck on your characters (Blood Suck is canceled by the 108 Gems Armlet) which will turn the unit into a blood-sucking character. A character that is effected will be uncontrollable and will attack the nearest unit friend or enemy to gain HP. To heal the unit, use Holy Water. If you kill the assassin, they turn into Ultima Demons, but are easier compared to the assassins, and Ramza can again try and learn Ultima, if the demons decide to cast it. A good way to be able to steal Elmdor’s items (supplied by Wesley Yue) is to lower his brave points to 00 so he can’t use his Blade Grasp reaction, and he’ll become a chicken. Then have a knight use speed break on him, until his speed goes down to 01. This will disable him for about 40-50 turns (meaning, after his turn, if he’s at 01 speed, his next turn will come 40-50 turns later). Wesley also suggests to take his shield first to raise the percentage. Battle 44: Underground Cemetery of Limberry Castle Objective: Defeat Zalera! Enemy Units: Zalera (Angel of Death), Knight x2, Bone Snatch x1, Living Bone x1, Skeleton x1 Difficulty Level: 3/5 Squads: 1, Max. 5 Elmdor will retreat, and change into another Zodiac monster, Zalera. Zalera’s anomaly spell causes Sleep or Confusion. The way to treat this is to attack that character to get them out of that state. Meliadoul will come from behind to help you, she will attack the skeletons. The undead knights like to use break attacks, and most of the time the break attack works. This is an easy Zodiac monster fight, because you have Orlandu on your side with his many sword skills. You’ve faced the skeletons before many times, so have any characters not fighting the knights or Zalera help Meliadoul kill the skeletons. As always, they may come back to life. Battle 45: Inside of Igros Castle Objective: Defeat Dycedarg! Enemy Units: Dycedarg (Lune Knight), Knight x5 Difficulty Level: 4/5 Squads: 1, Max. 5 In this battle, you’ll be assisted by Zalbag, another brother of Ramza. Zalbag will destroy Dycedarg, but then Dycedarg, will turn into Adramelk. Before that happens, try and get as many people as possible onto to the top part of the castle. The knights shouldn’t be much of problem when facing Orlandu’s sword attacks. If needed, you can have a thief steal a Defender sword from Dycedarg, but it’s not necessary. Adramelk can cause status anomaly spells, and some of the summoner’s spells, namely Leviathan and Bahamut. These spells cause big damage over a wide area. If units are clumped together, most of them will die most likely. Kill Adramelk fast to avoid having major losses. NOTE: The next three battles are of a battle series. Prepare before going to Murond. Battle 46: St. Murond Temple Objective: Defeat all enemies! Enemy Units: Priest x1, Geomancer x2, Summoner x1, Mediator x2 Difficulty Level: 3/5 Squads: 2, Max. 3, 2 The most problematic unit on this map is the priest. He is the healer of the group and can raise units. He can also cure and raise multiple units with his Math skills. With Math skills, he can also cure and raise your units if they are in the Math calculation. After the priest, attack the summoner. The second squad should have finished off the mediators by now. Now, go for the geomancers as I see them as the least threat. Battle 47: Hall of St. Murond Temple Objective: Defeat Vormav! Enemy Units: Vormav (Divine Knight), Rofel (Divine Knight), Kletian (Sorcerer) Difficulty Level: 4/5 Squads: 1, Max. 5 Vormav and Rofel can use powerful sword attacks, and Kletian can cast powerful spells. Have Orlandu and Meliadoul use Hellcry Punch on the Divine Knights, to disable their sword attacks. The easy way to win this battle is to take down one enemy to death, so that all three will teleport away. The one to take down is Kletian, as he has low HP and weak defense. Battle 48: Chapel of St. Murond Temple Objective: Defeat Zalbag! Enemy Units: Zalbag (Arc Knight), Archaic Demon x2, Ultima Demon x1 Difficulty Level: 4/5 Squads: 1, Max. 5 The Ultima demon here may cast Ultima, so if Ramza hasn’t learned it yet, here is the last chance. Zalbag can use Blood Suck on your characters, so have the 108 Gems you used for Elmdor equipped here. I suggest just attacking Zalbag since he only has around 550 HP. The spells of the Archaic Demons and Ultima Demon made harm your party if you drag the battle too long. Try to finish this battle quickly. Battle 49: Colliery Underground Third Floor Objective: Defeat all enemies! Enemy Units: Chemist x5 Difficulty Level: 2/5 Squads: 2, Max. 3, 2 Don’t expect Beowulf to help you too much in this battle, he rarely will be in range for a sword attack. The chemists are placed all over the map, and their guns will whittle down your units’ HP. Take down as many chemists as you can in the first few turns. Most chemists will use Potions or Phoenix Downs, but doing so will make sure they can’t attack with their guns. Have a character attack the newly revived unit (most likely the weakest), while other units advance to kill the other units. After awhile, you should be able to kill the chemists. Battle 50: Colliery Underground Second Floor Objective: Defeat all enemies! Enemy Units: Chemist x1, Thief x2, Behemoth x1, King Behemoth x1 Difficulty Level: 3/5 Squads: 1, Max. 5 You might miss the king behemoth, he’s behind the thief closest to you. The chemist has the Blaze Gun, and it will hurt your characters. Try to charm him to get him to use it on his allies, or steal it from him. The behemoths have powerful attacks, so watch out for that. The thieves may try to charm your female characters, so if you put people like Agrias, and Meliadoul in your squad, be sure to have a throw stone ready to get them back to their senses. The skins of the behemoths are very valuable, so have someone with Secret Hunt equipped in your group. Battle 51: Colliery Underground First Floor Objective: Defeat all enemies! Enemy Units: Chemist x2, Blue Dragon x2, Uribo x1 Difficulty Level: 4/5 Squads: 2, Max. 3, 2 The main problem in this battle is the dragons. Their ice bracelet attacks can do around 250 HP of damage to a character. Keep units healed. The best way to kill the Blue Dragon is to use Fire attacks on them, namely Flare. After you kill the hard dragons, the chemists and uribo should be easy to defeat. Battle 52: Underground Passage in Goland Objective: Save Reis! Enemy Units: Archaic Demon x1, Ochu x2, Plague x3 Difficulty Level: 3/5 Squads: 1, Max. 4 Here, you’ll met up with Reis, the holy Dragon. Reis has big attacks, but can’t take too many attack from the Archaic Demon. Reis’ Bracelet attacks do about as much damage as the Blue Dragon’s, around 250 HP. Send in characters to help kill the archaic demon. The ochu shouldn’t present much of a problem. The plagues however, can cast Death Sentence and Petrify on your characters, so watch out for that. After this battle, Reis and Beowulf join the party. Battle 53: Nelveska Temple Objective: Defeat Worker 7! Enemy Units: Worker 7 New (Steel Giant), Cocatoris x3, Hyudra x2 Difficulty Level: 4/5 Squads: 1, Max. 5 The monsters in this battle (not counting the Worker 7) are very hard to defeat, and can cause tons of