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Date: Wed, 01 Jul 1998 14:14:17 PDT


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Final Fantasy Tactics Help Files Version 1.02

by John Miaso
sephiroth_masamune@bigfoot.com
http://www.bigfoot.com/~sephiroth_masamune
ICQ #8419684
---------------------------------------------
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 Two.
---------------------------------------------
Table of Contents

i. Revision History
ii. Where to find these files
iii. Introduction
iv. Wanted!
v. Special Thanks
1. How To Get The Job Classes
2. Job Classes and Abilities
 2.1. Squire Classes
   2.1.1. Squire
   2.1.2. Knight
   2.1.3. Archer
   2.1.4. Monk
   2.1.5. Thief
   2.1.6. Geomancer
   2.1.7. Lancer
   2.1.8. Dancer
 2.2. Chemist Classes
   2.2.1. Chemist
   2.2.2. Priest
   2.2.3. Wizard
   2.2.4. Oracle
   2.2.5. Time Mage
   2.2.6. Mediator
   2.2.7. Summoner
   2.2.8. Bard
 2.3. Mixed Classes
   2.3.1. Samurai
   2.3.2. Ninja
   2.3.3. Calculator
   2.3.4. Mime
 2.4. Special Classes
   2.4.1. Squire
   2.4.2. Holy Knight
   2.4.3. Engineer
   2.4.4. Heaven and Hell Knights
   2.4.5. Divine Knight
   2.4.6. Holy Swordsman
   2.4.7. Temple Knight
   2.4.8. Holy Dragon
   2.4.9. Steel Giant
   2.4.10. Dragoner
   2.4.11. Soldier
---------------------------------------------
i. Revision History

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.
---------------------------------------------
ii. Where to find these files

You can find these files at:

Gamefaqs:
www.gamefaqs.com

My page, Station Omega:
www.bigfoot.com/~sephiroth_masamune

Exlr8er's RPG Fantasy:
members.aol.com/Exlr8er/index.html
---------------------------------------------
iii. Introduction

I wrote these files because I have found that there is a certain lack of
English written FAQ's and walkthroughs of various games.  I figured that
many people looking for help on this game would appreciate a FAQ/Walkthrough
that was originally written in English.  Also, the only help files on Final
Fantasy Tactics that I have seen do _not_ include a complete walkthrough,
which I have included here.  My only hope is to provide you with all the
information you need.  If any readers of this have things to add, corrections
or anything, let me know.  

E-mail: sephiroth_masamune@hotmail.com
URL: http:/www.bigfoot.com/~sephiroth_masamune
ICQ#: 8419684

A notice to players: this file contains many "spoilers" of the storyline, so
unless you want the complete walkthrough, don't read through it entirely.  
I'm just warning you ahead of time.  Also, if you wish to use any information
contained in any of these files, contact me first.  At the very least, give
credit where credit is due.  
---------------------------------------------
iv. Wanted!

I would like to include in these files:

Game Shark codes
Item lists
Deep Dungeon info
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.
---------------------------------------------
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.  

I would like to thank 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.

And, thanks goes to SquareSoft, who has made another incredible game!
---------------------------------------------
1. How To Get The Job Classes

Each advanced class is derived from either the Squire or Chemist class. The
Squire class leads you toward stronger warrior classes, while the Chemist
class will take you more towards magic and other forms of battle.

Here is a quick reference for jobs:

Name                    Job Requirement

Squire   None
Knight                  Lv. 2 Squire
Archer                  Lv. 2 Squire
Monk                    Lv. 2 Knight
Thief                   Lv. 2 Archer
Geomancer               Lv. 3 Monk
Lancer                  Lv. 3 Thief
Dancer (females only)   Lv. 4 Geomancer, Lv. 4 Lancer

Chemist                 None
Priest                  Lv. 2 Chemist
Wizard   Lv. 2 Chemist
Oracle   Lv. 2 Priest
Time Mage               Lv. 2 Wizard
Mediator                Lv. 2 Oracle
Summoner                Lv. 2 Time Mage
Bard (males only)       Lv. 4 Mediator, Lv. 4 Summoner

Samurai                 Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer
Ninja                   Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer
Calculator              Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Time Mage,
                       Lv. 3 Oracle
Mime                    Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer,
                       Lv. 4 Lancer, Lv. 4 Mediator, Lv. 4 Summoner

2. Job Classes and Abilities

I will include, for each character's skills, the name, a description, amount
of MP used, speed and Job Points required.  I will also rate each on a scale
of 1 to 5, 1 being bad and 5 being good.

2.1. Squire Classes

All of these classes' abilites consume no MP.

2.1.1. Squire

Weapons: Knife, Sword, Axe, Flail
Helmet: Hat
Armor: Clothes

---------------------------------------------
Basic Skill
---------------------------------------------
Name        Description                     Speed    JP    Rating

Accumulate  Increases physical attack power   Now   300         2
           by one.
Dash        Hits target with body; can knock  Now    80         1
           target back.
Throw Stone Throws a stone at enemy.          Now    90         4
Heal        Cures Darkness, Silence, Poison.  Now   150         1
---------------------------------------------
2.1.2. Knight

Needed: Lv. 2 Squire
Weapons: Sword, Knight Sword,
Can use shield.
Helmet: Armored Helmet
Armor: Armor, Robe

---------------------------------------------
Battle Skill
---------------------------------------------
Name           Description                     Speed     JP  Rating

Head Break     Destroys target's helmet.         Now    300    2
Armor Break    Destroys target's armor.          Now    400    4
Shield Break   Destroys target's shield.         Now    300    2
Weapon Break   Destroys target's weapon.         Now    400    5
Magic Break    Reduces target's MP by half.      Now    250    2
Speed Break    Reduces target's speed.           Now    250    3
Power Break    Reduces target's attack power.    Now    250    3  
Mind Break     Reduces target's magic power.     Now    250    2
---------------------------------------------
2.1.3. Archer

Needed: Lv. 2 Squire
Weapons: Bow, Crossbow
Can use shield, only with crossbow.
Helmet: Hat
Armor: Clothes

---------------------------------------------
Charge
---------------------------------------------
Name        Description             Speed    JP   Rating

