I've revised my FF Tactics FAQ again. I've added a monster list with all the monsters and their abilities (except for four I couldn't find), and I've also made many other revisions. Please post the new version on your site. Thanks. - Fritz Fraundorf erggibbon@aol.com Cosmo Canyon: http://www.geocities.com/TimesSquare/Battlefield/8060 MonkeyStation: http://www.proaxis.com/~mckeefam O ________ ________ | \__ __ \ \__ __ \ __| |__ ____/_ | | \| ___ __ _ \ __ | | \| \ __ _// | | \\\ /\ / \\/ | | \ / | \ | /_\ || | | /_\ | \ | | | /_\ \ \__ \| | |_/| | |/ \| //-\\ || | |_/| //-\\ |/ \| | | //-\\ \__ \ || | _ | | || \| /---\ ||_/ | _ | /---\ || \| | | /---\ / // || | | \| /_\ \/ \/ /_\\__| | | \|/ /_\\/ \ | |/ /_\/\_// /\ | | | | | / | / | / / / / T A C T I C S %%%%%%%%%%%%%%%%%%%%%%%%%%%%% % FINAL FANTASY TACTICS FAQ % % Version 3.0 % % by Fritz Fraundorf % % erggibbon@aol.com % %%%%%%%%%%%%%%%%%%%%%%%%%%%%% The most recent version of this FAQ is available at Cosmo Canyon: http://www.geocities.com/TimesSquare/Battlefield/8060 An HTML version of this FAQ is available at: http://clubsquaresoft.com/fft ----------------------------------------------------------------------- %%%%TABLE OF CONTENTS%%%% I. Revision History II. Frequently Asked Questions III. Walkthrough Chapter I: The Meager Chapter II: The Manipulator & The Subservient Chapter III: The Valiant Chapter IV: Somebody to Love Cloud Subquest Deep Dungeon IV. Battle Strategies Chapter I: The Meager Chapter II: The Manipulator & The Subservient Chapter III: The Valiant Chapter IV: Somebody to Love Cloud Subquest Deep Dungeon V. Jobs Standard Jobs Special Jobs Monsters VI. Items Weapons Shields Armor Helmets Items VII. Propositions VIII. Reference Zodiac Compatability Status Changes Geomancy Chart Prime Numbers Character Quotes Spell Quotes Zodiac Stones FF References Various Tricks IX. Credits / Disclaimer ******************************************************* I. REVISION HISTORY ******************************************************* Version 3.0 (3/29/98) - I've completed the monster list, except for four monsters that I couldn't find anywhere. I haven't done the poaching part yet but I'll try to get to it (maybe). If anybody has a poaching list (or even a partial one) they would like to contribute, that would help me out a lot. - It turns out that there ARE items on level 10 of the Deep Dungeon (the Chaos Blade and Chirijiraden). I was wrong. There aren't any traps over the items as on the other floors; that's why I thought there weren't any. I feel stupid now.... - Added the stats on the Chirijiraden, Chaos Blade, Kaiser Plate, and Masamune. - Revised the walkthrough slightly. - Added new battle strategies for Araguay Woods, Zaland Fort City, Golgorand Execution Site, Inside of Riovanes Castle, Bethla Garrison North Gate, and Underground Book Storage Fifth Floor. - John LaRusic has created a HTML version of the FAQ (the address is above). It's very well-done so take a look at it. - Added the Pause Battles trick. - A few job evaluations have been changed, I think. The Mime job evaluation has been added. - I finally figured out what being invisible does (the enemies can't hit you until you act). - I also added character dismissal quotes to the Character Quotes section. - Fire 4, Bolt 4, and Ice 4 can't be reflected or calculated, as I had said in previous versions. I fixed this. - Added a lot more spell quotes and changed that section's formatting a little. - Changed the formatting of the Random Battles section as well, and added to it. - Corrected a few more typos. Version 2.0 (3/15/98) - The Deep Dungeon section is here! My next goal is to finish the Monster section, but don't expect that for a while. - All the Deep Dungeon items and characters (Byblos) have been added as well, along with the stats on Zodiac. - It turns out that the propositions give you random items and unexplored lands, not specified ones. However, it IS set whether a prop. gives you a treasure, unexplored land, or neither. I've changed the Propositions list to reflect this. - Many of the job evaluations have been changed. The most noteworthy ones are Samurai, Calculator, Beowulf, Rafa, and Reis. - Added the stats of the Genji equipment and the Vanish Mantle. - I also have the name of Chapter 2 now: The Manipulator & The Subservient. - Added two extra tricks: Worker 8 As Stepping Stone, and The Stone Gun (the latter is really weird). - Some spell quotes have been added. - I'm missing the following items' stats: Chaos Blade, Kaiser Plate, and Chirijiraden. If anybody could send them to me I'd appreciate it. - Minor typo corrections Version 1.0 (3/8/98) - First version! - I'm still missing a lot of stuff: the Deep Dungeon and its items/characters (I'll get to the Dungeon in the next version), the Genji equipment's stats, the name of Chaper 2, and a big chunk of the monster list. Any contributions would be greatly appreciated. ******************************************************* II. FREQUENTLY ASKED QUESTIONS ******************************************************* Q. Is is true you can get Cloud? A. Yes. Q. How do I get Cloud to join my party? A. See the "Cloud Subquest" section of the walkthrough. Q. How do I beat Wiegraf? A. Equip the Auto-Potion ability and a gun on Ramza. Run from Wiegraf and keep using the Yell command to boost your speed. Repeat until you are getting seven or eight turns in a row, then start shooting at Wiegraf. Against Velius, stand still and shoot at him until he dies. Q. How do I ride a Chocobo? A. Move the character onto the same square as the Chocobo. Q. How do I learn Ultima? A. Only Ramza can learn Ultima, and he can only get it from the assassins in Limberry Castle in chapter 4. He must be in the form of a Squire; then, when the assassins cast the spell on him, he will learn it. Q. Where is the Deep Dungeon? A. After you beat Murond Holy Place, go to Warjilis Trade City. You will see a scene at the bar, then the way to the Deep Dungeon will appear. Q. How do I beat / find items in the Deep Dungeon? A. See the cleverly-titled Deep Dungeon section of the walkthrough. ^_^ Q. How do I beat the Lionel Castle Gate? A. Give Ramza the Chakra ability and have him use it every turn. Don't open the gate until the fight outside is finished. For more tipes, see the Battle Strategies for Chapter 2. Q. How do I learn Zodiac? A. You can only learn Zodiac from Elidibs, the boss of the Deep Dungeon, by having him cast it on one of your Summoners. Equip the MP Switch ability to survive it. Q. Can you get Aerith to join? A. Aerith is in the game, but you cannot get her in your party, unfortunately. Q. How do I recruit monsters? A. You need a Mediator. Then just use their Invitation skill on the monsters. Q. How do I poach enemies? A. Equip the Thief ability "Secret Hunt" and kill a monster with a regular attack. Then go to a Fur Shop in a trade city and you can purchase what you've poached. Q. Where do I get all the Zodiac Stones? A. Look in the Zodiac Stones list near the end of the file. Be warned that this list contains some spoilers. Q. Why don't any of the characters have noses? A. Your guess is as good as mine. Some genetic defect or something, I suppose. ******************************************************* III. WALKTHROUGH ******************************************************* (I'm writing Chapter I from memory, so I might make a few mistakes) The game begins at Orbonne Monastery. A band of enemy knights shows up, and you have to fight. This battle is pretty much automatic. Gafgarion and Agrias will take care of most of the enemies. Just throw stones at the enemies for a couple turns. Afterwards, Delita will capture Princess Ovelia and flee. Ramza then has an (extended) flashback about Delita. %%%CHAPTER I: THE MEAGER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% All of Chapter I is a flashback to Ramza's days as a Hokuten Knight-in-training. You (Ramza) and Delita will be at the academy in Gariland, where you receive the assignment to defeat some thieves in the town. You are automatically joined by four squires and two chemists, then the first battle begins. See "Battle Strategies" for tips on the battles. After you win the battle, you will go to the map screen. If you lost any characters in the fight, go to the Soldier Office and recruit some new ones to replace them (or just reset the game). This is the only time you should use the Soldier Office -- if you lose anybody later in the game, you're better off resetting. Buy some Potions and a few (1-2) Phoenix Downs and head west to Mandalia Plains. As soon as you leave the city, you'll have a flashback (yes, a flashback in a flashback) to the death of Ramza's father Balbanes. After that sequence has ended, you'll move on to the Mandalia Plains. Here, you'll meet Algus. Choose to save him, then beat up the enemies while protecting Algus. Back on the map, go on up to Igros Castle. You'll have a brief chat with Dycedarg, then you'll be sent to go to find Marquis Elmdor. Buy new equipment (if there is any; I can't remember) and stock up on Potions. You may want to gain some levels on the Mandalia Plains before proceeding (BTW, you don't have to deploy Ramza during random battles, if you didn't know). Head down to the Sweegy Woods at complete the battle there. Before proceeding, make sure all your troops have the Throw Stone and Dash abilities. When you get the JP, pick up Accumulate, Move+1, and Counter Tackle. Ramza can also use the Yell ability, which you'll want to get as well. Chemists should have Potion and Phoenix Down. All the condition-curing items are useless (except Remedy); don't bother learning them. Also, having Algus learn a basic Black Magic spell would be useful. AVOID job changes at this time. As soon as you enter Dorter Slums, you'll enter a pretty tough battle. If you don't win, that's okay -- try again, or build up your levels first. Upon your victory, you'll be able to visit the town. Buy new equipment and stock up on items. You'll want at least 10 Potions and 4 Phoenix Downs. Again, you may want to build levels before proceeding to the next battle. When you're ready, go on up to the Zeklaus Desert, where you'll have a battle at Rat Cellar. After you win, you'll rescue the Marquis. Return to Igros Castle. Dycedarg will send you south to the Thieves' Fort. Thieves' Fort is easier than Sand Rat Cellar, so you shouldn't have any trouble. Following the battle, there will be a cutscene at Igros in which Teta (Delita's sister) is kidnapped. Strip Algus of all his equipment, as he'll be leaving your party shortly. Go back up to Igros. A series of scenes will follow in which Ramza and Delita decide to rescue Teta, and Algus leaves. At this point, you'll probably want to start changing Jobs, if you haven't already. If any of your characters can become Monks, do so; they're very strong fighters. Ramza I would recommend as a Knight. It would also help to have a Black Mage and Archer. However, you will still want to have a healer, so give one of your characters the Item ability and the Chemists' Throw Item support ability (so your items have a longer range). Make sure to buy equipment for the new jobs! Return to Gariland. While you're here, buy plenty of Potions (12 or so) and Phoenix Down (6 should be sufficient). Go north to the Lenalia Plateau. You'll have another battle against Miluda (Wiegraf's sister). After the battle, check your item supply. If it's sufficient, just go on ahead to the Fovoham Plains. If it's not, go back to Gariland, but you might have a random battle on the return trip. At Fovoham Plains, you'll square off against Wiegraff and his Chocobo Boco (from FF5). This battle isn't too difficult if you have good Jobs. Again, if your item supply is okay, you can continue directly on to Fort Zeakden, the final battle of the chapter, where you'll have to fight Algus. You will need non-basic Jobs (particularly a Monk and Archer) for this battle. If you need JP, go to Sweegy Woods or the Mandalia Plains and fight random battles. At Fort Zeakden, you'll find Teta being held captive by a Golagros, a Death Corps knight. Algus and Dycedarg arrive with some troops, and Algus shoots Teta and Golagros. You then fight Algus. After you kill him, the fort will blow up, and the chapter ends. %%%CHAPTER II: THE MANIPULATOR & THE SUBSERVIENT%%%%%%% You now return to the present, at Orbonne Monastery. Your curren mission is to rescue Princess Ovelia. Rad and Agrias' two Knights will join your party, and Agrias and Gafgarion will join as Guests. You still have all your characters from Chapter I (except Delita). If you have any abilities to learn, get them, then go north to Dorter, where another battle awaits you. Win it (well, obviously) and you'll have access to all of the map again. At this point, you should not have any characters with basic Jobs (Squire or Chemist), and you'll want to have a Monk, Archer, Wizard, and Priest somewhere in the party. A Mediator is also useful, but might take some time to get (you have to get Oracle up to level 2, and Oracle requires Priest). If you want to take the time to get it, you can also get the Thief Job. You now have the ability to take Propositions at bars. You can earn a lot of gil and some JP from these jobs, so take them up (never more than one at a time, though). Always use the maxinum number of days possible. While the characters are away, you can have the main group build up job levels with random battles (or just continue on without them). All the stores in the three towns have new items, so pay them a visit to get supplies for your characters. Don't buy any equipment for Gafgarion (Agrias is okay, but her equipment is already really good). Stock up on Hi-Potions (you'll want the Hi-Potion ability by now) and Phoenix Downs. Note: you can have random battles at Fovoham Plains and the Zeklaus Desert that are entirely different from the set battles there. They also feature some advanced monsters, so try recruiting them with a Mediator. Just make sure to keep an eye on the number of eggs they produce; wipe out the majority of eggs before they clog your roster. When you feel confident that you've got some good characters, go to Araguay Woods, east of Dorter. BTW, this is now up to where I'm writing while playing the game and not just from memory. Anyway, here you have to save Boco (the chocobo) from the goblins (pick the second choice). You shouldn't have any