Final Fantasy Tactics FAQ 1.1 (Final) Serin Tobias shinseitorihotmail (dot) com ------------------------------------------------- ii. Introduction Welcome. Over the past couple of years, I have gathered information about Final Fantasy Tactics. That information, my love of the game and a bit of insanity produced what you now see here. A notice to players: these files contain many "spoilers" of the storyline, so be cautious. The walkthrough section is in the order of the game, but the other sections have potential spoilers from various portions of the game. If you have a question about a specific issue, don't hesitate to ask me via e-mail. If you wish to use any information contained in any of these files for a webpage, publication, or any other form of media, you must contact me first. --------------------------------------------- Table of Contents Final Fantasy Tactics Complete Walkthrough 1. Chapter One: The Meager 1.1. Orbonne Monastery 1.2. Magic City Gariland 1.3. Mandalia Plains 1.4. Sweegy Woods 1.5. Dorter Trade City 1.6. Zeklaus Desert 1.7. Thieves' Fort 1.8. Lenalia Plateau 1.9. Fovoham Plains 1.10. Fort Zeakden 2. Chapter Two: The Manipulator and the Subservient 2.1. Dorter Trade City 2.2. Araguay Woods 2.3. Zirekile Falls 2.4. Zaland Fort City 2.5. Baraius Hill 2.6. Zigolis Swamp 2.7. Goug Machine City 2.8. Baraius Valley 2.9. Golgorand Execution Site 2.10. Lionel Castle 2.10.1. The Gate of Lionel Castle 2.10.2. Inside Lionel Castle 3. Chapter Three: The Valiant 3.1. Goland Coal City 3.2. Back Gate of Lesalia Castle 3.3. Orbonne Monastery 3.3.1. Underground Book Storage: Second Floor 3.3.2. Underground Book Storage: Third Floor 3.3.3. Underground Book Storage: First Floor 3.4. Grog Hill 3.5. Yardow Fort City 3.6. Yuguo Woods 3.7. Riovanes Castle 3.7.1. The Gate of Riovanes Castle 3.7.2. Inside Riovanes Castle 3.7.2.1 Wiegraf 3.7.2.2 Velius 3.7.3. The Roof of Riovanes Castle 4. Chapter Four: Someone to Love 4.1. Doguola Pass 4.2. Bervenia Free City 4.3. Finath River 4.4. Church outside Zeltennia Castle 4.5. Bed Desert 4.6. Bethla Garrison 4.6.1. North Wall of Bethla Garrison 4.6.2. South Wall of Bethla Garrison 4.6.3. In Front of Bethla Garrison's Sluice 4.7. Zarghidas Trade City 4.8. Germinas Peak 4.9. Poeskas Lake 4.10. Limberry Castle 4.10.1. The Gate of Limberry Castle 4.10.2. Inside Limberry Castle 4.10.3. Underground Cemetery of Limberry Castle 4.11. Igros Castle 4.11.1. Dycedarg 4.11.2. Adramelk 4.12. Murond Holy Place 4.12.1. St. Murond Temple 4.12.2. Hall of St. Murond Temple 4.12.3. Chapel of St. Murond Temple 4.13. Orbonne Monastery 4.13.1. Underground Book Storage: Fourth Floor 4.13.2. Underground Book Storage: Fifth Floor 4.13.3. Murond Death City 4.13.4. Lost Sacred Precincts 4.13.5. Graveyard of Airships ------------------------------------------------- 1. Chapter One: The Meager At the start of the game, you will have a handful of Squires and Chemists to fight your battles. If you are having trouble with the battle system, all I can suggest is to go through as much of the Tutorial as you can take. It is quite well designed, and by the middle of this chapter, you'll know it well. To build levels, you should go to the areas on the map with green spots; these locations serve as areas for random battles, and with a bit of tinkering, you should be able to get some good characters in either the Knight, Monk, Archer, Priest, or Wizard classes. The Thief, Time Mage, and Oracle classes are a bit advanced at this point, and you should probably reserve exploring them until towards the end of this chapter. ------------------------------------------------- 1.1. Orbonne Monastery This battle is very simple, since you only control one character, that of Ramza. Your allies (who are considered "guests" in this battle) are more than capable of dispatching your enemy, so you will not need to worry about this battle at all. The purpose of this battle is to get you acquainted with the battle format of Final Fantasy Tactics. ------------------------------------------------- 1.2. Magic City Gariland Now, you control all but one character. This is a big jump from the battle at Orbonne, so you will need to adjust rather quickly. Your enemy is a small group, being of four Squires and a Chemist. The enemy Chemist has the ability to heal his allies, and so he can become a nuisance quickly in this battle. He should probably be your first target. This particular engagement is simply a hack-and-slash battle, so bring along one of your Chemists in case any one needs healing. Furthermore, don't let anybody die unless it's close to the end of the battle so they will not decay, or unless you can't avoid it. Replacing your soldiers at this time can be costly in gil, and it can be absolutely devastating later on. ------------------------------------------------- 1.3. Mandalia Plains In this battle you have a choice. If you choose "Destroy the Death Corps," you will not need to keep Algus alive. If you pick "Save Algus!" instead, you will have to keep him alive, but your party's brave level will increase somewhat. You will have your first encounter with a monster, and it will be a Red Panther. Monsters are not as versatile as humans are, but they make up for it in brute strength and a plentiful amount of hit points. The Thief in this battle has the ability to charm one of your players of the opposite sex, so note his or her gender and plan accordingly. A single charm has an average success rate of 50% (depending on Zodiac compatibility), and will last a few turns. This can change a battle. However, using Throw Stone at the charmed character is a good way to counter this effect. Also, it would be a good idea to keep a chemist with you in this battle, as you will definitely need healing. After you have won this battle, you will be able to build levels and explore the different jobs by fighting random battles here. I suggest you build a couple of levels, and perhaps even get the Gained JP Up support ability on a few of your characters. Later on, you want to get Accumulate on every one of your non-hero characters, as it is the best way to gain job points when level building. ------------------------------------------------- 1.4. Sweegy Woods This battle pits you against a force of monsters. You will likely fight a force of Skeletons, Goblins, and Bombs. The Skeletons may rise again after dying once their counter reaches zero, and the Bombs have the very powerful ability to self-destruct, leaving the monster dead, but