Charge +1   Charges attack.           --    100     2
Charge +2   Charges attack.           --    150     2
Charge +3   Charges attack.           --    200     3
Charge +4   Charges attack.           --    250     3
Charge +5   Charges attack.           --    300     4
Charge +7   Charges attack.           --    400     3
Charge +10  Charges attack.           --    600     1
Charge +20  Charges attack.           --   1000     1
---------------------------------------------
2.1.4. Monk

Required: Lv. 2 Knight
Weapon: None
Helmet: Females can equip a ribbon, males can't equip a helmet.
Armor: Clothes

---------------------------------------------
Punch Art
---------------------------------------------
Name           Description                     Speed    JP    Rating

Spin Fist      Attacks surrounding enemies.      Now   150      2
Repeating Fist Attacks enemy repeatedly.         Now   300      3
Wave Fist      Attacks from afar.                Now   300      5
Earth Slash    Attacks all in a straight line.   Now   300      5
Secret Fist    Adds Death Sentence.              Now   600      1
Stigma Magic   Cures Petrify, Darkness,          Now   400      4
              Confusion, Silence, Berserk,
              Frog, Poison, Sleep, Don't Move,    
              Don't Act
Chakra         Restores HP/MP of caster and      Now   200      5  
              surrounding allies/enemies.
Revive         Resurrects a dead character.      Now   350      4
--------------------------------------------
2.1.5. Thief

Needed: Lv. 2 Archer
Weapon: Knife
Helmet: Hat
Armor: Clothes

---------------------------------------------
Steal
---------------------------------------------
Name            Description                   Speed    JP    Rating

Gil Taking      Steals gil from a target.       Now    10       1
Steal Heart     Charms a monster or enemy of    Now   150       4
               the opposite sex.
Steal Helmet    Steals target's helmet.         Now   350       3
Steal Armor     Steals target's armor.          Now   450       3
Steal Shield    Steals target's shield.         Now   350       3
Steal Weapon    Steals target's weapon.         Now   600       4
Steal Accessry  Steals target's accessory.      Now   500       3
Steal Exp       Steals target's experience.     Now   250       2
---------------------------------------------
2.1.6. Geomancer

Needed: Lv. 3 Monk
Weapons: Sword, Axe
Can use shield with sword
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
Elemental
---------------------------------------------
Name          Description           Speed    JP   Rating

Pitfall       Adds Don't Move.        Now   150     3
Water Ball    Adds Frog.              Now   150     3
Hell Ivy      Adds Stop.              Now   150     4
Carve Model   Adds Petrify.           Now   150     4
Local Quake   Adds Confusion.         Now   150     3
Kamaitachi    Adds Don't Act.         Now   150     3
Demon Fire    Adds Sleep.             Now   150     3
Quicksand     Adds Death Sentence.    Now   150     2
Sand Storm    Adds Darkness.          Now   150     2
Blizzard      Adds Silence.           Now   150     3
Gusty Wind    Adds Slow.              Now   150     3
Lava Ball     Adds Dead.              Now   150     3    
---------------------------------------------
2.1.7. Lancer

Needed: Lv. 2 Thief
Weapon: Spear
Can use shield.
Helmet: Armored Helmet
Armor: Armor, Robe

---------------------------------------------
Jump
---------------------------------------------
Name            Description                      Speed   JP    Rating

Level Jump2     Can jump 2 spaces horizontally.    --   150       2
Level Jump3     Can jump 3 spaces horizontally.    --   300       2
Level Jump4     Can jump 4 spaces horizontally.    --   450       1
Level Jump5     Can jump 5 spaces horizontally.    --   600       1
Level Jump8     Can jump 8 spaces horizontally.    --   900       5
Vertical Jump2  Can jump 2 spaces vertically.      --   100       2
Vertical Jump3  Can jump 3 spaces vertically.      --   200       2
Vertical Jump4  Can jump 4 spaces vertically.      --   300       1
Vertical Jump5  Can jump 5 spaces vertically.      --   400       1
Vertical Jump6  Can jump 6 spaces vertically.      --   500       1
Vertical Jump7  Can jump 7 spaces vertically.      --   600       1
Vertical Jump8  Can jump 8 spaces vertically.      --   900       5
---------------------------------------------
2.1.7. Dancer

Female units only.
Needed: Lv. 4 Geomancer, Lv. 4 Lancer
Weapon: Knife, Cloth
Helmet: Hat
Armor: Clothes
 
---------------------------------------------
Dance
---------------------------------------------
Name           Description                           Speed   JP   Rating

Witch Hunt     MP damage to all enemies.                17   100      1
Wiznaibus      HP damage to all enemies.                17   100      2
Slow Dance     Lowers all enemies' speed by 1.          13   100      3
Polka Polka    Lowers all enemies' physical             13   100      3
              attack by 1.  
Disillusion    Lowers all enemies' magic attack         10   100      3
              by 1.  
Nameless Dance Adds Darkness, Confusion, Silence,       10   100      4
              Frog, Poison, Slow, Stop, Sleep to
              all enemies.
Last Dance     Lowers all enemies' CT to zero.           5   100      4
---------------------------------------------
2.2. Chemist Classes

2.2.1. Chemist

Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes

---------------------------------------------
Item
---------------------------------------------
Name            Description                    Speed    JP    Rating

Potion          Adds 30 HP.                      Now    30      3
Hi-Potion       Adds 70 HP.                      Now   200      3
X-Potion        Adds 150 HP.                     Now   300      4
Ether           Adds 20 MP.                      Now   300      2
Hi-Ether        Adds 50 MP.                      Now   400      3
Elixir          Recovers all HP/MP.              Now   900      5
Antidote        Cures Poison.                    Now    70      3
Eye Drop        Cures Darkness.                  Now    80      2
Echo Grass      Cures Silence.                   Now   120      3
Maiden's Kiss   Cures Frog.                      Now   200      3
Soft            Cures Petrify.                   Now   250      3
Holy Water      Cures Undead, Blood Suck.        Now   400      3
Remedy          Cures Petrify, Darkness,         Now   700      5
               Confusion, Silence, Oil, Frog,
               Poison, Sleep.
Phoenix Down    Revives dead units.              Now    90      5
---------------------------------------------
2.2.2. Priest

