===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~=== -~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~- Final Fantasy Tactics A2: Grimoire of the Rift FAQ/Walkthrough By: Dark Vortex (Quan Jin) darkvortexfaqs@ymail.com Version 0.30 -~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~- ===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~=== This guide may be found on the following sites: [http://www.gamefaqs.com]--------------------------------------------[GameFAQs] [http://www.gamespot.com]--------------------------------------------[GameSpot] [http://faqs.ign.com]------------------------------------------------[IGN FAQs] [http://www.neoseeker.com]------------------------------------------[Neoseeker] [http://www.dlh.net]--------------------------------------[Dirty Little Helper] [http://www.cheats.de]----------------------------------------------[Cheats.de] [http://www.supercheats.com]--------------------------------------[SuperCheats] [http://www.honestgamers.com]------------------------------------[HonestGamers] This guide is copyright (c)2008 Quan Jin _ _ | |=========================================================================| | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~| | |_|=========================================================================|_| 1. Introduction...............................................[1000] 2. FAQ........................................................[2000] 3. Basics.....................................................[3000] 3.1. Battle System.....................................[3100] 3.2. Ability Mastery...................................[3200] 3.3. Laws of Ivalice...................................[3300] 4. Walkthrough................................................[4000] 5. Missions...................................................[5000] 5.1. Quest Report......................................[5100] 5.2. Extra Missions....................................[5200] 5.3. Clan Trials.......................................[5300] 6. Races......................................................[6000] 7. Job Listing................................................[7000] 8. Your Clan..................................................[8000] 8.1. Clan Overview.....................................[8100] 8.2. Clan Privileges...................................[8200] 9. Equipment Listing..........................................[9000] 9.1. Helmets/Hats......................................[9100] 9.2. Armor/Clothes.....................................[9200] 9.3. Weaponry..........................................[9300] 9.3.1. Edged Weapons..........................[9310] 9.3.2. Bludgeons..............................[9320] 9.3.3. Ranged Weapons.........................[9330] 9.4. Shields...........................................[9400] 9.5. Accessories.......................................[9500] 10. Item Listing.............................................[10000] 11. Monster Listing..........................................[11000] 12. Miscellaneous............................................[12000] 12.1. The Bazaar......................................[12100] 12.2. The Auction House...............................[12200] 13. Version History..........................................[13000] 14. Legal Disclaimers........................................[14000] 15. Credits and Closing......................................[15000] To find a section quickly, press Ctrl-F and type in either the name of the section along with its content number (ie. 1., 2., 3., etc.) OR you can use the codes on the far right. Simply type in the brackets with the code number to get a jump. _ _ | |=========================================================================| | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Introduction ~~~~~~~~~~~~~~~~~~~~[1000]~| | |_|=========================================================================|_| The original portable Final Fantasy Tactics Advance was an excellent game. Sure, some may say that the game lacked depth and a solid storyline, but where FFTA truly shined was in its capacity for customization. There's no rigidity. Players could mold and shape their own clan to their heart's content through its seamless job system. This is a feature I felt was a nice breath of fresh air from the primarily inflexible systems of other RPGs. For that reason, I was not all disappointed with Final Fantasy Tactics A2. The same personalization of the original FFTA was retained, with a whole bunch of new jobs, abilities, and other features thrown in. Many of the more irritating characteristics of FFTA were changed for the better. For example, laws still exist, but there's no longer any imprisonment - rather, penalties are instilled on your party instead. Players of the original game should be able to transition from FFTA to FFTA2 quite easily because many of the original gameplay mechanics are still