damage to your characters. Kill Worker 7 quickly, so that the monsters cannot kill your characters. Don’t waste magic attacks on Worker 7, because just like Worker 8, it has no faith. After you kill Worker 7, his backup generator will turn on, but he will only gain 1 HP so he’s easily killed. You’ll get a zodiac stone, and Reis will turn into a human when you finish this battle. Battle 54: Zarghidas Trade City Objective: Save Cloud! Enemy Units: Squire x2, Thief x3, Monk x1 Difficulty Level: 2/5 Squads: 1, Max. 4 This should be an easy battle. Cloud is weak compared to other characters, but if you want him in your group, now is the time. The units here have nothing new to face and when compared to Orlandu’s sword attacks, the enemy is done for. Watch out for the thief hiding between the buildings near Cloud. More information on Cloud is available in the Secrets section. ---------------- 6a. Deep Dungeon ---------------- The Deep Dungeon is well, deep. It is ten floors deep, and to finish it, you have to get to the bottom level. At the bottom level, there is a wizard you have to fight to get the Serpentarius zodiac stone. There are valuable items to find here, so have someone with Move-Find Item ability equipped. There’s a catch. The battles take place in complete darkness. The only way to light the way, is life crystals. To get to the next floor, you need to find a hidden door. The hidden door is randomly placed in each battle and can only be located if someone has the Move-Find ability equipped. The easiest way to find the door is to get all the treasures, leave one enemy alive and look for the door. I have everyone who fights in the battle with Move-Find equipped. However, if the person has high brave points and find an item, it will be most likely be a phoenix down. You’ll have to face random battles on the way to the ninth floor. If you kill all the enemies on the floor, the battle ends, and you go back to the main map, so you have to leave one enemy alive, so you can find the hidden door. The treasures here are the rare treasure, or a phoenix down. If you have someone with low Brave points (try to get as low as possible, the best chances for rare treasures are from 11-14), that person will find the rare item more often (if they have Move-Find Item ability). There is a catch to this too, the brave points will go down by 4 each time you lower them by 20. You’ll have to raise them sometime so you don’t scare the living daylights out of the unit your using to find the item. NOTE: Deep Dungeon Diagram supplied by Wesley Yue. (Wesley) I’ve included the heights of the sides of each map. The bottom left square will have the coordinates 1,1. The rest should be easy. Battle 55: Nogias Objective: Defeat all enemies! Enemy Units: Random Difficulty Level: N/A Squads: 1, Max. 5 10 by 10 22 | 23 | 23 | 24 | 24 | 24 | 24 | 24 | 23 | 23 | 22 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 21.5|20| | 24 | 24 | 20 | 20 | | 18 | 17 | 10 | 10 | | 17 | 17 | 9 | 10 | | 16 | 17 | 9 |8.5 | | 7 | 7 | 0 | 1 | |4.5 | 3 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | (1,7 - height 20) Elixir or Phoenix Down (1,10 - height 22) Glacier Gun or Phoenix Down (3,3 - height 7) Blaze Gun or Phoenix Down (10,5 - height 17) Kiyomori or Phoenix Down Battle 56: Terminate Objective: Defeat all enemies! Squads: 1, Max. 5 9 by 12 9 | 11 | 12 | 12 | 13 | 13 | 11 | 10 | 12 | 8 | 10 | 9 | 11 | 12 | 10 | 10 | 10 | 9 | 8 | 11 | | 11 | 7 | 6 | 7 | | 8 | 6 | 5 | 8 | | 7 | 6 | 5 | 7 | | 7 | 4 | 4 | 7 | | 5 | 3 | 4 | 5 | | 4 | 2 | 5 | 5 | | 5 | 2 | 3 | 3 | | 3 | 1 | 1 | 2 | 3 | 3 | 2 | 2 | 1 | 3 | 2 | 1 | 2 | 2 | 0 | 0 | 3 | 1 | 1 | 2 | (1,2 - height 2) Save the Queen or Phoenix Down (5,1 - height 0) Elixir or Phoenix Down (7,8 - height 6) Blood Sword or Phoenix Down (11,3 -height 9) Elixir or Phoenix Down Battle 57: Delta Objective: Defeat all enemies! Squads: 1, Max. 5 10 by 16 1 | 2 | 1.5 | 0 | 0 | 0 | 0 | 0 | 0.5 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | | 0 | 0 | 0 | 0 | | 0 | 0 | 0 | 0 | | 0 | 0 | 0 |1.5| | 0 | 0 | 0 | 2 | | 2 | 0 | 1 |0.5| | 0 | 0 | 0 | 0 | | 0 | 0 | 0 |0.5| | 0 | 0 | 0 | 0 | | 0 | 0 | 0 | 0 | | 0 | 0 | 0 | 0 | | 0 |0.5| 0 | 1 | | 0 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | (2,7 - height 0.5) Mace of Zeus or Phoenix Down (3,16 - height 1.5) Elixir or Phoenix Down (5,3 - height 1.5) Elixir or Phoenix Down (8,10 - height 4.5) Yoichi Bow or Phoenix Down Battle 58: Valkyries Objective: Defeat all enemies! Squads: 1, Max. 5 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 | 9 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 8 | 9 | 9 | 9 | 0 | 0 | | 9 | 8 | 5 | 5 | | 0 | 0 | 5 | 7 | | 0 | 0 | 4 | 7 | | 0 | 0 | 4 | 6 | | 0 | 0 | 0 | 6 | | 5 | 0 | 0 | 0 | | 5 | 3 | 0 | 0 | | 5 | 4 | 0 | 0 | | 4 | 4 | 0 | 0 | | 4 | 0 | 0 | 2 | | 0 | 0 | 0 | 2 | | 0 | 0 | 0 | 2 | 2 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | (3,13 - height 7) Elixir or Phoenix Down (9,5 - height 4) Fairy Harp or Phoenix Down (10,6 - height 4) Faith Harp or Phoenix Down (11,6 - height 4) Kaiser Plate or Phoenix Down Battle 59: Mlapan Objective: Defeat all enemies! Squads: 1, Max. 5 7 by 12 7 | 9 | 9 | 10 | 10 | 11 | 11 | 7 | 9 | 10| 10 | 10 | 11 | 11 | 7 | 7 | | 11 | 11 | 6 | 7 | | 12 | 12 | 6 | 6 | | 12 | 12 | 3 | 5 | | 13 | 13 | 2 | 5 | | 0 | 0 | 2 | 2 | | 0 | 0 | 2 | 2 | | 0 | 0 | 0 | 0 | | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | (1,1 - height 1) Elixir or Phoenix Down (1,12 - height 7) Iga Knife or Phoenix Down (2,9 - height 12) Excalibur or Phoenix Down (7,12 - height 11) Elixir or Phoenix Down Battle 60: Tiger Objective: Defeat all enemies! Squads: 1, Max. 5 10 by 11 5 | 5 | 5 | 5 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 9 | 9 | | 4 | 4 | 3 | 4 | | 4 | 4 | 3 | 3 | | 4 | 4 | 3 | 3 | |8.5| 7 | 2 | 2 | | 1 | 1 | 2 | 2 | | 0 | 1 | 7.5|8 | | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | (1,10 - height 5) Secret Clothes or Phoenix Down (1,11 - height 5) Elixir or Phoenix Down (2,10 - height 5) Cursed Ring or Phoenix Down (2,11 - height 5) Blast Gun or Phoenix Down Battle 61: Bridge Objective: Defeat all enemies! Squads: 1, Max. 5 0 | 0 | 0 | 10| 10 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 9 | 10 | 10 | 4 | 3 | 3 | 0.5|0 | | 4 | 3 | 0.5|0.5| | 4 | 2 | 1 | 1 | | 3 | 2 | 1 | 1 | | 2 | 2 | 2 | 2 | | 2 | 2 | 2 | 2 | | 2 | 2 | 2 |2.5 | | 3 | 3 | 2.5|2.5| | 3 | 3 | 2.5|3 | | 4 | 3 | 3 | 3 | | 4 | 2 | 3 | 3 | | 2 | 2 | 0 | 0 | 2 | 3 | 3 | 2 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | (5,5 - height 12) Elixir or Phoenix Down (5,11 - height 13) Sage Staff or Phoenix Down (5,13 - height 12) Koga Knife or Phoenix Down (5,15 - height 10) Elixir or Phoenix Down Battle 62: Voyage Objective: Defeat all enemies! Squads: 1, Max. 5 13 by 14 3 | 3 | 11 | 11 | 11 | 11 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 11 | 11 | 11 | 11 | 11 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 3 | | 0 | 0 | 3 | 3 | | 6 | 0 | 0 | 3 | | 11| 9 | 0 | 3 | | 11| 11| 0 |1.5| | 11| 11| 0 | 0 | | 11| 11| 0 | 0 | | 11| 10| 0 | 0 | | 11| 10| 0 | 0 | | 10| 10| 0 | 0 | | 7 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 