Final Fantasy Tactics

Final Fantasy Tactics

15.10.2013 16:45:16
Help Files
~B
Final Fantasy Tactics Help Files Version 1.06

by John Miaso
phoenixreborn98@bigfoot.com
http://www.bigfoot.com/~phoenix.reborn
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Contents

There should be three different files:

Part One: Game Walkthrough
Part Two: Jobs and Abilities
Part Three: Secrets and other Info

This file contains Part One.
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Table of Contents

Final Fantasy Tactics Complete Walkthrough

i. Revision History
ii. Where to find these files
iii. Introduction
iv. Wanted!
v. Special Thanks
1. Chapter One: The Meager
1.1. Orbonne Monastery
1.2. Magic City Gariland
1.3. Mandalia Plains
1.4. Sweegy Woods
1.5. Dorter Trade City
1.6. Zeklaus Desert
1.7. Thieves' Fort
1.8. Lenalia Plateau
1.9. Fovoham Plains
1.10. Fort Zeakden
2. Chapter Two: The Manipulator and the Subservient
2.1. Dorter Trade City
2.2. Araguay Woods
2.3. Zirekile Falls
2.4. Zaland Fort City
2.5. Baraius Hill
2.6. Zigolis Swamp
2.7. Goug Machine City
2.8. Baraius Valley
2.9. Golgorand Execution Site
2.10. Lionel Castle
2.10.1. The Gate of Lionel Castle
2.10.2. Inside Lionel Castle
3. Chapter Three: The Valiant
3.1. Goland Coal City
3.2. Back Gate of Lesalia Castle
3.3. Orbonne Monastery
3.3.1. Underground Book Storage: Second Floor
3.3.2. Underground Book Storage: Third Floor
3.3.3. Underground Book Storage: First Floor
3.4. Grog Hill
3.5. Yardow Fort City
3.6. Yuguo Woods
3.7. Riovanes Castle
3.7.1. The Gate of Riovanes Castle
3.7.2. Inside Riovanes Castle
3.7.2.1 Wiegraf
3.7.2.2 Velius
3.7.3. The Roof of Riovanes Castle
4. Chapter Four: Someone to Love
4.1. Doguola Pass
4.2. Bervenia Free City
4.3. Finath River
4.4. Church outside Zeltennia Castle
4.5. Bed Desert
4.6. Bethla Garrison
4.6.1. North Wall of Bethla Garrison
4.6.2. South Wall of Bethla Garrison
4.6.3. In Front of Bethla Garrison's Sluice
4.7. Zarghidas Trade City
4.8. Germinas Peak
4.9. Poeskas Lake
4.10. Limberry Castle
4.10.1. The Gate of Limberry Castle
4.10.2. Inside Limberry Castle
4.10.3. Underground Cemetery of Limberry Castle
4.11. Igros Castle
4.11.1. Dycedarg
4.11.2. Adramelk
4.12. Murond Holy Place
4.12.1. St. Murond Temple
4.12.2. Hall of St. Murond Temple
4.12.3. Chapel of St. Murond Temple
4.13. Orbonne Monastery
4.13.1. Underground Book Storage: Fourth Floor
4.13.2. Underground Book Storage: Fifth Floor
4.13.3. Murond Death City
4.13.4. Lost Sacred Precincts
4.13.5. Graveyard of Airships
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i. Revision History

1.06 -- A complete item list (to the best of my knowledge) is in the Secrets section. I think
I will work on spell quotes and monster data next.

1.05 -- I am adding a lot more info to the Jobs section, and now have locations for the items
of the Deep Dungeon. I am now working on a detailed item list.

1.04 -- Added some Deep Dungeon info, changed my e-mail address, and various other minor
changes.

1.03a -- Nothing added to the actual FAQ, but I removed my ICQ# and corrected my e-mail address
and web page URL. They have been changed.

1.03 -- Added a section on the Deep Dungeon in the Secrets section.

1.02 -- Added a poaching list, edited the Cloud section.

1.01 -- Corrected a couple of typos (the jobs section is actually legible), added the "Where to
find these files" section, and the Special Thanks section.

