%%%CHAPTER IV: IN THE NAME OF LOVE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%walk4 Chapter IV picks up right where Chapter III left off. After a brief scene in Zeltennia Castle with Orlandeau and Orran, you'll be plopped back on the world map -- haven't seen that for a while, huh? -- outside Riovanes. ---NEW ABILITIES--- Ramza's appearance has changed again, giving him the ability to equip knight's swords, powerful weapons that you'll start acquiring soon. He has also has a new ability available (Shout), so be sure to learn that. You'll note that Squire does not appear as a Mastered job even if you learn all the abilities -- that's because Ramza is missing the Ultima magick. If you managed to have Luso learn Ultima back at Battle 34: Riovanes Castle Rofo, you can now have him cast it on Ramza in any battle to teach it to Ramza. If not, both characters can learn Ultima later on in Battles 44, 45, 46, and 52; see the strategies for those specific battles below for more details. Also, continue working towards learning Shirahadori for as many characters as possible and raising their Bravery. Its defensive value can't be overstated. Don't forget to change back to your normal jobs and abilities if you switch them for the fights in Riovanes Castle. ---EQUIPMENT UPGRADES--- While you're still at Riovanes, you can do a bit of equipment upgrading. There are new swords, shields, and armor available. ---New Items for Purchase------------------------------------------------------- TYPE PRICE WHERE DETAILS Spellbinder Ninjabl 16000 TrCity Atk: 13, 5% Parry, Inflicts: Disable Muramasa Katana 15000 TrCity Atk: 14, 15% Parry Gaia Gear Clothes 10000 TrCity/City HP +85, MP +10, Absorbs: Earth, Boosts: Earth Yagyu Darkrood Star 1000 TrCity/City Atk: 10 Icebrand Sword 14000 Castle Atk: 13, 10% Parry, ice elemental, Spell Effect: Blizzaga Platinum Shield Shield 16000 Castle Ph.Evade: 37%, Mg.Evade: 10% Carabineer Mail Armor 13000 Castle HP +100 Angel Ring Ring 20000 Any Immune: KO, Blind; Start: Reraise -------------------------------------------------------------------------------- If you visit Dorter, you can also buy new a ninja blade, katana, clothes (Gaia Gear) and the Yagyu Darkrood shuriken. Pick up weapons you might need for your current jobs. And if you're using the Throw command, stock up on Darkroods too. You can also now buy the handy Angel Ring accessory. It starts you off in each battle with Reraise status. This Reraise only works once per battle (unlike some other accessories you'll get later), but it's still useful! ---ERRANDS--- There are also a SLEW of new errands you can take in the various towns: ---New Errands------------------------------------------------------------------ CITY DAYS COST APPROX. REWARD Gleddia Isle Riovanes 9-11 4000 954 gil, 105 JP, artefact Foundered Vessel Riovanes 8-13 0 13109 gil, 114 JP > Must complete "Gleddia Isle" Fia's Wish Riovanes 12-14 3000 554 gil, 136 JP Secret Society Riovanes 2-3 600 6099 gil, 43 JP Lettre d'amour Riovanes 10-12 0 4054 gil, 85 JP, artefact Arithmetic Tutor Wanted Gariland 10-13 50 576 gil, 55 JP The Gariland Magick Melee Gariland 14-16 0 22265 gil, 166 JP, artefact > Month of Virgo only Hellspawned Beast Eagrose 14-15 1000 6099 gil, 113 JP Metamorphosed Misery Eagrose 15-16 1100 6099 gil, 83 JP > Must complete "Hellspawned Beast" Count Minimas (1) Dorter 12-14 600 20265 gil, 115 JP, artefact Count Minimas (2) Dorter 12-15 1000 20929 gil, 118 JP, artefact > Must complete "Count Minimas (1)" Count Minimas (3) Dorter 11-12 600 16599 gil, 83 JP > Must complete "Count Minimas (2)" The Zaland Melee Zaland 14-16 0 20865 gil, 250 JP > Month of Aries only Father's Nightmare Lionel 15-16 1500 20099 gil, 163 JP, artefact The Durga Goug 11-14 100 14679 gil, 118 JP, artefact Devil in the Dark Goug 8-10 3050 11220 gil, 96 JP Artificers' Contest Goug 14-16 0 20865 gil, 250 JP > Month of Sagittarius only Rain-Swept Slopes Warjilis 13-16 600 5076 gil, 97 JP, wonder True Romance Warjilis 8-12 0 4076 gil, 111 JP, artefact > Must complete "Lettre d'amour" at Riovanes Castle In the Darkness Warjilis 12-14 1500 14400 gil, 157 JP Wandering Gambler (1) Warjilis 9-12 15000 17429 gil, 55 JP Coal Miners Wanted Gollund 4-6 50 8310 gil, 106 JP More Coal Miners Wanted Gollund 4-6 150 12705 gil, 125 JP, artefact > Must complete "Coal Miners Wanted" Lamzen the Adventurer Gollund 12-16 1100 18779 gil, 100 JP, wonder Frontier Expedition Lesalia 10-14 5000 5076 gil, 68 JP, wonder The Falcon Yardrow 7-9 3500 2318 gil, 115 JP, artefact The Yardrow Melee Yardrow 14-16 0 22265 gil, 166 JP, artefact > Month of Cancer only -------------------------------------------------------------------------------- Your best bets for money are the "Count Minimas" sequence in Dorter, "Father's Nightmare" in Lionel, "The Durga" and "Devil in the Dark" in Goug, "In the Darkness" (Warjilis), and all 3 errands at Gollund. And, as a reminder, the 4 month-specific errands are good if you haven't already done them. ---RANDOM BATTLES & SPECIAL BATTLES--- Now that you're in Chapter IV, a much wider variety of monsters will appear in random battles, even at locations you've already visited. This makes random battles tougher, but is good news for poaching! On rare occasions, you can also get into "special" random battles against unique enemy parties. Although these these special battles don't have any functional significance, they can be a fun extra challenge and often let you recruit/Poach rare monsters. Check the Random Battles section for a list of these special battles. ---SIDE QUESTS--- Also at this point, you can start accessing the game's side quests. First, assuming you still have Mustadio, you can head down to Goug to start the Gollund Colliery quest, which will net you two good new characters (Beowulf and Construct 8) as well as one OK one (Reis the Holy Dragon). This quest is covered in the Gollund Colliery section below -- press Ctrl+F and enter 00col to jump there. Second, you can also access the event to earn the extremely valuable Tynar Rouge accessory ... that is, IF you still have Mustadio, Agrias, Alicia, and Lavian on your team. This event occurs on 1 Cancer, which follows the month of Gemini, which follows Taurus. So, if you're in Gemini or Taurus, keep your head up about that. See the Agrias's Birthday section below for the full scoop on how to complete that mission. Finally, there's a new Rendezvous Mode mission available, Shades of the Past. This one is pretty easy if you have a good physical defense. If your level is sufficiently high, you may start winning rare items from Rendezvous Mode! If you don't complete these sidequests now, don't worry--they all have no expiration date and you can always complete them later. ---NEW MAP ROUTES--- You'll notice that a couple new routes have opened up from Riovanes: a shortcut back towards Eagrose Castle, and another one down towards Dorter leading through the new Mount Bervenia location. You'll need to visit Mount Bervenia later if you're doing the Cloud Subquest, but there's not much to see there now. ---Extra Battlefield: Mount Bervenia-------------------------------------------- MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 12 x 10 Basalt Tremor 58% Lava Magma Surge 37% Obstructed -- 5% A word (or several :P) about the "CANNOT BE OBTAINED" treasure: Due to what I'm assuming is a goof, there is no way to actually get this treasure tile. In order to pick it up, your Treasure Hunter would have to stop on top of a lava-filled tile. But the only abilities that actually let you STOP on top of lava are Lavawalking and Levitate -- and neither of those can be equipped at the same time as Treasure Hunter! Float magick or equipment like the Winged Boots DO NOT allow you to get this treasure. That's because they only let you move through lava on the way to another tile, and never allow you to STOP on lava. The good news? According to the game programming, the tile is just another X-Potion or Flameburst Bomb, so you're not missing anything. --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 3, Basalt POOR ITEM GOOD ITEM TRAP Left: 1, Up: 9 (height: 18, Basalt) -Materia Blade- Death Trap Left: 4, Up: 1 (height: 3, Basalt) X-Potion Flameburst Bomb Sten Needle Left: 6, Up: 10 (height: 3, Basalt) X-Potion Flameburst Bomb Death Trap Left: 5, Up: 11 (height: 0, Lava) -CANNOT BE OBTAINED- Degenerator -------------------------------------------------------------------------------- Instead, you'll want to head towards Zeltennia, where Ramza hopes to meet up with Delita to discuss the Church's plot. Go up to the pass near Lesalia. ---Battle 35: Dugeura Pass------------------------------------------------------ YOUR FORCES: Ramza, 4 others ENEMY FORCES: Dragoon (lv 32, male) Dragoon (lv 31, male) Knight (lv 33, male) Black Mage (lv 31, male) Black Mage (lv 29, male) Archer (lv 30, male) VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 10 x 8 Grassland Tanglevine 49% Stone Outcropping Tremor 45% Obstructed -- 6% --STRATEGY-- This is a routine battle against the Order of the Southern Sky, with nothing you haven't seen before. Send one or two characters up to the top of the pass while your other guys fight the main group of enemies. The Black Mages are probably the most dangerous enemies here since their spells can do a lot of damage. Hit them with Disable, Silence, or Atheist, or just move quickly across the battlefield to take them out. BATTLE TROPHIES: 3000 gil, Diamond Armor --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1, Grassland POOR ITEM GOOD ITEM TRAP Left: 4, Up: 0 (height: 6, Grassland) Ether Diamond Sword none Left: 1, Up: 5 (height: 0.5, Grassl.) Remedy Wizard's Rod none Left: 7, Up: 6 (height: 12.5, Grassl.) Maiden's Kiss Golden Staff none Left: 0, Up: 9 (height: 2, Grassland) Phoenix Down Windslash Bow none -------------------------------------------------------------------------------- Before you continue on into the Free City of Bervenia, equip the Chemist's Safeguard ability on everybody who has it. Archer's Bane or Shirahadori, Jump, and Ignore Elevation or Teleport are also helpful. ---Battle 36: Bervenia---------------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Meliadoul (lv 35 Divine Knight) Ninja (lv 31, female) Summoner (lv 32, female) Summoner (lv 32, female) Archer (lv 32, female) Archer (lv 31, female) BOSS: Meliadoul [Capricorn] - lv 35 Divine Knight - Bravery 67, Faith 68 Equipment: Defender, Platinum Shield, Platinum Helm, Carabineer Mail, Chantage Abilities: Unyielding Blade, random action ability, random Squire abilities VICTORY CONDITION: Reduce Meliadoul to critical HP (< 20% of max HP) LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 13 x 10 Grassland Tanglevine 45% Flagstone Contortion 26% Roof, Chimney Wind Blast 22% Soil Sinkhole 5% Coffer Will-o'-the-Wisp 2% --STRATEGY-- In Bervenia, you'll encounter -- and fight -- Isilud's sister Meliadoul, accompanied by some Summoners and Archers. Placing your slower characters in the first squad is a good idea as they start closer to the bulk of the battle. The second squad will immediately be attacked by an enemy Ninja. So, deploy a reasonably strong fighter in the front line of the second squad to quickly KO her. (Again, you could also use Sticky Fingers to guard against the Ninja's initial Throw attack, but it's not really worth a Reaction Ability slot as there's only a single Ninja and she can be defeated quickly.) Ignore Elevation and Teleport will help you quickly climb the steep walls. The Dragoon's Jump attack is also good (if sufficiently upgraded), since it will let you attack enemies at a higher level. Since there are enemy Archers at the very top raining arrows down on you, Archer's Bane/Shirahadori and shields/cloaks may be helpful. While it's tempting to rush the enemies here, you don't want to scale the city TOO quickly, or you may get surrounded and cut off from your healing. Additionally, if you don't go up too fast, you can probably lure Meliadoul down into the town area. This is beneficial for two reasons: it leaves you clear to jump up and KO the Summoners and Archers without Meliadoul attacking you, and isolating Meliadoul makes it easier to attack (and steal from) her. It's probably a good idea to attack the Summoners first, since their spells can do a lot of damage. Be careful about taking out the Summoner on the left side of the map, though. The crate there is needed for characters with low Jump to climb up the city ramparts. If you KO the Summoner while she's standing on the box, it can obstruct the route up and make it slow going for some characters. Meliadoul uses Crush skills that will shatter your equipment and do quite a bit of damage. Safeguard is invaluable here. Not only does it keep your gear from being broken (especially important if you've got rare items you don't want to lose), it renders you immune to the HP-damaging part of the skills as well! So, equip this ability on as many character as possible. Meliadoul also has the Defender knight's sword and Chantage, an accessory that gives her a permanent Regen and Reraise. While you don't have to worry about the Reraise, as KOing Meliadoul will end the battle, this is a GREAT accessory to steal. The Defender is nice too. To steal from her, first try increasing your success rate by raising your Speed (e.g. with Tailwind). Lowering Meliadoul's Speed does not increase your success rate, though it *does* reduce the number of turns she gets while you're trying to steal from her. The support abilities Concentration or Brawler will also improve your chance of stealing; Brawler helps you steal better even if you're not fighting with your fists. Targeting her from the side or behind or using Arm Shot to Disable her also works, although both of these are redundant with Concentration as they simply eliminate her chance of evading. Putting Meliadoul to Sleep with Mimic Darlavon (Orator), Repose (Mystic), or Sleep (Beowulf; only if you already recruited him from the sidequests) will also improve your chances to steal, as will using Trepidation or Beowulf's Chicken magick to turn her into a Chicken. Finally, since Meliadoul is a Capricorn, you'll have better luck stealing with a Taurus, Virgo, or male Cancer, and poorer chances stealing with an Aries, Libra, or female Cancer. It may take a lot of stealing attempts before you succeed, so if you're serious about stealing, wipe out the other enemies first. If you're planning on stealing both the Defender and Chantage, swipe the Defender first as this reduces her attack power quite a bit. Like other enemy bosses, she can still use use swordskills even if you steal the Defender. They won't do much damage, but