trouble. After the battle, Boco will join. Back on the map, go into your formation screen and change Gafgarion into a Time Mage (this should cause him to lose all his equipment). Then continue on to Zirekile Falls. The graphics here are simply incredible. Here you'll find Delita and Ovelia being attacked by some Hokuten Knights. The Knights demand that Gafgarion join them, and he does. You then have to fight him and the knights to save Ovelia. After the battle, Delita will leave you with Ovelia. Ramza decides to go to Lionel Castle. On the map, help yourself to Gafgarion's equipment (if you didn't earlier). If you need items, go back to Dorter. The next battle is a toughie, so be prepared. I recommend having an archer, a Black Chocobo (Boco will lay eggs and they may be black chocobos), and a priest or wizard. If you use a wizard, make sure somebody can heal. When you're ready, go to Zaland Fort City. You'll meet Mustadio, who is being chased by some bad guys. You get a choice whether to help him or not. Choosing the first option means that you have to keep Mustadio alive to win the battle, while the second doesn't. So choose the second. No matter what you pick, Mustadio joins you afterwards as a Guest. When all the talking is finished, go back into Zaland to pick up supplies and equipment. There's not very much in the way of selection, but you can get a new staff, hat (only give the Triangle Hat to magic users; the Headgear is better for fighters as it raises their attack), and armor. Your next stop is Bariaus Hill. When you first get here, there's no fight, just some dialogue. Afterwards, you'll be back on the map, but Bariaus Hill is still red. This time when you go there, you do get a fight. Following the fight, a cut scene will pop up back at Igros Castle with Dycedarg and Gafgarion scheming. You can now finally get to Lionel Castle (don't worry; there's no fight). You'll chat with Draclau and learn about the Zodiac Stones. Agrias and Ovelia will then leave the party. Then you get to go shopping! There is a lot of really powerful equipment you can get here, so load up on it (you should have a lot of money by now). Also, you may want to send some of your characters out on a proposition if you haven't been doing them -- you can earn a lot of money from some. One way to pass time and complete the propositions is to walk back and forth between Dorter Trade City and Orbonne Monastery; there are no random battles but you increase the days counter quickly. On to the swamp. Fight your way through here, but don't go to Goug. Instead, return to Zaland -- the shop has some new equipment (Platina Daggers, Green Berets [don't give them to magic-users] and Wizard Outfits). Then move onto Goug. Upon arriving in the city, there will be a brief scene and then you're back on the map. The store doesn't have much of anything, but if you've got a Mediator or Chemist, be sure to buy them a Romanda Gun. There's also a lot of accessories -- you might want to pick up a Wizard Mantle or two for your magic users. Make sure you're stocked up on Hi-Potions and Phoenix Downs; you'll need them. Try to leave the city and you'll be immediately thrust into a battle. Deploy your Mediator (if you have one), somebody with a bow, and somebody with black magic. Rudvich, the leader of the Bart Company, will appear with Mustadio and Besrodio (Musty's father) captive. Mustadio reveals the location of the Zodiac Stone. Ramza forks it over and you find out that Draclau was in on the plot. It's fight time. After the battle (a tough one, I might add), you check on Besrodio. Mustadio reveals that the Zodiac Stone that Rudvich got was really a fake. Mustadio will now join as you a normal party member -- now you can control him! The only downside to this is that he can be permanently killed. Musty's equipment is all gone, so be sure to re-equip. Also, if you learned any skills while he was a Guest, they're gone for some reason. Take the ship (well, just walk across the ocean) over to Warjilis Trade City. Upon getting off the ship, you'll bump into Delita again. After that scene's ended, you can explore the town. To make some easy money, go to the bar and accept the proposition (to find the Highwind!), then go back to Goug and get the job there as well (there will be a cutscene when you leave Warjilis the first time). Just go back and forth between the two cities until both jobs are complete. If you weren't able to afford everything back in Goug, pick it up now. Now go up to Bariaus Valley, where you'll find anohter fight. You'll deploy two squads here to save Agrias from the Hokuten; this is a really easy fight, so you might want to deploy some weaker characters to give them a boost. Agrias will rejoin, this time as a normal (non-guest) character. By the way, somewhere around here I picked up a Giant Axe (sorry, not sure where); it's a VERY strong weapon, give somebody the "Equip Axe ability and have them use it. Your next stop is Golgorand Execution Site. Male sure you're ready; this is a tough battle. The execution turns out to be a trap, and you have to fight Gafgarion. Good luck, you'll need it. Eventually (probably after a couple of tries), you'll win. There will be a long scene back at Lionel Castle in which you find out more about Ovelia's past and Draclau's plans. Then you're back on the map. Return to Warjilis, where you'll find some new armor available. Equip your characters and restock your items. Then make *sure* that Ramza has the Chakra ability and Punch Art equipped (either because he is a monk or as a secondary action ability). Equip the Arrow Guard ability on any characters that have it. When you've done all that, it's time for the final battles of the chapter. Note: if you want, you can walk all the way PAST Lionel Castle to the destinations behind it -- just don't click on Lionel Castle itself until you're ready to fight. When you do, you'll have no choice but to attack the gate... Ramza will go to open the gate, but Gafgarion shows up yet again and surrounds the castle. If you thought the Execution Site was bad, here's more fun. Actually, the gate isn't quite as bad if you play your cards right (see the battle strategies). The save game screen will pop up at the conclusion of the battle -- there's another battle right after this one. It's your call as to whether you should save. I'd recommend saving in a separate slot in case you need to go back to get more JP. Your formation screen then shows up, allowing you to learn new abilities or do anything you need to. When you leave the formation screen, you'll go to the next battle and start deploying your characters. This time you're up against Draclau, who uses his Zodiac Stone to turn (with some incredible special effects) into Queklain. Beat him and he'll blow up (more nifty effects) and drop another Zodiac Stone. You'll see a scene with Delita and Prince Goltana in which the Lion War begins, then Chapter 2 ends. %%%CHAPTER III: THE VALIANT%%%%%%%%%%%%%%%%%%%%%%%%%%%% Chapter III begins with more of Goltana's plotting. You'll then cut to Ramza in Dorter. The shops have a lot of new stuff (as weird as it seems, those Cashmere Bags are *really* powerful, although spendy), plus the Fur Shops are open -- you can now use the Thief's "Secret Hunt" ability to poach enemies and get items from them at the Fur Shops. For additional shopping opportunities, visit one of the castles (Lionel or Igros). All this stuff is expensive, so luckily there's a whole slew of new propositions -- at least one in every town. I recommend spending a while completing them, buying stuff, and building up your characters. If you're offered any "contest" Job, take it right away, because you won't have the chance for very long. When you're ready to get on with the game, go to Goland Coal City. There's a "fight" (using the term loosely) here where you have to rescue Olan (although I can't imagine he'd need much rescuing). You might want to use some of your weaker characters here to build them up, because this is the easiest fight in the entire game. After you "save" Olan, you'll chat briefly, and then Olan will head off to the south (doh!). There's no new equipment in the Goland shops, so you can probably just head straight on to Lesalia. There's no fight when you first get here, just a short chat with Zalbag. However, as soon as you leave, you'll have to fight Zalmo. It's a pretty easy battle. Alma then joins up as a Guest. When you have a chance, de-equip her Healing Staff, Barette, and Red Shoes. If you want to complete some propositions, just go back and forth between Goland and Lesalia until they're done. Then go down to Dorter. Purchase some new equipment (if you want to make another stop, Igros and Goug have new stuff as well), then go to Orbonne Monastery. Go to the Underground Book Storage (it's the only option available), where you'll find Simon wounded. He tells you about Funeral's plot, and Ramza chases after the troops looking for the Virgo Stone. You'll have a chance to save your game; don't do it (to avoid being stuck in the monastery); all you'd have to repeat if you died is that short scene with Simon. The Formation screen will come up, then you will go down to the second floor and have a fight. After beating the second floor, you have a save opportunity -- save in a separate slot -- and then you go to the third floor for another battle. Upon winning it, you have yet another battle, this time with Wiegraf. Meanwhile, Izlude escapes with Alma captive (and the Zodiac Stones). Outside, the Aries Stone will take over Wiegraf and turn him into Velius. Simon will then show up, give you the Germonik Scriptures, and die. Back on the map, go to the Brave Story option and check out your Treasures. Examine the Germonik Scriptures and press Triangle to read it. After you read it (takes a while), go to Dorter. A wizard will demand the Germonik Scriptures and ask if you've read them. I said yes; I don't know if it matters. The route to Riovanes Castle will now be open. Go anywhere (it doesn't matter). You will cut to a scene with Delita and Ovelia. After the scene concludes, go into Dorter and check out the shops, which once again has some new equipment. Upgrade your stuff, but keep the Holy Miters for your magic-users, as they raise their MP significantly. Don't miss the White Robe for your magic-users; you'll have to scroll down a ways to find it. Go up to Lesalia, where there is more new stuff (bows, daggers, and swords). Then continue to Grog Hill. Smash through here (I actually felt kind of bad killing those guys off) and you'll meet up with Olan again. Your next stop is Yardow Fort City. Here you'll meet Malak (the guy you met in Dorter) and Rafa. You have to save Rafa (Malak is on the other side) from the Riovanes guys. Deploy lots of magic-users; skip the archers. Malak will teleport away when you defeat him and you and Rafa will hide... but not for long. Malak, in the form of a frog, will deliver an ultimatum, then disappear. Before you leave Yardow, stop at the shop and pick up some Golden Hairpins, which raise both your HP and MP a lot, and get Rafa a better weapon. Fight through Yugou Woods and its undead inhabitants, but don't go to Riovanes Castle just yet. It contains some very powerful bosses, so you've got to boost your characters up (I recommend you fight at the Zeklaus Desert). Make as many Dragoons (Lancers) as you can. You'll also want the Chemist's Auto-Potion ability. Red Chocobos are also a big help, if they're at a high level. Finally, go back to Lesalia and outfit your characters with the best equipment you can get, and buy lots (30+) of X-Potions. Also, buy some accessories that increase your move range or speed. When you think you're ready, save your game, then pay a visit to Riovanes Castle. You'll see a scene with Barinten, then have a chance to save -- save in a separate slot from your main game. You then go to the first of a series of battles. Equip the Arrow Guard on any characters that have it. After you defeat everyone outside the gate, a wounded Knight will crawl out. You'll then get a chance to save your game. DO NOT SAVE IN YOUR MAIN SLOT or you will regret it (as you may have to start again from scratch... doh!). SAVE IN A DIFFERENT SLOT. Now, make sure you're prepared. You're about face a Zodiac-charged Wiegraf, and he is rather powerful. However, if you know what you're doing, he isn't that hard to beat. Turn Ramza into a Chemist and equip him with a Mythril Gun, then set his secondary ability to Guts. Drop all your Potions and Hi-Potions, so that you will only use X-Potions when you Auto-Potion. Make the other characters Dragoons. If you want to be specific, here is I what I had (Philo and Jennie are just generic characters): Ramza (Chemist): Guts/Auto-Potion/Equip Armor/Move-HP Up Philo (Dragoon): Punch Art/Counter/Attack UP/Move-HP Up Jennie (Dragoon): Item/Speed Save/Concentrate/Move-HP Up Agrias (Dragoon): Item/Caution/Gained JP Up/Move+1 Mustadio (Dragoon): Item/Auto-Potion/Gained JP Up/Move+1 When you defeat Wiegraf, you'll go to the next battle, on the roof. Be sure to save the game because the next battle is even harder. Equip any accessories that you have to boost speed or move. You have to fight against Marquis Elmdor and two assassins while protecting Rafa, who has incredibly bad AI. This is the hardest battle in the game, in my opinion. It will take extreme luck to survive. All you have to do is take out of the enemies, but are you lucky enough to get a chance to attack? Anyway, after you (eventually) defeat Elmdor, he retreats with his two assassins. Rafa will use the Zodiac Stone to revive Malak, then they will join you and you get your Zodiac Stones back, along with the Aries and Pisces stones. Don't worry; it's all downhill (mostly) from here. %%%CHAPTER IV: SOMEBODY TO LOVE%%%%%%%%%%%%%%%%%%%%%%%% Chapter IV begins in Zeltennia Castle in a scene with Orlandu and Olan. Then you're back on the world map (haven't seen that for a while, huh?) Ramza has a new appearance, as well as a new ability (Scream), so be sure to learn it. You'll note that Squire does not appear as a Mastered job -- that's because Ramza is missing the Ultima spell, which you'll have a chance to get later on. Be sure to change back to your normal jobs if you're still altered from the Wiegraf fight. While you're still at Riovanes, you can do a bit of equipment upgrading (stick with the Aegis