Final Fantasy Tactics Strategy Guide Part 2 - Guide for Final Fantasy Tactics

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Final Fantasy Tactics Strategy Guide Part 2
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 2

9. Reaction Abilities
10. Support Abilities
11. Movement Abilities
12. Item Lists
13. Monsters of FFT
14. Propositions and Treasure
15. Unexplored Lands and Treasures
16. Secrets & Tips
17. Final Notes
18. End

---------------------
9. Reaction Abilities
---------------------

Reaction abilities are trigged by a event, be it damage or gaining HP.  
Here I list the reaction abilities of classes.

Squire:
Counter Tackle
Trigger: Physical Attack
JP: 180
Grade: C
You counter attack the unit using the Dash ability.

Chemist:
Auto Potion
Trigger: HP Damage
JP: 400
Grade: B
When you take damage, you use the lowest level potion you have available.  
If you can get rid of all your potions and hi-potions, and get a full stock 
of X-potions, you will have -150 damage done to almost every attack.

Knight:
Weapon Guard
Trigger: Weapon Attack
JP: 400
Grade: B
You can parry an attack with your equipped weapon.

Archer:
Speed Save
Trigger: HP Damage
JP: 800
Grade: D
When you take damage, your speed level raises by 1.

Arrow Guard
Trigger: Bow/Crossbow Attack
JP: 450
Grade: C
You have a better chance of avoiding Bow or Crossbow attacks.

Monk:
HP Restore
Trigger: Critical Status
JP: 500
Grade: C
When you are at critical status, you gain HP.

Counter
Trigger: Physical Attack
JP: 300
Grade: C
Stronger version of Counter Tackle.

Hamedo
Trigger: Physical Attack
JP: 1200
Grade: B
Attack before being attacked.  If successful, enemy attack is halted. 

Priest:
Regenerator
Trigger: HP Damage
JP: 400
Grade: C
When you take damage, you gain the Regen status.

Wizard:
Counter Magic
Trigger: Magic Attack
JP: 800
Grade: C
Counter with the same magic attack.

Time Mage:
Critical Quick
Trigger: Critical Status
JP: 700
Grade: C
When you are at critical status, your AT is next.

MP Switch
Trigger: HP Damage
JP: 400
Grade: B
You lose MP instead of HP.

Summoner:
Trigger: Critical Status
JP: 400
Grade: D
When you are at critical status, you gain MP.

Thief:
Caution
Trigger: HP Damage
JP: 200
Grade: D
When you take damage, you take up a defensive position.

Gilgame Heart
Trigger: HP Damage
JP: 200
Grade: D
You gain gil equal to the amount of damage taken.

Catch
Trigger: Throw
JP: 200
Grade: C
You can catch thrown items on the field.

Mediator:
Finger Guard
Trigger: Word Skills
JP: 300
Grade: D
You can avoid Word skills more easily.

Oracle:
Absorb Used MP
Trigger: MP Effect
JP: 250
Grade: C
Gain MP equal to the amount used.

Geomancer:
Counter Flood
Trigger: Physical Attack, Geomancy
JP: 300
Grade: C
Counter with appropriate geomancy attack.

Lancer:
Dragon Spirit
Trigger: Physical Attack
JP: 560
Grade: C
When you take damage, you gain the re-raise status.

Samurai:
Meatbone Slash
Trigger: Critical Status
JP: 200
Grade: C
When you are at critical status, you can attack opponent to kill them 
immediately.

Blade Grasp
Trigger: Non-Bow Physical Attack
JP: 700
Grade: A
Evade non-bow attacks more easily.

Ninja:
Sunken State
Trigger: HP damage
JP: 900
Grade: C
When damaged, you become invisible.

Abandon
Trigger: Physical and Magic Attacks
JP: 400
Grade: B
Be able to evade attacks more easily.

Calculator:
Distribute
Trigger: HP Restore
JP: 200
Grade: D
Distribute any extra gained HP around allies.

Damage Spilt
Trigger: HP Damage
JP: 300
Grade: C
Distribute damage with attacking enemy.

Dancer:
A Save
Trigger: HP Damage
JP: 550
Grade: B
Raise physical attack power when attacked.

Brave UP
Trigger: Physical Attack
JP: 500
Grade: B
Raise Brave when attacked.

Bard:
MA Save
Trigger: HP Damage
JP: 450
Grade: C
Raise magical attack power when attacked.

Face Up
Trigger: HP Damage
JP: 500
Grade: C
Raise Faith when attacked.

---------------------
10. Support Abilities
---------------------

Support abilities allow characters to be able to do things that they 
normally couldn’t do.  It could be anything from equipping a sword in a 
chemist class to making sure that all your hits count.

Squire:
Equip Axe
JP: 170
Grade: D
Be able to equip an axe.

Monster Skill
JP: 200
Grade: C
Friendly monster gains its secret ability.

Defend
JP: 50
Grade: D
Take a defensive position.

Gained JP Up
JP: 250
Grade: A
Gain more JP then normal.

Chemist:
Throw Item
JP: 350
Grade: C
Be able to throw items farther.

Maintenance
JP: 250
Grade: B
Equipped items are unbreakable.

Equip Change
JP: 0
Grade: E
You can re-equip in battle.

Knight:
Equip Armor
JP: 500
Grade: B
Be able to equip heavy armor.

Equip Shield
JP: 250
Grade: C
Be able to equip shields.

Equip Sword
JP: 400
Grade: B
Be able to equip a sword.

Archer:
Equip Crossbow
JP: 350
Grade: D
Be able to equip a crossbow.

Concentrate
JP: 400
Grade: A
All your attacks are unavoidable.  There are a few exceptions, like when 
attacking an armored enemy.

Monk:
Martial Arts
JP: 200
Grade: C
Gain the bare hand fighting strength of a monk.

Priest:
Magic Defend Up
JP: 400
Grade: C
Lessen magic damage.

Wizard:
Magic Attack Up
JP: 400
Grade: B
Increase magic damage.

Time Mage:
Short Charge
JP: 800
Grade: B
Increases CT speed.

Summoner:
Half of MP
JP: 900
Grade: B
You only need half of required MP to cast a spell.

Thief:
Secret Hunt
JP: 200
Grade: B
When a monster is defeated by the character with Secret Hunt, the skin of 
the defeated monster is poached.

Mediator:
Equip Gun
JP: 750
Grade: B
Be able to equip a gun.

Train
JP: 450
Grade: C
When a enemy reaches critical status, you can persuade it to become an ally.

Monster Talk
JP: 100
Grade: D
You can talk to monsters, even if you’re not a mediator.

Oracle:
Defense Up
JP: 400
Grade: B
Decreases physical damage taken.

Geomancer:
Attack Up
JP: 400
Grade: A 
Increases physical damage dealt.

Lancer:
Equip Spear
JP: 400
Grade: C
Be able to equip a spear.

Samurai:
Equip Knife
JP: 400
Grade: C
Be able to equip a katana.

Two Hands
JP: 900
Grade: B
Be able to hold a weapon in two hands, increases attack power.

Ninja:
Two Swords
JP: 900
Grade: A
Be able to attack with two weapons.

Calculator:
Gained Exp Up
JP: 350
Grade: B
Gain more exp than normal.

----------------------
11. Movement Abilities
----------------------

As the title says, all these abilities affect your movement.  The most basic
is being able move farther, the most complex is being able to fly.

Squire:
Move +1
JP: 200
Grade: B
Move range is increased by 1.

Chemist:
Move-Find Item
JP: 100
Grade: C
When moving on map, you may find items in the ground.

Archer:
Jump +1
JP: 200
Grade: B
Jump range is increased by 1.

Monk:
Move-HP Up
JP: 300
Grade: B
Recover HP as your move around.

Time Mage:
Teleport
JP: 600
Grade: B
Be able to move anywhere on the map (that’s physically possible).  However, 
the farther you try to go from your position, the higher the chance of 
failure.

Float
JP: 540
Grade: D
Be able to float over the ground.

Thief:
Move +2
JP: 520
Grade: A
Movement range is increased by 2.

Jump +2
JP: 480
Grade: A
Jumping range is increased by 2.