they can still break your equipment if you don't have Safeguard! You will have other opportunities to get these items, so you don't *have* to steal them here, but they're very useful. The Chantage is worth the effort! If you don't care to steal, or once you've gotten the goods, you can just rush Meliadoul. Spread your characters out to avoid taking too much damage from the summon spells. BATTLE TROPHIES: Jade Armlet, Remedy x2 --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1.5, Grassland POOR ITEM GOOD ITEM TRAP Left: 2, Up: 7 (height: 7, Chimney) Ether Partisan none Left: 8, Up: 0 (height: 9, Coffer) Potion Bloodstring Harp none Left: 7, Up: 5 (height: 13, Chimney) Hi-Potion Papyrus Codex none Left: 10, Up: 9 (height: 5, Flagstone) Remedy Gokuu Pole none -------------------------------------------------------------------------------- ---BATTLE AFTERMATH--- When you win the battle against Meliadoul, she'll teleport away and you'll be able to visit the shops in town. The Outfitter doesn't have anything new, although there are some new errands: ---New Errands------------------------------------------------------------------ CITY DAYS COST APPROX. REWARD Endless Caverns Bervenia 12-14 8000 2554 gil, 95 JP, artefact Past Glory Bervenia 7-15 500 2769 gil, 184 JP, artefact Beddha Sandwaste Bervenia 11-15 550 5076 gil, 111 JP, wonder Adventurers Wanted Bervenia 8-12 100 15629 gil, 144 JP, wonder Shadows from the Past Bervenia 12-15 3050 5076 gil, 86 JP, wonder -------------------------------------------------------------------------------- "Adventurers Wanted" is the only high-paying one. ---MELAIDOUL'S EQUIPMENT--- If you were able to steal the Defender and/or Chantage, equip them. Both are good items: > The Defender is the first knight sword you will have come across, which can only be used by a select few jobs: Knights, Dark Knights, and some of the special jobs. It has a high attack power and a great block rate when used with Parry. > The Chantage is one of the best accessories in the game, as it gives you a PERMANENT Reraise that allows a character to revive over and over as long as at least one other ally is standing. This also means you don't really have to bother with too many defensive abilities on the character and can configure them for offense instead. ---BALTHIER QUEST--- Also, now that you've completed the battle at Bervenia, you can begin the subquest to recruit Balthier. It requires trekking back down to Gollund and later to Dorter, so you can either do it now or just wait until you pass through that way a few battles later. For the full scoop on the Balthier quest, see the Recruiting Balthier section -- press Ctrl+F and enter 00balt to jump down there. ---CONTINUING THE STORY--- When you first leave Bervenia, there will be another intermission with Delita and Ovelia. Move on to Finnath Creek for another battle. ---Battle 37: Finnath Creek----------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Black Chocobo* OR Chocobo* Red Chocobo OR Chocobo* Red Chocobo OR Chocobo* Red Chocobo OR Chocobo* Red Chocobo OR Chocobo* Pig* OR Chocobo* * 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: Day, rainstorm (evade rate vs. bows x 1.33, fire dmg -25%, lightning dmg +25%) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 17 x 10 Grassland Tanglevine 49% River Torrent 31% Gravel Contortion 9% Soil Sinkhole 8% Obstructed -- 2% Stone Outcropping Tremor 1% --STRATEGY-- When deploying characters, don't put anybody on the solitary square in the second squad; it's in the middle of the water. On this level, you'll face a random assortment of chocobos and possibly a Pig. You'll probably want to bring an Orator because if the Pig shows up, it's definitely worth recruiting. Although it's no good in a battle, you can use it to breed the various pig-class monsters, all of which can be poached for great items. Combat-wise, this battle can be annoying because the regular yellow Chocobos will keep using Choco Cure to heal themselves. One strategy is to just use attacks that will defeat the Chocobos outright by turning them to stone or instantly KOing them -- then it doesn't matter how much HP they have! If you have Beowulf, his Break attack works great; you could also use the Black Mage's Death or the Mystic's Induration. Agrias's Northswain's Strike occasionally does an instant KO too, but fairly infrequently. Alternately (or in addition), use the Mystic's Corruption magick or Beowulf's Zombie to turn the yellow Chocobos undead. An undead Chocobo won't use Choco Cure on itself or any other units (since it would cause *damage* to itself!). If you don't have any these abilities, the best strategy is to concentrate on one Chocobo at a time. Since the Red Chocobos will bombard you with Choco Meteor for fairly big damage, you'll probably want to kill them first. Red Chocobos also make good targets for poaching; you may receive a Barette from them. As annoying as the Choco Cures can be, this level still shouldn't be too difficult. If you're having difficulty navigating the watery terrain, the Ninja ability Waterwalking, the Feather Boots, and the Time Mage ability Levitate will let you move on the surface of the water, and the Samurai's Swim lets you act in deep water. If the battle is going in your favor, you may want to stop to snag the Pantherskin Bag from one of the treasure tiles. It's next to one of the trees on the far side of the map; see below for the exact coordinates. Your odds of getting the Pantherskin Bag from the tile increase the LOWER your Bravery. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 2, Grassland POOR ITEM GOOD ITEM TRAP Left: 14, Up: 3 (height: 7.5, Grassl.) Potion Black Cowl none Left: 5, Up: 1 (height: 3.5, Grassl.) Maiden's Kiss Pantherskin Bag none Left: 4, Up: 9 (height: 3.5, Grassl.) Hi-Potion Power Garb none Left: 1, Up: 2 (height: 3, Grassland) Phoenix Down Diamond Shield none -------------------------------------------------------------------------------- If you picked up the Pantherskin Bag, you can now do one of two things with it. You can sell it for 26,000 gil, which is nice! Or, you can equip the bag on a female character. It does random damage, which means it's not too good as a weapon, but it does give you a permanent Regen status. This could be useful on a character who doesn't do too much fighting, like a Chemist. After crossing the creek, you can finally get to Zeltennia Castle. Ramza will go to the church, where he'll meet Delita again. In an FMV scene, Delita explains more of the church's plan. Zalmour then shows up, and it's fight time. (Did you really think you could go somewhere without one?) ---Battle 38: Outlying Church--------------------------------------------------- YOUR FORCES: Ramza, Delita [guest], 4 others ENEMY FORCES: Zalmour (lv 35 Celebrant) Knight (lv 33, male) Knight (lv 33, male) Knight (lv 32, male) Mystic (lv 33, male) Mystic (lv 32, male) GUEST: Delita [Sagittarius] - Holy Knight, lv. based on party's - Bravery 75, Faith 50 Equipment : Runeblade, Platinum Shield, Circlet, Carabineer Mail, Bracer Abilities : Holy Sword, other abilities random Immune : Chicken, Toad, Charm, and Doom BOSS: Zalmour [Sagittarius] - lv 35 Celebrant - Bravery 54, Faith 78 Equipment : Wizard's Rod, Celebrant's Miter, White Robe, Elven Cloak Abilities : Priest Magicks, random action ability, random Squire abilities 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 10 x 10 Flagstone Contortion 37% Roof Wind Blast 28% Grassland Tanglevine 26% Wooden Floor Will-o'-the-Wisp 5% Obstructed -- 4% --STRATEGY-- Delita teams up with Ramza as a guest in this battle, and his Holy Sword techniques are even stronger than Agrias's. Even without Delita, though, this would be a pretty easy fight. Zalmour is up on top of the bell tower, but the platform where he's standing is almost directly overhead where you start. This means you can target him with offensive magick and sword techniques without needing to move, and his Knights can do nothing to stop you. If you have Ignore Elevation, Teleport, Fly, or a Black Chocobo, you can also jump up to Zalmour's platform and attack him directly. (If you position your characters towards the right side of the character deployment screen, you'll start even closer to Zalmour.) Zalmour does like to use Curaga to heal himself and his followers. You can stop this by putting Silence on him from the ground where you start; use the Mystic's Quiescence or Beowulf's Silence. Another trick -- for free healing -- is to stand next to the enemies on whom Zalmour is going to cast Curaga. If you don't have any abilities that will let you attack Zalmour from the ground, you'll have to move around to the side of the church and climb up that way. Even taking this route, though, this is an easy battle. Delita can take out the enemy Knights quickly with his sword techniques. Just be sure not to stand between Delita and the enemies or YOU'LL get hit too when he uses Divine Ruination! A Jump attack with high vertical range can be useful for attacking enemies on higher levels, but it's far from critical--Delita can pretty much kill all the enemies on his own! As soon as you KO Zalmour, the battle ends, so you can probably finish this one off really quickly. Zalmour doesn't have anything worth stealing, either, so just thrash him and move on. BATTLE TROPHIES: Angel Ring --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1.5, Grassland POOR ITEM GOOD ITEM TRAP Left: 5, Up: 4 (height: 2, Flagstone) Remedy Magick Ring none Left: 2, Up: 4 (height: 7, Flagstone) Phoenix Down Assassin's Dagger none Left: 6, Up: 8 (height: 9, Wooden Fl.) Ether White Robe none Left: 5, Up: 5 (height: 19, Wooden F.) Maiden's Kiss Japa Mala none -------------------------------------------------------------------------------- You'll pick up an Angel Ring in spoils from the battle. As noted above, the Reraise from the Angel Ring only works ONCE per battle, unlike the Chantage. It's not quite as abusive an accessory as the Chantage, but it's still useful ;) After the battle, you'll meet with Valmafra, then Delita will leave (bummer). Strangely, the shops *still* don't have anything new. But restock your items; you'll need lots of X-Potions. You may also want to grab a couple Ice Shields and Guardian Bracelets if you don't already have some in your inventory. Then go to the Beddha Sandwaste, south of Bervenia, where you'll encounter another Knight Templar, Barich, in a tough battle. ---Battle 39: Beddha Sandwaste-------------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Barich (lv 35 Machinist) Knight (lv 33, male) Knight (lv 32, male) Black Mage (lv 32, male) Archer (lv 33, male) Archer (lv 32, male) BOSS: Barich [Sagittarius] - lv 35 Machinist - Bravery 64, Faith 62 Equipment : Glacial Gun, Lambent Hat, Luminous Robe, Nu Khai Armband Abilities*: Aimed Shot, random action ability, random Squire abilities Immune : All negative status except Blind, Confuse, Silence, Oil, Immobilize * Barich's version of the Machinist job also includes Defense Boost, Arcane Defense, and Beast Tongue as innate abilities. VICTORY CONDITION: KO Barich LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 12 x 10 Sand Sandstorm 49% Brick Wind Slash 37% Wooden Floor, Stairs Will-o'-the-Wisp 11% Flagstone Contortion 3% --STRATEGY-- You start this battle with all your characters poisoned, even if you equip accessories guarding against poison! Bringing somebody with Esuna [White Mage] or Purification [Monk] can be helpful to de-poison yourself quickly. Purification is especially effective since it activates immediately and has a good hit rate. You could also use the Lifefont movement ability, Chantage accessory, or Dragonheart reaction ability to offset the HP losses from the poison. Barich has all of Mustadio's abilities, which means he can easily Immobilize or Disable you. He also has a Glacial Gun, which shoots ice magicks at you. To protect against the former, equip Guardian Bracelets beforehand. (If you've recruited Balthier, you should also have a Thief's Cap, which gives you the same immunities.) Again, Esuna or Purification will clear up these status ailments during battle. The Remedy item does NOT remove Immobilize or Disable. As for the ice gun, you can guard against it by equipping Ice Shields or by using Shirahadori. But be warned, if you equip Ice Shields without also blocking Immobilize/Disable, Barich will exclusively use Arm Shot and Leg Shot, which is worse than the ice attacks. So if you don't have Guardian Bracelets, you may want to equip White Robes instead, which will reduce the damage from the Glacial Gun without blocking it entirely. (Or, just use Blade Grasp :) ) There's a Black Mage in the back casting powerful -ja magicks at you. If you're protected against Barich's attacks, this will actually be the most dangerous enemy here. Try to take him out first. Equipping Aegis Shields (if you're not using Ice Shields) and White Robes will help protect against his magicks. Or, use Magick Counter to give him back what you're getting. Since the battle ends when Barich is KOed, the best tactic is probably just to rush Barich after you've defeated the Black Mage. Barich often tends to retreat into the back of the battlefield, though, so throw an Immobilize of your own on him (e.g. with Leg Shot) as soon as you can to keep him in place. (Slow or Stop will also work.) Then pound on him; you have to reduce him all the way to 0 HP before the battle ends. You may also want to try stealing from Barich. This is your first chance to snag a Glacial Gun, which can't be bought in stores, though you'll find others later. Barich's Lambent Hat and Luminous Robe are also nice, but you'll be able to buy them shortly in stores. Stealing the Glacial Gun takes away his range attack, but he can still Immobilize and Disable you at close range with his punches. As with Meliadoul, pumping up your Speed or equipping Martial Arts and Concentration will improve your stealing success rate. And if you've already recruited Balthier, his Plunder abilities are more effective than a regular Steal. Unfortunately, Barich is immune to the status conditions that would improve your odds of stealing from him. This is one the last difficult encounters of the game, as pretty soon you... well, you'll see. BATTLE TROPHIES: 5000 gil --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1, Sand POOR ITEM GOOD ITEM TRAP Left: 3, Up: 4 (height: 1, Sand) Hi-Potion Yagyu Darkrood none Left: 3, Up: 8 (height: 1, Sand) Hi-Potion Yagyu Darkrood none Left: 7, Up: 3 (height: 1, Sand) Hi-Potion Yagyu Darkrood none Left: 8, Up: 8 (height: 3, Sand) Hi-Potion Yagyu Darkrood none (Yes, these are the same items