Needed: Lv. 2 Chemist
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
White Magic
---------------------------------------------
Name        Description                  MP    Speed       JP   Rating

Cure        Restores HP (weak).           6       25       50     4
Cure 2      Restores HP (medium).        10       20      180     4
Cure 3      Restores HP (strong).        16       15      400     5
Cure 4      Restores a large amount      20       10      700     3
           of HP in a wide area.
Raise       Revives dead units.          10       25      180     4
Raise 2     Revives dead units and       20       10      500     5
           restores all HP.
Reraise     Casts Raise on unit upon     16       15      800     1
           death.
Regen       Restores HP over time.        8       25      300     2
Protect     Raises physical defense.      6       25       70     2
Protect 2   Higher success rate than     24       15      500     2
           Protect, larger range.  
Shell       Raises magic defense.         6       25       70     2
Shell 2     Higher success rate than
           Shell, larger range.         20       25      500     2
Wall        Adds Protect and Shell.      24       25      380     3
Esuna       Cures Petrify, Darkness,     18       34      280     5
           Confusion, Silence,
           Berserk, Frog, Poison,
           Sleep, Don't Move,
           Don't Act.
Holy        Holy Elemental attack.       56       17      600     4
---------------------------------------------
2.2.3. Wizard

Needed: Lv. 2 Chemist
Weapon: Rod
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
Black Magic
---------------------------------------------
Name        Description               MP   Speed      JP    Rating

Fire        Fire Elemental attack.     6      25      50      4    
           (weak)
Fire 2      Fire Elemental attack.    12      20     200      3
           (medium)
Fire 3      Fire Elemental attack.    24      15     480      3
           (strong)
Fire 4      Fire Elemntal attack.     48      10     850      3
           (strong, wide range)
Bolt        Lightning Elemental        6      25      50      4
           attack. (weak)
Bolt 2      Lightning Elemental       10      20     200      3
           attack. (medium)
Bolt 3      Lightning Elemental       24      15     480      3
           attack. (strong)
Bolt 4      Lightning Elemental       48      10     850      3
           attack.
           (strong, wide range)
Ice         Ice Elemental attack.      6      25      50      4
           (weak)
Ice 2       Ice Elemental attack.     12      20     200      3
           (medium)
Ice 3       Ice Elemental attack.     24      15     480      3
           (strong)
Ice 4       Ice Elemental attack.     48      10     850      3
           (strong, wide range)
Poison      Adds Poison.               6      34     150      2
Frog        Adds/removes Frog.        12      20     500      3
Death       Kills instantly.          24      10     600      3
Flare       Powerful, non-elemental   60      15     900      5
           attack.
---------------------------------------------
2.2.4. Oracle

Needed: Lv. 2 Priest
Weapons: Stick, Rod, Staff, Dictionary
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
Yin-Yang Magic
---------------------------------------------
Name             Description                MP   Speed     JP    Rating

Blind            Adds Darkness.              4      50    100      2
Spell Absorb     Absorbs MP from target.     2      50    200      3
Life Drain       Absorbs HP from target.    16      50    350      3
Pray Faith       Adds Faith.                 6      25    400      4
Doubt Faith      Adds Innocent.              6      25    400      3
Zombie           Adds Zombie.               20      20    300      1
Silence Song     Adds Silence.              16      34    170      3
Blind Rage       Adds Berserk.              16      20    400      2
Foxbird          Lowers target's Brave      20      25    200      4
                level.
Confusion Song   Adds Confusion.            20      20    400      2
Dispel Magic     Removes Float, Reraise,    34      34    700      2
                Transparent, Regen,
                Protect, Shell, Haste,
                Faith, Reflect.
Paralyze         Adds Don't Act.            10      20    100      5
Sleep            Adds Sleep.                24      17    350      3
Petrify          Petrifies target.          16      12    600      3
---------------------------------------------
2.2.5. Time Mage

Needed: Lv. 2 Wizard
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
Time Magic
---------------------------------------------
Name            Description                MP    Speed    JP    Rating

Haste           Adds Haste.                 8       50   100      5
Haste 2         Adds Haste. (wider range)  30       15   550      3
Slow            Adds Slow.                  8       50    80      5
Slow 2          Adds Slow. (wider range)   30       15   520      3
Stop            Adds Stop.                 14       15   330      4
Don't Move      Adds Don't Move.           10       34   100      4
Float           Adds Float.                 8       50   200      1
Reflect         Adds Reflect.              12       50   300      2
Quick           Sets target's CT to 100.   24       25   800      4
Demi            Does damage equal to 25%   24       17   250      2
               of target's max HP.
Demi 2          Does damage equal to 50%   50       12   550      2
               of target's max HP.
Meteor          Summons a meteor from the  70        8  1500      3
               heavens, it devastates
               target and surrounding
               area.
---------------------------------------------
2.2.6. Mediator

Needed: Lv. 2 Oracle
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
Talk Skill
---------------------------------------------
Name            Description                   Speed    JP  Rating

Invitation      Turns enemy into ally.          Now   100    5
Persuade        Sets target CT to zero.         Now   100    3
Praise          Raises target's Brave by 4.     Now   200    3
Threaten        Lowers target's Brave by 20.    Now   200    3
Preach          Raises target's Faith by 4.     Now   200    5
Solution        Lowers target's Faith by 20.    Now   200    4
Death Sentence  Adds Death Sentence.            Now   500    1
Negotiate       Receive gil from enemy.         Now   100    1
Insult          Adds Berserk.                   Now   300    2
Mimic Daravon   Adds Sleep.                     Now   300    3
---------------------------------------------
2.2.7. Summoner

Needed: Lv. 2 Time Mage
Weapons: Rod, Staff
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
Summon Magic
---------------------------------------------
Name        Description               MP   Speed   JP   Rating