4 | 5 | 6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 3 | 3 | 5 | 5 | (3,11 - height 3) Elixir or Phoenix Down (4,9 - height 3) Ragnarok or Phoenix Down (7,8 - height 3) Robe of Lords or Phoenix Down (9,7 - height 3) Perseus Bow or Phoenix Down Battle 63: Horror Objective: Defeat all enemies! Squads: 1, Max. 5 12 by 10 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | | 2 | 1 | 1 | 2 | | 2 | 2 | 1 | 2 | | 8 | 8 | 2 | 2 | | 8 | 8 | 2 | 2 | | 7 | 8 | 0 | 0 | | 7 | 8 | 0 | 0 | 4 | 5 | 5 | 5 | 6 | 6 | 7 | 7 | 7 | 7 | 0 | 0 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 0 | (2,4 - height 2) Elixir or Phoenix Down (3,1 - height 4) Maximillian or Phoenix Down (9,5 - height 8) Grand Helmet or Phoenix Down (9,6 - height 2) Venetian Plate or Phoenix Down Battle 64: End Objective: Defeat Elidibs! Enemy Units: Elidibs (Seprentarius), Apanda x6 Difficulty Level: 4/5 Squads: 1, Max. 5 Well, you made it to the end! Since this is a "staged" battle, I (Roland) can explain this. Although Elidibs looks like he could do some physical damage, he can’t. The most he could do to you is 20 HP of physical damage. However, his magic power isn’t anything to laugh at. If you can weaken his magical power, you can forget about him hurting you (except for poison frog). Elidibs main spell, is the summon spell Zodiac. You can learn Zodiac, more on that in the Secrets section. The other spells of Elidibs are like other zodiac monster spells which are status anomaly based. The most annoying is poison frog which can affect several units with poison and frog. The frog is the main problem, when you are a frog, you cannot do any special abilities, and if the one who can cure frog is turned into a frog, well there are no hope for the frog people. The six apandas know their Bio spells, so watch out for that. The damage from the spell could weaken a character significantly. A byblos monster will help you in this battle, and will join as a member after the battle. The byblos main attack is shock, but it may cast difference, and if he does cast it on Elidibs, prepare for 999 HP of damage!!!! You may want to go for the for treasures, since the treasures here are the best katana and best knight sword. However, you have to be able to pass Elidibs and get to the top "step" of the map. 13 by 13 0 | 0 | 0 | 0 | 9 | 11 | 11 | 11 | 11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 | 9 | 11 | 11 | 12 | 12 | 12| 0 | 0 | 0 | 0 | 0 | | 0 | 0 | 0 | 5 | | 13| 0 | 6 | 6 | | 13| 0 | 6 | 6 | | 15| 15| 6 | 6 | | 15| 15| 6 | 6 | | 15| 15| 5 | 5 | | 0 | 0 | 0 | 5 | | 0 | 0 | 0 | 0 | | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | (11,6 - height 15) Chaos Blade or Phoenix Down (11,8 - height 15) Elixir or Phoenix Down (13,6 - height 15) Elixir or Phoenix Down (13,8 - height 15) Chirijiraden or Phoenix Down Well, you got out of the Deep Dungeon alive. With your new treasures, the rest of the game should be easier. Unless you got stiffed and got all Phoenix Downs :P. Battle 65: Underground Book Storage Fourth Floor Objective: Defeat all enemies! Enemy Units: Knight x3, Monk x2, Archer x1 Difficulty Level: 1/5 Squads: 1, Max. 5 Yawn. Old enemies, nothing new, Orlandu’s sword attacks. You guess the rest. Battle 66: Underground Book Storage Fifth Floor Objective: Defeat Rofel! Enemy Units: Rofel (Divine Knight), Wizard x2, Summoner x2, Time Mage x1 Difficulty Level: 3/5 Squads: 1, Max. 5 Rofel is backed up by a full magic army, so unless you have some very low faith members (Worker 8), this is a hard battle. If you can brake or steal Rofel’s Save the Queen sword, he can’t use his Mighty Sword attacks, and will be nearly powerless. He will also lose the protection provided by it. For a quick end, just attack Rofel. As always, watch out for the attacks from the magicians. Battle 67: Murond Death City Objective: Defeat Kletian! Enemy Units: Kletian (Sorcerer), Samurai x2, Ninja x2, Time Mage x2 Difficulty Level: 3/5 Squads: 2, Max. 3, 2 This is another easy battle. Since Kletian is in front of his troops, you can get a head start at causing damage. He only has around 400 HP, so this should be an easy battle. Just watch out for his other troops if you fail to kill him quickly. Battle 68: Lost Sacred Precincts Objective: Defeat Balk! Enemy Units: Balk (Engineer), Chemist x1, Hyudra x1, Hydra x1, Tiamat x1, Dark Behemoth x1 Difficulty Level: 5/5 Squads: 2, Max. 3, 2 Okay, now this is a battle. Balk and the chemist have very powerful guns, and I would say steal them, but the monsters in this battle are VERY powerful. If Balk hides behind the monsters, the battle is going to be hard since you have to kill the monsters to get a shot at Balk. However, if Balk gets in front of the monsters, take advantage, and charge at him with full force. Just kill Balk, because if you try to kill the monsters, you’ll be surrounded and Balk and the Chemist will attack from afar with damaging attacks. Battle 69: Graveyard of Airships Objective: Defeat Hashalum! Enemy Units: Hashalum (Regulator) Difficulty Level: 5/5 Squads: 1, Max. 5 Hashalum can fire powerful spells with a wide range at your party. Space out your characters as much as possible, and have a healer in your party. He also have status anomaly spells which will mess up the your group. He has high HP (around the 1000 to 2000 area) so this is going to be a long battle. Use powerful attacks like Agrias’ or Orlandu’s Sword attacks, powerful magic spells and so on. Don’t waste any phoenix downs trying to revive Alma, she won’t help and usually Hashalum will kill her anyway. Battle 70: Graveyard of Airships Objective: Defeat Altima! Enemy Units: Altima, Ultima Demon x4 Difficulty Level: 5/5 Squads: 1, Max. 5 When this battle begins, the middle pillar will blown away so you can move easier. The Ultima Demons should be able to fall to Orlandu’s sword attacks. You can try and revive Alma, but again she will probably be killed again. You can go and beat the Ultima Demons, or concentrate on Altima. She has powerful spells and attacks, so attack from afar, most likely with Mustadio and Orlandu. If you manage to defeat her, you’ll begin another battle. Any Ultima Demons remaining will go away. This part is a little easier since the demons are gone, so concentrate on Altima and heal when necessary. You should have a group capable of beating her. After you defeat Altima the second time, you have finished the game. --------------------- 7. Job Classes of FFT --------------------- There are in total 20 "regular" job classes (not counting the special ones). There are over 400 abilities to choose from. Each job classes comes with its own strategy. The magicians of course tend to stray from the main lines, causing spells to harm enemies or help allies. The soldiers however love to attack in the front lines, and there are always archers to help attack from afar. All units start out at the beginning as a squire or chemist. If you were to map out the jobs, you find out that the squires are the beginning of the soldier classes, the chemist the beginning of the magicians. To get into the level 4 classes, you have to master most of the classes, and to get to