on all 4 tiles!) -------------------------------------------------------------------------------- After beating Barich (it may well take you a few tries), go on to Fort Besselat. You'll have a choice as to whether to attack the south or north wall. Each is a different battle. I find that the south wall is easier, especially if you don't have characters with a good Jump rating. ---Battle 40: Fort Besselat - South Wall---------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Ninja (lv 34, male) Thief (lv 33, male) Knight (lv 35, male) Knight (lv 34, male) Knight (lv 33, male) Archer (lv 34, male) Archer (lv 33, male) VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 13 x 9 Brick Wind Slash 74% Wasteland Sinkhole 14% Grassland Tanglevine 9% Coffer Will-o'-the-Wisp 3% --STRATEGY-- Leave behind your magick-users. Unless they have Equip Heavy Armor or some good defensive abilities, they'll get killed easily. Split up your characters and attack the side walls on both sides of the map. Get up on top as soon as you can; it's very advantageous position. This works especially well if you've got archers or gunners -- station them atop the walls, don't move (so their CT gauge fills faster), and just shoot at the enemies. Watch out for the Thief, who may use Steal Heart on female characters -- bringing a male-heavy party here may be advantageous. Don't worry about the Knights initially. You should be able to get up on top of the walls before the Knights can reach you, and once you're up there, you've got a definite height advantage in taking them out. BATTLE TROPHIES: Circlet --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 10, Brick POOR ITEM GOOD ITEM TRAP Left: 2, Up: 7 (height: 10, Coffer) Hi-Ether Carabineer Mail none Left: 4, Up: 2 (height: 7, Coffer) Hi-Potion Platinum Shield none Left: 7, Up: 4 (height: 2, Wasteland) X-Potion Gold Hairpin none Left: 11, Up: 1 (height: 10, Coffer) Phoenix Down Yagyu Darkrood none -------------------------------------------------------------------------------- ---Battle 40: Fort Besselat - North Wall---------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Dragoon (lv 35, male) Dragoon (lv 34, male) Monk (lv 35, male) Archer (lv 36, male) Archer (lv 34, male) Summoner (lv 35, male) VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 13 x 11 Brick Wind Slash 42% Grassland Tanglevine 40% Wasteland Sinkhole 17% Coffer Will-o'-the-Wisp 1% Obstructed -- 1% --STRATEGY-- There are high walls on this level, which can make it tricky to navigate if you don't have characters with a high Jump statistic. Characters who can't jump directly over the first wall will have to cross one-by-one using the "box" in front of it. This can be time-consuming, especially when you're suffering the summons and arrows of the enemy forces. (Archer's Bane and Shirahadori are, of course, helpful in defending against the latter.) In particular, there's a Summoner tucked away behind the first wall who will bombard you with some nasty summons (like Leviathan). Get a character over the initial wall ASAP to take him out. Even if you can just weaken the Summoner to critical HP, he'll probably start casting Faerie to heal himself instead of attacking you. You can also try Arithmeticks as a way of attacking enemies on the far side of the wall. A lone Monk starts out on the ground near you. If you can get your party over the wall quickly, you can postpone having to deal with him. Otherwise, you'll have to KO him so he's not attacking your back. Or, just throw an Immobilize on him so he can't catch up with you. Once the Summoner is defeated, you can split up your characters. Have the ones who can easily scale heights climb up the tower to take out the Archers, while the others finish up the Dragoons on the ground. BATTLE TROPHIES: Carabineer Mail --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1, Grassland POOR ITEM GOOD ITEM TRAP Left: 1, Up: 0 (height: 1, Grassland) X-Potion Kiku-ichimonji none Left: 9, Up: 3 (height: 6, Coffer) Phoenix Down Air Knife none Left: 2, Up: 7 (height: 16, Brick) Hi-Potion Runeblade none Left: 12,Up: 10 (height: 8, Brick) Remedy Angel Ring none -------------------------------------------------------------------------------- Whichever way you go, you'll end up at the floodgate. Save your game in a different slot, then continue. There's a second battle at the sluice. ---Battle 41: Fort Besselat Sluice---------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Black Mage (lv 39, male) Black Mage (lv 35, male) Knight (lv 36, male) Knight (lv 36, male) Knight (lv 35, male) Knight (lv 35, male) Archer (lv 37, male) Archer (lv 36, male) VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 12 x 10 Grassland Tanglevine 28% Lake, River Torrent 28% Flagstone Contortion 16% Obstructed -- 13% Sand Sandstorm 9% Bridge, Iron Plate Wind Slash 3% Wooden Floor Will-o'-the-Wisp 2% --STRATEGY-- Split up your characters and go up the paths. Because the enemies have such a height advantage, guns are not so good here; it's hard to get a clear shot. Jump attacks, on the other hand, are quite useful. A fun trick to do is stand on the steps or below the dam wall and use Jump attacks on the stationary 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. The Black Mages have some strong magicks, though, so you may want to target them first instead. Or, equip gear beforehand that will protect you from magick, like Aegis Shields. Since two of the Knights are pretty stationary, this is a good chance to let the other KOed enemies decay into crystals/chests for loot. This also earns you additional kills, needed if you're trying to unlock the Dark Knight job. You could even bring a weaker character or two and attack and heal each other to build up Exp or JP, if you want (though it's hardly necessary). Unlike the original PSone version of Final Fantasy Tactics, you don't need to do anything with any switches to clear this level. Just take out all the enemies and the battle ends. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1, Flagstone POOR ITEM GOOD ITEM TRAP Left: 1, Up: 4 (height: 1, Sand) Hi-Ether Crystal Shield none Left: 5, Up: 7 (height: 2, Wooden Fl.) Remedy Crystal Helm none Left: 8, Up: 5 (height: 11, Flagstone) Phoenix Down Lambent Hat none Left: 11, Up: 0 (height: 8.5, Grassl.) Hi-Potion Crystal Mail none -------------------------------------------------------------------------------- ---ORLANDEAU--- After Ramza blows up the sluice, he, Orran, and Valmafra will rescue Orlandeau. Orran goes back to Zeltennia to guard Ovelia, but Orlandeau 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). Orlandeau is ridiculously powerful, and once you have him, hardly anyone in the game has a chance against you. He has all of Agrias's, Gaffgarion's, and Meliadoul's sword techniques, plus a full set of Crystal equipment and the Excalibur, the latter of which gives him a permanent Haste. He can also use every type of sword (katana, knight's sword, etc.). To put it simply, he is hell on wheels. ALLY: Orlandeau [Scorpio] - Sword Saint, lv. based on party's - Bravery 77, Faith 65 Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Mail, Bracer Abilities : Swordplay, other abilities random ---NEW ROUTES & MISSION--- A handy new path now opens up between Fort Besselat and Zeirchele Falls. If you didn't already recruit Balthier, now is a great time to trek back to either Gollund or Gariland to begin that quest. (Again, see the Recruiting Balthier section below for the full scoop.) A new Rendezvous Mode mission also becomes available, The Knights Templar. ---THE ROAD TO LIMBERRY--- While Ramza frees T.G. Cid, Delita advances his power. A cutscene pops up instructing you to go to Limberry. The road to Limberry starts at Zeltennia. Make your way back to Zeltennia, then continue south to the new town, Sal Ghidos. !!! CAUTION !!! At your next stop, the Trade City of Sal Ghidos, you'll run into what is probably a familiar face ... it's Aerith! Choose the SECOND option to buy a flower from her. You'll need to buy the flower if you want to complete all the subquests, and this is your ONLY chance to do it. Be careful not to speed through the text and choose the first option by mistake! If you don't buy the flower, you will NOT be able to complete the subquests or recruit all the optional characters! !!! CAUTION !!! After meeting with Aerith at Sal Ghidos, head into town (yup, there's no fight). ---FINAL SHOPPING SPREE--- Completing Fort Besselat will have added more new items to the shop. Fortunately, Zeltennia is a Castle right next to a Trade City, which means that you get the full selection of item availability! ---New Items for Purchase------------------------------------------------------- TYPE PRICE WHERE DETAILS Kiku-ichimonji Katana 22000 TrCity Atk: 15, 15% Parry Eight-fluted Pole Pole 20000 TrCity/City Atk: 12, 20% Parry, removes (from target): Blind, Silence, Oil, Toad, Poison, Slow, Stop, Immobilize, Disable Hydrascale Bag Bag 58000 TrCity/City Atk: 14, 0% Parry, Speed+1 Lambent Hat Hat 16000 TrCity/City HP +88, MP +15, Mag.Atk+1, Speed+1 Black Garb Clothes 12000 TrCity/City HP +100, Immune: Stop Luminous Robe Robe 30000 TrCity/City HP +75, MP +50 Air Knife Knife 8000 Castle/City Atk: 10, 5% Parry, Wind elemental Runeblade Sword 20000 Castle Atk: 14, 15% Parry, Magick Atk+2 Obelisk Polearm 10000 Castle Atk: 12, 10% Parry Crystal Shield Shield 21000 Castle Ph.Evade: 40%, Mg.Evade: 15% Crystal Helm Helm 14000 Castle HP +120 Crystal Mail Armor 19000 Castle HP +110 Mirror Mail Armor 18000 Castle HP +130, Always: Reflect Gastrophetes Crossbw 20000 Castle/Goug Atk: 10, 5% Parry Red Shoes Shoes 10000 Any Magick Atk +1, Move +1 Featherweave Cl. Cloak 20000 Any Ph.Evade: 40%, Mg.Evade: 30% -------------------------------------------------------------------------------- Lots of new weapons are available. At Zeltennia, you'll also find TWO new types of armor: the Crystal Mail and the Mirror Mail. The Crystal Mail is just a regular set of armor. The Mirror Mail gives the character a permanent Reflect status -- it's the same as a Reflect Ring, but it doesn't take up your accessory slot :) . The Reflect status will deflect enemy spells, but it also blocks your own cure spells or buffs. But, if you only use Items and Draw Out to heal, this isn't so much of a problem and the Reflect effect can be useful! The Featherweave Cloak is also the best cloak available as far as evade rates go. That's a good buy. Less useful is the Luminous Robe available at Sal Ghidos; it doesn't have any special bonuses. For your offensive magick users, you may prefer to keep the Black Robe for its offensive bonuses. Aside from one hat that becomes available after Limberry, the gear you can buy at Sal Ghidos and Zeltennia is the last round of equipment upgrades you'll find at the Outfitter. There's better equipment out there, of course, but you have to steal or find it; you can't buy it. Since there isn't anything better to save your money for, you can go ahead and splurge. Before you leave town, you'll want to have a good selection of equipment to protect yourself against the status conditions you'll face at Limberry. Jujitsu Gis and Jade Armlets are especially helpful, as they protect against the KO and Stop conditions that Celia and Lettie throw at you, and Protect Rings will defend against Sleep and Doom. You may also want to pick up a Nu Khai Armband or two for male characters; these protect against Charm. ---NEW QUESTS--- Assuming you bought Aerith's flower, you can now complete the Nelveska Temple quest (covered below in the subquests section), though this also requires you to have finished the Gollund Colliery quest first. The Nelveska Temple nets you one character upgrade, as well as the chance to acquire some rare items via the Treasure Hunter ability. Completing the Nelveska Temple in turn opens the Recruiting Cloud quest, which lets you recruit Cloud from Final Fantasy VII into your party. If you accidentally do NOT buy the flower, however, you'll PERMANTLY miss out on your chance to complete these quests. ---ERRANDS IN THE NORTHEAST--- There are also a couple of new errands in these two towns: ---New Errands------------------------------------------------------------------ CITY DAYS COST APPROX. REWARD Rhana Strait Zeltennia 9-13 3100 1764 gil, 122 JP, artefact Zerro Strikes Zeltennia 8-9 100 10999 gil, 143 JP, artefact > Must complete "Zerro's Challenge" at Lionel Castle Nightwalker Zeltennia 8-12 3050 11644 gil, 102 JP Zerro's Return Lesalia 8-9 500 10999 gil, 143 JP, artefact > Must complete "Zerro Strikes" at Zeltennia Castle Zerro Strikes Again Eagrose 8-9 5000 10999 gil, 143 JP, artefact > Must complete "Zerro's Return" at Lesalia Himca Cliffs Sal Ghidos 8-12 1500 2576 gil, 111 JP, artefact Ore of the Gods Sal Ghidos 9-11 2500 2554 gil, 115 JP, artefact -------------------------------------------------------------------------------- Since Zeltennia and Sal Ghidos are right next to each other, you can easily clear the errands in either town (as well as in Bervenia) just by walking back and forth between them. But, "Zerro Strikes" and "Nightwalker" are the only really lucrative ones. The "Zerro Strikes" errand only shows up if you've already done the "Zerro's Challenge" errand back at Lionel. "Zerro Stirkes," in turn, leads to another series of errands all around the map. These errands may help you out if you need to earn a little cash to buy stuff. Or, if you need more still money, you could complete the next two story battles (en route to Limberry), then come back to Sal Ghidos to shop with the bonus coin you received. ---MOUNT GERMINAS--- Pop on down to Mount Germinas, where you'll have a run-in with some bandits. ---Battle 42: Mount Germinas---------------------------------------------------- YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Ninja (lv 38, male) Thief (lv 37, male) Thief (lv 36, male) Archer (lv 37, male) Archer (lv 36, male) Archer (lv 35, male) VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 12 x 10 Grassland Tanglevine 38% Stone Outcropping Tremor 33% Soil Sinkhole 15% Wooden Floor Will-o'-the-Wisp 13% Obstructed -- 1% --STRATEGY-- This may be the first time you get to use your new buddy Orlandeau. 