Moogle      Restores HP. (weaker)      8     34   110     3
Shiva       Ice Elemental attack.     24     15   200     3
Ramuh       Lightning Elemental       24     15   200     3
           attack.
Ifrit       Fire Elemental attack.    24     15   200     3
           (weaker)
Titan       Earth Elemental attack.   30      8   220     4
Golem       Raises physical evade %.  40     34   500     5
Carbunkle   Adds Reflect.             30     25   350     1
Bahamut     Powerful non-elemental    60     10  1200     3
           attack.
Odin        Non-elemental attack.     50     12   900     3
Leviathan   Water Elemental attack.   48     12   850     3
Salamander  Fire Elemental attack.    48     12   820     3
           (stronger)
Silf        Adds Silence.             26     20   400     1
Fairy       Restores HP. (stronger)   28     25   460     4
Lich        Dark Elemental attack,    40     12   600     2
           cuts HP by half.
Cyclops     Powerful non-elemental    62     12  1000     3
           attack.
Zodiac      Ultimate summon spell.    99     10    --     4
---------------------------------------------
2.2.8. Bard

Male units only.
Needed: Lv. 4 Mediator, Lv. 4 Summoner
Weapon: Harp
Helmet: Hat
Armor: Clothes

---------------------------------------------
Sing
---------------------------------------------
Name           Description                    Speed    JP   Rating

Angel Song     Restores MP of all allies.       17    100      2
Life Song      Restores HP of all allies.       17    100      3
Cheer Song     Adds 1 Speed to all allies.      13    100      4
Battle Song    Adds 1 to physical attack power  13    100      4
              of all allies.
Magic Song     Adds 1 to magic power of all     10    100      3
              allies.
Nameless Song  Adds Reraise, Regen, Protect,    10    100      3
              Shell, Haste.
Last Song      Raises all allies' CT to 100.     5    100      4
---------------------------------------------
2.3. Mixed Classes

None of these classes' abilities consume MP.

2.3.1. Samurai

Needed: Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer
Weapon: Katana
Helmet: Armored Helmet
Armor: Armor, Robe
---------------------------------------------
Draw Out
---------------------------------------------
Name             Description                      Speed    JP   Rating

Asura Knife      Causes HP damage in effect area.   Now   100     3
Koutetsu         Causes HP damage in effect area.   Now   180     3
Bizen Boat       Causes MP damage in effect area.   Now   260     1
Murasame         Restores HP to allies in effect    Now   340     4
                area.
Heaven's Cloud   Causes HP damage and adds Slow     Now   420     3
                in effect area.
Kiyomori         Adds Protect, Shell to allies in   Now   500     3
                affect area.
Muramasa         Causes HP damage and adds          Now   580     4
                Confusion, Death Sentence in
                effect area.
Kikuichimoji     Causes damage along a line.        Now   660     4
Masamune         Adds Regen, Haste to allies in     Now   740     4
                effect area.
Chirijiraden     Causes HP damage in effect area.   Now   820     4
---------------------------------------------
2.3.2. Ninja

Needed: Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer
Weapons: Knife, Ninja Sword, Flail
Can equip a weapon in each hand.
Helmet: Hat
Armor: Clothes

---------------------------------------------
Throw
---------------------------------------------
Name           Description                   Speed   JP   Rating

Shuriken       Ability to throw Shuriken.      Now    50     5
Ball           Ability to throw Balls.         Now    70     5
Knife          Ability to throw Knives.        Now   100     2
Sword          Ability to throw Swords.        Now   100     2
Hammer         Ability to throw Hammers.       Now   100     2
Katana         Ability to throw Katanas.       Now   100     3
Ninja Sword    Ability to throw Ninja Swords.  Now   100     2
Axe            Ability to throw Axes.          Now   120     2
Spear          Ability to throw Spears.        Now   100     2
Stick          Ability to throw Sticks.        Now   100     2
Knight Sword   Ability to throw Knight Swords. Now   100     1
Dictionary     Ability to throw Dictionaries.  Now   100     2
---------------------------------------------
2.3.3. Calculator

Needed: Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Oracle, Lv. 3 Time Mage
Weapons: Stick, Dictionary
Helmet: Hat
Armor: Clothes, Robe

---------------------------------------------
Math Skill
---------------------------------------------
Name            Description                       Speed   JP    Rating

CT              Start calculation with CT.           --   250     4
Level           Start calculation with experience    --   350     5
               level.
Exp             Start calculation with amount of     --   200     5
               experience.  
Height          Start calculation with height.       --   250     4
Prime Number    Divide with prime numbers.           --   300     4
5               Divide by 5.                         --   200     4
4               Divide by 4.                         --   400     4
3               Divide by 3.                         --   600     5
---------------------------------------------
2.3.4. Mime

Needed: Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer,
       Lv. 4 Mediator, Lv. 4 Summoner
Weapon: None
Helmet: None
Armor: None

This character has no abilities, it mimics the actions your other units
perform.
---------------------------------------------
2.4. Special Classes

These are the classes of special characters, like Agrias and Mustadio.

2.4.1. Squire

Examples: Ramza, Delita (Chapter 1), Algus
Weapons: Knife, Sword, Knight Sword, Flail
Can use shield.
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes

The Guts skill also includes the all of the abilities in Basic Skill.
---------------------------------------------
Guts
---------------------------------------------
Name        Description                 MP     Speed   JP   Rating

Yell        Target's Speed +1.          --      Now   200     3
Wish        Character loses HP, target  --      Now    --     2
           gains twice that much HP.
Cheer Up    Target's Brave +5.          --      Now   200     5
Scream      Raises character's Brave,   --      Now   500     4
           Speed, physical and magic
           attack.
Ultima      Powerful magic attack.      10       20    --     5
---------------------------------------------
2.4.2. Holy Knight

Examples: Agrias, Delita (Chapters 2 and 4)
Weapons: Sword, Knight Sword
Agrias can use Bag.
Can equip shield.
Helmet: Armored Helmet
Agrias can use Ribbon.
Armor: Armor, Robe

Wiegraf is a non-playable Holy Knight.
---------------------------------------------
Holy Sword (Sword or Knight Sword required)
---------------------------------------------
Name            Description               Speed    JP  Rating

Stasis Sword    Holy Elemental attack.      Now   100    3
               Adds Stop.
Split Punch     Holy Elemental attack.      Now   400    2
               Adds Death Sentence.
Crush Punch     Holy Elemental attack.      Now   500    2
               Adds Dead.
Lightning Stab  Lightning Elemental attack. Now   700    5
               Adds Silence.
Holy Explosion  Holy Elemental attack.      Now   800    4
               Adds Confusion.
---------------------------------------------
2.4.3. Engineer