intact. This guide is designed to walk players through the game. Included is a listing of all 400 available missions, full appendices, and other sections relating to various aspects of the game (although obviously not complete yet). I hope you find it helpful! _ _ | |=========================================================================| | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2. FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~[2000]~| | |_|=========================================================================|_| +-----------------------------------------------------------------------------+ [Q] How are dispatch missions different in FFTA2? [A] In the original FFTA, dispatch missions were finished by simply selecting a character to send off and going through the set time, etc. In FFTA2, you have ability, but you can also choose to complete the dispatch mission yourself. +-----------------------------------------------------------------------------+ [Q] How do I unlock the Shadeholme area in Graszton? [A] You must complete Mission E1-02: Bonga Bugle - Silversun in order to unlock this region. +-----------------------------------------------------------------------------+ [Q] When can I start resting in Lezaford's Hut? [A] After you complete the Now That's a Fire! mission. You can rest for 20, 60, or 200 days in his dwelling. +-----------------------------------------------------------------------------+ [Q] What is MVP status? [A] A unit can attain MVP status by dealing the most damage in battles (among other ways, which would lead to that particular units being the 'most valuable player', so to speak). A unit with MVP status will have a higher chance of successfully completing dispatch missions. +-----------------------------------------------------------------------------+ [Q] What are Opportunity abilities? [A] Opportunity abilities are random opportunities (for lack of better term) given to one of your units in battle. They are random, but you can increase the chance of getting one through Clan Privileges that raise luck. When one of your units feels empowered (again, for lack of better term), he/she will deliver a statement (usually relates to how POWERFUL he/she feels all of a sudden). After an Opportunity Turn has become available, you can freely move the affected unit to manipulate some of the commands. These abilities are determined by what units your affected unit is adjacent too. The abilities are as follows: - No one: Tough as Nails! (Casts Barrier on the user. Grants SHELL and PROTECT.) - No one, last unit remaining, Tough as Nails! (Casts RERAISE on the user.) - 1 Ally: Battle Shout! (Cast Force on the user and surrounding allies. raises RESILIENCE.) - 2 Allies: Fleet of Foot! (Casts Hastega on the user and two adjacent allies.) - 3 Allies: Shield of Steel! (Cast Astra on the user and three adjacent units to protect them from debuffs.) - 1 Enemy: Flurry! (Pummel an adjacent unit with two consecutive blows.) - 2 Enemies: Eye for an eye! (Let fly with a flurry of attacks! Damages two surrounding units.) +-----------------------------------------------------------------------------+ [Q] What is the punishment for breaking the law? [A] 1. Judge leaves, meaning that dead units cannot be revived until battle is over. 2. Clan Privilege annulled. 3. Reward at end of battle is removed. 4. BAWWW! Honestly though, the punishment for breaking the law is nothing too devastating. You may find that it's easier sometimes to just ignore the law. +-----------------------------------------------------------------------------+ [Q] How do I unlock Brightmoon Tor? [A] First, you must complete A2-02: The Sun Seal to unlock the area in Graszton where the tower spawns. You also have to read the notice at the pub entitled "The Mysterious Tower." Though you can unlock the tower fairly early in the game, it's not recommended that you attempt it until much later unless you are some sort of masochist. +-----------------------------------------------------------------------------+ [Q] Are there law cards in this game? [A] Unfortunately, no. You're forced to abide by the law or face the punishment. +-----------------------------------------------------------------------------+ [Q] What are some of the new features of Final Fantasy Tactics A2? [A] Among the Seeqs and Grias, the two new races, a Bazaar feature has been added. The Bazaar is essentially a center where you can trade loot acquired from battles to add new equipment to the shops for purchase. More information on this can be found in the Bazaar's respective section. Also, the Auction House has been added. Early on, you can auction for territories. Once you've managed to acquire all territories, you'll be allowed to auction for items. Most of these items are quite rare, and the auction system allows you to attain them earlier than you normally would. More information on this can be found in the Auction