any of your surrounding characters will become badly damaged and soaked in oil (which will make them more vulnerable to fire). The Goblins are not very difficult; they can simply be annoying, but they are not very strong. Delita and Algus will accompany you as guests in this battle, as they will in most of the key battles in this chapter. ------------------------------------------------- 1.5. Dorter Trade City This is the first real test of this game. If you have not built levels since coming out of Igros Castle, you will likely lose this battle. There are three Archers, one of which can attack your characters immediately because he is on the roof near you. The Wizards here can cast powerful spells that will do quite a bit of damage, so you need to be wary of them as well. I suggest that you bring either a Priest or a Wizard into this battle, and possibly an Archer if you need a long range attacker, or a Knight if you need someone who can take damage. Try to help Delita and Algus take care of the Archer on the rooftop, and then focus on the Knight and the Wizards. ------------------------------------------------- 1.6. Zeklaus Desert Your enemy uses yet another new class of fighter against you: the Monk. He and the Archers are the greatest threat. I suggest keeping a well-equipped Knight at the main entrance door, by all of the enemy Knights, while having a Wizard and/or an Archer sniping at the Knights at the same time. Make sure your Knight is in a position to block them from exiting. You can bring your other fighters in from behind and dispatch them easily. This will not be that difficult, but you may have some trouble holding the Knights in at their entrance. So, make sure you keep that Knight healthy. ------------------------------------------------- 1.7. Thieves' Fort Your objective here is to defeat the female knight Miluda, and not to defeat all of your enemies. Here again are some Thieves, who again have the ability to charm you, so be careful. The Priests will be able to heal Miluda and her allies, but they are not much of a problem. Remember that enemies with high Faith levels will be more healed by the Priests, but they will also be more susceptible to your Wizards' attack magic. Chances are that Miluda will not come out at first, so concentrate on defeating the Priests and Thieves first. Furthermore, some of the Priests may have Time Magic or Black Magic spells, depending on their level. Check the Priests' abilities at the beginning of the battle and see which may be the largest threat, and neutralize them. ------------------------------------------------- 1.8. Lenalia Plateau You will fight Miluda again here, and this time she has Wizards and a Time Mage with her. The Wizards will cast powerful spells on you while the Time Mage hastens Miluda and her allies, or slows your characters down. The enemy units will probably stay grouped for most of the battle, so it is best to take a Wizard and cast Fire, Bolt, or Ice on them since those spells can target multiple characters. The Wizards and the Time Mage can't take a lot of damage, so it is best to attack them physically, as long as the enemy Knights are kept at bay. Again, remember that your objective is to only kill Miluda, so that's all you need to do. ------------------------------------------------- 1.9. Fovoham Plains Here you will fight the White Knight Wiegraf for the first time, and he has some rather powerful Holy Sword attacks that can do a fair amount of damage to your party. You will probably need a good Wizard to take out Wiegraf, since he has plenty of defense against physical attack, and possibly a Knight to destroy his equipment or to take damage. The enemy Chocobo, although a lesser threat, can still heal the enemies, so be vigilant of it. Your objective is to defeat Wiegraf, so, again, killing the other enemies is not necessary. ------------------------------------------------- 1.10. Fort Zeakden This is a very tough battle if you don't play it right. Algus is your target in this battle. Stick to him, or you will get burned by the Wizards in the back. They are much more powerful than usual (depending on their Faith) and will do quite a bit of damage to your characters. Plus, you have two characters on the other side of the fort, who will not be able to reach Algus for a few turns. Focus all of your attacks on Algus, and you will win. Don't waver from this, or you may end up losing too many of your characters to bring him down. ------------------------------------------------- Chapter Two: The Manipulator and the Subservient Coming back from the flashback that was all of Chapter One, you are joined by Rad, a squire, and two female knights, Alicia and Lavian. You should probably drop some or all of them, depending on what levels and abilities your existing characters have. I would not suggest having more than five or six regular (non-unique classed) characters for the rest of the game. Chances are that you may find that the unique classes that you will be getting are more useful or interesting, and you want room for them. Otherwise, you will be spending more time on your normal characters to level them up as well. Keep in mind you're only using five at a time, and you will be using Ramza most of the time. You will also be joined by the Holy Knight Agrias, and the Dark Knight Gafgarion. Start exploring the more advanced job classes at this point, and you may want to find a way to lengthen your level building trips. Try using Steal Heart or Sleep to keep the battle going, and find good abilities like Accumulate to build job points. ------------------------------------------------- 2.1. Dorter Trade City Here, you will be attacked by a small force on a narrow, sloped road. This group consists of two Thieves, two Archers, and two Wizards. The Archers, since they are elevated, have the ability to target your characters immediately, so be careful and ready to heal if necessary. The Wizards are the largest threat, so take them out first while Gafgarion and Agrias attack who they want to with their powerful attacks. Because of those two, you really don't have much to worry about with this battle. Just look out for surprises. ------------------------------------------------- 2.2. Araguay Woods Again you will be prompted with two choices, the choice to either save the Chocobo or to ignore it. If you choose to ignore it, you won't have to save it, but the other option may increase your bravery, as in the battle in Chapter One. You will be