miércoles, 18 de mayo de 2016

%%%CHAPTER III: THE VALIANT%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%walk3

Three months into the War of the Lions, things are looking bad for both Larg
and Goltanna.  After a scene of Goltanna's council of war, we cut back to
Ramza, whose new mission is to convince Zalbaag that someone is manipulating
Ivalice into the war.

You'll start the chapter positioned at Dorter.

---NEW ITEMS FOR SALE---
The shops at Dorter and elsewhere have a lot of new stuff.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ninja Blade       Ninjabl 3000  TrCity       Atk: 8, 5% Parry
Murasame          Katana  7000  TrCity       Atk: 10, 5% Parry
Musk Pole         Pole    2400  TrCity/City  Atk: 8, 20% Parry
Croakadile Bag    Bag     53000 TrCity/City  Atk: 10, 0% Parry, Mag. Attack +1
Headband          Hat     5000  TrCity/City  HP +56, Physical Attack +2
Ancient Sword     Sword   5000  Castle       Atk: 9, 5% Parry,
                                               Inflicts: Immobilize
Mythril Bow       Bow     5000  Castle       Atk: 7, 0% Parry
Mythril Spear     Polearm 4500  Castle       Atk: 10, 10% Parry
Ice Shield        Shield  6000  Castle       Phy.Evade: 28%, Mag.Evade: 0%,
                                               Absorbs: Ice, Halves: Fire,
                                               Weakness: Lightning
Flame Shield      Shield  6500  Castle       Phy.Evade: 31%, Mag.Evade: 0%,
                                               Absorbs: Fire, Halves: Ice,
                                               Weakness: Water
Close Helmet      Helm    4000  Castle       HP +70
Poison Bow        Crossbw 4000  Castle/Goug  Atk: 4, 5% Parry, Inflicts: Poison
Winged Boots      Cloak   2500  Any          Always: Float
Magepower Glove   Gauntlt 20000 Any          Magick Attack +2
Reflect Ring      Ring    10000 Any          Always: Reflect
Nu Khai Armband   Armlet  10000 Any          Immune: Confuse,Charm; Halves: Dark
X-Potion          Item    700   Any          Restores 150 HP
--------------------------------------------------------------------------------

The Headbands are a great buy; not only do they increase your HP over the
previous hats, they also give you a physical attack boost.  (You may want to
keep your magick users with the Wizard's Hats, though, as those boost their 
*magick* power.)  Although the Croakadile Bag may look powerful, it does 
variable amounts of damage, which limits its usefulness during actual battles.
Plus, it's ridiculously expensive!

Now that you're in Chapter III, you can also buy X-Potions, so you'll want to 
learn the corresponding ability for any item-users you have.

For additional shopping opportunities, visit one of the castles: Lionel or 
Eagrose.  There you can pick up the Ancient Sword, a strong sword that can also
Immobilize enemies, as well as the Mythril Bow and some other stuff.

The Flame Shield and Ice Shield absorb fire and ice, respectively, which lets
you do a handy trick: Cast a fire or ice magick that targets both enemies and an
ally with the shield -- you'll damage the enemies, AND heal your character!  Not
only does this let you get around the "friendly fire" effects when fighting in
close quarters, it even replenishes your HP!

Of the two shields, the Flame Shield is definitely the better.  Not only does it
have a higher evade rate, its elemental profile is more useful.  The Ice Shield
makes you weak to lightning.  The Flame Shield, on the other hand, is only weak
to water, and there are very few water attacks.  So, the extra 500 gil for the
Flame Shield is definitely worth it.

---ERRAND UPDATE---
All this new equipment is expensive, so luckily there's a whole slew of new
errands, at least one in every town.

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Frontier Marathon          Dorter      14-16  0      21265 gil, 156 JP, wonder
Second Frontier Marathon   Dorter      14-16  0      21265 gil, 156 JP, wonder
  > Must complete "Frontier Marathon"
Third Frontier Marathon    Dorter      14-16  0      21265 gil, 156 JP, wonder
  > Must complete "Second Frontier Marathon" 
Stolen Tomes               Gariland    12-16  11000  2026 gil, 112 JP
The Gariland Magick Melee  Gariland    14-16  0      22265 gil, 166 JP, artefact
  > Month of Virgo only
Minstrel in Distress       Eagrose     13-16  50     1216 gil, 98 JP
Mameco the Minstrel        Eagrose     15-16  0      5239 gil, 104 JP
  > Must complete "Minstrel in Distress"
Lorraide Mine              Zaland      10-14  1100   2726 gil, 102 JP
The Zaland Melee           Zaland      14-16  0      20865 gil, 250 JP
  > Month of Aries only
The Dawn Queen             Lionel      8-12   100    15729 gil, 102 JP
Zerro's Challenge          Lionel      8-9    50     10999 gil, 143 JP, artefact
Mesa's Legacy              Goug        10-13  10000  576 gil, 55 JP
Clockwork Faire            Goug        11-13  100    5418 gil, 95 JP, artefact
Artificers' Contest        Goug        14-16  0      20865 gil, 250 JP
  > Month of Sagittarius only
Merchant's Regret          Warjilis    14-15  2000   5049 gil, 103 JP, wonder
--------------------------------------------------------------------------------

Particular profitable ones are "The Dawn Queen" in Lionel, "Zerro's Challenge"
in Lionel, and the three "Frontier Marathon" errands in Dorter.  (You must
complete the Frontier Marathons in sequence; finishing each one opens up the
next.)  Finishing "Zerro's Challenge" will also open up other errands later on. 
If you're short on cash, doing these errands will help you out.

I've also re-listed the 3 errands that show up in particular months.  If you
haven't already done these, these are great for earning money if it happens to
be the right month.  (If you already did any of these in Chapter II, you can't
do it again.)

AVOID "Mesa's Legacy" and "Stolen Tomes."  Both these errands are rip-offs that
cost you more money than you'll earn!  (If you're a completionist and want to
finish every errand, you can always come back to these later, once money is no
longer an issue.)

Some errands, including the Frontier Marathons, will now start yielding Wonders
of the Ancient World.  Like the Artefacts, these have no actual function;
they're just for display!

---MAP UPDATE---
If you had characters who were running errands at Lionel Castle and ended up
"trapped" when you were kicked out of the castle back in Chapter II, you can 
finally go collect those characters from the Tavern now.  Lionel Castle is back
to being a regular, blue-dot town.

Note that a couple of other routes on the map have disappeared: the sea route
between Goug and Warjilis permanently vanishes at the start of Chapter III, and
Orbonne Monastery is temporarily inaccessible.

---POACHERS' DENS---
The Poachers' Dens are now open.  Whenever a character with the Thief's "Poach"
ability KOs a monster with a physical attack, one item is sent to the Poachers'
Den.  You can then buy that item by visiting the Poachers' Den in Dorter or in
Warjilis.  Other cities do not have Dens.  (A third Poachers' Den will become
available in Chapter IV when you reach the city of Sal Ghidos.)

If you poached any monsters back in Chapters I or II, you can now buy their
items at the Den.  You do need to have the Poach support ability currently
equipped on at least one character--it doesn't have to be Ramza--in order to
enter a Poachers' Den.

There are a couple reasons to poach items.  First, poached items are cheap; you
can buy them for half their usual price!  You can also get some rare items from
poaching that you can't get anywhere else!  Each monster type yields one of two
possible items: a frequent item or an infrequent one.  See the Poaching List for
a complete list of which monsters give you which items.

Many of the best monsters to poach don't appear under Chapter IV, but if you
recruited a Pig at Tchigolith Fenlands in Chapter II, you can now start poaching
your pigs for rare items.  And Red Chocobos, which also appear fairly frequently
in Chapter III, sometimes yield the Barette when poached, which protects female
characters against a number of status ailments.

Finally, the Poachers' Dens have one other purpose.  Any item that you SELL to
the Poachers' Den gets added to its inventory and can be bought back later for
the same price that you sold it.  So, if you need to sell anything for cash,
sell it to the Poachers' Den, and it will be less expensive if you later want to
buy it again.

---RENDEZVOUS MODE---
A new Rendezvous mission, The Fete, is available.  This one can be a little
difficult if you haven't yet learned Shirahadori (see below), but with a
Summoner you should be able to win.  There's also the Lost Heirloom mission 
from last chapter if you haven't done that yet; the Nu Khai Armbands that you 
can now buy will make this battle easier by protecting you from Charm.

---ABILITIES TO LEARN---
There are some abilities you'll need at the end of Chapter III that it's a good
idea to start learning now.  You don't need these abilities just yet, but
if you build your characters towards those abilities now, you won't have to
spend time grinding for them later.

Specifically, you'll really want Ramza to have Focus and Tailwind (both Squire),
and Auto-Potion (Chemist).  If you have the chance to unlock the Ninja job for
him, that'll also help out a little.  Combining the Ninja's inherent speed and
double attack with a barehanded attack powered by the Monk's Brawler ability
makes for an incredibly strong and quick fighter.  But the Ninja job isn't
strictly necessary -- and it can be a bit of pain to unlock, as it requires
Ramza to at least have Archer at level 4, Thief at level 5, and Geomancer at
level 2!  For your other characters, acquiring the Dragoon or Ninja job on as
many as characters as possible is helpful, but also not a must-have.  

You may also want to start developing a stealing specialist, if you haven't 
already.  You'll be encountering more and more enemies with rare equipment
that you can't buy at the Outfitter, so you may want to swipe it :).  It'll be a
big help if you can learn the Thief's Steal abilities, and either Concentration 
(Archer) or Brawler (Monk), either of which will improve your stealing success 
rate.  If you don't get to this until Chapter IV, though, it's not a big deal.