the mime, you have to be a master magician and soldier. A word about JP, when a character gets some, 1/6 of the total points goes to other allies on the battle map. Meaning, if a knight gets 36 JP, the allied units on the map get 6 JP in the knight class. If an archer got 36 JP, the allies would get 6 JP in the archer class. This is useful for having your units get to another class without having to be the class required. It takes longer however to gain job levels this way. Base Classes: Squire: Requirements: N/A Weapons: Knife, Sword, Axe, Hammer Headgear: Hat Body Armor: Clothes The squire is the class that all units start at (you change them to chemists, but they begin as squires). If you look at diagrams of jobs, the squire is base of a warrior unit. The squire is average all around with a few good abilities. The squire isn’t always the strongest, but it can equip a variety of weapons. (Explanation Name - Name of ability What it does- Self-explanatory Range- How far it reaches MP- MP cost, if any Speed- When will it happen, higher is better JP- JP Cost Grade- Usefulness, Goes from A-E, A-Best, E-Worst) Basic Skill Name What it does Range MP Speed JP Grade Accumulate Raise physical power by 1. 0 N/A Now 300 C Dash Attack enemy with body blow. 1 N/A Now 80 E Throw Stone Throw a stone at enemy unit. 4 N/A Now 90 B Heal Cure Darkness, Silence, Poison. 1 N/A Now 150 C Pros: Very balanced. Good movement, speed, and jump stats. Throw Stone is useful work finishing off far enemies. Cons: Weak compared to other units. Lack of hard armor makes squire easily damaged by knights and monks. Chemist: Requirements: None Weapons: Knife, Gun Headgear: Hat Body Armor: Clothes The Chemist is mainly used for using healing items. You rarely see the chemist fighting (until you find out about guns anyway). Although any unit can use items (provided they learn the item), the chemist is the only one that can throw them without having to learn and equip the Throw Item ability. Item Name What it does Range MP Speed JP Grade Potion Gain 30 HP. 4 N/A Now 30 B Hi-Potion Gain 70 HP. 4 N/A Now 200 A X-Potion Gain 150 HP. 4 N/A Now 300 A Ether Gain 20 MP. 4 N/A Now 300 C Hi-Ether Gain 50 MP. 4 N/A Now 300 B Elixir Gain all HP and MP. 4 N/A Now 400 A Antidote Cure Poison. 4 N/A Now 900 C Eye Drop Cure Darkness. 4 N/A Now 70 C Echo Grass Cure Silence. 4 N/A Now 80 C Maiden’s Kiss Cure Frog. 4 N/A Now 120 D Soft Cure Petrify. 4 N/A Now 200 C Holy Water Cure Undead. 4 N/A Now 250 C Remedy Cure all except Undead. 4 N/A Now 400 B Phoenix Down Revive Dead Units. 4 N/A Now 90 A Pros: Healing items happen faster, don’t use MP, and can’t be countered. Faith isn’t a factor when healing with Chemist. Cons: Until you get a gun, the chemist’s attacking usefulness is none. Level One Classes: Knight: Requirements: Squire Level 2 Weapons: Sword, Knight Sword, Shield Headgear: Helmet Body Armor: Armor, Robe The knight is a great class. The break abilities of the knight can stop most attacks from enemies, especially those who use sword attacks. The ability to equip armor also allows for big HP bonuses. They can also wear robes and be a magician, but I don’t find that useful. Battle Skill Name What it does Range MP Speed JP Grade Head Break Destroy Helmet. Depends on Weapon N/A Now 300 C Armor Break Destroy Armor. Depends on Weapon N/A Now 400 B Shield Break Destroy Shield. Depends on Weapon N/A Now 300 C Weapon Break Destroy Weapon. Depends on Weapon N/A Now 400 A Magic Break Lower MP by Half. Depends on Weapon N/A Now 250 B Speed Break -3 Speed. Depends on Weapon N/A Now 250 C Power Break -3 Physical Attack.Depends on Weapon N/A Now 250 C Mind Break -3 Magic Attack. Depends on Weapon N/A Now 250 C Pros: Ability to wear armor and helmets allow for good HP bonuses. When Battle Skills are paired with long range weapons, breaking items can be done from afar. Cons: Maintenance ability can counter all item break attacks. If broken, it can’t be stolen! Archer: Requirements: Squire Level 2 Weapons: Bows, Crossbows, Shield Helmet: Hat Armor: Clothes The archer is the first long range attacker you can use. The archer can attack from the back lines without being counter attacked (some exceptions). The archer cannot attack anyone within a 2 square range of him. When the archer gets a bow, the archer can fire bows in an arc over the walls. The charge skills paired with the archer are very deadly. Charge Name What it does Range MP Speed JP Grade Charge +1 Increases weapon damage. Depends on weapon. N/A N/A 100 D Charge +2 Stronger than Charge +1. Depends on weapon. N/A N/A 150 D Charge +3 Stronger than Charge +2. Depends on weapon. N/A N/A 200 C Charge +4 Stronger than Charge +3. Depends on weapon. N/A N/A 250 B Charge +5 Stronger than Charge +4. Depends on weapon. N/A N/A 300 A Charge +7 Stronger than Charge +5. Depends on weapon. N/A N/A 400 B Charge +8 Stronger than Charge +7. Depends on weapon. N/A N/A 600 C Charge +10 Stronger than Charge +8. Depends on weapon. N/A N/A 1000 D Pros: Long range attacks are always an added plus. Cons: Inability to wear armor, makes it an easy target for other classes. Most Charge skills are too weak or too slow. Priest: Requirements: Chemist Level 2 Weapons: Staff Headgear: Hat Armor: Clothes, Robe The priest is a white magician, specializing in white magic. White magic is mainly for curing and protecting. The curing and protecting of the priest can make or break most early battles, but I find it less useful as the game goes on. The only "real" attacking spell of the priest is Holy, which is useful for killing enemies with weakness to the Holy Power. White Magic Name: What it does MP Speed JP Grade Cure Heal little HP. 6 25 50 C Cure 2 Heal more HP. 10 20 180 B Cure 3 Heal more HP than Cure 2. 16 15 400 B Cure 4 Heal a lot of HP. 20 10 700 C Raise Revive dead unit. 10 25 180 C Raise 2 Revive dead unit with max HP. 20 10 500 B Reraise If unit is killed, unit 16 15 800 B comes back to life. Regen Unit gains HP over time. 8 25 300 A Protect Protection from physical 6 25 70 A attacks. Protect 2 Higher physical protection. 24 15 500 B Shell Protection from magic attacks. 6 25 70 A Shell 2 Higher magical protection. 20 15 500 B Wall Protection from physical and 24 25 380 A magic. Esuna Heals most status problems. 18 34 280 B Holy Attack with power of Holy. 56 17 600 B Pros: The white magic skills are great, with good healing and protection, with a last ditch offensive spell. With characters with high faith, a cure spell can give more than any X-potion. Cons: Spells rely on faith level too much. Items used by the chemists are quicker, and have no MP cost. Wizard: Requirements: Chemist Level 2 Weapons: Rod Headgear: Hat Armor: Clothes, Robe The wizard is the magician if you like offense. The Magic Attack strength is greater than that of the summoner. The wizard’s spells are usually faster, and cheaper than the summoner’s spells, but at a loss of the attack range. When the wizard learns the powerful spells, his power is unmatched. In physical power however... Black Magic Name What it does MP Speed JP Grade Fire Low damage fire attack. 6 25 50 B Fire 2 Average damage fire attack. 