Example: Mustadio
Weapon: Gun
Helmet: Hat
Armor: Clothes

Balk is a non-playable Engineer.
---------------------------------------------
Snipe
---------------------------------------------
Name        Description               Speed    JP    Rating

Leg Aim     Adds Don't Move.            Now   200      5
Arm Aim     Adds Don't Act.             Now   300      5
Seal Evil   Adds Petrify.               Now   200      3
---------------------------------------------
2.4.4. Heaven and Hell Knights

Example: Rafa (Heaven Knight), Malak (Hell Knight)
Weapons: Staff, Stick
Rafa can use Bag.
Helmet: Hat
Rafa can use Ribbon.
Armor: Clothes, Robe

---------------------------------------------
Truth (Heaven Knight)
---------------------------------------------
Name              Description                        Speed   JP    Rating

Heaven Thunder    Lightning Magic attacks randomly     34    --      4
                 in effect range.
Asura             Fire Magic attacks randomly in       25   200      4
                 effect range.
Diamond Sword     Wind Magic attacks randomly in       20   300      3
                 effect range.
Hydragon Pit      Water Magic attacks randomly in      17   400      3
                 effect range.
Space Storage     Randomly causes status anomalies     20   500      2
                 in effect range.  Adds Darkness,
                 Confusion, Silence, Frog, Poison,
                 Slow, Stop.
Sky Demon         Earth Magic attacks randomly in      15   600      3
                 effect range.
---------------------------------------------
Untruth (Hell Knight)
---------------------------------------------
Name                Description                        Speed   JP   Rating

Heaven Bolt Back    Lightning Magic attacks randomly     34    --      4
                   in effect range.
Asura Back          Fire Magic attacks randomly in       25   200      4
                   effect range.
Diamond Sword Back  Wind Magic attacks randomly in       20   300      3
                   effect range.
Dragon Pit Back     Water Magic attacks randomly in      17   400      3
                   effect range.
Space Storage Back  Randomly causes status anomalies     20   500      2
                   in effect range.  Adds Darkness,
                   Confusion, Silence, Frog, Poison,
                   Slow, Sleep.
Sky Demon Back      Earth Magic attacks randomly in      15   600      3
                   effect range.
---------------------------------------------
2.4.5. Divine Knight

Example: Meliadoul
Weapons: Sword, Knight Sword, Crossbow, Spear, Bag
Can equip Shield.
Helmet: Armored Helmet
Armor: Armor, Clothes, Robe

Vormav and Rofel are non-playable Divine Knights.
---------------------------------------------
Mighty Sword
---------------------------------------------
Name              Description                      Speed   JP    Rating

Shellbust Stab    Does HP damage/destroys armor.     Now  200      3
Blastar Punch     Does HP damage/destroys helmet.    Now  400      2
Hellcry Punch     Does HP damage/destroys weapon.    Now  500      5
Icewolf Bite      Does HP damage/destroys            Now  800      3
                 accessory.
---------------------------------------------
2.4.6. Holy Swordsman

Example: Orlandu
Weapon: Ninja Sword, Sword, Knight Sword, Katana
Can equip shield.
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes, Robe

All Swordskill also includes all of the abilities of Holy and Divine Knights.
---------------------------------------------
All Swordskill (Sword or Knight Sword required)
---------------------------------------------
Name         Description              Speed   JP   Rating

Dark Sword   Absorbs MP from target.    Now  500     2
Night Sword  Absorbs HP from target.    Now  100     5
---------------------------------------------
2.4.7. Temple Knight
---------------------------------------------

Example: Beowulf
Weapon: Knife, Sword, Knight Sword
Can equip shield.
Helmet: Armored Helmet
Armor: Armor, Robe

---------------------------------------------
Magic Sword (Sword or Knight Sword required)
---------------------------------------------
Name        Description               MP   Speed   JP   Rating

Blind       Adds Darkness.             6     Now   50       2
Aspel       Absorbs MP from target.    2     Now  100       4
Drain       Absorbs MP from target.   12     Now  180       4
Faith       Adds Faith.               10     Now  200       3
Innocent    Adds Innocent.            10     Now  200       3
Zombie      Adds Zombie.              14     Now  150       2
Silence     Adds Silence.             16     Now   90       3
Berserk     Adds Berserk.             16     Now  200       2
Chicken     Target's Brave -50.       12     Now  500       5
Confuse     Adds Confusion.           14     Now  200       3
Despair     Cancels Float, Reraise,   20     Now  300       2
           Transparent, Regen,
           Protect, Shell, Haste,
           Faith, Reflect.
Don't Act   Adds Don't Act.           14     Now   50       5
Sleep       Adds Sleep.               20     Now  170       4
Break       Adds Petrify.             24     Now  300       4
Shock!      The more damage you have  20     Now  600       2
           received, the more damage
           this deals.
---------------------------------------------
2.4.8. Holy Dragon
---------------------------------------------

Example: Reis
No equipment.

---------------------------------------------
Breath
---------------------------------------------
Name              Description               Speed   JP   Rating

Ice Bracelet      Ice Elemental attack.       Now   --     4
Fire Bracelet     Fire Elemental attack.      Now   --     4
Thunder Bracelet  Lightning Elemental attack. Now   --     4
---------------------------------------------
2.4.9. Steel Giant
---------------------------------------------

Example: Worker 8
No equipment.