Some other abilities that you want to work towards over the course of the 
chapter are the Samurai's Shirahadori reaction ability, the Ninja's Dual Wield 
support ability, and the Time Mage's Teleport movement ability.  Shirahadori 
blocks physical attacks outright whenever it activates; if combined with a high 
Bravery stat (which you can boost with Ramza's Steel ability), it can render you
virtually impervious to physical attacks.  It's one of the best abilities in the
game.  If you haven't already unlocked the Samurai job, though, you'll need to 
get a character with Knight level 4, Monk level 5, and Dragoon level 2 to become
a Samurai.  The Ninja's Dual Wield ability is also great as it allows you equip 
two weapons at once to effectively double (or come close to doubling) your 
attack power.  Finally, the Time Mage's Teleport is helpful for navigating 
battlefields with tall walls (as it allows you to essentially warp right up 
them), for teleporting through enemy forces blocking your path, and for 
extending your move range in a pinch.  If you try to teleport long distances, 
it'll probably fail, but this ability is still extremely helpful for navigating
both heights and crowded maps.  Also, if you have a Summoner, the Golem summon 
will also help out in a battle near the end of the chapter.

Lastly, if you haven't been using Ramza's Steel to work on building up your 
Bravery, try to do so when you get a chance -- having a high Bravery will make
your Reaction Abilities a lot more useful (such as the aforementioned 
Shirahadori).

---ON WITH THE ADVENTURE!---
When you're ready to get on with the game, equip your team with gear that 
boosts their Move or Jump ranges.  Safeguard may also be helpful.  Then go up
from Dorter, across the Zeklaus Desert, to the Mining Town of Gollund.

---Battle 22: Gollund-----------------------------------------------------------
YOUR FORCES: Ramza, Orran [guest], 4 others
ENEMY FORCES: Orator (lv 18, male)    Thief (lv 21, female)
              Thief (lv 20, female)   Thief (lv 19, female)
              Chemist (lv 21, male)   Chemist (lv 21, male)

GUEST: Orran [Cancer] - lv 18 Astrologer - Bravery 73, Faith 71
 Equipment : Bestiary, Wizard's Hat, Gaia Gear, Hermes Shoes
 Abilities : Astrology, other abilities random
 Immune    : All negative status except Stone, Blind, Silence, Oil, Slow, Stop

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Orran is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 10    Snow                     Snowstorm        73%
            Roof, Chimney            Wind Blast       24%
            Wooden Floor             Will-o'-the-Wisp  2%
            Flagstone                Contortion        1%

--STRATEGY--
The buildings here are steep, which restricts your movement.  So, you'll want 
to deploy characters with a good Jump or Move range, or equip accessories to 
boost it.  Because you start on the bottom and the enemy is on rooftops above 
you, guns and bows are not too effective here; it's hard to target the enemy 
from below.  Instead, try bringing the Dragoon's Jump attack or Black Magick.  
Also, since the enemy has three Thieves that like to steal your equipment, you 
may want to protect your investments by equipping the Safeguard ability, which 
prevents steals.  

Orran possess the Celestial Stasis spell, which will Disable, Stop, or 
Immobilize at least half the enemy forces every time he casts it.  However, 
he's still vulnerable until he gets this spell off, and the enemy Chemists can
hit him from a distance with their guns.  So, keep an eye on his HP.

From where you start the battle, move a healer character and another character
to your right and up the low steps.  These characters will be in a good position
to heal Orran (with White Magick or Throw Items) if he needs it.  If Orran's
relatively healthy and doesn't need immediately healing, you can also cast 
Protect him on to boost his defense.  The rest of your squad can go around the 
other side of the building to start fighting the enemies there.  The enemies 
will probably be no match for your forces; the key is just to keep Orran from 
getting killed, since if he's KOed, you lose the battle.

Orran's Counter Tackle will knock enemies off the roofs for extra damage, and 
you can try this yourself with Rush.  The Orator tends to stay on the highest
roof and may be tough to reach, but you should be able to jump up there using 
the "steps" on the right side of the roof.  At that point, you can attack him
while on the roof or Rush him off the roof so your entire crew can attack him.
Or, just use Black Magick to attack from below.

This battle is also a great opportunity to do some stealing!  Both Chemists are
carrying Mythril Guns, which are 2 attack points stronger than the Romandan
Pistols you're toting.  These are the best prizes to steal.  Additionally, you
can grab an Orichalcum Dirk (a good dagger) and Germinas Boots (boots that 
boost both your Move *and* Jump) from the Orator.  The Thieves may also carry
Jujitsu Gis and Main Gauche to swipe, although these aren't quite as good to
grab -- the Main Gauches aren't as strong as the Orichalcum Dirk.  Especially
later in the battle, when Orran may have paralyzed lots of enemies, try to steal
some of this gear if you can!

If you've played the original PSone version of FF Tactics, you may find this
battle more challenging this time around.  It's been restored to the original
Japanese level of difficulty.  Orran's stats are now a lot lower, and it's quite
a bit easier for the enemies to KO him.

BATTLE TROPHIES: 1500 gil, Battle Folio

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 2  (height: 2, Snow)       Hi-Potion     Close Helmet  none
Left: 5, Up: 1  (height: 0, Snow)       Holy Water    Iron Flail    none
Left: 5, Up: 6  (height: 16, Chimney)   Potion        Spear         none
Left: 9, Up: 9  (height: 1, Snow)       Phoenix Down  Mage's Staff  none
--------------------------------------------------------------------------------

After you save Orran, you'll chat briefly, and then he'll head off to the south,
sadly depriving you of Celestial Stasis :)

Gollund's shops don't offer any new equipment, so just head straight on to 
Lesalia.  There's no fight when you first get here, just a short chat with 
Zalbaag.  However, as soon as you leave, you'll have to fight Zalmour.

---Battle 23: Lesalia Castle Postern--------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, Alma [guest], 2 others
  2nd Squad - 2 others
ENEMY FORCES: Zalmour (lv 24 Celebrant)   Knight (lv 22, male)
              Knight (lv 22, male)        Knight (lv 20, male)
              Monk (lv 21, female)        Monk (lv 21, female)

GUEST: Alma [Leo] - lv 3 Cleric - Bravery 39, Faith 87
 Equipment : Healing Staff, Barette, Wizard Clothing, Red Shoes
 Abilities : Holy Magicks, Items, other abilities random

BOSS: Zalmour [Sagittarius] - lv 24 Celebrant - Bravery 54, Faith 78
 Equipment : Musk Pole, Wizard's Hat, White Robe, Elven Cloak
 Abilities : Priest Magicks, random action ability, Archer's Bane, Halve MP, 
             Lifefont
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Berserk, 
             and Slow

VICTORY CONDITION: KO Zalmour
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Grassland                Tanglevine       55%
            Flagstone                Contortion       22%
            Soil                     Sinkhole         12%
            Obstructed               --               12%

--STRATEGY--
If you didn't spot the rest of your team right away, they're behind the gate.

Since none of the enemies here has much in the way of range attacks (just maybe
some weak Geomancy abilities), you needn't rush down to attack them.  Instead,
keep your characters up on top of the castle and let the enemies come up to you.
The majority of them will come up the stairs, so position the bulk of your team
near the stairs.  Because the enemies are often in clusters, magick (and 
Geomancy) works well on them.  The railing blocks direct gun shots down onto the
ground, but if you stand up on top of the railing, you should be able to shoot 
from there.  Standing on the railing also gives you a height advantage and makes
it harder for the enemies to hit you.

Alma will probably cast Aegis on Ramza once, which will make him super-powered
for a few turns.  (Shell and Protect will reduce the damage he takes, Regen
heals him, and Haste gets him more turns!)  Take advantage of it!  After casting
Aegis, Alma will just thwack your characters with her Healing Staff to restore
their HP.

The level 22 Knights may have Flame Shields or Ice Shields, which gives them
some elemental weaknesses you can exploit.  Thunder and other lightning magicks
will do extra damage to Knights with an Ice Shield.  Knights with Flame Shields
are weak against water, although there aren't many water attacks that you can
use (but, the Leviathan summon and the Ninja's Snowmelt Bomb are two).

The annoying part of this battle is Zalmour, who can cast Cura and Arise to 
heal his troops.  When you have the chance, start attacking him.  (You may
also want to try stealing his White Robe if you get a chance.)  He'll go down 
quickly, and, as soon as you KO him, you win the battle ... so this is a pretty
easy fight.

BATTLE TROPHIES: Ether

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Soil
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 9, Up: 10 (height: 5, Grassland)  Ether         Brigandine     none
Left: 0, Up: 10 (height: 5, Grassland)  Holy Water    Ancient Sword  none
Left: 0, Up: 8  (height: 2, Grassland)  Phoenix Down  Ninja Blade    none
Left: 1, Up: 0  (height: 0, Soil)       Remedy        Diamond Braclt none
--------------------------------------------------------------------------------

---ALMA---
Alma now joins up as a guest.  She won't be doing any more fighting, though,
so go ahead and de-equip her Healing Staff, Barette, and Red Shoes.  These are
all valuable items: the Healing Staff and Barette are items you can't ever buy 
in shops, and the Red Shoes won't be available to purchase until much later.  
The Healing Staff is an interesting "weapon" in that it actually restores HP to 
the character hit by it.  Equipping it on a magick-oriented character can be 
quite useful since they probably won't be doing much fighting anyway and it 
gives you a free source of healing.

---BAD ERRANDS---
Both Gollund and Lesalia have new errands you can complete:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Old Toppa's Will           Gollund     11-13  8000   3462 gil, 106 JP
Salvage Expedition         Lesalia     10-14  3000   976 gil, 90 JP, artefact
Abandoned Mine             Lesalia     10-14  1000   2576 gil, 90 JP, artefact
--------------------------------------------------------------------------------

You can complete these errands easily by walking back and forth between Gollund
and Lesalia.  However, none of them are particular lucrative and they may cost
you more money than you earn!