Shields, though; they're good against magic). There's also a number of propositions you can take in the various towns, but most of them aren't worth the time they take (and you sometimes LOSE money on them), so don't bother. Go up to the pass near Lesalia. This is a routine battle against some Nanten Knights. Whip through here and continue on to Bervenia Free City. This is a little more interesting. You're fighting against Izlude's sister Meliadoul, accompanied by some ninjas. Meliadoul will teleport away when you defeat her. Bervenia's shops don't have anything new, so move on to the Finath River. After beating that, you can finally get to Zeltennia Castle. Ramza will go to the church, where he'll meet Delita again. Delita explains more of the church's plan. Zalmo then shows up, and it's fight time (did you really think you could go somewhere without one?). With Delita's help, it's pathetically easy (I told you the game was going to get easier, didn't I?). After the battle, you'll meet with Balmafula, then Delita will leave (bummer). Strangely, the shops *still* don't have anything new. Restock your items (you'll need lots of X-Potions), then go to the Bed Desert, south of Bervenia. Here you'll encounter another Shrine Knight, Balk, in a tough battle. This is one the last difficult encounters of the game, as pretty soon you... well, you'll see. After beating Balk (it'll probably take you a few tries), go to the Bethla Garrison. You'll have a choice as to whether to go to the south or north wall. Each is a different battle. I find that the south wall is easier. Whichever way you go, you'll end up at the floodgate. Save your game in a different slot, then continue. You have a really cool battle in which you have to open the dam and flood the garrison. It's good for raising JP. After blowing up the dam, you, Olan, and Balmafula will rescue Orlandu. ORLANDU THEN JOINS YOU! YAHOO!! If you just heard a giant sucking sound, it was all the challenge going down to Mexico (er, unless you live in Mexico, then it all went to Zimbabwe). Orlandu is ridiculously powerful, and once you have him, nobody in the game has a chance against you. He has all of Agrias's, Gafgarion's, and Meliadoul's sword techniques, plus a full set of Crystal equipment and the Excalibur. He can also use every type of sword (katana, knight sword, etc.) To put it simply, he is hell on wheels. Delita then offs Prince Goltana and frames Cid (Orlandu). A cutscene pops up instructing you to go to Limberry and rescue Alma. A handy new path opens up between Bethla and Zirekile Falls. Go back up to Bervenia, because -- get this -- the stores actually have new equipment! It's only a bit of armor, but, hey, at least it's something! Keep the Golden Hairpin for your magic-users, though, as it raises MP quite a bit. In addition, Zeltennia has even more new equipment, and it's a lot of good stuff! Will the wonders never cease? Be sure to stop in for an upgrade. At your next stop, Zarghidas Trade City, you'll run into a familiar face... it's Aerith! Buy a flower from her, then head into town (yup, there's no fight). There's a couple of propositions and yet more new equipment, which leads me to wonder why the first chunk of the chapter was completely dry. Square's equipment designer must have called in sick that day or something. Before you leave, buy five Angel Rings (if you already have some, just buy however many you need to get five) or you will regret it. Pop on down to Germinas Peak, where you'll have a run-in with some bandits. With Orlandu in your party, this battle is a breeze. You might want to bring a thief. After the battle (before you continue on), you may want to get into a random battle at Germinas Peak with the Move-Find Item ability equipped. Move to the very top of the peak and you'll find the Vanish Mantle, the best mantle in the game. After Germinas Peak, you'll go to Poeskas Lake. This is another undead scenario, but it's really easy. You then see a scene with Dycedarg, after which you can go to Limberry Castle. The first battle at Limberry Castle is the gate (isn't it always?). This is really easy. You'll then see a scene with Elmdor (who bears an uncanny resemblance to Sephiroth). Before you continue, save in a separate slot. Then you need to make a few prepartions. Turn Ramza into a Squire (yes, a squire), and equip Angel Rings on all the characters you plan to use. Elmdor says "it's payback time for all the disgrace from Riovanes Castle", and I have to completely agree. It took me 14 tries to beat the roof, and at this point I wanted revenge very badly. Unfortunately, he won't go down without another very difficult fight. Celia and Lede have 100% working death spells, and you only have a 10% chance of hitting Elmdor (he has Blade Grasp). Oh yeah, and Elmdor has a never-failing teleport (Teleport 2). It just ain't fair. After defeating Elmdor in the throne room, you'll go down the basement for yet another battle against him, this time with him transformed into a Zodiac monster (don't you love the transformation effects?). Meliadoul will help you out here. Thankfully, he isn't all that hard. After you defeat him, you'll get the Sagittarius Zodiac Stone, and Meliadoul joins you. Limberry Castle is now a normal town, so you can go to the bar and shop (although there's nothing new at the shop -- we're back in the old routine again). When you try to leave, you'll see some long scenes. Now take a look at map. You'll note Igros Castle has turned red. Hike all the way back there (I wish there was an airship in this game), but stop at Gariland on the way and buy Jade Armlets for the coming battle. At Igros, Ramza will open the gate, and then you'll line up for a fight (yay, no gate battle). Deploy Agrias, Orlandu, and Meliadoul. You'll have an easy battle against Dycedarg to save Zalbag. When he is killed, Dycedarg will turn into Adramelk and zap Zalbag. You then fight a continuation of the first battle against Adramelk. When killed, he will yield the Capricorn Zodiac Stone. Now that you've defeated Adramelk, you can undertake a long subquest to get Cloud from FF7 in your party (and three other characters in the process). For the walkthrough on this quest, see the Cloud Subquest section of the walkthrough, below. It's optional, but there's no real reason not to do it, as you get some cool characters (Cloud does not fall into this category). When you want to get on with the game, go to Murond Holy Place, south of Gariland. Stop into Gariland on the way to buy some Thief Hats, and stock up on supplies (and buy some Holy Water, you'll actually need it for once). At Murond, you'll be treated to a series of battles, beginning outside the church (not that hard), and progressing inside, where you'll face off against Vormav, Rofel, and Kletian. Vormav will teleport away after you beat on them for a while. If any of your equipment got broken in the last battle, you'll need to replace it -- strip the gear from somebody you're not going to be using. You'll then go to the chapel, where you'll fight a possessed Zalbag, an Ultima Demon, and two Archaic Demons. This is a fairly difficult battle. After you defeat Zalbag, you will meet up with a dying Funeral. Funeral tells you that Vormav is going to Orbonne Monastery, then dies. Back on the map, a handy route between Murond and Goug Machine City has opened up. If you're still planning to do the Cloud quest, this makes it quicker, so do it now. In fact, if you're going to do anything now, do it. Once you go to Orbonne Monastery, you're locked into the game's final series of battles. Also, if you're interested, the Deep Dungeon is now accessible. I haven't done the Deep Dungeon section of the walkthrough yet, but it'll be in the next version. Before you go to Orbonne, make sure you're ready. Your characters should be at least level 40. Equip yourself with all your best abilities, and change to your best jobs. Earning JP doesn't matter now. Actually, the last sequence of battles isn't all that difficult, just long. The first battle at Orbonne is against some generic enemies -- an easy battle. Save your game in a separate slot as always, then equip Jump+x abilities and/or Fly on anybody that has them for the next battle. You'll now face a string of four battles against Zodiac Braves. First up is Rofel. After you defeat him, he'll suck you through a portal to Murond Death City (apparently of no relation to Murond Holy Place), then destroy the way back. Return your abilities to normal. Your next opponent is Kletian. After that, you'll face Balk (brought back to life by the Zodiac Stones). After that, you'll head to the Graveyard of Airships, which is really just a single airship, and a rather odd location for a final battle (although it does bear an uncanny resemblance to Soul Edge's stage in SoulBlade -- coindence or "inspiration"?). Vormav will use the Leo Stone to transform him into a giant lion, Hashmalum. Defeat him and you'll get the Ragnarok sword. St. Ajora will then appear. You now have one last chance to save your game. Do so, and also equip the Ragnarok sword. Another Alma will somehow appear (I have no clue why). Ajora summons four Ultima Demons in response, then transforms into Altima (isn't that a kind of car?) Alma will join you as a guest for the final battle, against the Generic Angel Boss (TM). After pounding on Altima for a while, Altima will (of course) reveal his/her/its (?) true form, a skeletony-type of angel (the resemblance to SoulBlade is unmistakable now, even the music sounds like Cervantes' music). Thankfully, the Ultima Demons disappear for this phase of the battle. When you defeat Altima's second form, it will blow up (nice special effects). This Game Is Complete! You then get to watch a nifty CG ending (although Olan's name is spelled wrong). Leave the game on after the credits for an additional scene. But if you haven't beaten the Deep Dungeon, you're not done yet! Skip down to the Deep Dungeon section for info on it. %%%CLOUD SUBQUEST%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% You can get Cloud any time after you defeat Adramelk. To start the quest, go to Goug Machine City, where Besrodio (Mustadio's father) will show you a steel ball he's found (if you've already seen this scene, you don't need to repeat it). Now go to Goland Coal City, in the center of the map. At the bar in Goland, listen to the rumors "Ghosts of Colliery." You will be asked to fight a monster in the coal mines. Leave the bar. Nothing will happen at first, but go to Lesalia. Ramza will go into the bar and learn more about the coal mine job. He agrees to take it. On the way out, Beowulf will stop you and ask you to take him with you. Agree and he joins you (as a Guest). You'll note that Goland Coal City has turned red. First, go back into Lesalia and buy Beowulf some better equipment. Then equip Yin-Yang Magic as Beo's second ability (he already has a bunch of Yin-Yang spells learned). Then return to Goland, where you'll be forced into entering the Colliery Mines. You have to fight through three floors before you reach the sewers, where the Holy Dragon Reis is being attacked by some demons. You have to save her. Reis and Beowulf then join you, and you get the Aquarius Zodiac Stone. The quest continues... return to Goug. Cloud will put in the Aquarius stone in the steel ball, which transforms into Worker 8. A comical scene will follow, then Worker 8 joins you. On the way out of town, you'll get another scene in which Besrodio puts together another device that also requires a Zodiac Stone. Now go to Zeltennia Castle (yup, all the way up there). Go to the bar and listen to the "Cursed Island" rumor. This will open up a new path on your map to Nelveska Temple. Buy some Softs before you leave town for the coming battle. Go to Nelveska and you'll be attacked by Worker 7*new. After Worker 7*new goes down, you'll get his power source: the Cancer Zodiac Stone. When you try to leave Nelveska Island, Beowulf will use the Cancer stone to restore the dragon Reis to her normal human form. She will then re-join your party, keeping all her dragon abilities (and getting many new ones). Strangely, even in human form, she can't use equipment. Hike all the way back to Goug. Besrodio will power up the weathervane with the Cancer Stone and it will.... summon Cloud. Cloud, in typical Cloud fashion, will refuse to let you introduce yourselves and run off in pursuit of Sephiroth (why couldn't they have summoned somebody cool like Rufus or Red 13?) NOW you have to go all the way to Zarghidas Trade City (I bet you're getting real sick of those random battles, huh?). Remember when you met Aerith here earlier? Well, she's back, and this time she's being accosted by some thieves. Cloud comes to save her, but has another one of his schizophrenic breakdowns. You have to save him from the thieves. Afterwards, Clod... er, Cloud will join you. You're still not totally finished with this quest. In order for Cloud to be able to use his limit attacks, you need to find his Materia Blade. Equip the Move-Find Item ability on somebody and go to Bervenia Volcano. Get into a random battle there. During the battle, move your Move-Finder to the very tippy-top of the volcano, where you'll discover the Materia Blade. Then finish the battle. Equipping Cloud with the Materia Blade allows him to do Limit attacks. However, Cloud really isn't all that great a character. His Limit Breaks take a long time to charge, and he starts at level 1. But you did get some cool other characters (Beowulf and Worker 8). %%%DEEP DUNGEON%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% The Deep Dungeon is a dungeon (gosh!) with ten floors (each a separate battle), each packed with really powerful equipment. It's completely optional, and in fact is more difficult than the actual end of the game. You can only access the Deep Dungeon after you beat Murond Holy Place. Then go to Warjilis Trade City. When you arrive, you'll automatically see a scene in the bar in which Ramza overhears a rumor about the Deep Dungeon. When you leave town, a route will automatically pop up to the tiny island to the east, which contains the Deep Dungeon. The Deep Dungeon has ten floors, all with fruity names like TERMINATE or MLAPAN (and for even more weirdness, press Select on each floor's name). To make things challenging, the Deep Dungeon is completely dark. You can see your guys and the