fighting against one Black Goblin and five Goblins, so bring a Wizard that has Ice or Ice 2 learned. Goblins are very susceptible to this spell, so you will find it very useful in this battle. It is not particularly difficult to save the Chocobo since it does heal itself, but it won't survive attacks forever. Boco the Chocobo will join you in this battle. It's up to you to keep him around, but if you've looked at my other files, you know I don't think too highly of most monsters due to their lack of versatility. ------------------------------------------------- 2.3. Zirekile Falls You are up against five Knights and Gafgarion, in this battle, and you must protect Ovelia. This is not really difficult, since she casts MBarrier on herself, which gives her just about every defense spell there is, and she runs to the safest position. You will also have Delita's help once again, and his attacks are like Agrias' Holy Sword attacks. You should first use all of your controllable characters to attack Gafgarion and defeat him quickly, as he can deliver a lot of damage, and he can be quite annoying by healing his damage in this manner. You can rely on Delita to take out one or two Knights before you can get to them, so don't be very worried about keeping Ovelia alive. The most difficult part is simply bringing the Dark Knight down. This is a rather difficult area to move your characters about on, since you need a high jump to manuever in the falls, the bridge is only one square wide, and you have a deep river at the bottom. Keep an eye on how far you can move about. ------------------------------------------------- 2.4. Zaland Fort City Here you will have to save a man in the Engineer job class, Mustadio. He has the ability to snipe at his enemies, either preventing them from moving or acting. The Wizards here are very powerful and may have learned the Fire 3 spell, so it may be a good idea to have a Priest and cast Shell on him, and Protect if the Archers get to him. Have your Priest or a Summoner keep him healthy, and try to get an Archer to the top of the front wall so he/she can attack your enemy easily. Depending on her position, Agrias will take a while to get involved, so don't rely on her. Your strategy here should be to either keep Mustadio healthy while you defeat the enemy, or use a Summoner, Wizard, or a quick moving Knight, to defeat the enemy quickly. ------------------------------------------------- 2.5. Baraius Hill This battle has some powerful new mages, Summoners. They will probably do plenty of damage to any of your characters with plenty of Faith, and they can do some healing as well. There are also two Archers near the top of the hill. Mustadio will probably attack the Summoner on the left side at first, but don't rely on him to defeat her. You may want to try using a Wizard to burn either the Archers or the Summoners. Don't really worry about the Knights, but don't get too close to them, since they still do have a bite against your physically weaker characters. You should have Ramza and another character take care of them. ------------------------------------------------- 2.6. Zigolis Swamp This location will probably have some of the most difficult terrain you will ever encounter. If you leave a character immersed in the swamp water for a turn, he/she will be poisoned, which can be annoying. Also, there are some places you can't even go at all, so try to find a path that you can use. The Ghouls here possess an advantage in their teleporting; they don't have to worry about the map restrictions. If you kill one of them or the Skeletons, dispatch the other enemies quickly, for they will usually return to life when their death counter passes zero. Mustadio's Seal Evil ability can petrify one the Ghouls or Skeletons, so he can be of great help in this battle. However, he won't use it too often. ------------------------------------------------- 2.7. Goug Machine City You can purchase a few guns for your Chemists or Mediators here, which can be quite useful. It also might be a good idea, if you haven't done so already to change one of your characters to Chemist to build up their Item skill, for the gun has a very long range. In the battle here, there are again Summoners in this battle, so you will need to focus on them first. The Thieves also have Steal Heart again, and the Archers are yet again elevated above you. This isn't a particularly difficult fight, but it can be a little difficult to get into a good position in the first few rounds. ------------------------------------------------- 2.8. Baraius Valley This is another tricky map to work with, as it is very difficult to cross from one side of land to the other. Agrias is more than capable of holding her own, so you need not worry about her immediately. The Wizards might be able to do a fair amount of damage to her, so take care of them first. The Knights here are the usual fare; armored and rather powerful, but slow moving. You will notice only two easy ways to cross the river here. Don't even bother trying to go through the deep river unless you have some good water movement. Once this battle is over, Agrias will join your party as a normal character, and not as a guest. Her Holy Sword abilities are very powerful, so if you have a spot for her in your forces, she will serve you well. ------------------------------------------------- 2.9. Golgorand Execution Site This is one of the toughest battles that you will fight. Your troops will be divided from each other, and the second group will be right next to Gafgarion. You can use a Knight's ability to destroy Gafgarion's sword, as this will severely hamper his attack. I would definitely suggest you equip White Magic or Item on your second group, as Gafgarion will continue to pound you and heal himself. You will likely need your party's help with him. You are also rather outnumbered in this battle, but the Time Magi are not a real problem; all they can do at this level is Haste your enemy or Slow you, and these spells tend to have a low success rate if their Faith level is low. However, the Knights and Archers around here can still give you problems, so don't let your guard down once Gafgarion falls. ------------------------------------------------- 2.10. Lionel Castle Here you will be fighting two straight battles in a row, so stock up on the latest equipment and potions. Build up your characters' experience if you think you need to--this depends on how well you did at Golgorand. If you had