---EQUIPMENT UPGRADES---
Before leaving this region, you can also stop at the Outfitter in Lesalia to buy
new heavy armor.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Mythril Gun       Gun     15000 Goug         Atk: 8, 5% Parry
Kunai             Ninjabl 5000  TrCity       Atk: 9, 5% Parry
Ama-no-Murakumo   Katana  8000  TrCity       Atk: 11, 5% Parry
Bestiary          Book    6000  TrCity       Atk: 8, 15% Parry
Damask Cloth      Cloth   7000  TrCity       Atk: 8, 50% Parry
Iron Fan          Pole    4000  TrCity/City  Atk: 9, 20% Parry
Celebrant's Miter Hat     6000  TrCity/City  HP +64, MP +20, Magick Attack +1
Jujitsu Gi        Clothes 4000  TrCity/City  HP +60, Phys. Attack +1, Immune: KO
Chameleon Robe    Robe    5000  TrCity/City  HP +40, MP +28, Immune: KO,
                                               Absorbs: Holy
Fuma Shuriken     Star    300   TrCity/City  Atk: 7
Main Gauche       Knife   3000  Castle/City  Atk: 6, 40% Parry
Aegis Shield      Shield  10000 Castle       Phy.Evade: 10%, Mag.Evade: 50%,
                                                Magick Attack +1
Diamond Helm      Helm    6000  Castle       HP +80
Diamond Armor     Armor   6000  Castle       HP +80
Sleep Blade       Sword   5000  Castle       Atk: 9, 5% Parry, Inflicts: Sleep
Slasher           Axe     12000 Castle       Atk: 16, 0% Parry, Inflicts: Slow
Flame Mace        Flail   4000  Castl/TrCity Atk: 11, 0% Parry, fire elemental,
                                               Spell Effect: Fira
Germinas Boots    Shoes   5000  Any          Move +1, Jump +1
Jade Armlet       Armlet  10000 Any          Immune: Stone, Stop
Elven Cloak       Cloak   8000  Any          Phy.Evade: 25%, Mag.Evade: 25%
--------------------------------------------------------------------------------

The Aegis Shield that's now available is much worse against physical attacks
than your existing shields, but it has a 50% evade rate against magicks!
Combined with the Ninja's Reflexes, in fact, you have a 100% evade rate against
evadable magicks!  It's not too good for most situations, since you don't face
nearly as many magick attacks as physical attacks.  But, you may want to keep
one or two Aegis Shields on hand for battles against magick users.  The Aegi
Shield is also a great choice for characters who have learned Shirahadori.
Shirahadori can block most physical attacks by itself, so you can use your
shield slot to beef up your magick defense.

Don't blow all your money in Lesalia, because there's some new equipment down in
Dorter as well.  In particular, the Jujitsu Gi is a great set of clothes for
fighting-oriented characters as it also boots your physical attack power, and
the Celebrant's Miter is a hat for mages because it boosts your MP.  (You'll
probably want to keep your fighters using the Headband for the attack boost.)
Depending on what jobs you're using, there may be weapon upgrades as well.

A more powerful gun, the Mythril Gun, is now available for sale.  Since Goug is
the only city that sells guns, you'll have to walk all the way down to Goug if
you want to buy it.  It's 2 points stronger and a stronger gun never appears in
stores, so it's worth the trip if you didn't get the chance to steal any Mythril
Guns during the Gollund battle.

Buying 5 Chameleon Robes at Dorter would give you an easy way to beat an
upcoming boss, but you probably don't need them as the boss isn't that tough 
even without them.


---EVENTS AT ORBONNE---
Purchase anything you want.  Then head to Orbonne Monastery, which has appeared
on the map again.

Once you enter the monastery, you'll be locked into a series of three battles.
Make sure that you're well stocked with supplies.  You could also pick up a few
of the Jade Armlet accessory to help with an upcoming battle, but they're fairly
expensive and not really necessary.

At Orbonne Monastery, enter the Monastery Vaults (it's the only option 
available), where you'll find Simon wounded.  He tells you about Funebris's 
plot, and Ramza chases after the troops looking for the Virgo Stone.  You'll 
have a chance to save your game.  All you'd have to repeat if you died is that 
short scene with Simon, but if you want to save, save in a separate slot
since you're locked into a series of battle.  The roster screen will come up, 
then you will go down to the second floor and have a fight.

---Battle 24: Monastery Vaults - Second Level-----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Dragoon (lv 25, male)      Dragoon (lv 25, male)
              Dragoon (lv 24, male)      Chemist (lv 24, male)
              Time Mage (lv 23, male)    Time Mage (lv 22, male)   

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Brick                    Wind Slash       73%
            Obstructed               --               20%
            Stairs                   Will-o'-the-Wisp  8%

--STRATEGY--
This is your first encounter with enemy Dragoons.  Their standard attack has a
two-tile range and is quite strong, and they can also use the Jump attack.  If
one of them jumps at a character, try to move that character away before the
Dragoon lands (assuming you have a chance, that is).  If you cast Haste on your
characters, you'll get more turns and hence a better chance of being able to
duck out of the way.  Although the Dragoons obviously can't be hit *while*
they're Jumping, you can still charge up attacks (including a Jump of your own!)
that will hit them when they land.

Since the Dragoons are so strong physically, you'll probably want to bring some 
tough close-range fighters with which to fight back.  The Dragoons have a high 
evade rate, so equipping the Concentration ability (Archer) on any characters 
that have it is a good idea, as it ensures that your attacks can't be evaded.  
Also, if your fighters have Flame Shields or Ice Shields equipped, remember that
casting Fire or Blizzard magicks on the group will both damage the enemy 
Dragoons and heal any characters with the appropriate shield -- it's good for 
close-quarters fighting!  (Be careful, though, one of the Dragoons may have a
Flame or Ice Shield himself.)

You'll want to take out the enemy Chemist so he can't heal the enemies, but
you can save the Time Mages for last.  Pretty much all they'll do is cast Haste.
If you have the chance, though, position one of your characters next to the 
enemy that Haste is going to be cast on; this allows you to pick up the Haste
status as well!

BATTLE TROPHIES: Battle Folio

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 9, Brick - closest to open door
                                                    at bottom
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 9, Up: 0  (height: 12, Brick)     Potion        Murasame      none
Left: 4, Up: 9  (height: 12, Brick)     Remedy        Musk Pole     none
Left: 3, Up: 4  (height: 6, Brick)      Hi-Potion     Poison Bow    none
Left: 0, Up: 5  (height: 0, Brick)      Ether         Mythril Bow   none
--------------------------------------------------------------------------------

After beating the second floor, you have another save opportunity.  Again,
save in a slot separate from your main file.  For the next battle, you may want
to equip any accessories you have that boost your Jump statistic (i.e., the
Spiked Boots or Germinas Boots).  After you leave the roster screen, you'll go 
to the third floor for another battle against Isilud.

---Battle 25: Monastery Vaults - Third Level------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Isilud (lv 26 Nightblade)   Knight (lv 24, male)
              Knight (lv 23, male)        Archer (lv 23, male)
              Archer (lv 21, male)        Summoner (lv 22, male)

BOSS: Isilud [Gemini] - lv 26 Nightblade - Bravery 73, Faith 62
 Equipment : Platinum Sword, Golden Shield, Platinum Helm, Platinum Armor,
             Power Gauntlet
 Abilities*: Arts of War, Jump, Counter, Safeguard, Ignore Elevation
 Immune    : All negative status except Blind, Silence, Oil, and Slow
 * Isilud's Nightblade job also has Concentration as an innate ability.

VICTORY CONDITION: Reduce Isilud to critical HP (< 20% of max HP)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 11    Book                     Wind Slash       67%
            Flagstone                Contortion       31%
            Stairs                   Will-o'-the-Wisp  2%

--STRATEGY--
Your first order of business in this maze-like level is to send one or two
characters down the hall to kill the Summoner -- used ranged attacks to take
him out quickly before he can hit you with any summons.  After the Summoner, 
go after the Archer that will have come up behind him.

At this time Isilud and his gang will be nearing you from behind.  You'll want
to get up on top of the bookshelves to fight him on the same level.  If you 
have a Jump statistic of at least 5, you can jump directly on top of the 
shelves; otherwise, you'll have to use the stairs in the corner.  The stairs 
can get a little crowded, so being able to jump up is helpful.

As at Lesalia, the Knights here may have Ice or Flame Shields.  These shields
make them weak against lightning and water attacks, respectively.

Watch out; Isilud has the Dragoon's Jump attack and an incredibly long jump
range.  If you use Haste, though, you may have a chance to move out of the way
before he comes back down.  His plain sword attack is strong, too, and he can 
counterattack.  He also has Safeguard, so you can't steal or break his sword or 
other equipment.  Just ignore the other guys and attack Isilud.  The Mythril Gun
and Agrias's Holy Sword techniques are both quite effective here, and you can 
also use your own Jump attacks if you've got a Dragoon.  When Isilud drops to 
critical HP, he'll teleport away and you win.

Before you finish off Isilud, you may want to send a character with Treasure
Hunter to the extreme corner of the map near where you start.  You may get a
Croakadile Bag from this treasure tile.  Although the bag is not very good as a
weapon, you can sell it for 26,500 gil, which will fund a lot of good equipment!
As with most good Treasure Hunter pickups, your chance of getting the bag is
greater the *lower* your Bravery.

BATTLE TROPHIES: Guardian Bracelet

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 9, Book
                                       POOR ITEM     GOOD ITEM       TRAP
Left: 10,Up:  0 (height: 8, Book)      Phoenix Down  Croakadile Bag  none
Left: 6, Up:  5 (height: 7, Book)      Holy Water    Ice Shield      none
Left: 9, Up:  9 (height: 7, Book)      Potion        Flame Shield    none
Left: 7, Up: 11 (height: 8, Book)      Hi-Potion     Headband        none
--------------------------------------------------------------------------------

Upon winning against Isilud, there's yet another save point, and then the last 
of the three battles, this time with Wiegraf.  Before the battle, equip any Jade
Armlets you have to protect yourself from his sword attacks.  (Alternately, if
you equip your *entire* team with Chameleon Robes, you can stop his sword
techniques outright.)

---Battle 26: Monastery Vaults - First Level------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Wiegraf (lv 27 White Knight)    Knight (lv 24, female)
              Knight (lv 24, female)          Black Mage (lv 22, female)
              Archer (lv 23, female)          Archer (lv 21, female)          

BOSS: Wiegraf [Virgo] - lv 27 White Knight - Bravery 71, Faith 64
 Equipment : Diamond Sword, Crystal Helm, random armor, Elven Cloak
 Abilities : Holy Sword, random 2nd action ability, Counter, Doublehand,
             Move +1
 Immune    : All negative status except Blind, Silence, Oil, and Slow

VICTORY CONDITION: KO Wiegraf
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Brick, Furnishings       Wind Slash       63%
            Wooden Floor, Stairs     Will-o'-the-Wisp 22%
            Obstructed               --               14%

--STRATEGY--
A shortcut to beating this battle is to equip all your characters with Chameleon
Robes, which absorb holy damage.  The enemy AI mistakenly believes that
Wiegraf's sword techniques do holy damage, so if your team is equipped with
Chameleon Robes, he won't even use them.  But, you do need to equip ALL your
characters with the robes; if even one character has different armor, Wiegraf
won't be fooled.