Oracle:
Any Weather
JP: 200
Grade: C
Be able to walk over any terrain, regardless of climate.

Move-MP Up
JP: 350
Grade: B
Gain MP as you move around.

Geomancer:
Any Ground
JP: 220
Grade: C
Be able to walk over any terrain.

Move on Lava
JP: 150
Grade: E
Be able to walk on lava.

Lancer:
Ignore Height
JP: 700
Grade: A
Jumping range is infinite.

Samurai:
Walk on Water
JP: 300
Grade: C
Walk and stop on the surface of water.

Ninja:
Move in Water
JP: 420
Grade: D
Move and stop in water.

Calculator:
Move-Get Experience
JP: 400
Grade: B
Gain experience when moving.

Move-Get JP
JP: 400
Grade: B
Gain JP when moving.

Dancer:
Jump +3
JP: 1000
Grade: A
Jumping range is increased by 3.

Fly
JP: 1200
Grade: B
Be able to fly to anywhere (as long as move and jump range permits).  This 
means you can escape if your surrounded.

Bard:
Move +3
JP: 1000
Grade: A
Movement range is increased by 3.

Fly
JP: 1200
Grade: B
Be able to fly to anywhere (as long as move and jump range permits).  This 
means you can escape if your surrounded.

--------------
12. Item Lists
--------------

Final Fantasy Tactics has a multitude of weapons, items, and other things 
hidden in the recesses of Ivalice.  If you can find them all, you can 
consider yourself a true master of FFT.

(Name-Name of Item
Power-Damage caused when used, higher is better
Physical Evade-How much percentage of evasion is added when equipped, higher 
is better
Location-Where to find it, most are in shops
Cost-Cost to buy, use half of cost to find selling price
Details-Special details if any)

NOTE: AT is the AT Strength (not active time), MA is the MA Strength.

Swords
Swords are the basic swords that most warrior units can use.  It has no 
specific class like the Knight Sword or the Ninja Sword.

Name		Power	Physical Evade	Location	Cost	Details
Broad Sword	4	5		Shop		200	N/A
Long Sword	5	10		Shop		500	N/A
Iron Sword	6	5		Shop		900	N/A
Mythril Sword	7	8		Shop		1600	N/A
Blood Sword	8	5		Hyudra-Poach	2500	Gain HP equal to 
damage made
Coral Sword	8	5		Shop		3300	Lightning 
Elemental
Ancient Sword	9	5		Shop		5000	May cast Don’t 
Move
Sleep Sword	9	5		Shop		5000	May cast Sleep
Diamond Sword	10	10		Shop		8000	N/A
Platinum Sword	12	10		Shop		11000	N/A
Ice Brand	13	10		Shop		14000	Ice Elemental, 
may cast ice
Rune Blade	14	15		Shop		20000	MA Strength +2
Nagra Rock	1	50		Porky-Poach	10	May cast Toad
Materia Blade	10	10		Bervenia Volcano N/A	N/A

Knight Sword
Knight Swords are just beefed up regular swords.

Name		Power	Physical Evade	Location	Cost	Details
Defender	16	60		Taiju-Poach	40000	N/A
Save the Queen	18	30		Battle 56	N/A	Protect is casted 
on you.
Excalibur	21	35		Battle 59	10	Haste is casted 
on you, absorb
								and strength holy 
attacks.
Ragnarok	24	20		Battle 62	N/A	Shell is casted 
on you.
Chaos Blade	50	20		Battle 64	N/A	Regen is casted 
on you, 
								may cast petrify.

Bows
Bows are the archer’s main weapon.  Unlike crossbows, they can arc over 
walls or small objects to get a target hiding behind them.

Name		Power	Physical Evade	Location		Cost	Details
Long Bow	4	0		Shop			800	N/A
Silver Bow	5	0		Shop			1500	N/A
Ice Bow		5	0		Shop			2000	Ice 
Elemental
Lightning Bow	6	0		Shop			3000	Lightning 
Elemental, 
									may cast 
lightning.
Mythril Bow	7	0		Shop			5000	N/A
Windslash Bow	8	0		Shop			8000	Wind 
Elemental
Ultimus Bow	10	0		King Behemoth-Poach	22000	N/A
Yoichi Bow	12	0		Battle 57		N/A	N/A
Perseus Bow	16	0		Battle 62		N/A	N/A

Crossbows
Crossbows are the first weapon you find that you can equip on an archer.  
The problem with them is that can only shoot in a straight line.  (Meaning 
you can arc over obstacles, you can still shoot diagonally.)

Name		Power	Physical Evade	Location	Cost	Details
Bow Gun		3	5		Shop		400	N/A
Night Killer	3	5		Shop		1500	May cast Darkness
Crossbow	4	5		Shop		2000	N/A
Poison Bow	4	5		Shop		4000	May cast Poison
Hunting Bow	6	5		Shop		8000	N/A
Gastrafitis	10	5		Shop		20000	N/A

Knives
Knives are the weaker version of swords, they are usually very small.

Name		Power	Physical Evade	Location	Cost	Details
Dagger		3	0		Shop		100	N/A
Mythril Knife	4	5		Shop		500	N/A
Blind Knife	4	5		Shop		800	May cast Darkness.
Mage Masher	4	5		Shop		1500	May cast Silence.
Platina Dagger	5	10		Shop		1800	N/A
Main Gauche	6	40		Shop		3000	N/A
Orichalcum	7	5		Shop		4000	N/A
Assassin Dagger	7	5		Shop		5000	May cast Death 
Sentence.
Air Knife	10	5		Shop		8000	Wind Elemental
Zorlin Shape	12	10		Plague-Poach	12000	May cast Sleep.

Sticks
Sticks are the oracle’s weapon of choice.  If a oracle has to physically 
attack a unit, the two square range is very useful.

Name		Power	Physical Evade	Location	Cost	Details
Cypress Rod	6	20		Shop		1000	N/A
Battle Bamboo	7	20		Shop		1400	N/A
Musk Rod	8	20		Shop		2400	N/A
Iron Fan	9	20		Shop		4000	N/A
Gokuu Rod	10	20		Shop		7500	May cast 
								Innocent.
Ivory Rod	11	20		Shop		10000	N/A
Octogon Rod 	12	20		Shop		20000	Cancels	various 
status anomalies.
Whale Whisker	16	20		Tiamat-Poach	37000	N/A

Hammers
Hammers can be really useful, or really unhelpful.  The hammer’s damage is 
almost always different from the one shown in the before execution screen.  
It can be higher, or very lower.

Name		Power	Physical Evade	Location	Cost	Details
Hammer		9	0		Shop		1200	N/A
Flame Whip	11	0		Shop		4000	Fire Elemental, 
may cast Fire.
Morning Star	16	0		Shop		9000	N/A
Scorpion Tail 	23	0		Hyudra-Poach	40000	N/A

Axes
An axe?  I don’t think you’ll ever find one, much less buy one.

Name		Power	Physical Evade	Location	Cost	Details
Battle Axe	9	0		Shop		1500	N/A
Giant Axe	12	0		Shop		4000	N/A
Slasher		16	0		Shop		12000	May cast Slow.

Katanas
Katanas are the samurai’s weapon of choice.  You’ll need a good supply of 
these since Draw Out attacks may cause your Katana to brake.

Name		Power	Physical Evade	Location	Cost	Details
Asura Knife	7	15		Shop		1600	N/A
Koutesu Knife	8	15		Shop		3000	N/A
Bizen Boat	9	15		Shop		5000	N/A
Murasame	10	15		Shop		7000	N/A
Heaven’s Cloud	11	15		Shop		8000	N/A
Kiyomori	12	15		Shop		10000	N/A
Muramasa	14	15		Shop		15000	N/A
Kikuichimoji	15	15		Shop		22000	N/A
Masamune	18	15		Elmdor-Steal	N/A	N/A
Chirijiraden	25	15		Battle 64	N/A	N/A

Ninja Swords
Ninja Swords are of course, swords used by ninjas.  They are a lot like 
regular swords though.