a really rough time in the first battle, you should probably build in the valley a bit. As with any of the successive fights, make sure you save before you go into the area, as you will not be able to escape and build levels if you need it. ------------------------------------------------- 2.10.1. The Gate of Lionel Castle Gafgarion has set another trap for you, and this time he has singled out Ramza. Your other fighters will be surrounded by three Knights, two Archers and a Summoner, so be prepared. The Summoner will obviously be your greatest threat, so try to spread out your party so the Summoner can't hit more than one character with a spell. If Ramza is having a tough time with Gafgarion, he can open the gate by moving to the panel in front of the switch on the inside of the wall, and your other characters can help dispatch him. When Gafgarion dies here, he will immediately leave behind a crystal, giving any weak character an instant heal. This is another tough battle, so you should probably have Ramza equipped with some secondary ability to heal, giving your other group time to thwart the ambush. Chances are you will not be able to take out Gafgarion with Ramza alone. ------------------------------------------------- 2.10.2. Inside Lionel Castle You now have to defeat the first Zodiac Monster, Queklain, the Impure King. Before the battle, set your players in a position so they are spread out, because Queklain can put as many as four of your characters to sleep if they are clumped together. This is a rather easy battle, so just have a couple of strong fighters hack away at Queklain. Some magic users will also be of use here as well, especially those who can give your characters Haste or some other status boost, since you can't do a whole lot to Queklain himself. ------------------------------------------------- Chapter Three: The Valiant At this point you will now have delved enough into the job classes to really start exploring and experimenting with various combinations of job classes and abilities. Samurai and Ninja swords can now be found at Trade Cities (such as Warjilis and Dorter), which will allow you to develop these powerful classes further. You will probably also find the Summoner class more and more interesting by this time. The end of this chapter should show you what you need in your party, and it should also be a good measure of your strength in these battles. Remember to keep your characters' levels above that of your enemies in the story battles, or you will be having a very difficult time. ------------------------------------------------- 3.1. Goland Coal City The first battle of Chapter Three is an interesting one. You are trying to save Olan, an Astronomist who has the incredibly powerful Galaxy Stop spell, which he can use to stop all of the enemies. There are three Thieves here who can use Steal Heart, so be careful again. The Chemists are equipped with Mythril Guns, which would be nice to steal and use as your own for your Chemists or Mediators. However, Olan does very well on his own. ------------------------------------------------- 3.2. Back Gate of Lesalia Castle In this battle you will have Ramza's sister Alma, who has the same spells Ovelia did when you saved her. You only have to defeat the Holy Priest Zalmo, but he has various spells that can heal and protect himself and his allies. You are also fighting two Monks and three Knights, which are all strong, physical characters. Either use a Summoner or a Wizard to defeat Zalmo, since his Faith is rather high, and distract the Knights and Monks with your other characters. ------------------------------------------------- 3.3. Orbonne Monastery You are going to be fighting three battles in a row here, and two of them are rather difficult. I suggest building up to around level 30 or higher. ------------------------------------------------- 3.3.1. Underground Book Storage: Second Floor This battle puts you against a couple of Lancers, but their jump attack is not very useful at this point in the game; it's very limited and takes too long. You should take out the Chemist first, as he will restore his allies' life and possibly even use Phoenix Down on fallen enemies. The Time Magi again are just a source of annoyance, so they are not priority targets. Use Ramza and another strong physical character to take care of the Lancers. You will have a very good height advantage in this battle, so you may want to consider tossing in an Archer or maybe a Wizard in this fight. ------------------------------------------------- 3.3.2. Underground Book Storage: Third Floor Your objective here is to defeat Izlude, which is, by no means, an easy task. He uses a full-ranged Jump attack, which can take out your Summoner or Wizard rather easily. Also, there is an enemy Summoner whom you many not be able to reach early on, but you need to either avoid or defeat him. It's very possible that you need to defeat the Archers as well before you can get to Izlude. Once he gets close enough to you, though, he will typically stop using his jump attack. At that point, you can start laying into him with magic and your strongest characters. You may want to equip your characters with good Jump abilities or equipment. This can give you quite the advantage in reaching Izlude. ------------------------------------------------- 3.3.3. Underground Book Storage: First Floor You will fight Wiegraf a second time in this battle. He may come out from behind the wall early, and if he does this, the battle will be much easier. If he doesn't, you will have to fight through the Archers and the Knights that come through the openings. Use a Summoner to deal a lot of damage to Wiegraf, and a character with a long range attack to finish him off. Also be careful of the Wizards and Wiegraf's Holy Sword attack here, for they can and will strike you right through the wall. Make sure you keep your characters' health up. ------------------------------------------------- 3.4. Grog Hill This battle is certainly easier than the latest at Orbonne. The Chemists will have Mythril Guns and the Thief will have Steal Heart, but those are your only large threats. The Archer can attack from his elevated position, and the Squire seems useless. You shouldn't have any problems here. ------------------------------------------------- 3.5. Yardow Fort City This battle contains an enemy force with some strong physical power in three Ninjas. There are also two Summoners, so protecting Rafa might be