12 20 200 B Fire 3 Medium damage fire attack. 24 15 480 B Fire 4 High damage fire attack. 48 10 850 C Bolt Low damage bolt attack. 6 25 50 B Bolt 2 Average damage bolt attack. 12 20 200 B Bolt 3 Medium damage bolt attack. 24 15 480 B Bolt 4 High damage bolt attack. 48 10 850 C Ice Low damage ice attack. 6 25 50 B Ice 2 Average damage ice attack. 12 20 200 B Ice 3 Medium damage ice attack. 24 15 480 B Ice 4 High damage ice attack. 48 10 850 C Poison Infect unit with poison. 6 34 150 C Frog Change to or from frog status. 12 20 500 C Death Kill unit instantly. 24 10 600 D Flare Powerful non-elemental based attack. 60 15 900 A Pros: The powerful spells can kill most characters, and if used in conjunction with Beowulf’s Faith ability, the spells will do MAJOR damage. The shape of the range for the fire, bolt, and ice spells allow for you to attack multiple enemies, without harming any nearby allies. Cons: One or two blows from Monks or Knights are enough to kill the Wizard. If you specialize in one type of spell, you can be easily shut down as if the enemy has protection from the type of spell. Level Two Classes: Monk: Requirements: Knight Level 2 Weapons: None Headgear: None Armor: Clothes The Monk is the most powerful physical attacking class (without using any items). A strike from a bare fist is usually more than what the character could do with a weapon. However, it’s inability to wear heavy armor, makes the big HP bonuses granted by them impossible. Since you had to get knight job points to get to this class, make sure to buy Equip Armor while in the knight class. If you equip that with the Monk, the Monk can wear heavy armor. That means the Monk is a powerful character with high HP. Punch Art Name What it does MP Speed JP Grade Spin Fist Attack surrounding units. N/A Now 150 C Repeating Fist Attack unit with fist repeatedly. N/A Now 300 C Wave Fist Attack unit with fist from afar. N/A Now 300 B Earth Slash Attack with a line of energy. N/A Now 600 A Secret Fist Cast Death Sentence on character. N/A Now D Stigma Magic Heal most status anomalies. N/A Now 200 B Chakra Unit and surrounding characters N/A Now 350 A gain HP and MP. Revive Revive dead unit. N/A Now C Pros: Very damaging attacks. Punch Art allows you to heal, revive, and attack from close and far ranges. Cons: Lack of armor makes Monk and weak class with no help from HP bonuses granted by armor. Thief: Requirements: Archer Level 2 Weapons: Knife Headgear: Hat Armor: Clothes The thief’s main ability is to steal items. The thief can steal anything from equipped items, gold, exp., and even gain control of the character. You can only get some rare powerful items when stealing from characters. The other way to get rare items is by poaching, something the thief knows very well with the Secret Hunt skill. Steal Name What it does MP Speed JP Grade Gil Taking Take gil from unit. N/A Now 10 C Steal Heart Charm unit to your side. N/A Now 150 B Steal Helmet Steal equipped helmet. N/A Now 350 C Steal Armor Steal equipped armor. N/A Now 450 B Steal Shield Steal equipped shield. N/A Now 350 B Steal Weapon Steal equipped weapon. N/A Now 600 A Steal Accessory Steal equipped accessory. N/A Now 500 A Steal Experience Steal experience from unit. N/A Now 250 C Pros: The ability to steal items is very useful is gaining rare items, and as well as disabling many human units. Poaching gives you more reason to go into random battles. Stealing hearts can turn enemies on each other, and if done on powerful enemies, the effect could be very well. Cons: No attacking usefulness. To steal, you must be on the or near same height, next to the character you want to steal from. Oracle: Requirements: Priest Level Two Weapons: Stick, Rod, Staff, Dictionary Headgear: Hat Armor: Clothes, Robe The Oracle is the status magician. The knowledge of Yin/Yang magic you gain with this class is very powerful if used properly. Otherwise, you just may be wasting turns and MP. Yin Yang Magic Name What it does MP Speed JP Grade Blind Casts Darkness. 4 50 100 C Spell Absorb Gain MP as much as the 2 50 200 C amount taken. Life Drain Gain HP as much as the 16 50 350 B amount taken. Pray Faith Raise Faith to 100. 6 25 400 C Doubt Faith Lower Faith to 0. 6 25 400 C Zombie Turn unit into undead. 20 20 300 C Silence Song Casts Silence. 16 34 170 B Blind Rage Casts Berserk. 16 20 400 C Foxbird Lower Brave by 10. 20 25 200 B Confusion Song Casts Confusion. 20 20 400 C Dispel Magic Cancel positive status 34 34 700 B effects. Paralyze Casts Don’t Act. 10 20 100 B Sleep Casts Sleep. 24 17 350 B Petrify Casts Petrify. 16 12 650 B Pros: Yin Yang magic can cause havoc on the enemy if used wisely. The Stick weapon is two ranged, allowing for the oracle to be an attacker as well. Cons: Yin Yang magic not used properly, is a waste of time and MP. Time Mage: Requirements: Wizard Level 2 Weapons: Staff Headgear: Hat Armor: Clothes, Robe To me, the time mage is one of the most annoying classes in FFT. When an enemy time mage casts Don’t Act, Don’t Move, Slow, and Stop on your characters, you’ll have to change your whole battle plan. However, when you have control of the time mage, the effects can weigh heavily in your favor. Stopping enemies can stop an attack. Time Magic Name What it does MP Speed JP Grade Haste Increase speed. 8 50 100 A Haste 2 Increase speed longer. 30 15 550 B Slow Decrease speed. 8 50 80 B Slow 2 Decrease speed longer. 30 15 520 C Stop Stop unit from having a turn. 14 15 330 B Don’t Move Stop unit from moving. 10 34 100 B Float Unit floats one level above floor. 8 50 200 D Reflect Unit can now reflect spells. 12 50 300 C Quick Unit’s AT comes faster. 24 25 800 C Demi Unit loses 25% of HP. 24 17 250 D Demi 2 Unit loses 50% of HP. 50 12 550 E Meteor Meteor falls on target. 70 8 1500 C Pros: The time magic spells are very helpful in battle. Cons: Lack of offensive usefulness. The only offensive spells are too slow and cost too much. Level Three Classes: Geomancer: Requirements: Monk Level 3 Weapons: Sword, Axe, Shield Headgear: Hat Armor: Clothes, Robe The geomancer is one with the earth. The abilities you can learn can affect the unit with a variety of anomalies, depending on the terrain. The ability to equip the sword and axe allow the geomancer to attack in physical combat as well. Elemental Name What it does MP Speed JP Grade Pitfall Cast Don’t Move on N/A Now 150 C Natural Surface, Wasteland and Road. Water Ball Cast Frog on River, Lake, N/A Now 150 C Waterway, Sea, and Waterfall. Hell Ivy Cast Stop on Grassland, N/A Now 150 B Thicket, Water Plant, and Ivy. Carve Model Cast Petrify on Stone Floor, N/A Now 150 B Gravel, Stone Wall and Mud Wall. Local Quake Cast Confusion on Lava Rocks, N/A Now 150 C and Rocky Cliff. Kamaitachi Cast Don’t Act on Book, Brick, N/A Now 150 C Tree, Bridge, Iron Plate, Coffin, and Moss. Demon Fire Cast Sleep on Wooden Floor, Box, N/A Now 150 C Stairs, Deck, Box, and Rug. Quicksand Cast Death Sentence on Marsh, N/A Now 150 C Poisoned Marsh and Swamp. Sand Storm Cast Darkness on Salt, N/A Now 150 D Stalactite and Sand. Blizzard Cast Silence on Snow and Ice. N/A Now 150 D Gusty Wind Cast Slow on