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 Shadowblade on the Ninja leader. Bang, he's dead. You almost have to feel sorry for the poor bandits... almost. Heh, heh. With Shadowblade, you can KO a fully healthy bad guy each turn just with Orlandeau and also refill Orlandeau's own HP by 270 or so. There are a pair of Thieves in this battle, so either take them out quickly or equip Safeguard to keep them from nabbing your stuff. You don't want to lose any rare items to them! The Archer that starts in the back corner is carrying an Artemis Bow, a strong bow, which you might want to steal. But if you don't, there's plenty more (in fact, an infinite supply) that you can win later. If you DO want to steal the bow, a good strategy for it is to kill off all the other enemies and then surround the Archers with your characters, blocking him from moving. Since bows can't be used against adjacent tiles, he can't attack you, and you can just stand there and attempt steals 'til you get the bow. This map also contains the Invisibility Cloak, a cloak that (as you might expect) automatically makes you Invisible. To get the cloak, equip the Treasure Hunter ability and move to the very top of the peak. The top of the peak forms sort of an "L" shape; the tile holding the Cloak is the one between the two "legs" of the L: ___ / \ / X \ --/ \-- It's the same tile where the enemy Ninja started. When you land on this tile, you'll receive either an Ether or the Cloak; your chance of getting the Cloak goes up the lower your Bravery. You only get to pick up an item from this tile once, so if you get the Ether, you can no longer get the Cloak, ever; you'll have to reset the game and try again. This is the only Invisibility Cloak available in the single-player quest, though you can easily win more in Rendezvous Mode. You can also pick up the cloak in any random battles at this location, though, so it's by no means necessary to acquire it during the story battle. BATTLE TROPHIES: 7700 gil, Winged Boots, Germinas Boots --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1, Grassland POOR ITEM GOOD ITEM TRAP Left: 0, Up: 6 (height: 1, Grassland) Hi-Potion Platinum Sword none Left: 5, Up: 5 (height: 15, Stone Out.)Ether Invisib. Cloak none Left: 7, Up: 2 (height: 8, Grassland) Remedy Morning Star none Left: 8, Up: 6 (height: 6, Wooden Fl.) Potion Ninja Longblade none -------------------------------------------------------------------------------- If you didn't claim the Invisibility Cloak in the initial battle, you may want to stop and pick it up from a random battle. Also, when entering Mount Germinas from the north, you may sometimes get into one of the "special" random battles. The special random battle here pits you against Chemists and Orators, who will often have a variety of rare guns you can steal. The battle occurs at fairly low odds, though, and you can get the guns elsewhere, so it's probably not going out of your way for right now. Continue on from Mount Germinas to Lake Poescas. ---Battle 43: Lake Poescas------------------------------------------------------ YOUR FORCES: Ramza, 4 others ENEMY FORCES: Mystic (lv 38, male, undead) Summoner (lv 36, female, undead) Archer (lv 37, male, undead) Archer (lv 37, male, undead) Revenant* Revenant* * The Revenants' levels depend 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 14 x 11 Stone Outcropping Tremor 46% Salt Flat, Sand Sandstorm 33% Brick, Bridge Wind Slash 15% Wooden Floor Will-o'-the-Wisp 5% --STRATEGY-- This is another map where all your opponents are undead. As in the Yuguewood, the undead humans have better stats than regular humans. In spite of this, this battle is really easy. Start off Mustadio and/or Balthier's Seal Evil ability and you can gun down each of the Revenants in one shot. (Poaching or recruiting the Revenants is another way to deal with them that keeps them from reviving.) Since the human enemies are also undead, Seal Evil works on them too. Magick and the Dragoon's Jump will be helpful for attacking the enemies on the wooden platform from below. Or, you can just run up and start hitting them with Phoenix Downs, which will KO them with 100% certainty. Once you get on top of the platform, watch out for the enemy's Counter Tackles if you plan on using any physical attacks. They can knock your characters off the platform, which will put you back out of range AND do a fair amount of damage. Stay away from the edge and you should be fine. Or, just stick to using Phoenix Down. (You can check which enemy units do and don't have Counter Tackle by viewing their status screens.) The only thing tricky about this level is that the undead humans will keep coming back to life if you don't finish off the rest of the enemy party in time--but, again, Seal Evil will prevent this. Entice will *not* work since, like other undead human opponents, these guys are immune to Traitor status. The archers are likely to have Artemis Bows if you're in the mood for a little stealing. BATTLE TROPHIES: Phoenix Down x2 --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1.5, Salt Flat POOR ITEM GOOD ITEM TRAP Left: 5, Up: 6 (height: 1, Wooden Fl.) Potion Circlet none Left: 13, Up: 3 (height: 4, Sand) Maiden's Kiss Cashmere none Left: 12, Up: 5 (height: 8, Sand) Phoenix Down Platinum Helm none Left: 13, Up: 8 (height: 8, Sand) Hi-Potion Platinum Armor none -------------------------------------------------------------------------------- You then see a scene with Dycedarg, after which you can go to Limberry Castle. If you didn't have a chance to buy some Jade Armlets beforehand, you may want to head back to Sal Ghidos now to pick up those. There's a sequence of four battles at Limberry Castle; as usual, you'll want to save in a different slot between them, so that you don't lock yourself in. The first battle is at the gate (isn't it always?). ---Battle 44: Limberry Castle Gate---------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Celia (lv 38 Assassin) Lettie (lv 37 Assassin) Reaver* Reaver* Reaver* Reaver* * The Reavers' levels depend on the highest level on your own roster. BOSS: Celia [Virgo] - lv 38 Assassin - Bravery 65, Faith 70 Equipment : Kiku-ichimonji x2, Lambent Hat, Black Garb, random accessory Abilities : Subdual Arts, random or no action ability, random Squire abilities, Move +1 Immune : Stone, Chicken, Toad BOSS: Lettie [Sagittarius] - lv 37 Assassin - Bravery 65, 70 Equipment : Spellbinder x2, Gold Hairpin, Black Garb, random accessory Abilities : Subdual Arts, random or no action ability, random Squire abilities, Move +1 Immune : Stone, Chicken, Toad VICTORY CONDITION: Reduce either Celia or Lettie to critical HP (< 20% of max) LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 14 x 8 Flagstone Contortion 50% Grassland Tanglevine 41% Soil Sinkhole 5% Stairs, Coffer Will-o'-the-Wisp 3% --STRATEGY-- This battle looks hard at first, but it's not. All you have to do is weaken Celia or Lettie to critical HP and the battle will immediately end. You don't have to fight the Reavers, and they are special enemy-only monsters, so you can't recruit them either. The Reavers will only use Bio spells, which don't do all that much damage, so your main threat is Celia and Lettie. Their Subdual Arts skills can hit you with a 100% KO or Stop, and they also have a high rate of inflicting Charm on male and monster targets. The Charm attack is the worst of these since it turns your characters actively against the rest of your team. Give your male characters Nu Khai Armbands to immunize them against Charm, or deploy only female characters (aside from Ramza). Pairing a Jujitsu Gi with a Jade Armlet will protect you against both KO and Stop; if you have Barettes or Ribbons, you can use those too. If you have Construct 8 on your roster, it's already immune to all these status changes and is quite useful here. Because this battle is fairly easy, it's your best chance to learn Ultima. You can learn this magick if Ramza is a Squire or if Luso is a Game Hunter and Celia or Lettie casts the magick on him. If Ramza is protected against KO and Stop (from equipping a Jujitsu Gi and a Jade Armlet), Celia is almost guaranteed to cast the magick on him on her first turn. Luso can also learn the magick, but it's probably easiest to just have Ramza learn it here and then later teach it to Luso by having Ramza cast it on him. Once you get Ultima, just have your main group gang up on Lettie to quickly end the battle. A few sword techniques and/or Construct 8's Dispose should do the trick. You can completely ignore the Reavers. Since this battle is so easy to end quickly, your best defense is a good offense. Even if one or two allies gets KOed, don't bother reviving them. (Since Ramza starts stranded from your main team, it's pretty likely that he will be KOed.) Just finish off Lettie and you'll be done in no time at all. BATTLE TROPHIES: Echo Herbs --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1, Grassland POOR ITEM GOOD ITEM TRAP Left: 4, Up: 7 (height: 10, Flagstone) Maiden's Kiss Hermes Shoes none Left: 6, Up: 2 (height: 2, Grassland) Ether Gaia Gear none Left: 10, Up: 7 (height: 7, Coffer) Phoenix Down Bracer none Left: 13, Up: 3 (height: 11, Flagstone) Remedy Black Robe none -------------------------------------------------------------------------------- After winning the gate battle, you'll see a story scene with Elmdore and Folmarv. Keep your status protection gear equipped for the next battle. If Ramza already learned Ultima, you can switch him back to his regular job now; otherwise, you'll have additional chances in the next two battles. ---Battle 45: Limberry Castle Keep---------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Elmdore (lv 41 Ark Knight) Celia (lv 39 Assassin) Lettie (lv 38 Assassin) BOSS: Elmdore [Gemini] - lv 41 Ark Knight - Bravery 70, Faith 70 Equipment : Masamune, Genji Shield, Genji Helm, Genji Armor, Genji Glove Abilities*: Sword Spirit, Vampire, Shirahadori, Brawler, Master Teleportation Immune : All negative status except Blind, Silence, Oil, and Slow * Elmdore's Ark Knight job also includes Safeguard as an innate ability. ENEMY: Celia [Virgo] - lv 39 Assassin - Bravery 65, Faith 70 Abilities : Subdual Arts, Throw, random Squire abilities, Move +1 Equipment : Kiku-ichimonji x2, Lambent Hat, Black Garb, random accessory Immune : Stone, Chicken, Toad ENEMY: Lettie [Sagittarius] - lv 38 Assassin - Bravery 65, Faith 70 Abilities : Subdual Arts, Throw, random Squire abilities, Move +1 Equipment : Spellbinder x2, Lambent Hat, Black Garb, random accessory Immune : Stone, Chicken, Toad If Celia or Lettie is KOed, she will transform into an Ultima Demon: ENEMY: Celia [Virgo] - lv 40 Ultima Demon - Bravery 65, Faith 70 Abilities : Demon Magicks, Counter, Brawler, Swiftness Immune : Holy elemental attacks ENEMY: Lettie [Sagittarius] - lv 39 Ultima Demon - Bravery 65, Faith 70 Abilities : Demon Magicks, Counter, Brawler, Swiftness Immune : Holy elemental attacks VICTORY CONDITION: Reduce Elmdore to critical HP (< 20% of max HP) LOSS CONDITION: Ramza dies or all allies are KOed/Stone/Vampire WEATHER: Indoors (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 13 x 10 Flagstone Contortion 69% Carpet, Stairs Will-o'-the-Wisp 18% Obstructed -- 12% --STRATEGY-- It's your team versus Elmdore, Celia, and Lettie, so if you're looking for revenge from the Riovanes Castle Roof, now's your chance. Celia and Lettie have the same abilities as before. As long as you're equipped with Jujitsu Gis and Jade Armlets (or other equipment that protects you against KO/Stop), they'll mostly just do Ultima, which isn't too bad. If you "KO" either of them, they will turn into Ultima Demons, which are stronger, so leave them be. Elmdore is even tougher than his underlings; he has an 100% working teleport to any square and does big damage to a wide area with his Muramasa Iaido. Worse, he has Shirahadori, which gives him a high block rate against a wide range of physical attacks, even guns. First, spread out your characters to try to minimize how much his Iaido can hurt your team. (While Construct 8 is immune to Faith-based magick, Iaido doesn't use Faith, so Muramasa *will* hurt your robot pal.) Then, attack Elmdore with things he *can't* dodge. Sword techniques are great, as is Balthier's Barrage and Construct 8's abilities. You can also use magick and Arithmeticks, or, in a pinch, a Dual Wielded attack, since he can only block one of the hits. Standard physical attacks are nearly useless. Also, whenever Celia or Lettie starts casting Ultima, have the targeted character stand next to Elmdore. (Check the Turn List in case you didn't catch who the target is.) This will cause the Ultima to spill over and hit Elmdore for a fair amount of damage (100-200 HP), a nice way of getting in some extra damage against him. If you didn't learn Ultima during the prior battle, you can also learn it here. You need only reduce Elmdore to critical HP to end the battle. Note: In the North American release of the original (PSone) FF Tactics, you could steal all of Elmdore's powerful Genji equipment. This is no longer possible--you can't steal from him at all--so don't even try! BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 4, Flagstone - on Ramza's left at start POOR ITEM GOOD ITEM TRAP Left: 2, Up: 6 (height: 0, Flagstone) Ether Icebrand none Left: 4, Up: 3 (height: 0, Flagstone) Hi-Potion Spellbinder none Left: 0, Up: 9 (height: 4, Flagstone) Remedy Muramasa none Left: 10, Up: 0 (height: 6, Flagstone) Potion Vampire Cape none -------------------------------------------------------------------------------- After defeating Elmdore in the keep, you can return your equipment to normal as you won't have to fight Celia and Lettie any more. Next up is the courtyard, you'll have to square off against an old "friend." ---Battle 46: Limberry Castle Inner Court--------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Argath (lv 40 Deathknight) Ultima Demon (lv 35) Ultima Demon (lv 34) Ultima Demon (lv 33) Ultima Demon (lv 32) Ultima Demon (lv 31) BOSS: Argath [Virgo] - lv 40 Deathknight - Bravery 78, Faith 25 Equipment : Runeblade, Crystal Shield, Crystal Helm, Mirror Mail, Diamond Bracelet Abilities*: Fell Sword, Arts of War, Critical: Recover HP, Safeguard, Ignore Elevation Immune : Berserk, Charm, and Stone * Argath's Deathknight job also includes Defense Boost as an innate ability. VICTORY CONDITION: KO Argath LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 13 x 9 Brick Wind Slash 74% Wasteland Sinkhole 14% Grassland Tanglevine 9% Coffer Will-o'-the-Wisp 3% --STRATEGY-- Argath himself can't do much damage, but his Ultima Demons can cast some really powerful magic. Especially since Argath takes a while to wear down, you'll need to take out the Demons first. Fortunately, they're pretty slow and don't have much HP, so chances are good you can take out one or two before they can even move. The large gap in the middle of the stage can make it hard to reach the Ultima Demons in the rear, so either bring characters with Teleport/Ignore Elevation or just use a variety of long-range attacks (guns, Arithmeticks, summons, Jump, Dispose, etc.) Just beware that Ultima Demons are immune to Holy-elemental attacks, so the Holy magick, Reis's Holy Breath, and the Holy Lance polearm won't work on them. If you're still missing the Ultima magick, you can also learn it by having the Ultima Demons cast it on Ramza or Luso in their base jobs. But, the Ultima Demons don't use it as frequently as Celia and Lettie, so it make take a while. You'll also need to make sure the Ultima Demons have at least 10 MP, or they won't be able to cast the magick. (Use Ethers or Chakra to restore their MP if they run low.) Once you've finished off all the demons, you can attack Argath. He comes equipped with Mirror Mail, which reflects most magick. (The -ja Black Magick spells, Ultima, Meteor, and summons all still work, though.) He also has Safeguard, so Orlandeau's Crush skills won't work against him, but other sword skills will. Fortunately, Argath's own attacks are quite weak. His constant use of Shadowblade keeps healing him, but as long as your whole team is attacking him, you'll be able to deal way more damage than he can recover. The really aggravating part is Argath's Critical: Recover HP reaction ability, which has a chance of completely restoring his HP when you reduce his HP to critical. And since he has a fairly high Bravery stat, it's likely to trigger! Fortunately, there's an easy way to stop this. Just having Mustadio or Balthier keep using Arm Shot on him until you put Disable on him. Beowulf's Disable also works ... but the Mystic Art Hesitation does *not*, since the Mirror Mail will reflect it. Being Disabled will prevent him from using his reaction ability (as well as from restoring his HP with Shadowblade), and you can easily pound him into oblivion before Disable wears off. If you can't Disable him, you can also reduce his Bravery using the Mystic's Intimidate or Beowulf's Chicken. (Again, you can't use Mystic Arts for this because Argath will reflect the magick.) Although this won't completely cancel Critical: Recover HP, it will reduce the odds of it activating. If neither of the above strategies is an option (i.e., you don't have any characters with those skills or didn't deploy them), your best bet is to reduce Argath's HP fairly low (to about 100 or so) but not yet put him in Critical status. Then, use one very strong attack against him to KO him without ever putting him in critical status. Orlandeau's sword techniques would work for this, or a -ja Black Magick or Arithmeticked magick (both of which will pierce through Argath's Reflect). BATTLE TROPHIES: None --TREASURE HUNTER ITEM-- Put this corner at screen bottom: Height 10, Brick POOR ITEM GOOD ITEM TRAP Left: 0, Up: 0 (height: 10, Brick) Potion Hi-Potion none Only one treasure on this map! -------------------------------------------------------------------------------- Finally, you'll proceed down to the basement for the last battle in this sequence and your last encounter with Elmdore -- now in Lucavi form. ---Battle 47: Limberry Castle Undercroft---------------------------------------- YOUR FORCES: Ramza, Meliadoul [guest], 4 others ENEMY FORCES: Zalera (lv 44 Death Seraph) Knight* (male, undead) Knight* (male, undead) Skeletal Fiend* Bonesnatch* Skeleton* * The levels of these enemies depends on the highest level on your own roster. GUEST: Meliadoul [Capricorn] - Divine Knight, lv. based on party's - Bravery 67, Faith 68 Equipment : Save the Queen, Aegis Shield, Circlet, Luminous Robe, Hermes Shoes Abilities : Unyielding Blade, other abilities random BOSS: Zalera [Gemini] - lv 44 Death Seraph - Bravery 70, Faith 70 HP: about 1145, MP: about 730 Abilities : Dread, Ja-Magicks, Fly, Swiftness, Beastmaster, Float, can't enter water Immune : All negative status except Blind and Slow VICTORY CONDITION: KO Zalera LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Indoors (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 16 x 6 Flagstone, Gravestone Contortion 76% Canal Torrent 16% Obstructed -- 4% Coffin Wind Slash 4% --STRATEGY-- Zalera is accompanied by three skeleton-type monsters and two undead Knights; the undead Knights have superior stats to regular Knights. Deploy Mustadio and/or Balthier and use Seal Evil to quickly petrify the two Knights. The various skeletons are not really worth bothering with; Meliadoul is a guest here and will take them out for you. Just go after Zalera. Zalera's main attack is Nightmare, which inflicts Sleep and Doom on a small group of people. Equipping Protect Rings will guard against both of these. Zalera also likes to use Bind (causes Stop on a small group) and Flareja, a strong attack spell. One strategy here is to leave one character vulnerable to Sleep to sucker Zalera into casting Nightmare. If you then wake the character up (use Purification or a weak attack), Zalera will probably just keep casting Nightmare over and over. Construct 8 is also quite useful here since it is inherently immune to Stop, Sleep, and Faith-based magicks. Attack Zalera with Lich, Divine Ruination, Graviga, Shadowblade, and Beowulf's Drain. He has about 1145 HP. Optionally, you can try to grab the Hydrascale Bag from the treasure tile near Zalera. (See below for coordinates.) It can be sold for 29,000 gil. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 4, Flagstone - on Ramza's left at start POOR ITEM GOOD ITEM TRAP Left: 3, Up: 1 (height: 8, Gravestone) Hi-Ether Eight-fluted Pole none Left: 3, Up: 4 (height: 8, Gravestone) X-Potion Obelisk none Left: 1, Up: 4 (height: 8, Gravestone) Hi-Potion Gastrophetes none Left: 10, Up: 5 (height: 3, Flagstone) Remedy Hydrascale Bag none -------------------------------------------------------------------------------- After you defeat Elmdore for the last time, you'll collect two more Zodiac Stones--Elmdore's Gemini stone and Meliadoul's Sagittarius stone--and Meliadoul will offer to join you. ---MELIADOUL--- Although Meliadoul's not quite as powerful as Orlandeau (Orlandeau has all her sword techniques, plus more!), her sword techniques are still pretty good ... and, unlike in the original version of the game, they work on monsters! Meliadoul comes equipped with the Save the Queen knight sword; if you don't plan on using her, give this sword to someone else as it's probably stronger than anything else you have save the Excalibur or Javelin II. ---AT LIMBERRY--- Limberry Castle is now a normal town, so you can go to the Tavern and Outfitter, although there's nothing new to buy at the Outfitter. When you try to leave, you'll see a long set of story scenes with Ovelia and then with Zalbaag. Now take a look at map. You'll note Eagrose Castle has turned red. It's time to hike all the way back there. ---DORVAULDAR MARSH--- A new wilderness location has opened up west of Limberry: Dorvauldar Marsh. ---Extra Battlefield: Dorvauldar Marsh------------------------------------------ MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 14 x 10 Grassland Tanglevine 51% Swamp Quicksand 36% Soil Sinkhole 9% Obstructed -- 4% --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1, Soil POOR ITEM GOOD ITEM TRAP Left: 7, Up: 12 (height: 1, Soil) Potion Elixir Degenerator Left: 7, Up: 2 (height: 1, Soil) Potion Elixir Hypnogas Left: 0, Up: 3 (height: 1, Soil) Potion Elixir Death Trap Left: 0, Up: 0 (height: 1, Soil) Potion Elixir Sten Needle -------------------------------------------------------------------------------- Although nothing story-related happens at Dorvauldar Marsh and you never *have* to visit, it provides a handy shortcut between Limberry and Fort Besselat. Additionally, there's a chance of encountering Pigs or Swines in random battles here -- though only when you're entering from the Fort Besselat side. If you haven't snagged any pigs yet for breeding and poaching purposes, you can look for one here. They appear at fairly low odds, though. If you'd prefer not to wait for one to show up here, one of the later sidequests also offers an opportunity to find Pigs with much greater frequency. Dorvauldar Marsh also offers you the chance to claim up to four Elixirs--rare healing items--if you hunt around with the Treasure Hunter ability and low Bravery. Since you can find plenty of other Elixirs in the game, though, you don't actually need to stop to get these. ---LAST SET OF ERRANDS--- Now that you've defeated Elmdore, many towns around the map also have new errands to complete. ---New Errands------------------------------------------------------------------ CITY DAYS COST APPROX. REWARD Lake Poescas Depths Limberry 12-14 1500 5054 gil, 105 JP, wonder Cellar Dungeon Limberry 11-13 3000 18235 gil, 156 JP, wonder Uninvited Guests Limberry 8-13 3050 12174 gil, 103 JP Gysahl Greens Limberry 2-4 100 9660 gil, 146 JP, artefact Wandering Gambler (2) Limberry 11-13 15000 16765 gil, 54 JP > Must complete "Wandering Gambler (1)" at Warjilis Zerro's Final Heist Limberry 8-9 10000 10599 gil, 153 JP > Must complete "Zerro Strikes Again" at Eagrose Castle Ancient Wonder Eagrose 13-14 200 15099 gil, 153 JP, wonder Cattedona Zaland 14-15 500 5239 gil, 74 JP Lionel Emissary Lionel 14-15 4000 949 gil, 103 JP, artefact Twilight Gustkov Gollund 14-15 1000 17264 gil, 154 JP Terror's Maw Gollund 13-14 1500 14264 gil, 134 JP Miner's Dream Gollund 12-14 150 4068 gil, 86 JP > Must complete "Terror's Maw" Ducal Disaster Lesalia 15-16 6000 17749 gil, 104 JP Young Lord Pappal Lesalia 12-15 3000 2659 gil, 181 JP > Must complete "Ducal Disaster" Cries in the Dark Lesalia 8-11 3050 11644 gil, 98 JP Salvage Work Yardrow 9-14 0 16409 gil, 81 JP Coal Mining Expedition Yardrow 10-14 1000 2726 gil, 69 JP 2nd Coal Mining Expedition Yardrow 10-14 1000 2576 gil, 90 JP, artefact > Must complete "Coal Mining Expedition" Historic Revolt Riovanes 8-10 3050 11105 gil, 105 JP, artefact Tutoring Riovanes 8-12 200 11769 gil, 166 JP The Behemoth Bervenia 13-15 500 1977 gil, 157 JP Dredge Work Zeltennia 6-10 1000 7854 gil, 80 JP Missing Boy Zeltennia 15-16 3500 11749 gil, 94 JP Appraisal Zeltennia 8-9 550 10999 gil, 93 JP, artefact Death's Gorge Sal Ghidos 9-14 13000 2754 gil, 103 JP The Typhoon Sal Ghidos 10-13 11000 18094 gil, 181 JP Beastly Trail Sal Ghidos 11-13 10000 6800 gil, 137 JP Memories Sal Ghidos 10-12 100 1194 gil, 96 JP -------------------------------------------------------------------------------- At this point in the game, you may no longer need very much money. But if you're still looking to buy some upgrades, quite a few of these errands offer good payouts. Some ones that you can complete just by walking between two towns are: "Twilight Gustkov" and "Terror's Maw" in Gollund, "Cries in the Dark" in Lesalia, "Missing Boy" and "Appraisal" in Zeltennia, and "The Typhoon" and "Beastly Trail" in Sal Ghidos. Watch out for "Death's Gorge"; you'll lose money on that one. Limberry also hosts the last errand in the Zerro sequence, if you've finished all the other ones up to this point. ---FINAL SHOP UPGRADE--- As you make your way back to Eagrose, stop in at a non-castle town. You can now buy Thief's Caps, the last piece of new equipment that the Outfitter will carry. If you don't have any Nu Khai Armbands in your inventory, you'll also want to buy a set of those for an upcoming battle. ---New Items for Purchase------------------------------------------------------- TYPE PRICE WHERE DETAILS Thief's Cap Hat 35000 TrCity/City Speed+2; Immune: Immobilize,Disable -------------------------------------------------------------------------------- ---EXTRA BATTLE AT DORTER--- If you step into Dorter on the way back to Eagrose, you'll have an extra battle against Cletienne, another of Folmarv's henchmen. Alternately, you can avoid this battle entirely if you go to Bervenia and head west along the northern coast ... but this is such a long and circuitous route that you're likely to encounter more enemies in random battles than you avoid by skipping Cletienne. The Cletienne battle will also not trigger if you never admitted Meliadoul into your party or if she has already been killed or dismissed. ---Battle 48 (optional): Dorter------------------------------------------------- YOUR FORCES: Ramza, Meliadoul [guest], 3 others ENEMY FORCES: Cletienne (lv 40 Sorceror) Black Mage (lv 38, female) Summoner (lv 37, female) Summoner (lv 36, female) Time Mage (lv 38, female) Time Mage (lv 35, female) BOSS: Cletienne [Gemini] - lv 40 Sorceror - Bravery 51, Faith 81 Equipment : Dragon Rod, Gold Hairpin, Gaia Gear, Elven Cloak Abilities : Magicks, Magick Counter, Arcane Defense, Ignore Elevation Immune : All negative status except Blind, Silence, Oil, Slow, Immobilize VICTORY CONDITION: Reduce Cletienne to critical HP (< 20% of max HP) LOSS CONDITION: Meliadoul is KOed or Ramza is killed WEATHER: Clear night (evade rate vs. bows x 1.33) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 11 x 9 Roof, Chimney Wind Blast 36% Flagstone Contortion 36% Grassland Tanglevine 26% Obstructed -- 1% --STRATEGY-- Meliadoul automatically participates as a guest in this battle, so be sure to equip her accordingly. This is the same battlefield as you saw at the beginning of Chapter II. The enemies here are all magick-users, so there's no value in reaction abilities or armor that defend against physical attacks (e.g. Counter or Shirahadori). Instead, equip Aegis Shields, which have a high magick block rate, and abilities like Magick Counter. And, if you have Construct 8, it's basically invulnerable in this battle since it's immune to Faith-based magicks. You'll probably want to take out the Summoners first; they're close by and you'll want to stop them from hitting you with Summons. The Time Mages, on the other hand, can be ignored. Cletienne has an array of strong offensive and defensive spells, plus he can use Magick Counter to throw your spells back at him. If you want to avoid this, guns and Jump may be your best bets for attacking him up on the roof. Beware of using magickal guns, though; these count as magick attacks that he can Magick Counter! You could also use Orlandeau's Duskblade or another MP-draining ability to steal Cletienne's MP so he can't even use magicks. But since he has little HP, it's probably just as easy to attack him head-on. As soon as he's KOed, you win the battle. Cletienne has a Dragon Rod, a rare-ish rod, that you can steal. You needn't get it here, though, as you can also steal one a few battles later or poach it. Plus, the Dragon Rod is pretty crummy anyway. The Treasure Hunter items in this battle are also awful--they're the same treasures as the original battle in Dorter! (In fact, if you picked them up then, you can't get them now.) BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 16, Chimney POOR ITEM GOOD ITEM TRAP *Left: 9, Up: 8 (height: 9, Chimney) Potion Ice Bow none Left: 6, Up: 0 (height: 5, Grassland) Ether Round Shield none Left: 4, Up: 6 (height: 9, Roof) Hi-Potion Shuriken none #Left: 0, Up: 0 (height: 16, Chimney) Echo Herbs Barbut none * Requires Jump of 4 or more to reach. # Requires Jump of 5 to reach. -------------------------------------------------------------------------------- When you finally do reach Eagrose, Ramza will open the gate (no gate battle, yay!), and then you'll line up for a fight. ---Battle 49: Eagrose Castle Keep----------------------------------------------- YOUR FORCES: PHASE ONE: Ramza, Zalbaag [guest], 4 others PHASE TWO: Ramza, 4 others ENEMY FORCES: PHASE ONE: Dycedarg (lv 43 Rune Knight) Knight (lv 39, male) Knight (lv 38, male) Knight (lv 38, male) Knight (lv 37, male) Knight (lv 37, male) PHASE TWO: Adrammelech (lv 46 The Wroth) GUEST: Zalbaag [Cancer] - lv 42 Ark Knight - Bravery 67, Faith 72 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Mail, Germinas Boots Abilities : Blade of Ruin, other abilities random BOSS: Dycedarg [Scorpio] - lv 43 Rune Knight - Bravery 66, Faith 77 Equipment : Defender, Aegis Shield, Circlet, Carabineer Mail, Power Gauntlet Abilities*: Swordplay, Magicks, Sticky Fingers, Defend, Move +1 Immune : All negative status except Blind, Silence, Oil, Chicken, Slow * The Rune Knight job also includes Defense Boost and Arcane Defense as innate abilities. BOSS: Adrammelech [Scorpio] - lv 46 The Wroth - Bravery 70, Faith 70 HP: about 1515, MP: about 415 Abilities : Dread, Magicks, Swiftness Immune : All negative status except Blind, Silence, and Immobilize VICTORY CONDITION: Phase One - KO Dycedarg Phase Two - KO Adrammelech LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Indoors (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 11 x 10 Flagstone Contortion 100% --STRATEGY-- Equipping Nu Khai Armbands before this battle is a good idea; it will protect you from Confuse status. Use Agrias's, Orlandeau's, and Meliadoul's sword techniques to hit Dycedarg from down below. (The enemy Knights can be safely ignored.) Construct 8's Dispose is also useful, but you may not want to deploy Construct 8 here since there's no way to protect it from the boss's Confuse attack. Hitting Dycedarg with Crush Weapon is great idea; it will break his Defender sword and prevent him from using any of his sword techniques against you. You could also try stealing the Defender if you want, but it's a little tricky -- using Ignore Elevation or Teleport to jump up to the top of the arch may be your best bet. (Due to a bug in the game, stealing the Defender also fails to stop Dycedarg from using his sword techniques, though they'll be greatly reduced in power.) Zalbaag is likely to get KOed no matter what you do, but it doesn't matter as you don't need to keep him alive. If you do keep Zalbaag conscious, there will be some additional dialogue on Ramza's, Zalbaag's, and Dycedarg's first turns. It's quite likely that you can finish off Dycedarg before he has a chance to move much of anywhere, but it's possible he'll start descending the stairs. If he does, run under the arch and keep attacking him. He likes to use Hallowed Bolt and Divine Ruination if you haven't yet broken his sword. To avoid getting hurt too badly by these, avoid putting characters next to each other or on the same line of fire. When Dycedarg is KOed, he'll return as Adrammelech. All the other enemies will disappear from the board, as will Zalbaag, and the battle restarts. But if you Charmed or Enticed any of the enemy Knights, they'll stick with you into the next phase of the battle! If you find yourself having trouble beating Adrammelech, this can be a good trick for beefing up your forces for the second half of this battle. If Adrammelech is still up on the arch, you can keep attacking him with sword techniques once the second phase begins. However, after each character attacks, you'll want to start moving him/her under the archway. This way, you can keep hitting Adrammelech once he starts coming down the steps. Adrammelech uses the Befuddle spell to confuse you, but if you equipped Nu Khai Armbands, you'll be immune to this. Note that Confuse is the only status condition that Construct 8 is NOT immune to. In fact, there's NO way to protect Construct 8 from confusion, so you probably won't want to use it here. Adrammelech is pretty slow, so you can probably get in quite a few licks--and maybe even kill him--before he even has a chance to cast any magicks. Like all Lucavi, Adrammelech will take a lot of damage from Lich or Graviga since they take away half his maximum HP. He has about 1515 HP. There are two rare items you can pick up here using Treasure Hunter. A Blood Sword is located in the rectangular area where you start, but in the corner furthest from your starting point. This one's pretty easy to get to. There's also a Healing Staff that's much harder to reach; it's one of the two "nubs" next to the bridge on the upper level, with a height of 10. Of the two nubs, it's the one further from where you start. This one is pretty tricky to reach since you have to climb up all of the stairs to get to it. (Precise coordinates for both items are listed below.) As with other rare Treasure Hunter items, having a low Bravery will improve your odds of getting the Blood Sword and Healing Staff as opposed to generic consumable items. You can pick the items up during either stage of the battle. However, they're probably not worth bothering with -- you may already have both items, and unlimited copies are available from poaching. The Blood Sword can be worth grabbing if it's convenient, but the Healing Staff is just way out of the way. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 8, Flagstone POOR ITEM GOOD ITEM TRAP Left: 0, Up: 6 (height: 2.5, Flagst.) X-Potion Thief's Cap none Left: 3, Up: 4 (height: 2, Flagstone) Hi-Ether Blood Sword none Left: 6, Up: 3 (height: 10, Flagstone) Remedy Healing Staff none Left: 6, Up: 9 (height: 10, Flagstone) Hi-Potion Featherweave Cloak none -------------------------------------------------------------------------------- When killed, Adrammelech yields the Capricorn Zodiac Stone. If you didn't already beat Cletienne at Dorter, his ambush now disappears, so you can return to the town without triggering a fight. After claiming the Capricorn stone, head to Gariland. Stock up on Holy Water and take the new route south to Mullonde. At Mullonde, you'll be treated to a series of three battles, beginning outside the church and progressing inside. ---Battle 50: Mullonde Cathedral------------------------------------------------ YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: White Mage (lv 40, male) Summoner (lv 39, male) Geomancer (lv 40, male) Geomancer (lv 39, male) Orator (lv 39, male) Orator (lv 38, male) VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 16 x 8 Grassland Tanglevine 47% Roof Wind Blast 23% Flagstone Contortion 22% Obstructed -- 6% Soil Sinkhole 2% --STRATEGY-- If you have anyone with Ignore Elevation or Teleport, deploy him or her in the first squad and you can immediately spring up and attack the Summoner and White Mage, who are the most annoying opponents. The rest of the squad will have to climb up the steps. The characters in the second squad will be battling against two Orators, so giving them Earplug could be useful. Again, Teleport or Ignore Elevation will help them get atop the church quickly, although the steps are reasonably close by. The Summoner has another Dragon Rod you can steal, if you didn't get one from Cletienne and/or want a second one. But, again, it's not good for very much. There are also three Elixirs here that you can pick up with the Treasure Hunter ability: 1. One is located on the grass next to the cathedral, adjacent to the front corner of the cathedral. Facing the cathedral, it's directly to the RIGHT of the front corner of the cathedral. (It's 3 squares away from where the one of the enemy Geomancers starts.) 2. One is located on one of the two front towers of the cathedral (of height 16). Facing the front gate of the cathedral, it's on the tower on the LEFT. There are four tiles on the tower; the Elixir is against the side "wall" of the map, on the tile towards the back of the cathedral. 3. The last one is lower on the cathedral roof. It's one tile away from Elixir #2, on a tile of height 5. As with most Treasure Hunter items, your odds of receiving the Elixirs (as opposed to generic items) from these tiles increase the lower your Bravery. Although you can't buy Elixirs at the Outfitter, it's not really that necessary to pick up the ones here as you can also find them on many other maps and from poaching. Honestly, this battle is pretty easy. It's noteworthy mostly because it's the only story battle where the enemy has Geomancers :) BATTLE TROPHIES: X-Potion --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 7, Tree POOR ITEM GOOD ITEM TRAP Left: 2, Up: 1 (height: 1, Grassland) Hi-Ether Hi-Potion none Left: 11, Up: 1 (height: 2, Grassland) Hi-Potion Elixir none Left: 9, Up: 7 (height: 16, Flagstone) X-Potion Elixir none Left: 10, Up: 7 (height: 16, Flagstone) Phoenix Down Elixir none -------------------------------------------------------------------------------- Equip the Safeguard support ability on as many characters as possible, and the next battle will be easy as pie. ---Battle 51: Mullonde Cathedral Nave------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Folmarv (lv 46 Divine Knight) Loffrey (lv 45 Divine Knight) Cletienne (lv 44 Sorceror) BOSS: Folmarv [Leo] - lv 46 Divine Knight - Bravery 65, Faith 70 Equipment : Runeblade, Crystal Shield/Helm/Armor, Elven Cloak Abilities : Unyielding Blade, Counter, Defense Boost, Move +1 Immune : All negative status except Blind, Silence, Oil, and Slow BOSS: Loffrey [Capricorn] - lv 45 Divine Knight - Bravery 60, Faith 68 Equipment : Icebrand, Platinum Shield/Helm/Armor, Diamond Bracelet Abilities : Unyielding Blade, Nature's Wrath, Defense Boost, Jump +1 Immune : All negative status except Blind, Silence, Oil, and Slow BOSS: Cletienne [Gemini] - lv 44 Sorceror - Bravery 51, Faith 81 Equipment : Dragon Rod, Gold Hairpin, Gaia Gear, Elven Cloak Abilities : Magicks, Magick Counter, Arcane Defense, Ignore Elevation Immune : All negative status except Blind, Silence, Oil, Slow, Immobilize VICTORY CONDITION: Reduce any one of the enemies to critical HP (< 20% of max) 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 Flagstone Contortion 38% Carpet Will-o'-the-Wisp 31% Obstructed -- 19% Canal Torrent 12% --STRATEGY-- Despite what the in-game victory conditions screen says, all you have to do here is reduce any of one of the three Knights Templar to critical HP and then they all will retreat. Cletienne is the weakest, so just attack him. Loffrey and Folmarv have an annoying habit of breaking your equipment, so Safeguard is probably a good idea -- it both saves your equipment AND prevents you from taking damage from the Crush attacks. Since you only need to KO one guy here, you can probably finish this up quite quickly. If you deploy Meliadoul, there will be some extra dialogue between her and Folmarv on her first turn. Like the previous map, there are a bunch of Elixirs you can find here if you have Treasure Hunter and low Bravery. All four of them are located on a line directly down the middle of the room: 1. One is at the extreme rear of the room, behind where you start, at height 1. 2. One is one tile in front of where Ramza starts, 4 tiles away from the back of the room, at height 1. 3. One is at the very far end of the room (i.e., 2 tiles behind where Folmarv starts), at height 4. 4. One is 4 tiles towards your party from the far end of the room -- exactly on the tile where Loffrey starts, at height 2. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 11, Cross Section - on Ramza's left at start POOR ITEM GOOD ITEM TRAP Left: 0, Up: 4 (height: 1, Carpet) Remedy Elixir none Left: 4, Up: 4 (height: 1, Carpet) Hi-Potion Elixir none Left: 8, Up: 4 (height: 2, Carpet) Phoenix Down Elixir none Left: 12, Up: 4 (height: 4, Carpet) X-Potion Elixir none -------------------------------------------------------------------------------- If any of your equipment gets broken when fighting the Knights Templar, you'll need to replace it. Strip the gear from somebody you're not going to be using in the next battle and equip that. You'll then go to the sanctuary, where Ramza will have to fight a possessed former ally. ---Battle 52: Mullonde Cathedral Sanctuary-------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Zalbaag (lv 47 Ark Knight) Archaeodaemon* Archaeodaemon* Ultima Demon* * These enemies' levels depend on the highest level on your own roster. BOSS: Zalbaag [Cancer] - lv 47 Ark Knight - Bravery 33, Faith 77 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Armor, Germinas Boots Abilities : Blade of Ruin, Vampire, Adrenaline Rush, Defense Boost, Lifefont VICTORY CONDITION: KO Zalbaag LOSS CONDITION: Ramza dies or all allies are KOed/Stone/Vampire WEATHER: Indoors (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 12 x 11 Flagstone Contortion 54% Obstructed -- 39% Carpet Will-o'-the-Wisp 7% --STRATEGY-- The demons here are actually quite a bit more powerful than Zalbaag and use a variety of strong magick attacks. So, unlike most boss battles, you're probably better off killing at least two of the demons first, and *then* going after Zalbaag. (The demons are enemy-only monsters, so you can't try to recruit them instead.) Both the Ultima Demon and the Archaeodaemons are immune to Holy attacks, but this isn't much of a problem since there are only a few such attacks anyway -- the Holy magick, Reis's Holy Breath, and the Holy Lance are the only ones in the single-player game. The Ultima Demon here is your last chance to learn (and keep) Ultima in the single-player game; if you haven't gotten it yet, deploy Ramza or Luso in their base job (Squire or Game Hunter) and you can learn the magick should the Ultima Demon cast it on them. The Ultima Demon needs at least 10 MP to cast Ultima; use Ethers or Chakra to restore their MP if it runs low. Zalbaag frequently flees into a corner, plus he uses Lifefont to recover his HP with each move. Hitting him with an Immobilize (e.g. from Leg Shot) will stop both of these. In fact, if you can Immobilize him right away, you may be able to just focus your attacks on him and finish him off before the demons hit you with too much magick. Physical attacks are not that effective against Zalbaag since he has Defense Boost, but he'll go down eventually ... and if you take out the demons first, he can do