difficult here. You should defeat the Ninjas first, since their double weapon attack can decimate one of your weaker characters that wandered too close. You will find that your largest problem here is that you will be forced to have a weaker position, since you will have to enter the door to strike at the enemies inside. A character with a good jump rating that is a Wizard, Summoner or Archer can be very useful here. As for Malak, his spells are not that powerful, and they will not often hit your characters due to the nature of his magic. The enemy Summoners are in the back, so they will take a turn or two to get with in striking range. ------------------------------------------------- 3.6. Yuguo Woods This battle has a mix of monsters with about two Time Magi and two Wizards. These enemies don't have a lot of hit points, so there should not be a real problem defeating them. However, the Ghoul's Sleep Touch can put one of your characters to sleep, and the Revnant's Drain Touch will replenish its own life while depleting yours. These are the only problems here, and you could probably kill the Wizards in one turn with a Ninja or a Samurai with Two Swords or Two Hands equipped. Just make sure to spread your characters out so you don't get mauled by magic. Remember that undead are susceptible to curative magic and potions. ------------------------------------------------- 3.7. Riovanes Castle Here you will have to fight three battles in a row, the second and third being very difficult. I would suggest you build up to about level 40 and use the latest equipment. It would also be a good idea to give some of your characters the Hi-Potion and/or X-Potion ability. Make sure you save outside of these battles as well. Make sure Ramza can either use White Magic, X-Potions, or the Murasame Draw Out ability. ------------------------------------------------- 3.7.1. The Gate of Riovanes Castle You will be fighting against Malak this time, but the real threat is the three Archers on top of the gate. Your party will be split up into two again, with the second party flanking the castle from the left. An easy (and rather cheap) way to take care of the Archers is to have a Samurai or Ninja equipped with the Ignore Height ability, jump up, and defeat the three Archers easily. There is also a Knight hidden inside a small cut in between the two walls near the center; don't forget him when you plan your attack. Keep in mind that as soon as you defeat Malak, he will teleport away and Rafa will follow. Keep your life up, and replace any equipment the Knights may have broken, after the battle. ------------------------------------------------- 3.7.2. Inside Riovanes Castle The second part of this battle is probably one of the most difficult battles in this game. Make sure Ramza is well equipped, as he will go one-on-one with Wiegraf in this first part of this battle. ------------------------------------------------- 3.7.2.1. Wiegraf Ramza will have a duel with Wiegraf, and remember that you will not be able to steal nor break his weapon since he has the Maintenance ability equipped. Wiegraf will almost always use the Lightning Stab ability, which can do 70-140 damage (depending on your Zodiac compatibility with him), so Ramza will need to have the X-Potion ability and several X-Potions to use, or some other healing method. If you are really having trouble, try running around, healing, and using Yell on Ramza enough to have him get more turns in the next battle. This battle is honestly easiest if you're a Pisces, since you two will do the least damage to each other that way. ------------------------------------------------- 3.7.2.2. Velius Wiegraf will transform into another Zodiac Monster, Velius, after you defeat him with Ramza and he will also summon three Archaic Demons to help him. Velius has the ability to cast Cyclops, a very powerful summon spell that has a very wide effect range and can do 250+ damage. The Demons have attacks like Giga Flare and Dark Holy that can do anywhere from 70-140 damage to your characters. A good idea is to use one or two Ninjas, Agrias, and either a Monk or a Lancer and focus all of them on Velius. Or, you could go heavy magic and hit him with high-level Wizard or Summoner spells. Either way, you need to keep an eye on your life, and concentrate your attacks on Velius. Velius has about 1000 HP, so you will need characters that can do a lot of damage. Keep trying - if you really don't think you can do it, go back to a save outside of the castle and build up levels or train some skills that you think could work. ------------------------------------------------- 3.7.3. The Roof of Riovanes Castle Since there are only three enemies here, this may seem like an easy battle. After a full turn, however, you will change your mind. Elmdor has the ability to draw out Samurai Swords (he mainly uses Muramasa), and the Assassins can kill with a hit and have the ability to Stop your characters at long range. You have to protect Rafa in this battle, but you only need to defeat one of the characters to end the battle. I'd suggest just rushing one of the Assassins, preferably with your strong physical characters first (or whoever survives the first round). ------------------------------------------------- Chapter Four: Someone to Love The final chapter in Final Fantasy Tactics is riddled with side quests and difficult battles. Here you will develop a Calculator to make the battles easier (and to have more control), and you will also want to develop the unique classes some. Make sure you keep Mustadio around until you finish getting all the characters detailed in the Secrets section. This is important since you will probably run out of room in your party in this chapter--you can only carry 16 characters or monsters. You should also experiment with the various other aspects of the game, such as poaching and finding secret items. ------------------------------------------------- 4.1. Doguola Pass Here, the Wizards are rather strong and need to be defeated quickly. A character equipped with the Two Swords or Two Hands abilities can easily take out of them. Here the Lancers have some strength and will be able to jump your characters, so be careful of them as well. The Knight and the Archer are of lesser peril, so defeat them last. There is a lot of armor here, so a party based on attack with magic will do better than a party based on physical force. ------------------------------------------------- 4.2. Bervenia Free City