Roof and Chimney. N/A Now 150 C Lava Ball Cast Dead on Lava and Machinery. N/A Now 150 E Pros: Geomancer can be used as a spell caster as well as a warrior. Cons: Most of the Elemental attacks are not useful. For the Elemental attacks to be reliable, you need to buy one for every type of terrain. Lancer: Requirements: Thief Level Two Weapons: Spear, Shield Headgear: Helmet Armor: Armor, Robe The lancer is a lot like the knight class in some ways. Both can equip shields, helmets, and armor. Both also can be magicians as they can equip robes. However, the lancer’s main weapon is its lance, which has a two square attack range. This is useful for avoiding most enemy counterattacks. The lancer also has access to the jump abilities, which can do a lot of damage. There is a catch however. The jump attacks have no definite landing time, so the unit you target, may be out of range before you can land. Jump Name What it does MP Speed JP Grade Level Jump 2 Jump two panels horizontally. N/A N/A 150 D Level Jump 3 As above, only three panels. N/A N/A 300 D Level Jump 4 As above, only four panels. N/A N/A 450 C Level Jump 5 As above, only five panels. N/A N/A 600 C Level Jump 8 As above, only eight panels. N/A N/A 900 B Vertical Jump 2 Jump two panels vertically. N/A N/A 100 D Vertical Jump 3 As above, only three panels. N/A N/A 200 D Vertical Jump 4 As above, only four panels. N/A N/A 300 C Vertical Jump 5 As above, only five panels. N/A N/A 400 C Vertical Jump 6 As above, only six panels. N/A N/A 500 C Vertical Jump 7 As above, only seven panels. N/A N/A 600 B Vertical Jump 8 As above, only eight panels. N/A N/A 900 B Mediator: Requirements: Oracle Level 2 Weapons: Knife, Gun Headgear: Hat Armor: Clothes, Robe The mediator is more of a talker than a fighter. Well, you can use the gun for attacking. You can also learn the equip gun skill in this class. The variety of talking skills of the mediator, allows the mediator to help in any situations. Talk Skill Name What it does MP Speed JP Grade Invitation Make enemy into ally. N/A Now 100 C Persuade Reset CT count to 0. N/A Now 100 C Praise Add 4 brave points to target. N/A Now 200 B Threaten Remove 20 brave points from target. N/A Now 200 A Preach Add 4 faith points to target. N/A Now 200 B Solution Remove 20 faith points from target. N/A Now 200 B Death Sentence Put a Death Sentence on unit. N/A Now 500 C Negotiate Receive Gil from enemy. N/A Now 100 C Insult Make enemy go berserk. N/A Now 300 B Mimic Daravon Make enemy go to sleep. N/A Now 300 B Pros: Invitation is useful for getting rid of enemies and have them work for you. Threaten is great to turn an enemy into a chicken. Ability to equip guns makes this class a good offensive one. Cons: The other talk skills are not as useful. The mediator has a low HP at the start. Summoner: Requirements: Time Mage Level 2 Weapons: Rod, Staff Headgear: Hat Armor: Clothes, Robe The summoner is a magician who summons super-natural beings to help you or attack the enemy. The range of most of the summoner’s spells is wide, allowing you to attack many enemies together. However, the MP costs and charge times of the powerful spells are ridiculously high and long. The summoner suffers from a big lack of HP and offensive capabilities. Summon Magic Name What it does MP Speed JP Grade Moogle Restore HP. 8 34 110 C Shiva Ice attack. 24 15 200 B Ramuh Lightning attack. 24 15 200 B Ifrit Fire attack. 24 15 200 B Titan Earth attack. 30 8 220 B Golem Protect allies. 40 34 500 A Carbunkle Reflect is casted on all allies. 30 25 350 D Bahamut High magic damage spell. 60 10 1200 B Odin High magic damage spell. 50 12 900 B Leviathan High magic damage water spell. 48 12 850 B Salamander High magic damage fire spell. 48 12 820 B Silf Silence casted on all enemies. 26 20 400 C Fairy Restore more HP than Moogle. 28 25 400 B Lich Take half of HP from all 40 12 600 C enemies. Cyclops High magic damage earth attack. 62 12 1000 C Zodiac Very high damage attack. (To 99 10 N/A A learn check out the secrets section.) Pros: Spells can cause a lot of damage to a wide area. Cons: Very high MP costs as well as high charge times. Level Four Classes: Samurai: Requirements: Knight Level 3, Monk Level 4, Lancer Level 2 Weapons: Katana Headgear: Helmet Armor: Armor, Robe The samurai class looks like a pure physical attacker. However, the samurai can use its Draw Out attacks, just like the monk’s Punch Art. There is a catch to using the Draw Out. To use the attack you want to use, you must have that kind of sword in your item collection. Also, after using a Draw Out ability, the Katana may break leaving you with one less of that weapon. That why you need to keep a full supply of katanas just in case you brake one. Draw Out Name What it does MP Speed JP Grade Asura Damage a unit. N/A Now 100 C Koutetsu Damage a unit. N/A Now 180 C Bizen Boat Lower MP of enemies. N/A Now 260 D Murasame Restore HP of allies. N/A Now 340 B Heaven’s Cloud Damage a unit and cast slow. N/A Now 420 C Kiyomori Cast Protect and Shell on a unit. N/A Now 500 B Muramasa Cast Confusion and Death Sentence N/A Now 580 C on a unit. Kikuichimoji Attack a unit from afar in a line. N/A Now 660 C Masamune Cast Regen and Haste on a unit. N/A Now 740 B Chirijiraden Damage a unit with powerful N/A Now 820 B attack. Pros: The variety of the Draw Out ranges from damage to restoring HP. Good substitution for the knight or lancer class. Cons: The chance for having a katana broke after a Draw Out ability use, may leave a unit weapon less on the field. Ninja: Requirements: Archer Level 3, Thief Level 4, Geomancer Level 2 Weapons: Knife, Ninja Sword, Hammer Headgear: Hat Armor: Clothes The ninja is one of the best classes in FFT. The ability to attack twice makes this class very battle deadly. The ninja also has high movement, jump, and speed base stats. The ninja can throw items using the throw ability, but I find it only useful for the shurikens and elemental balls. Throwing away weapons is better done by selling them. Throw Name What it does MP Speed JP Grade Shuriken Throw shuriken. N/A Now 50 A Ball Throw ball. N/A Now 70 A Knife Throw knife. N/A Now 100 B Sword Throw sword. N/A Now 100 C Hammer Throw hammer. N/A Now 100 D Katana Throw katana. N/A Now 100 D Ninja Sword Throw ninja sword. N/A Now 100 D Axe Throw axe. N/A Now 120 D Spear Throw spear. N/A Now 100 D Stick Throw stick. N/A Now 100 D Knight Sword Throw knight sword. N/A Now 100 D Dictionary Throw dictionary. N/A Now 100 D Pros: The ability to attack with two weapons is very useful. Starts off with high speed, movement, and jump stats. Cons: Cannot equip armor or helmets. Calculator: Requirements: Priest Level 2, Wizard Level 4, Time Mage Level 3, Oracle Level 3 Weapons: Stick, Dictionary Headgear: Helmet Armor: Clothes, Robe The calculator is the most confusing job class. To become this class, you had to gain magician job points. The calculator uses the spells the unit has learned, and applies them to math calculations. How? The calculator can effect several characters if they fall in his calculation. An easy way to use it is, you select Fire as your spell, Level as your target, and 4 as the multiple. For every unit who’s level is a multiple of four, they will be affected by the fire spell. However, if your allies have level that are multiples of four, they will be affected too. Math Skill Name What it does MP Speed JP Grade CT Use CT as the target. N/A N/A 250 B Level Use level as the target. N/A N/A 350 B Exp Use exp as the target. N/A N/A 200 C Height Use height as the target. N/A N/A 250 D Prime Number Affects units with the N/A N/A 300 B target number that is divisible by 1 and itself. 