House's respective section. +-----------------------------------------------------------------------------+ [Q] I gained control of all regions in the Auction House, but I still can't bid for items. What's going on? [A] In order to become Champion for Life, you must EXPLORE all regions under an Auction House. Perhaps there is an area you still have not walked through yet? Make sure that you've fully explored all the outlying areas in each region. +-----------------------------------------------------------------------------+ [Q] How does the new MP system work? [A] Instead of starting off each battle with a set amount of MP, all units now begin battles with 0 MP. The MP gauge gradually increases each turn by 10 MP. Therefore, spellcasters and MP-users cannot present an immediate threat at the beginning of battles. There are ways to get around this restriction though. The methods include, but are not limited to, specific abilities that can regenerate MP and the MP Boost ability, which regenerates 20 MP per turn as opposed to 10 MP. +-----------------------------------------------------------------------------+ _ _ | |=========================================================================| | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3. Basics ~~~~~~~~~~~~~~~~~~~~~~~~~[3000]~| | |_|=========================================================================|_| Many of the basic aspects of Final Fantasy Tactics A2 are explained in the game, along with the manual of course. The following sections are a brief overview of the characteristics of the game, including the battle system and laws. ()---------------------------------------------------------------------------() || 3.1. Battle System [3100] || ()---------------------------------------------------------------------------() If you are familiar with the battle system of FFT or FFTA (or even other strategy RPGs), the system of Final Fantasy Tactics A2 should not be difficult to pick up. --- Battles typically begin with you having to select units to place on the battlefield. The area where you begin is designated by green tiles. In most cases, the number of units you can place on the field cannot exceed six. Turns are determined by the SPEED stat - units with higher SPEED are granted earlier turns. Note that speed-altering status changes such as Haste, Slow, and Stop have an effect on turn order. When a unit's turn comes up, three options become available. You can choose to: Move: This allows a character to move to a different location. Blue tiles represent locations where the selected unit can move to. The distance that a unit can move is determined by the MOVE stat. For example, a unit with a MOVE stat of 4 can move a total of four steps. The height that a unit can jump is determined by the JUMP stat. For example, a unit with a JUMP stat of 4 can jump up to another location four height units above or jump down to another location four height units below. Action: This option allows the selected character to execute an action. An action can be simply attacking an enemy with a physical attack through the Attack command, using a special ability, or using an item through the Item command. Wait: Select this option to command the selected unit to stand without doing anything. Wait can be selected after moving or before moving. Units who wait will have an earlier turn the next round. After a unit has finished his/her turn, you will be required to select a facing, which is essentially which direction you want the selected unit to be looking to. Facing is important to battle because it determines damage. Attacks to the front will deal the least damage. Attacks to the side will deal more damage than attacks to the front. Finally, attacks to the back will deal the most damage. Battles will progress, with each unit taking his/her turn until the fight is finished. And that's the general gist of it. It's not at all tough to pick up. ()---------------------------------------------------------------------------() || 3.2. Ability Mastery [3200] || ()---------------------------------------------------------------------------() An integral part of this game is the job system. There are a over 40 jobs spread over the six available races in Final Fantasy Tactics A2. Each unique job has its own set of abilities that can be mastered through wearing equipment. This is exactly the same system used in the original FFTA, so anyone familiar with that game shouldn't need an explanation. --- How does this system work? Ability mastery relies on AP (ability points). Many pieces of equipment come associated with particular abilities for different classes. These abilities will be listed with the equipment when you view them. Only the job attached to the ability is capable of learning that skill. For example, a Soldier obviously cannot learn the Black Mage ability, Fira. Alongside each ability is an AP requirement. In order to master a