FINAL FANTASY TACTICS Version 1.2 FAQ Design and Compilation: Todd Wilsher (worldoftacronin@hotmail.com) Contributors: Stephanie Wakunick (email withheld by request) and Chris Routheaux CHRISR@otay.com) Copyright 2002 NB. Some portions of this FAQ reproduce information from the help files of Final Fantasy Tactics. These portions are clearly referred to as such, and are copyright of Squaresoft. The majority of typoes or grammatical errors which were made in the original help files have been corrected in this FAQ, to avoid misinformation. Version Listings 1.1: This version, corrected and completed! 1.0: Initial version - same information, but an awkward layout. Table of Contents Introduction - The Story - Game Operation - Basic Strategies The Walkthrough * CHAPTER ONE: THE MEAGER 1: Gariland Magic City 2: Mandalia Plains 3: Igros Castle 4: Sweegy Woods 5: Slums In Dorter 6: Cellar of Sand Mouse 7: Thieves Fort 8: Lenalia Plateau 9: Windmill Shed 10: Fort Zeakden * CHAPTER TWO: THE MANIPULATOR & THE SUBSERVIENT 11: Dorter Trade City 12: Araguay Woods 13: Zirekile Falls 14: Zaland Fort City 15: Bariaus Hill 16: Lionel Castle 17: Zigolis Swamp 18: Slums in Goug 19: Warjilis Trade City 20: Bariaus Valley 21: Golgorand Execution Site 22: Outside Lionel Castle 23: Inside Lionel Castle * CHAPTER THREE: THE VALIANT 24: Goland Coal City 25: Back Gate of Lesalia Castle 26: Orbonne Monastery 27: Orbonne Monastery, Second Floor 28: Orbonne Monastery, Third Floor 29: Orbonne Monastery, First Floor 30: Grog Hill 31: Yardow Fort City 32: Yuguo Woods 33: At the Gates of Riovanes Castle 34: Inside Riovanes Castle 35: Roof of Riovanes Castle * CHAPTER FOUR: SOMEBODY TO LOVE 36: Doguola Pass 37: Bervenia Free City 38: Finath River 39: Zeltennia Castle 40: Bed Desert 41a: Bethla Garrison, South Wall 41b: Bethla Garrison, North Wall 42: Bethla Garrison's Sluice 43: Zhargidas Trade City 44: Germinas Peak 45: Poeskas Lake 46: At the Gates of Limberry Castle 47: Inside Limberry Castle 48: Underground Graveyard of Limberry Castle 49: Inside of Igros Castle 50: Murond Holy Place 51: Hall of St. Murond Temple 52: Chapel of St. Murond Temple 53: Underground Book Storage, Fourth Floor 54: Underground Book Storage, Fifth Floor 55: Murond Death City 56: Lost Sacred Precincts 57: Graveyard of Airships Classes - Class Descriptions - Skills/Powers List - Tips on Skill Strategy - Opening Classes - Jobs Items - Tips on Poaching - Tips on Stealing - Item List Monsters - Using Monster Weaknesses - Monsters as Allies: Tips on Breeding - Monster List Secrets - Hidden Areas - Hidden Characters - Hidden Items - Hidden Powers Introduction The Story The game Final Fantasy Tactics, although part of the now-infamous Final Fantasy series, possesses many qualities to it that are unique from any other incarnation. Rife with intrigue and politics, Tactics has a very clean, clear, storyline; in addition, the battle system of the game allows for it to be different virtually every time you play through. The story itself begins with the text narration of a story told by a historian, named Alazlam. Alazlam speaks of a pivotal war fought over 400 years ago, known as the 'Lion War', in which a powerful hero emerged to become king. The hero, however, is -not- the character that you play. This ancient king, named Delita, is actually a childhood friend of the character you control. As this childhood friend (named Ramza, originally; for the sake of continuity, this FAQ refers to him as Ramza throughout), you 'relive' your adventures with Delita throughout Chapter One. The prelude to Chapter One introduces Delita as a kidnapper of the princess Ovelia - and as such, the actual storyline begins properly in Chapter Two. This isn't as confusing as it may sound. Think of the first quarter of the game as a series of introductions to important people, as well as to the actual game and battle system. Once that part is done, you hunt for Delita in order to save Ovelia, and the true story plays out from there. This is actually an uncommon style of storytelling for RPG games, however it is quite effective. Game Operation The system for Tactics, as laid out on the Playstation, is a bit different from other games. Tactics came out during Playstation's inception, when the 'X' button was generally considered the 'accept' or 'OK' button, and the 'O' button was considered the 'cancel' button. Not long after, Playstation reversed the roles of these buttons. If you've played other, newer, Playstation games (or PS2 games), this may make things seem a bit awkward for a while. This is an excellent game, worth the initial discomfort, so don't let this deter you! The triangle button (hereafter referred to as /\, for easier reference) serves several functions as well, mainly serving to bring up menus (such as the one on the World Map); the square button is not used at all. The SELECT button is also a key button to use, as it allows you to access the detailed help files. If in doubt about what something does - even a command in a menu - use the SELECT button! Finally, the L1 and R1 buttons allow you to turn the battle map, so that you can have a better perspective of the fight. L2 allows you to zoom out of the battle map, or back in. R2 allows you to tilt the battle map. These different viewpoints can make battles easier to plan...and since Tactics is all about planning and strategy, you may find these buttons invaluable. Basic Strategies All characters start out with the same basic 'class'. This can be changed as the game progresses; in all, there are a total of 20 'basic' classes (refer to the 'Classes' section of the FAQ for more detail). Gaining levels in one class is key to opening another class, so changing from class to class can give a character more powers. Use this to your advantage! Some powers are mundane, such as 'Jump +1'. Other powers are critical to surviving key fights, such as 'Maintainence', or to gaining power, such as 'Gained JP Up'. Still other powers only serve one specific purpose, which ultimately enhance game play, such as 'Secret Hunt'. Open as many powers as you can, and use them to see which ones you prefer. In addition, as mentioned earlier, the SELECT button can give you information on almost every aspect of the game. Since the game will use its knowledge of powers, items, and such, you should do the same. It is possible to delay the storyline of the game by running around and getting into fights. This gets you experience for your character level (which increases your overall basic power, such as your HP and MP), as well as JP (Job Points) to learn new powers in your class. Don't be shy about using this to your advantage, as well. All the skill in the world cannot save you, if you have no power to back up your strategies. The Walkthrough This walkthrough is designed to give the storyline of the game, supplying battle maps and hints for the main points of the plot. However, the secrets of Tactics are listed in an entirely separate section of this FAQ, to allow you to avoid seeing 'spoilers' unless you feel you need them. All battle maps are done in ASCII; areas are separated by height (this can be important later on). Areas on battle maps marked out with an 'X' cannot be accessed - the square may be where a building, tree, or other obstacle has been placed. If in doubt, remember that the area the cursor passes over turns red when it is on top of an obstacle. CHAPTER ONE: The Meager Prelude The games begins in a church at Orbonne Monastery. The princess Ovelia is finishing her prayers, and is saying goodbye to the priest Simon, when the church is attacked! Ovelia stays inside with Simon, while her bodyguard Agrias, the hired mercenary Gafgarion, and Ramza (who works with Gafgarion as a mercenary) rush out to face the enemy. +-+-+-+-+-+-+-+-+-+-+ This fight serves to introduce you to the | | | | | | | battle system of Tactics. The outcome of the + +-+-+ +-+-+-+-+ + fight is predetermined, given the powers that | | |X| |X| | | Agrias and Gafgarion wield, so take this + + +-+-+-+ +-+ opportunity to experiment with the battle | | |X|X|X| | | system (once it is your turn to act). You may +-+-+-+-+-+-+-+-+-+ + simply move, or you may move and act. It can | | | |X|X|X|X|X| | be a good idea sometimes to merely move, if you +-+-+-+-+-+-+-+-+-+-+ are trying to position yourself to be in a | | | | | |X|X|X| | | favourable spot. However, a battle is won by +-+-+-+-+-+-+-+-+-+-+ action, not merely by moving about. The | | | | | | | actions you may perform are to 'attack', or to +-+ +-+ +-+ +-+-+-+ use the powers that you have because of your | | | | | | | | class. Ramza is given several powers from the +-+-+-+ + +-+-+ + Squire class for this purpose. Use the system, | | | | | | | and experiment with the L1, L2, R1, and R2 +-+-+-+-+-+ +-+ + buttons to determine what perspective is easier | | | | | | for you to use. Also use the SELECT button to +-+-+-+-+-+ +-+-+-+ call up the help files, when in doubt. You may | | | | | | | | | also wish to press 'O' to remove the action +-+-+-+-+-+ +-+-+-+ menu, then /\ to open a second menu. The | | | | | | | | second menu gives detailed information on the +-+-+ +-+ + +-+-+ battle in general. 'AT' shows the attack | | | | | | | turns, detailing who goes, and in what order. + +-+-+-+-+-+-+ +-+ 'Unit List' shows everyone in the fight, giving | | | | | | information on allies and enemies at the same + +-+ +-+-+-+-+ + time. 'Option' lets you make the game go | | | | | | | faster or slower, and allows you to alter other +-+-+-+-+-+-+-+-+-+-+ various aspects of the game, in general. Once the fight is over, there is a brief scene in which Delita is seen absconding with the Princess through a back door of the church! Ramza recognizes Delita, and thus begins Chapter One. Ramza's story starts near the end of the Fifty Year Year, as a young squire in training. The recent war has caused for poor conditions in the country. Many former knights have been reduced to becoming thieves, and a small band of thieves is spotted near the training academy. Ramza, Delita, and several other squires, as well as a few chemists, are sent out to capture the thieves because the knights are busy elsewhere. (This scene is replayable later under the 'Record' option in Brave Story as 'Cadets'. The opening prelude scene with Ovelia is also listed under Record, as 'Prayer of Queen Ovelia'.) 1. GARILAND MAGIC CITY [Enemies: 4 SQUIRES, 1 CHEMIST] Trophies: Mythril knife, phoenix down, potion, 2000 gil +-+-+-+-+-+-+-+-+-+-+ This is the first fight in which you control | | | | |X| | the actions of all your allies (Delita being + + +-+ +-+-+ +-+ + the exception; guests are controlled by the | | | | | | | | game). Now that you are familiar with the way +-+ + + + +-+-+ +-+-+ a fight works, you must begin to apply | | | | | | | | | strategy. The first, and most obvious, +-+-+ + + +-+-+ + +-+ consideration is to include at least one of the | |X| | | | | | | | two Chemists in the party for the fight. +-+-+ +-+ +-+-+-+ + + Without healing, you'll be lucky to live at | | | | | | all. The enemy Chemist, unlike any healer you + + +-+-+-+ + + bring along, has access to unlimited healing. | | | | | This is true of any enemy who can use the +-+-+ +-+-+ +-+-+ + + 'Item' command; make note of it. Thus, your | | | | | | | | | | first main target may be the Chemist. However, +-+-+ + + +-+-+-+ + the Squires are well spread out. Since you can | | | | | | | save before this fight, experiment with various +-+-+ +-+ + +-+-+ +-+ kinds of strategy. Spreading out your party, | | | | | | | | and keeping them close together, are both +-+-+ + +-+-+-+ + + advantageous under the right circumstances - | | | | | | | | | | it's a matter of getting a feel for when it's +-+-+ + +-+-+-+-+ + safe to spread out, and when it's not. Since | | | | | | your Chemist's 'Item' skill only has a range +-+ +-+-+ + +-+-+-+ + of four squares, you can keep the Chemist | | | | | somewhat out of the fight. However, don't +-+-+-+-+-+ +-+-+-+ wander too far from your only source of | | | | | | | | healing! +-+ + +-+-+-+-+-+-+-+ | | | | | | | | | | + + +-+ + +-+ +-+ + | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+ During this fight, you should have gained a reasonable amount of JP. You will find yourself on the World Map, with instructions on how to move around on the map. After these instructions, press /\ to open the World Map menu. You'll see a number of options: Move, Formation, Brave Story, Tutorial, Data, and Option. You can use Option to change basic game functions, similar to the Option command in the Battle Map menu. Tutorial lets you look through the help files of the game, to better understand things like using magic. Data allows you to save. Brave Story keeps track of what you've done so far, as well as giving information on important people as you meet them (like Gafgarion, Agrias, and Ovelia). Feel free to use these options, until you're comfortable with them. Move is a command that tries to send you directly to where you want to go, over the World Map. As more places open up, this can become handy. However, your chances of getting in a random fight increase the further you move. Finally, the Formation command allows you to go to your party to learn skills, change classes, and alter equipment. If you have received enough JP for the 'Gained JP Up' squire power (it costs 200 JP), I strongly recommend you learn the skill and set it. This makes gaining every other power in the game (with only a few rare exceptions) much, much easier! Customizing your skills and equipment outside of battle requires planning, just as actual fights require strategy; this is the first, and best, advice that can be given to planning out your party. To learn the power, and set it, press /\ to call up the Formation menu. You'll see the commands of Item (to change equipment) and Ability at the top. Ability calls up another menu to Set, Remove, or Learn powers. If you choose Learn, you can then go into the list of classes available to that character. Choose the class you wish to learn a power in (in this case, choose Squire); powers which you have enough JP to learn will stand out in bold lettering. After learning a power, use 'O' to go back and Set the power. You will notice that there are several places to set abilities. The top of the five slots is the command which lets you use your current class skills (this cannot be removed, but changes as you change class). Next is your secondary skill slot, where you can set the ability to use the powers of another class, such as a Knight's 'Battle Skill'. If you set Battle Skill as your secondary, any battle skills that you have learned can also be used in battle. You must learn the skills first, for this to be effective, so consider setting your secondary to Item (for squires), or Basic Skill (for chemists). This allows you to have many people who can heal, but be warned...you still need to have the healing items, and some powers will not work exactly the same. 