5 Affects units with the N/A N/A 200 B target number that is a multiple of 5. 4 Affects units with the N/A N/A 400 B target number that is a multiple of 4. 3 Affects units with the N/A N/A 600 B target number that is a multiple of 3. Pros: The spells can affect a large amount of units. The spells are casted with no MP cost. Cons: The spells can affect all units on the battle map. The all variables for targets can change easily. Dancer: Requirements: Unit must be female, Geomancer Level 4, Lancer Level 4 Weapons: Knife, Cloth Headgear: Hat Armor: Clothes The dancer has the Dance abilities to her disposal. The Dance abilities affect all enemies. The Dance abilities are of a wide variety, ranging from HP damage to lowering status of the enemy. Dance Name What it does MP Speed JP Grade Witch Hunt MP damage to all enemies. N/A 17 100 D Wiznaibus HP damage to all enemies. N/A 17 100 C Slow Dance Lower speed level of enemies. N/A 13 100 C Polka Polka Lower physical power of enemies. N/A 13 100 C Disillusion Lower magical power of enemies. N/A 10 100 D Nameless Dance Affect enemies with status N/A 10 100 B anomalies. Last Dance Reset all enemy CT counts to 0. N/A 5 100 C Pros: Dance abilities affect all enemies. You can get Jump+3 in this class. Cons: Very weak on the battlefield, offensively and defensively. Bard: Requirements: Unit must be male, Summoner Level 4, Mediator Level 4 Weapons: Musical Instrument Headgear: Hat Armor: Clothes The bard is the exact opposite of the dancer. His Sing abilities affect all allies. Most of his skills are also the opposite of the Dance abilities of the dancer. Sing Name What it does MP Speed JP Grade Angel Song Restore MP to allies. N/A 17 100 C Life Song Restore HP to allies. N/A 17 100 C Cheer Song Raise Speed of allies. N/A 13 100 B Battle Song Raise physical attack of N/A 13 100 B allies. Magic Song Raise magical attack of allies. N/A 10 100 C Nameless Song Cast positive anomalies on N/A 10 100 A allies. Last Song Raise allies CT to 100. N/A 5 100 C Pros: The Sing abilities affect all allies. You can get Move+3 in this class. Cons: Very weak on the battlefield, offensively and defensively. Mime: Requirements: Squire Level 8, Chemist Level 8, Geomancer Level 4, Lancer Level 4, Mediator Level 4, Summoner Level 4 Weapons: None Headgear: None Armor: None Okay. Well, the mime is a very interesting class. The mime copies the last allied unit who had a turn. If the unit moved, the mime will too. If the unit attacks, the mime will too, even if the there is an allied unit where the other unit attacked (meaning, if the unit attacks to the left, the mime will attack to the left, no matter who or who isn’t in there). It takes mastery to use this class effectively, but you can pull off two Ultimas in two rounds, and that isn’t anything to frown at. Most of the time. No special ability Name What it does MP Speed JP Grade N/A N/A N/A N/A N/A N/A ---------------------- 8. The Special Classes ---------------------- Here, I list the special characters you meet and befriend throughout Ramza’s quest. Most of these characters have a special class in place of the normal squire class. The individual classes have special abilities that replace the regular abilities of a squire. The other classes are the same however and have no changes made. Ramza-Squire Weapons: Knife, Sword, Knight Sword, Hammer, Shield Headgear: Helmet, Hat Armor: Clothes, Armor "Remove me? No way, I am you and you are me." Although the class says Squire, Ramza has a few abilities that stray from the normal squire abilities. He can also equip more items than a normal squire can. Ramza starts off with above average attack power and HP which should make him a real leader. Guts makes a great secondary ability. NOTE: Cheer Up can only be learned in Chapter 2, Scream and Ultima can only be learned in Chapter 4. Guts Name What it does MP Speed JP Grade Yell Raise Speed by 1. N/A Now 200 C Wish Give HP to target, losing half N/A Now 0 C of HP given. Cheer Up Raise Brave by 5 N/A Now 200 B Scream Raise Ramza’s Brave by 10, N/A Now 500 B physical and magical power by 1, speed by 1. Ultima Powerful magic attack. N/A Now 0 A Agrias-Holy Knight Weapons: Sword, Knight Sword, Bag, Shield Headgear: Helmet, Ribbon Armor: Armor, Robe Agrias will be the first Sword skill user you will be able to control. If you can use her abilities to the fullest extent, you’ll be able to defeat many battles with her. A good thing about her Holy Sword abilities is that the attack may cause a status anomaly on the unit(s) attacked. NOTE: To use Holy Sword, Agrias must have a Sword or Knight Sword equipped. Holy Sword Name What it does MP Speed JP Grade Stasis Sword Sword attack, may cause Stop. N/A Now 100 B Split Punch Sword attack, may cause Death N/A Now 400 B Sentence. Crush Punch Sword attack, may N/A Now 500 B kill unit immediately. Lightning Stab Sword attack, may cause silence. N/A Now 700 A Holy Explosion Sword attack, may cause confusion. N/A Now 800 B Mustadio-Engineer Weapons: Gun Headgear: Hat Armor: Clothes Mustadio is the character who introduces the gun weapon to you in Chapter 2. His Snipe abilities are most useful with a gun, but can be used with any weapon. The Leg Aim and Arm Aim can disable most enemies and Seal Evil will make sure that the Skeletons and Ghosts will never rise again. Snipe Name What it does MP Speed JP Grade Leg Aim Use weapon to make not move. N/A Now 200 B Arm Aim Use weapon to make not act. N/A Now 300 B Seal Evil Petrify undead enemies. N/A Now 200 C Rafa-Heaven Knight Weapons: Staff, Stick, Bag Headgear: Hat, Ribbon Armor: Clothes, Robe Rafa is the sister of Malak, the hell knight. Although Rafa has the same abilities as Malak, she has a higher magic attack. The problem with her Truth abilities is that they are randomly placed. This means, that if she uses Heaven Thunder, anywhere in the attack range could be struck by thunder, even if it has a enemy, ally, or nothing in the square. Truth Name What it does MP Speed JP Grade Heaven Thunder Random lightning attacks. N/A 34 0 C Asura Random fire attacks. N/A 25 200 C Diamond Sword Random wind attacks. N/A 20 300 C Hydragon Pit Random water attacks. N/A 17 400 C Space Storage Random status anomaly N/A 20 500 B attacks. Sky Demon Random earth attacks. N/A 15 600 C Malak-Hell Knight Weapons: Staff, Stick Headgear: Hat Armor: Clothes, Robe Malak is the brother of Rafa, the heaven knight. Although Malak has the same abilities as Rafa, he has a higher physical attack. The problem with his Untruth abilities is that they are randomly placed. This means, that if he uses Heaven Bolt Back, anywhere in the attack