If you're not using the Chameleon Robes, spread your characters out in your
initial deployment.  Wiegraf is almost guaranteed to target your group with a
Judgment Blade before you have a chance to move.

The tall wall divides this level into two halves -- the half where you start
and the half where the bad guys start -- with a small doorway in the middle.  
But Wiegraf will come running through to your side right away.  Just go after 
Wiegraf; most of his followers are irrelevant and probably won't even reach you 
before Wiegraf goes down. The Archers can shoot through the doorway from the 
other side, though, so Archer's Bane (or Shirahadori, if you have it) may be 
helpful.

As in your previous battle, Wiegraf will use Judgment Blade a lot (unless you
have the Chameleon Robes on).  Judgment Blade randomly casts Stop on you
sometimes, but you can protect yourself from that by equipping Jade Armlets.
The armlets won't stop you Judgment Blade from doing HP damage, though.

Focus your attacks on Wiegraf.  If you can't kill him in two rounds of turns or
so, the other enemies will show up and you're in trouble.  This time, Wiegraf
must be knocked down to 0 HP before you win.

It's pretty hard to get, but there IS a fairly valuable Treasure Hunter item on
this level.  If you can make it over to the enemies' side of the map, there's a
Magepower Glove up on the wooden platform on the other side.  (See below for
exact coordinates.)  This useful accessory boosts your Magick Attack by 2,
making it useful for mages!  Although you can buy it item in stores, it costs a
lot of money (20,000 gil!), so the Treasure Hunter pickup is nice if you can get
a character across the map to claim it.

BATTLE TROPHIES: 2500 gil

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Brick - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 0, Up: 0  (height: 0, Brick)      Holy Water    Nu Khai Armband  none
Left: 2, Up: 6  (height: 0, Brick)      Phoenix Down  Reflect Ring     none
Left: 6, Up: 0  (height: 8, Wooden Fl.) Remedy        Magepower Glove  none
Left: 7, Up: 11 (height: 1, Brick)      Ether         Winged Boots     none
--------------------------------------------------------------------------------

Afterwards, Isilud escapes with both a friend and your Zodiac Stones captive.  
Outside, Wiegraf transforms in a rather frightening scene, and then Simon shows 
up to give you the Scriptures of Germonique.

---SCRIPTURES OF GERMONIQUE---
Back on the map, go to the Chronicle option and check out your Artefacts.
Examine the Scriptures of Germonique and press Triangle if you want to read it 
(this takes a while).  If you're having a hard time reading the text, pressing
the L button on your PSP will make the background darker (and thus make the text
easier to read), while the R button makes the background brighter.  Reading the
Scriptures has no direct impact on the game, but it fills in some story
information.

---STORY EVENTS---
After you're done reading, go to Dorter.  A mage will demand the Scriptures
and ask if you've read them.  It doesn't matter what you say.  When the mage 
leaves, the route to Riovanes Castle will open.  Try to leave Dorter (just click
anywhere on the map) and you'll see an FMV scene with Delita and Ovelia.

---MORE NEW ITEMS---
Go into Dorter and check out the shops, which once again have some new 
equipment.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Kodachi           Ninjabl 7000  TrCity       Atk: 10, 5% Parry
Bloodstring Harp  Instrmt 10000 TrCity       Atk: 13, 10% Parry, drains HP from
                                               target to wielder
Papyrus Codex     Book    10000 TrCity       Atk: 9, 15% Parry
Wizard's Rod      Rod     8000  TrCity/City  Atk: 4, 20% Parry, Mag.Attack +2
Golden Staff      Staff   7000  TrCity/City  Atk: 6, 15% Parry
Gokuu Pole        Pole    7500  TrCity/City  Atk: 10, 20% Parry,
                                               Inflicts: Atheist
Pantherskin Bag   Bag     52000 TrCity/City  Atk: 12, 0% Parry, Always: Regen
Black Cowl        Hat     7000  TrCity/City  HP +72
Power Garb        Clothes 7000  TrCity/City  HP +70, Physical Attack +2
White Robe        Robe    9000  TrCity/City  HP +50, MP +34, halves: Fire,
                                               Lightning, Ice
Orichalcum Dirk   Knife   4000  Castle/City  Atk: 7, 5% Parry
Diamond Sword     Sword   8000  Castle       Atk: 10, 10% Parry
Windslash Bow     Bow     8000  Castle       Atk: 8, 0% Parry
Partisan          Polearm 7000  Castle       Atk: 11, 10% Parry
Diamond Shield    Shield  12000 Castle       Atk: 34, 15% Parry
Hunting Bow       Crossbw 8000  Castle/Goug  Atk: 6, 5% Parry
Magick Ring       Ring    10000 Any          Immune: Silence, Berserk
Japa Mala         Armlet  15000 Any          Immune: Undead, Vampire, Toad,
                                               Poison; Boosts: All 8 elements
Hi-Ether          Item    600   Any          Restores 50 MP
--------------------------------------------------------------------------------

The Power Garbs are a great buy; they're good new clothes that also raise your
physical attack power.  And don't miss the White Robe for your magick-users --
you'll have to scroll down through all the clothes to find it!  It has the nice
effect of halving damage from fire, lightning, and ice attacks.

But even as you upgrade your robes, KEEP at least one Chameleon Robe in your 
inventory; you'll want it for a particular battle near the end of the chapter.

You may want to keep your Headbands and Celebrant's Miters instead of buying 
Black Cowls, since the Cowls don't have any special stat boost.  Similarly, the 
Diamond Shields are not an especially great shield since they don't have any 
elemental properties, nor the magick block rate of the Aegis Shield.

If you were able to snag the Croakadile Bag from the Monastery, you can sell it
off for a cool 26,500 gil.

The Gokuu Pole has an interesting effect.  When you hit a unit with it, it
may randomly inflicts the Atheist status.  Atheist temporarily reduces a unit's
Faith to 0, which means that it can neither use magicks nor be hurt by them.  In
theory, you could use this effect to stop enemy mages or to immunize your own
allies against enemy magick by striking them with the pole.  But, the pole only
inflicts Atheist status *sometimes*, and the jobs that use poles (Mystic
and Arithmetician) are generally not jobs you want to spend a lot of time in.
So, its practical value is somewhat limited.

---ERRANDS & RENDEZVOUS MISSION---
There are also a few new errands available down at Lionel Castle and the
Castled City of Zaland, as well as at Eagrose Castle.

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Guard Duty                 Eagrose     11-13  2000   17235 gil, 146 JP, artefact
The Siedge Weald           Zaland      11-13  1100   5054 gil, 105 JP, wonder
Trick of the Light         Lionel      14-15  1050   5049 gil, 83 JP, wonder
Fenland Mystery            Lionel      13-14  1100   5049 gil, 83 JP, wonder
--------------------------------------------------------------------------------

"Guard Duty" at Eagrose is a good errand to take; the others are pretty
mediocre.

Taverns also offer a new Rendezvous Mode mission, Desert Minefield.  This one is
relatively easy, although tough to clear with just a few characters.

It's now time to head north to Riovanes.  As you head up through the Zeklaus 
Desert, you'll run into a story battle.

---Battle 27: Zeklaus Desert----------------------------------------------------
YOUR FORCES: Ramza, Luso [guest], 4 others
ENEMY FORCES: Dark Behemoth (lv 23)    Behemoth King (lv 16)
              Behemoth King (lv 15)    Behemoth (lv 18)
              Behemoth (lv 17)         Behemoth (lv 16)

GUEST: Luso [Cancer] - lv 25 Game Hunter - Bravery 55, Faith 48
 Equipment : Icebrand, Platinum Shield, Crystal Helm, Jujitsu Gi, Elven Cloak
 Abilities : Huntcraft, other abilities random

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Luso is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 18 x 10    Sand                     Sandstorm        62%
            Stone Outcropping        Tremor           36%
            Obstructed               --                2%

--STRATEGY--
Deploy all your characters towards the upper-left corner of the available 
purple tiles.  This will start your characters as close to Luso as possible.
If you have anyone who can Poach or Entice/Tame monsters, they're good to bring 
here.

After you deploy your characters, there will be a CG scene, as Ramza jumps in to
help Luso.  Then the battle starts and then the battle starts. It's Behemoth 
city!

Luso can hold his own pretty well -- he comes with an Icebrand sword, which is 
better than anything sold at the Outfitter at this point.  Still, if he gets 
surrounded by Behemoths, he'll get killed and you'll lose the battle, so move a 
healer into position ASAP.  (Casting the Protect magick on him or your other 
characters is also a good idea, as the Behemoths only use physical attacks.)  
If you move some other fighters down into the canyon with the Behemoths, you'll 
keep them from ganging up on any one particular character.  All the Behemoths 
can counterattack (since they're monsters), which means Luso can take damage 
pretty quickly fighting against them.  Fortunately, he's smart enough to flee if
his HP drops to critical, but even if it's not yet critical, a series of 
behemoth attacks could take him out before he has a chance to move!

Try to take out a few of the purple "regular" Behemoths quickly, before the
Behemoth Kings and Dark Behemoth have a chance to make it over to you.  Those
are lot stronger and will take several attacks to kill.  Agrias's Holy Sword
techniques are good for dealing damage and can't be counterattacked.

If you have an Orator or someone else with Entice and Beast Tongue, it's
definitely worth trying to recruit some of the monsters here.  If you can turn
one Traitor and keep it alive through the battle, it'll join your squad.  None
of these monsters are ones you could otherwise find at this point in the game, 
and the Behemoth King and Dark Behemoth are particularly rare.  If you get any 
of them, you can use them to breed more behemoths and poach them for rare 
items!  Luso also automatically poaches any enemy he kills, so he if kills any 
of the behemoths here, you should also get something good.