1.00 -- First draft.
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ii. Where to find these files

You can find these help files at:

Gamefaqs:
http://www.gamefaqs.com

My page, Station Omega:
http://www.bigfoot.com/~phoenix.reborn

Console Gamer:
http://www.console-gamer.com

Ed's Homepage:
http://www.geocities.com/Area51/Corridor/4371/index.shtmll

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iii. Introduction

Welcome. Over the past couple of years, I have gathered information about Final Fantasy
Tactics. That information, my love of the game, and a bit of insanity produced what you now
see here. This is constantly a work in progress, and I don't think it will satisfy me as being
"complete" for a long time. However, if you do have anything to add, here is my contact
information:

E-mail: phoenixreborn98@hotmail.com
URL: http:/www.bigfoot.com/~phoenix.reborn

A notice to players: these files contain many "spoilers" of the storyline, so be cautious. The
walkthrough section is in the order of the game, but the other sections have potential spoilers
from various portions of the game. If you have a question about a specific issue, don't
hesitate to ask me via e-mail.

If you wish to use any information contained in any of these files for a webpage, publication,
or any other form of media, contact me first.
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iv. Wanted!

I would like to include in these files:

- Game Shark codes
- Anything you think should be added.

The methods of contacting me are above; please give me any info you can on this. I will credit
you with this information by putting your name and e-mail address on these files.
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v. Special Thanks

First, I would like to give a big "thank you" to all of my friends, who helped me immensely with
the statistics and many other things.

Thanks to Sergio Lopez, (bo20@iona.edu) for correcting some of my data in the jobs section.

Thanks to Matt Hobbs (YelseyKing@aol.com) and Kevin McCullough (Bluelion10@aol.com) for
submitting their poaching list.

Thanks goes to all of the websites that are hosting these files. My goal is to answer any and
all questions any one might have on these games, and you have been a great help.

And, thanks goes to SquareSoft, who has made another incredible game!

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1. Chapter One: The Meager
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1.1. Orbonne Monastery

This battle is very simple, since you only control one character, that of Ramza. Your allies
(who are considered "guests" in this battle) are more than capable of dispatching your enemy, so
you will not need to worry about this battle at all. The purpose of this battle is to get you
acquainted with the battle format of Final Fantasy Tactics.

1.2. Magic City Gariland

Now, you control all but one character. This is a big jump from the battle at Orbonne, so you
will need to adjust rather quickly. Your enemy is a small group, that of four squires and a
chemist. The chemist has the ability to heal his allies, so he can become a nuisance easily in
this battle. The squire leader of this group has a stronger sword than the others, so it would
be best to defeat him first. Make sure you bring one or two chemists along for this battle, in
case your characters need healing.

1.3. Mandalia Plains

In this battle you are first prompted with an option. It is better to pick "Destroy the Death
Corps," because you will not need to keep Algus alive. If you pick "Save Algus!" instead, you
will have to keep him alive. You will have your first encounter with a monster, and it will be
a Red Panther. Monsters are not as versatile as humans are, but they make up for it in brute
strength and varying attacks. The thief in this battle has the ability to charm one of your
players, so be aware of this. Also, it would be a good idea to keep a chemist with you in this
battle, as you will definitely need him/her. After you have one this battle, you will be able
to build levels and explore the different jobs by fighting random battles here.

1.4. Sweegy Woods

This battle pits you against a force of monsters. The Bombs have the ability to self-destruct,
which will destroy them but also do a good amount of damage to your characters and soak them
with oil. You will have both Algus and Delita fighting with you as guests in this battle, so
you have a good force going into this battle, and there should be no real difficulty.

1.5. Dorter Trade City

This is the first real test of this game. If you have not built levels since coming out of
Igros Castle, you will probably lose this battle. There are three archers, one of which can
attack your characters immediately because he is on of the rooftops. The Wizards can cast
powerful spells that will do quite a bit of damage, so you need to be wary of them as well. I
suggest that you bring either a Priest or a Wizard into this battle, and possibly an Archer.
Try to help Delita and Algus take care of the archer on the rooftop, and then focus on the
Knight and the Wizards.