'Item', for example, only has a range of one square if used by anyone other than a chemist (learning and setting 'Throw Item' with a chemist when they change classes increases the range to four, but it replaces the 'Gained JP Up' skill, so beware). Once you have your powers learned and set, look to your equipment. It is likely that at least one of your squires only has a dagger for a weapon. The mythril knife you gained as a trophy is a better weapon, so alter your equipment using the 'Item' command in the Formation menu. You can also buy equipment at Gariland before leaving, if you want. Press X while on the city to call up the city menu. The menu currently has three options: Bar, Shop, and Soldier Office (some cities gain a fourth option in Chapter Three - Fur Shop; this is not a concern just yet). In the shop, you can buy or sell items and equipment; when a new item is available for purchase, it will be listed just after the appropriate battle map. You can use the Fitting Room to see what items the shop can offer that are better than what you currently possess. If you can't afford to be fully outfitted, you can remove items to reduce the cost, or cancel out of the fitting room altogether. Consider buying healing items, like potions and phoenix downs, as well as armor and weapons. Once you're done, it's time to move on to the next main area. Save first, to be safe. 'Better safe than sorry' applies to this game, so save when you can...or you may later regret it. Rumors in Bar: The Death Corps, The King Omdoria, The Fifty Year War Gariland Shop: dagger, broad sword, oak staff, rod, leather hat, clothes, phoenix down, eye drop, antidote, potion You will also see another scene when you leave Gariland, listed under Record as 'Death of father Balbanes'. 2. MANDALIA PLAINS: Defeat All Enemies or Save Algus Enemies: 4 SQUIRES, 1 THIEF, RED PANTHER (vs. Ramza and 3 allies, plus Delita and Algus) Trophies: Potion, potion Areas marked with an asterisk (*) are places where items can be found. (See MOVE-FIND ITEM under Skills.) These hidden items are rarely unique, and since the items are sometimes guarded with traps (steel needles, sleep gas, degenerators (-1 level!), or a death trap), they are better marked than unmarked. Once an item is found in the square, the square will not have anything else in the future, so think of the item as a pleasant bonus. +-+-+-+-+-+-+-+-+-+-+-+-+ This fight introduces another battle style, | |X|* | | | one which will come up several more times + +-+-+-+ +-+-+ + + + throughout the game. You will be given the | | |X|X| | |X| | | | choice of choosing whether it is more +-+ +-+-+-+ +-+-+ + + + important to defeat your enemies, or to | | | | | | save Algus (1. Our duty is to destroy the +-+ +-+-+-+ +-+-+ + Death corps, or 2. Saving him is our |X| | |X|X| |X|X| | priority.). You must defeat all enemies in +-+ +-+-+-+ +-+-+-+ either case, but if you choose to save | | | |X| | Algus, his death also means game over! +-+-+-+ + +-+-+ The first choice makes the fight easier, | |X|X| | |X| but has an effect on Section #10 later. + +-+-+ +-+-+ +-+ | |X| |X|* | + +-+-+-+-+ +-+-+-+-+-+ | |X|X| | |X| | +-+-+-+-+-+-+-+-+-+-+-+-+ | | * | | |X| +-+-+-+ + + +-+ +-+ | |X| | | | | | | + +-+-+-+-+-+-+-+ +-+ + | | | | |X| | | |X| | +-+-+-+-+-+-+-+-+-+-+ +-+ |X| | | | |X| | |X| +-+-+ +-+ +-+-+-+ + +-+ |* |X| | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+ After this fight is a scene ('First meeting with Algus' under Record) wherein you learn more about why Algus was in the plains. Algus then joins you (as a guest, so he is uncontrollable in fights, like Delita). Learn new skills, if you have the JP needed, before continuing. If you wish, you can go back to Gariland, but be warned: once an area which is not a city has been beaten (it changes on the World Map from orange to blue), passing over that area again may trigger a random fight! This is good if you want to gain more JP and money, but it also becomes time consuming later on. There is no way to avoid this short of resetting the game, so again, save well and often. 39. IGROS CASTLE: Scenes - Reunion with Dycedarg (when you arrive), At Igros Castle (immediately following) There are no fights at Igros, merely scenes in which the story unfolds. You meet your elder brother Dycedarg first, and he informs you of how plans are going against the bandits and thieves. Later, you meet Delita's sister Teta, your sister, Alma, and your younger brother, Zalbag. Zalbag drops a hint to you about where the thieves are, which opens the next area. Igros Shop: mythril dagger, long sword, bow gun, escutcheon, bronze helmet, leather helmet, linen cuirass, leather armor, battle boots, soft, maiden's kiss, echo grass Buying even one of each new item would cost 4500 gil (probably more than you have), so before continuing on, you should consider getting into some fights at Mandalia. The money, experience, and JP will certainly come in handy. If you master a class with any of your characters, remember to change to a new class. Diversifying the classes that you change into will open new classes faster, so try to change each person into something different. This way, you can learn more about each new class, and open other classes quickly. Gariland Shop: feather hat, leather outfit 4. SWEEGY WOODS: Defeat All Enemies Enemies: may vary (usually 2 GOBLINS, 2 BOMBS, 1 BLACK GOBLIN, 1 RED PANTHER) (vs. Ramza and 3 allies, plus Delita and Algus) Trophies: none +-+-+-+-+-+-+-+-+-+-+-+-+ Any fight composed entirely of monsters may | | | | | | | | | vary. You may encounter 3 regular goblins, + +-+ + +-+-+-+ +-+-+-+ + or 2 black goblins and 1 normal goblin. | |X| | | | | | |X| | | Usually, the monster stays the same, but a +-+-+-+ +-+ + +-+ +-+ +-+ weaker or stronger version of the monster | | | | | appears. (Fortunately, the Bombs do not +-+-+-+-+ +-+-+-+-+-+-+ change; the next stage of Bomb, called a | | | | | | | | | Grenade, is far too hard for this stage of +-+-+-+ + +-+-+ +-+ the game!) Since monsters generally hit | | | | * | | | | harder than people, you will find yourself +-+ +-+ + +-+ + taking a lot more damage in this battle. |*| | | | | | Worse, Algus and Delita tend to die off +-+ + +-+-+-+-+ +-+ quickly, leaving you outnumbered. Use the | | | | | | | | | directional buttons of the Playstation +-+ + +-+ +-+ + +-+ keypad to highlight a monster with the | | | | | | | | cursor, then press X. This lets you +-+-+-+ +-+ + +-+-+-+ examine a monster's status: its powers | | |X| | | | | become available for viewing, as do its +-+-+-+-+ +-+-+-+ +-+-+ HP and MP. Pressing X one more time shows | | *| | | | |X| | you extra information about the monster, +-+-+-+-+ + +-+-+-+ +-+-+ such as weaknesses. Use this to plan your | | | | | | | |*| | attack! One example is the Bomb, with its +-+-+-+-+-+-+-+-+-+-+-+-+ power to Self-Destruct for massive damage. For all intents and purposes, this fight is meant to delay you from the next area. It also shows you what to expect in random fights, if you have not already tried a few. Random fights give no trophies, only Bonus Gil. Again, the JP and experience gained make the fight worthwhile, so take advantage of this! Until you go to the next area, you can now get into random fights here, as well as at Mandalia. It is strongly recommended that you master out your squires before continuing, to open the new classes and expand the number of powers available to you. 5. SLUMS IN DORTER: Defeat All Enemies Enemies: 3 ARCHERS, 2 WIZARDS, 1 KNIGHT (vs. Ramza and 3 allies, plus Delita and Algus) Trophies: Iron sword, linen robe, ether, 500 gil +-+-+-+-+-+-+-+-+-+-+ This fight is the opposite end of the spectrum, | | compared to Section #4. All your enemies are +-+-+-+-+ +-+-+-+ people, who may possess powers and equipment | | * | | | that you do not! This fight is not too +-+-+-+ +-+ +-+ + difficult to win. If you choose to make the | | | | | fight last, however, the enemies who die may +-+-+-+-+-+-+-+ +-+ leave treasure boxes to grab, or better yet, | | | |* | | | a crystal. Taking the crystal of an enemy +-+-+-+ +-+-+-+-+-+ + sometimes allows you to gain free skills! You | | | | | | | | must have the ability to change into the same +-+-+ + +-+-+-+ + class as the enemy to gain any free powers (ie. | | | | | | if you get the crystal of an Archer, which +-+-+-+-+ +-+ + anyone can become, you may learn some Archer | | | | | | skills; if you get the crystal of a Wizard, +-+-+-+-+-+-+-+ + however, and do not have the Wizard class as an | | | | | | option under Learn in the formation menu, you + +-+-+-+-+-+ + will get no free powers). If you gain no free | | powers, a crystal will still let you restore + +-+-+ your HP and MP to full. The main risk in | | | | prolonging the fight is that Delita or Algus +-+-+-+-+ +-+ + may steal a crystal, and guests do not learn | | | | | | | free powers. Beware the range attacks of both + +-+-+-+-+-+ +-+-+ the Archers and the Wizards! Having a few | | | | | | | *| distance attacks of your own, or good healing, +-+-+-+-+ +-+-+-+ + can counter this advantage nicely. | | | | | | | | + + + + +-+-+-+-+ + | | | | | | | | +-+-+-+ + +-+ +_+ | | | |* | | | | | +-+ +-+ +-+ +-+ + + | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+ The scene after this battle ('After Gustav!' under Record) reveals where the thieves have hidden their hostage (Marquis Elmdor). It also reveals more about Algus' personality, a foreshadowing of future disagreements... There are no new items for purchase, though you may want to invest in more healing at Dorter before moving onwards. 6. CELLAR OF SAND MOUSE: Defeat All Enemies Enemies: 3 KNIGHTS, 2 MONKS, 1 ARCHER (vs. Ramza and 3 allies, plus Delita and Algus) Trophies: 500 gil, hi-potion, blind knife +-+-+-+-+-+-+-+-+-+-+-+ This fight once again contrasts with its | | | | | | | | |*| predecessor. While all your opponents are +-+-+-+-+-+-+-+-+-+-+-+ still people, most of them are classes which | | | | | | | | | hit very hard from up close! The most +-+ +-+-+-+-+ + +-+-+-+ obvious strategy is to use range attacks, but | | | | | | be wary. Knights, Monks and Archers all have + +-+ +-+-+-+-+ + good defense against range attacks that are | | | not magical. If you've mastered Squire with +-+-+-+ +-+ +-+-+ +-+-+ a character, and changed to a new class, you | |X| | |X| |X| | may be able to learn free skills from the +-+ +-+ +-+-+ +-+-+ Monks, should they crystallize. By now, | | *| | | Delita and Algus are more of a hindrance than +-+ +-+-+-+ + a help; if you have built up your powers, you | | | |X X| | may wish to leave them unconscious. The nice +-+ +-+-+-+ + thing about special guests in non-random | | |X| |*| | fights is that they will not disappear + + +-+ +-+ + (notice the stars over their heads when this | | | happens; this means they will not turn into +-+-+ +-+ + crystals or treasure chests). | | | |X| *| +-+-+-+-+-+-+-+-+-+-+-+ After this battle, another scene plays ('Rescue of Marquis Elmdor' under Record). You briefly meet Wiegraf again (the Knight in the short scene starting section #5), and after freeing Elmdor, you are expected to head back to Igros. New items have now become available in the shops, so you may wish to get into some random fights first to acquire the money for them. Dorter Shop: thunder rod, ice rod, flame rod, white staff, buckler, red hood, leather vest, linen robe, small mantle, hi-potion Gariland Shop: blind knife Entering Igros triggers another scene ('Master of Gallione' under Record). Here, you are given an assignment to help against the thieves, since you proved yourself by rescuing Elmdor. You meet Larg, a prince of the Hokuten, whom Dycedarg works for. When Ramza leaves, Dycedarg and Larg continue to talk for a bit, about disturbing things...the way to the new area should now be opened. Rumors in Bar: The condition of Omdoria Igros Shop: iron sword, long bow, iron helmet, bronze armor A quick note: you should notice that Zeklaus Desert is now open, and random encounters can