The Treasure Hunter items here are especially poor, as they're the same items
available when this map first opened in Chapter I.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Sand
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 7  (height: 2.5, Sand)     Phoenix Down  Blind Knife   Sten Needle
Left: 0, Up: 11 (height: 0, Sand)       Echo Herbs    Battle Boots  Degenerator
Left: 6, Up: 8  (height: 0, Sand)       Hi-Potion     Thunder Rod   none
Left: 6, Up: 17 (height: 0, Sand)       Potion        Iron Sword    Hypnogas
--------------------------------------------------------------------------------

---LUSO---
Defeat or recruit all the enemy Behemoths and Luso will join up.  (Luso is the
lead character from the Nintendo DS game Final Fantasy Tactics A2 ... he's just
moonlighting here.)

Luso is basically a clone of Ramza, but as long as he's in his Game Hunter job,
he has an intrinsic Poach ability -- no ability needs to be equipped for it.
This makes him very handy for treasure hunting, especially during the monster-
laden random battles.  Story battles, of course, contain mostly humans and Poach
doesn't work on them.  Luso's Game Hunter job also has a little more MP than
Ramza's Squire job.

You may want to de-equip Luso's Icebrand sword and give it to Agrias -- it will 
make her Holy Sword techniques extremely powerful!

---POACHING---
If you poached any of the behemoths, you may want to go back to the Poachers'
Den in Dorter to see what you got, since a lot of these items can be quite
useful.  If you recruited any of the behemoths, you're even better off; you can
keep one behemoth on your team, have it breed other behemoths, and poach
*those*.  Both Behemoth Kings and Dark Behemoths can give you rare items you
can't find at the Outfitter.

---OUTFITTER & NEXT BATTLE---
Up in Lesalia, you can pick up the Windslash Bow, Orichalcum Dirk, and Diamond
Sword if you didn't get them immediately after the Monastery sequence.  You may
want to skip the Diamond Sword, though, since there will be another new sword
after just a few more battles.

Grab anything you need, then continue to the Grogh Heights.

---Battle 28: Grogh Heights-----------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Thief (lv 27, female)   Archer (lv 26, male)
              Chemist (lv 27, male)   Chemist (lv 26, male)
              Squire (lv 27, male)    Squire (lv 25, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Night, thunderstorm (evade rate vs. bows x 1.80,
                              fire dmg +25%, lightning dmg -25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 11    Grassland, Underbrush    Tanglevine       59%
            Soil                     Sinkhole         16%
            Brick                    Wind Slash       10%
            Stone Outcropping        Tremor            9%
            Stairs, Coffer           Will-o'-the-Wisp  3%
            Flagstone                Contortion        2%

--STRATEGY--
This is a fairly straightforward battle.  The main challenges are the Thief, 
who of course can steal your gear, and the Chemists, who both have guns and a 
humongous range from their vantage point atop the heights.  You'll want to
target the Chemists first.  Fire back with your own guns, or have Mustadio use
his Arm Shot from a distance to Disable them.

The small passes between the cliffs can be a bit of a choke point as you try to
climb up.  If you boost your Jump height with accessories and agile jobs, that
will help you scale the heights quickly.  If the *enemies* get bunched up in a 
row in a pass, firing one of Agrias's Divine Ruination  skills (if you have it) 
will decimate them.

There's a thunderstorm going on here, so fire attacks will be weaker and thunder
attacks will be stronger.  Given that there's both a storm *and* this battle is
at night, evade rates versus bows will nearly double!  Between these effects and
the fact that it's harder to target enemies when firing uphill, Archers may not
be the best pick for this battle.

Because this is a fairly easy battle, it's a good chance to build up your 
weaker characters if you want.  You could also try letting the enemies decay
into crystals or chests, but these guys don't really have much worth taking.
(Hey, they're deserters, what do you expect?)

BATTLE TROPHIES: Mythril Gun

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 8.5, Grassland
                                        POOR ITEM   GOOD ITEM       TRAP
Left: 11,Up:  1 (height: 0, Underbrush) Ether       Sleep Blade     none
Left: 11,Up: 10 (height: 0, Underbrush) Potion      Main Gauche     none
Left: 4, Up:  1 (height: 6, Underbrush) Remedy      Ama-no-Murakumo none
Left: 0, Up: 10 (height: 9, Underbrush) Hi-Potion   Kunai           none
--------------------------------------------------------------------------------

After smashing your way through the Heights (I actually felt kind of bad killing
those guys off), you'll meet up with Orran again.  You'll also receive a Mythril
Gun in spoils from the battle, so if you didn't bother to go to Goug to buy any 
Mythril Guns, equip this one now.

Your next stop is the Walled City of Yardrow.

---Battle 29: Yardrow-----------------------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 4 others
ENEMY FORCES: Marach (lv 23 Netherseer)   Ninja (lv 26, male)
              Ninja (lv 25, male)         Ninja (lv 24, male)
              Summoner (lv 28, female)    Summoner (lv 27, female)    

GUEST: Rapha [Pisces] - lv 22 Skyseer - Bravery 31, Faith 69
 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Sky Mantra, other abilities random

ENEMY: Marach [Gemini] - lv 23 Netherseer - Bravery 69, Faith 31
 Equipment : Gokuu Pole, Headband, random armor, random accessory
 Abilities : Nether Mantra, random 2nd action ability, random Squire abilities

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Rapha is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Stone Wall, Flagstone    Contortion       33%
            Grassland                Tanglevine       31%
            Soil                     Sinkhole         17%
            Roof, Chimney            Wind Blast       10%
            Obstructed               --                6%
            Wooden Floor, Stairs     Will-o'-the-Wisp  4%

--STRATEGY--
Here you'll encounter Marach (the guy you met in Dorter) and Rapha.  You have to
save Rapha from Marach and the Riovanes soldiers.  This is another protect-the-
guest battle, so deploy somebody with healing abilities or you're toast.  In 
fact, bringing two might not be a bad idea!  Black Magick will be useful here,
but avoid using Archers because they won't be able to fire through the city 
walls.

To protect Rapha, move a character into the city gateway to block it and prevent
the enemies from following her outside.

At the start of the battle, one of the Ninjas will probably give himself an 
unfair height advantage by climbing up on the roof and throwing weapons at you.
Use guns or magick to take him out quickly.  You could also equip the Thief 
ability Sticky Fingers, which will let you catch whatever the Ninja throws at 
you, but it's probably not worth giving up your regular Reaction Ability for.

The Ninjas here can hit really hard since they get two attacks.  Even if you
have Shirahadori, it can only block one of the two attacks.  So make the Ninjas
your first target, and stay out of hand-to-hand range when possible.  Even at a 
distance, the Ninjas can still Throw weapons at you, but this attack isn't 
nearly as strong.

As at Grogh Heights, the gate into the city is a bit of a choke point, which 
means it's a great opportunity to fire some Divine Ruinations and hit several 
enemies at once.  

If you've got anybody with an attack that can go through the wall (i.e., magick
or some monster skills), you can try to kill the Summoners that way.  The 
enemies start pretty bunched up inside, so this can be a good way of attacking 
more than one enemy at a time.  It's also possible to get inside with Teleport,
Ignore Elevation, or even just a high Jump rating (5).  Otherwise, you'll have
to fight through the Ninjas at the gate to reach the Summoners.  As usual, watch
what areas the Summoners are targeting so you can try to keep your team split up
and out of the way.

Although Marach teleports away when you defeat him, you must defeat ALL the  
enemies to win here.  Since Marach is really the least threatening guy here, 
save him for last.

Finally, beware of Rapha's skills -- they target a 3x3 square of the map and hit
random tiles, making them as likely to hit you as the bad guys.  Marach's skills
do the same, which fortunately means he's pretty unlikely to actually hit you 
... and even if they do, he does very little damage.

It's possible to steal the Japa Mala accessory from one of the Ninjas and the
Magick Ring from one of the Summoners.  Although both of these items are already
in stores, they're pretty expensive, so you may want to try stealing them.  The
Japa Mala is particularly useful.

BATTLE TROPHIES: 2000 gil, Yagyu Darkrood, Holy Water

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0,  Up: 4 (height: 1, Grassland)  Potion        Mythril Gun   none
Left: 5,  Up: 7 (height: 3, Flagstone)  Phoenix Down  Slasher       none
*Left: 5, Up: 11(height: 9, Chimney)    Holy Water    Flame Mace    none
*Left: 0, Up: 9 (height: 11, Wooden F.) Hi-Potion     Hunting Bow   none
   * Requires Jump of 5.
--------------------------------------------------------------------------------

After the fight, Rapha discusses her past.  (Why the Grand Duke wants Rapha and 
Marach's powers so badly is one of FF Tactics's great unsolved mysteries ;) .)  
Marach, meanwhile, delivers a amphibian ultimatum.

---RAPHA---
Rapha joins up as a guest for the next couple battles.  She probably won't be
all that helpful, though, since her Sky Mantra abilities only strike random 
tiles in their effect radius and can't be targeted too precisely.  

---EQUIPMENT AND ERRANDS IN YARDROW---
After you reach Yardrow, another new set of equipment is added to the stores.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ninja Longblade   Ninjabl 10000 TrCity       Atk: 12, 5% Parry
Kiyomori          Katana  10000 TrCity       Atk: 12, 15% Parry
Cashmere          Cloth   15000 TrCity       Atk: 10, 50% Parry
Gold Hairpin      Hat     12000 TrCity/City  HP +80, MP +50, Immune: Silence
Black Robe        Robe    13000 TrCity/City  HP +60, MP +30, Boosts: Fire,
                                               Lightning, Ice
Assassin's Dagger Knife   5000  Castle/City  Atk: 7, 5% Parry, Inflicts: Doom
Platinum Sword    Sword   11000 Castle       Atk: 12, 10% Parry
Platinum Helm     Helm    8000  Castle       HP +90
Circlet           Helm    10000 Castle       HP +100
Platinum Armor    Armor   9000  Castle       HP +90
Morning Star      Flail   9000  Castl/TrCity Atk: 16, 0% Parry
Hermes Shoes      Shoes   7000  Any          Speed +1
Bracer            Gauntlt 50000 Any          Phys. Atk +3
Vampire Cape      Cloak   15000 Any          Ph.Evade: 28%, Mg.Evade: 28%
--------------------------------------------------------------------------------

Any magick users on your main team will benefit quite a bit from this new gear.
The Gold Hairpins raise both your HP and MP a lot, and the Black Robe 
strengthens the power of any of your fire-, ice-, or lighting-elemental spells.
(You may want to keep healers using the White Robe, since it's got elemental 
defenses and they don't need the offensive capability.)  Even though you're
upgrading your equipment, remember to keep at least one Chameleon Robe in your
inventory--its ability to absorb Holy damage is important for a battle at the
end of the chapter.