1.6. Zeklaus Desert

Your enemy uses yet another new class of fighter against you: the Monk. He and the Archers are
the greatest threat. I suggest using a well-equipped Knight at entrance by all of the enemy
Knights, while having a Wizard and/or an Archer sniping at the Knights at the same time. You
can bring your other fighters in from behind and dispatch them easily.

1.7. Thieves' Fort

Your objective here is to defeat the female knight Miluda, and not to defeat all of your enemies.
Here again are some thieves, who also have the ability to charm you, so be careful. The Priests
will be able to heal Miluda and her allies, but they are not much of a problem. Chances are
that Miluda will not come out at first, so concentrate on defeating the Priests and Thieves
first.

1.8. Lenalia Plateau

You will fight Miluda again here, and this time she has Wizards and a Time Mage with her. The
Wizards will cast powerful spells on you while the Time Mage hastens Miluda and her allies, or
slows your characters down. The enemy units will probably stay grouped for most of the battle,
so it is best to take a Wizard and cast Fire, Bolt, or Ice on them since those spells can
target multiple characters. The Wizards and the Time Mage can't take a lot of damage, so it is
best to attack them physically, as long as the Knights are kept at bay.

1.9. Fovoham Plains

Here you will fight the White Knight Wiegraf for the first time. He has some rather powerful
Holy Sword attacks that can do a fair amount of damage to your party. It is best to have a
well-trained Thief by now, so he/she can use Steal Heart on the powerful Monks or Steal Weapon
on Wiegraf so he can stop using his Holy Sword attacks. The Chocobo, although a lesser threat,
can still heal the enemies, so be vigilant of it. Your objective is to defeat Wiegraf, so you
can use an Archer's Charge ability to take him out rather quickly.

1.10. Fort Zeakden

This is a very tough battle if you don't play it right. Algus, who recently left you, is your
target in this battle. Stick to him, or you will get burned by the wizards in the back. They
are much more powerful than usual and will do quite a bit of damage to your characters. Plus,
you have two characters on the other side of the fort, who will not be able to reach Algus for a
few turns. Focus all of your attacks on Algus, and you will win. Don't waver from this.

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Chapter Two: The Manipulator and the Subservient
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2.1. Dorter Trade City

Upon your return to Dorter from Orbonne Monastery, you will be attacked by a small force that is
being paid to kill you. This group consists of two Thieves, two Archers, and two Wizards. The
Archers, since they are elevated, have the ability to target your characters immediately, so be
careful and ready to heal if necessary. The Wizards are the largest threat, so take them out
first while Gafgarion and Agrias attack who they want to with their powerful attacks.

2.2. Araguay Woods

Again you will be prompted with two choices, the choice to either save the Chocobo or to ignore
it. If you choose to ignore it, you won't have to save it, but I've heard that this option also
reduces your bravery. You will be fighting against one Black Goblin and five Goblins, so bring
a Wizard that has Ice or Ice 2 learned. Goblins are very susceptible to this spell, so you will
find it very useful in this battle.

2.3. Zirekile Falls

I suggest that you de-equip Gafgarion before this battle, as he will betray you at the start of
this battle. You are up against five Knights and Gafgarion, and you must protect Ovelia. This
not really difficult, since she casts MBarrier on her, which gives her just about every defense
spell there is, and she runs to the safest position. You will also have Delita's help once
again, and his attacks are like Agrias' Holy Sword attacks. You should first use all of your
controllable characters to attack Gafgarion and defeat him quickly, as he can deliver a lot of
damage. You can rely on Delita to take out one or two Knights before you can get to them, so
don't be very worried about keeping Ovelia alive.

2.4. Zaland Fort City

Here you will have to save a man in the Engineer job class, Mustadio. He has the ability to
snipe at his enemies, either preventing them from moving or acting. The Wizards here are very
powerful and are equipped with the Fire 3 spell, so it is a good idea to use a priest and cast
Shell on him, and Protect if the Archers get to him. Have your Priest keep him healthy, and try
to get an Archer to the top of the front wall so he/she can attack your enemy easily. Agrias
will take a while to get involved, so don't rely on her.