be fought there. The map for Zeklaus Desert is much different now, however; see below. +-+-+-+-+-+-+-+-+-+-+ Once opened for random encounters, Zeklaus | | | | | | | provides some of the hardest random fights + +-+ +-+ +-+-+ + +-+ available at this point in the game. Expect | | | |X| | | | | | to encounter Bull Demons, Skeletons, and + + +-+-+-+-+-+-+-+ + possibly even a Juravis! Also, beware of the | | |* | | | traps that guard the items in this place. One + +-+-+-+-+ +-+ + +-+ is a degenerator (refer to the notes before the | | | | | | | map for Section #1); the other traps can be +-+-+-+-+-+-+-+-+-+-+ equally deadly. If you find the item, don't go | | | | | | on the square again! Even with Move-Find Item, +-+-+-+-+-+-+ +-+ +-+ you will only trigger the trap! | | | | | | | | + + +-+-+ +-+-+-+-+-+ | | | | | *| +-+-+-+-+-+-+-+ + | | | | +-+-+-+-+-+-+-+ +-+-+ | | | | | | +-+-+-+ +-+ +-+-+-+-+ | | | | | | | | + + +-+-+-+ +-+-+ + | | | | |* | +-+-+-+ +-+ +-+-+ | | | | | +-+-+-+-+-+-+-+-+ + | | | |X| | | | + +-+-+-+-+ + +-+-+ | | | | | + +-+-+-+-+-+ +-+ +-+ | | |X| | | | +-+ +-+-+-+-+-+-+-+ | |X| | | +-+ +-+-+-+-+ +-+-+ | | | | | | +-+-+ + + +-+-+ + | | | | | | +-+-+-+-+-+-+-+-+-+-+ 7. THIEVES FORT: Defeat Miluda Enemies: MILUDA (Knight), 3 THIEVES, 2 PRIESTS (vs. Ramza and 3 allies, plus Delita and Algus) Trophies: 700 gil, iron sword, bronze shield +-+-+-+-+-+-+-+-+-+-+ This new battle style contrasts the type | | introduced in Section #2. Instead of having to + +-+-+-+-+-+-+-+ + save one person, you only have to defeat one | *|*| | | | | person. Don't become too overconfident, + +-+-+ +-+ + + + however! Miluda has some very skilled allies | | | | *| | | | | The thieves are usually a danger to any females +-+-+-+ +-+-+ +-+ + + in your party; since the thieves are all males, | | | | | | | | | one or two of them may be able to Charm female +-+-+ +-+-+-+-+-+-+ + allies. Charmed allies will turn against you | | | | | | | | until they take damage, and will use all their +-+ +-+-+-+-+ +-+ + skills against you. If they use items, the | | | | | | | | | items are lost from your inventory! The |-+ + +-+-+-+-+-+-+ + priests also make this fight difficult. At | | | | | | | | least one of the priests will have the + +-+-+-+ + + + secondary skill of Black Magic, doing long- | | | | | | range damage in addition to healing you foes + +-+-+ +-+ + Since you gain more JP and experience from a | | | | | longer fight, it might be wise to kill Miluda's + +-+-+-+-+-+ + allies before attacking her at all. | | | | | +-+-+-+ +-+-+-+ + | | + + | *| +-+-+-+-+-+-+-+-+-+-+ Once Miluda is defeated, another scene plays ('Lady of the Death Corps' under Record), followed by a second scene when you leave the Fort ('Attack by the Death Corps!' under Record). Teta's been kidnapped! No new items appear in any of the shops, so you may as well head straight to Igros. A third scene is played out ('Delita's Anger' under Record), where Delita's poverty and low station are attacked by Algus. When Algus leaves, he tells Ramza about where the Hokuten plan to strike next against the thieves. This opens up the new area. Rumors in Bar: Destruction of the Death Corps!?, Attempted murder of Lord Dycedarg A fourth scene plays out in Mandalia when you leave Igros ('Reed pipe' under Record). Ramza consoles Delita as he curses being a peasant, a small man without power. 8. LENALIA PLATEAU: Defeat Miluda Enemies: MILUDA (Knight), 2 KNIGHTS, 2 WIZARDS, TIME MAGE (vs. Ramza and 4 allies, plus Delita) Trophies: 1000 gil, silk robe, battle boots +-+-+-+-+-+-+-+-+-+-+-+ Once again, you face off against Miluda, as | | | | |*| | | | | she tries to escape the Hokuten. This time, + + +-+ +-+ + + +-+ she has comrades who can hit hard both from a | | | | | | | | | | distance, and up close. She and Delita +-+-+-+-+-+-+-+-+-+-+-+ exchange words about Teta's abduction, | | |*| | | | | confusing and angering him. If you've done + +-+-+-+-+-+-+-+-+-+-+ random fights to gain skills, you should be | | | | | | | | | | | reasonably high level by now (16th to 20th +-+-+ +-+-+-+-+-+-+-+-+ level). His fight should not be too hard. | | | | | | | | | |*| If you're lower level, fear not; you can +-+-+ +-+-+-+ +-+ +-+ + still win, but you may have some difficulty | | | | | | | | | if you're too low level (under 10th or so). +-+-+-+-+-+-+-+-+ +-+-+ | | | |* | | | | | | + +-+ +-+-+-+-+-+-+-+ + | | | | | | | | | | + +-+-+-+ +-+-+-+ +-+-+ | | | | | + +-+-+ +-+ + | | | |X| | + +-+ +-+ +-+ + | | | | +-+-+-+-+-+-+-+-+-+-+-+ At the end of this fight, Miluda dies. You cannot avoid this, so don't feel bad. Some new items will become available for purchase at the shops; you may wish to purchase them. Gariland Shop: mage masher, chain vest, silk robe Igros Shop: mythril sword, battle axe, night killer, silver bow, bronze shield, chain mail As you enter the next area, a scene will play out ('One rock and a small ripple' under Record). Miluda was Wiegraf's sister! Uh-oh. 9. WINDMILL SHED: Defeat Wiegraf Enemies: WIEGRAF (Temple Knight), 2 KNIGHTS, 2 MONKS, CHOCOBO ('Boco') (vs. Ramza and 3 allies, plus Delita) Trophies: Hi-potion +-+-+-+-+-+-+-+-+ This will be, by far, the hardest fight you have |X|* | | | | encountered. This might be considered the hardest +-+-+-+-+ +-+ + fight of Chapter 1! As a Temple Knight, Wiegraf |X|X|X|X| | | has powers like Agrias. These powers can be used +-+-+-+-+-+-+-+-+ from a distance, having extra effects in addition |X|X|X|X| | | | | doing massive damage. One such power, Crush Punch, +-+-+-+-+-+-+-+-+ can immediately kill anyone it hits! |X|X|X|X| | | | Bring lots of healing: at least one Chemist, as +-+-+-+-+-+ +-+ well as a Priest or Monk, is strongly recommended. |X| |*| | | There is only one way to stop Wiegraf from using +-+-+-+-+-+-+ +-+ his powers. If you have a Thief that can Steal | | | | Weapon, taking away Wiegraf's sword prevents him +-+ +-+ + from using his powers. (The sword is also strong, | | | | | usually a Coral Sword, which isn't available for + +-+ +-+-+-+-+ sale until after Section #13). This can be risky, | | | | | | | though, as stealing does not always work. If +-+ +-+-+-+-+-+-+ Wiegraf has the skill Maintenance set, you won't be | | |* | | | | able to steal from him at all! +-+-+-+-+-+-+ + | | | *| +-+-+-+-+-+-+-+-+ With Wiegraf defeated, Chapter One is almost over. Nothing new opens in the shops. If you decide to do a few more random fights, however, Fovoham Plains will change (see below). +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ As with Zeklaus Desert, you will | | | | | | | discover that new, powerful monsters +-+-+ +-+ +-+-+-+ +-+ + +-+-+ inhabit this 'new' area. You may | | | | | | | | encounter Flotiballs and Pisco Demons. +-+ +-+-+-+-+-+-+-+-+ +-+-+ + The fights here are not too difficult, |*| | | | | | | | but they are time consuming. + +-+ +-+ + +-+ +-+-+ +-+-+ Fights with only monsters for foes | | | | |X X| | | | may take a little adjustment after +-+-+-+-+-+-+ +-+ +-+-+-+-+-+ fighting people. Be careful of the | | | | | | |X| | | *| | traps in this place. There is one of +-+-+ +-+-+-+-+-+-+-+-+ +-+-+ each type on the board (a degenerator, | | | | | | | | | | | | | a death trap, a steel needle, and +-+-+-+-+ + +-+-+-+-+-+-+-+-+ sleep gas). | | | | | | | +-+-+-+-+-+ +-+ +-+ + | |* | | +-+-+ +-+-+-+ | * | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 10. FORT ZEAKDEN: Defeat Algus Enemies: ALGUS (Knight), 3 KNIGHTS, 2 WIZARDS (vs. Ramza and 3 allies, plus Delita) Trophies: None +-+-+-+-+-+-+-+-+-+ Similar to your first fight with Miluda, you only | |*| have to defeat one enemy in this fight...Algus! + +-+-+-+-+-+ +-+ Algus, however, also has powerful friends. The | | | | | wizards both know Fire (which does more damage, + + +-+-+-+-+-+ + since it's snowing), and the Knights hit hard! | | |*| | | | | Worse, Algus has a Night Killer, so he can attack + +-+-+ +-+-+-+-+ + from a distance. | | | | | | | | Algus also has the Chemist power Auto-Potion set, +-+-+-+ + +-+ +-+ + so every time he's hit, there's a good chance | | | | | | | | | | that he'll immediately be healed for 30 HP! + +-+-+-+-+-+-+-+ + Expect this fight to take a while, unless you | | | | |*| | | have worked up good powers in random fights. The + +-+ + +-+-+-+-+ + fight becomes much easier if you take out the | | | | | | Wizards first. +-+-+ + + +-+-+ + + | | | | | | | + +-+ +-+-+-+ + + | | | | | | | + +-+-+ +-+ +-+ + | | | |*| | | | +-+-+ +-+-+ +-+ | | | | | | +-+-+-+-+-+ +-+ + | | | | | | +-+-+-+-+-+-+-+ + | | | | +-+-+-+-+-+-+-+-+-+ The final scenes of Chapter One play out after this fight finishes ('Flight into Darkness', as well as 'And I escaped...' under Record). No wonder Ramza is shocked to see Delita during the prelude! You'll be given the chance to save before you enter Chapter Two - however, you don't -have- to save (the option to save becomes available before proceeding to Section #11 in Chapter Two). CHAPTER TWO: The Manipulator & the Subservient The opening scene of Chapter Two ('Ovelia chase' under Record) comes back to present day. Agrias is worried for the princess, and decides to pursue her kidnapper. Ramza, shocked at having seen Delita, insists on coming along. Grudgingly, Gafgarion also decides to go with you. The three knights who asisted you in the prelude fight - Rad, Levian, and Alicia - offer to join up. However, they will be far less powerful than the people you have already built up during Chapter One. Whether you let them join up or not is up to you, but remember: the more people you have, the longer it takes to build up their levels and classes. After you have everything set up the way you want, head to the next area...where a fight awaits... 11. DORTER TRADE CITY: Defeat All Enemies Enemies: 2 THIEVES, 2 ARCHERS, 2 WIZARDS (vs. Ramza and 3 allies, plus Agrias and Gafgarion) Trophies: 1000 gil, flame rod, mage masher, phoenix down +-+-+-+-+-+-+-+-+-+ With Agrias and Gafgarion to help, this fight is | | | | | | not hard. Their varying sword powers are quite +-+-+ + + +-+ strong, and have a decent range - even uphill. | | | | | The main threat in this fight is the long-range +-+ +-+ +-+-+-+-+-+ attacks of the Wizards (their magic hits much | | | | | | | harder than the Archers do), as well as the +-+-+-+-+-+-+-+ +-+ charming ability of the male Thieves (if they | | | | | | | have the power; remember, non-essential enemies + +-+ +-+-+-+-+ + + have their skills assigned at random). | | |*| | | | + +-+-+-+-+-+-+-+ + | | | | | | | + +-+ +-+-+-+-+ + | | | | | *| +-+-+-+-+-+-+-+ +-+ | | | |X| +-+-+-+-+-+-+-+ +-+ | | | | | + +-+-+-+-+-+-+ |* | | +-+-+-+-+-+-+-+-+-+ | | +-+-+-+-+-+-+-+-+-+ After completing the fight in Dorter, you can take advantage of your position on the World Map to not only buy the new items available, but take on the proposition in the Bar! (It's easy, since you can just walk back and forth between Orbonne and Dorter.) When you're ready, you can move on to the next area. Dorter Bar: Rumors - After the king's death, Feud between Larg and Goltana, Peasant riot in Zeltennia Proposition (1) Dorter Shop: flail, round shield, headgear, mythril vest, spike shoes, leather mantle, shuriken, holy water Gariland Bar: Propositions (2) Igros Bar: Proposition (1) Igros Shop: ice bow, javelin, barbuta, mythril armor 12. ARAGUAY WOODS: Defeat All Enemies or Save Boco Enemies: BLACK GOBLIN, 5 BLACK GOBLINS (vs. Ramza and 3 allies, plus Agrias, Gafgarion, and Boco) Trophy: Hi-potion +-+-+-+-+-+-+-+-+-+-+ This fight re-introduces the chocobo 'Boco', |* | | | | | |X| | who first appeared in the Windmill Shed fight + +-+ + + + + +-+ + with Wiegraf. For this fight, however, Boco is | |X| | | | | | not an enemy, but a guest. You are given the + +-+-+-+-+ +-+-+ + options of '1. We must leave now.', or '2. Is | | | | | | | he strong in a fight?'. Boco will assist you +-+-+-+-+-+-+-+-+ +-+ against the Goblins, regardless of which choice | | | |*| | | | you make. Boco will also offer to join up with +-+ +-+-+-+-+-+-+-+-+ you at the end of the fight, regardless of | | | your choice. Choosing option 2 means that you + +-+-+-+-+ +-+-+ must save Boco, however, and thus makes the | | | | | | | fight harder. If you haven't invited any +-+-+-+-+ +-+-+-+-+-+ monsters to join you yet, you may wish to keep | | | |x| | | | | Boco at the end of the fight. All three +-+-+-+-+ + + +-+ + versions of Chocobos have strengths to add to | | | | |*| | your party, and Boco will immediately start +-+-+ +-+-+ + +-+ +-+ having babies if you allow it to join. | | | |*| | | | | +-+ + +-+ + + +-+ | | | | | | +-+-+-+ +-+-+-+-+-+ | | | | | | | | | +-+-+-+-+-+-+-+-+ +-+ | | |X| | | | | |X| +-+-+-+-+-+-+-+-+-+-+ Nothing new appears in the shops or bars after the fight in Araguay, so unless you want to do some random fights, Zirekile awaits... 