particular ability (this means that you can use the ability without having to wear the respective piece of equipment), you must fulfill this AP requirement. All units will gain AP points from completing battles regardless of whether or not they actually participated in the battle. Units who did not participate will gain AP, but not EXP, mind. There are three specific types of abilities: - Action Ability: These are skills that you order a unit to carry out. They will appear as commands on the battle menu. The majority of skills are considered Action Abilities or A-Abilities. A unit can hold a total of two sets of Action Abilities (therefore, a unit can use the A-Abilities of up to two jobs). - Reaction Ability: These are skills that are reactive (hence the name). They require an impetus of some sort to activate. For example, Counter is a common Reaction Ability (R-Ability). It is executed when a unit with the ability is hit by another unit at melee range. The attacked unit will counterattack with a physical attack of their own. The commanding player has no control over his units' R-Abilities. The player can't order a unit to execute a R-Ability. A unit can only have one R-Ability at a time. - Support (Passive) Ability: These are skills that are activated at all times. They are often buffs or skills that add to specific resistances. A unit can only have one S-Ability at a time. ()---------------------------------------------------------------------------() || 3.3. Laws of Ivalice [3300] || ()---------------------------------------------------------------------------() Laws dictate the forbidden action of a particular battle. Unlike the system of FFTA though, laws are unchanging and are determined solely by what battle you are fighting in. Typically, when you enter battle, the law will be presented at the beginning of the fight. The category is usually limited to things such as Fire, where any fire-based ability or weapon is forbidden, and Ranged Weapons, where any ranged weapon is forbidden. Sometimes, the laws can get pretty outrageous. There are actually laws that forbids Missing, as in missing a target, and Being Robbed. Although laws are considerably tougher to follow at certain points in the game, punishments are not that severe (at least in comparison to the whole jail thing of FFTA). Upon breaking a law, the Judge leaves the battlefield, meaning that any fallen party members cannot be revived until the end of the battle. Also, any activated Clan Privileges will be annulled and the reward for abiding by the law will be removed at the end. In certain missions, however, abiding by the law is mandatory, meaning that if you break the law, the mission is automatically forfeited. Clan Trials are among some of the missions that require you to abide by the law. _ _ | |=========================================================================| | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4. Walkthrough ~~~~~~~~~~~~~~~~~~~~~~[4000]~| | |_|=========================================================================|_| This walkthrough contains a step-by-step rundown of each story mission critical to the progression of the game. For additional information on side- quests and optional missions, consult the Missions section, which contains a list of all 300 recorded missions in the game. Note that this walkthrough is not spoiler-free. Read ahead at your own risk. [-----------------------------------------------------------------------------] Ah, it's summer vacation at last! At the very start, you'll be asked to write down your name. Feel free to name him anything. For the record, I'll call the main character Luso (that's his default name). Afterwards, you will be asked to fill out a few quick questions as part of his summer journal assignment: 1. This summer I'm going to... a) Hang out with my friends! b) Play video games non-stop! c) Study for next year! 2. As a personal goal, I want to... a) Be able to swim half a mile! b) Get my warrior to level 75! c) Learn a foreign language! 3. Next year I promise not to... a) Misbehave in class. b) Oversleep in the morning. c) Let my dog eat my homework. Power Up 2: b, b, b Evade Up 2: b, a, a Speed Up 2: b, c, a Luck 2: b, a, b Bonus EXP 1: b, c, b Bonus AP 1: b, c, c Bonus Gil 1: b, a, c Bonus CP 1: b, b, c Smash Up 1: b, b, a Depending on your selections, you'll be given a Clan Privilege bonus at the very beginning. What does that mean? Clan Privileges are essentially buffs and bonuses that you can activate at the beginning of battles. Only one can be activated per battle. These will come into play later in the game. For now, make your selections (I'd recommend Bonus AP 1 because it will help you master abilities more quickly early) to carry on. Because Luso Clemens has some behavior problems, he's forced to go to the library after school to do some chores. Wow, what a crummy way to start off the summer, huh? Down at the