2.5. Baraius Hill

This battle has some powerful new mages, Summoners. There are two Archers near the top of the
hill and two summoners on the sides. Mustadio will probably attack the Summoner on the left
side at first, but don't rely on him to defeat her. Use a Wizard to burn either the archers or
the Summoners, don't really worry about the Knights. You should have Ramza and another
character take care of them.

2.6. Zigolis Swamp

This probably some of the most difficult terrain you will ever encounter. If you leave a
character immersed in the swamp water for a turn, he/she will be poisoned, so be careful.
Also, there are some places you can't even go at all, so try to find a path that you can use.
The Ghouls here possess an advantage in their teleporting; they don't have to worry about the
map restrictions. If you kill one of them or the Skeletons, dispatch the other enemies quickly,
for they will usually return to life when their death counter passes zero. Mustadio's Seal Evil
ability can petrify one the Ghouls or Skeletons, so he can be of great help in this battle.

2.7. Goug Machine City

You can go here and purchase a few guns for your Chemists or Mediators, be sure to do so. It
might be a good idea to change one of your characters to Chemist or Mediator, for the gun has a
very long range. There are, again, Summoners in this battle, so you will need to focus on them
first. The thieves can also Steal Heart one your characters, so be wary of this. Also, the
Archers are elevated again, so they can hit one of your characters early on, so focus on them
after you take care of the Summoners.

2.8. Baraius Valley

This is another tricky map to work with, as it is very difficult to cross from one side of land
to the other. Agrias is more than capable of holding her own, so you need not worry about her
immediately. The Wizards might be able to do a fair amount of damage to her, so take care of
them first. Use Mustadio's ability to seal commands to stop some of your enemies, or use a
Time Mage or Oracle to do so. Once this battle is over, Agrias will join your party as a normal
character, and not a guest. Her Holy Sword abilities are very powerful, so make sure to make
good use of her.

2.9. Golgorand Execution Site

This is one of the toughest battles that you will fight. Your troops will be divided from each
other, and the second group will be right next to Gafgarion. You can use a Knight's ability to
destroy Gafgarion's sword, this will severely hamper his attack. You are also rather
outnumbered in this battle, but the Time Magi are not a real problem; all they can do is
Haste your enemy or Slow you, and these spells have a low success rate. I suggest you put a
Knight and Agrias in your second group, as they will be within striking range of Gafgarion right
from the start.

2.10. Lionel Castle

Here you will be fighting two straight battles in a row, so stock up on the latest equipment and
potions. Build up your characters experience if you think you need to (this depends on how well
you did at Golgorand).

2.10.1. The Gate of Lionel Castle

Gafgarion has set another trap for you, and this time he has singled out Ramza. Your other
fighters will be surrounded by three Knights, two Archers and a Summoner, so be prepared. The
Summoner will obviously be your greatest threat, so try to spread out your party so the
Summoner can't hit more than one character with a spell. If Ramza is having a tough time with
Gafgarion, he can open the gate by moving to the panel in front of the switch on the inside of
the wall, and your other characters can help dispatch him.

2.10.2. Inside Lionel Castle

You now have to defeat the first Zodiac Monster, Queklain, the Impure King. Before the battle,
set your players in a position so they are spread out, because Queklain can put as many as four
of your characters to sleep if they are clumped together. This is a rather easy battle, so just
have a couple of strong fighters hack away at Queklain and have a Wizard or a Summoner burn away
at him, and he will be defeated quicker than you think.

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Chapter Three: The Valiant
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3.1. Goland Coal City

The first battle of Chapter Three is an interesting one. You are trying to save Olan, an
Astronomist who has the incredibly powerful Galaxy Stop spell, which he can use to stop all of
the enemies. There are three Thieves here who can use Steal Heart, so be careful again. The
Chemists are equipped with Mythril Guns, which would be nice to steal and use as your own for
your Chemists, Mediators, or Mustadio.