13. ZIREKILE FALLS: Save Ovelia Enemies: GAFGARION, 5 KNIGHTS (vs. Ramza and 3 allies, plus Agrias, Delita, and Ovelia) Trophy: None +-+-+-+-+-+-+-+-+-+-+ This battle opens up with a scene wherein | | | | | | knights are surrounding both Delita and the + +-+-+-+-+-+-+ + Princess! You arrive just in time to assist | |x|x|x|x| | them, only to discover that the plot to kidnap +-+-+-+-+-+-+-+-+-+-+ the Princess involves Dycedarg! This fact | | | |*| | | | | comes from none other than Gafgarion, who turns +-+-+-+-+-+-+-+-+-+-+ against you! (Admittedly, this should come as | | | | |*| | | | | | no surprise; Dycedarg pays Gafgarion for his +-+-+-+-+-+-+-+-+-+-+ services, so naturally, Gafgarion will support | | | | | | | | | | | Ovelia's kidnapping). Delita has gained the +-+-+-+-+-+-+-+-+-+-+ powers of a Holy Knight sice you last met him. | | |*| | | | | | | The specific powers he wields are random, but + +-+-+-+-+-+-+-+ +-+ given his equipment, and level, he could | | | | | | | | probably do this fight himself! The risk in +-+ +-+-+-+-+-+-+-+ this battle is that if Ovelia dies, you lose | | | | the game! Ovelia has strong defensive magic to +-+-+-+-+ +-+-+-+ protect herself; however, there is always the | | | | | chance, however slim, that you could lose this +-+-+-+-+ +-+-+-+ fight. | | | |*| | | | | One thing that should help is Gafgarion's +-+-+-+-+ +-+-+-+ cowardice. If reduced to critical condition, | | | | | | | | Gafgarion will flee. +-+-+-+-+-+-+-+-+-+-+ Right after this fight, a scene ('Reunion with Delita' under Record) plays. With Ovelia safe, you can now take the time to go back to shops and bars, if you wish, before proceeding. As a guest, Ovelia will not join you in any other fights from this point on. Dorter Bar: Rumor - Kidnap of the Princess Dorter Shop: poison rod, rainbow staff, cypress rod, mythril shield, triangle hat, adaman vest, power wrist Gariland Shop: platina dagger Igros Shop: coral sword, mythril helmet, plate mail 14. ZALAND FORT CITY: Defeat All Enemies or Save Mustadio Enemies: 2 KNIGHTS, 2 WIZARDS, 2 ARCHERS (vs. Ramza and 3 allies, plus Agrias and Mustadio) Trophies: 2000 gil, mythril sword, hi-potion +-+-+-+-+-+-+-+-+-+-+ On the run from some unsavoury characters, | | | | |*| | | | Mustadio (An Engineer from Goug) meets you in +-+-+ + +-+ +-+-+-+-+ this battle. You are given two choices: | | | | | | | | '1. Don't want to get involved.', and '2. We +-+-+ + + +-+-+-+-+-+ have to help him!'. Choosing option 2 means | | | | | | | that if Mustadio dies, the game is over! +-+ +-+-+-+-+-+-+-+-+ Fortunately, Mustadio's gun allows him to stay |*| | | | far away from the enemies. If you want the +-+-+-+ +-+-+-+-+-+-+ hard version of this fight, make sure to bring | | | | | people that can heal from a distance |-+-+ +-+-+-+-+-+-+-+ (a skilled Priest, or a Chemist). | | | | | | | If you find this fight difficult, focus on the +-+-+-+-+ +-+-+-+-+-+ Wizards when you attack. Wizards are much | | | | * | | easier to kill than Archers, and removing them +-+-+ +-+-+-+-+-+-+-+ from the fight means that only the Archers can | | | | | | hit Mustadio from a distance. +-+-+-+-+-+-+-+-+-+-+ | | | | | | | | + +-+-+-+-+-+-+-+ | | | | | | | +-+-+-+ + + +-+ +-+ |* | | | | | +-+-+-+-+-+-+-+-+ +-+ | | | | | | +-+-+ +-+ +-+-+ +-+ + | | | | | +-+-+-+-+-+-+-+-+-+-+ Mustadio reveals more about himself after this fight (in the scene, 'Machinist'; as you leave Zaland, another scene, 'Worries of Ovelia', will play out). It seems Mustadio needs your help, so he'll be with you for a while as a guest. There is no new equipment for purchase in Zaland, but there should be several porpositions to undertake, if you wish. Zaland Bar: Propositions (2) 15. BARIAUS HILL: Defeat All Enemies Enemies: 2 KNIGHTS, 2 ARCHERS, 2 SUMMONERS (vs. Ramza and 3 allies, plus Agrias and Mustadio) Trophies: 1000 gil, holy water +-+-+-+-+-+-+-+-+-+ It seems that Mustadio has some powerful enemies, | | | |* | as the mercenaries you meet here threaten to take + + +-+-+ + him by force! Luckily, you don't have to focus | | | | | | on saving Mustadio in this fight. The real I |-+-+-+ + + +-+-+ danger is the Archers, who have the high ground, | |*| | | | | and the Summoners, whose magic can hit many +-+ + +-+-+ +-+ +-+ people at once! | | | | | | | | + +-+ +-+-+-+ +-+ + As it was at Zaland, this battle can go quickly | | | | | | if you take down the foes with long-range attacks + +-+-+ + + + first. Mustadio usually aims for a Summoner, and | | | | | | *| Agrias assists against the Knights as they + +-+ + +-+-+ +-+ + advance (unless the Archers kill her first!). | | | | |X| | | | +-+ +-+ +-+ +-+ +-+ | | | | | | +-+-+ +-+-+-+-+-+-+ | | | | | | + + +-+-+-+-+ + | | | | | +-+-+-+ +-+-+-+ + | |*| | |X| | | + +-+-+-+-+ +-+ + + | | |X| | | | | | + +-+-+ + +-+ + +-+ | | | | | | | +-+ + +-+ + +-+ + | | | | | | | +-+-+-+-+-+-+-+-+-+ The scene 'Dycedarg's plans' runs after this battle. Gafgarion reports of your interference in the procurement of Ovelia, and Dycedarg's reaction is most unkind... No new equipment or propositions become available after this fight, so you may wish to proceed directly to Lionel Castle. 16. LIONEL CASTLE: Scene - Cardinal Draclau and the Holy Stone The scene which occurs here removes both Agrias and Ovelia from your party, as they take refuge with the cardinal from the machinations of Larg and Dycedarg. Under the 'Record' section of the 'Brave Story' option in the World Map menu, a new scene is recorded, which does not play out during the course of the game. This 'hidden' scene, 'Those who seek the Holy Stone', is quite interesting, if not overly enlightening. With Ovelia safe, many new items become available at shops, as well as several propositions. Before you move onward with the game, you should consider checking these out. Lionel Bar: Rumors - Zodiac Brave Story, Zodiac Stone, Bart Company's dark rumor Propositions (1) Lionel Shop: giant axe, cross bow, lightning bow, spear, gold shield, gold helmet, gold armor, rubber shoes, defense ring, defense armlet, wizard mantle, diamond armlet, ether, remedy Dorter Shop: koutetsu knife, asura knife, battle dict Gariland Shop: battle bamboo, green beret, wizard outfit, wizard robe, lightning ball, water ball, fire ball 17. ZIGOLIS SWAMP: Defeat All Enemies Enemies: vary (usually 2 SKELETONS, 2 GHOULS, 1 BONE SNATCH, 1 MORBOL) (vs. Ramza and 4 allies, plus Mustadio) Trophy: None +-+-+-+-+-+-+-+-+-+-+-+-+ You may notice that the monsters listed | | | | | | * | above don't appear in this fight. There is +-+ + +-+-+-+ +-+-+-+ a small chance that this fight will change | | | | | | | to include a Uribo. Given the rarity of +-+-+-+ +-+-+-+-+-+-+ + Uribos, you may want to bring someone with | | | | |X|X| | the Mediator Talk Skill 'Invite' for the +-+ +-+ +-+ +-+-+ + battle. A Uribo is not strong, but the | |X| | | | creatures it can breed - the Porky, or the + +-+ +-+ + Wildbow - are strong, and possess special | | | | qualities, for poachers... + +-+-+-+ +-+-+-+ + |*| | |X|X| | Since most of your enemies are Undead, you +-+-+ + +-+-+ + can easily win this fight in less than 5 | | | | minutes. A Phoenix Down can instantly kill + +-+ +-+-+ +-+ any Undead. Also, if Mustadio has learned | | |X|X| * | | the skill 'Seal Evil', Then the only threat +-+-+-+-+-+ +-+ +-+-+ + becomes the slow, but strong, Morbol. | |X| | | + +-+-+ +-+ + +-+-+ | | | | | | +-+ +-+ + +-+-+-+-+ +-+ | | | | | | | | | | |*| + +-+-+-+ + +-+-+-+-+-+ + | | | | +-+-+-+-+-+-+-+-+-+-+-+-+ Depending on how far you have advanced your party, you may wish to simply skip going back to Dorter for the only new item. If you have a Bard, however, then the trip is worth taking. Dorter Shop: ramia harp 18. SLUMS IN GOUG: Defeat All Enemies Enemies: 2 SUMMONERS, 2 THIEVES, 2 ARCHERS (vs. Ramza and 3 allies, plus Mustadio) Trophies: 1000 gil, thunder rod +-+-+-+-+-+-+-+-+-+ This fight doesn't occur until you leave Goug. | | | | | | | | | | When you first enter the city, Mustadio leaves +-+-+-+-+-+ +-+-+-+ to see what he can learn about Bart Company. The | | | | | | | | | young man finds the mercenaries holding his + +-+-+ +-+-+-+-+-+ father, Besrodio. However, you are ordered to | | | | | |*| | |*| hand over the Holy Stone that Mustadio hid, in +-+-+-+-+-+-+-+-+-+ exchange for Besrodio. The fight starts when the | | | | | | | | | enemy gains the Stone, as they want no witnesses! +-+-+-+-+-+-+-+-+ + The main threats in this fight are the Archers | | | | *| | | | | (and possibly Thieves, if you brought female +-+-+-+-+-+-+-+-+-+ characters). Unless you have run through the | | | | | | | | | game without building up your party, this fight + + + + + +-+-+-+-+ should be very easy. | | | | | | | | | +-+ + + + +-+-+-+-+ | | | | | | | | | +-+-+-+-+-+-+-+-+-+ | | | | | | | | +-+-+-+-+-+-+ + | | | | | | | | +-+-+-+-+-+-+-+ + | | * | | | | | +-+-+-+-+-+-+-+-+-+ The scene 'Besrodio's Rescue' runs after this battle. Ha! It seems Mustadio is quite resourceful. With Besrodio safe, and Bart Company on a wild goose chase, it seems that Ramza's choice of seeking more information is a wise one. Mustadio offers to join up for good; given his skills (and the fact that a good portion of the secrets in the game are not available without him joining), you shouldn't turn him down. Since you are compelled into the 'Slums in Goug' fight when you try to leave, the new items available in shops, as well as the new proposition, are listed hereafter (as opposed to before the fight). With only one way to go, however, the proposition might be best to leave for later. Goug Bar: Proposition (1) Goug Shop: romanda gun 39. WARJILIS TRADE CITY: Scenes - 'Delita's advice' (when entering Warjilis), 'Cardinal's Anger' (when leaving Warjilis) If you've been thorough in obtaining new equipment during your travels, you'll find nothing new in the shops of Warjilis. However, the information gleaned from the scenes which play here is quite helpful. There is also a proposition available at the bar. Warjilis Bar: Proposition (1) 20. BARIAUS VALLEY: Rescue Agrias Enemies: 2 KNIGHTS, 2 ARCHERS, 2 WIZARDS (vs. Ramza and 4 allies, plus Agrias) Trophy: Echo grass +-+-+-+-+-+-+-+-+-+-+-+-+ By a stroke of good fortune, you run into | | | | | | | | | | |*| Agrias while traveling to save Ovelia. +-+-+-+-+-+-+-+ + + +-+-+ Unfortunately, Agrias has run afoul of |*| | | | | | | | | |X| bounty hunters looking to capture her! +-+ +-+-+-+-+-+-+-+-+ +-+ The hardest part of this fight is not so | | | |X| | | | | | | much the enemy, as it is the way you are +-+-+ +-+-+-+ +-+ +-+-+-+ set up on the battle map, at the start of | | | | | | | | | | the fight. Agrias is close to the enemy, + +-+-+-+-+-+ +-+ +-+-+-+ and may get hit 2-3 times before you even | | | | | | |X|*| get a turn! Since the party is split up, + +-+ +-+ +-+-+-+ it might be best to set up your party so | | | | | | that they can stay divided, working as +-+-+-+ +-+ +-+-+ two smaller forces. Having healing in each | | | | | | | | of the smaller groups is a must! +-+ +-+-+-+ +-+ +-+-+-+ | | | | | | | | | | | + + +-+ +-+-+ +-+ +-+ | | | | | | | | | | | +-+-+-+ +-+-+-+-+-+-+-+-+ |X|*| | | | | | | | | | | +-+-+-+-+ +-+-+-+ +-+ +-+ | | | | | | | | | | | +-+-+ + + +-+ +-+ +-+ + | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+ Agrias offers to join up permanently after this fight. With her powers, she can be an invaluable addition to your group. She immediately wishes to go rescue Ovelia; however, a few new items are available for purchase in Warjilis. Be warned, however; the random fights at Bariaus Valley can be brutal, at any level, regardless of the party you take. Warjilis Shop: bizen boat, brigandine, elf mantle 21. GOLGORAND EXECUTION SITE: Defeat All Enemies Enemies: GAFGARION, 2 KNIGHTS, 2 ARCHERS, 2 TIME MAGES (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+-+-+-+ There is a small conversation played out | | | during this confrontation if Agrias is +-+-+-+ +-+-+ included in the party. | | | | As for the actual fight, Gafgarion is the +-+-+-+-+-+-+-+-+-+-+-+ biggest threat. He will flee if brought to |*| | | |*| | | | critical status. However, as with Wiegraf, +-+-+-+ +-+-+-+-+ Gafgarion's powers can be neutralized by | | | | | | stealing his weapon - a Blood Sword! +-+-+ +-+-+-+ + +-+ Mustadio can also be of great help in this | | | | | | | | fight; Don't Move and Don't Act, in + + + + +-+ + +-+-+ combination with the gun's range, make the | | | | | | | | | Engineer invaluable! + + + + +-+ + + + | | | | | | | + + + +-+-+-+ + + | | | *| | | | +-+ + +-+ +-+-+ | | | | | | + + +-+ + +-+ | | | | * | | | +-+-+ +-+ +-+ + | | | | +-+-+-+-+-+-+-+-+-+-+-+ Yet another scene plays out after this fight ('Those who use, those who get used' under Record). It seems Ovelia is being kept alive and healthy by her captors, but a surprise is revealed about her when Vormav appears. There are no new items or propositions available after the fight at Golgorand. The next few fights end off the chapter, though, and they can be quite challenging. If the average level of your characters (excluding any newer additions, such as Mustadio, or Agrias) is less than 30, you will find the next area very, very hard. The alternative - getting into random fights at Bariaus Valley - is not very appealing, but is ultimately preferable. 