Name		Power	Physical Evade	Location	Cost	Details
Hidden Knife	8	5		Shop		3000	N/A
Ninja Knife	9	5		Shop		5000	N/A
Short Edge	10	5		Shop		7000	N/A
Ninja Edge	12	5		Shop		10000	N/A
Spell Edge	13	5		Shop		16000	May cast Don’t 
Act.
Sasuke Knife	14	15		Battle 53	N/A	N/A
Iga Knife	15	10		Battle 59	N/A	N/A
Koga Knife	15	5		Battle 61	N/A	N/A

Guns
Guns are very useful.  They have a very long range, and if you get one of 
the spell guns, you will be very powerful.

Name		Power	Physical Evade	Location		Cost	Details
Romanda Gun	6	5		Shop			5000	N/A
Mythril Gun	8	5		Shop			15000	N/A
Stone Gun	16	5		Dark Behemoth-Poach	10	May cast 
Petrify.
Blaze Gun	20	5		Battle 55		N/A	Ice 
Elemental.
Glacier Gun	21	5		Battle 55		N/A	Fire 
Elemental.
Blast Gun	22	5		Battle 60		N/A	Lightning 
Elemental.

Spears
Spears are the lancer’s weapon of choice.  They are powerful, and have a two 
square attack range.

Name		Power	Physical Evade	Location		Cost	Details
Javelin		8	10		Shop			1000	N/A
Spear		9	10		Shop			2000	N/A
Mythril Spear	10	10		Shop			4500	N/A
Partisan	11	10		Shop			7000	N/A
Oberisk		12	10		Shop			10000	N/A
Holy Lance	14	10		Sacred-Poach		36000	Holy 
Elemental, 
									may cast 
Holy.
Dragon Whisker	17	10		Red Dragon-Poach	44000	N/A

Staffs
Staffs are the basic weapon of  most magicians.  Staffs have weak weapon 
power, since wizards are supposed to be casting spells.

Name		Power	Physical Evade	Location	Cost	Details
Oak Staff	3	15		Shop		120	N/A
White Staff	3	15		Shop		800	Cancels Death 
Sentence.
Healing Staff	4	15		Alma-Remove	4000	Restore HP of 
those hit.
Wizard Staff	4	15		Shop		4000	MA +1
Rainbow Staff	5	15		Shop		2200	N/A
Gold Staff	6	15		Shop		7000	N/A
Mace of Zeus	6	15		Battle 57	N/A	AT +2, MA +1
Sage Staff	7	15		Battle 61	10	N/A

Rods
Rods are the basic weapon of most black magicians.  Most of the rods are 
elementally based, so if hit, units may take extra damage if the spell 
happens when attacking.  If the unit has an affinity for the elemental, 
however, you may help them gain life.

Name		Power	Physical Evade	Location		Cost	Details
Rod		3	20		Shop			200	N/A
Thunder Rod	3	20		Shop			400	Lightning 
Elemental, 
								
	strengthens Lightning, 
									may cast 
Lightning.
Flame Rod	3	20		Shop			400	Fire 
Elemental, 
								
	strengthens Fire, 
									may cast 
Fire.
Ice Rod		3	20		Shop			400	Ice 
Elemental, 
								
	strengthens Ice, 
									may cast 
Ice.
Poison Rod	3	20		Shop			500	May cast 
Poison.
Wizard Rod	4	20		Shop			8000	MA +2
Dragon Rod	5	20		Blue Dragon-Poach	12000	N/A
Faith Rod	5	20		Battle 58		1	Faith is 
casted on you, 
									may cast 
Faith.
Dictionaries
Dictionaries are the weapon of oracles and calculators.  They have a good 
range, and the funny thing is you can break items (using Battle Skill) 
with words.

Name			Power	Physical Evade	Location		Cost
	Details
Battle Dictionary	7	15		Shop			3000
	N/A
Monster Dictionary	8	15		Shop			6000
	N/A
Papyrus Plate		9	15		Shop			10000
	N/A
Madlemgen		11	15		Great Morbol-Poach	30000
	N/A

Instruments
Instruments are the weapon of bards.  They have a good range and can charm 
(Fairy Harp) or Confuse (Ramia Harp).

Name		Power	Physical Evade	Location	Cost	Details
Ramia Harp	10	10		Shop		5000	May cast 
Confusion.
Bloody Strings	13	10		Shop		10000	N/A
Fairy Harp	15	10		Battle 58	N/A	May cast Charm.

Cloth
Cloth are the weapon of dancers.  However, none of them have any special 
details, but have a good physical evade.

Name		Power	Physical Evade	Location	Cost	Details
Persia		8	50		Shop		7000	N/A
Cashmere	10	50		Shop		15000	N/A
Ryozan Silk 	15	50		Tiamat-Poach	40000	N/A

Bags
Bags are the weapon of female units.  They are expensive (in the beginning), 
and like hammers, you can’t trust the before attack display.  Some of them 
have good details though.

Name	Power	Physical Evade	Location	Cost	Details
C Bag	10	0		Shop		53000	MA +1
P Bag	12	0		Shop		52000	Regen is casted on you.
H Bag	14	0		Shop		58000	Speed +1
FS Bag	20	0		Wild Boar-Poach	60000	N/A

Shields
Shields can be equipped by a few classes, and they improve your evasion 
percentage.

Name		Physical Evade	Magical Evade	Location	Cost	Details
Escutcheon	10		3		Shop		400	N/A
Aegis Shield	10		50		Shop		10000	MA +1
Buckler		13		3		Shop		700	N/A
Bronze Shield	16		0		Shop		1200	N/A
Round Shield	19		0		Shop		1600	N/A
Mythril Shield	22		5		Shop		2500	N/A
Gold Shield	25		0		Shop		3500	N/A
Ice Shield	28		0		Shop		6000	Absorb 
Ice, 
									Halves 
Fire, 
									Weakness 
Lightning.
Flame Shield	31		0		Shop		6500	Absorb 
Fire, 
									Halves 
Ice,
									Weakness 
Water.
Diamond Shield	34		15		Shop		12000	N/A
Platina Shield	37		10		Shop		16000	N/A
Crystal Shield	40		15		Shop		21000	N/A
Genji Shield	43		0		Elmdor-Steal	N/A	N/A
Kaiser Plate	46		20		Battle 58	N/A	Strengths 
Fire, 
									Ice, 
Lightning.
Venetian Shield	50		25		Battle 63	N/A	Halves 
Fire, Ice, 
									Lightning.

Helmets
Helmets are the headgear for most warrior classes.  They provide more of an 
HP bonus, but lack good details and don’t add to your MP total.

Name		HP Bonus	MP Bonus	Location	Cost	Details
Leather Helmet	10		0		Shop		200	N/A
Bronze Helmet	20		0		Shop		500	N/A
Iron Helmet	30		0		Shop		1000	N/A
Barbuta		40		0		Shop		1500	N/A
Mythril Helmet	50		0		Shop		2100	N/A
Gold Helmet	60		0		Shop		2800	N/A
Cross Helmet	70		0		Shop		4000	N/A
Diamond Helmet	80		0		Shop		6000	N/A
Platina Helmet	90		0		Shop		8000	N/A
Circlet		100		0		Shop		10000	N/A
Crystal Helmet	120		0		Shop		14000	N/A
Genji Helmet	130		0		Shop		N/A	N/A
Grand Helmet	150		0		Shop		10	Cancels 
									Darkness, 
Sleep.

Hats
Hats are the "weaker" version of headgear.  What they lack in the HP Bonus, 
they make up in MP Bonuses and good details.

Name		HP Bonus	MP Bonus	Location	Details
Leather Hat	8		0		Shop		N/A
Feather Hat	16		5		Shop		N/A
Red Hood	24		8		Shop		N/A
Headgear	32		0		Shop		AT +1
Triangle Hat	40		12		Shop		MA +1
Green Beret	48		0		Shop		Speed +1
Twist Headband	56		0		Shop		AT +2
Holy Miter	64		20		Shop		MA +1
Black Hood	72		0		Shop		N/A
Golden Hairpin	80		50		Shop		Cancel Silence
Flash Hat	88		15		Shop		MA +1, Speed +1
Thief Hat	100		0		Shop		Speed +2

Ribbons
Ribbons are made to prevent status problems, and are worn only by women.