Steel Giants always have the status anomaly Innocent.
Worker 7 is a non-playable Steel Giant.
---------------------------------------------
Name        Description                    Speed    JP    Rating

Destroy     Destroys target.                 Now    --      4
Compress    Adds Dead.                       Now    --      4
Dispose     Attacks all within effect range. Now    --      4
Crush       Crushes target.                  Now    --      4
---------------------------------------------
2.4.10. Dragoner
---------------------------------------------

Example: Reis
Weapon: Bag
Helmet: Ribbon
Armor: None

Dragon includes all the abilities of Holy Dragon.
---------------------------------------------
Dragon
---------------------------------------------
Name            Description                      Speed    JP   Rating

Dragon Tame     Targets enemy dragons.  Adds       Now   300     4
               Invitation.
Dragon Care     Restores ally dragon's HP and      Now   300     3
               status by losing own HP.  Cures
               Darkness, Confusion, Silence,
               Oil, Berserk, Frog, Poison,
               Stop, Sleep, Don't Move,
               Don't Act.
Dragon PowerUp  Raises ally dragon's Brave,        Now   400     3
               Speed, physical and magic attack.
Dragon LevelUp  Raises ally dragon's CT.           Now   400     2
Holy Bracelet   Holy Elemental; attacks randomly   Now   900     4
         in effect range.
---------------------------------------------
2.4.11. Soldier
---------------------------------------------

Example: Cloud
Weapon: Sword
Helmet: Hat, Ribbon
Armor: Clothes

---------------------------------------------
Limit (Materia Blade required)
---------------------------------------------
Name            Description                   Speed    JP    Rating

Braver          Sword attack.                    34   150      3
Cross-Slash     Cuts enemies in effect range.    25   200      4
Blade Beam      The more damage you have         20   250      2
               received, the more damage this
               inflicts.
Climhazzard     The more damage target has       15   450      3
               received, the more damage
               this inflicts.
Meteorain       Attacks with meteor.             10   560      2
Finish Touch    Adds Dead, Petrify, Stop         20   670      5
Omnislash       Ultimate Limit skill.             7   900      1
Cherry Blossom  Most powerful Limit skill.        5  1200      1
---------------------------------------------

 

--====================987654321_0==_
Content-Type: text/plain; name="Fftsecr.txt"
Content-Disposition: attachment; filename="Fftsecr.txt"

---------------------------------------------
Final Fantasy Tactics Help Files Version 1.02

by John Miaso
sephiroth_masamune@bigfoot.com
http://www.bigfoot.com/~sephiroth_masamune
ICQ #8419684
---------------------------------------------
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 Three.
---------------------------------------------
Table of Contents

i. Revision History
ii. Where to find these files
iii. Introduction
iv. Wanted!
v. Special Thanks
1. Secret Abilities
 1.1. Ultima
   1.1.1. The Assassins
   1.1.2. Ultima Demons
 1.2. Zodiac
   1.2.1. Elidibs
2. Secret Characters
 2.1. Beowulf, Reis, and Worker 8
   2.1.1. Goug Machine City
   2.1.2. Goland Coal City
   2.1.3. Lesalia Imperial Capital
   2.1.4. Goland Coal City
     2.1.4.1. Colliery Underground: Third Floor
     2.1.4.2. Colliery Underground: Second Floor
     2.1.4.3. Colliery Underground: First Floor
     2.1.4.4. Underground Passage in Goland
   2.1.5. Goug Machine City
   2.1.6. Zeltennia Castle
   2.1.7. Nelveska Temple
 2.2. Cloud
   2.2.1. Zarghidas Trade City
   2.2.2. Goug Machine City
   2.2.3. Zarghidas Trade City
   2.2.4. Bervenia Volcano
3. Poaching list
---------------------------------------------
i. Revision History

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.
---------------------------------------------
ii. Where to find these files

You can find these help files at:

Gamefaqs:
www.gamefaqs.com

My page, Station Omega:
www.bigfoot.com/~sephiroth_masamune

Exlr8er's RPG Fantasy:
members.aol.com/Exlr8er/index.html
---------------------------------------------
iii. Introduction

I wrote these files because I have found that there is a certain lack of
English written FAQ's and walkthroughs of various games.  I figured that
many people looking for help on this game would appreciate a FAQ/Walkthrough
that was originally written in English.  Also, the only help files on Final
Fantasy Tactics that I have seen do _not_ include a complete walkthrough,
which I have included here.  My only hope is to provide you with all the
information you need.  If any readers of this have things to add, corrections
or anything, let me know.  

E-mail: sephiroth_masamune@hotmail.com
URL: http:/www.bigfoot.com/~sephiroth_masamune
ICQ#: 8419684

A notice to players: this file contains many "spoilers" of the storyline, so
unless you want the complete walkthrough, don't read through it entirely.  
I'm just warning you ahead of time.  Also, if you wish to use any information
contained in any of these files, contact me first.  At the very least, give
credit where credit is due.  
---------------------------------------------
iv. Wanted!

I would like to include in these files:

Game Shark codes
Item lists
Deep Dungeon info
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.
---------------------------------------------
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.  

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.

And, thanks goes to SquareSoft, who has made another incredible game!
---------------------------------------------
1. Secret Abilities

There are two abilities than you can't learn through ordinary means.  One
is a Guts ability for Ramza, another is a Summon spell for any summoner you
have.  To learn these, you must have the spell cast on you, and if it is
Ultima, Ramza must be in the Squire job class.  If it is Zodiac, your
summoner must be in the Summoner job class.

1.1. Ultima

You can learn Ultima through two different types of enemies, Assassins and
Ultima Demons.  Learning these spells is very difficult; you really have to
force them to use it.  Ramza must be in the Squire job class, have this
spell cast on him, and he must survive it.

1.1.1. The Assassins

Celia and Lede, whom you fight three times, are the easiest way to learn
Ultima.  If you equip your characters with Black Costumes to prevent their
Shadow Stitch attack and Angel Rings to prevent Stop Bracelet, they will
more likely cast Ultima.  This is probably best done on the roof of
Riovanes castle or at the gate of Limberry Castle.

1.1.2. Ultima Demons

You fight Ultima Demons twice, once during the battle with Elmdor, and once
at Murond.  Ultima Demons will very rarely cast Ultima, for they have much
better spells.  Typically, the Demons won't cast Ultima until you have a
character that can be taken out by it.  You really have to have Ramza walk
in on the effect range to learn it.  

1.2. Zodiac

There is only one battle in which you can learn Zodiac, and that is the
last battle in the Deep Dungeon, at "End."  Elidibs casts this spell, and
it usually does about 800 damage, so you need to protect a summoner with
Shell and probably use Mind Break on Elidibs.  
---------------------------------------------
2. Secret Characters

There are four "secret characters."  You can only get them near the end of
Chapter Four.  I have found that the best time to get them is just before
you go to Orbonne Monastery.  

2.1. Beowulf, Reis and Worker 8

These characters are all part of one sub-quest in this game.  This
sub-quest starts at Goug Machine City.