22. OUTSIDE LIONEL CASTLE: Defeat All Enemies Enemies: GAFGARION, 3 KNIGHTS, 2 ARCHERS, 1 SUMMONER (vs. Ramza and 4 allies) Trophy: mythril helmet +-+-+-+-+-+-+-+-+-+ This fight can be deadly if Ramza cannot heal | | | | | | | himself. Ramza is separated from the party, and +-+ +-+-+ + +-+-+ must face Gafgarion, one-on-one. In order for | | | | | | the rest of the parety to join Ramza, he must +-+-+-+-+ +-+-+-+ open the gate by pulling its lever (the 'L' on | | |*| | | the map; Ramza merely needs to step on the area + +-+-+-+ + to activate the lever). | | | | | | +-+ +-+-+-+-+-+-+-+ The rest of the party should watch out for the | | | | L| | Knights first. All the Knights will be able + +-+-+-+-+-+-+-+-+ to break some kind of equipment, leaving you | | that much more vulnerable to long-range attacks. +-+ + |X| | If Gafgarion is beaten, he immediately turns into +-+-+ +-+-+-+-+-+-+ a crystal. This can be used by Ramza to restore | |*| |*| | his health, if necessary. Thus, Gafgarion is + +-+-+-+ + finally beaten for good! | | + + | | +-+ + | | | + + +-+ +-+ + | | |X| |X| | +-+-+-+-+-+ +-+-+ | | | | | +-+ +-+ + +-+ | | |*| | | | +-+ +-+ + + + | | | | +-+-+-+-+-+-+-+-+-+ You're asked if you want to save after this fight. If you can save, save! The next fight, is you don't prepare for it in advance, can be extremely hard. 23. INSIDE LIONEL CASTLE: Defeat Queklain Enemies: Queklain Trophy: None +-+-+-+-+-+-+-+-+ ACK! A demon! |X|X|X|X|X|X|X|X| +-+-+-+-+-+-+-+-+ The 'Nightmare' power Queklain wields will kill |X|X| * * |X|X| a poorly-equipped party, or a low level group. +-+-+ +-+-+ +-+-+ Hopefully, you've worked on learning powers; if | | | | | | | | not, you're in for a HARD fight. + +-+-+-+-+-+-+ + | * * | The worst side effect of 'Nightmare' is 'Death + +-+-+-+-+-+-+ + Sentence'. Nohting you have at this point of the | |X|X| |X|X| | game can stop Deatrh Sentence, unless you have a +-+-+-+-+-+-+-+-+ White Staff and/or a Defense Ring. | | | | | | + +-+-+-+-+ + | | | | + + + + | | | | + + + + | | | | +-+-+-+ +-+-+-+ | | +-+-+-+-+-+-+-+-+ Once Queklain is defeated, the scene 'The Lion War Outbreak' will play. This will officially end Chapter Two. CHAPTER THREE: The Valiant Chapter Three opens up with the scene, 'T.G. Cid'. The War between Larg's Hokuten troops, and Goltana's Nanten troops, is not going well for either side. Ramza starts Chapter Three in Dorter, away from the front lines of the war. A wide variety of new items become available for purchase immediately, as do a fair number of propositions. Before running off to Goland, you should take advantage of these. Dorter Bar: Rumors - Future of the War, Rescue of Princess Ovelia, Draclau's Death, Drought and flood damage Propositions (3) Dorter Shop: hidden knife, murasame, musk rod, c bag, flame shield, ice shield, twist headband, feather boots, magic gauntlet, reflect ring, n-kai armlet, x-potion Gariland Bar: Proposition (1) Gariland Shop: flame whip Igros Shop: ancient sword Zaland Bar: Proposition (1) Lionel Bar: Propositions (2) Lionel Shop: poison bow, mythril bow, mythril spear, cross helmet Warjilis Bar: Proposition (1) Goug Bar: Proposition (1) 24. GOLAND COAL CITY: Save Olan Enemies: 3 THIEVES, 2 CHEMISTS, MEDIATOR (vs. Ramza and 4 allies, plus Olan) Trophy: 1500 gil, battle dict +-+-+-+-+-+-+-+-+-+-+ While headed for Lesalia to learn more of the | | | | | | |*| War, you meet Olan in Goland. It seems he's +-+-+-+-+ +-+-+-+ +-+ angered some thieves, and needs assistance! | | | | | | | | +-+-+-+-+-+-+-+-+-+-+ Considering Olan's 'Galaxy Stop' power, this | | | | | | | | fight should be a breeze. However, sometimes +-+-+ + + + +-+ +-+ Olan does not use this power, or it fails; to | | | | | | | | be safe, bring someone who can heal from a + +-+ +-+-+-+-+-+-+-+ distance (preferably a preist)! | |*| | | |*| | | | The Chemists in this fight are equipped with + +-+-+-+ + +-+-+ + + Mythril Guns. While these weapons are not | | | | | | | | | | | rare, they are stronger than any gun you + + + +-+-+-+-+-+-+ + currently possess, so you may wish to steal | | | | | | them. + +-+-+-+-+-+-+-+-+-+ | |*| | | | | +-+ +-+ +-+-+-+-+-+-+ | | | | | | +-+ +-+ +-+-+ | | | | | +-+-+-+-+-+-+-+-+-+-+ The scene 'First meeting with Olan' plays after this battle, a foreshadow of things to come. Nothing new appears in the shops, but there is a new proposition you can take at Goland's bar. Goland Bar: Proposition (1) 25. BACK GATE OF LESALIA CASTLE: Defeat Zalmo Enemies: ZALMO, 3 KNIGHTS, 2 MONKS (vs. Ramza and 3 allies, plus Alma) Trophy: Ether +-+-+-+-+-+-+-+-+-+-+ After the scene 'Reunion With Zalbag' plays | *| | | | | | when you enter Lesalia, you fin Ramza talking +-+-+ + + + + + with his sister, Alma. The talk is cut short | | | |X | | when Zalmo, Heresy Examiner, comes to arrest +-+ +-+ + +-+-+ + Ramza on charges of heresy! Alma warns you to | | | | | flee, and Zalmo attacks! + + +-+-+ +-+-+-+-+ The quickest way to defeat Zalmo is to attack | | | | him directly. With his healing skills, Zalmo + +-+-+ +-+-+-+-+-+ + can revive any of his fallen companions or heal | | | | | them with ease. Long-range attacks make the + + + +-+-+-+-+-+ fight go even faster. Zalmo will flee if | | | | | | | | brought down to critical, ending the fight. + +-+-+-+-+-+-+-+-+-+ | | | | | | | + +-+-+-+-+-+-+ +-+-+ | | | | | | | | + +-+-+ +-+-+ + |*|X|X| |X|X| | +-+-+-+-+-+-+-+-+-+-+ | |X|X|X|X|X|X|X|X| | +-+-+-+-+-+-+-+-+-+-+ |* *| +-+-+-+-+-+-+-+-+-+-+ After this battle, another scene ('As A "Heretic"' under Record) plays. Alma wants to help you, and since the church is now looking for you, you'll need her. Alma tags along as a guest, but like Ovelia, she won't be assisting in any other fights. This means that her rare equipment, a Barette and the Healing Staff, are perfectly safe to take from her. Before you head off to Orbonne, there are several shops worth visiting (see below). For future reference, any item in the game that becomes available can be bought at Lesalia or Goland, with the exception of ninja and samurai swords, and a few other miscellaneous weapons. If you are close to these two cities, you can examine them whenever you complete a new area, and find most newly available equipment. You don't have to do any running around, however; this FAQ states throughout when new items become available, as well as where the closest place to purchase them is. Lesalia Shop: main gauche, sleep sword, slasher, diamond helmet, diamond armor, germinas boots, jade armlet Goland Shop: iron fan, holy miter, judo outfit, chameleon robe, magic shuriken Dorter Shop: ninja knife, heaven's cloud, monster dict, persia Igros Bar: Proposition (1) Goug Shop: mythril gun 26. ORBONNE MONASTERY: Scene - Confessions of Simon Uh-oh! It seems that Simon has received some unwelcome visitors. You'll have to help him! 27. ORBONNE MONASTERY, SECOND FLOOR: Defeat All Enemies Enemies: 3 LANCERS, 2 TIME MAGES, CHEMIST (vs. Ramza and 4 allies) Trophy: Battle dict +-+-+-+-+-+-+-+-+-+-+ It seems some Thieves have come to take the |X|X|X|X|X|X|X|X|X|X| Holy Stone from the Church. The real villains +-+-+-+-+-+-+-+-+-+-+ are below, but before you can get to them, |X|X|X|X| |X|X|X|X| you'll have to deal with the enemies waiting on +-+-+-+-+ +-+-+-+-+ the Second Floor. The Lancers are the most |* | immediately threat in this fight. + + They are positioned close to the party, and | | with their 'Jump' power, they can hit quite + +-+-+ +-+-+ + hard from a distance. Hopefully, you've | |X|X| |X|X| | brought some heavy hitters, like Agrias. + +-+-+ +-+-+ + Failing that, you should have some healers, | | and possibly Mustadio, whose Engineer powers + + are an asset in any fight. | | You are given the option to save after this + +-+-+-+-+ + fight, which you should take advantage of. | | | | | | *| +-+-+-+ +-+-+-+-+-+-+ | * | +-+-+ +-+-+ +-+-+ | | | |X|X| | | | +-+-+ +-+-+ +-+-+ | | | | | | +-+-+-+-+-+-+-+-+-+-+ | * | +-+-+-+-+-+-+-+-+-+-+ 28. ORBONNE MONASTERY, THIRD FLOOR: Defeat Izlude Enemies: IZLUDE, 2 KNIGHTS, 2 ARCHERS, 1 SUMMONER (vs. Ramza and 4 allies) Trophy: Defense armlet +-+-+-+-+-+-+-+-+-+-+-+-+ While only having to defeat the main enemy |*| | | | | | | | | | in a fight tends to make it easier, such is +-+-+-+-+ +-+-+-+-+-+-+-+ not the case with Izlude. Izlude can Jump, | | | *| | | like a master Lancer; he also has the skill + + + +-+-+ 'Maintenance' set, so you cannot break or | | | | steal his equipment. Finally, Izlude will + +-+-+-+ +-+-+-+-+-+-+-+ Jump on nearly every turn, so spells that | | | | | | | |*| take too long to cast will simply miss! + +-+-+-+-+-+-+-+-+-+-+-+ Also, watch out for the Archers, and their | | | | |* | long-range attacks. + +-+ + + + Once again, at the end of this fight, you | | | | | | are given the option to save. Do so. As + +-+ +-+-+-+-+ +-+ + tough as Izlude was, the upcoming fight can | | | | | | | | | | be equally deadly. + +-+ + +-+-+-+ +-+ + | | | | | | + + + + +-+ | | | | | | +-+-+ + + +-+-+-+-+-+ | | | | | | | | | + +-+ +-+ +-+-+-+-+-+ | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+ 29. ORBONNE MONASTERY, FIRST FLOOR: Defeat Wiegraf Enemies: WIEGRAF, 2 KNIGHTS, 2 ARCHERS, WIZARD (vs. Ramza and 4 allies) Trophy: 2500 gil +-+-+-+-+-+-+-+-+-+-+-+-+-+ Wiegraf's back, and he has more Holy | | Knight powers than when you first met + +-+-+-+-+-+-+-+ + him. Wiegraf's also higher level, so he | | | | | | | * | can inflict much more damage! +-+-+-+-+-+-+ +-+-+-+-+-+-+ Wiegraf isn't set with Maintenance, so a |* | | | | | | |X| Thief with 'Steal Weapon' can take away +-+ +-+-+-+-+ +-+-+-+-+ +-+ the worst attacks. Even so, Wiegraf can |X| |X|X|X|X| |X|X|X|X| |X| usually hit barehanded for 30-60 HP +-+ +-+-+-+-+ +-+-+-+-+ +-+ damage. If you're having trouble, focus | | | | | | | |X| on Wiegraf to end the fight quickly. +-+-+-+-+-+-+ +-+-+-+-+-+-+ Otherwise, kill his cohorts first. | | | | | | Remember, if a human enemy crystallizes, + +-+-+-+-+-+-+-+ + you might get some free powers! | * | +-+-+-+-+-+ +-+-+-+-+-+ | |X| |X| | | | | | + +-+ +-+ + + + + + |*|X| | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+ The scene 'Velius' plays right after this fight. Not only has Izlude managed to get away, now you seem to have another demon as an enemy! Simon has given you the 'Germonik Scriptures'; if you wish, you can read this by going into Brave Story, and examining the Germonik Scriptures by using the /\ button. The Scriptures can take some time to read, though. Several new pieces of equipment are now available at shops. Whether you choose to go on a shopping spree or not, entering Dorter from Orbonne trigger a brief scene in which Ramza is told to go Riovanes Castle to save Alma. Once you leave Dorter, yet another scene runs ('Ovelia and Delita' under Record). Dorter Bar: Rumor - Death of Marquis Elmdor in battle Dorter Shop: short edge, wizard rod, bloody strings, papyrus plate, gokuu rod, p bag, diamond shield, aegis shield, black hood, power sleeve, white robe, magic ring, 108 gems, hi-ether Igros Bar: Proposition (1) Igros Shop: diamond sword Zaland Bar: Proposition () Lionel Bar: Propositions (2) Lionel Shop: orichalcum, windslash bow, partisan Goug Shop: hunting bow 30. GROG HILL: Defeat All Enemies Enemies: 2 SQUIRES, 2 CHEMISTS, 1 ARCHER, 1 THIEF (vs. Ramza and 4 allies) Trophy: Mythril gun +-+-+-+-+-+-+-+-+-+-+-+ At Grog Hill, Ramza encounters deserters |* | | | | | | from the Nanaten armies. Scared of being + +-+-+ +-+-+-+ + + caught, the deserters attack, hoping for | | | | | | | | | a discharge when they kill a heretic. +-+-+ +-+-+ +-+-+ + +-+ | | | | | | | | Each opponent is equally deadly. The Thief +-+-+-+ + + +-+-+-+ can charm male characters; the Archer | | | | can attack from a distance, as can the + +-+-+ +-+-+-+ + Chemists, who have guns (and use X-Potions | | | | | * | to heal)! The easiest way to defeat these +-+-+ +-+-+-+-+ +-+-+ + opponents is to focus on them one at a | | | | | | | | time; the Chemists, being able to use +-+ +-+ + + +-+-+ +-+ Phoenix Downs, may be the biggest threat. | | | | | | | You can also turn the tables by using a +-+-+ + + +-+-+ Mediator to Invite enemies. However, if you | | | | | do so, the scene that plays after the battle +-+ +-+-+ +-+-+ + might not make much sense (it is assumed that | | | | | | you slew the deserters in the battle). + +-+-+ +-+-+-+ +-+-+-+ | | | | | | +-+ +-+-+ + +-+-+-+-+-+ | | | | | +-+-+ + + + |* | | * | + + + + | | | | +-+-+-+-+-+-+-+-+-+-+-+ The scene 'Son of T.G. Cid' plays after the battle at Grog Hill. Ramza's moral dilemma of killing the deserters is offset by his newfound ally (who doesn't join, but is comforting nonetheless). A new item becomes available at this point (see below), but is not necessarily worth going back to purchase. Goland Shop: gold staff 31. YARDOW FORT CITY: Save Rafa Enemies: MALAK, 3 NINJAS, 2 SUMMONERS (vs. Ramza and 3 allies, plus Rafa) Trophies: 2000 gil, yagyu darkness, holy water +-+-+-+-+-+-+-+-+-+-+ This fight is hard, regardless of how well | | | | *| | | | | you've worked up your party. The Ninjas almost + + + + +-+ +-+-+-+ + always go before you, and aim for Rafa. Since | | | | | | | |X| | you must save Rafa to avoid losing the game, +-+-+-+ + + +-+-+-+ this can be rather frustrating. | | | | | | | + +-+-+ +-+-+ Malak will run away if brought to critical, and | |X|X| is not the greatest threat. Instead, watch out + +-+-+ for the Ninjas! They can be randomly set to | * | | | throw any item available at the shops. They + +-+ + + might only hit when they throw weapons for as | | | | low as 60 HP, but more often, they hit for 120 + +-+ +-+-+ to 150 HP damage! | | |X| | +-+-+-+-+-+-+ +-+-+ + | | | |X| *| +-+-+-+-+-+-+-+-+ +-+ | | |X| +-+ +-+-+-+ | | | | + + + +-+ + | | | |X| | + + + +-+ + | | | | | | +-+-+-+-+-+-+-+-+-+-+ 'Divine Rafa' plays after the battle at Yardow, introducing your new guest. There are a goodly number of items available in shops after this fight, well worth backtracking to get before entering Yuguo. Yardow Bar: Proposition (1) Yardow Shop: golden hairpin, black robe, sprint shoes, bracer, dracula mantle Lesalia Shop: assassin dagger, platinum sword, platina armor Dorter Shop: ninja edge, kiyomori, morning star, cashmere 32. YUGUO WOODS: Defeat All Enemies Enemies: 2 WIZARDS, 2 TIME MAGES, 1 GHOUL, 1 REVNANT, 1 GUST (vs. Ramza and 4 allies, plus Rafa) Trophies: Phoenix down, phoenix down +-+-+-+-+-+-+-+-+ The restless Undead which inhabit the woods attack | * | | | when you enter. Fortunately, all the enemies are + +-+-+ + + undead, including the Time Mages and Wizards! | | | | Phoenix Downs will make short work of your enemies. +-+-+-+-+-+-+ + | | | | | Because the human enemies are Undead, they cannot +-+-+-+-+-+-+-+-+ be Invited. Holy Water does not, unfortunately, | | | | fix their current state; don't waste it. + +-+-+-+-+-+ + | |*| | | | | + +-+-+-+-+-+-+-+ | | | |X|X| | | | + +-+ +-+-+ + + + | | | |X|X| | | | + +-+-+-+-+-+-+ + | | | |*| | + + +-+-+-+ + | | | | +-+-+-+-+-+-+ + | | | |*| | +-+-+ + +-+-+-+ + | | | | | | | + + + + +-+ + | | | | | +-+-+-+-+-+-+-+-+ Nothing new becomes available after Yuguo Woods. Once you enter Riovanes, however, you won't be leaving, so make sure you have everything you want in advance! Leading into the next area, at its beginning, is the scene, 'Ambitions of Prince Barinten'. 