You will want to have a character with the Steal Weapon and Steal Accessory ability here, for Meliadoul has a rare weapon (Defender) and a rare accessory (Chantage). Stealing Meliadoul's weapon has a double purpose: you can get the rare Defender, and you can also prevent her from using her Mighty Sword attacks. Since you only have to defeat Meliadoul to win this battle, you should be able to defeat her easily with a Ninja or Samurai, but you may end up having to kill her allies first to get her sword. You start at a distinct height advantage, and you may even lose a character or two to the Archers and Meliadoul herself. Just be careful here - it is a tough battle, and you will likely need some sort of healing. Remember to replace any equipment you may have lost due to Meliadoul, as her abilities have a 100% chance of destroying certain pieces. ------------------------------------------------- 4.3. Finath River This can be an easy or a difficult battle, depending on what type of chocobos show up. Red and Black Chocobos have long range attacks, while the Yellow kind has healing. If you run into a lot of Red or Black Chocobos, try to keep your life up and target the red ones first. If there are Yellow ones, make sure you kill an enemy that you attack, or the Yellow Chocobo will walk up and heal it. ------------------------------------------------- 4.4. Church Outside Zeltennia Castle Delita will join you once again and he will have the more powerful Holy Sword attacks. If you have a strong character with Ignore Height, you can put it to good use in this battle, as your objective is just to defeat Zalmo, who is high up on the church's roof. If you damage Zalmo, chances are that on his next turn he will heal himself, so make sure you finish the job. The Oracles here will most likely give you some problems, so you may want someone with White Magic and Esuna to heal, or a character good with Items. The Knights here are not such a problem, as usual. ------------------------------------------------- 4.5. Bed Desert The Engineer Balk has a rare gun, the Blaze Gun (which happens to shoot ice bullets), so you will want a character with Steal Weapon. All of your characters are poisoned in the beginning of the battle, so have one of your characters equipped with either White Magic or a strong Math Skill and cast Esuna on your characters before they are damaged severely. You only have to defeat Balk, so focus a Ninja or a Samurai on him, but as with Meliadoul, you will probably have to kill his allies first if you would like his gun. It is likely that you will need some help in stealing Balk's gun before he kills everyone, so have Ramza use Yell as many times as possible on your Thief, and subdue him with status anomalies such as Sleep, Don't Move, and Paralyze (if possible). ------------------------------------------------- 4.6. Bethla Garrison You have a choice to either go to the North Wall or the South Wall of Bethla Garrison. I can't really say that one battle is more difficult than the other, so judge for yourself: North Wall: 2 Archers (at high elevation), 1 Monk, 1 Summoner, 2 Lancers South Wall: 3 Knights, 2 Archers (at elevation), 1 Ninja, 1 Thief ------------------------------------------------- 4.6.1. North Wall of Bethla Garrison Here the Ignore Height ability will come in handy again, as by using it you can get easy access to the Archers atop the tower. There is a Monk rather close to your party's starting position; don't miss him. The Summoner has the usual Moogle, Ifrit and Shiva, so he isn't much of a threat if your characters have a lot of life, but be careful if you have high Faith. The Ninja, as usual, will smack any character with little defense, but is weak physically. Keep an eye on him. ------------------------------------------------- 4.6.2. South Wall of Bethla Garrison In this battle the enemy is more spread out, which will give you a smaller advantage. You can easily take care of the Archer and the Thief, so they aren't much to worry about. However, the Ninja has the ability to attack with two weapons, and the Knights are well equipped. Make sure your party has enough movement to get around enough, and also enough physical defense. A good magic user will do you well here. ------------------------------------------------- 4.6.3. In Front of Bethla Garrison's Sluice You have to open the floodgate, and Ramza can only do this after the Knights on top of it have died. There are eight enemies here, but only six of them actually fight you. The two guarding the switches can only use Throw Stone or magic to damage your characters, and that's even if they have Basic Skill or some magic equipped. There are two Wizards, who can cast some powerful spells, but as in the past, they can be taken out with a strong physical character. Defeat the two loose Knights, the Wizards and the Archers first, then concentrate on the two stationary Knights. The incredibly powerful T.G. Cid (Orlandu) will join your party after this battle. ------------------------------------------------- 4.7. Zarghidas Trade City When you get to Zarghidas, a girl will approach you and ask you to buy a flower. Do so; this is critical to getting Cloud later. ------------------------------------------------- 4.8. Germinas Peak With the power of Orlandu, the battles from here will become much easier, as many of his attacks can slay an enemy in one hit. It is imperative that you learn his Lightning Stab as quickly as possible. Try to use him to defeat the Ninja first, then take care of the long-range Archers. Be careful after this battle, however, for the random battles here can be tough in this area. ------------------------------------------------- 4.9. Poeskas Lake Use Orlandu to defeat the Summoner first, then the Oracle. Use your other characters to defeat the Revnants and then the Ghosts. Do be careful not to let your enemy get too many attacks, as the Oracle can inflict several status ailments on your party and the Archer is in a prime position to attack. Also, make sure you spread your party out to avoid magic. ------------------------------------------------- 4.10. Limberry Castle This area has three battles, the first two being very difficult. You should equip most of your characters with Black Costumes for both of the first two battles. You will run into the Assassins again, and Elmdor in the second battle. Before you go here, buy at least three Black Costumes, Angel Rings and 108 Gems, and stock up on potions and the best