3.2. Back Gate of Lesalia Castle

In this battle you will have Ramza's sister Alma, who has the same spells Ovelia did when you
saved her. You only have to defeat the Holy Priest Zalmo, but he has various spells that can
heal and protect himself and his allies. You are also fighting two Monks and three Knights,
which are all strong, physical characters. Either use a Summoner or a Wizard to defeat Zalmo,
since his Faith is rather high.

3.3. Orbonne Monastery

You are going to be fighting three battles in a row here, and two of them are rather difficult.
I suggest building up to around level 30.

3.3.1. Underground Book Storage: Second Floor

This battle puts you against a couple of Lancers, but their jump attack is not very useful at
this point in the game; it's very limited and takes too long. You should take out the Chemist
first, as he will restore his allies' life and possibly even use Phoenix Down on fallen enemies.
The Time Magi again are just a source of annoyance and you really don't need to worry about them.
Use Ramza and another strong physical character to take care of the Lancers and an Archer and a
Summoner to defeat the Chemist and to help to defeat the Lancers.

3.3.2. Underground Book Storage: Third Floor

Your objective here is to defeat Izlude, which is, by no means, and easy task.
He uses a full-ranged jump attack, which can take out your Summoner or Wizard rather easily.
Also, there is an enemy Summoner whom you many not be able to reach early on, but you need to
defeat him first. It's very possible that you need to defeat the Archers as well before you can
get to Izlude. Once he gets close enough to you, though, he will typically stop using his jump
attack.

3.3.3. Underground Book Storage: First Floor

You will fight Wiegraf a second time in this battle. He may come out from behind the wall early,
if he does this, the battle will be much easier. If he doesn't, you will have to fight through
the Archers and the Knights that come through the openings. Use a Summoner to deal a lot of
damage to Wiegraf, and a character with a long range attack to finish him off.

3.4. Grog Hill

This battle is certainly easier than the latest at Orbonne. The Chemists will have Mythril Guns
and the Thief will have Steal Heart, but those are your only large threats. The Archer can
attack from his elevated position, and the Squire seems useless. You shouldn't have any problem
here.

3.5. Yardow Fort City

This battle contains an enemy force with some strong physical power in three Ninjas. There are
also two Summoners, so protecting Rafa might be difficult here. You should defeat the Ninjas
first, since their double weapon attack can decimate one of your weaker characters that wandered
too close. Malak's spells are not that powerful, and they will not often hit your characters.
The Summoners start in the back, so don't let them come out too far.

3.6. Yuguo Woods

This battle has a mix of monsters with two Time Magi and two Wizards. These enemies don't have
a lot of hit points, so there should not be a real problem defeating them. However, the Ghoul's
Sleep Touch can put one of your characters to sleep, and the Revnant's Drain Touch will
replenish its own life while depleting yours. These are the only problems here, and you could
probably kill the Wizards in one turn with a Ninja or a Samurai with Two Hands equipped.

3.7. Riovanes Castle

Here you will have to fight three battles in a row, the second and third being very difficult.
Build up to about level 40 and use the latest equipment. It would be a good idea to give some
of your characters the Hi-Potion and/or X-Potion ability.

3.7.1. The Gate of Riovanes Castle

You will be fighting against Malak this time, but the real threat is the three Archers on top of
the gate. An easy (and rather cheap) way to take care of them is to have a Samurai or Ninja
equipped with the Ignore Height ability and defeat the three archers easily. There is also a
Knight hidden inside a small cut in between the two walls near the center, don't forget
him when you plan your attack. Keep in mind that as soon as you defeat Malak, he will teleport
away and Rafa will follow.

3.7.2. Inside Riovanes Castle

The second part of this battle is probably one of the most difficult battles in this game. Make
sure Ramza is well equipped, as he will go one-on-one with Wiegraf in this first part of this
battle.

3.7.2.1. Wiegraf

Ramza will have a duel with Wiegraf, and remember that you will not be able to steal nor break
his weapon since he has the maintenance ability equipped. Wiegraf will almost always use the
Lightning Stab ability, which can do 70-140 damage, so Ramza will need to have the X-Potion
ability and several X-Potions to use. I suggest using the jump ability to defeat Wiegraf.