There are also some new accessories; pick up a pair of the Speed-boosting Hermes
Shoes for later use.  The Bracer is also available.  It's really expensive
(50,000 gil), but it gives you a huge +3 physical attack boost, so buy one or
two for your front-line fighters if you can afford them.

You could also pick up some better equipment for Rapha, but it's hardly
necessary as you don't need to protect her from being KOed in the subsequent
battles.  At any rate, do NOT equip Rapha with any "rare," non-buyable items
like the Barette or Healing Staff; if you do, you'll lose them when Rapha goes
from being a Guest to a regular character.

There's also a pair of errands here:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Diving Expedition          Yardrow     10-14  5000   2026 gil, 69 JP
The Yardrow Melee          Yardrow     14-16  0      22265 gil, 166 JP, artefact
  > Month of Cancer only
--------------------------------------------------------------------------------

Only "The Yardrow Melee" is worth doing, but that only shows up during the month
of Cancer.

---LEAVING YARDROW---
When you leave town, you'll cut to another Delita battle.

---Battle 30: Zeltennia Castle Chapel Ruins-------------------------------------
YOUR FORCES: Delita, Ovelia [guest]
ENEMY FORCES: Ninja (lv 22, male)   Ninja (lv 22, female)

ALLY: Delita [Sagittarius] - lv 30 Holy Knight - Bravery 85, Faith 52
 Equipment : Save the Queen, Platinum Shield, Platinum Helm, Carabineer Mail,
             Germinas Boots
 Abilities : Holy Sword, Arts of War, Parry, Concentration, Move +1
 Immune    : Chicken, Toad, Charm, and Doom

GUEST: Ovelia [Taurus] - lv 5 Princess - Bravery 53, Faith 72
 Equipment : Mage's Staff, Gold Hairpin, White Robe, Elven Cloak
 Abilities : White Magicks, Counter Tackle, Reequip, Move +1

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ovelia is KOed or Delita is killed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 9     Grassland                Tanglevine       54%
            Flagstone                Contortion       25%
            Brick                    Wind Slash       18%
            Obstructed               --                3%

--STRATEGY--
It's just Delita and Ovelia against two Ninjas.  This should be a cinch;
although the Ninjas can hit hard, Delita and Ovelia have enough HP to survive
a few attacks, and one Holy Sword technique should be enough to take out each
Ninja.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
No Treasure Hunter items can be obtained during this battle.
--------------------------------------------------------------------------------

---MORE EQUIPMENT FOR SALE---
Back with Ramza's squad, if you want to do further shopping, you can go back
down to Lesalia to buy new helmets, the Platinum Sword, and the Assassin's
Dagger.  If you have Ninjas, Samurais, or Dancers in the party, you may even
want to trek all the way back to Dorter, as you will find new weapons for those
three jobs there.

---NEW RENDEZVOUS MISSION---
Clearing the battle at Yardrow also opens up another Rendezvous Mode mission,
Littering, which pits you against ten enemy Ninjas.  If you bring characters
with the Sticky Fingers reaction ability, you can catch the weapons that the 
Ninjas throw, which is a great way to build up your stock of weapons!  You can
also start winning rare equipment from this mission, although your experience
level probably isn't high enough yet for these items to appear.

When you've completed your shopping and catching spree, head on up to the 
Yuguewood.

---Battle 31: The Yuguewood-----------------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 4 others
ENEMY FORCES: Black Mage (lv 28, male, undead)    Revenant*
              Black Mage (lv 27, male, undead)    Ghast*
              Time Mage (lv 28, female, undead)   Ghoul*
              Time Mage (lv 27, female, undead)
* The levels of these enemies depends on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 8     Grassland                Tanglevine       63%
            Flagstone                Contortion       20%
            Tree, Moss               Wind Slash       13%
            Obstructed               --                4%
            Stone Outcropping        Tremor            1%

--STRATEGY--
Every enemy here is undead, including the humans.  After you KO them, when 
their counter runs out, they may REVIVE instead of turning into a crystal!  
This means that, after you KO the first enemy, you have to hustle to finish off 
the rest before the first ones start reviving again.

Fortunately, there's an easier way.  Just use Mustadio's Seal Evil skill, which 
turns any undead enemy into stone and prevents them from resurrecting.  Plus,
it almost always hits!

As for the rest of your team, Phoenix Down is also a really effective ability
here as it has a 100% hit rate for KOing undead monsters.  So, you might want to
make a number of your characters into Chemists or give them the Items command
plus Throw Items.  (Phoenix Down merely KOs the undead and doesn't petrify them,
though, so they do have the opportunity to revive.)

Other tactics for dealing with the ghost monsters include Poaching them; a
Poached monster disappears from the map and hence can't be revived.  You could
even use the Orator's Tame or Entice to recruit the ghosts -- even if you don't
plan on keeping them, it removes them as enemies.  The undead humans are immune
to Traitor status, however.

Since the enemies are undead, Cure spells and other healing abilities (e.g.
Raise and items) will do quite a bit of damage to them while simultaneously 
healing any nearby allies.  You can even strike them with the Healing Staff!  
Summon spells also work well, as the enemies are usually packed together.

The undead humans have "upgraded" versions of their jobs that give them better
stats than regular Black Mages and Time Mages.  That makes the two Black Mages
your toughest opponents, so take them out first.  The  Time Mages are a bit of a
pain too, since they can cast Slow or Immobilize on you.  You can prevent the
former by equipping Diamond Bracelets and the later by equipping Guardian
Bracelets.  Which to choose?  For your close-range fighters, defense against
Immobilize is the most important, so give them Guardian Bracelets.  But for your
gunners and magick users, being Immobilized may not be such a problem, as they
have enough range that they can still attack even if they're rooted in one spot.
So you might be better off giving Diamond Bracelets to your range attackers.

Rapha is just an "ordinary" guest here, so it doesn't matter if she gets KOed.

BATTLE TROPHIES: Phoenix Down x2

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2,  Up: 5 (height: 3, Grassland)  Holy Water    Damask Cloth  none
Left: 4,  Up: 5 (height: 4, Grassland)  Phoenix Down  Iron Fan      none
Left: 7,  Up: 2 (height: 4, Grassland)  Remedy        Mythril Spear none
Left: 11, Up: 1 (height: 2, Grassland)  Ether         Bestiary      none
--------------------------------------------------------------------------------

---PREPARATION FOR RIOVANES---
Don't go on to Riovanes Castle just yet.  It contains some very powerful 
bosses and you need to make sure you're prepared.  For Ramza, you'll want two
Squire abilities: Focus and *especially* Tailwind.  Also buy a Chameleon Robe, a
Green Beret, and at least one pair of Hermes Shoes.  (If you sold all your Green
Berets and Chameleon Robes, you can re-buy them at Yardrow.)

Also helpful are a good supply of X-Potions, Jujitsu Gis and Chameleon Robes 
(both of which protect against instant KO), and Jade Armlets (protection against
Stop).  These items are particularly helpful if you want to attempt to learn the
Ultima magick at Riovanes ... but since Ultima actually isn't very good and is 
much easier to learn in Chapter IV, you may not want to bother.

If any characters are close to reaching the Dragoon or Ninja jobs, you may want
to bring them up to those jobs, as they are quite helpful.  Zeklaus Desert is a
good place to level up if you need to earn more JP.

Finally, a last bit of preparation you could do is to use the Orator's Enlighten
skill to lower the Faith of your physical fighters.  That will reduce the damage
they will take from the powerful magickal attacks you're about to encounter.
DON'T lower your mages' Faith -- that will make their own magicks less powerful!

---AT RIOVANES---
When you think you're ready, save your game, then pay a visit to Riovanes 
Castle.  You'll see a scene with Barrington and the Templars, then have a 
chance to save.  Be SURE to save in a separate slot from your main game, so
that you can get out of the castle if you need to go back and level more/buy
stuff.  If you save in your main slot, you may wind up STUCK and have to start
again from scratch!

You then go to the first of a series of three battles.  Strip Rapha of all her
equipment beforehand.

---Battle 32: Riovanes Castle Gate----------------------------------------------
YOUR FORCES:
   1st Squad - Ramza, Rapha [guest], 1 other
   2nd Squad - 3 others
ENEMY FORCES: Marach (lv 24 Netherseer)   Knight (lv 29, male)
              Knight (lv 28, male)        Knight (lv 27, male)
              Archer (lv 29, female)      Archer (lv 28, female)
              Archer (lv 27, female)

ENEMY: Marach [Gemini] - lv 24 Netherseer - Bravery 69, Faith 31
 Equipment : Gokuu Pole, Headband, random armor, random accessory
 Abilities : Nether Mantra, random 2nd action ability, random Squire abilities

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Flagstone                Contortion       53%
            Grassland                Tanglevine       24%
            Canal                    Torrent           8%
            Swamp                    Quicksand         8%
            Soil                     Sinkhole          5%
            Obstructed               --                1%

--STRATEGY--
Deploy another fast character with Ramza, but make sure both are well-armored.
You'll want the two of them to break through to the enemy back line quickly and
take out the Archers.  The second squad starts further from the battle, but 
they can bring up the rear and keep fighting the Knights.

You'll face a constant rain of arrows from the enemy Archers atop the gates, so
equipping Archer's Bane or (preferably) Shirahadori on as many characters as 
possible will be a big help.  The Golem summon is also quite helpful if you have
it; cast it at the beginning of the battle and it will temporarily absorb some 
of the physical damage you receive.  The Mystic ability Defense Boost would also
be helpful here, as would the Protect magick or the Kiyomori Iaido (which casts 
Protect).  Equipping shields and capes will also boost your evade rate.