2.1.1. Goug Machine City

You must have Mustadio to do this.  Go to Goug, and you will find that
Mustadio's father has found a metal sphere.  He sees a symbol on it, and
that is your cue to find another Zodiac Stone.  Now go to Goland.

2.1.2. Goland Coal City

Go to the bar at Goland and listen to all the rumors.  Now go to Lesalia.

2.1.3. Lesalia Imperial Capital

Here you will enter a bar and hear about a monster uprising in the mines
at Goland.  Ramza overhears that Goland is recruiting people to stop this
uprising.  Ramza volunteers for the job, and is approached by Beowulf.  If
you choose to go with him, he will join your party as a guest.  Head back
to Goland.

2.1.4. Goland Coal City

You will now fight a string of four battles, all with enemies at or above
your level.  

2.1.4.1. Colliery Underground: Third Floor

Here you will fight against five Chemists, who all have Mythril Guns.  Try
to stick close to them so they can't snipe you to death with their guns.  
Also, watch out, they can use Hi-Potions, X-Potions and Phoenix Downs, so
this could turn out to be a long battle.

2.1.4.2. Colliery Undeground: Second Floor

The Chemist here is equipped with the aptly-named Blaze Gun, and there are
two Behemoths here.  However, the two thieves should be the least of your
worries.  If you are at high levels, the Behemoths will be too, and they
can take out a weak character in one hit, so stay far from them.  The King
Behemoth is hiding behind the Thief in the front, who is close, so be
careful.

2.1.4.3. Colliery Underground: First Floor

The two Chemists have the regular Mythril Guns now, so they aren't much of
a threat.  The Blue Dragons are your biggest worry.  Use Orlandu at long
range to defeat them.  The Uribo doesn't seem to do anything at all in this
battle, so ignore it until the very end.  

2.1.4.4. Underground Passage in Goland

Your objective here is to save the Holy Dragon Reis, who seems quite
capable of handling herself.  With Orlandu and Ramza, you should not have
any trouble with the Archaic Demon and the Ochus.  The Plagues have the
ability to petrify your characters, so you may want to equip Jade Armlets
beforehand.  You receive a Zodiac Stone from Beowulf and Reis after this
battle, and they will now join as members.  Now go back to Goug.

2.1.5. Goug Machine City

When you return, the Zodiac Stone will activate the sphere, and Worker 8
will activate.  It will join your party now.  Mustadio's father will
discover another machine that requires another Zodiac Stone, so head to
Zeltennia.

2.1.6. Zeltennia Castle

As in Goland, go to the bar and listen to new rumors.  Nelveska Temple will
appear on the map when you leave the bar.

2.1.7. Nelveska Temple

Here you will fight against Worker 7, a Steel Giant just like Worker 8.  
However, the Hyudras and the Cocatoris make this battle rather difficult,
so focus just on Worker 7.  Rememeber, since Worker 7 has Innocent, he is
not affected by magic.  After defeating Worker 7, you will receive his
Zodiac Stone.

2.2. Cloud

This portion of the sub-quest will now allow you to get Cloud.  I believe
that you can only get him after you have gotten all the other secret
characters, and after you have fought the battle with Dycedarg at Igros.
First go to Goug, then to Zarghidas.

2.2.1. Zarghidas Trade City

If you haven't already, go here.  A girl will approach you in the town and
sell you a flower.  Buy it, then go to Goug.

2.2.2. Goug Machine City

The machine that was found will now activate and deposit Cloud Strife into
your reality.  But, you don't have him yet, as he runs off.  He went to
Zarghidas, go follow him.

2.2.3. Zarghidas Trade City

You will be attacked here, but it is not a problem at all.  Beware, though,
because Cloud is not equipped with a weapon.  Cloud will join your party as
a member after this battle, and, to get his Materia Blade, go to Bervenia
Volcano.

2.2.4. Bervenia Volcano

Equip a character with the Move-Find Item ability, and go to the top of the
spire in this level.  You will find the Materia Blade there, and with this
Materia Blade, Cloud can use his Limit abilities.
---------------------------------------------
3. Poaching list

I've noticed that when trying to obtain items through poaching, it's easiest
to recruit 1st level monsters (like Dragons, Bull Demons, Hyudras), and then
breed them to get higher level monsters.  It's easier this way, because if
you keep one around, you can always breed more 3rd levels, and you won't
have to fight them.  You can put them on your side, just whack them with
someone with Secret Hunt, and hope they don't counter attack.

This list was submitted via e-mail by Matt Hobbs and Kevin McCullough.
They also informed me that some of the information may not be correct, so if
you see an error, e-mail me and let me know.