enemies, but you can't see the terrain. Crystals left by dead guys *will* light up most of the area, but there's another way to see. Just choose an attack with a really long range like Beowulf's Shock or Worker 8's Dispose. This will highlight most of the panels on the battlefield, and you can study the terrain (you don't even have to use the attack, just select it). Since you can do this every round, you shouldn't have too much trouble seeing what you're doing. Oh, and not only do you have to beat the enemies on each level, but you have to find the exit to open up the next level (if you kill all the enemies without finding the exit, you'll just back to the map screen and have to replay the level). The exit's location is RANDOM; it's different every time. However, it usually on the enemy's side of the battlefield, and often in a corner. The best way to find the exit is to use Beowulf's Chicken spell to turn one of the enemies into a Chicken. It will stay Chicken-ified for quite a while, and you can just recast the spell when it's close to wearing off (it lasts until the enemy gets back to 10 Brave). But wait! There's more! Each level contains a number of cool items. You can only get these by using the Move-Find Item ability. Also, you have to have a LOW Brave level, or else you will get Phoenix Downs instead. Rafa has a really low Brave level, and Beowulf's is pretty low as well. You can also artifically lower your Brave level by using the Mediator's Threaten ability, or the Oracle's Foxbird spell. I recommend giving your item-finder Germinas Boots to increase their move and jump range. For exact item locations, see each level's battle strategy. In order to use these locations properly, you have to rotate the camera so that your characters are facing down and to the left at the start of the battle. Then (0, 0) is the lower left corner (the first number is horizontal and the second vertical). Whew! I think that's all the instruction you need. Now head on in! The first floor, Nogias, is just kind of practice, but you can get some good guns in it. Then you go to Terminate, which is similar to Nogias. Be sure to pick up the Save The Queen sword on this level; I recommend giving it to Agrias. The Blood Sword is on this floor as well, but isn't all that great. The third floor, Delta, is easier than the first two. It contains two great pieces of equipment: the Yoichi Bow and the Mace of Zeus. The Elixirs aren't really necessary to collect; you can do fine without them. On Valkyrie, you get lots of good stuff: the Faith Rod (great rod!), Kaiser Plate, and the Fairy Harp (if you don't have a Bard, you can skip it). The Deep Dungeon gets tough again on the oddly- named level 5, Mlapan. Be sure to come prepared. Mlapan contains another Excalibur sword (be sure to get this one!), which is good for Beowulf. It also has the best ninja sword, the Iga Knife -- but morning stars are stronger, so it's not really necessary. Next stop is Tiger. You can pick up the Blast Gun, the best gun, here. The other items -- Secret Clothes, the Cursed Ring, and an Elixir -- aren't that great but they're nearby, so pick them up. Floor seven is Bridge; be sure to bring somebody with the Secret Hunt (poaching) skill. The items here aren't very good: a Sage Staff (not as good as the Mace of Zeus) and the Koga Knife (not as good as the Iga Knife or a Morning Star). By now, you're getting near the bottom, and the difficulty level is rising again. However, the next floor, Voyage, contains some really useful stuff: the Ragnarok sword (not really as good as Excalibur as it doesn't cast Haste), Robe of Lords (a GREAT robe), and the best bow, the Perseus Bow. The final normal floor is Horror. It holds the game's best armor -- the Maximillian, Grand Helmet, and Venetian Shield. You want this stuff. There's only one level left after this, appropriately named End. Before you go in, make sure you have a Mediator with the ability Solution. If you want to learn the game's best call spell, Zodiac, you'll have to deploy your best Summoner (and they must be in Summoner form). Equip him/her with the Time Mage ability MP Switch. When you enter End, you'll meet some weird old guy named Elidibs, who will turn himself into a Lucavi. You'll be accompanied in this battle by the Byblos (its name varies), a purple Apanda. After defeating Elidibs (and hopefully learning Zodiac from him), you'll get the 13th (!) Zodiac Stone, Serpentarius. Byblos will then join your party as a normal character. He's okay. Congratulations! You've beat the Deep Dungeon! There's a few more things to do. Go back into End after you defeat Elidibs, and bring an item-finder. On the top level (where Elidibs was), there are four items: two Elixirs, the Chirjiraden (the best samurai sword), and the Chaos Blade. The Chaos Blade is the best weapon in the game; it has a whopping 40 attack points, automatically Regens you, and petrified enemies! And, yes, I was wrong in previous versions about there being no items here. If you're into poaching, sometimes you'll find a bunch of Uribos on End. They're pathetically easy to kill, but poach them and you'll get Ribbons. Another thing to do once you've beat Elidibs is to go back into End and bring Reis along. Use her Dragon Tame to recruit one of the Tiamats (if there aren't any, just try again). They're THE best monster in the game, and they're almost as strong as (if not stronger than) Orlandu! Still haven't had enough? Okay, equip all your characters with Catch and go to Horror. The Ninjas here will throw a variety of nice weapons at you, which you can then obtain. If you're at a high enough level, you can even get Chaos Blades! ******************************************************* IV. BATTLE STRATEGIES ******************************************************* %%%CHAPTER I: THE MEAGER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% --Battle 1: Magic City Gariland-- The key in this battle is advance slowly and not to let your characters get spread out. Stay on the left side (away from the bulk of the houses) and make good use of your Chemists. Attack from the enemy from behind whenever possible. Don't worry about Delita; the Guest AI is incredibly incompetent and he'll get killed in almost every battle. --Battle 2: Mandalia Plains-- Send a Chemist up to Algus right away and heal him (after he gets hit, that is). He'll probably run away, so your characters are free to concentrate on the enemies. Attack from above if you can. --Battle 3: Sweegy Woods-- I really don't remember much about this battle. It wasn't very difficult, anyway. --Battle 4: Dorter Slums-- Send three characters directly forward from your starting position (down the street), and send Ramza and the other character up the building nearby (where Delita and Algus go). Have Ramza move up to the top of the building and hit the Archer there, then, on his next turn, throw a stone at him and you should be able to kill it. The other characters should concentrate on the Wizards, then the Archer. If a character's counter gets low (0 or 1), use a Phoenix Down on them to keep them from dying permanently -- they'll probably get killed again, but it resets the counter. --Battle 5: Sand Rat Cellar-- This is a tough battle. When deploying your characters, deploy somebody with the Item command (either a chemist or another character with that command) in the second group. Have that character go with Delita to heal him, otherwise he'll get killed quickly. Send the rest of your characters towards the other door. Algus will run into a suicide mission into the building, but keep healing him anyway -- if you gave him magic as I recommended in the walkthrough he'll be very helpful. Don't crowd the doorway or you'll get in trouble -- let the enemies come outside to you. --Battle 6: Thieves' Fort-- If you beat Sand Rat Cellar, you shouldn't have any trouble here. Just kill off the magic-users first, then concentrate on Miluda. If you have the Sword Break or Armor Break Knight abilities, use them on her. I recommend standing up on cliffs on the left side of the ; you have a height advantage there. Because this level isn't very challenging, you may want to let the enemies die completely so they turn into a chest or crystal for some freebies. --Battle 7: Lenalia Plateau-- On the first turn, attack the closest Knight as fast as possible; you should be able to knock her out on the first round if you've got a Monk. Play the first few rounds defensively to prevent any early casualties -- use the high ground to your advantage. Send one or two characters after the Wizards, and possibly the Time Mage as well. If you have an Archer, send him/her up onto the tall ridge and shoot down on the enemies. After knocking out the Wizards, concentrate on Miluda. --Battle 8: Windmill Shed-- Again, the key is to go after Wiegraf. Send Ramza along the bottom of the cliff to take out the Chocobo (Boco) and any other enemies down there (if there are any; I don't remember). Then fight Wiegraf; archers and monks work well on him. Stay healed! --Battle 9: Fort Zeakden-- First of all, whoever you deploy on the seocond squad is virtually useless as they start far away from the action. Luckily, you can almost beat the whole fight just using Ramza. Just go after Algus and completely ignore the other guys. Ramza and Monk should be able to finish him -- use the Monk's Repeated Fist ability. %%%CHAPTER II: THE MANIPULATOR & THE SUBSERVIENT%%%%%%% --Battle 10: Dorter Trade City-- If you've got good Jobs, this battle should be no problem. Just move up the path and take out the enemies as you go. Agrias has a nasty habit of casting Blind indiscriminatly on your own people (yet more proof that the guests are completely incompetent), so pay attention to which she enemy she is using magic on and move away. Even if you do get blinded, this battle is a pushover. --Battle 11: Araguay Woods-- Your mission here is to save Boco (Wiegraf's Chocobo). The Goblins aren't very strong (especially with Agrias's and Gafgarion's help), so I recommend just rushing them. Stay out of the ditches. Boco will usually retreat into a corner and will be chased by the lone Black Goblin. He (Boco) can take care of himself, so don't bother going after the Black Goblin. As the enemies are undead, you can use healing spells or items on them to damage them. Better yet, use a Phoenix Down -- it's an instant death attack! --Battle 12: Zirekile Falls-- First, take out Gafgarion. If you turned him into a crummy class before the battle (heh heh), you should be able to take care of him in one hit. Send a healer character up to Ovelia to heal her in case she gets low; have your other characters kill the two knights. One of the knights from the far side will probably try to cross over, so put your archer (assuming you have one; you really ought to) on the corner of the cliff and shoot down at the guy. Agrias may finish him off; if not, send a character or two down after him. Delita will probably take care of the two knights on the far side of the falls all on his own. --Battle 13: Zaland Fort City-- This is a toughie. The enemy has some really powerful mages. Use magic, bows, and the Black Chocobo (if you have one) to take them out immediately. Don't forget, if you chose the second option you have to keep Mustadio alive, so send a Priest or Chemist (or someone with those abilities to the side of the wall to throw items / spells up to him). Don't attempt to enter the city through the gate -- you can climb on the walls via the ramp if need be (or fly in on the Black Chocobo), but try to take out some of the enemies inside first. One cool trick is to land a Black Chocobo next to Mustadio -- he automatically has the Monster Skill ability, so you can use Choco Meteor on the enemies. Ramza's of little use here, but have him use Yell on your other characters. If you get the chance, try to pick up some of the crystals / chests left by the enemies. --Battle 14: Bariaus Hilll-- This battle is harder than it looks. On the first turn, Mustadio should go after one of the Summmoners. Send a fast and/or magic-using character (only one) around the opposite side of the hill after the other. If you survive the first few rounds you should win -- just stay healed. Keep Mustadio alive, as his gun is really powerful. --Battle 15: Zigolis Swamp-- This is a fairly normal battle with a few quirks. First, if you end your turn in the swamp, you get poisoned. This isn't that bad, but if you a choice, stand on land. Second, almost all the enemies (everyone except the Molbol) are undead -- that means you can use heal spells and items to damage them. It's quite effective. Other than that, there's nothing here you haven't seen before. --Battle 16: Slums in Goug-- This level is the one of the toughest battles so far. Mustadio will be almost invariably killed at the start of the battle -- he has no equipment and starts right next to the enemies. Don't worry about him. Move your guys up onto the roof. Use ranged attacks to take out the Summoners. Kill any unit that moves onto your roof; thieves first, archers second. Don't chase enemies over to the other roof (use ranged attacks, but don't move guys over there). Your highest priority is to keep your guys healed, not to hit the enemy. Useful abilities here are Chakra, Counter, and Fire (or Ice or Bolt) 3. --Battle 17: Bariaus Valley-- Kill the wizards first (using range attacks if you have them), then the archers. This fight is really easy; just make sure Agrias stays alive. Because it's so easy, let the enemies' counters run out and pick up the loot they leave behind (paralyze Agrias or something to keep her from finishing them off). --Battle 18: Golgorand Execution Site-- Big Tip #1: The goal here is not to defeat just Gafgarion, but ALL the enemies... I learned this the hard way (pay attention to the goal at the start!) Deploy strong fighters in the second squad and your other characters in the first squad. Agrias is very useful here, as are Monks and Geomancers (use Hell Ivy; it stops the enemy and it almost always works). Move up on top of the gate and kill the Time Mages first, then stay up on the gate and attack the enemies as they come up to you. The trick is to limit the number of guys you are fighting at once: use spells to freeze enemy guys and remain clustered together. Concentrate your attacks on a few enemies at a time, especially those annoying archers. Save