3.7.2.2. Velius

Wiegraf will transform into another Zodiac Monster, Velius, after you defeat him with Ramza, and
he will also summon three Archaic Demons to help him. Velius has the ability to cast Cyclops, a
very powerful summon spell that has a very wide effect range and can do 250+ damage. The Demons
have attacks like Giga Flare and Dark Holy that can do anywhere from 70-140 damage to your
characters. A good idea is to use one or two Ninjas, Agrias, and either a Monk or a Lancer and
focus all of them on Velius. Velius has about 1000 HP, so you will need characters that can do
a lot of damage.

3.7.3. The Roof of Riovanes Castle

Since there are only three enemies here, this may seem like an easy battle. After a full turn,
however, you will change your mind. Elmdor has the ability to draw out Samurai Swords (he
mainly uses Muramasa), and the Assassins can kill with a hit and have the ability to stop of
your characters at long range. You have to protect Rafa in this battle, but you only need to
defeat one of the characters to end the battle.

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Chapter Four: Someone to Love
-------------------------------------------------

4.1. Doguola Pass

Here, the Wizards are rather strong and need to be defeated quickly. A character equipped with
the Two Swords or Two Hands abilities can easily take out of them. Here the Lancers have some
strength and will be able to jump your characters, so be careful. The Knight and the Archer are
of lesser peril, so defeat them last.

4.2. Bervenia Free City

You will want to have a character with the Steal Weapon and Steal Accessory ability here, for
Meliadoul has a rare weapon (Defender) and a rare accessory (Chantage). Stealing Meliadoul's
weapon has a double purpose: you can get the rare Defender and prevent her from using her Mighty
Sword attacks. Since you only have to defeat Meliadoul to win this battle, you should be able
to defeat her easily with a Ninja or Samurai.

4.3. Finath River

This can be an easy or a difficult battle, depending on what type of chocobos show up. Red and
Black Chocobos have long range attacks, while the Yellow kind has healing. If you run into a
lot of Red or Black Chocobos, try to keep your life up and target the red ones first. If there
are Yellow ones, make sure you kill an enemy that you attack, or the Yellow Chocobo will walk up
and heal it.

4.4. Church Outside Zeltennia Castle

Delita will join you once again and he will have the more powerful Holy Sword attacks. If you
have a strong character with Ignore Height, you can put it to good use in this battle, as your
objective is just to defeat Zalmo. If you damage Zalmo, chances are that on his next turn he
will heal himself, so make sure you finish the job.

4.5. Bed Desert

The Engineer Balk has a rare gun, the Blaze Gun (which happens to shoot ice bullets), so you
will want a character with Steal Weapon. All of your characters are poisoned in the beginning
of the battle, so have one of your characters equipped with either White Magic or a strong Math
Skill and cast Esuna on your characters before they are damaged severely. You only have to
defeat Balk, so focus a Ninja or a Samurai on him.

4.6. Bethla Garrison

You have a choice to either go to the North Wall or the South Wall of Bethla Garrison. I can't
really say that one battle is more difficult than the other, so judge for yourself:

North Wall: 2 Archers (at high elevation), 1 Monk, 1 Summoner, 2 Lancers
South Wall: 3 Knights, 2 Archers (at elevation), 1 Ninja, 1 Thief

4.6.1. North Wall of Bethla Garrison

Here the Ignore Height ability will come in handy again, and by using it you can get easy access
to the Archers atop the tower. There is a Monk rather close to your party's starting position,
don't miss him. The Summoner has the usual Moogle, Ifrit and Shiva, so he isn't much of a
threat if your characters have a lot of life.

4.6.2. South Wall of Bethla Garrison

In this battle the enemy is more spread out, which will give you a smaller advantage. You can
easily take care of the Archer and the Thief, so they aren't much to worry about. However, the
Ninja has the ability to attack with two weapons, and the Knights are well equipped.

4.6.3. In Front of Bethla Garrison's Sluice

You have to open the floodgate, and Ramza can only do this after the Knights on top of it have
died. There are eight enemies here, but only six of them actually fight you. The two guarding
the switches can only use Throw Stone to damage your characters, and this isn't much. There are
two Wizards, who can cast some powerful spells, but as in the past, they can be taken out with
Two Swords. Defeat the two loose Knights, the Wizards and the Archers first, then concentrate
on the two stationary Knights. The incredibly powerful T.G. Cid (Orlandu) will join your party
after this battle.