Name		HP Bonus	MP Bonus	Location		Cost
	Details
Cachusha	20		0		Uribo-Poach	2000	Cancel 
Undead, Darkness
									Silence, 
Poison, Slow, 
									Don’t 
Move, Don’t Act,
									Death 
Sentence, Frog.
Barette		20		0		Alma-Remove	2000	Cancel 
Dead, Petrify, 
								
	Confusion, Blood Suck,
									Berserk, 
Stop, Charm, 
									Sleep, 
Invitation.
Ribbon		10		0		Wild Boar-Poach	60000	Cancel 
Dead, Undead, 
									Petrify, 
Invitation,
									Darkness, 
Confusion,
									Blood 
Suck, Berserk, Frog
									Poison, 
Slow, Stop, 
									Charm, 
Sleep, Don’t
									Move, 
Don’t Act, Death
									Sentence

Armor
Armor is the body protection for most warriors.  Like helmets, they lack 
details and MP bonuses.  You can gain up to a 200 HP bonus (Maximillian) 
however.

Name		HP Bonus	MP Bonus	Location	Cost	Details
Leather Armor	10		0		Shop		200	N/A
Linen Cuirass	20		0		Shop		600	N/A
Bronze Armor	30		0		Shop		800	N/A
Chain Mail	40		0		Shop		1300	N/A
Mythril Armor	50		0		Shop		2000	N/A
Plate Mail	60		0		Shop		3000	N/A
Gold Armor	70		0		Shop		3600	N/A
Diamond Armor	80		0		Shop		6000	N/A
Platina Armor	90		0		Shop		9000	N/A
Carabini Mail	100		0		Shop		13000	N/A
Crystal Mail	110		0		Shop		19000	N/A
Reflect Mail	130		0		Shop		18000	Reflect 
is 
									casted on 
you.
Genji Armor	150		0		Shop		10	N/A
Maximillian	200		0		Shop		N/A	N/A

Robes
Robes are for magicians.  The main point of robes are to provide MP bonuses.

Name		HP Bonus	MP Bonus	Location	Cost	Details
Linen Robe	10		10		Shop		1200	N/A
Silk Robe	20		16		Shop		2400	N/A
Wizard Robe	30		22		Shop		4000	MA +2
Chameleon Robe	40		28		Shop		5000	Cancel 
Dead, Absorb Holy
White Robe	50		34		Shop		9000	Halves 
Fire, Lightning, 
									Ice
Black Robe	60		30		Shop		13000
	Strengthens Fire, 
								
	Lightning, Ice.
Light Robe	75		50		Shop		3000	N/A
Robe of Lords	100		80		Battle 62	N/A	AT +2, MA 
+1, Protect is 
									casted on 
you.

Clothes
Clothes are the armor for most non-warrior classes.  They provide a lower HP 
bonus than heavy armor, but the details are better than the armor’s.

Name			HP Bonus	MP Bonus	Location	Cost
	Details
Clothes			5		0		Shop		150
	N/A
Leather Outfit		10		0		Shop		300
	N/A
Leather Vest		18		0		Shop		500
	N/A
Secret Clothes		20		0		Battle 60	N/A
	Invisible is casted 
									
	on you, Speed +1
Chain Vest		24		0		Shop		900
	N/A
Mythril Vest		30		0		Shop		1500
	N/A
Adaman Vest		36		0		Shop		1600
	N/A
Wizard Outfit		42		15		Shop		1900
	N/A
Brigandine		50		0		Shop		2500
	N/A
Judo Outfit		60		0		Shop		4000
	AT +1, Cancels
									
	Dead
Power Sleeve		70		0		Shop		7000
	AT +2
Earth Clothes		85		10		Shop		10000
	Absorbs, 
									
	Strengthens 
									
	Earth
Black Costume		100		0		Shop		12000
	Cancels Stop
Rubber Conscious	150		30		Hydra-Poach	48000
	Cancels Lightning

Gauntlets
Represented by a glove, the gauntlet accessory deals with strengthening your 
AT and MA.

Name		HP Bonus	MP Bonus	Location	Cost	Details
Power Wrist	0		0		Shop		5000	AT +1
Genji Gauntlet	0		0		Elmdor-Steal	10	AT +2, MA 
+2
Magic Gauntlet	0		0		Shop		20000	MA +2
Bracer		0		0		Shop		50000	AT +3

Shoes
Represented by shoes, the shoes accessory deals with expanding your move and 
jump range.  There are a few exceptions.

Name		HP Bonus	MP Bonus	Location	Cost	Details
Battle Shoes	0		0		Shop		1000	Move +1
Spike Shoes	0		0		Shop		1200	Jump +1
Germinas Boots	0		0		Shop		5000	Move, 
Jump +1
Rubber Shoes	0		0		Shop		1500	Cancels 
Lightning, Don’t
									Move.
Feather Boots	0		0		Shop		2500	Float is 
casted on you.
Sprint Shoes	0		0		Shop		7000	Speed +1
Red Shoes	0		0		Shop		1000	MA +1, 
Move +1

Rings
Represented by rings, the ring accessory deals with a variety of things.

Name		HP Bonus	MP Bonus	Location	Cost	Details
Reflect Ring	0		0		Shop		10000	Reflect 
is casted on you
Defense Ring	0		0		Shop		5000	Cancels 
Sleep, Death 
									Sentence
Magic Ring	0		0		Shop		10000	Cancels 
Silence, Berserk
Cursed Ring	0		10		Battle 60	0	Cancels 
Invitation, AT, 
									MA, Speed 
+1, Undead is
									casted on 
you.
Angel Ring	0		0		Shop		20000	Cancels 
Darkness, Dead, 
									Reraise 
is casted on you.

Armlets
Represented by an arm band, the armlet accessory deals with status anomalies.

Name		HP Bonus	MP Bonus	Location		Cost
	Details
Diamond Armlet	0		0		Shop		5000	AT, MA 
+1, Cancels
									Slow
Jade Armlet	0		0		Shop		10000	Cancels 
Stop, Petrify
108 Gems	0		0		Shop		15000	Cancels 
Zombie, Blood
									Suck, 
Frog, Poison, 
								
	Strengthens All 
									Attributes
N-Kai Armlet	0		0		Shop		10000	Cancels 
Charm, 
								
	Confusion, Halves 
									Darkness
Defense Armlet	0		0		Shop		7000	Cancels 
Don’t Move, 
									Don’t Act

Mantles
Represented by a cape, the mantle accessory deals with evade percentages.  I 
will list them in the future.

Name		HP Bonus	MP Bonus	Location	Cost	Details
Small Mantle	10		10		Shop		300	N/A
Leather Mantle	15		15		Shop		800	N/A
Wizard Mantle	18		18		Shop		2000	MA +1
Elf Mantle	25		25		Shop		8000	N/A
Dracula Mantle	28		28		Shop		15000	N/A
Vanish Mantle	35		0		Battle 40	N/A	Invisible 
is casted on you.
Feather Mantle	40		30		Shop		20000	N/A

Perfumes
Represented by a bottle, the perfume accessory deals with various things.  
It can only be equipped by female characters.  You have to steal or poach 
to get these items, they are rare!

Name		HP Bonus	MP Bonus	Location		Cost
	Details
Chantage	0		0		Porky-Poach		60000
	Reraise and 
									
	Regen is casted 
									
	on you.
Cherche		0		0		King Behemoth-Poach	60000
	Float and Reflect
									
	is casted on you.
Setiemson	0		0		Hydra-Poach		60000
	MA +1, Haste
									
	and Invisible is 
									
	casted on you.
Salty Rage	0		0		Red Dragon-Poach	60000
	Protect and Shell
									
	is casted on you.

Shuriken
The ninjas main thrown weapon, the shurikens are inexpensive.

Name		Power	Location	Cost
Shuriken	4	Shop		50	
Magic Shuriken	7	Shop		300
Yagyu Darkness	10	Shop		1000

Balls
The ninjas secondary thrown weapon, the balls are elementally based.

Name		Power	Location	Cost
Fire Ball	8	Shop		250
Water Ball	8	Shop		250
Lightning Ball	8	Shop		250

Medicines
Used mainly by a chemist, these items cure, heal, and revive.  Although not 
noticeable at first, the cure potions can be used to harm undead enemies.