Gafgarion for last as he just keeps healing himself, unless you have a really powerful attack spell (like Fire 4 or Holy or something). You'll be taking a lot of hits, so a good way to heal yourself is to not have your healer move -- this lets him/her get more turns. Fighters are the most useful type of character here, but Mustadio is good if he has Arm Aim (Leg Aim isn't bad either); just keep him healed up. If you just can't win, try getting some better abilities like Raise 2, Equip Armor, Auto Potion, Chakra (which you really need by now), etc. It took me six tries to beat this level, so don't feel bad if you're having trouble. --Battle 19: At the gate of Lionel Castle-- Move down Ramza down towards Gafgarion and have him use Chakras on every turn to heal the damage Gaf is doing to you. Don't attack Gafgarion or open the gate; just sit there and use Chakra. Meanwhile, your other four characters have to take on the gang outside the gate. Black magic and summon spells (if you have them) are useful because of their wide range. So are Mustadio's Arm Aim (use on the enemy summoner), Agrias's Stasis Sword, and every Time Mage spell. The trick here is in choosing your characters and abilites well, if you have them, it's not that difficult. Once the melee outside the gate has ended, move Ramza up to the switch on the left side of the gate and he will open the door. Then have your whole gang rush through and attack Gafgarion. Try to break his weapon, or even better, steal it. He shouldn't be too much trouble -- the hard part is the fight outside the gate. --Battle 20: Inside of Lionel Castle-- Spread your characters out in your initial deployment -- Queklain will begin the battle by casting Nightmare, which will give you various nasty status changes. Use the Esuna spell (if you have it available) to remedy them. If you don't, just wait for them to clear up (or hit your sleeping characters to wake them up. I wouldn't recommend deploying magic-users in this battle; they're not much help. Don't bother healing your characters (Queklain can kill them in one hit anyway), but revive anybody who dies. Use hit-and-run tactics whenever possible. There's not really much strategy to this battle, just brute force and some luck. Queklain has about 350 HP. %%%CHAPTER III: THE VALIANT%%%%%%%%%%%%%%%%%%%%%%%%%%%% --Battle 21: Goland Coal City-- Deploy lots of fast character (or use the Geomancer ability Any Terrain). Actually, it doesn't really matter who you deploy because Olan possess the ludicrously powerful Galaxy Stop spell, which will freeze at least half the enemy forces every time he casts it. The Mediator and Chemist *do* have guns, but it doesn't matter in the least. You'd have to try really hard to lose this battle, and even then I'm not sure you could manage to. Just try not to get any of your items stolen, and pick up as many crystallized/chestified enemies as you can. --Battle 22: Back gate of Lesalia Castle-- Your other characters are behind the gate (if you were wondering where they were). Don't move them down off the front of the castle; let the enemies come to you. The majority of them will come up the right side, so position your characters there. If you stand on the railing, you have a height advantage. Because the ememies are often in clusters, magic (and geomancy) works well on them. The annoying part of this battle is Zalmo, who can cast Cure 2 and Raise 2. When you have the chance, start attacking him. He'll go down quickly. The enemies in this level have some nice equipment, so if you have a Thief, you might want to try some stealing. --Battle 23: Underground Book Storage Second Floor-- This is your first encounter with Lancers (Dragoons). They have a two-square range attack, and they can also jump. If one of them jumps at a character, move that character away before they land (if you have a chance, that is). The Haste spell is very useful in evading jumps, and Auto Potion is great for healing. Take out the enemy Chemist so he can't heal the enemies, but save the Time Mages for last. If you have a Red Chocobo, use them; they're really strong (Choco Meteor!) -- just keep them healthy. --Battle 24: Underground Book Storage Third Floor-- If you have a Thief, you'll probably want to deploy him/her -- Izlude has some cool equipment you can steal (you might want to Speed Break him to make it easier to steal). Your first order of business in this maze-like level is to kill the Summoner -- Choco Meteor works well if you have a Red Chocobo. After the Summoner, go after the archer that will have come up behind him. At this time Izlude and his gang will be nearing you from behind. Watch out; Izlude has an incredibly long jump range. Haste is useful to avoid it. Ignore the other guys and attack Izlude. When he's low on HP, he'll teleport away and you win. --Battle 25: Underground Book Storage First Floor-- There are two halves to this level -- the half where you start and the half where the bad guys start. Just go after Wiegraf; there's not a whole lot of strategy here. If you can't kill him in two or so rounds, the other enemies will show and up and you're in trouble. --Battle 26: Grog Hill-- This is a run-of-the-mill battle, and it's an easy one too. Use your weaker characters to build them up. The only thing remotely challenging about it is the chemists; kill them first and you're home free. --Battle 27: Yardow Fort City-- Deploy somebody with healing abilities or you're toast. Block the gate to prevent the enemies from hitting Rafa, and heal her ASAP. The enemies start out clustered together, so use wide-range attacks (like summon spells or Agrias's Holy Explosion) on them. If you've got anybody with an attack that can go through the wall (like Choco Meteor), try to kill the Summoners. Stay out of hand-to-hand range when possible; the Ninjas can hit pretty hard. It's tougher than it looks, but still not particularly difficult. --Battle 28: Yuguo Woods-- Use cure spells (particularly Chakra) to do damage to the undead (note: the Revenant is NOT undead, but everybody else -- including the humans -- is). The two Black Mages are your toughest opponents. Summon spells also work well, as the enemies are usually packed together. You have to win this quickly, because the undead guys will revive when their counter runs out. --Battle 29: At the gate of Riovanes Castle-- Deploy your faster characters in the second squad (Red Chocobos are very useful here). Send them up the stairs to join Ramza's group at the drawbridge. Try not to take out Malak right away, as Rafa will teleport away when you do. Go after the knights instead. When the knights get low enough that they start running away, rush the castletop and use range attacks on the archers. Keep your close-range fighters in the rear to fight off the knights. If you keep killing off one of the knights, the other ones will keep bringing him back with Phoenix Down, thus wasting their turns. The Monk's Revive ability is useful in bringing back your dead guys. Once the archers are dead, go after the remaining knights. --Battle 30: Inside of Riovanes Castle-- Despite all the hype surrounding him, Wiegraf really isn't that difficult at all, if you know how to beat him. For his first form, you have just Ramza. Run from Wiegraf and keep using the Yell ability to boost your speed. If you can, sucker Wiegraf into going into the water and you'll be safe for a turn. If need be (when Auto-Potion doesn't activate), use X-Potions on yourself to heal. Eventually (after you keep Yelling), you will get fast enough that you will get two turns in a row frequently. Use these extra turns to get further away from Wiegraf (out of Lightning Stab range), and keep Yelling. You will reach a point where you will not have to use all your moves to get out of Wiegraf's range. Now you can wait those extra moves and get even more turns, allowing you to Yell more. Keep going until you are maxed out at 50 speed. Then use Accumulate a few times to build up your attack power. Now start blasting at Wiegraf with your gun (and still moving when necessary). About four shots should do the trick. Wiegraf will disappear, only to return shortly later as Velius. Yup, it's not over yet. Your other characters will now show up, but Wiegraf summons three Archaic Demons. You still have all your speed and power increases, so just stand still and shoot away. You should be able to kill him before he gets to move (he has about 1000 HP). If not, have your other guys start attacking him (if they can get close enough) or jumping at him (if they can't). You may still be able to beat him. --Battle 31: Roof of Riovanes Castle-- It is entirely possible (and actually highly likely) that Rafa will be killed before you ever get to move, causing you to lose. It took me six tries before I actually got a turn (and then it took me another eight tries after that to beat this stupid level). When you do finally get to move, HEAL RAFA. Then use a decoy to draw the enemies away from her. This level is almost all luck. Concentrate one of Elmdor's assassins -- once one of them goes down, you win. You either win it in one round or die in one round (usually it's the latter). %%%CHAPTER IV: SOMEONE TO LOVE%%%%%%%%%%%%%%%%%%%%%%%%% --Battle 32: Doguola Pass-- There's not a whole lot to say about this fight, because it's nothing you haven't seen many times before. Send one or two characters up to the top of the pass while your other guys fight the main group of enemies. --Battle 33: Bervenia Free City-- Deploy fast and/or shooting characters in the second squad, and fighters in the first squad. Equip the Arrow Guard ability on anybody who has it. Then, as in most boss battles, just rush Meliadoul. Spread your characters out to avoid taking too much damage from the summon spells. --Battle 34: Finath River-- When deploying characters, don't put anybody on the solitary square in the second squad; it's in the middle of the water. This battle is against nothing but chocobos (and one pig). Yup, chocobos. It's actually kind of annoying because the chocobos can keep healing themselves -- so concentrate on one choc at a time. The Red Chocobo is the toughest, kill him first (or invite it into your party; red chocs are good). However, this really is another no-brainer level, if a long one. --Battle 35: Church outside the town-- You'll have Delita as a guest in this battle. He has most of Agrias' sword techniques, except his are much more powerful. Without him, this would be a tough battle, but with him, it's a pushover. Don't stand between Delita and the enemies or you'll get hit with his Holy Explosions (and they're *strong* Holy Explosions). A cool trick to use is to stand next to the guys that Zalmo is going to cast Cure 3 on (you can find out in the AT list, just click on Zalmo's name) for free healing. --Battle 36: Bed Desert-- You start this battle with all your characters poisoned. If you've got somebody with the Esuna spell, use it, but don't bring somebody just for that spell. However, I would bring somebody who can steal, as Balk has a lot of cool equipment (Blaze Gun, Flash Hat, Light Robe). Your strategy here is typical of bosses -- just kill off the head honcho and leave everybody else. Balk makes it a little more interesting by retreating to the back of the battlefield and sniping at you. Try to cast Slow on him at the start of the fight -- not only does this reduce his speed (and allow you to catch up to him), it makes it easier to steal his gun. Others useful ability here are Counter Magic, as a powerful mage will be casting spells at you from a distance, and Move-HP Up (to offset the damage you take from the poison). Your strategy here really depends on what Balk does -- one time he ran into the corner and the other guys came towards me, another time they all gathered on the ruins and took pot shots at me. However, once Balk picks a position, he usually stays there for the duration of the battle. --Battle 37: South Wall of Bethla Garrison-- Get up on the walls as soon as you can; it's a very advantageous position. This works especially well if you've got archers -- station them up there, don't move (to fill up your CT faster), and just shoot at the enemies. Leave the magic-users behind (unless they have Equip Armor or some other such ability) on this one; they'll get killed easily. --Battle 37: North Wall of Bethla Garrison-- (strategy provided by Justin McKennon) If you don't have the Ignore Height movement ability, you'll have a bad time because of the Summoner on the ramparts. Give Ignore Height to one or two units and immediately send them up after the enemy Summoner. A Ninja, if you have one, can take care of him in the first two rounds. Send the others over to the 'step' of sorts to get over the low point of the wall, and start attacking the Lancers and Archers, and try to either deal with the lone Monk on the ground quickly, or otherwise save him for last. --Battle 38: In front of Bethla Garrison's Sluice-- All you have to do in this level is open the dam, but since the switches to do so are located on the far side of the dam and have knights standing on them, you basically have to kill all the enemies to do so. Split up your characters and go up the paths. If you have a dragoon, a fun trick to do is stand under the dam wall and use jump attacks on the knights. As long as none of your other characters gets close to them, the knights won't move and will just sit there while you jump on them. Once you do kill everybody, let them decompose and pick up the crystals or treasure chests (since there's nobody around to hurt you). Also, if you want some easy JP, just stand around, hit each other, and heal yourselves. Once you are ready to end the level, move Ramza onto each of the switches (the brown squares where the knights were standing) and stop him there. He will then open it -- only Ramza can flip the switches (no, that doesn't make a lot of sense). You then get to watch some really cool effects as the dam blows up. --Battle 39: Germinas Peak-- This is the first time you get to use your new buddy Orlandu. For a good taste of his power, deploy him in squad 1. Move him up the mountain as far as he can and then use Night Sword on the ninja leader. Bang, he's dead. You almost have to feel sorry for the poor bandits... almost. Heh, heh. With Night Sword you can kill one whole bad guy each turn just with Orlandu and also refill Cid's HP by 270 or so. Besides