4.7. Zarghidas Trade City

When you get to Zarghidas, a girl will approach you and ask you to buy a flower. Do so; this is
critical to getting Cloud later.

4.8. Germinas Peak

With the power of Orlandu, the battles from here will become much easier, as many of his attacks
can slay an enemy in one hit. It is imperative that you learn his Lightning Stab as quickly as
possible. Try to use him to defeat the Ninja first, then take care of the long-range Archers.
Be careful afterthis battle, however, for the random battles here can be tough.

4.9. Poeskas Lake

Use Orlandu to defeat the Summoner first, then the Oracle. Use your other characters to defeat
the Revnants and then the Ghosts. Do be careful not to let your enemy get too many attacks, as
the Oracle can inflict several status ailments on your party and the Archer is in a prime
position to attack.

4.10. Limberry Castle

This area has three battles, the first two being very difficult. You should equip most of your
characters with Black Costumes for both of the first two battles. You will run into the
Assassins again, and Elmdor in the second battle. Before you go here, buy at least three
Black Costumes, Angel Rings and 108 Gems, and stock up on potions and the best equipment. Make
sure Orlandu has most of his attacks, and you have at least one character with all of the
equipment stealing abilities. A Calculator with most of the spells is strongly recommended as
well.

4.10.1. The Gate of Limberry Castle

Celia and Lede, the Assassins, will show up here with a trap for Ramza, along with 4 Apandas.
Before this, equip most of your characters with Black Costumes (to prevent Shadow Stitch) and
Angel Rings (to prevent Stop Bracelet). With this equipment, this battle should be rather easy.
This is also a good time to learn Ultima. You only need to defeat one Assassin to end the
battle.

4.10.2. Inside Limberry Castle

This is a very tough battle, about as tough (maybe more) than your battle with Velius. Elmdor
has the ability to Teleport just about anywhere, and often draws out the Muramasa sword. He
also can Blood Suck, and to prevent this, you need the 108 Gems accessory. You might be able to
kill both of the Assassins with Orlandu at first, and after they are killed, they will become
Ultima Demons. If you look at Elmdor's equipment, you will see five items that are unattainable
anywhere else. The Masamune Sword is one of the best Samurai swords that you can use, and the
Genji equipment is very good. Although the stealing rate is low, you can increase it using the
knight's Speed Break ability, which will also slow down Elmdor. It's a long and difficult
process to get all of his equipment, but it is well worth it.

4.10.3. Underground Cemetery of Limberry Castle

You can now remove the Black Costumes and the 108 Gems equipment, you will no longer need them,
use better equipment. Elmdor will use his Zodiac Stone to turn into the Zodiac Monster Zalera,
the Angel of Death. Zalera has the Nightmare attack (the one that Queklain used back in
Chapter 2), so spread your characters out. Meliadoul will join you for this battle as well.
Zalera will summon two Knights and all three types of skeletons for this battle, but you don't
need to worry about them. Concentrate on Zalera and you can end the battle very quickly.
Meliadoul will join your party as a character after this battle.

4.11. Igros Castle

Here you will fight Dycedarg, Ramza's elder brother in Igros. Zalbag will be a guest in this
battle, and will be in prime position. It is best that you have a Thief with Steal Weapon and
Orlandu with Lightning Stab.

4.11.1. Dycedarg

This battle is not very difficult with Orlandu, because (with a little luck) you may be able to
take out the two Knights behind Zalbag with a single Lightning Stab. It is difficult,
especially since there is not much level ground, to steal Dycedarg's Defender, but it is worth a
few tries. There are only five Knights and Dycedarg, so this is not very difficult.

4.11.2. Adramelk

After you defeat Dycedarg, he will transform into the Zodiac Monster Adramelk. Adramelk has
spells that inflict status ailments and also high level summon spells, like Bahamut and
Leviathan. This part of the battle is also not very difficult, as straight fighting should slay
Adramelk very quickly.