very little to hurt you. Zalbaag can (and probably will) turn your characters to vampires, but you can cure this with Holy Water. Construct 8 is useful in this battle as it is immune to vampirization (though the raw damage from the Vampire attack can still hurt it) and has a very long range with which to attack Zalbaag. Monsters are also immune to Vampire status, so if you have any other good monsters, those work too. Ironically, if Zalbaag tries to vampirize a character who's already a vampire, the Vampire attack will backfire and cause *Zalbaag* to turn into a vampire! This will prevent him from recovering HP with Lifefont. But, the odds on this are a bit too low to really bank on. BATTLE TROPHIES: Elixir --TREASURE HUNTER ITEMS-- There are no Treasure Hunter items on this map. -------------------------------------------------------------------------------- The sanctuary battle is the last of the battles at Mullonde. Afterwards, Ramza will meet up with a dying Funebris, who tells him that Folmarv is going to Orbonne Monastery. ---NEW QUESTS--- Back on the map, a handy route has opened up between Mullonde and the Clockwork City of Goug. Another set of subquests becomes available: Midlight's Deep (in Warjilis Trade City), Disorder in the Order (in Zeltennia and Dorter), and (if you've already completed the Nelveska Temple quest) Lionel's New Liege Lord. The All-Star Melee mission is also unlocked in Rendezvous Mode. And if you're still working on the earlier subquests, the new route between Mullonde and Goug makes them a lot easier. If you're going to do these quests or anything else on the map, take care of it now! Once you go to Orbonne Monastery, you're locked into the game's final series of battles. ---PREPARATION FOR FINAL BATTLES--- Before you go to Orbonne, make sure you're ready. Your main team of 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. You may also want to buy a couple pairs of Winged Boots since they'll be helpful in one of the upcoming battles. Definitely purchase some Thief's Caps if you haven't already. In truth, though, the last sequence of battles isn't all that difficult, just long. !!! CAUTION !!! Once you enter Orbonne, there is NO way to return to the world map. If you want to be able to continue playing the game on the world map, you must keep a save from before you entered the Monastery. Once you enter the Monastery, save in a DIFFERENT slot. Do NOT save over your main save file or you will NOT be able to return to the world map or enter the bonus dungeon. Use a NEW save file. !!! CAUTION !!! When you enter Orbonne, you'll begin by fighting some generic humans. ---Battle 53: Monastery Vaults - Fourth Level----------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Monk (lv 51, male) Monk (lv 50, male) Knight (lv 49, male) Knight (lv 49, male) Archer (lv 48, male) Archer (lv 48, 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 16 x 8 Brick, Furnishings, Wind Slash 54% Book, Bridge Flagstone Contortion 46% --STRATEGY-- Your first priority is to kill off the guys down on the floor on the other side of the room, especially the Monks. Most range attacks will work from atop the central "ridge" of books, and reasonably agile melee fighters can climb over the ridge to reach the enemies. Characters who can't easily climb over the ridge should just stand atop it -- there will be enemies coming that way soon as well. The Knights' behavior will depend on how quickly you advance. If you quickly moved most of your team across the ridge, they'll probably descend under the archway to fight you there. But if you still have some characters on the higher levels, they may try to cross the narrow walkway up top. In this case, they're vulnerable to a Divine Ruination or Shockwave that can hit several of them in a line. Meliadoul's and Orlandeau's Crush techniques are also useful against all the enemies here. Overall, this isn't a particularly hard battle. You can steal a Yoichi's Bow, which is even stronger than the Artemis Bow, from the Archer ... of course, since you're past the point of no return, there's no need to bother with this unless someone in your main squad can use it. There are also four Elixirs available on this map and, unlike most Treasure Hunter items, you'll get them regardless of your Bravery: 1. One is located in the exact corner of the map just next to where you start, on a tile with height 7. 2. Another is located in another corner, the one with a height of 1. 3. Two panels away from #2, on a sloping panel with height 8. 4. On the other side of the "ridge" of books from where you start. It's on a slanted panel; the panel looks like a stone slab with writing on it and has a height of 2.5. Since you can pick these up fairly easily without worrying about your Bravery, you may want to grab one or two if you use Items to heal. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 7, Book POOR ITEM GOOD ITEM TRAP Left: 0, Up: 0 (height: 7, Book) -Elixir- none Left: 5, Up: 4 (height: 2.5, Flagst.) -Elixir- none Left: 0, Up: 13 (height: 8, Flagstone) -Elixir- none Left: 0, Up: 15 (height: 1, Flagstone) -Elixir- none -------------------------------------------------------------------------------- Next up is the first of a series of four battles against the Zodiac Braves. Prepare for this one by arming Safeguard. ---Battle 54: Monastery Vaults - Fifth Level------------------------------------ YOUR FORCES: Ramza, 4 others ENEMY FORCES: Loffrey (lv 54 Divine Knight) Black Mage (lv 52, male) Black Mage (lv 50, male) Summoner (lv 52, male) Summoner (lv 50, male) Time Mage (lv 52, male) BOSS: Loffrey [Capricorn] - lv 54 Divine Knight - Bravery 60, Faith 68 Equipment : Save the Queen, Crystal Shield, Crystal Helm, Crystal Armor, Germinas Boots Abilities : Unyielding Blade, Magicks, Parry, Defense Boost, Ignore Elevation Immune : All negative status except Blind, Silence, Oil, and Slow VICTORY CONDITION: KO Loffrey LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Indoors (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 15 x 12 Book, Brick Wind Slash 63% Wooden Floor Will-o'-the-wisp 19% Darkness (chasm) -- 18% --STRATEGY-- Now it gets interesting. The enemy forces are magick-heavy here, so adjust your defenses accordingly. Aegis Shields are good, as are Magick Counter and cloaks that give a good boost to your magick evade rate. Counter, Shirahadori, and First Strike are totally pointless. Construct 8, being immune to Faith- based magicks, is good to deploy if you have it. It won't be able to navigate the holes well, but Dispose has such a long range that it doesn't need to travel very far! The floor is laded with Darkness tiles (the black holes) that you can't walk across. If you have Teleport or Winged Boots, however, you can simply move right through them. You can also jump across the holes with a good jump rating. If you can't jump across, there's a looping path around the outsides of the map that lets you walk all the way, but it's slow and you'll keep getting hit by magicks on the way. Avoid this route if you can. Deploying lots of characters with range attacks is useful as you can just blast away regardless of the gaps in the floor. Loffrey's Save the Queen sword gives him a permanent Protect spell that makes him slow to kill. So, try to KO the other guys (especially the Summoners) first before you take on Loffrey. Loffrey uses Unyielding Blade techniques to crush your gear, but equipping Safeguard will both preventing him from breaking your equipment and spare you from the HP damage. Speaking of Crushing, using Crush Weapon on Loffrey is a great tactic; destroying his sword will remove his Protect as well as prevent him from using his sword techniques. You can also use Rend Weapon or steal the sword. But, like other bosses, a bug in the game means that he can still use sword techniques if you steal (rather than break) his sword. They won't do much damage, but they can still break your equipment. As on the previous map (and for the rest of this sequence of battles), you can find four Elixirs here with Treasure Hunter, regardless of your Bravery. Two of the Elixirs on this map are located in the extreme back corners of the map, on the stacks of book behind where you start. The other two Elixirs are near the center of the map; see below for the coordinates. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 3, Book POOR ITEM GOOD ITEM TRAP Left: 0, Up: 14 (height: 2, Book) -Elixir- none Left: 11,Up: 14 (height: 7, Book) -Elixir- none Left: 5, Up: 6 (height: 0, Wooden Fl.) -Elixir- none Left: 6, Up: 6 (height: 0, Brick) -Elixir- none -------------------------------------------------------------------------------- After Loffrey is defeated, he'll suck you through a portal to the Necrohol of Mullonde, located under the sea south of Limberry, then destroy the way back. If you'd equipped Safeguard or Winged Boots, you can now return your abilities and equipment to normal. ---Battle 55: The Necrohol of Mullonde------------------------------------------ YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Cletienne (lv 54 Sorceror) Ninja (lv 53, male) Ninja (lv 51, male) Samurai (lv 53, male) Samurai (lv 52, male) Time Mage (lv 52, male) Time Mage (lv 51, male) BOSS: Cletienne [Gemini] - lv 54 Sorceror - Bravery 51, Faith 81 Equipment : Zeus Mace, Lambent Hat, Black Garb, Featherweave Cloak Abilities : Magicks, Magick Boost, Arcane Defense, Fly Immune : All negative status except Blind, Silence, Oil, Slow, Immobilize VICTORY CONDITION: KO Cletienne LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 12 x 12 Wasteland Sinkhole 42% Flagstone Contortion 32% Obstructed -- 21% Wooden Floor Will-o'-the-wisp 5% --STRATEGY-- The second squad starts some distance away, so fill it with fast characters or characters with long-range attacks. Cletienne has really strong spells and a range of the whole battlefield. Since he starts close to you, just forget the other enemies and rush him. If you can pounce on him on quickly, you can probably to wrap this fight up very quickly. Cletienne's Magick Boost reaction ability allows him to increase his Magick Attack whenever you hit him. So, don't try to wear him down with weak attacks. Instead, try only attack him with your strongest attacks so that you can take him out in as few hits as possible. Or, you can simply use MP-draining abilities--Orlandeau's Duskblade works especially well--on Cletienne to take away all his MP, so that he can't even use his magicks. Again, with Treasure Hunter you can claim up to four Elixirs on this map, though most aren't very conveniently located. The Elixirs' locations: 1. In the extreme corner of the map. There's only one corner tile that you can actually stand on (it has height 0); it's on this tile. It's the corner closest to where the 2nd Squad starts. 2. The center of the map has a building in it. Look for the doorway to this building. Now, from the doorway, move the cursor over top of the wall to the building to the back wall. The Elixir is located here, right against the back wall, directly opposite to the doorway. This one is actually the easiest to grab. 3. On the ground (height 0) behind where the 1st Squad (Ramza's squad) starts. It's the "back row" of tiles, as far from the enemy squad as you can get. The specific tile is the tile on the ground that's closest to the corner. 4. One edge of the map near where you start has a partially collapsed wall. On the other side of the hall is a height 4 platform leading down to the height 0 ground. Climb down using the platform; it's on the first height 0 platform. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 0, Wasteland - only corner tile where the cursor is blue POOR ITEM GOOD ITEM TRAP Left: 4, Up: 2 (height: 3, Flagstone) -Elixir- none Left: 0, Up: 0 (height: 0, Wasteland) -Elixir- none Left: 0, Up: 8 (height: 0, Wasteland) -Elixir- none Left: 3, Up: 11 (height: 0, Wasteland) -Elixir- none -------------------------------------------------------------------------------- After Cletienne, you'll face Barich, brought back to life by the Zodiac Stones. ---Battle 56: Lost Halidom------------------------------------------------------ YOUR FORCES: 1st Squad - Ramza, 2 others 2nd Squad - 2 others ENEMY FORCES: Barich (lv 55 Machinist) Chemist (lv 49, male) Tiamat (lv 50) Greater Hydra (lv 47) Hydra (lv 48) Dark Behemoth (lv 51) BOSS: Barich [Sagittarius] - lv 55 Machinist - Bravery 64, Faith 62 Equipment : Blaster, Thief's Cap, Luminous Robe, Featherweave Cloak Abilities*: Aimed Shot, Counter, Brawler, Lifefont Immune : All negative status except Blind, Confuse, Silence, Oil, Immobilize * Barich's version of the Machinist job also includes Defense Boost, Arcane Defense, and Beast Tongue as innate abilities. VICTORY CONDITION: KO Barich LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 14 x 10 Flagstone Contortion 49% Roof Wind Blast 24% Darkness (chasm) -- 16% Coffer, Wooden Floor Will-o'-the-wisp 11% Obstructed -- 1% --STRATEGY-- This can be a tough fight. Barich and his crew start on a separate piece of land from you. Barich and his Chemist can shoot at you from afar, but if you jump over to his portion of the battlefield to attack them, the monsters will tear you to shreds. Barich, as before, will use Aimed Shot abilities to try to Immobilize and Disable you. This time, you can easily counter this by equipping Thief's Caps, which makes you immune to both Immobilize and Disable. Shirahadori is also great for defense, as it allows you to block the shots from the enemy guns (only in video games...). Auto-Potion is also helpful for dealing with the enemy gun attacks. Shields and cloaks, on the other hand, are of no use since guns can't be evaded. A good tactic may be to fill the first squad with characters with medium-range attacks (e.g. sword techniques). They should be able to move forward and target Barich across the gap without having to jump over the chasm. The second squad starts pretty far away from Barich, so use this squad for characters with long-range attacks such as guns, Arithmeticks, or a long-range Jump attack. Have the second squad move up towards the first squad and start targeting Barich with their range attacks. If you completed the Gollund Colliery quest, Beowulf and Construct 8 will both be of great use here for their long-range attacks (Vengeance and Dispose, respectively). Barich may try to hide behind his monsters (and/or the Chemist), in which case you'll have to take them out first in order to shoot him. Unfortunately, Barich's own Thief's Cap prevents you from Immobilizing HIM. Barich's Hydras will usually spend a turn or two advancing along Barich's portion of the battlefield without attacking you. After that, they'll fly over and land on your side! At this point, since the Hydras are no longer guarding Barich, you may want to jump over Barich's side and start attacking him directly. If you've done enough to damage to him already, you can probably take him out with a few attacks. (He does use Lifefont to regenerate his HP, though.) If you completed the Nelveska Temple and restored Reis to human form, you could also try putting Reis in the second squad. Have her run up to the little "bridge" connecting the two halves of the battlefield and use Dragon's Charm to charm the enemy Tiamat. Not only will this prevent the Tiamat from attacking you, it will turn it against Barich! However, it usually takes a turn or two for the Tiamat to come within range, so this may not be the most efficient strategy -- and you have to watch out for the Dark Behemoth in the mean time! If you DO use this strategy, you may wish to change Reis to a job other than Dragonkin and equip Rubber Boots so that the Tiamat's Tri-Thunder attack won't kill her before she can charm it. Like the other maps in the Necrohol, the Lost Halidom contains four Elixirs that you can pick up with Treasure Hunter. Since this is a tougher battle, it's not really a good time for item collecting, but if you want 'em, you can check the coordinates below or use these directions: 1. In the area where the 2nd Squad starts, against the back edge of the map. It's on a height 7 tile that looks it has four black squares on it. (There are two such tiles; it's the one that actually touches the edge of the map.) 2. On the wooden platform in the middle. The platform is four tiles big. The Elixir is on the tile that's closest to where the 1st Squad started. 