Rapha is here as a guest and Marach as an enemy.  If EITHER of them is reduced
to critical HP, they will BOTH teleport away.  You want to be rid of them;
Marach's pole attack is reasonably strong, and he tends to block your route up
to the Archers.  If you de-equipped Rapha's armor before the battle, you can KO
her in one attack and quickly remove Marach from the battlefield.

Take out the enemy Knight on the bridge to keep him from blocking your path,
then start hurrying up the steps.  You want to reach the enemy Archers as
quickly as possible.  (If you have the Dragoon ability Ignore Elevation or the
Time Mage ability Teleport, this is easy-peasy, of course; you can just jump 
right up from the drawbridge.)  Any abilities that you can fire at the Archers 
from a few tiles away will be helpful, as is Arithmeticks.  Finally, you could 
also try riding a Black Chocobo up to the top of the gate; this strategy would 
be best combined with the Golem spell to prevent the Chocobo from being shot to 
death by the Archers.

Keep your close-range fighters in the rear so they can fend off the enemy 
Knights as they approach.  Since the enemy Knights have a fairly high evade 
rate, Concentration may also be useful to ensure your attacks connect.
Alternately, you can just attack with Agrias's Holy Sword techniques, which
can never be evaded.  If you keep killing off one of the Knights, the other ones
may keep bringing him back with Phoenix Down, thus wasting their turns.  The
Monk's Revive ability will be useful in bringing back your KOed allies, but only
if you stay on level ground; it has no vertical range.  Once the Archers are 
KOed, you can have all your characters mop up the remaining Knights.

BATTLE TROPHIES: Elven Cloak, Hi-Potion, X-Potion

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Grassland
                                        POOR ITEM   GOOD ITEM          TRAP
Left: 0, Up: 11 (height: 5, Grassland)  Remedy      Celebrant's Miter  none
Left: 4, Up:  4 (height: 2, Grassland)  Ether       Diamond Helm       none
Left: 8, Up:  3 (height: 2, Grassland)  Hi-Potion   Aegis Shield       none
Left: 11,Up: 11 (height: 13, Flagstone) Potion      Fuma Shuriken      none
--------------------------------------------------------------------------------

After you defeat everyone outside the gate, a wounded Knight will crawl out, 
warning of the Lucavi's rampage.

Now, make sure you're prepared.  You're about face a two-part battle against a
Zodiac-charged Wiegraf, and he is rather powerful.  However, if you're reading
this walkthrough and coming prepared ;), he isn't that hard to beat.  Before 
the battle starts, turn Ramza into his basic Squire job and equip him with a
Chameleon Robe.  Make sure he also has some sort of healing ability, like
Chakra (Martial Arts), Lifefont, Items, or Auto-Potion.  If you're using
Auto-Potion, you should also drop all your Potions and Hi-Potions.  On the
roster screen, click on any character and go to Equipment.  Choose View List,
find your Potions and Hi-Potions and select Discard.  Throw away ALL of them, so
that you can only use X-Potions when Auto-Potion activates.  

As for your other characters, make them into Dragoons or give them range
weapons.  Keep Agrias as a Holy Knight if she has the Hallowed Bolt ability.
(If your Ramza is quite strong, you may not need such preparation--just give him
Dual Wield or Jump.)  When you think you're set, close the party roster screen
and you'll be thrust into the battle against Wiegraf.

---Battle 33: Riovanes Castle Keep----------------------------------------------
YOUR FORCES:
   PHASE ONE: Ramza
   PHASE TWO:
      1st Squad - Ramza, 1 other
      2nd Squad - 3 others
ENEMY FORCES:
   PHASE ONE: Wiegraf (lv 28 White Knight)
   PHASE TWO: Belias  (lv 31 Gigas)         Archaeodaemon (lv 29)
              Archaeodaemon (lv 28)         Archaeodaemon (lv 27)

BOSS: Wiegraf [Virgo] - lv 28 White Knight - Bravery 71, Faith 64
 Equipment : Diamond Sword, Diamond Shield, Diamond Helm, Diamond Armor,
             Diamond Bracelet
 Abilities : Holy Sword, Martial Arts, Counter, Safeguard, Move +1
 Immune    : All negative status except Blind, Silence, Oil, and Slow

BOSS: Belias [Virgo] - lv 31 Gigas - Bravery 70, Faith 70
 HP: about 1045, MP: about 255
 Abilities : Dread, Summon Gigas, Brawler, Swiftness, can't enter water
 Immune    : All negative status except Blind, Slow, and Immobilize

VICTORY CONDITION: Phase One - Reduce Wiegraf to critical HP (< 20% of max HP)
                   Phase Two - KO Belias
LOSS CONDITION: Phase One - Ramza is KOed
                Phase Two - Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 8     Flagstone                Contortion       68%
            Canal                    Torrent          23%
            Grassland                Tanglevine        7%
            Obstructed               --                2%

--STRATEGY--
Wiegraf has a fearsome reputation, in part because you're now stuck in Riovanes
Castle if you don't have another save to go back to.  Your ease of beating him
will really depend on what abilities and equipment Ramza has.  Wiegraf can be
easy with the right set-up, or very tough if you're stuck inside without an
ideal set of abilities.

For his first form, you have just Ramza.

Wiegraf has a number of strong Holy Sword techniques.  However, you can stop
them completely by equipping a Chameleon Robe.  Due to a bug in the game's AI,
the computer thinks that Wiegraf's sword techniques do Holy-elemental damage
(even though they actually don't), and won't use them when you're equipped with
the Chameleon Robe, which absorbs Holy damage.  Instead, Wiegraf will just use
some fairly weak Martial Arts abilities.

Once you're protected with the Chameleon Robe, Wiegraf can't do much damage to
you.  Keep running from him and keep using the Tailwind ability to boost Ramza's
Speed, and healing when you need to.  If you can, sucker Wiegraf into going into
the water and you'll be safe for a turn.  Eventually (after you keep using
Tailwind), Ramza will get fast enough that he will get two turns in a row
frequently.  Use these extra turns to get further away from Wiegraf and keep
using Tailwind.  You will reach a point where you will not have to use all your
moves to get out of Wiegraf's range.  Now instead of moving each turn, you can
use Tailwind and then "Wait" to get your next turn faster, allowing you to use
Tailwind even more.  Keep going until Ramza's Speed maxes out at 50.  (You can 
check it by going to Status in his menu.)  Then start using Focus to build up 
your attack power.  (If you don't have Focus, give Ramza a gun instead, since
guns are not reliant on physical attack power.)  After you've built up your 
attack, just run up to Wiegraf and you can knock him out quickly in one or two
attacks.

If you don't have a Chameleon Robe, there's actually one that you can find on
this very map.  Equip Treasure Hunter and quickly move in front of the torch to
Ramza's right to find the Chameleon Robe, then use Reequip to change into it.
You can do this on a single turn.  Since the Chameleon Robe is the "good" item
on this Treasure Hunter title, your odds of obtaining it are LOWER the higher
Ramza's Bravery.  You might just get a Ether instead.  But if that happens, you
could always just reset and try again.

To keep your HP up while you're Yelling, Auto-Potion works great if you throw
away all your Potions and Hi-Potions before the battle; Ramza will use an
X-Potion to heal himself for 150 HP whenever Wiegraf attacks him.  (Auto-Potion
doesn't always activate, so if Ramza runs low on HP, you can also manually use
an X-Potion on yourself to heal.)

Another way to keep your HP up is the combination of Mana Shield (Time Mage)
and Manafont (Mystic).  Mana Shield will protect you by diverting damage to
Ramza's MP, and Manafont restores some MP every time you move and keeps up your
Mana Shield.  If you don't have Manafont, you can also pair Mana Shield with the
Monk's Chakra.  Run from Wiegraf while using Chakra each turn; since Chakra
restores your MP, you'll keep up your Mana Shield.  Even when Mana Shield
doesn't trigger, you should have enough HP to survive at least one hit, and
Chakra will keep restoring your HP afterwards.  Whenever you get far enough from
Wiegraf that he can't attack you, use Tailwind.  This tactic takes a little
longer because it requires you to navigate out of Wiegraf's range in order to
use Tailwind, but it otherwise works the same.

If you don't have any Chameleon Robes, Auto-Potion, or Mana Shield available,
available, you could try the Tailwind strategy but with some other ability to
restore your HP, like Critical: Recover HP, Regenerator, or Lifefont.  These
abilities don't restore quite as much HP as Auto-Potion or don't work as
reliably, so it might be more difficult, but you could give it a shot.  If you
have Auto-Potion but not Tailwind, you could also use Rend Speed and Rend Power
to weaken Wiegraf -- but a disadvantage of such a strategy is that debuffs won't
carry over to the next stage of the battle, whereas any buffs you place on Ramza
*do*.

If you can't use the heal & Tailwind strategy at all, you'll just have to 
finish off Wiegraf quickly, before he can kill you.  The Dragoon's Jump attack
may be useful, since Wiegraf can't counterattack if you use it at a distance.  
If you need to resort to physical attacks, equip Concentration or attack Wiegraf
from behind so he can't dodge.  You can also try using a Blood Sword (if you
have one) to recover a little HP with each attack, but this only really works if
you can Dual Wield it with a stronger weapon since a Blood Sword doesn't do
enough damage by itself to defeat Wiegraf.  If you have a magick-oriented Ramza,
you could try use strong Black Magicks to finish Wiegraf in a single shot.  
Equipping the Hermes Shoes as an accessory to boost Ramza's Speed may also help 
you get the jump on him.  Finally, the Mystic's Defense Boost ability will 
reduce the damage Wiegraf can do to you, and even Mana Shield by itself will
give you an additional buffer of life before he kills you.

After Wiegraf drops to critical HP, he will disappear, only to return shortly 
as Belias.  Yup, it's not over yet.  Your other characters will now show up, 
but Wiegraf summons three Archaeodaemons.  On his first turn, Belias will
start charging up a super-powerful Cyclops summon (200+ HP damage), and if
you survive that, he'll hit you with more summons.  The trick here is that all 
the Speed and attack power bonuses from the first phase of the battle persist, 
so if you used Tailwind/Focus, Ramza can run up to Belias and repeatedly attack
him with high-powered hits.  You should be able to kill Belias before he gets 
to cast Cyclops.