4.12. Murond Holy Place

At Murond you will fight three more consecutive battles, the third probably being the toughest.
The first battle consists of a Priest, two Geomancers, a Summoner and two Mediators. The second
has three special characters, Vormav, a Divine Knight, Rofel, also a Divine Knight, and Kletian,
a Sorceror. In the third you will fight against Zalbag, two Archaic Demons and an Ultima Demon.

4.12.1. St. Murond Temple

Make sure you place Orlandu in the second party formation for this battle. Also, if you are
interested in good rods, you can steal the rare Dragon Rod from the summoner. The Priest at the
top is more annoying than a worry, so focus on him last. The Summoner has the usual low level
spells, and the Geomancers are rather weak. The Mediators can reduce your faith or brave, so be
careful of them. If you put Orlandu in the second party, you might be able to defeat the
Mediators on the first turn.

4.12.2. Hall of St. Murond Temple

If Orlandu is at a low level, then you might want to bring Meliadoul to this battle (make sure
she has Hellcry Punch). With Orlandu and Meliadoul using Hellcry Punch, you can destroy both of
the Divine Knights' swords and prevent them from using their Mighty Sword attack. You only need
to defeat one of these characters to make them all retreat.

4.12.3. Chapel of St. Murond Temple

Equip everyone with the 108 Gems accessory before proceeding into this battle, as Zalbag can use
the Blood Suck ability. Try to focus on the Ultima Demon first, as he is definitely the most
powerful of the four enemies. Zalbag has around 550 HP, so he will not be defeated quickly.
Keep your life up and subdue the demons, and you will handle this easily.

4.13. Orbonne Monastery

The game starts here and ends here. Only go here if you don't want to return to the map to do
anything (getting Cloud, venturing into the Deep Dungeon, etc.). There will be five straight
battles, and I suggest you build up past level 60, or you will have trouble.

4.13.1. Underground Book Storage: Fourth Floor

The Knights here have equipment destruction abilities, so equip Maintenance or just be careful.
This is an easy battle and the last one where you have to defeat all of the enemies in the
battle.

4.13.2. Underground Book Storage: Fifth Floor

Here you will fight Rofel, who comes with a whole slew of magi. It will be important for you to
use Meliadoul or Orlandu's Hellcry Punch to destroy his Save the Queen sword, as it gives a
protection bonus and allows him to use his Mighty Sword attacks. After doing this, it should be
easy to dispatch Rofel.

4.13.3. Murond Death City

Kletian is your target now, and he starts in front of his troops. He leads a rather powerful
force of two Ninjas, two Samurai and two Time Magi. If you can get to Kletian before he moves
behind his troops, you will have a much easier time defeating him. However, if he does manage
to get back, use Meliadoul and Orlandu's Hellcry Punch to weaken the Samurai and Ninjas.

4.13.4. Lost Sacred Precincts

This battle is not easy. Your target is Balk, but you must fight through a Chemist with a
Glacier Gun, a Hyudra, a Hydra and a Tiamat. The Dark Behemoth is so far away that it should
not be a problem. Be very careful of the Hydras, as their triple attacks can probably kill your
strongest character. Defeat the Chemist, then go after Balk.

4.13.5. Graveyard of Airships

Space your troops widely apart; this is the last battle. There are three parts, defeating
Hashmalum, Altima the Holy Angel, then Altima the Arch Angel. Hashmalum is not very difficult,
just swarm your characters like you did against Queklain and Adramelk. After defeating
Queklain, you will go back to the formation screen and then come back. Alma will now become the
evil St. Ajora, who will turn into the Holy Angel Altima. Altima will summon four Ultima Demons,
but they seemed to be too slow to even attack when I played (at lv. 55), and I defeated the Holy
Angel before they even moved, so don't worry. The Arch Angel can do quite a bit of damage, so
be careful. If you have Cloud, this would be a great time to use his Climhazzard Limit Break.
This isn't as tough as you think, and is yet another disappointment for a final boss in a Final
Fantasy game.



©1998, 1999 John P. Miaso.

 
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