equipment. Make sure Orlandu has most of his attacks, and you have at least one character with all of the equipment stealing abilities. A Calculator with most of the spells is strongly recommended as well. ------------------------------------------------- 4.10.1. The Gate of Limberry Castle Celia and Lede, the Assassins, will show up here with a trap for Ramza, along with 4 Apandas. Before this, equip most of your characters with Black Costumes (to prevent Shadow Stitch) and Angel Rings (to prevent Stop Bracelet). With this equipment, this battle should be rather easy. This is also a good time to learn Ultima. You only need to defeat one Assassin to end the battle. The Apandas will be quite irritating, but really only if you're trying to get Ultima. Otherwise, just focus on the Assassins. ------------------------------------------------- 4.10.2. Inside Limberry Castle This is a very tough battle, probably about as tough than your battle with Velius. Elmdor has the ability to Teleport just about anywhere, and often draws out the Muramasa sword. He also can Blood Suck, and to prevent this, you need the 108 Gems accessory. You might be able to kill both of the Assassins with Orlandu at first, and after they are killed, they will become Ultima Demons. If you look at Elmdor's equipment, you will see five items that are unattainable anywhere else. The Masamune Sword is one of the best Samurai swords that you can use, and the Genji equipment is very good. Although the stealing rate is low, you can increase it using the knight's Speed Break ability, which will also slow down Elmdor. Also have Ramza use Yell on your Thief again. It's a long and difficult process to get all of his equipment, but it is well worth it. ------------------------------------------------- 4.10.3. Underground Cemetery of Limberry Castle You can now remove the Black Costumes and the 108 Gems equipment, you will no longer need them, use better equipment. Elmdor will use his Zodiac Stone to turn into the Zodiac Monster Zalera, the Angel of Death. Zalera has the Nightmare attack (the one that Queklain used back in Chapter 2), so spread your characters out, or put on equipment that will stop Sleep. Meliadoul will join you for this battle as well. Zalera will summon two Knights and all three types of skeletons for this battle, but you don't need to worry about them. Concentrate on Zalera and you can end the battle very quickly. Meliadoul will join your party as a character after this battle. ------------------------------------------------- 4.11. Igros Castle Here you will fight Dycedarg, Ramza's elder brother in Igros. Zalbag will be a guest in this battle, and will be in prime position. These two battles are not very tough. ------------------------------------------------- 4.11.1. Dycedarg This battle is not very difficult with Orlandu, because (with a little luck) you may be able to take out the two Knights behind Zalbag with a single Lightning Stab. Your goal is to subdue Dycedarg, which Orlandu can do easily. Dycedarg also has a Defender in case you missed the first one. ------------------------------------------------- 4.11.2. Adramelk After you defeat Dycedarg, he will transform into the Zodiac Monster Adramelk. Adramelk has spells that inflict status ailments and also high level summon spells, like Bahamut and Leviathan. This part of the battle is also not very difficult, as straight fighting should slay Adramelk very quickly. If you having a difficult time with Adramelk's magic, use Orlandu's Dark Sword ability once or twice to drain its MP. ------------------------------------------------- 4.12. Murond Holy Place At Murond you will fight three more consecutive battles, the third probably being the toughest. The first battle consists of a Priest, two Geomancers, a Summoner and two Mediators. The second has three special characters, Vormav, a Divine Knight, Rofel, also a Divine Knight, and Kletian, a Sorceror. In the third you will fight against Zalbag, two Archaic Demons and an Ultima Demon. ------------------------------------------------- 4.12.1. St. Murond Temple Make sure you place Orlandu in the second party formation for this battle. Also, if you are interested in rare rods, you can steal the rare Dragon Rod from the summoner. The Priest at the top is more annoying than a worry, so focus on him last. The Summoner has the usual low level spells, and the Geomancers are rather weak. The Mediators can reduce your faith or brave, so be careful of them. With Orlandu in the second party, you might be able to defeat the Mediators on the first turn. ------------------------------------------------- 4.12.2. Hall of St. Murond Temple If Orlandu is at a low level, then you might want to bring Meliadoul to this battle (make sure she has Hellcry Punch). With Orlandu and Meliadoul using Hellcry Punch, you can destroy both of the Divine Knights' swords and prevent them from using their Mighty Sword attack. You only need to defeat one of these characters to make them all retreat. Remember to replace any equipment you may have lost in this battle. ------------------------------------------------- 4.12.3. Chapel of St. Murond Temple Equip everyone with the 108 Gems accessory before proceeding into this battle, as Zalbag can use the Blood Suck ability. Try to focus on the Ultima Demon first, as he is definitely the most powerful of the four enemies. Zalbag has around 550 HP, so he will not be defeated quickly. Keep your life up and subdue the demons, and you will handle this easily. Zalbag is a bit more powerful than a typical Knight, so either use Orlandu or a magic user to bring him down. The demons here will likely give you as much trouble as usual, so also remember to keep your characters spread out. ------------------------------------------------- 4.13. Orbonne Monastery The game starts here and ends here. Only go here if you don't want to return to the map to do anything (getting Cloud, venturing into the Deep Dungeon, etc.). There will be five straight battles, and I suggest you build up to level 50-60, or you will have trouble. ------------------------------------------------- 4.13.1. Underground Book Storage: Fourth Floor The Knights here have equipment destruction abilities, so equip Maintenance or just be careful not to get too close. This is an easy battle and the last one where you have to defeat all of the enemies in the battle. ------------------------------------------------- 4.13.2. Underground Book Storage: Fifth Floor Here you will