33. AT THE GATES OF RIOVANES CASTLE: Defeat All Enemies Enemies: MALAK, 3 ARCHERS, 3 KNIGHTS (vs. Ramza and 3 allies, plus Rafa) Trophies: Elf mantle, hi-potion, x-potion +-+-+-+-+-+-+-+-+-+-+-+-+ Guards, led by Malak, await you at the | | | | | | * | castle. Malak does not pose any serious + +-+-+-+-+-+ +-+ + threat. The Archers, however, who have | | | | | | | | | the advantage of the upper parapets, can +-+-+-+-+-+-+-+-+-+ +-+ and will rain down on you with arrows. If | | | | | | | | | | Rafa or Malak is brought to critical both +-+ +-+-+-+-+ +-+-+-+-+-+ of them will leave. | | | |*| | | | | | | | +-+ +-+-+-+-+ +-+-+-+-+-+ The best tactic to winning this fight | | | | | | | | | | quickly is to hit Malak until he leaves, +-+ +-+-+-+ +-+-+ +-+ then cast 'Golem' with a Summoner. The | | | | | |X| |X| 'Golem' power will catch most of the arrows +-+ +-+ +-+-+ +-+ fired at you; that way, you can focus on | | | | | | | the Knights, then storm the parapets. + +-+ +-+ +-+ + + + | | | |*| | | | | + +-+-+-+-+-+-+-+ + + + | | | | | | | | | + +-+ +-+ +-+ +-+ | | | | | +-+-+-+ +-+-+-+ +-+ | | | | | | +-+-+ + + + + + | | | | | | *| +-+-+-+-+-+-+-+-+-+-+-+-+ You are given the option of saving after this fight. Use it! The next fight is preceded by the scene, 'Escaping Alma'. 34. INSIDE RIOVANES CASTLE: Defeat Wiegraf, Defeat Velius Enemies (first fight): WIEGRAF (Ramza only!) Enemies (second fight): VELIUS, 3 ARCHAIC DEMONS (vs. Ramza and 4 allies) +-+-+-+-+-+-+-+-+ When you first enter Riovanes, Wiegraf approaches | | | | | | and taunts Ramza. Then, a one-on-one fight begins! + + + + + + You only have to knock Wiegraf down to critical, to | | | | | | trigger the second fight. This is not as easy as +-+-+ +-+-+ it might sound. Wiegraf's Holy Knight powers are |*| | | |*| all ranged attacks. Ramza should not enter this +-+-+-+-+-+-+-+-+ battle without the 'Item' or 'Punch Art' powers | | | | | | (assuming he can use X-Potions, or Chakra; if using + + +-+-+ + + Chakra, remember that it is weak when you are set | | | | | | as a spell casting class). + + +-+-+-+-+ + + | | |*| | | | | Wiegraf leaves once he is knocked to critical, only +-+-+-+-+-+-+-+-+ to reappear when your allies show up. When he | | |X| |X| | | comes back, Wiegraf changes into Velius and summons +-+ +-+-+-+-+ +-+ three demons! Velius can use 'Cyclops', dealing | | | | |*| | | out massive damage over a large area; hopefully, +-+ +-+-+-+-+ +-+ you have several Chemists. The Archaic Demons also | | | | | | have some nasty long-range powers. Since Velius +-+ +-+-+-+-+ +-+ takes some time to defeat, it may help to slay the | | | | | | demons first. The more you outnumber the enemy, +-+-+ +-+-+ the more attacks you can get off! | | | | | | + +-+ +-+ + | | +-+-+-+-+-+-+-+-+ You are given the option of saving after these fights, as well. Do so! Leading into the next fight is the scene, 'Scars of a tragedy'. 35. ROOF OF RIOVANES CASTLE: Save Rafa Enemies: ELMDOR, CELIA, LEDE (vs. Ramza and 3 allies, plus Rafa) Trophy: None +-+-+-+-+-+-+-+-+-+-+-+ Despite the rumour that was in the bar, it | | | seems the Marquis is still alive. He isn't +-+-+-+-+-+-+-+-+-+-+-+ very friendly, though; he's come for the Holy | | | | | | | | | | | | stones that Barinten had! +-+-+-+-+-+-+-+-+-+-+-+ This fight is easy to end; merely bring any | | | | | | | | | | | | of your opponents to critical, and it's over. +-+-+-+-+-+-+-+-+-+-+-+ However...with Celia and Lede being very, very | | | |*| | | fast, Rafa can die before you get a turn! +-+-+-+-+-+-+-+-+-+-+-+ Also, Celia and Lede have rare equipment that |X|X|X| |X| | you might want to steal. This only makes the +-+-+-+-+-+-+-+-+-+-+ + fight harder - but it can be done. |X|X|X| |X| |*|X|X| | +-+-+-+-+-+-+-+-+-+-+ + Celia and Lede can instantly inflict 'Dead', |X|X|X| |X| | 'Stop', or 'Invite' (on males, and one hit +-+-+-+-+-+-+-+-+-+-+-+ cancels the charm). Equip yourself to avoid | | | |*| | | this, and change to a Ninja or Thief to raise +-+-+-+-+-+-+-+-+-+-+-+ your natural speed. At least one person, | | | | | | |X| | | | | preferably Ramza, should be able to heal Rafa +-+-+-+-+-+-+-+-+-+-+-+ from a distance. | | | | | | | | | | | | If you're not sure what equipment to wear, +-+-+-+-+-+-+-+-+-+-+-+ try the following (if you have it): Judo | | | Outfit, Black Costume, Chameleon Robe, Thief +-+-+-+-+-+-+-+-+-+-+-+ Hat, Jade Armlet, Chantage. After this final fight, several scenes play, one after another: 'The other power', 'The lying heart', and 'Those who squirm in darkness'. Rafa and Malak offer to join up with you, as well. CHAPTER FOUR: Somebody to Love Chapter Four opens with the scene, 'A man with the Holy Stone'. Unlike the last chapter's beginning, you start where you left off, at Riovanes. You'll notice a new area on the World Map, Bervenia Volcano. Although you've never been to this area, it's marked with a blue dot, instead of orange. Bervenia Volcano +-+-+-+-+-+-+-+-+-+-+ The fights here are all random. However, there | | |X|X| | is a reason why this area shows up; a special + +-+ + +-+-+ + item is hid here. The item is only helpful for | | | * | |X|X| | a hidden character later in the game. This + +-+ +-+-+-+-+ item is marked on the map with an 'M'. | | | | | | +-+ + + + + Expect to run into creatures like Behemoths, | | | | | | Ahrimans, Plagues, Skeletons, Bone Snatches, +-+-+-+-+ +-+ + Living Bones, Grenades, and Explosives in | | | | | Bervenia Volcano. +-+-+-+-+ + | | | | | | +-+ + +-+ + | | | | +-+-+ + | | | | +-+-+-+-+-+-+-+-+-+-+ | | | | |X| | | +-+-+-+-+-+-+-+-+-+-+ | |M| | | | | | |X| | +-+-+-+-+-+-+-+-+-+-+ | | | | | *| | +-+-+-+-+-+-+-+-+-+-+ | | | | | | +-+-+-+-+-+-+-+-+-+-+ In addition to this new area appearing, there are a number of new items available for purchase in shops, and several propositions which can be done before heading to Doguola Pass. Riovanes Bar: Rumors - Future of the War 2, Monster in Riovanes Castle Propositions (5) Riovanes Shop: ice brand, platina shield, platina helmet, carabini mail, angel ring, red shoes Igros Bar: Proposition (1) Gariland Bar: Proposition (1) Gariland Shop: earth clothes, yagyu darkness Dorter Bar: Propositions (3) Dorter Shop: spell edge, muramasa Lionel Bar: Proposition (1) Goug: Scene - Steel Ball Found! Goug Bar: Propositions (2) Warjilis Bar: Propositions (4) Goland Bar: Rumor - Ghost of Colliery Propositions (3) Lesalia Bar: Proposition (1) Yardow Bar: Proposition (1) 36. DOGUOLA PASS: Defeat All Enemies Enemies: 2 LANCERS, 2 WIZARDS, KNIGHT, ARCHER (vs. Ramza and 4 allies) Trophies: 3000 gil, diamond armor +-+-+-+-+-+-+-+-+-+-+ These enemies are guarding the borders, keeping | | | | |*| | Hokuten troops from entering Nanten land. The +-+ +-+-+-+ + + + fight insn't very hard; the only threats are | | | | | | | the Lancers and Knight, as they are close by +-+-+-+ +-+-+ +-+-+-+ and can hit reasonably hard. The Wizards may |X| | | |X|X| | | pose a threat, but only if ignored. +-+-+-+ +-+-+-+-+-+-+ |*| | | | | | | | | +-+-+-+-+ +-+ +-+-+ | | | | | | | | +-+ +-+-+-+ +-+ +-+ | | |X|X| | | | | +-+-+-+-+-+-+-+-+-+-+ | | | | |*| | | | | + +-+-+ + + + +-+-+ | | | | | | | |*| +-+-+-+-+-+-+-+-+-+-+ A proposition opens up behind you when Doguola Pass is beaten, but it can be put off until later. Igros Bar: Proposition (1) 37. BERVENIA FREE CITY: Defeat Meliadoul Enemies: MELIADOUL, 2 SUMMONERS, 2 ARCHERS, 1 NINJA (vs. Ramza and 4 allies) Trophies: Jade armlet, remedy, remedy +-+-+-+-+-+-+-+-+-+-+ Meliadoul awaits Ramza, looking for a fight. | | | | Her abilities allow her to break equipment AND + + +-+ + do heavy damage from a distance. Maintenance | | | | | can counter this; however, the Archers, with + +-+-+-+-+ +-+-+ the advantage of the high ground, can also | | | |*| cause problems. Worse, the way to the Archers + + +-+-+ is blocked by the Summoners... | | | | Meliadoul has some rare equipment. You should +-+-+-+-+ +-+-+ steal the equipment; it will be invaluable in |*| | | | future fights. +-+ +-+-+-+-+-+ + | | |*| | | | | + + +-+ + +-+-+ | | | | | | | | + +-+-+-+-+-+-+-+-+ + | | | | | | | +-+-+-+-+-+-+-+-+-+-+ | | | | | +-+-+ + + +-+ | | | | | | +-+-+-+-+-+-+-+-+-+ + | | | | | | |*| | +-+-+ +-+-+ + +-+-+-+ | | | | | | | + +-+-+-+-+-+-+-+ + | | | | | | | +-+-+-+-+-+-+-+-+-+-+ Although Ramza tries to warn Meliadoul of the threat posed by Vormav, she is not going to believe the word of a stranger against her father. All you can do is head onwards - although there are some propositions available at Bervenia... Bervenia Bar: Propositions (5) Lesalia Shop: circlet 38. FINATH RIVER: Defeat All Enemies Enemies: vary (usually 6 or 7 CHOCOBOS - may be any kind, although no more than half are BLACK or RED) Trophy: None +-+-+-+-+-+-+-+-+-+-+ As in Zigolis, the enemis in Finath vary. As | | | | | | | | | luck would have it, this means you may run into + +-+ + +-+ +-+ +-+-+ a Uribo! If you missed your chance to get a | | | | | | | | Uribo earlier, you can get one here. +-+-+-+-+-+-+-+-+-+-+ | | |*| | | This fight often takes several tries to beat. +-+-+-+-+ + +-+ The reason for this is the speed of the | | | | | | Chocobos. Since you're probably between 55th +-+-+-+ +-+ +-+-+ +-+ and 75th level at this point, the Chocobos will | | | | | | | | | | have lots of HP, and hit HARD! + +-+ + +-+ +-+-+-+-+ Skills like 'Confusion Song', 'Invite', and | | | | | | | | | 'Steal Heart' can be of immense help in + +-+-+-+-+-+-+-+-+-+ overcoming the initial fight at Finath. Being | | | | | | | able to 'Jump' - htereby avoiding attacks - +-+-+ +-+ + +-+-+ also helps. | | | | | | If you have at least one Chantage equipped, use + + +-+ +-+-+ + that person in this fight! As long as one | | | | | other person is alive on the battle map, anyone +-+-+ + +-+ equipped with a Chantage will just come back | | | | | from the dead on their next turn! +-+-+-+ +-+ +-+ + | |X| | | | | | +-+-+-+ + +-+ + +-+ | *| | | | |X| +-+-+ + + + +-+ | | | | *| +-+ +-+ + +-+-+ | | | | | + +-+-+ +-+ + | |X| | +-+ +-+ +-+-+ +-+-+ | | |* | | | | | + + +-+-+ +-+-+-+ + | | | | | | | +-+-+-+-+-+-+-+-+-+-+ Nothing new becomes available when Finath is beaten. When entering the next area, the scene 'Delita's thoughts' plays. 39. ZELTENNIA CASTLE: Defeat Zalmo (this fight is referred to as 'Church outside of town') Enemies: ZALMO, 3 KNIGHTS, 2 ORACLES (vs. Ramza and 4 allies, plus Delita) Trophy: Angel ring +-+-+-+-+-+-+-+-+-+-+ Having tracked you down, Zalmo once again tries | | | | |X| | | to take you into custody. Zalmo is rather easy +-+-+-+-+ +-+ + + to beat at this point; Delita happily wades | |*| | | | through the Knights for you. +-+-+-+-+-+-+-+ +-+ + | | | | | | | +-+-+-+-+-+-+ +-+-+-+ | | | |X|X|X| | | | + + +-+-+-+-+-+-+-+-+ | | | | * | | | | + + +-+-+-+-+-+-+-+-+ | | | | *| |*| | + + + + +-+-+-+ + | | | | | | | +-+-+-+ +-+-+-+-+ + | | | | | | | | + + + + + +-+-+ + + | | | | | | | | + + + + +-+ + +-+ | | | | | | | | +-+-+-+-+-+-+-+-+-+-+ The scene 'Unstoppable cog' runs after the battle. Several more propositions open up, as well. Zeltennia Bar: Propositions (3) 40. BED DESERT: Defeat Balk Enemies: BALK, 2 KNIGHTS, 2 ARCHERS, WIZARD (vs. Ramza and 4 allies) Trophy: 5000 gil +-+-+-+-+-+-+-+-+-+-+ Balk poisons you at the beginning of this | | | | | | | fight. You should cure this as soon as + +-+ +-+-+-+-+-+ +-+ possible, the Monk power, 'STIGMA MAGIC', works | | | | | | | | best for this. +-+ + + +-+-+-+-+-+-+ | | | | | | | | | | The Archers and Wizard should be your primary +-+-+-+-+ +-+ +-+ +-+ targets in this fight. The Knight hit hard, | | | | | | | | * | but rarely try to break equipment. Steal +-+-+-+-+-+-+ + + Balk's gun as soon as you can. It stops him | *| | | | from doing excessive damage (although he still +-+ +-+-+-+-+-+-+ has the Engineer 'Aim' powers, which he can | | | | | | | | | use with his bare hands). + + +-+-+-+-+-+ + | | | | | | | | +-+-+-+-+-+-+ +-+-+ + | | | | | + +-+ +-+-+ + +-+ | | | *| | * | + + + + + + | | | | | | + +-+-+-+ +-+ +-+-+ | | | | | | | + +-+-+-+ + +-+ | | | | | | | +-+-+-+-+-+-+-+-+-+-+ The scene 'Seized T. G. Cid' plays after this fight. A proposition opens up behind you, which you can go back for if you wish. In the next area, you assault Bethla. You have the choice of attacking from the north or south; you can only do one of these fights, so choose carefully. If in doubt, and you want to appear brave (both fights are about equally hard), the north side is the front. Lesalia Bar: Proposition (1) 41. A) BETHLA GARRISON, SOUTH WALL: Defeat All Enemies Enemies: 3 KNIGHTS, 2 ARCHERS, THIEF, NINJA (vs. Ramza and 4 allies) Trophy: Circlet +-+-+-+-+-+-+-+-+-+ Although the Knights hit hard, the real threats | | | | | in this fight are the Archers (if they advance), + +-+ +-+ + the Thief (to female party members), and the | |*| | | | Ninja. + +-+ +-+ + | | | | If you focus on one enemy at a time, you can + +-+ +-+-+ + win this fight without much trouble. | | | | | | +-+-+-+-+-+-+-+ + + | | | | | | | +-+-+-+ +-+ + | | | * | | | + +-+ +-+-+-+ + | | | | | | | | + + +-+-+-+-+ + + + | | | | | | + + +-+ + +-+ | | |*| | | | + + +-+ +-+-+ + +-+ | | | | | | | | +-+ +-+-+-+-+-+-+ + | | | |*| | +-+ + +-+-+ | | | | | | + + + + +-+ | | | | | | +-+-+-+-+-+-+-+-+-+ 41. B) BETHLA GARRISON, NORTH WALL: Defeat All Enemies Enemies: 2 ARCHERS, 2 LANCERS, SUMMONER, MONK (vs. Ramza and 4 allies) Trophy: Carabini Mail +-+-+-+-+-+-+-+-+-+-+-+ The main threats in this fight are the well- |X| | | | | placed Archers, and the Lancers. The Monk +-+ +-+-+-+ +-+-+-+ + + and the Summoner might have some ranged | | | | | |*| attacks, but they are not as bad. + +-+ +-+ +-+-+ +-+ | | * | | | | If you can prolong this fight, you may gain + + + + +-+-+ some good powers when the enemies turn to | | | | | | crystal. +-+-+ +-+-+-+ + + | | | | | | | | | +-+-+-+-+-+-+-+-+ + + | | | | | | +-+-+-+-+-+-+-+ + + | | | | | | | | +-+-+ +-+ +-+ +-+ + | | | | | | | +-+ +-+-+-+ + + | | | | | | | + +-+ +-+-+-+ + + + | | | | | |*| | | | +-+-+ +-+ +-+ + +-+ | | | | | | | | | +-+-+ +-+-+-+ +-+ + | | | | | | | +-+ +-+ +-+ +-+ |*| | | | | +-+-+-+-+-+-+-+-+-+-+-+ Regardless of which side you attacked from, when you win your first fight in Bethla, the scene, 'Assassination of Prince Larg!' plays. 