library, Mr. Randell appears to be nowhere in sight (for those who have played FFTA, you might recognize the teddy bear on the counter). Watch the rest of the cutscene as it plays out, as poor Luso is transported to a mysterious world through the book, the Gran Grimoire. T A R G W O O D O---------------O Birdsong fills this peaceful forest. A small village stands among the watchful trees. The scene shifts to a forest, where Luso makes his rather unexpected appearance in front of Cid and his clan. After a bit of persuasion from him, Luso agrees to join the clan that he meets. Not soon thereafter, you'll be thrust into your first battle. Hope you are ready for it! =~=~=~=~=~=~=~=~=~=~=~=~= - STRANGER IN THE WOODS - =~=~=~=~=~=~=~=~=~=~=~=~= "We hunters of the village tried to stop 'im, to no avail. Somebody do somethin', please! You don't need to kill 'im, just drivin' 'im off will do." ~ Heriward, Wood Village Hunter Objective: - Defeat Klesta! Forbidden: - Ranged Weapons: Attacks with bows, greatbows, guns, hand-cannons, and cards are forbidden. Enemies: - Cockatrice x2 - Klesta (Crushatrice) x1 [target] This first battle serves as a tutorial for those who are unfamiliar with the mechanics of battle. If you've played FFTA before, then you should already be familiar with the general battle system. However, if you have absolutely no idea how to play, then I'd strongly suggest reading the instructions carefully. It's really not hard to pick up once you understand it. You have control over Luso, the Viera White Mage and the Nu Mou Black Mage. The other dude, Cid, will act on his own accord. As part of the tutorial, you'll be forced to hit Klesta (which is a Crushatrice) with a Fire spell. To finish the battle, all you have to do is defeat Klesta. Since Luso is a new Soldier, he won't have any Art of War techniques available right now. Rather, you will have to rely on physical attacks at the moment. Before going straight for Klesta, you can target the two Cockatrice monsters, and get rid of them first. Once they are out of the way, you can focus your efforts on the big bird himself, Klesta. He is fairly powerful, so be prepared to heal using your White Mage (Cure). Watch out for his Territorial Marking and Peck attacks; both are moves that deals damage over an area. Do not group your units together to avoid taking unnecessary damage. You only need to bring Klesta down to about a quarter HP before it flies off. Congratulations, you've successfully completed your first battle. Granted, there are more difficult fights to come, but it's a good start. Afterwards, you'll be given a brief introduction to the workings of the world map. With that, you will be requested to approach the area with the blue balloon over it. However, you should save your game first. Do this by opening up the system menu and selecting the save option. When you're ready, head into the Wood Village. W O O D V I L L A G E O---------------------O A small village where time seems to stand still. The fresh mushroom stew is not to be missed. In the local pub, you'll be introduced to your new clan... which doesn't quite have a name yet. Of course, that's all up to you. However, I do not suggest naming it Clan Gully. That's almost as bad as Clan Nutsy back in the original FFTA. There is really not much to do out here, so go to the pub in Wood Village. Cid will introduce you to the concept of quests, which can be found listed at any pub. Select the quest roster and check the list of quests. You should also get used to checking the rumors as well, for they can unlock new quests later on. Right now, I'd suggest reading the rumors if you're fairly new to the game, for they hold important gameplay information. The only quest available is A Paw Full of Feathers. Accept it (at a fee of 100 gil), and a blue bubble will appear over the Muskmallow Field. Cid suggests checking out the local shop first before you leave. The selection is pretty bad, so I wouldn't recommend purchasing anything at this point. While leaving the shop, the shopkeeper suggests that you check out the bazaar, a new feature that allows you to put up loot and get items in return. Loot is essentially the leftovers picked up from fights. This loot can subsequently be traded at the bazaar for varying items. The items you get in return depend on how valuable the loot is. Better loot leads to more powerful equipment and rare items. All unlocked items become available at the shop afterwards. Give it a try! Select the Apprentice Weapons option and pick out Gikhet Lead and Faren Pollen from your loot inventory. Both of these pieces of loot are rated E, meaning, in terms of value, they're at the very bottom. Still, you can attain the ability to purchase Broadswords as a trade. A Broadsword gives a nice attack boost to Luso (and teaches the Soldier skill, First Aid), so pick it up. When you're ready to continue, make your way to Muskmallow Field for the next