Name		Cost	Location	Details
Potion		50	Shop		Recover 30 HP.
Hi-Potion	200	Shop		Recover 70 HP.
X-Potion	700	Shop		Recover 150 HP.
Ether		200	Shop		Recover 20 MP.
Hi-Ether	600	Shop		Recover 50 MP.
Elixir		10	Battle Maps	Recover all MP and HP.
Antidote	50	Shop		Cure Poison.
Eye Drop	50	Shop		Cure Darkness.
Echo Grass	50	Shop		Cure Silence.
Maiden’s Kiss	50	Shop		Cure Frog.
Soft		100	Shop		Cure Petrify.
Holy Water	2000	Shop		Cure Undead.
Remedy		350	Shop		Cure Sleep, Confusion, Poison, Darkness, 
Silence, Frog, 
					Petrify.
Phoenix Down	300	Shop		Cure Dead and restore a little HP.

-------------------
13. Monsters of FFT
-------------------

There are many monsters in FFT.  A monster is a non-human unit.  Usually 
you’ll fight them on the battlefields on random battles.  Monsters are made 
for persuasion.  If you keep a monster in your party, and allow them to stay 
in for a few days, you can breed new monsters of the same species, but the 
baby may be a different level and/or class of the parent (you only need one 
monster for breeding, go figure.)  If you decide to keep monsters in your 
group, monsters have a special ability you need to use the Monster Skill to 
have the monster learn.  (Monster skill, Squire Support ability).  The last 
listed ability is the special ability of the monster.  Monsters come in three 
kinds, or classes.  There is Class 1, the "weakest" class compared to other 
members of its species.  Class 2, is stronger than Class 1, but weaker than 
Class 3.  Class 3 is the strongest, usually with very special abilities and 
stronger attacks.  Another thing about monsters is their skins can be 
poached.  How?  Have a character with the Secret Hunt ability equipped kill a 
monster with their REGULAR attack.  No fancy magic, or sword attacks.  They 
have to use their weapon to get the skin.  If you poach the skin, the skin is 
sent to the fur shops all over the world so they can make the fur into an 
item.  You may get a common item, or a rare item when poaching monsters.  
When you poach a monster, their "body" leaves the field, so they cannot be 
revived and don’t leave crystals or chests.  One last thing about monsters, 
all monsters have a basic counter-attack.  (One square, physical counter.)

NOTE: R=Reaction ability, S=Support ability, M=Movement ability (Some monsters 
may not have one of the abilities).
If you didn’t read above, the last listed ability of each monster is the 
special ability (unless noted).

Chocobo Species

Class 1: Chocobo
Move-6, Jump-5, C-EV-15%

Abilities
Choco Attack
Choco Cure
Choco Esuna

R-Counter
S-Walk on Water
M-Ignore Heights

Poached Items
Common-Phoenix Down
Rare-Hi-Potion

Class 2: Black Chocobo
Move 6, Jump 5, C-EV 25%

Abilities
Choco Attack
Choco Ball
Choco Esuna
Choco Meteor

R-Counter
S-Walk in Water
M-Fly

Poached Items
Common-Eye Drop
Rare-X-Potion

Class 3: Red Chocobo
Move 6, Jump 5, C-EV 10%

Abilities
Choco Attack
Choco Ball
Choco Meteor
Choco Cure

R-Counter
S-Walk in Water
M-Fly

Poached Items
Common-Remedy
Rare-Barette

Red Panther Species

Class 1: Red Panther
Move 4, Jump 4, C-EV 23%

Abilities
Scratch
Poison Nail
Cat Kick

R-Counter
S-Ignore Heights
M-Unable to Enter Water

Poached Items
Common-Antidote
Rare-Battle Boots

Class 2: Cuar
Move 4, Jump 4, C-EV 26%

Abilities
Scratch
Cat Kick
Poison Nail
Blaster

R-Counter
S-Ignore Heights
M-Unable to Enter Water

Poached Items
Common-Soft
Rare-Germinas Boots

Class 3: Vampire
Move 4, Jump 4, C-EV 24%

Abilities
Scratch
Cat Kick
Blaster
Blood Suck

R-Counter
S-Ignore Heights
M-Unable to Enter Water

Poached Items
Common-Holy Water
Rare-C Bag

Goblin Species

Class 1: Goblin
Move 3, Jump 3, C-EV 18%

Abilities
Tackle
Eye Crush (NOT SPECIAL)

R-Counter

Poached Items
Common-Potion
Rare-Hi-Potion

Class 2: Black Goblin
Move 3, Jump 3, C-EV 19%

Abilities
Tackle 
Turn Punch
Goblin Punch

R-Counter

Poached Items
Common-Hi-Potion
Rare-Antidote

Class 3: Gobbledeguck
Move 3, Jump 3, C-EV 20%

Abilities
Tackle
Eye Crush
Goblin Punch
Mutilate

R-Counter

Poached Items
Common-Mage Masher
Rare-Ancient Sword

Bomb Species

Class 1: Bomb
Move 3, Jump 3, C-EV 10%

Abilities
Bite
Self Destruct
Small Bomb

R-Counter
S-Float
M-Unable to Enter Water

Poached Items
Common-Fire Ball
Rare-Flame Rod

Class 2: Grenade
Move 3, Jump 3, C-EV 11%

Abilities
Bite 
Small Bomb
Self Destruct
Flame Attack

R-Counter
S-Float
M-Unable to Enter Water

Poached Items
Common-Water Ball
Rare-Flame Whip

Class 3: Explosure
Move 3, Jump 3, C-EV 12%

Abilities
Bite 
Self Destruct
Spark
Small Bomb

R-Counter
S-Float
M-Unable to Enter Water

Poached Items
Lightning Ball
Flame Shield

Ghoul Species

Class 1: Ghoul
Move 4, Jump 4, C-EV 26%

Abilities
Throw Spirit
Sleep Touch
Grease Touch

R-Counter
S-Float
M-Unable to Enter Water

Poached Items
Common-Ether
Rare-Ninja Knife

Class 2: Gust
Move 4, Jump 4, C-EV 27%

Abilities
Throw Spirit
Grease Touch
Drain Touch

R-Counter
S-Float
M-Unable to Enter Water

Poached Items
Common-Hi-Potion
Rare-Main Gauche

Class 3: Revnant
Move 5, Jump 4, C-EV 28%

Abilities
Throw Spirit
Drain Touch
Zombie Touch

R-Counter
S-Float
M-Unable to Enter Water

Poached Items
Common-Hi-Ether
Rare-Mythril Gun

Flotiball Species

Class 1: Flotiball
Move 5, Jump 5, C-EV 13%

Abilities
Wing Attack
Look of Fright

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Shuriken
Rare-Platina Masser

Class 2: Ahriman
Move 5, Jump 5, C-EV 13%

Abilities
Wing Attack
Look of Devil
Look of Fright
Death Sentence

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Magic Shuriken
Rare-Air Knife

Class 3: Plague
Move 5, Jump 5, C-EV 11%

Abilities
Wing Attack
Look of Devil
Death Sentence
Circle

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Yagyu Darkness
Rare-Zorlin Shape