42. BETHLA GARRISON'S SLUICE: Open the Sluice Gates Enemies: 4 KNIGHTS, 2 ARCHERS, 2 WIZARDS (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+-+-+ This is the only fight in the game where you |*| | | | | can win without killing or Inviting a single +-+-+-+-+ +-+ +-+ enemy. Although the levers operating the | | | | | Sluice gate are guarded by Knights, who rarely +-+-+-+ +-+-+ +-+-+-+ move, the goal is to merely step on the squares | | |X| |X|X| |X| | where the levers are located (marked with an +-+-+-+-+-+-+-+-+-+-+ 'L' on the battle map). | |L * L| | | The Wizards will pose a more immediate threat +-+-+-+-+-+-+-+-+-+-+ than the Knights. If you move up both sides of | |X|X|X|X|X|X| | the board, instead of gathering into a tight +-+-+-+-+-+-+-+-+-+-+ formation, aim for the Wizards before anything | | | | | else! Their spells do much more damage than +-+-+ +-+-+-+ even the long-range attacks of the Archers. | | | |*| | | +-+-+-+ +-+-+ +-+-+-+ | | | | |X|X| | | | | +-+ +-+-+-+-+-+ +-+-+ | | | +-+ +-+-+-+-+-+-+-+-+ | | |X| |X|X| |X| | +-+-+-+ +-+-+ +-+-+-+ | * | + + | | +-+-+-+-+-+-+-+-+-+-+ The scene 'Rescue of Cid' plays after this battle, and Orlandu offers to join up with you. If you've been having trouble in fights, accept Orlandu's offer to join! Orlandu comes with Excalibur, and has an incredibly high natural attack power. Anything Cid attacks with his powers often dies in one hit (short of 'boss' monsters). After Orlandu/Cid joins, the scene 'Prince Goltana's Final Moments' runs. More new equipment becomes available at this point, as does another proposition. Dorter Shop: kikuichimoji Igros Bar: Proposition (1) Zaland Shop: h bag, octagon rod, flash hat, black costume, light robe Lionel Shop: air knife, rune blade, gastrafitis, oberisk, crystal shield, crystal helmet, crystal mail, reflect mail, feather mantle 43. ZHARGIDAS TRADE CITY A scene plays out as you enter Zhargidas, although it is not recorded in 'Record' uncer Brave Story. You meet a 'flower girl', Aeris, who offers to sell you a flower for 1 gil. You don't actually get the flower if you accept, but refusing the flower can have an impact on a section of the game later. A few propositions are available here, but no new equipment comes up for sale. Zhargidas Bar: Propositions (2) 44. GERMINAS PEAK: Defeat All Enemies Enemies: 1 NINJA, 2 THIEVES, 3 ARCHERS (vs. Ramza and 4 allies) Trophies: 7700 gil, feather boots, germinas boots +-+-+-+-+-+-+-+-+-+-+ Looking to rob you, the enemies here decide to | | | | | | | | | attack you for the bounty on Ramza, instead. + +-+ +-+ + + + + + | | | | | | | | | The main threats are the Ninja and the Thieves. +-+-+-+-+-+ + + +-+-+ The Ninja is fast, and hits hard. The thieves | | | | | | | will steal equipment, and try to charm any + +-+-+-+-+ +-+-+-+-+ females in the party. The Archers might fire | | | | |* | often at you, but are ultimately less of a +-+ +-+-+-+-+-+-+-+ + threat. | | |* | | | | | | A word to the wise: if you're looking to forge + +-+-+ +-+-+-+-+ +-+ a 'perfect' file, instead of merely playing the | | | | | | | | game, you may wish to check the 'Secrets' +-+-+-+-+ + + + section of the FAQ before doing this fight. |X| | | * | | | +-+-+-+-+-+ +-+-+-+ | | | | | | | | + + + + +-+-+-+-+-+-+ | | | | | | | | + +-+-+-+ + + +-+-+-+ | | | | | | | | +-+-+-+ +-+-+-+ + +-+ | | | | | | | | | +-+ + +-+-+-+-+-+ + + | | | | |* | | +-+-+-+-+-+-+-+-+-+-+ Nothing new opens up after winning this fight, so you can safely proceed to Poeskas. 45. POESKAS LAKE: Defeat All Enemies Enemies: 2 REVNANTS, 2 ARCHERS, 1 SUMMONER, 1 ORACLE (vs. Ramza and 4 allies) Trophies: Phoenix down, phoenix down +-+-+-+-+-+-+-+-+-+-+-+ All of the enemies in this fight are Undead. | | *| *| | | Phoenix Downs can win this quickly. If in + +-+-+-+ +-+-+ +-+ doubt, attack the Revnants first; they are | | | | * | | | the closest, and hit the hardest. + +-+ +-+-+-+-+-+-+-+ | | | | | | | | | | | +-+-+ +-+-+ +-+ +-+ +-+ | | | | | | | + +-+ +-+ +-+-+ +-+-+-+ | | | | | | | | | | +-+ +-+ +-+-+-+-+ +-+ | | | | | + +-+ + +-+ | | | | | | + +-+-+-+ + + + | | | | | | + +-+-+-+-+-+ + | | | | + +-+-+-+ +-+-+-+ + | | | | + +-+-+-+-+ +-+-+-+ | | | | | | +-+-+-+-+-+ + +-+ | | | | | | +-+-+-+-+-+-+ +-+-+ + | | | | | | +-+-+-+-+-+-+ +-+-+ + | | | +-+-+-+-+-+-+-+-+-+-+-+ The scene 'Ambitions of Dycedarg' plays after this battle. Nothing new opens up, however. 46. AT THE GATES OF LIMBERRY CASTLE: Defeat All Enemies Enemies: CELIA, LEDE, 4 APANDAS (vs. Ramza and 4 allies) Trophy: Echo Grass +-+-+-+-+-+-+-+-+ To defeat this battle, all you have to do is bring | |* | | Celia or Lede to critical. The main obstacle is + + + + actually the Apandas, whose long-range powers (some | | | | of which cover a large area) can make this fight +-+-+-+ +-+-+-+ much harder. | | If you walk in with strong hitters, this fight +-+ +-+-+-+-+ +-+ should be easy, but remember: Celia and Lede still | | | | |*| possess their special powers ('Dead', 'Stop', and + +-+ +-+-+ + +-+ 'Invite'). | | | | | | | There may be several things that you wish to do in +-+-+-+ + +-+-+ this fight, so only save when the fight is done, | | | | | and you are sure you've done everything you wanted + + + +-+ + to. | | | | | | +-+-+ + +-+ + | | |* | | | | +-+-+-+-+-+-+ +-+ | | | | | | | | + +-+-+-+-+-+-+ + | | | | *| +-+-+ +-+-+-+-+ | | | | | | +-+-+-+-+ +-+ | | | | +-+-+ + | | | | +-+-+ +-+-+-+ | | | | | | +-+-+-+-+-+-+-+-+ The scene, 'Men of odd appearance', plays after this fight. 47. INSIDE LIMBERRY CASTLE: Defeat Elmdor Enemies: ELMDOR, CELIA, LEDE (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+-+-+ This fight can also be finished quickly, as |X|X|X|X|X|X|X|X|X|X| Elmdor flees if brought to critical. However, +-+-+-+-+-+-+-+-+-+-+ his entire suit of equipment is unique! If you |X|X| | | |X|X| want to steal all of Elmdor's equipment (which +-+-+ +-+-+-+-+ +-+-+ can take a while), you are better off to take |* | | | | | out Celia and Lede first. + +-+ +-+ + To do this quickly, kill Celia and Lede as | | | | fast as you can. Kill one at a time - these + + + + Assassins, when they die, turn into Ultima | | | | Demons! Trying to kill both demons at the same + +-+ +-+ + time is more risk than it's worth. | | | | | | Keep an eye on Elmdor, as well; he will 'Blood + +-+ + + + Suck' anyone not protected properly! The | | | | | | option to save is given after this fight. +-+-+ +-+-+-+-+ +-+-+ | | | | | | | | +-+ + +-+-+-+-+ + +-+ | | | |* | | | | + +-+-+-+ +-+-+-+ + | | | |X| |X| | | | + +-+ +-+-+-+-+ +-+ + | | * | | + + + + | | | | + + + + | | | *| +-+-+-+-+-+-+-+-+-+-+ 48. UNDERGROUND GRAVEYARD OF LIMBERRY CASTLE: Defeat Zalera Enemies: ZALERA, 2 KNIGHTS, 1 SKELETON, 1 BONE SNATCH, 1 LIVING BONE (vs. Ramza and 4 allies, plus Meliadoul) Trophy: None +-+-+-+-+-+-+ Since all of Zalera's friends are Undead, they are easy | | to kill off. Zalera makes this fight hard by himself, +-+-+ +-+-+ using powers like Flare2, and Nightmare (which acts as | | | | it did for Queklain). +-+-+ +-+-+ | | Meliadoul can be very helpful in this fight, as she +-+-+ +-+-+ usually comes with the ability to use Phoenix Downs. | | | | | +-+ +-+-+ + | | | | +-+-+ +-+-+-+ | | | |*| +-+-+ + +-+ | | | | | +-+ + + + | | | | + + + + | | | | + + + + | | | | +-+-+ +-+-+ |X| |X| +-+ +-+ | | + +-+ +-+ + | |*| |*| | + +-+ +-+ + | | + +-+ + | |*| | + +-+ + | | +-+-+-+-+-+-+ The scene immediately following this battle, 'The mystery of Lucavi', is where Meliadoul offers to join with you. Two other scenes will also play: 'Delita's betrayal', and 'Mosfungus'. A new area opens up on hte World Map thereafter, in a manner similar to Bervenia Volcano. This area, Dalbodar Swamp, is provided below. Dalbodar Swamp +-+-+-+-+-+-+-+-+-+-+ The enemies in Dalbodar are random, and not |* | | | unique. However, the treasures of Dalbodar are +-+-+-+-+-+-+ + + quite interesting... | |X| | | | + +-+ +-+-+ + | | * | +-+-+ +-+-+-+ |* |X| | +-+-+-+-+ +-+ +-+ | | |X| | | | | + +-+-+ + + +-+ | | | | | +-+ +-+ +-+-+-+ + | | | | | +-+ +-+ + + | | | | +-+-+ + +-+-+-+ | | | | + +-+ +-+ +-+ + | |X| | | | + +-+-+-+ + + + | | | | | | + + + +-+ +-+ + | | | |X| | | | + +-+ +-+ +-+-+ + + | | | *| | | +-+ +-+-+-+-+ + | | | +-+-+-+-+-+-+-+-+-+-+ A vast number of propositions open up at this point in the game. The next area to go to for the game to continue is Igros. Zarghidas Bar: Propositions (4) Zeltennia Bar: Propositions (3) Bervenia Bar: Proposition (1) Lesalia Bar: Propositions (3) Goland Bar: Propositions (3) Yardow Bar: Propositions (3) Riovanes Bar: Propositions (2) Zaland Bar: Proposition (1) Lionel Bar: Proposition (1) 49. INSIDE OF IGROS CASTLE: Defeat Dycedarg, Defeat Adramelk Enemies (first fight): DYCEDARG, 5 KNIGHTS (vs. Ramza and 4 allies, plus Zalbag) Enemies (second fight): ADRAMELK (vs. Ramza and 4 allies) +-+-+-+-+-+-+-+-+-+-+-+ This battle first involves trying to defeat | | | | | Dycedarg, and his Knights. Dycedarg wields + +-+-+ + + + powers of Agrias and Meliadoul combined, and | | | | | possesses powerful magic! Range attacks are +-+-+-+-+ + + the safest way to win this fight. | | | | | The second fight is against Adramelk. + +-+-+-+ + + Adramelk can use 'Bahamut', and will use it | |*| |* | often if possible. Stay evenly spread out, +-+-+-+-+-+-+-+-+-+ + bring several healers, and have several | | | | | | people who hit hard: you'll beat Adramelk. + +-+-+ + + + | | | | A side note: this is the only place in the + +-+-+-+-+-+-+-+-+ game where 'impolite' language is used. | | |* | There seems to be no reason for this. One + +-+ + might presume that it is because Adramelk is | | | a Demon, but then, the same thing doesn't + + +-+-+-+-+-+ occur with other Demons in the game. Other | | | | | than the prolific number of typoes in the + + +-+-+-+-+-+ help files, this is the only blatant and | | |*| | unexplained fault with Tactics. +-+-+-+-+-+-+-+-+-+-+-+ With Adramelk gone, the final proposition opens up. If your treasures and unexplored lands are not mastered out under Brave Story after the Igros proposition, you may wish to refer to the bottom of the 'Jobs' section of this FAQ (yes, some jobs are hidden; they were excluded from the main text of this walkthrough to avoid spoiling the secret, but you can still look the hidden jobs up, and then complete them). A scene will play out after the Igros battle - 'Funeral's final moments'. Igros Bar: Proposition (1) 50. MUROND HOLY PLACE: Defeat All Enemies (this fight is also referred to as 'St. Murond Temple') Enemies: 1 SUMMONER, 1 PRIEST, 2 GEOMANCERS, 2 MEDIATORS (vs. Ramza and 4 allies) Trophy: X-Potion +-+-+-+-+-+-+-+-+ These enemies are weak. The only thing of note for | | | | | | this fight is the rare equipment held by the +-+-+ + + +-+ Summoner. | | | | +-+-+-+-+ +-+-+ The next fight will present a greater challenge, so | | | | you may wish to save when given the chance. + + + + | | | | + +-+-+-+-+-+-+ | *| | | | + + +-+-+ + | | | | *| + +-+-+-+-+-+-+-+ | | | | | | |*| +-+ +-+ + + +-+ | | | | | | | | +-+-+-+ +-+-+ +-+ | | |X|X| | + + +-+-+ + | | |X|X| | + +-+-+-+-+-+-+-+ | | | | | + +-+-+-+-+-+-+ | |X| | | |X| + +-+-+ +-+-+ | | | | | +-+ + +-+-+ |*| | | | | +-+-+-+ +-+-+-+-+ | |X| | | +-+ +-+ + +-+ |X| | | | | +-+-+-+-+-+-+-+-+ 51. HALL OF ST. MUROND TEMPLE: Defeat Vormav Enemies: VORMAV, KLETIAN, ROFEL (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+-+ Unlike the fight outside, this fight within |X|X|X| * |X|X|X| Murond is -quite- hard. Both Vormav and Rofel +-+-+-+ +-+-+-+ can use the same powers as Meliadoul. Kletian, | | in addition to wielding the strongest spells in + + the game, has the powers of Archaic Demons. | | + +-+-+-+-+-+-+-+ + On the bright side, Vormav and his cohorts flee | |X| |X| | if Vormav is brought to critical. Having + +-+ +-+ + Maintenance set on your party makes this much | | * | | easier to do! + + + + The next fight is harder yet, so when you are | | | | given the option to save, you should do so. + + + + | | | | + + +-+-+-+ + + | | | | | | + +-+-+-+-+-+-+-+ + | | * | | +-+ + + +-+ |X| | | |X| +-+ + + +-+ |X| | | |X| +-+ + + +-+ |X| | | |X| +-+-+-+ +-+-+-+ |X|X|X| * |X|X|X| +-+-+-+-+-+-+-+-+-+ 52. CHAPEL OF ST. MUROND TEMPLE: Defeat Zalbag Enemies: ZALBAG, ULTIMA DEMON, 2 ARCHAIC DEMONS (vs. Ramza and 4 allies) Trophy: Elixir +-+-+-+-+-+-+-+-+-+-+-+ This fight will kill you if you don't |X|X|X|X| | | |X|X|X|X| prepare. There is little room to move, and +-+-+-+-+-+-+-+-+-+-+-+ each Demon has at least one power that | | |X| | | |X|X|X|X| spreads out 3 squares in all directions! + +-+-+-+-+-+-+-+-+-+ Zalbag has all of Agrias' powers, as well. | | | | | | | |X| He is also a special Undead, immune to +-+-+ +-+-+-+-+-+ + +-+ Phoenix Downs and Holy Water, and able |X| | | | | | | | | |X| to 'Blood Suck', just like Elmdor! +-+-+-+-+-+-+-+-+-+-+-+ Hit Zalbag as fast, and hard, as possible. |X| | |X| |X| | |X| +-+-+-+-+ +-+ +-+-+-+-+ | | | | |X| | | | | + + + + +-+ + + + + | | | | |X| | | | | +-+-+-+-+ +-+ +-+-+-+-+ |X| | |X| |X| | |X| +-+-+-+-+-+-+-+-+-+-+-+ |X| | | | | | | | | |X| +-+-+ +-+-+-+-+-+ + +-+ | | | | | | | |X| + +-+-+-+-+-+-+-+-+-+ | | |X| | | |X|X|X|X| +-+-+-+-+-+-+-+-+-+-+-+ |X|X|X|X| | | |X|X|X|X| +-+-+-+-+-+-+-+-+-+-+-+ The final scene which you can look up in Record, 'Requiem', plays out after this fight. One last new item also becomes available for purchase. The next place to go to, Orbonne, starts the end sequence of the game. Once you enter, you cannot leave, so make sure you're ready to enter first! Warjilis Shop: thief hat 53. UNDERGROUND BOOK STORAGE, FOURTH FLOOR: Defeat All Enemies Enemies: 3 KNIGHTS, 2 MONKS, 1 ARCHER (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+ Compared to recent fights, this battle offers | | | |*| little challenge. The Archer does possess a rare +-+ +-+-+-+ piece of equipment, which you may wish to steal. | | | +-+ +-+-+-+-+ | | | | |*| +-+-+-+-+-+-+-+-+ | | | | | | + + + + + + | | | | | | +-+-+-+-+ + | | | | | +-+-+-+-+ + | | | | +-+ +-+-+-+-+-+ | | | | | | +-+-+-+-+-+-+ + | | | | | | | +-+-+ +-+ +-+-+-+ | | | | | | | | + +-+-+-+-+-+ +-+ | | | | | | | +-+-+ +-+-+ + + + | |*| | | | | | + +-+-+-+-+-+ + | | | | | +-+-+-+-+ + + | | | | | | +-+ +-+-+-+-+-+ | | | | | | + +-+-+ +-+-+-+ | | | | |*| +-+-+-+-+-+-+-+-+ 54. UNDERGROUND BOOK STORAGE, FIFTH FLOOR: Defeat Rofel Enemies: ROFEL, 1 TIME MAGE, 2 WIZARDS, 2 SUMMONERS (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+-+-+-+-+ Beware Rofel's sword powers when you enter | | | | | | | | | | | | this fight! Rofel's allies are not too +-+-+-+-+ +-+-+-+ +-+-+-+ hard to kill, as they are all spellcasters. | | | | | | | | Rofel has a rare piece of equipment that + +-+ +-+-+ +-+-+ you may wish to steal. | | | + +-+-+ +-+ +-+-+-+-+ +-+ | |X|X| |X| |X|X|X|X| | | + +-+-+-+-+ +-+-+-+-+ +-+ | |X|X| |X|X|X| | | +-+-+-+-+-+-+-+-+-+-+ + |X|X|X| |X|X| | +-+-+-+ +-+-+ +-+ + | * * |X| | + +-+-+ +-+-+-+-+-+ | |X|X| |X|X|X|X|X| + +-+-+-+-+-+-+-+-+-+-+ | |X|X|X|X|X| |X|X| | +-+ +-+-+-+-+-+ +-+-+ + | | |X| | +-+-+-+-+-+ +-+-+ | | | | | | | | +-+ +-+ +-+-+ +-+-+-+-+ | | | | | | | | | | | +-+-+-+ +-+-+-+-+-+-+ +-+ | | | | | | | | | | + +-+-+ +-+-+-+-+-+-+-+-+ | | | | | | | | | | + +-+-+-+-+ +-+ +-+-+ + |*| | | | | | |*| +-+-+-+-+-+-+-+-+-+-+-+-+ 55. MUROND DEATH CITY: Defeat Kletian Enemies: KLETIAN, 2 NINJAS, 2 SAMURAI, 2 TIME MAGES (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+-+-+-+-+ Unlike the fight with Rofel, the enemies in |X|X|X| |X|X|X| this battle are well balanced. At least +-+-+-+-+-+-+-+-+-+-+-+-+ one Samurai can usually heal, and Kletian |X| |X|X| | | |X|X|X| can cast both Raise, and Raise2. The +-+-+-+-+ +-+-+-+ +-+-+-+ Ninjas strike hard, especially if hasted. | | | | | |X|X| This fight can be done quickly if you focus +-+-+ +-+-+-+ +-+-+ your attacks on Kletian. Since Kletian has | |X| | | a rare piece of equipment, you may wish to + +-+ +-+ steal it from him. | | | | | + +-+ +-+ | | | | | + + + +-+-+-+ + + | | | |X|X|X| | | + + + +-+-+-+-+-+ +-+ + | | |*|X|X| | | | | | | + + +-+-+-+-+-+-+-+-+-+ + | | |X|X|X| | |*| +-+-+ +-+-+-+ +-+-+ |X| | | | | +-+ +-+ +-+ +-+ | | | |X| |X| + +-+-+-+-+-+-+-+-+-+-+-+ |* |X| *|X|X|X| +-+-+-+-+-+-+-+-+-+-+-+-+ 56. LOST SACRED PRECINCTS: Defeat Balk Enemies: BALK, 1 CHEMIST, 1 DARK BEHEMOTH, 1 HYUDRA, 1 HYDRA, 1 TIAMAT (vs. Ramza and 4 allies) Trophy: None +-+-+-+-+-+-+-+-+-+-+ The 3 Hyudra monsters are the biggest threat in | | | | | | | | this battle. Their powers can strike from far + +-+-+ +-+-+-+ +-+ away, doing massive damage. They can also hit | | | | | | | | hard physically, and their physical attack can +-+-+ + +-+-+ + +-+ + hit up to 3 people at once! | | | |* | | | | +-+-+-+-+-+-+-+-+ +-+ Both Balk and the Chemist have rare equipment, | | | | | | | | | so you might want to prolong the fight to steal +-+-+ +-+-+-+-+-+-+ + it. If not, focus ranged attacks on Balk, | | | | | | |X| | preferably skills without a range limit, like +-+-+-+-+-+-+-+-+ + 'Math Skill' or 'Dance'. | | |*|X|X|X|X|X| | +-+-+-+-+-+-+-+-+ +-+ |X|X|X|X|X|X|X| | | +-+-+-+-+-+-+-+ +-+ |X|X| |X|X|X|* | | +-+-+-+-+-+-+-+ +-+-+ | | | | | | | +-+-+ +-+-+ +-+ +-+-+ | | | | | | | | +-+-+-+-+-+-+-+-+-+ + | | | | | | | |X| | +-+-+-+-+-+-+-+ +-+-+ | | | | | | | | | | + +-+-+ + +-+-+-+-+-+ | | | | | | | |X| | + + + +-+-+ +-+-+-+ + | | | | * | | | | +-+-+-+-+-+-+-+-+-+-+ 57. GRAVEYARD OF AIRSHIPS: Defeat Hashmalum, Defeat Altima Enemies (first fight): HASHMALUM (vs. Ramza and 4 allies) Enemies (second fight): ALTIMA, 4 ULTIMA DEMONS (vs. Ramza and 4 allies, plus Alma) Trophy (from defeating Hashmalum): Ragnarok +-+-+-+-+-+-+-+-+-+ This fight area is the last area of the game. |X|* |x| *|X| Your first opponent is Vormav, who changes into +-+-+-+-+-+-+-+-+-+ Hashmalum. Hashmalum is slow, but has strong | | powers to compensate - Meteor, Melt, and Quake. +-+-+-+-+-+-+-+-+-+ | | | Once Hashmalum dies, Altima appears! Parts of + +-+-+-+-+-+-+-+-+ the ship are blown away as Altima appears | | | | | (marked with a small 'x' on the map). Altima +-+-+-+-+-+-+-+-+-+ has two forms: the first form usually hits | | | |x| | | physically, but is slow, and does little damage +-+-+-+-+-+-+-+-+-+ (compared to Hashmalum). The second version of | | | Altima is another story altogether. The 'new' +-+-+ + +-+-+ Altima summons four Ultima Demons to assist it, | | | | | then starts using all of the most powerful + +-+ + +-+ + +-+ magical attacks in he game! Fortunately, the | | | |x| | | | second version of Altima is also slow; if you +-+ +-+ +-+ + +-+ hit hard and fast, you should win. | | | | +-+-+-+-+-+-+-+-+-+ | | +-+-+-+-+-+-+-+-+-+ | |x| | +-+-+-+-+-+-+-+-+-+ | | +-+-+-+-+-+-+-+-+-+ |X| |X| +-+-+-+-+-+-+-+-+-+ |X|X| |X|X| +-+-+-+-+-+-+-+-+-+ |X|X|X| * |X|X|X| +-+-+-+-+-+-+-+-+-+ |X|X|X|X|*|X|X|X|X| +-+-+-+-+-+-+-+-+-+ Classes Class Descriptions The descriptions of the classes provided by the help files of the game suitably sum up each class. For your convenience, these descriptions have been reproduced in this FAQ, and are copyright of Squaresoft. SQUIRE: The squire is the basic job for all units, and the starting point to becoming a fine warrior. CHEMIST: The Chemist prescribes items to restore HP, and treats abnormal status with the 'Throw Item' ability. KNIGHT: Knights are fine warriors, bold and brave, and possessing etiquette. He/she draws upon 'Battle Skill' with the powerful Knight sword. ARCHER: Useful in preemptive attacks, the Archer is best utilized in high locations, to extend arrow range. MONK: Monk are warriors who train their bodies in the ways of martial arts. Their battle ability 'Punch Art' drives enemies away. PRIEST: The Priest controls holy magic by borrowing soul power. Often, he/she uses recuperative and supportive magic. WIZARD: The Wizard controls the elements which make up the world, often using attack magic. TIME MAGE: The Time Mage controls time and space. This sorcerer toys with the laws of the universe. SUMMONER: This warrior calls upon illusory monsters, spirits of the highest rank with which the Summoner has a contract. THIEF: Warriors who can steal anything from anyone. Their skill and boldness are legendary. MEDIATOR: Warriors who battle with words. ORACLE: The Oracle has control over elements of life itself, through the manipulation of yin and yang. GEOMANCER: Warriors who know of good and bad luck from the earth, and possess geographical powers. LANCER: Warriors who 'Jump' high to attack enemies, despite their heavy equipment. SAMURAI: Foreign warriors who strengthen their souls by improving their swordsmanship. A Samurai can call on spirits through his/her sword. NINJA: Combatants who hide in battle, and 'Throw' weapons at distant enemies. CALCULATOR: Scholarly warriors who create miracles through mathematics. BARD: Male warriors whose voices are their weapons. Their songs protect allies. DANCER: Female warriors who dance in battle, using charming costumes to distract enemies. MIME: Warrior who can 'Mimic' others. When an ally takes an action, the Mime can imitate the action. In addition to these 'basic' classes, some special characters may join you during the game, with unique classes replacing Squire. These unique classes are also described hereafter; however, the powers of the characters described below who (may) join you are reproduced in the 'Hidden Characters' portion of the Secrets section of this FAQ. HOLY KNIGHT: A holy knight baptized by the Church, who is under the divine protection of God. ENGINEER: Technician working for the revival of a lost civilization. He wields the legendary 'Gun'. HELL KNIGHT: An assassin who controls the laws of nature, he is gifted with 'Un-Truth'. HEAVEN KNIGHT: An assassin who controls the laws of nature with the forbidden powers of 'Truth'. HOLY SWORDSMAN: One of the best knights, his swordsmanship has no match. DIVINE KNIGHT: A holy knight who has pledged her loyalty and devotion to God. TEMPLE KNIGHT: A holy knight who protects the church from heathens, he wields 'Magic Sword' powers. DRAGONER: Has the appearance of a human, but is actually a dragon. She can work miracles. DARK KNIGHT: A knight of darkness who has turned from God, he wields 'Dark Sword' powers. PRINCESS: Daughter of the King, she is an heir to the throne. Hre graceful manners show dignity. CLERIC: Living faithfully for God, she protects loved ones with 'Holy Magic'. SOLDIER: A mysterious foreigner, whose attacks are fierce when he is angered. Skills/Powers List The powers possessed by each common class in Tactics possess help files in the game. For your convenience, these help file descriptions of the powers are reproduced here in this FAQ, listed by class, and categorized by action abilities (also referred to as secondary skills or main skills), reaction abilities, support abilities, and move abilities. If you are unfamiliar with these terms, they refer to the abilities you can set under Formation. From top to bottom, the top two areas are action abilities; next are reaction abilities; following this is support abilities; and move abilities are located at the bottom. If you have the game booklet, you can refer to the bottom half of page 11 if necessary. The MP cost of spells is listed below, as well as the speed (SP) at which the spell is cast. The higher the SP, the faster the spell is cast. Also, if there is a phrase occasionally uttered when a specific power is used, these phrases have been gathered and included in this section. SQUIRE (cost to master class: 1620 JP) Action Abilities (appears as 'Basic Skill' when set) Accumulate: Charge up one's power to raise physical attack power. Range Auto, Effect 1 (cost 300 JP)* Dash: Run into enemy with one's body. Range 1, Vertical 1, Effect 1 (cost 80 JP) Throw Stone: Throw stone at a distant enemy. Range 4, Effect 1 (cost 90 JP)* Heal: Recover from abnormal status effects. Range 1, Vertical 2, Effect 1 (cancel Darkness, Silence, Poison) (cost 150 JP) Reaction Abilities Counter Tackle: Counter with Dash attack. Trigger: Physical attack. (cost 180 JP) Support Abilities Equip Axe: Equip axe, regardless of job. (cost 170 JP) Monster Skill: An adjacent friendly monster acquires a new ability. Range 1, Vertical 0, Effect 1 (cost 200 JP) Defend: Defend in preparation of an attack. Select Act command, 'Defend'. (cost 50 JP) Gained JP Up: Amount of JP earned in battle is increased. (cost 200 JP)* Move Abilities Move +1: Increase movement range by 1. (cost 200 JP) CHEMIST (cost to master class: 5110 JP) Action Abilities (appears as 'Item' when set) Potion: Potions recover HP. They cause damage when used on undead. (HP restore 30) (FREE) Hi-Potion: Hi-potions are stronger than potions. (HP restore 70) (cost 200 JP) X-Potion: X-potions can be used to restore HP. They are the strongest of the potions. (HP restore 150) (cost 300 JP)* Ether: Ethers restore MP. (MP restore 20) (cost 300 JP) Hi-Ether: Hi-ethers are stronger than ethers. (MP restore 50) (cost 400 JP) Elixir: Elixirs restore all HP and MP. (cost 900 JP) Antidote: Antidotes neutralize all poisons. (cost 70 JP) Eye Drop: Eye drops restore sight. (cost 80 JP) Echo Screen: Echo screens let you cast magic again. (cost 120 JP) Maiden's Kiss: Maiden's kiss restores you to your original form from Frog. (cost 200 JP) Soft: Soft is a tool which cures a state of petrification. (cost 250 JP) Holy Water: This water restores life to the undead. (cost 400 JP) Remedy: Cures many kinds of abnormal status. (cost 700 JP) Phoenix Down: This feather revives dead units. (cost 90 JP)* Reaction Abiliti