Enemy Name          Common Item     Rare Item        Commonly found
---------------------------------------------------------------------------
Chocobo             Phoenix Down    High Potion      Everywhere, especially
                                                    Mandalia Plains
Black Chocobo       Eye Drop        X-Potion         Bariaus Hill, Bariaus
                                                    Valley
Red Chocobo         Remedy          Barrette         Finath River, Bariaus
                                                    Hill
---------------------------------------------------------------------------
Goblin              Potion          Hi-Potion        Everywhere, especially
                                                    Mandalia Plains
Black Goblin        Hi-Potion       Antidote         Everywhere, especially
                                                    Sweegy Woods
Gobbledeguck        Mage Masher     Ancient Sword    Bariaus Valley,
                                                    Dolbodar Swamp
---------------------------------------------------------------------------
Red Panther         Antidote        Battle Boots     Everywhere, especially
                                                    Mandalia Plains
Cuar                Soft            Germinas Boots   Everywhere, especially
                                                    Germinas Peak
Vampire             Holy Water      C Bag            Zirekile Falls,
                                                    Germinas Peak
---------------------------------------------------------------------------
Bomb                Fire Ball       Flame Rod        Everywhere, especially
                                                    Sweegy Woods
Grenade             Water Ball      Flame Whip       Bed Desert, Zeklaus
                                                    Desert
Explosive           Lightning Ball  Flame Shield     Bed Desert, Zeklaus
                                                    Desert
---------------------------------------------------------------------------
Skeleton            Holy Water      Ether            Araguay Woods, Zigolis
                                                    Swamp
Bone Snatch         Hi-Potion       Partisan         Araguay Woods, Zigolis
                                                    Swamp
Living Bone         Wizard Mantle   Elf Mantle       Bervenia Volcano,
                                                    Zeklaus Desert
---------------------------------------------------------------------------
Ghoul               Ether           Ninja Knife      Araguay Woods, Zigolis
                                                    Swamp
Gust                Hi-Potion       Main Gauche      Araguay Woods, Zigolis
                                                    Swamp
Revnant             Hi-Ether        Mythril Gun      Yuguo Woods
---------------------------------------------------------------------------
Floatiball          Shuriken        Platina Dagger   Everywhere, especially
                                                    Fovoham Plains
Ahriman             Magic Shuriken  Air Knife        Bervenia Volcano,
                                                    Fovoham Plains
Plague              Yagyu Darkness  Zorlin Shape     Bervenia Volcano,
                                                    Germinas Peak
---------------------------------------------------------------------------
Pisco Demon         Echo Grass      Hi-Potion        Zirekile Falls,
                                                    Fovoham Plains
Squidlarkin         Small Mantle    Sleep Sword      Zirekile Falls,
                                                    Dolbodar Swamp
Mindflare           Hi-Ether        Dracula Mantle   Zirekile Falls,
                                                    Fovoham Plains
---------------------------------------------------------------------------
Juravis             Potion          Rubber Shoes     Zeklaus Desert,
                                                    Fovoham Plains
Steel Hawk          Phoenix Down    Hunting Bow      Zeklaus Desert,
                                                    Germinas Peak
Cocatoris           Soft            Feather Mantle   Zeklaus Desert,
                                                    BRIDGE
---------------------------------------------------------------------------
Bull Demon          Battle Axe      Giant Axe        Zeklaus Desert,
                                                    Bariaus Hill
Minitaurus          Coral Sword     Slasher          Zeklaus Desert,
                                                    Bariaus Hill
Sacred              Holy Lance      Ivory Rod        Zeklaus Desert,
                                                    BRIDGE
---------------------------------------------------------------------------
Morbol              Platina Dagger  Ice Shield       Araguay Woods
Ochu                N-Kai Armlet    Chameleon Robe   Finath River
Great Morbol        Elixir          Madelgelm        VOYAGE
---------------------------------------------------------------------------
Woodman             Eye Drop        Healing Staff    Araguay Woods, MLAPAN
Trent               Gold Staff      Fairy Harp       Araguay Woods, MLAPAN
Taiju               Defense Ring    Defender         MLAPAN
---------------------------------------------------------------------------
Dragon              Jade Armlet     H Bag            Bed Desert, VOYAGE,
                                                    HORROR
Blue Dragon         Cashmere        Dragon Rod       Dolbodar Swamp,
                                                    HORROR
Red Dragon          Salty Rage      Dragon Whisker   Bed Desert, VOYAGE
---------------------------------------------------------------------------
Behemoth            Defense Armlet  P Bag            Poeskas Lake, VOYAGE
King Behemoth       Ultimus Bow     Cherche          Poeskas Lake, VOYAGE
Dark Behemoth       Wizard Rod      Stone Gun        VOYAGE
---------------------------------------------------------------------------
Hyudra              Blood Sword     Scorpion Tail    VOYAGE
Hydra               Setiemson       Rubber Costume   VOYAGE
Tiamat              Whale Whisker   Ryozan Silk      END
---------------------------------------------------------------------------
Uribo               Maiden's Kiss   Cachusha         END
Porky               Chantage        Nagra Rock       END
Wildbow             Ribbon          FS Bag           (can only be bred)
---------------------------------------------------------------------------

The names in capital letters are Deep Dungeon levels.  They are, in order:

Floor 1 - NOGIAS  (Saigon spelled backwards)
Floor 2 - TERMINATE
Floor 3 - DELTA
Floor 4 - VALKYRIES
Floor 5 - MLAPAN  (Napalm spelled backwards)
Floor 6 - TIGER
Floor 7 - BRIDGE
Floor 8 - VOYAGE
Floor 9 - HORROR
Floor 10 - END

--====================987654321_0==_
Content-Type: text/plain; name="Fftwalk.txt"
Content-Disposition: attachment; filename="Fftwalk.txt"

---------------------------------------------
Final Fantasy Tactics Help Files Version 1.02

by John Miaso
sephiroth_masamune@bigfoot.com
http://www.bigfoot.com/~sephiroth_masamune
ICQ #8419684
---------------------------------------------
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.
---------------------------------------------
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
-------------------------------------------------
i. Revision History

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.
---------------------------------------------
ii. Where to find these files

You can find these help files at:

Gamefaqs:
www.gamefaqs.com

My page, Station Omega:
www.bigfoot.com/~sephiroth_masamune

Exlr8er's RPG Fantasy:
members.aol.com/Exlr8er/index.html
---------------------------------------------
iii. Introduction

I wrote these files because I have found that there is a certain lack of
English written FAQ's and walkthroughs of various games.  I figured that
many people looking for help on this game would appreciate a FAQ/Walkthrough
that was originally written in English.  Also, the only help files on Final
Fantasy Tactics that I have seen do _not_ include a complete walkthrough,
which I have included here.  My only hope is to provide you with all the
information you need.  If any readers of this have things to add,
corrections, or anything, let me know.  

E-mail: sephiroth_masamune@hotmail.com
URL: http:/www.bigfoot.com/~sephiroth_masamune
ICQ#: 8419684

A notice to players: this file contains many "spoilers" of the storyline, so
unless you want the complete walkthrough, don't read through it entirely.  
I'm just warning you ahead of time.  Also, if you wish to use any
information contained in any of these files, contact me first.  At the very
least, give credit where credit is due.  
---------------------------------------------
iv. Wanted!

I would like to include in these files:

Game Shark codes
Item lists
Deep Dungeon info
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.
-------------------------------------------------
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.  

I would like to thank 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.

And, thanks goes to SquareSoft, who has made another incredible game!
-------------------------------------------------
1. Chapter One: The Meager
-------------------------------------------------
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.

-------------------------------------------------  
Chapter Two: The Manipulator and the Subservient
-------------------------------------------------

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
a 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.

-------------------------------------------------
Chapter Three: The Valiant
-------------------------------------------------

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.

-------------------------------------------------
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:

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

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 after
this 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 equpiment 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.




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