Orlandu's debut, there isn't much to speak of in this level besides one little trick. The archer that starts in the back corner is carrying an Ultimus Bow, a really strong bow. With Orlandu on the loose, the archer won't be needed it, so send a thief over (might want to slow or stop the archer first) and relieve him of it. Huh huh, he said relieve. (Yes, I'm in a rather weird mood. I think I'm drunk with Orlandu's power). --Battle 40: Poeskas Lake-- This is a really easy battle. Use Mustadio's Seal Evil ability and you can gun down all the ghosts in one shot (note: the Revnants are not considered undead). This is a good chance to get some weaker characters up. The only thing really tricky about this level is that the Revnants will keep coming back to life if you don't kill all the other guys (which isn't particularly difficult). Both the archers have Ultimus Bows if you're in the mood for a little stealing. --Battle 41: At the gate of Limberry Castle-- This battle looks hard at first, but it's not. All you have to do is weaken Celia or Lede and the battle will end. Use Orlandu for an easy win. Other than Orlandu, try to deploy female character (especially Agrias) to avoid Celia and Lede's Allure attack. --Battle 42: Inside of Limberry Castle-- It's just you versus Elmdor, Celia, and Lede. Spread out your characters as much possible to avoid Elmdor's Muramasa Draw Out. I hope you are wearing Angel Rings like I suggested, because otherwise Celia and Lede will use Stop Bracelet (an 100%-working death spell on you) -- if you do have the rings, they'll "only" Stop you. First, let Celia or Lede cast Ultima on Ramza -- if they start casting it on somebody else, just move Ramza over to stand by them. When Ramza gets hit by Ultima (and he must be a Squire), he will automatically learn it. You will notice the cursor flick briefly on him, signifying that he's learned it. Once you've learned Ultima, concentrate on killing Elmdor (don't kill Celia or Lede; they'll turn into Ultima Demons). Physical attacks are nearly useless, but Orlandu's and Agrias's sword techniques will work great. Also, whenever Celia or Lede starts casting Ultima, have the targeted character sttand next to Elmdor so he takes some damage too (100-200). Note: Elmdor is equipped with the Genji Armor, Helmet, Shield, and Glove. This is really powerful equipment, but you will have an impossible time stealing it from him (less than 10%). If you do decide to try, cast Haste on your thief or Slow on Elmdor, get behind Elmdor, and then steal the Shield first (as it will raise the success rate on the other items). I don't recommend trying (as this level is so hard anyway), but it's there if you want a challenge. --Battle 43: Undergrond cemetery of Limberry Castle-- Deploy Mustadio and have him use Seal Evil on the Knights (don't bother killing the skeletons -- let them fight with Meliadoul). Attack Zalera with Ultima, Holy Explosion and Orlandu's sword techniques (especially Night Sword and Crush Punch). Don't bother healing your characters, just pound on Zarela. He has about 1100 HP. --Battle 44: Inside of Igros Castle-- The victory condition for this battle states that you must defeat "Dycedarg's elder brother". Luckily (as Dycedarg doesn't HAVE any elder brother), you just have to defeat Dycedarg instead (I think they meant "defeat Ramza's elder brother Dycedarg"). This level is really easy to beat with the right strategy. Just use sword Agrias's, Orlandu's, and Meliadoul's sword techniques to hit Dycedrag from down below. Don't bother running up onto the arch; you can kill Dycedarg in two rounds (or less) from below. Things will get a bit more interesting when Dycedarg turns into Adramelk. Start this battle as you did the last one (using sword techniques). Adramelk will move, however, rendering this technique useless. Leave your weakest character there as a decoy, then send the rest of your team under the arch and up the stairs. If somebody gets confused, hit them to unconfuse them. Adramelk has 1500 HP and is pretty tough -- it might take you a couple tries to beat him. --Battle 45: St. Murond Temple-- This battle is noteworhty because it is (I believe) the only time the enemy has Geomancers or Mediators. Deplpy Agrias in the second squad. Send the other member of the second squad up after the Mediators (give this person Finger Guard, if she/he has it), while Agrias uses a Holy Explosion down the side of the church to hit the Geomancers. Send the first squad up the steps towards the Summoner and Priest. Those two are the most annoying opponents, so use your best attacks on them (Orlandu can each of them in one hit). The Summoner has a Dragon Rod you can steal. --Battle 46: Hall of St. Murond Temple-- All you have to do here is weaken one of the three and they all will retreat. Attack Kletian, 'cause he's the weakest. Rofel and Vormav have an annoying habit of breaking your equipment, so finish this up as fast as possible. --Battle 47: Chapel of St. Murond Temple-- Unlike most boss battles, you should kill off the flunkies (in this case, the demons) first. The demons are actually more powerful than Zalbag, especially the Archaic Demons (the Ultima Demon has some really cool-looking spells, though, like Almagest and Nanoflare). Zalbag has Move-HP Up, but you can nullify this with Don't Move. He will also Blood Suck your characters; cure this Holy Water. A weird thing that happened to me when I played this level was that Zalbag Blood Sucked Orlandu, and then Blood Sucked him a second time, causing Zalbag himself to become Blood Sucked and thus keeping him from using Move-HP Up. However, I can't guarantee that this will happen, as it seemed like a glitch to me. Worker 8 is useful in this battle as he is immune to Blood Suck (I think) and has a very long range. --Battle 48: Underground Book Storage Fourth Floor-- Your first priority is to kill off the guys down on the floor on the other side of the room, especially the monks. The archer has Yoichi's Bow (even stronger than the Ultimus Bow), if you have a thief along. Use Holy Explosion and Earth Slash to blast the knights as they come across the narrow bridge. Mighty Sword techniques (Meliadoul and Orlandu) are also useful against all the enemies here. This isn't a particularly hard battle. --Battle 49: Underground Book Storage Fifth Floor-- Now it gets interesting. Deploy lots of characters with range attacks for this battle. First of all, the black spots on the floor are holes -- this may seem obvious to you, but I didn't realize it at first. Unlike most bosses, you should try to kill the other guys (especially the Summoners) before you take on Rofel. If you have Hellstar Punch, use it on Rofel -- it will break his Save The Queen sword and thus remove his Shell spell. I've also heard of the strategy of removing all your armor so Rofel can't use his breaking attacks, but this seems like it would do more harm than good. I haven't tried it, so I can't really say. --Battle 50: Murond Death City-- Put your fast characters (or long-range guys like Worker 8) in the second squad. Kletian has really strong spells and a range of the whole battlefield. Go back to the old rush-the-boss routine. Kill any guys you can, but concentrate on taking on Kletian. If somebody dies, don't try to revive them, as Kletian will just kill them again. Try to use as few attacks to kill Kletian as possible, as he gains magic power each time you hit him. --Battle 51: Lost Sacred Precincts-- Deply ONLY characters with strong long range attacks. Squad 2 is almost useless, don't put your good characters there. If you cross over to Balk's side of the arena, his monsters will tear you to shreds, so don't do it unless you can finish Balk off with your attack. This level is basically a big firefight between you and Balk. If you have good range attackers (cough cough ORLANDU cough cough), you should be able to beat him without too much trouble. --Battle 52: Graveyard of Airships-- Hashmalum has some powerful spells, but you have an ace up your sleeve... can you guess what it is? No, not Orlandu... Worker 8! He's immune to magic! With Worker 8 and Orlandu blasting at him, you shouldn't have too much trouble killing Hashmalum. He only has 1200 HP. You will receive the Ragnarok sword when you win the battle. --Battle 53: Graveyard of Airships-- Be sure to deploy your best characters for this, the final battle. In my case, this was Ramza, Mustadio, Orlandu, Worker 8, and Agrias. Note that Alma will fight on your side in this battle. However, all she will do is cast Mbarrier, get killed, come back to life (because Mbarrier includes Regen), and repeat. Just ignore her and leave her as a target. You should also ignore the Ultima Demons, pests though they may be. It only takes about 1300 points of damage to defeat Ajora's first form, but if it teleports to the other side of the ship, you're toast. You then take on the second form. This one has a whopping 3000 HP, but is actually easier, because there aren't any Ultima Demons around. Altima will teleport back and forth; if you can't hit it, stay to the middle of the ship as it will move again on its next turn. Once you defeat Ajora's second form, you win the game. Congratulations! %%%CLOUD SUBQUEST%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% --Cloud Battle 1: Colliery underground third floor-- For some reason, you are being attacked by a large band of chemists (and this doesn't really look very "underground", does it?). There really isn't any particular strategy here. Calculators are good here though, as they can hit the far-away chemists with Calculated spells. It's helpful if you can paralyze some of the chemists (although Beowulf will often do that for you -- just stay out of his way). And having fast characters helps. --Cloud Battle 2: Colliery underground second floor-- This level is a lot like the previous, except all but one of the chemists are replaced by two thieves and two behemoths (the second behemoth is hiding in the cubby-hole behind the thief near your start position). The only noteworthy thing here is that the chemist is carrying a Blaze Gun (which shoots ice... don't ask); try to steal it from him. --Cloud Battle 3: Colliery underground first floor-- This time, you're fighting two chemists, two Blue Dragons, and a dancing pig (huh?). Just ignore the pig; it can't do any harm. The Blue Dragons, however, can, and will, do harm. Use fire attacks on them, and do NOT use ice attacks. Agrias's and Cid's sword techniques are your best offense on them (as usual). --Cloud Battle 4: Underground passage in Goland-- Kill the Plagues first; they will petrify or death sentence you if given the chance (they're weak against ice). If the enemies get lined up in the narrow passage, use Earth Slash or Holy Explosion on them. After taking out the Plagues, go after Sinogue (Reis should take care of the Molbol-type enemies). Make sure to keep Reis healed. Sinogue uses Giga Flare a lot, which isn't nearly as powerful as it looks (although it does do a number on the frame rate ^_^). He doesn't have very much HP, so you might be able to kill him with one shot with Orlandu. This battle isn't as tough as it looks (a rarity in this game). --Cloud Battle 5: Nelveska Temple-- This battle, however, is tougher than it looks. The enemies hit hard and hit fast. You just have to hit harder than them. Attack on the Hydras with your first attack and you should be able to kill off one. You will then be swarmed by the Cockatrices; kill them next. Finish off the other Hydra next, then go after Worker 7. His attacks are really strong so watch out, and he can't be harmed by magic. When you kill him the first time, he'll come back with 1 HP, so kill him again. The battle should be interesting, but not too hard. --Cloud Battle 6: Zarghidas Trade City-- If you can't win this battle, you shouldn't be playing the game. Just make sure Cloud stays healthy. Meliadoul's Mighty Sword techniques are useful here. %%%DEEP DUNGEON%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% --Level 1: NOGIAS-- Because you start out on the top, you can use lots of ranged attacks on your opponents. They're early-game guys, anyway, so they shouldn't be that difficult. It's a good warm-up for the tougher Deep Dungeon battles, though. Remember, if you kill all the enemies without finding the exit, you'll have to redo it (which is okay if you're in danger of losing). (2, 2) Blaze Gun (0, 9) Glacier Gun (9, 4) Kiyomori (0, 6) Elixir --Level 2: TERMINATE-- This level is a head-on confrontation between you and your opponents, although you still have a bit of a height advantage. The enemy's forces are usually comprised of Archers, Ahrimans, and Skeletons, so you'll need your own strong range attackers (or the Arrow Guard ability), particularly Worker 8. Take out the archers first, then go after the Ahrimans, and finally the Skeletons. If you fight mages or Ghosts instead, it's a much easier battle. Both groups of enemies are significantly more difficult than NOGIAS, however. (6, 7) Blood Sword (2 ,10) Elixir (0, 1) Save the Queen (4, 0) Elixir --Level 3: DELTA-- Delta is really easy! All you need is some range attackers (Mustadio, Worker 8) and you're set. The level is made up of three islands surrounded by pits. >From your starting point, you can hit almost all of the enemies with guns. Since they have to navigate around the pits, you can just stand there and blast away, waiting out your moves. Bring along a good close-range fighter (like Orlandu) as well. (5, 3) Elixir (1, 6) Mace of Zeus (2, 15) Elixir (7, 9) Yoichi Bow --Level 4: VALKYRIES-- This level is really big, which makes finding the exit even more of a pain than usual. Like Delta, it's got a lot of holes in the floor. Also like Delta, there are usually two groups of four enemies. Use the same strategies you used in Delta and you should be fine. Sometimes you'll fight large groups of Molbols here instead; in that case, you can probably nail them with wide-range attacks (Lightning Stab works well) as they tend to bunch up. (2, 12) Elixir (8, 4) Faith Rod (10, 5) Kaiser Plate (10, 4) Fairy Harp --Level 5: MLAPAN-- It sounds stupid but Mlapan is tough! It's basically a King of the Hill level. You're up on top of a cliff, which is surrounded by loads of enemies. There's only one path up onto your ledge, which winds around the whole level. What you want to do is hold the pass in one of