Skeleton Species

Class 1: Skeleton
Move 3, Jump 4, C-EV 11%

Abilities
Hand Knife
Thunder Soul
Aqua Soul

R-Counter

Poached Items
Common-Holy Water
Rare-Ether

Class 2: Bone Snatch
Move 3, Jump 4, C-EV 12%

Abilities
Hand Knife
Aqua Soul
Ice Soul

R-Counter

Poached Items
Common-Hi-Potion
Rare-Partisan

Class 3: Living Bone
Move 3, Jump 4, C-EV 13%

Abilities
Hand Knife
Ice Soul
Wind Soul

R-Counter

Poached Items
Common-Wizard Mantle
Rare-Elf Mantle

Pisco Demon Species

Class 1: Pisco Demon
Move 3, Jump 3, C-EV 8%

Abilities
Tentacle
Black Ink

R-Counter
M-Walk in Water

Poached Items
Common-Echo Grass
Rare-Hi-Potion

Class 2: Squidlarkin
Move 3, Jump 3, C-EV 9%

Abilities
Tentacle
Black Ink
Odd Soundwave
Mind Blast

R-Counter
M-Walk in Water

Poached Items
Common-Small Mantle
Rare-Sleep Sword

Class 3: Mindflare
Move 3, Jump 3, C-EV 10%

Abilities
Tentacle
Black Ink
Mind Blast
Level Blast

R-Counter
M-Walk in Water

Poached Items
Common-Hi-Ether
Rare-Dracula Mantle

Bull Demon Species

Class 1: Bull Demon
Move 3, Jump 3, C-EV 11%

Abilities
Shake Off
Gather Power

R-Counter
M-Unable to Enter Water

Poached Items
Common-Battle Axe
Rare-Giant Axe

Class 2: Minitaurus
Move 4, Jump 3, C-EV 15%

Abilities
Shake Off
Wave Around
Blow Fire

Poached Items
Common-Coral Sword
Rare-Slasher

Class 3: Sacred
Move 3, Jump 3, C-EV 12%

Abilities
Shake Off
Mimic Titan
Gather Power
Blow Fire

R-Counter
M-Unable to Enter Water

Poached Items
Common-Holy Lance
Rare-Ivory Rod

Morbol Species

Class 1: Morbol
Move 3, Jump 3, C-EV 0%

Abilities
Tentacle
Lick 
Bad Bracelet

R-Counter
M-Walk in Water

Poached Items
Common-Platina Dagger
Rare-Ice Shield

Class 2: Ochu
Move 3, Jump 3, C-EV 0%

Abilities
Tentacle
Goo 
Lick

R-Counter
M-Walk in Water

Poached Items
Common-N-Kai Armlet
Rare-Chameleon Robe

Class 3: Great Morbol
Move 3, Jump 3, C-EV 0%

Abilities
Tentacle
Bad Bracelet
Morbol Germ

R-Counter
M-Walk in Water

Poached Items
Common-Elixir
Rare-Madlemgen

Juravis Species

Class 1: Juravis
Move 6, Jump 6, C-EV 30%

Abilities
Scratch Up
Feather Bomb

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Potion
Rare-Rubber Shoes

Class 2: Steel Hawk
Move 6, Jump 6, C-EV 28%

Abilities
Scratch Up
Shine Lover
Beak

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Phoenix Down
Rare-Hunting Bow

Class 3: Cocatoris
Move 6, Jump 6, C-EV 33%

Abilities
Scratch Up
Beak
Feather Bomb
Beaking

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Soft
Rare-Feather Mantle

Uribo Species

Class 1: Uribo
Move 3, Jump 3, C-EV 42%

Abilities
Straight Dash
Boo Hee

R-Counter
M-Unable to Enter Water

Poached Items
Common-Maiden’s Kiss
Rare-Cachusa

Class 2: Porky
Move 3, Jump 3, C-EV 36%

Abilities
Straight Dash
Pooh-
Nose Bracelet

R-Counter
M-Unable to Enter Water

Poached Items
Common-Chantage
Rare-Nagra Rock

Class 3: Wild Boar
Move 3, Jump 3, C-EV 39%

Abilities
Straight Dash
Nose Bracelet
Eat

R-Counter
M-Unable to Enter Water

Poached Items
Common-Ribbon
Rare-FS Bag Dash
Nose Bracelet
Eat

R-Counter
M-Unable to Enter Water

Poached Items
Common-Ribbon
Rare-FS Bag Dash
Nose Bracelet
Eat

R-Counter
M-Unable to Enter Water

Poached Items
Common-Ribbon
Rare-FS Bag

Woodman Species

Class 1: Woodman
Move 3, Jump 3, C-EV 0%

Abilities
Leaf Dance
Protect Spirit

R-Counter
M-Unable to Enter Water

Poached Items
Common-Eye Drops
Rare-Healing Staff

Class 2: Trent
Move 3, Jump 3, C-EV 0%

Abilities
Leaf Dance
Spirit of Life
Calm Spirit

R-Counter
M-Unable to Enter Water

Poached Items
Common-Gold Staff
Rare-Fairy Harp

Class 3: Taiju
Move 3, Jump 3, C-EV 0%

Abilities
Leaf Dance
Protect Spirit
Calm Spirit
Magic Spirit

R-Counter
M-Unable to Enter Water

Poached Items
Common-Defense Ring
Rare-Defender

Hyudra Species

Class 1: Hyudra
Move 4, Jump 4, C-EV 0%

Abilities
Triple Attack
Triple Bracelet

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Blood Sword
Rare-Scorpion Tail

Class 2: Hydra
Move 4, Jump 4, C-EV 0%

Abilities
Triple Attack
Triple Flame
Triple Thunder

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Setiemson
Rare-Love Conscious

Class 3: Tiamat
Move 4, Jump 4, C-EV 0%

Abilities
Triple Bracelet
Triple Thunder
Triple Flame
Dark Whisper

R-Counter
S-Fly
M-Unable to Enter Water

Poached Items
Common-Ryozan Silk
Rare-Dragon Whisker

Behemoth Species
 
Class 1: Behemoth
Move 4, Jump 3, C-EV 13%

Abilities
Stab Up
Sudden Cry
Giga Flare

R-Counter
M-Unable to Enter Water

Poached Items
Common-Defense Armlet
Rare-P Bag

Class 2: King Behemoth
Move 4, Jump 3, C-EV 13%

Abilities
Stab Up
Sudden Cry
Hurricane

R-Counter
M-Unable to Enter Water

Poached Items
Common-Cherche
Rare-Ultimas Bow

Class 3: Dark Behemoth
Move 4, Jump 3, C-EV 18%

Abilities
Stab Up
Sudden Cry
Ulmaguest

R-Counter
M-Unable to Enter Water

Poached Items
Common-Wizard Rod
Rare-Stone Gun

Dragon Species

Class 1: Dragon
Move 5, Jump 3, C-EV 5%

Abilities
Dash
Tail Counter

R-Counter
M-Unable to Enter Water

Poached Items
Common-Jade Armlet
Rare-H Bag

Class 2: Blue Dragon
Move 5, Jump 3, C-EV 9%

Abilities
Dash 
Ice Bracelet
Thunder Bracelet

R-Counter
M-Unable to Enter Water

Poached Items
Common-Cashmere
Rare-Dragon Rod

Class 3: Red Dragon
Move 5, Jump 3, C-EV 8%

Abilities
Dash 
Thunder Bracelet
Fire Bracelet

R-Counter
M-Unable to Enter Water

Poached Items
Common-Salty Rage
Rare-Dragon Whisker

Apanda Species

Class 1: Apanda
Move 4, Jump 3, C-EV 10%

Abilities
Bio 
Bio2
Bio3 (NOT SPECIAL)

R-Counter
S-Short Charge
M-Ignore Height

Archaic Demon Species

Class 1: Archaic Demon
Move 4, Jump 3, C-EV 5%

Abilities
Lifebreak
Dark Holy
Giga Flare (NOT SPECIAL)

R-Counter
S-Short Charge

Ultima Demon Species

Class 1: Ultima Demon
Move 5, Jump 2, C-EV 10%

Abilities
Nanoflare
Dark Holy
Ultima
Hurricane
Ulmaguest (NOT SPECIAL)

R-Counter
S-Short Charge

-----------------------------
14. Propositions and Treasure
-----------------------------

Propositions are the jobs you find in bars.  You can only get propositions at 
the beginning of Chapter Two and beyond.  You send up to 3 human, non-special 
units to go and have them do the job.  In order to do the job, you need to 
pay a job fee (some jobs are free) and then you can send the units.  Some 
jobs can be done with any units, some need a recommended kind of unit to do 
complete the job successfully.  (ex. Master Math would need a calculator sent 
in the 3 person group for best success.)  If you don’t most likely the job 
will fail and you’ll won’t be paid back fully for the job fee.  The recommend 
job class made be told you by the bar owner, or the job description.  Basic 
rewards for jobs are gil, treasure, or unexplored lands.  The gil rewards 
usually surpass the job fee, so you get more money in the end.  Treasure and 
unexplored lands are just for show, you can find the ones you found in the 
Brave Story section in the menu.  Contrary to popular belief, finding a 
unexplored land won’t open a new spot on the map.  It is impossible to find 
all the treasures since zodiac stones also count as treasures, and by the 
time you get all of them, the game is over.  There is a reason of getting the 
treasures and unexplored lands.  Doing so will gain you Adventurer 
(Unexplored Lands) and Treasure Hunter (Treasure) levels.  Certain jobs will 
open only when you reach a certain level of adventurer and/or treasure 
hunter.  The only to unlock certain jobs are to complete other jobs.  The 
most obvious example is the Thief Zero series.  There are many Thief Zero 
jobs, so completing one will open the next.  You have no control of how the 
job is done.  However, choose the days carefully.  Make it even if you plan 
to go between two blue places.  When the days needed to do the job are 
complete, go back to the bar where you signed up so you can get a report on 
the job.  However, if the job is complete and you take long to get back 
(game-day wise) the chance for failure increases with each passing day.  In 
the report, you get the list of bonuses, gil reward, and job points earned.  
The JP is usually in the 100s so you can gain job levels quickly on jobs.  I 
like to use the job JP points to have someone unlock all the classes.  Try to 
have people who need to level up in a certain class, but you don’t use a lot 
be in a job.