fight Rofel, who comes with a whole slew of magi. It will be important for you to use Meliadoul or Orlandu's Hellcry Punch to destroy his Save the Queen sword, as it gives Rofel a protection bonus and allows him to use his Mighty Sword attacks. After doing this, it should be easy to dispatch Rofel, but he still does have the All Magic skill. While you don't need to bother much with the Time Magi and Wizards, the Summoners may ruin things as usual, so be careful. ------------------------------------------------- 4.13.3. Murond Death City For this battle, you will have to split your party into two groups again. The first group will be facing two Time Magi and Kletian, a Sorceror. The second group will most likely be attacked by a Ninja and a Samurai. There is also another Ninja and a Samurai in the center as well. Kletian is your target now, and he starts in front of his troops. If you can get to Kletian before he moves behind his troops, you will have a much easier time defeating him. However, if he does manage to get back, use Meliadoul and Orlandu's Hellcry Punch to weaken the Samurai and Ninjas, or use magic at long range. Kletian has the ability to cast virtually any magic, and he can also Fly over objects or characters alike. ------------------------------------------------- 4.13.4. Lost Sacred Precincts This battle is not easy. Again, you will split up into two groups. You only have to defeat Balk, but since he has a Blast Gun, he will stay far away from you and snipe. What will come to you is the Hyudra, Hydra, and Tiamat, and they will hurt. A Dark Behemoth is also in range of the second group as well. There is also a Chemist equipped with a Glacier Gun ready to revive anyone you kill. I would suggest killing the Chemist unless you can easily get to Balk first. This will most likely be difficult as there is a chasm blocking you from him and the Chemist. Remember to be careful, for the monsters are quite powerful - they can easily take down one or more weak characters in one hit. ------------------------------------------------- 4.13.5. Graveyard of Airships There will be three battles here, and you will be allowed to save and go to the Formation screen after the first. ------------------------------------------------- 4.13.5.1. Hashmalum You will be in only one group this time. Spread your group out, for Hashmalum has plenty of devastating area effect spells. However, this battle is not all that difficult, for like the other Zodiac monsters you've fought (except Velius), Hashmalum really doesn't have enough life. Among Hashmalum's spells are Death Cold, which causes Slow, Spell, which causes Stop, and two attack spells, Meteor and Quake. If you want to equip yourself accordingly, you may do so, but it's probably not worth the effort. You will win a Ragnarok in this battle, so equip it if you don't have one already. ------------------------------------------------- 4.13.5.1. Altima, Holy Angel Altima will summon four Ultima Demons and become an angelic figure. Since you only have to defeat Altima to progress, you may be tempted to ignore the Ultima Demons. If you are strong enough, the Demons shouldn't give you that much trouble at all, but they will most likely be a nuisance. They are rather low level, surprisingly. Also, Alma will join you as a guest in this battle. Altima will be able to teleport anywhere on the screen, and has Absorb Used MP as a reaction ability. Among his spells are an improved Ultima, and a spell called Grand Cross that will cause multiple status anomalies. ------------------------------------------------- 4.13.5.2. Altima, Arch Angel Upon defeating the Holy Angel, Altima will turn into the Arch Angel, a more powerful form. Your characters are most likely spread out already, but if they are not, do so. Altima still has the ability to teleport anywhere, has a bunch of new spells, and now has Face Up as a reaction ability. What seems to be a favorite spell of this incarnation is Despair 2, much like Beowulf's Despair, only with a much wider effect range. If you want to distract him, just cast Reraise or Regen on one of your characters and he'll probably go and Despair 2 it. Altima also has an impressive-looking (and powerful) spell called All-Ultima that you should look out for. However, it seems to have a rather long charge time, so you'll probably see it coming. He will also have Grand Cross around, so watch for that as well. This battle really isn't that difficult if you're spread out, and you will have finished the game before you know it. ------------------------------------------------- i. Revision History 1.08 -- This is the final revision of this FAQ. No more information will be added. I am still taking e-mails, however, and you can still host it. 1.07 -- I have added plenty of stuff, including monster info in the Jobs section, and added to the appendix in the Secrets section. I've also corrected some errors that were around. This will probably be the last update for a while. 1.06 -- A complete item list (to the best of my knowledge) is in the Secrets section. I think I will work on spell quotes and monster data next. 1.05 -- I am adding a lot more info to the Jobs section, and now have locations for the items of the Deep Dungeon. I am now working on a detailed item list. 1.04 -- Added some Deep Dungeon info, changed my e-mail address, and various other minor changes. 1.03a -- Nothing added to the actual FAQ, but I removed my ICQ# and corrected my e-mail address and web page URL. They have been changed. 1.03 -- Added a section on the Deep Dungeon in the Secrets section. 1.02 -- Added a poaching list, edited the Cloud section. 1.01 -- Corrected a couple of typos (the jobs section is actually legible), added the "Where to find these files" section, and the Special Thanks section. 1.00 -- First draft. ------------------------------------------------- iii. Special Thanks First, I would like to give a big "thank you" to all of my friends, who helped me immensely with the statistics and many other things. Thanks to Sergio Lopez, ([email protected]) for correcting some of my data in the jobs section. Thanks to Matt Hobbs ([email protected]) and Kevin McCullough ([email protected]) for submitting their poaching list. And, thanks goes to Square, who has made another incredible game! -------------------------------------------------------------------------------------------- Original work ©1998-2001, 2003. All Rights Reserved. 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