3. On Barich's side of the map. It's actually the tile immediately behind where Barich starts. It's a sloping tile with height 5.5 and four black squares on it. There are two such tiles; the one you want is the one that's further from the wooden bridge. 4. Also on Barich's side of the map, on the only height 6 tile that is directly adjacent to the chasm in the middle. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 1.5, Flagstone POOR ITEM GOOD ITEM TRAP Left: 4, Up: 0 (height: 7, Flagstone) -Elixir- none Left: 0, Up: 6 (height: 0, Wooden Fl.) -Elixir- none Left: 5, Up: 11 (height: 5.5, Flagstone) -Elixir- none Left: 7, Up: 8 (height: 6, Flagstone) -Elixir- none -------------------------------------------------------------------------------- Finally, you'll head to the Airship Graveyard, which is really just a single airship, and a rather odd location for a final battle. Folmarv will use the Leo Stone to transform himself into a giant lion, Hashmal. ---Battle 57: Airship Graveyard------------------------------------------------- YOUR FORCES: Ramza, 4 others ENEMY FORCES: Hashmal (lv 59 Bringer of Order) BOSS: Hashmal [Leo] - lv 59 Bringer of Order - Bravery 70, Faith 70 HP: about 1425, MP: about 790 Abilities : Dread, Planar Magicks, Swiftness Immune : All negative status except Blind, Slow, and Immobilize VICTORY CONDITION: KO Hashmal LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 16 x 9 Wooden Deck Will-o'-the-Wisp 40% Vines Tanglevine 26% Obstructed -- 19% Machinery Magma Surge 15% --STRATEGY-- Hashmal's two main attacks are Bind, which puts Stop on a group of characters, and Quake, a fairly powerful area attack magick. (He also uses some other elemental magicks less frequently.) Of course, equipping Jade Armlets will protect you against the Stop effect of Bind. But since completely protecting yourself against Stop will cause him to ONLY cast Quake, one strategy is to leave one character unprotected against Stop as a decoy. Hashmal will probably try to Stop him/her, buying your other characters time to attack. Using this strategy, you can probably defeat him before casts more than one Quake, perhaps before he casts ANY. And, if you completed the Gollund Colliery quest, you have an ace up your sleeve: Construct 8, who is immune to both Faith-based magicks and Stop! It's also possible to counter all of Hashmal's magicks with Magick Counter. That won't reduce the damage you take, but it will throw some extra damage on him that can help you finish him off quickly. Although Hashmal's spells are strong, with 5 of you versus 1 of him, you shouldn't have too much trouble taking him down. Just rush him. As always, Lich and Graviga are effective against him. He only has about 1425 HP. Since Hashmal isn't too tough, it's pretty easy to grab the Elixirs on this map using Treasure Hunter if you want them. One is located on the extreme bow (point) of the ship (tile height 10), and another is located directly in front of that (height 8.5). The other two are located on the opposite (stern) side, one in each of the far corners of the ship. Both of these tiles have height 0.5. BATTLE TROPHIES: Ragnarok --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 0, Darkness - on Ramza's left at start POOR ITEM GOOD ITEM TRAP Left: 0, Up: 4 (height: 10, Wooden Deck) -Elixir- none Left: 1, Up: 4 (height: 8.5, Wooden Dk.) -Elixir- none Left: 15, Up: 1 (height: 0.5, Wooden Dk.) -Elixir- none Left: 15, Up: 7 (height: 0.5, Vines) -Elixir- none -------------------------------------------------------------------------------- Defeat Hashmal and you'll get the Ragnarok sword. St. Ajora will then appear. You now have one last chance to save your game and adjust your characters. Equip the Ragnarok sword. It's strong, but not quite as useful as the Excalibur since it doesn't give you an automatic Haste. But if you're planning to deploy two characters who can use knight's swords (Knights, Dark Knights, and many of the story characters), you can give the Excalibur to one and the Ragnarok to the other. You might also want to use the Ragnarok if you have something *else* that you gives you an Auto-Haste, like the Tynar Rouge or Septie`me. After you leave the status screen, it's time for the final battle. ---Battle 58: Airship Graveyard------------------------------------------------- YOUR FORCES: Ramza, Alma [guest], 4 others ENEMY FORCES: PHASE ONE: Ultima (lv 56 High Seraph) Ultima Demon (lv 39) Ultima Demon (lv 36) Ultima Demon (lv 33) Ultima Demon (lv 30) PHASE TWO: Ultima (lv 66 Arch Seraph) GUEST: Alma [Leo] - lv 56 Cleric - Bravery 39, Faith 87 Equipment : Healing Staff, Ribbon, Luminous Robe, Featherweave Cloak Abilities : Holy Magicks, Faith Boost BOSS: Ultima [Virgo] - lv 56 High Seraph - Bravery 70, Faith 70 HP: about 1400, MP: about 480 Abilities : Arcane Magicks, Chaos, Absorb MP, Brawler, Master Teleportation Immune : All negative status except Blind, Slow, and Disable BOSS: Ultima [Virgo] - lv 66 Arch Seraph - Bravery 70, Faith 60 HP: about 3235, MP: about 450 Abilities : Divine Magicks, Divine Providence, Faith Boost, Brawler, Swiftness, Master Teleportation Immune : All negative status except Slow and Immobilize VICTORY CONDITION: Phase One - KO High Seraph Ultima Phase Two - KO Arch Seraph Ultima LOSS CONDITION: Ramza dies or all allies are KOed/Stone WEATHER: Clear day (no special effects) MAP SIZE: TERRAIN TYPES GEOMANCY MAP AREA 16 x 9 Wooden Deck Will-o'-the-Wisp 42% Vines Tanglevine 27% Obstructed -- 15% Machinery Magma Surge 15% --STRATEGY-- Be sure to deploy your best characters. Since both forms of the final boss have a lot of HP, attacks that do damage proportional to the enemy's max HP are quite effective. These include Lich, Graviga, and Beowulf's Drain attack. Ultima likes to cast a lot of status ailments on you, so equipping female characters (and Cloud) with any hair adornments (Cachushas, Barettes, or preferably Ribbons) is also a great idea. Before the battle starts, Ultima destroys the mast pieces, making the battlefield a bit more open. You begin this battle on the stern of the ship, opposite to where you started the last battle. Alma will fight as a guest in this battle. She starts off with only 1 HP, so toss her an X-Potion or cure spell to keep her alive. She will first cast Aegis on herself, then start casting it on the rest of the team. Aegis includes a number of useful buffs, so this is actually pretty helpful. Note that if Ramza or Luso casts the Ultima magick on Alma, she can learn that magick as well. This is not advised, however; you want her casting Aegis, which is quite a bit more useful! If Alma starts running out of MP, toss her an Ether or Hi-Ether. (It's also possible to learn Ultima from the Ultima Demons if you don't kill them quickly; of course, since this is the last battle, you won't be able to save it permanently to your file.) The Ultima Demons can do more damage than Ultima herself, so try to defeat them first. They don't have all that much HP, so you might even be able to take them out with group attacks. (As always, they're immune to Holy attacks.) If you're using Orlandeau, Shadowblade is also handy since it restores his HP at the same time it deals damage. Ultima has several different attacks. There's a physical attack, which is fairly strong but otherwise nothing special; the Grand Cross magick, which inflicts random status conditions; and an souped-up Ultima magick that is still rather weak and slow to charge. Note that this "Ultima II" magick has a "friendly fire" effect and can damage Ultima's own units (and even Ultima herself!) You can use this to your advantage; if you see her charging up the magick, move the targeted unit close to some enemies and they'll take damage too. You can easily recognize when she's casting Ultima II because it's the only ability she charges up that shows estimated HP damage in the preview -- Grand Cross is a status attack only. Ultima can also teleport around the battlefield, often putting her out of your reach. (This is another reason not to try killing her before the demons.) She does NOT have a counterattack, so you're free to use any physical or magick attacks you want -- although you should probably have a better way of attacking her than plain physical attacks! Ultima has a permanent Float status. This means that she's immune to any earth- element attacks, like Titan or Shockwave. Also, if you're using the Arithmeticks magick command against her, since she's Floating, her height is considered to be one greater than the tile she's standing on. In other words, if she's on a height 5 tile, her height is 6 for any calculations. Believe it or not, Ultima is vulnerable to Disable status. But, as usual, inflicting Disable will make her flee into a corner -- and with her Master Teleportation, she can easily get far away from you and be hard to attack. If you have long-range attacks, though, this is no problem, and hitting her with Arm Shot will prevent her from attacking you at all for a few turns! Even if you don't have much in the way of long-range attacks, you could also use Disable if you just need a pause to heal your characters and cure the status ailments inflicted by Grand Cross. If the battle drags on, the Ultima Demons you took out early on may start turning into crystals. Grab these as soon as they appear. Ultima will try to claim them, and, if she does, her HP will be completely restored! If you didn't grab the Elixirs during the battle with Hashmal, you can pick them up now. (If you already picked them up, you cannot get them a second time.) One Elixir is located on each of the opposite corners on the stern of ship (behind you, both height 0.5), and two are on the bow (point) of the ship, height 8.5 and height 10. Of course, since this is the last battle and you can't save them for later, there's no sense in picking them up unless your current Elixir supply is running low. Ultima's first form has about 1400 HP. Of course, like all good final bosses, Ultima has a second form that appears after the first is defeated. This one has over 3200 HP (!), but it's probably easier, since there won't be any Ultima Demons around to harass you. Attack the second form with the aforementioned Drain attack (Beowulf), Lich, Graviga, and sword techniques. She still has no counterattack, so physical attacks are also safe. Again, Ultima teleports around the battlefield on each of her turns. If she moves out of range, just wait in the center of the ship and on her next turn she should move in range again. This form of Ultima is now vulnerable to Immobilize status, so you can also just use a judicious Leg Shot or other Immobilizing ability to keep her in place. (The second form is immune to Disable, though, so don't try that again.) Fortunately, Ultima is pretty slow, and you have quite a bit of time to heal up and attack between her moves, especially if Alma has been casting Haste on you via Aegis. Also, if Alma has been casting Aegis on your party, Ultima may well waste her turns using Dispelja to remove the effects of Aegis, and not even inflict any damage on you. BATTLE TROPHIES: None --TREASURE HUNTER ITEMS-- Put this corner at screen bottom: Height 0, Darkness - on Ramza's left at start POOR ITEM GOOD ITEM TRAP Left: 0, Up: 4 (height: 10, Wooden Deck) -Elixir- none Left: 1, Up: 4 (height: 8.5, Wooden Dk.) -Elixir- none Left: 15, Up: 1 (height: 0.5, Wooden Dk.) -Elixir- none Left: 15, Up: 7 (height: 0.5, Vines) -Elixir- none -------------------------------------------------------------------------------- When you defeat Ultima's second form, it will blow up (nice special effects). The Battle Is Won! Leave the game on after the credits for an additional scene. Note that when the game says it's saving afterwards, it's just doing so to mark that you've completed the game. If you saved at any point during the final sequence of battles (i.e., any time after you entered Orbonne Monastery), loading this save will only put you back into the last set of battles and doesn't allow you back to the world map. So, again, if you want to do anything outside of the Necrohol, hang on to a separate save from before you entered Orbonne Monastery! But, having your game marked as completed DOES confer some benefits: > On the PSP, it unlocks the last set of Rendezvous Mode multiplayer missions, where you can challenge yourself with some extra difficult battles and earn some rare items. > On the iPhone/iPad, all of the gear that can be earned in the PSP multiplayer modes is now available for purchase in the Poachers' Den--in this or in any other save file. And if you haven't beaten Midlight's Deep and all the other subquests, you're not really done with the game yet! If you kept a save from before you entered Orbonne Monastery, you can go back and check out these quests for some extra challenges. Keep on reading for more information on these missions.
miércoles, 18 de mayo de 2016
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