Gariland Magic City
Job Name			Cost	Recommended Class	Reward 
Testimony of an Ex-Miner	600	Any			Gil
Orders of the Coast Guard	3050	Any			Gil
Stolen Ancient Writings		11000	Any			Gil
Master Math			50	Calculator		Gil
Win the Magic Contest		0	Summoner		Treasure

Igros Castle
Job Name			Cost	Recommended Class	Reward
Girl at Gulg Volcano		3100	Any			Treasure
Sad Traveling Artist		50	Mediator		Gil
Traveling Artist Mameko		0	Dancer			Gil
Ringing of the Bell		2000	Wizard			Treasure
Legendary Monster		1000	Priest			Gil
Sullen Experiment		1100	Any			Gil
Legendary Traces		200	Archer			Unexplored Land
Thief Zero Reborn!		5000	Knight			Treasure

Dorter Trade City
Job Name			Cost	Recommended Class	Reward
Trap of the Bandits		600	Summoner		Gil
Discovery Race			0	Any			Unexplored Land
Discovery Race 2		0	Any			Unexplored Land
Discovery Race 3		0	Any			Unexplored Land
Minimum’s Melancholy		600	Any			Treasure
Minimum’s Melancholy 2		1000	Thief			Treasure
Minimum’s Melancholy 3		600	Any			Gil

Zaland Fort City
Job Name			Cost	Recommended Class	Reward
Salvage the Trade Ship		100	Geomancer		Gil
Zaland Embassy			6000	Any			Treasure
Rolade Ore Company		1100	Any			Treasure
Deep in Sweegy Woods		1100	Any			Unexplored Land
Shy Katedona			500	Mediator		Gil
Win the Zaland Fight!		0	Monk			Treasure

Lionel Castle
Job Name			Cost	Recommended Class	Reward
My Little Carrot		100	Any			Gil
Trade Ship Douing		100	Geomancer		Gil
I Saw It			1050	Any			Unexplored Land
Storm of Zigolis!		1100	Mediator		Unexplored Land
Protect the Little Life		1500	Any			Treasure
Emissary of Lionel		4000	Knight			Treasure
Challenge of Zero		50	Knight			Treasure

Goug Machine City
Job Name			Cost	Recommended Class	Reward
Vacancy!			100	Monk			Gil
Heir of Mesa			10000	Any			Gil
Machinist Contest		100	Chemist 		Treasure
Salvage the Trade Ship		100	Knight			Treasure
Devil in the Dark		3050	Any			Gil
Machinist Contest 2		0	Chemist			Gil

Warjilis Trade City
Job Name			Cost	Recommended Class	Reward	
Destiny of the Company		1050	Geomancer		Gil
Concerns of a Merchant		2000	Any			Unexplored Land
Wandering Gambler		15000	Thief			Gil
Mountain of Rain		600	Ninja			Unexplored Land
Within the Darkness		1500	Priest			Gil
True Romance 			0	Any			Treasure

Goland Coal City
Job Name			Cost	Recommended Class	Reward
Will of Elder Topa		8000	Knight			Gil
Miners Wanted			50	Monk			Gil
Miners Wanted 2			150	Monk			Treasure
Adventurer Ranzen		1100	Any			Unexplored Land
Defeat Golden Gotsko!		1000	Thief			Gil
Terror of Assault Cave		1500	Wizard			Gil
Dream of a Miner		150	Monk			Gil

Lesaila Imperial Capital
Job Name			Cost	Recommended Class	Reward
Sunken Salvage Tour		3000	Geomancer		Treasure
Mine Excavation Tour		1000	Monk			Treasure
Discovery Tour			5000	Any			Unexplored Land
If Wishes Come True		6000	Any			Gil
Son, Pappal			3000	Lancer			Gil
Secret Door			3050	Any			Gil
Thief Zero Returns!		500	Knight			Treasure

Yardow Fort City
Job Name			Cost	Recommended Class	Reward
Sailor Tour			5000	Monk			Gil
Envoy Ship Falcon		3500	Monk			Treasure
Good Workplace and Job!		0	Any			Gil
Miner’s Tour			1000	Any			Gil
Miner’s Tour 2			1000	Any			Gil
Win the Yardow Fight!		0	Knight			Treasure

Riovanes Castle
Job Name			Cost	Recommended Class	Reward
Secret Society			600	Thief			Gil
Fiar’s Request			3000	Any			Gil
Sea of Gredia Island		4000	Geomancer		Treasure
Stranded Trade Ship		0	Geomancer		Gil
Letter to Love			0	Any			Treasure
The Greatest Plan		3050	Any			Treasure
Hard Lecture			200	Wizard			Gil

Bervenia Free City
Job Name			Cost	Recommended Class	Reward
Hidden Trap at the Maze		8000	Any			Treasure
One Activity			500	Any			Treasure
Ruins at Bed Desert		550	Any			Unexplored Land
Adventurer Wanted		100	Knight			Unexplored Land
I Saw It! I Swear!		3050	Any			Unexplored Land
Defeat Behemoth			500	Knight			Gil

Zeltennia Castle	
Job Name			Cost	Recommended Class	Reward
Larnar Channel Waves		3100	Time Mage		Treasure
Mother				3050	Any			Gil
Attractive Workplace		1000	Any			Gil
Dream Child			3500	Any			Gil
How Much is Life Worth?		550	Chemist			Treasure
Phantom Thief Zero		100	Knight			Treasure

Zarghidas Trade City
Job Name			Cost	Recommended Class	Reward
Cliff of Himuka			1500	Any			Treasure
Ore of God			13000	Any			Treasure
Death Canyon			13000	Any			Gil
Defeat Whirlwind Karz!		11000	Knight			Gil
Road of Beasts			10000	Geomancer		Gil
Memories			100	Any			Gil

Limberry Castle
Job Name			Cost	Recommended Class	Reward
My Treasure			3050	Any			Gil
Chocobo Restaurant		100	Any			Treasure
Poeskas Lake Bottom		1500	Ninja			Unexplored Land
Ominous Dungeon			3000	Any			Unexplored Land
Wandering Gambler		15000	Thief			Gil
Thief Zero’s Last Stand		10000	Knight			Gil

----------------------------------
15. Unexplored Lands and Treasures
----------------------------------

Although they don’t effect the game too much (except helping raise your 
Adventurer or Treasure Hunter level to unlock some jobs), Unexplored Lands 
and Treasures are great to show off to friends.  The Unexplored Land or 
Treasure you get from a job is random, so don’t expect for me to tell you 
where you get them.  The only way to get Unexplored Lands or Treasures is 
from jobs!  (Okay, zodiac stones and the scriptures are treasures and you 
get them in the game, sheesh! :P)

Unexplored Lands

Shrine of Chaos		Forbidden Land of Eureka
Pandemonium		Mirage Tower
Floating Castle		Matoya Cave
Crystal Tower		Magic Continent
Castle of Trials	Tower of Babel
Ronkan Ruins		Falgabird
Magic Train		Touzas Village
Chocobo Forest		Semite Falls