range could be struck by thunder, even if it has a enemy, ally, or nothing in the square. Untruth Name What it does MP Speed JP Grade Heaven Bolt Back Random lightning attacks. N/A 34 0 C Asura Back Random fire attacks. N/A 25 200 C Diamond Sword Back Random wind attacks. N/A 20 300 C Dragon Pit Back Random water attacks. N/A 17 400 C Space Storage Back Random status anomaly N/A 20 500 B attacks. Sky Demon Back Random earth attacks. N/A 15 600 C Meliadoul-Divine Knight Weapons: Sword, Knight Sword, Crossbow, Spear, Bag, Shield Headgear: Helmet Armor: Armor, Clothes, Robe Since you face Meliadoul as an enemy before an ally, you should know how damaging the Mighty Sword attacks are. The Mighty Sword attacks can cause damage as well as brake an equipped item. That’s two good things in one. There is a catch to this too. If the unit doesn’t have the equipped item, the Mighty Sword attack will have no effect. This means that Mighty Sword is useless against monsters. NOTE: To use Mighty Sword, Meliadoul must have a Sword or Knight Sword equipped. Mighty Sword Name What it does MP Speed JP Grade Shellbust Stab HP damage and brake equipped N/A Now 200 C armor. Blastar Punch HP damage and break equipped N/A Now 400 D helmet. Hellcry Punch HP damage and break equipped N/A Now 500 B weapon. Icewolf Bite HP damage and break equipped N/A Now 800 C accessory. Orlandu (Thunder God Cid)-Holy Swordsman Weapons: Sword, Knight Sword, Ninja Sword, Katana, Shield Headgear: Helmet, Hat Armor: Armor, Clothes, Robe Well, following the tradition in all Final Fantasy Games, here is your Cid! (If you don’t now, Cid is in every single Final Fantasy game, except Mystic Quest). Anyway, Orlandu is very powerful with his sword attacks. He can learn every single sword attack in the game. As an added bonus, Orlandu does 75% more damage with a sword attack than an regular sword user can do. You’ll want to get Gained JP Up for him so you can learn all the sword skills. Another good thing, is you can learn Night Sword (Gafgarion’s attack), so if Orlandu is low on HP, just fire up the Night Sword and watch him gain around 300 HP. NOTE: To use All Swordskill, Orlandu must have a Sword or Knight Sword equipped. All Swordskill Name What it does MP Speed JP Grade Stasis Sword Sword attack, may cause Stop. N/A Now 100 B Spilt Punch Sword attack, may cause Death N/A Now 400 B Sentence. Crush Punch Sword attack, may kill unit N/A Now 500 B immediately. Lightning Stab Sword attack, may cause N/A Now 700 A Silence. Holy Explosion Sword attack, may cause N/A Now 800 B Confusion. Shellbust Stab HP damage and break equipped N/A Now 200 C armor. Blastar Punch HP damage and break equipped N/A Now 400 D helmet. Hellcry Punch HP damage and break equipped N/A Now 500 B sword. Icewolf Bite HP damage and break equipped N/A Now 800 C accessory. Dark Punch Absorb MP from target. N/A Now 500 B Night Sword Absorb HP from target. N/A Now 100 A Beowulf-Temple Knight Weapons: Knife, Sword, Knight Sword, Shield Headgear: Helmet Armor: Armor, Robe "Beowulf was an unlikely hero, he was below average height, and had poor eyesight." Beowulf has the sword skills that Orlandu didn’t know. However, only one sword attack from him only does damage. All of the Magic Sword attacks of Beowulf also need MP to use. However, most of his attacks are status anomaly based. NOTE: To use Magic Sword, Beowulf must have a Sword or Knight Sword equipped. Magic Sword Name What it does MP Speed JP Grade Blind Cast Darkness on units. 6 Now 50 C Aspel Absorb MP. 2 Now 100 C Drain Absorb HP. 12 Now 180 B Faith Raise Faith to 100. 10 Now 200 C Innocent Lower Faith to 0. 10 Now 200 C Zombie Turn unit into an undead. 14 Now 150 C Silence Cast Silence on units. 16 Now 90 C Berserk Cast Berserk on units. 16 Now 200 C Chicken Lower Brave by 50 points. 12 Now 500 B Confuse Cast Confusion on units. 14 Now 200 C Despair Cancel positive status effects. 20 Now 300 B Don’t Act Cast Don’t Act on units. 14 Now 50 B Sleep Cast Sleep on units. 20 Now 170 C Break Cast Petrify on units. 24 Now 300 C Shock! Damage unit based on damage taken. 20 Now 600 C Reis-Holy Dragon Reis is a purple dragon, and isn’t too different from the other dragons you meet on the battlefield. It can’t go in water, but it has very powerful breath attacks as well a good counter attack. Breath Name What it does MP Speed JP Grade Ice Bracelet Ice attack. N/A Now 0 B Fire Bracelet Fire attack. N/A Now 0 B Thunder Bracelet Thunder attack. N/A Now 0 B Worker 8-Steel Giant Worker 8 is another monster to joins the party. Worker 8 doesn’t believe in God (meaning he has zero faith and cannot gain any. Worker 8 has very powerful Work abilities which cause some damage to him when used. Worker 8 is also good for battles with magicians, since he is nearly invincible to magic attacks. Work Name What it does MP Speed Grade Destroy Attack unit. N/A Now B Compress Attack unit, may cause death. N/A Now B Dispose Attack unit, greater range. N/A Now A Crush Attack unit. N/A Now B Reis-Dragoner Weapons: Bag Headgear: Ribbon Armor: None After you defeat Worker 7 at Nelveska Temple, Beowulf uses the stone to turn Reis back into a human. Reis now has more abilities to learn, and still retains her Bracelet attacks as well. Most of her new abilities are made for dragons however. Dragon Name What it does MP Speed JP Grade Ice Bracelet Attack with ice. N/A Now 0 B Fire Bracelet Attack with fire. N/A Now 0 B Thunder Bracelet Attack with lightning. N/A Now 0 B Dragon Tame Invite enemy dragon. N/A Now 300 C Dragon Care Restore HP and status to N/A Now 300 C dragon, Reis losing half of gained HP. Dragon PowerUp Raise Dragon’s Brave, N/A Now 400 C Speed, and Defense. Dragon LevelUp Raises CT of Dragon. N/A Now 400 D Holy Bracelet Attack with holy power. N/A Now 900 B Cloud-Soldier Weapons: Sword Headgear: Hat, Ribbon Armor: Clothes Cloud is taken right out of the FF7 world into the FFT world. He even uses his famous catch phrases. A side note, you gain Cloud right when he is in the lifestream in FF7. The good thing about Cloud is that you can learn his powerful limit breaks. The bad thing is that you have to train him from level one, so he usefulness at first is very little. NOTE: To use Limit, Cloud must have the Materia Blade equipped. Limit Name What it does MP Speed JP Grade Braver Basic Limit skill. N/A 34 150 B Cross-slash Attack with sword four times. N/A 25 200 A Blade Beam Do damage based on damage N/A 20 250 C amount taken. Climhazzard Do damage based on target’s N/A 15 450 C amount of damage taken. Meteorain Attack with meteor. N/A 10 560 C Finish Touch Cause Dead, Petrify or Stop N/A 20 670 B on target. Omnislash Powerful Limit skill. N/A 7 900 B Cherry Blossom Most powerful Limit skill. N/A 5 1200 A Byblos This monster will join in the final Deep Dungeon battle. It has a good jump range and has useful Byblos abilities. Byblos Name What it does MP Speed JP Grade Energy Target recovers HP. N/A Now 0 B Parasite Cast status anomalies on units. N/A Now 0 B Shock Do damage based on the amount N/A Now 0 C of damage target has taken. Difference Target’s MP total is the amount of N/A Now 0 C damage taken.