the corners of the level -- it's the one that's only one or two blocks wide. You can just send Holy Explosions down this corridor and rip the enemies. If you have both Agrias and Orlandu you can cover the entire pass. The worst enemies are the Priests as they will keep healing / reviving the other guys, so kill them first. Don't try to shoot the enemies from up on top of the mountain; I've tried it but it doesn't work at all. This level is tougher than it; you'll really want Orlandu here. With all the carnage going on, finding the exit can be tough. Try using a Dragoon with Ignore Height and jumping down to the far end of the path right away. (8, 2) Excalibur (11, 0) Elixir (11, 6) Iga Knife (0, 6) Elixir --Level 6: TIGER-- Tiger seems really small at first, but scroll around to see the whole picture. It's a mostly flat level with three big rock ridges. Use a long range attack to get a feel for where they are. You'll have to wind your way through the ridges to get across the level, but a much better strategy is to just cast magic through them. Lightning Stab and call spells work great for this purpose. Note that all the hidden items are right in the starting corner -- there's no excuse not to pick them up. (9, 9) Secret Clothes (10, 9) Elixir (10, 8) Blast Gun (9, 8) Cursed Ring --Level 7: BRIDGE-- Bridge is a flat level with a big rock ridge through the middle (the bridge, I guess). You start off next to one of the ends of the ridge. Cross the level the long way and fight off anybody there, using the height to your advantage. Don't let your characters get spread out or you are dead meat. There's no real need to climb up onto the top of the ridge except to find the items stashed up there (be sure to have a high Jump height). This can be a tough battle (especially given that you have to find the exit), so it make take you a few tries. If you fight any monsters called Sacred, poach them for the best spear in the game. (4, 4) Elixir (10, 4) Sage Staff (12, 4) Koga Knife (14, 4) Elixir --Level 8: VOYAGE-- This level is basically a cliff with two levels; you start on the high one. You'll either fight a small group of humans (and possibly low-level monsters), or some really powerful monsters (Behemoths, Dragons, Hydras). Against the latter, just try to survive -- use call spells, Holy Explosion, and Break. Don't go out of your way to find stuff, although go for it if you can. Fighting the humans will give you a chance to find the exit and the items. Be sure to check all the humans to see if they have the Move-Find Item ability; if they do, put Don't Move on them or kill them right away to prevent them from picking up the items before you (and, yes, I've seen that happen -- I reset when it did). If the enemies (of any time) appear below you, don't try to shoot down on them -- walk the long way around the battlefield. Depending on who you fight, Voyage can be a tough battle or a pushover. (6, 4) Perseus Bow (7, 6) Robe of Lords (8, 9) Ragnarok (10, 10) Elixir --Level 9: HORROR-- "Horror" is not an accurate name for this level. It has two pillars (with a tiny one in between) and a lower level, and is usually swarming with ninjas and samurai. They don't have a lot of HP and are easy to take out. Kill the ninjas first; they're the ones that can throw stuff. Be aware that enemies like to hide between the pillars where they are difficult to see; don't forget about them. Sometimes, however, instead of the ninja and samurai convention, you get dragons and cockatrices. Then it's tougher. Try to stay in a tight group on the pillars and use your best attacks. Attack the cockatrices first, then go for the dragons closest to you. Finding the exit in this level is tricky; equip Ignore Height to get in more easily. If you don't have it, you can reach the lower level from the lowest point of the plateau where the Maximillian armor is located. Two of the items are down there as well. (4, 3) Grand Helmet (5, 3) Venetian Shield (0, 9) Maximillian (10, 3) Elixir --Level 10: END-- This level is just a confrontation with Elidibs and a whole pile of Apandas. Big Hint #1: The purple Apanda behind you, Byblos, is on your side. Don't kill him; he's your friend. Fight your way up the stairs (Lightning Stab works wonders on the Apandas). Bring a Mediator and use Solution constantly to lower your faith. The Apandas aren't hard to kill, so you'll reach Elidibs quickly. He casts the extremely powerful Zodiac call spell (700+ damage). If he starts charing something up, it's Zodiac -- get out of the way if you can! Split your guys up so he can't take out too many at one time. Healing is pointless because he will kill you no matter how much HP you have (Byblos will also take care of some of the healing). Do, however, revive dead characters, and pick up the crystals left by the dead Apandas to restore your HP and MP (especially if you used MP Switch to escape Zodiac). Angel Rings are a big help in this battle. If you're using Beowulf, DON'T heal him so his Shock does more damage. If you are trying to learn Zodiac, don't do too much damage to Elidibs until you get the spell so you won't kill him on accident. Elidibs has 2600-2700 HP; if you can keep Orlandu alive you shouldn't have too much trouble beating him. A note about the items on this level: Yes, there are items (contrary to what I had stated in previous versions). However, there are no traps over the items -- if you don't have Move-Find, you won't see a thing. That's why I thought there weren't any. Oh, and DON'T try to get the items during the battle with Elidibs -- come back after you beat him. (7, 10) Chaos Blade (5, 12) Chirijiraden (7, 12) Elixir (5, 10) Elixir ******************************************************* V. JOBS ******************************************************* A few (well, many) words of explanation... the R column stands for range. The first number is how many panels the ability reaches (the range value), the second is how big the impact area is (the effect value). An "A" as the first number is Auto, that means it can only target the panel you're standing on. "4Dir" is 4 directions; the ability has an unlimited reach, but only in the cardinal directions. Some abilities have been marked with * or +s. A * means the ability is one of the job's best, a + means that the ability is automatically used by the job, it's only used by other jobs (for example, the Ninja doesn't need its Two Swords ability to equip two weapons). Finally, for spells, you may see an "R" and/or a "C" after its MP cost. R means the spell can be reflected, C means it can be caluculated. %%%STANDARD JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ---Squire---------------------------------------------- Job Requirements: none Weapons: Knife, sword, axe, hammer Armor: Hat, clothes MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: BASIC SKILL Accumulate * A/1 300 Phys. attack + 1 Dash 1/1 75 Weak physical attack Throw Stone * 4/1 90 Weak ranged physical attack Heal 1/1 150 Cures Dark, Silence, Poison REACTION ABILITIES Counter Tackle * 180 Counter w/ dash when attacked SUPPORT ABILITIES Equip Axe * 170 Can equip axes Monster Skill 200 Nearby monsters gain abilites Defend 50 Reduce damage received Gained Jp UP * 200 Raises JP received MOVEMENT ABILITES Move+1 * 200 Move range + 1 Evaluation: Squires are what you'd expect from a starting job -- functional, but nothing all that special. Their abilities are useful early on, but there aren't very many that you'd use later on (Gained JP Up, and possibly Equip Axe and Move+1). However, I recommend that you Master, or come close to Mastering, the Squire job before you move on, as you need all the abilities you can get at the start of the game. ---Chemist--------------------------------------------- Job Requirements: none Weapons: Knife, gun Armor: Hat, clothes MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: ITEM Potion * ? Can use Potions Hi-Potion * 200 Can use Hi-Potions X-Potion * 300 Can use X-Potions Ether 300 Can use Ethers Hi-Ether 400 Can use Hi-Ethers Elixir 900 Can use Elixirs Antidote 70 Can use Antidotes Eye Drop 80 Can use Eye Drops Echo Grass 120 Can use Echo Grass Maiden's Kiss 200 Can use Maiden's Kisses Soft 250 Can use Soft potions Holy Water 400 Can use Holy Water Remedy * 700 Can use Remedies Phoenix Down * 90 Can use Phoenix Down REACTION ABILITIES Auto Potion * 400 Use lowest potion when damaged SUPPORT ABILITIES Throw Item +* 350 Increases item range Maintenance 250 Equipment can't be broken Equip Change 0 Change equipment during battle MOVEMENT ABILITIES Move-Find Item 100 Find items at destination Evaluation: Despite being a "basic" job, Chemists are great! You'll always want at least one person with Chemist abilities in any battle (and be sure to give them Throw Item so they can function properly). Item is also a good secondary ability early in the game. Skip the condition-curing items (Eye Drops, etc.); they're useless. ---Knight---------------------------------------------- Job Requirement: Squire lv. 2 Weapons: Sword, knight sword Armor: Shield, helmet, armor, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: BATTLE SKILL Head Break N/A 300 Destroys target's helmet Armor Break N/A 400 Destroys target's armor Shield Break N/A 300 Destroys target's shield Weapon Break * N/A 400 Destroys target's weapon Magic Break N/A 250 Lowers target's MP Speed Break * N/A 250 Lowers target's speed Power Break N/A 250 Lowers target's phys. attack Mind Break N/A 250 Lowers target's mag. attack REACTION ABILITIES Weapon Guard 200 Parry attacks with weapon SUPPORT ABILITIES Equip Armor * 500 Can equip armor + helmets Equip Shield 250 Can equip shields Equip Sword * 400 Can equip swords MOVEMENT ABILITIES none Evaluation: The Knight's greatest asset is not its abilites (most of which are crummy), but its inherent power to equip swords, armor, helmets, and shields (a power that can be transfered to other jobs with its support abilities). They're a good job late in the game, when you've learned all the abilities you want and now just want to maximize your characters' power (especially because knights are the only job that can equip Knight Swords, the game's most powerful weapons). When you first get the Knight job, just learn Equip Armor and Equip Sword, then move on. ---Archer---------------------------------------------- Job Requirements: Squire lv. 2 Weapons: Bow, crossbow Armor: Shield, hat, clothes MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: CHARGE Charge+1 * N/A 100 Charge up attack Charge+2 * N/A 150 Charge up attack Charge+3 * N/A 200 Charge up attack Charge+4 N/A 250 Charge up attack Charge+5 N/A 300 Charge up attack Charge+7 N/A 400 Charge up attack Charge+10 N/A 600 Charge up attack Charge+20 N/A 1000 Charge up attack REACTION ABILITIES Speed Save * 800 Raise speed when damaged Arrow Guard * 450 Evade arrow attacks SUPPORT ABILITIES Equip Crossbow 350 Can equip crossbows Concentrate * 400 Can't miss MOVEMENT ABILITIES Jump+1 200 Jump height + 1 Evaluation: I like archers. Their Action Ability (Charge) isn't that good, but their Reaction and Support Abilities, and they can equp bows (note that no other job, even with the Equip Crossbow ability, can use longbows). When equipping archers, never use crossbows, always go with the 2-handers. ---Monk------------------------------------------------ Job Requirements: Knight lv. 2 Weapons: none Armor: none MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: PUNCH ART Spin Fist A/2 150 Physical attack Repeating Fist 1/1 300 Physical attack Wave Fist 3/1 300 Magic attack Earth Slash * 4Dir/8 600 Earth attack Secret Fist 1/1 300 Causes Death Sentence Stigma Magic * A/2 200 Cancels most abnormal status Chakra * A/2 350 Restores HP and MP Revive * 1/1 500 Revives dead REACTION ABILITIES HP Restore 500 Restore HP when critical Counter * 300 Counter-attack when attacked Hamedo * 1200 Turn enemy's attack into yours SUPPORT ABILITIES Martial Arts + 200 Raises unarmed attack strength MOVEMENT ABILITIES Move-HP Up * 300 Restores HP each move Evaluation: Monks rock! In my opinion, they have the best selection of abilities in the game. Chakra is the second-most useful ability in the game (after Chicken) and will save your butt many a time. Get it right away, especially for Ramza (who makes a great Monk, BTW). In fact, almost all of the Monk abilities are useful, especially Revive, Move-HP Up, Counter (a must have), and Hamedo (spendy, but it's lots of fun). You can't go wrong with Monks. For best results, give them the Knight's Equip Armor ability to offset their lack of defense. ---Priest---------------------------------------------- Job Requirements: Chemist lv. 2 Weapons: Staff Armor: Hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITES: WHITE MAGIC Cure * 6 RC 25 4/2 50 Restores HP Cure 2 * 10RC 20 4/2 180 Restores HP Cure 3 16RC 15 4/2 400 Restores HP Cure 4 20RC 10 4/2 700 Restores HP Raise * 10RC 25 4/1 180 Revives dead Raise 2 * 20RC 10 4/1 500 Revives dead, full HP Reraise * 16RC 15 3/1 800 Gives Reraise status Regen * 8 RC 25 3/2 300 Gives Regen status Protect 6 RC 25 3/2 70 Gives Protect status Protect 2 24 15 3/2 500 Gives Protect status Shell 6 RC 25 3/2 70 Gives Shell status Shell 2 20 15 3/2 500 Gives Shell status Wall 24RC 25 3/1 380 Gives Protect and Shell Esuna 18RC 34 3/2 280 Cures most status ailments Holy 56RC 17 5/1 600 Holy attack REACTION ABILITIES Regenerator * 400 Get Regen when attacked SUPPORT ABILITIES Magic DefendUP * 400 Lowers magic damage received MOVEMENT ABILITES none Evaluation: Perhaps in keeping with the general theme of the game, Priests suck. They're basically a poor man's Chemist -- Chemists don't have to charge their abilities, don't use MP, and have more HP. I've starred some Priest abilities; these ones are okay but still not very good (except Raise and Raise 2). You can easily play the entire game without ever using Priests. ---Wizard---------------------------------------------- Job Requirements: Chemist lv. 2 Weapons: Rod Armor: Hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: BLACK MAGIC Fire * 6 RC 25 4/2 50 Fire attack Fire 2 * 12RC 20 4/2 200 Fire attack Fire 3 * 24RC 15 4/2 480 Fire attack Fire 4 48 10 4/3 850 Fire attack Bolt * 6 RC 25 4/2 50 Lightning attack Bolt 2 * 10RC 20 4/2 200 Lightning attack Bolt 3 * 24RC 15 4/2 480 Lightning attack Bolt 4 48 10 4/3 850 Lightning attack Ice * 6 RC 25 4/2 50 Ice attack Ice 2 * 