If Ramza isn't able to kill Belias on his own, or you couldn't use the Tailwind
and Focus strategy, you'll have to take down Belias with the rest of your team.
Have your other allies start attacking Belias.  You want to him as quickly as
possible, so range attacks (bows/guns) are good as they may not require you to
move.  The Dragoon's Jump ability is also good because it takes you off the 
screen, where Belias can't kill you.  Agrias should use her strongest sword
technique.  As in the fight against Cuchulainn, the Lich summon spell or the 
Time Magick Graviga do a lot of damage if you can get them off, and a strong 
Black Magick spell could be useful too.  If you already have Arithmeticks, a
Level Prime calculation will allow you to hit Belias without requiring any
charge times; depending on his Exp, height, or CT, other calculations may work
too.

Ideally, you can take out Belias before he even casts Cyclops.  If you can't 
manage that, though, you may still be able to keep yourself alive long enough
to finish him off.  Using the Jump attack may get some of your characters off
the screen when Cyclops fires and keep them alive.  You can also try Silencing
Belias, either with the Mystic's Quiescence or Agrias's Hallowed Bolt.  While 
putting Silence on Belias will abort his initial Cyclops summon, he will still 
be able to use his Petrify ability to turn you to stone, so this tactic works
better if you pair it with Jade Armlets to protect yourself from Stone.
Finally, you could try using the Mystic's Disbelief magick or the Gokuu Pole to
attempt to put the Atheist status on your strongest fighter, which will make
him/her immune to magick and able to survive the initial Cyclops casting.  (Or,
deploy characters who already have very low Faith to begin with.)  Belias and
his demons can still kill you with physical attacks and petrification, so using
Silence or Atheist is just a stop-gap measure to keep a few characters alive
long enough to finish killing him.

Belias has about 1045 HP.  As soon as you defeat him, the Archaeodaemons also 
disappear.  (The Archaeodaemons are special enemy-only monsters, so don't even
bother trying to recruit them.)

The strategies above are, of course, the most extreme strategies for fighting 
Wiegraf/Belias.  If Ramza is pretty strong, you can take out Belias with fewer 
moves and certainly don't need to spend as much time boosting yourself during 
the first round.  A sufficiently strong Ramza (say, as a bare-fisted Ninja with
Brawler and a Bracer equipped) attacking Wiegraf and Belias from behind could
even do enough damage to punch out both of them without needing any boosts at
all.  The Jump attack can also be effective if Ramza has a high Speed.  But if
you're having trouble, the Tailwind strategy almost assures you of victory.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Flagstone - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 4, Up: 5  (height: 4, Flagstone)  Ether         Chameleon Robe  none
Left: 6, Up: 2  (height: 4, Flagstone)  Hi-Potion     Jujitsu Gi      none
Left: 9, Up: 0  (height: 7, Flagstone)  Potion        Diamond Armor   none
Left: 9, Up: 7  (height: 7, Grassland)  Remedy        Germinas Boots  none
--------------------------------------------------------------------------------

If you win both rounds of the battle, you'll go on to the last of this sequence 
of battles, on the roof.  Be sure to save again.

---Battle 34: Riovanes Castle Roof----------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 3 others
ENEMY FORCES: Elmdore (lv 33 Ark Knight)   Celia (lv 29 Assassin)
              Lettie (lv 28 Assassin)

GUEST: Rapha [Pisces] - lv 23 Skyseer - Bravery 31, Faith 69
 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Sky Mantra, other abilities random

BOSS: Elmdore [Gemini] - lv 33 Ark Knight - Bravery 70, Faith 70
 Equipment : Muramasa, Black Cowl, Black Robe, Nu Khai Armband
 Abilities*: Sword Spirit, First Strike, Doublehand, Ignore Elevation
 Immune    : All negative status except Blind, Silence, Oil, and Slow
* Elmdore's Ark Knight job also includes Safeguard as an innate ability.

BOSS: Celia [Virgo] - lv 29 Assassin - Bravery 65, Faith 70
 Equipment : Kiyomori x2, Black Cowl, Gaia Gear, Cachusha
 Abilities : Subdual Arts, random action ability, random Squire abilities,
             Move+1
 Immune    : Stone, Chicken, Toad

BOSS: Lettie [Sagittarius] - lv 28 Assassin - Bravery 65, Faith 70
 Equipment : Spellbinder x2, Black Cowl, Power Garb, Barette
 Abilities : Subdual Arts, random action ability, random Squire abilities,
             Move+1
 Immune    : Stone, Chicken, Toad

VICTORY CONDITION: Reduce any one of the enemies to critical HP (< 20% of max)
LOSS CONDITION: Rapha is KOed or Ramza dies

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Roof, Chimney            Wind Blast       79%
            Obstructed               --               12%
            Wooden Floor             Will-o'-the-Wisp  8%
            Stone Wall               Contortion        1%

--STRATEGY--
You'll want to optimize your team for speed for this battle.  Make Ramza into a 
job with a high Speed stat (Ninja if available, otherwise Geomancer, Thief, or 
Monk), and equip him with a Green Beret and Hermes Shoes to boost his Speed as 
high as possible.  Equipping the rest of the team with accessories boosting 
Speed or Move is helpful as well.  Give the Ignore Elevation or Teleport
movement abilities to as many character as possible.

Ramza always starts in a fixed location, regardless of where you place him
on the deployment screen.  Deploy your other characters towards the top of the
deployment screen -- this will start them closer to the battle.

This battle is always really short: either you win quickly or you lose quickly!
All you have to do to win is reduce any one of the enemies to critical HP to 
win.  Problem is, Rapha loves to make suicide runs at the bad guys, and if she 
gets KOed, you lose.

If Ramza is fast enough (e.g. Ninja + Green Beret + Hermes Shoes), he can
move first and immediately rush to attack either Celia or Lettie, and you 
should be fine.  (Don't attack Elmdore; he can use First Strike to turn your 
attack into one of his own.)  With Teleport or Ignore Elevation, you may be able
to get another quick character up on the roof to join the attack too.  Where 
possible, attack the assassins from behind so they can't evade.

Concentrate all your attacks on a single enemy, since as soon as any one of 
them drops to critical HP, you win.  If any of your own characters get KOed,
don't bother trying to revive them; you're better off continuing to attack and
ending the battle quickly.  Luck plays a big role here, especially if you're 
not fast enough to get the first move.

If your team is quick enough to end the battle in a few turns, the bad guys 
won't really have a chance to kill Rapha.  If you're not that fast, you'll need 
to protect her, so heal her ASAP.  Put Disable on Rapha (via Mustadio's Arm
Shot) as soon as you can; she'll flee the battle and mostly stay out of harm's
way.  You can also try casting a Cure spell on an empty square within Rapha's
move range.  Rapha will move to the square to receive the spell and thus you can
lure her away from the Assassins.  Send as many characters up to the roof as you
can; if nothing else, they can serve as decoys to draw attacks away from Rapha.

Celia and Lettie use ridiculous Subdual Arts abilities on you that can inflict
Stop or KO on you with 100% success.  You can guard against the former by 
equipping Jade Armlets and the latter with Jujitsu Gis or Chameleon Robes.  
A Barette, if equipped on a female character, will also protect against both 
Stop *and* KO.

If you deploy Luso in his Game Hunter job, he can learn Ultima should Celia or 
Lettie cast it on him.  (Ramza can't learn it until Chapter IV, but if you have 
Luso learn it here, he can teach it to Ramza as soon as you reach Chapter IV.)
If you're fully equipped with Jujitsu Gis and Jade Armlets, Celia and Lettie's
Stop or KO attacks won't work on you and instead they will almost always cast 
Ultima.  Move Luso in range of whomever they target to make sure he gets hit 
with the magick.  It's not easy to learn Ultima here since Rapha is so
vulnerable, so you're probably better off skipping it--you'll have more
opportunities to learn Ultima in Chapter IV that don't involve a suicidal
Rapha. 

It's also possible to steal a Cachusha from Celia and a Barette from Lettie.
Neither of these items is ever sold at the Outfitter, but, again, you do also
have other, easier methods for acquiring them, so it's probably not worth
bothering with them here.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Stone Wall - on Ramza's left
                                                           at start
                                        POOR ITEM      GOOD ITEM        TRAP
Left: 3,  Up: 3 (height: 12, Chimney)   Phoenix Down   Elven Cloak      none
Left: 3,  Up: 5 (height: 14, Chimney)   Potion         Orichalcum Dirk  none
Left: 3,  Up: 7 (height: 12, Chimney)   Hi-Potion      Kodachi          none
Left: 10, Up: 3 (height: 2, Roof)       Maiden's Kiss  Jade Armlet      none
--------------------------------------------------------------------------------

After you (eventually) ward off Elmdore and his assassins, Rapha will use the 
Zodiac Stone to restore her family to a happy ending.  You'll get your Zodiac 
Stones back, along with Wiegraf's Aries stone and Isilud's Pisces stone.

Finally, Rapha and Marach will offer to join.  

ALLY: Rapha [Pisces] - Skyseer, lv. based on party's - Bravery 31, Faith 69
 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Sky Mantra, other abilities random

ALLY: Marach [Gemini] - Netherseer, lv. based on party's - Bravery 69, Faith 31
 Equipment : Gokuu Pole, Black Cowl, Wizard's Robe, Japa Mala
 Abilities : Nether Mantra, other abilities random

You'll want to take Rapha.  Her low Bravery makes her ideal for using Treasure 
Hunter, which works best with low Bravery.  Marach basically sucks, but if you 
don't have a full roster already, there's no harm in signing him up.  He's 
pretty similar to Rapha in that his abilities strike random tiles.  What's 
interesting is that they do more damage to enemies with LOW Faith and get 
stronger when Marach has LOW Faith, the reverse of most magick abilities.  
(Rapha's abilities simply ignore Faith entirely.)  If you have an Orator lower 
Marach's Faith, you can use Marach to attack the enemies with magick while being
resistant to magick himself ... but the randomness of his abilities still makes 
him not too useful.

This concludes Chapter III.

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