Treasures
Four Gods Set		Rat Tail
Beetle Charm		M-Fiction Novel
Tobacco Pipe		Diary of Nanai
Zeni-Sword		Wyuvle
Black Cat		Book of Enavia
Malice Mask		Magical Gun
Parade Helmet		M Machinegun
Kid’s Bread		Magi-Sword
Adult’s Bread		Minu Orb
Calcobrina		Tarot of Ben
Yurgeivogue		Parasite Tree
Red Materia		Longibunne Spear
Blue Materia		Chocobo Cannon
Black Materia		St. Elmo’s Fire
White Materia		Germonik Scriptures

------------------
16. Secrets & Tips
------------------

Weapon Duplication 
This is a good trick, so you can share some of your better weapons.  You 
can’t use this for other items or two-handed weapons.  Have a character with 
the Two Swords ability equipped, put a sword in one hand, and a shield in the 
other.  Now go to a weapon shop, and pick Best Fit.  If the shop sells 
something the character can equip, it will be in red where the shield was.  
Buy the sword and check the formation screen.  In the list you will see two 
of the first sword and one of the best fit weapon.  You will have to pay the 
cost of the equipped weapon and the best fit weapon.  This is best used for 
rare weapons, which only have a cost of 5 gil.  (They are too rare, so people 
don’t know what they are I guess.)

How to get Beowulf
In Chapter 4 go to Goug Machine City. You will need Mustadio in your party. 
Mustadio’s Father will show you a metal ball and zodiac sign.  Go to Goland 
Coal City and go to the bar and listen to the Ghost of Colliery rumor.  Now 
go to Lesalia Imperial Capital.  You will automatically go to the bar where 
Beowulf will ask to join your party.  Say yes and he’ll join as a guest.  
After the scene, Goland Coal City now will be red, meaning there’s a battle 
or a scene to be played.  It’s a battle so go to Goland Coal City.  You will 

fight battles 49-52 in Goland.  Beowulf will be in the battles helping. When 

you beat the last battle, Beowulf will join as a controllable member with 
Reis, the holy dragon, and you'll receive a zodiac stone.

How to get Worker 8 
When you get the zodiac stone from Goland Coal City, return to Goug Machine 
City and Mustadio’s father will activate the metal ball.  The ball is Worker 
8 and he will join the party as a controllable member.

How to get Reis 
Reis will join your party as a controllable monster the same time Beowulf 
does. Reis will be in dragon form.  Go to Zeltennia Castle and listen to the 
rumor of the Cursed Island, Nelveska. When you leave the city, a path will 
appear leading to Nelveska Temple.  Even though it’s red, you can’t to 
anything there yet. Go to Goug Machine City.  Mustadio’s father will show you 
another machine and the zodiac sign on it.  Now go to Nelveska Temple and win 
the battle. You get another zodiac stone and Reis will turn into a dragoner.

How to get Cloud
Bring the zodiac stone that you got at Nelveska Temple to Goug Machine City. 
The machine will activate and Cloud will appear.  He will run away. Now go to 
Zarghidas Trade City.  You must have bought a flower from Aeris in Zarghidas 
Trade City before to continue.  You’ll enter a battle at Zarghidas Trade 
City.  Win the battle, and Cloud will join as a controllable member.  To use 
the Limit ability Cloud possesses, you need to win the Materia Blade.  (You 
can get a hint if you click on Cloud’s name, select Cloud in the formation 
screen, press select and pick his name.)  You can find the Materia Blade at 
the highest point in Bervenia Volcano.  Have someone with the Move-Find 
ability equipped go to the top of the peak to find the blade.  A normal 
jumper (3 range) should be able to get there.

Learning Ultima
It’s harder to learn than it looks.  First off, you have to get Celia or 
Lede, or Ultima Demons to cast Ultima on Cloud.  Cloud has to be a squire, 
and has to be hit by the Ultima spell to learn it.  However, they rarely cast 
it as the assassins opt for Switch Stick and Stop Bracelet, and the Ultima 
Demons like Dark Holy.  If you do learn it, it’s really good.

Learning Zodiac
Zodiac is a summon spell. The only way to learn Zodiac is like Ultima, have 
Elidibs cast it on a summoner.  Elidibs is isn’t too hard, his physical power 
is very low (does as much as damage as the dancer’s Wiznaibus 14-15 HP) and 
he can’t move far.  However, the attack range for zodiac is very large.  To 
begin, I suggest you kill all the apandas (they shouldn’t be hard, if you 
equipped Orlandu with a powerful sword and Mustadio with a spell gun, they 
apandas should fall when attacked by both) to begin.  It will make it easier 
to send your summoner to the top.  When there are no enemies except for 
Elidibs, send your characters.  Elidibs likes to try hit multiple characters 
with his spells.  Before the spell is done charging, have some units with the 
Battle Skill equipped to lower his magical power.  It will be easy since you 
lower it by 3 with each hit.  When the magic is cast, the power should be low 
enough that the summoner could be able to survive the hit.  The summoner 
could also have low faith, but low faith is a bad thing in magicians.  When 
the cursor switches between the summoner and Elidibs, you have learned 
Zodiac!

Poaching
Poaching is the only way to get some rare items.  The uribo species is a 
really rare species, but if you happen to fight some, pray that someone has 
Secret Hunt equipped.  I find the best thing to do when hunting, is to have 
someone disable the character (Sleep, Don’t Move, Don’t Act) so you can have 
the person with Secret Hunt get in range to kill them with their regular 
physical attack.

The Easy Way to Gain Levels
While fighting in battles, when the battle is under your control, don’t waste 
a turn, use an act ability that doesn’t need a enemy target, or uses a item. 

Of course, there’s more to that.  Later in the game when you have Mustadio in 

the party, you can have him use Leg Aim on a long one-range attacker, and 
have him keep using Leg Aim.  Bring in a tough knight which can take damage 
that the disabled character can do.  Have that knight use Battle Skill to 
break anything that’s possible, (Humans-Head, Armor, Shield, Weapon Break, 
Monsters-Magic, Speed, Power, Mind Break), I suggest lowering their speed to 
01 first.  Also, make sure the knight isn’t in the way of Mustadio’s sniping. 
Have the other characters use their attacks that help them gain levels.  

(Squire-Accumulate, Monk-Chakra, Thief-Steal Gil, etc., etc).  The only thing 
that is bad with this, is that it is long to get a high levels, and it will 
be boring staying on the battle for a long time.

Breeding Monsters
The easiest way to get new monsters through breeding is to walk between two 
blue points.  The class or level of the monster is totally random however.

---------------
17. Final Notes
---------------

This guide can and should be given out as long as it is not altered in any 
way. The guide's purpose is to help people play Final Fantasy Tactics
and that is its only purpose. This guide cannot be used in any
commerically such as, but not limited to, Magazines, Books, Guides, without
first contacting the author for his consent. Credit must given if you take
information from this guide.

Final Fantasy Tactics is a 
trademark of Sony of America, Inc., copyright 1998.  
All other trademarks copyright their respective owners.

-------
18. End
-------

Thanks to:
Wesley Yue: He let me use his Deep Dungeon Strategy Guide, wanted to put this 
on his page.  He also posted my staged battle data on his page.
OMC, Boyzone, The Beach Boys, Katrina and the Waves, Wet Wet Wet, Louise, 
Thomas Jules-Stock, Gabrielle, Alisha’s Attic, Susanna Hoffs, 10cc, Blair, 
Code Red, Howard Goodall, Mr. Bean, The Smear Campaign, Smash Mouth: People 
who provided music to keep me going all those long nights and short days.
Cloud Strife: He is one of the three who wanted to put this on his page.
Apolonius: He is also one of the three who wanted to put this on his page.
Andrew Ingle: His constant rambling of the FF Series helped me with some 
background information.
Elvin Fortuna: His constant rambling of FF7, helped me, in no way..hmmm.

One Last Thing:

If there is any wrong information on this guide, or missing information, 
email me! ([email protected])  If it is true, I will put it on a the new 
revision of my guide, and will add you to my thanks section.  (Yes, I am 
aware of the some of the monk data, I will address that later.)

Good luck, and you might as well be walking on the sun.

Roland Carlos-FFT Master
(Forgive me, I wrote this back in 1998 ;)

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