12RC 20 4/2 200 Ice attack Ice 3 * 24RC 15 4/2 480 Ice attack Ice 4 48 10 4/3 850 Ice attack Poison 6 RC 34 4/2 150 Causes Poison status Frog 12RC 20 3/1 500 Causes Frog status Death 24RC 10 4/1 600 Instant death attack Flare 60RC 15 5/1 900 Fire attack REACTION ABILITES Counter Magic * 800 Counter w/ same spell SUPPORT ABILITIES Magic AttackUP 400 Raises magic damage MOVEMENT ABILITES none Evaluation: Well, they're better than priests. In general, magic in FF Tactics is not that useful, and wizards do nothing to change that. Their spells are good early on the game (where, in fact, they are quite useful), but quickly grow obsolete. Counter Magic is useful, though, and with Math Skill as a secondary ability, Wizards kick butt. ---Time Mage------------------------------------------- Job Requirements: Wizard lv. 2 Weapons: Staff Armor: Hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: TIME MAGIC Haste * 8 RC 50 3/2 100 Causes Haste status Haste 2 30 15 3/2 550 Causes Haste status Slow * 8 RC 50 3/2 80 Causes Slow status Slow 2 30RC 15 3/2 520 Causes Slow status Stop * 14RC 15 3/2 330 Causes Stop status Don't Move * 10RC 34 3/2 100 Causes Don't Move status Float 8 RC 50 4/2 200 Causes Float status Reflect * 12RC 50 4/1 300 Causes Reflect status Quick * 24R 25 4/1 800 Instant turn Demi 24RC 17 4/2 250 Target loses 1/2 HP Demi 2 50RC 12 4/2 550 Target loses 3/4 HP Meteor 70 8 4/4 1500 Magic attack REACTION ABILITIES Critical Quick * 700 Instant turn when low on HP MP Switch 400 Lose MP instead of HP SUPPORT ABILITIES Short Charge * 800 Speeds CT charge MOVEMENT ABILITES Teleport * 600 Teleport through obstacles Float 540 Permanent Float status Evaluation: The enemy seems to be able to use Time Mages a lot more effectively than I can. Perhaps that's because the computer doesn't get annoyed, whereas I do. And Time Mages are really annoying to fight against -- they speed up their allies, paralyze your guys, teleport around, etc. They're definitely better than Wizards or Priests, but you need some good abilities from other jobs to back them up. Give them a try and see what you think. ---Summoner-------------------------------------------- Job Requirements: Time Mage lv. 2 Weapons: Staff, rod Armor: Hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILTIIES: SUMMON MAGIC Moogle 8 50 4/3 110 Restores HP Shiva 24 25 4/3 200 Ice attack Ramuh * 24 25 4/3 200 Lightning attack Ifrit 24 25 4/3 200 Fire attack Titan * 30 20 4/3 220 Earth attack Golem * 40 34 All 500 Avoid physical attacks Carbunkle 30 25 4/3 350 Gives Reflect status Bahamut 60 10 4/4 1200 Magic attack Odin 50 12 4/4 900 Magic attack Leviathan 48 12 4/4 850 Water attack Salamander 48 12 4/3 820 Fire attack Silf [Sylph] * 26 20 4/3 400 Causes Silence status Fairy * 28 25 4/3 400 Restores HP Lich * 40 12 4/3 600 Darkness attack Cyclops 62 12 4/3 1000 Magic attack Zodiac * 99 10 4/4 N/A Magic attack REACTION ABILITIES MP Restore 400 Restores MP when near death SUPPORT ABILITIES Half of MP * 900 Halves spells' MP cost MOVEMENT ABILITIES none Evaluation: While call spells don't have nearly the power in FFT as they did in FF7 (where's KOTR?), they're still strong. They have a wide impact range, do a lot of damage, and don't hurt your own guys (or heal the enemies). The only downsides to this job are its abilities' high JP and MP costs (the latter of which can be remedied through the job's own Half of MP support ability). ---Thief----------------------------------------------- Job Requirements: Archer lv. 2 Weapons: Knife Armor: Hat, clothes MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: STEAL Gil Taking 1/1 10 Steal gil Steal Heart * 3/1 150 Charms opposite sex Steal Helmet * 1/1 350 Steal target's helmet Steal Armor * 1/1 450 Steal target's armor Steal Shield * 1/1 350 Steal target's shield Steal Weapon * 1/1 600 Steal target's weapon Steal Accessry 1/1 500 Steal target's accessory Steal Exp 1/1 250 Steal EXP from target REACTION ABILTIES Caution 200 "Defend" when attacked Gilgame Heart 200 Receive gil = to damage Catch 200 Obtain items thrown at you SUPPORT ABILITIES Secret Hunt * 200 Poach killed monsters MOVEMENT ABILITIES Move+2 * 520 Movement range + 2 Jump+2 480 Jump height + 2 Evaluation: Thieves are cool. They can steal stuff from enemies (necessary for getting some of the best equipment in the game), are fast, and can poach enemies (which also lets you get some cool stuff). Unfortunately, they tend to get killed really easily. Not a great job, but a good one nonetheless. Oh, and use female thieves, not male thieves, as there are more male enemies in the game and subsequently Steal Heart is more effective. ---Mediator-------------------------------------------- Job Requirements: Oracle lv. 2 Weapons: Knife, gun Armor: Hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITES: TALK SKILL Invitation * 3/1 100 Enemies join party Persuade 3/1 100 Resets targets' CT Praise 3/1 200 Raises brave Threaten * 3/1 200 Lowers brave Preach 3/1 200 Raises faith Solution * 3/1 200 Lowers faith Death Sentence 3/1 500 Causes Death Sentence status Negotiate 3/1 100 Receive gil from enemy Insult 3/1 300 Causes Berserk status Mimic Daravon 3/2 300 Causes Sleep status REACTION ABILITIES Finger Guard 300 Protects from Talk Skill SUPPORT ABILITES Equip Gun * 750 Can equip gun Train 450 Force weak enemy to join Monster Talk +* 100 Can talk to monsters MOVEMENT ABILITIES none Evaluation: Mediators have two purposes: a) to recruit monsters and b) to use guns. a) is only partially necessary, but b) is important. You can safely learn just the starred abilities from this job and nothing else. The Brave- and Faith-altering abilties are usefull, but not critical. ---Oracle---------------------------------------------- Job Requirements: Priest lv. 2 Weapons: Staff, rod, stick, dictionary Armor: Hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: YIN-YANG MAGIC Blind 4 RC 50 4/2 100 Causes Darkness status Spell Absorb 2 50 4/1 200 Drain MP from target Life Drain 16 50 4/1 350 Drain HP from target Pray Faith * 6 RC 25 4/1 400 Causes Faith status Doubt Faith * 6 RC 25 4/1 400 Causes Innocent status Zombie 20RC 20 4/1 300 Causes Undead status Silence Song 16RC 34 4/2 170 Causes Silence status Blind Rage 16RC 20 4/1 400 Causes Berserk status Foxbird * 20RC 25 4/1 200 Lowers target's brave Confusion Song 20RC 20 4/1 400 Causes Confusion status Dispel Magic 34 C 34 4/1 700 Eliminates positive status Paralyze * 10RC 20 4/2 100 Causes Don't Act status Sleep 24RC 17 4/2 350 Causes Sleep status Petrify 16RC 12 4/1 580 Causes Petrify status REACTION ABILITIES Absorb Used MP 250 Receive MP used to cast spell SUPPORT ABILITIES Defense UP * 400 Lowers physical damage received MOVEMENT ABILITES Any Weather 200 Move at same speed on rough terrain Move-MP Up 350 Restores MP as you move Evaluation: There's no kind way to put this. Oracles are completely useless (even more so than priests). Their spells just give the enemies various status problems, but take too long to charge and cost too much MP (whereas Geomancers have a longer range, don't charge, don't use MP, and still do the same things). Defense UP is useful, but that's about it. Stay far away from tis job and prod it with a sharp stick. ---Geomancer------------------------------------------- Job Requirements: Monk lv. 3 Weapons: Sword, axe Armor: Shield, hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: ELEMENTAL Pitfall * 5/2 150 Damage, causes Don't Move Water Ball 5/2 150 Water damage, causes Frog Hell Ivy * 5/2 150 Damage, causes Stop Carve Model * 5/2 150 Damage, causes Petrify Local Quake 5/2 150 Earth damage, causes Confusion Kamaitachi * 5/2 150 Wind damage, causes Don't Act Demon Fire * 5/2 150 Fire damage, causes Sleep Quicksand 5/2 150 Water damage, causes Death Sntnce Sand Storm 5/2 150 Wind damage, causes Darkness Blizzard 5/2 150 Ice damage, causes Silence Gusty Wind 5/2 150 Wind damage, causes Slow Lava Ball 5/2 150 Fire damage, instant death REACTION ABILITES Counter Flood 300 Counter phys. atks. w/ Elemental SUPPORT ABILITIES Attack UP * 400 Raises physical damage MOVEMENT ABILITIES Any Ground 220 Move at same speed on rough terrain Move on Lava 150 Can move on lava Evaluation: A lot of people pass off Geomancers as weak magic users, but they fail to realize that Geomancers are also good fighters -- they can equip swords and axes, and use shields. They also have the Attack UP ability, which is really useful. Coupled with the status-affecting powers of their Nature attack, they're good in the middle of the game. After that, they rapidly become less useful, as geomancy does relatively less and less damage. ---Lancer (Dragoon)------------------------------------ Job Requirements: Thief lv. 3 Weapons: Spear Armor: Shield, helmet, armor, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: JUMP Level Jump2 * 150 Jump attack Level Jump3 300 Jump attack Level Jump4 450 Jump attack Level Jump5 600 Jump attack Level Jump8 * 900 Jump attack Vertical Jump2 * 100 Jump attack Vertical Jump3 200 Jump attack Vertical Jump4 300 Jump attack Vertical Jump5 400 Jump attack Vertical Jump6 500 Jump attack Vertical Jump7 600 Jump attack Vertical Jump8 * 900 Jump attack REACTION ABILITIES Dragon Spirit * 560 Casts Reraise when attacked SUPPORT ABILITIES Equip Spear 400 Can equip spear MOVEMENT ABILITIES Ignore Height * 700 Infinite jump height Evaluation: I've always liked dragoons (and was disappointed to find no Jump materia in FF7), and FFT's lancers (a mistranslation; they were dragoons in the Japanese version) are just as cool. They have a great range with their jump attack, which never misses and puts the Dragoon temporarily out of danger. They also have Dragon Spirit, which casts Reraise when you get hit. I'm sure you can see the value in that. Dragoons are what Knights should have been. I recommend them very highly. The only downside is that they become pretty useless later in the game. ---Samurai--------------------------------------------- Job Requirements: Knight lv. 3, Monk lv. 4, Lancer lv. 2 Weapons: Katana Armor: Helmet, armor, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: DRAW OUT Asura A/3 100 Magic attack Koutetsu A/3 180 Magic attack Bizen Boat A/3 260 Lowers enemy MP Murasame * A/3 340 Heals party Heaven's Cloud * A/3 420 Magic attack, causes Slow Kiyomori A/3 500 Gives Protect and Shell status Muramasa * A/3 580 Mag. attack, causes Confusion and Death Sentence Kikuichimoji 4Dir/8 660 Magic attack Masamune * A/3 740 Gives Regen and Haste status Chirijiraden A/3 820 Magic attack REACTION ABILITIES Meatbone Slash 200 Max HP dmg. when critical Blade Grasp * 700 Avoid phys. attacks SUPPORT ABILITIES Equip Knife 400 Equip Katanas Two Hands * 900 Use one weapon in two hands MOVEMENT ABILITIES Walk on Water 300 Move on water as if land Evaluaton: Samurais are pretty good; they're basically the next progression of the Knight and Lancer type. They're good fighters once you get Two Hands (learn this first), and Blade Grasp is one of the best (if not the best) Reaction Abilities around. Draw Out is innovative, but not all that great, as the swords have a tendency to break. ---Ninja----------------------------------------------- Job Requirements: Archer lv. 3, Thief lv. 4, Geomancer lv. 2 Weapons: Knife, ninja sword, hammer Armor: Hat, clothes MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: THROW Shuriken * 5/1 50 Throw shuriken Ball 5/1 70 Throw magic balls Knife 5/1 100 Throw daggers Sword * 5/1 100 Throw swords Hammer 5/1 100 Throw flails Katana 5/1 100 Throw samurai katanas Ninja Sword 5/1 100 Throw ninja swords Axe 5/1 120 Throw axes Spear 5/1 100 Throw spears Stick 5/1 100 Throw polearms Knight Sword 5/1 100 Throw knight swords Dictionary 5/1 100 Throw dictionary REACTION ABILITIES Sunken State 900 Become invisible when hit Abandon 400 Evade % up SUPPORT ABILITIES Two Swords +* 900 Equip weapons in both hands MOVEMENT ABILITIES Move in Water 420 No movement penalty in water Evaluation: Ninjas are like knights in that their greatest asset isn't their learned abilities but their inherent ones. They can equip two swords (in practice, two morning stars; they're more powerful) and are REALLY fast. Throwing shurikens is good too (especially Yagyu Darknesses), and so is throwing swords (buy Rune Blades, they do a goodly amount of damage when chucked). A note with ninjas: the damage estimate when you go to attack somebody is usually far too low -- the first attack alone sometimes more damage than the estimate, let alone the second one. ---Calculator------------------------------------------ Job Requirements: Priest lv. 4, Wizard lv. 4, Time Mage lv. 3, Oracle lv. 3 Weapons: Stick, dictionary Armor: Hat, clothes, robe MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: MATH SKILL CT 250 Base equations on CT Level 350 Base equations on level Exp 200 Base equations on EXP Height * 250 Base equations on height Prime Number * 300 Selects by prime number 5 200 Selects by multiple of 5 4 * 400 Selects by multiple of 4 3 * 600 Selects by multiple of 3 REACTION ABILITIES Distribute 200 Give extra HP from heals to party Damage Split * 300 Enemy takes half damage SUPPORT ABILITIES Gained Exp UP * 350 Receive more EXP MOVEMENT ABILITIES Move-Get Exp 400 Earn EXP as you move Move-Get JP 360 Earn JP as you move Evaluation: Calculators are potentially very powerful, but they require a lot of time to build up. First of all, you need a lot of spells from the lower magic-using jobs, then you have to learn all the Math Skill abilities to make them truly useful. The problem is that Calculators are really pokey (give them an accessory that boosts their speed) and have a low magic strength. To remedy the latter problem, change the Calculator into a Wizard after you've learned all their abilities and set their second action ability to Math Skill. In this highly-evolved form, they can toast enemies around the battlefield or heal your whole party, without even having to charge or use MP! In other words, Calculators are great if you want to spend the time to build them up, but you don't need them to beat the game. ---Bard------------------------------------------------ Job Requirements: Summoner lv. 4, Mediator lv. 4 Weapons: Musical instrument Armor: Hat, clothes MP SPD R JP EFFECT ---------------------------------- ACTION ABILITIES: SING Angel Song 17 All 100 Restores MP Life Song * 17 All 100 Restores HP Cheer Song * 13 All