miércoles, 18 de mayo de 2016

%%%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.

No hay comentarios:

Publicar un comentario