mission. =~=~=~=~=~=~=~=~=~=~=~=~=~ - A PAW FULL OF FEATHERS - =~=~=~=~=~=~=~=~=~=~=~=~=~ "What's in the woods? Wolves, that's what! And my chocobos are so put out, they're molting early. Somebody, rid us of these horrible howlers!" ~ Chocobo Corral "Sasasha" Objective: - Defeat all foes! Forbidden: - Fire: Weapons and abilities that use fire are forbidden. Enemies: - Wolf x2 - Baknamy x1 Oh no, wolves! If you are unfamiliar with laws, listen to Cid's explanation before the battle begins. This time around, fire is banned, meaning you can't use any fire-based ability in battle. Otherwise, you'll suffer a stiff penalty. You will also be introduced to clan abilities, which can be selected before each battle begins. Select four extra units to bring into battle. This fight is not too difficult, so there's no extensive strategy involved. After selecting units, pick a clan privilege. For this fight, I'd suggest Power Up 1. When you are ready to go, start the battle. There are three targets you have to kill. The two Wolves are weak, so focus on them first. At the moment, you probably do not have two many abilities available. For now, just whack the monsters with your strongest units. If you brought a Black Mage, use his Black Magick. Obviously, you can't cast Fire because the law forbids it. The Baknamy can use Goblin Attack, a special ability that inflicts damage while ignoring defense. The Wolves can use Fang, which deals moderate damage. If any of your units run low on HP, be sure to have a White Mage to heal them. Eliminate all three targets to finish the mission. After the battle, Luso will discover his journal, which appears to be magickal! When you return to the world map, head back to the pub in Wood Village. Back there, you'll overhear a conversation about bandits on the roads. Cid will leave you for a bit, so you're on your own right now. Check the pubs for some more missions. This time around, there's a bit more variety. Feel free to take on some of the side missions before selecting the next storyline mission, The Yellow Wings. =~=~=~=~=~=~=~=~=~=~ - THE YELLOW WINGS - =~=~=~=~=~=~=~=~=~=~ "Drive off those brigands, the Yellow Wings, before I lose what little business I got left! They've been squatting the highroad, demanding gil from all what pass by. If I can't use that highroad, I can't get to Camoa; and if I can't get to Camoa, I'm finished!" ~ Kagran, Merchant Objective: - Defeat all foes! Forbidden: - Ice: Weapons and abilities that use ice are forbidden. Enemies: - Thief x1 - White Monk x1 - Archer x1 - Animist x1 - Black Mage x1 Your party will quickly run into the Yellow Wings. They're just asking for trouble. Bring in four extra units for the ensuing battle. I'd suggest sending in a White Mage to heal. The rest of the party is up to you. Note that the law forbids anything ice-based, so manage your party accordingly. At this point in the game though, I doubt you have any ice-based weapons that could potentially trigger it. Just avoid ice-based abilities. The enemy party likely has the speed advantage over your team. Let them move first. It's improbable that any of them will be able to strike you on the first turn, so don't worry about that. The Animist will usually begin the fight with 100% Wool, which puts Protect and Shell on the caster. For that reason, you'll want to deal with him last because the Protect and Shell wear off over time. The Archer can cast Focus on herself, which increases the damage on her next attack. The remaining units don't have any skills to really worry about. The Black Mage is capable of casting the three basic elemental spells though, so do not keep your units grouped together. It is best to take out the Black Mage and White Monk first because they can deal the most amount of damage. The White Monk will approach your party, so meet him as he approaches. By concentrating your attacks, the two should fall quickly. Next, go for the Thief. Lastly, eliminate the Archer and Animist. When all enemy units have been knocked out, the mission will end. Finishing the mission will unlock the region of Camoa. You can choose to continue if you want, though there are more missions in the local pub that you may want to check out. Clan Trials are unlocked as well. These entries allow you to compete for better Clan Privileges and other rewards. I'd suggest trying the ones available to you for some nice bonuses. The Camoa Highroad leads to the Camoa region. C A M O A O-------O Camoa is a famed gathering spot for adventurers. The countryside surrounding the city is a verdant patchwork of crops and pastureland. Upon entering the Camoa region, make your way to the city of Camoa. It will be clearly marked for you with a blue bubble. Camoa, I guess you can say, is more of a full-fledged town in comparison to Wood Village. Watch the scene that follows, and you will meet Ribs, who wants a tomato stalk. This will unlock the next story mission, You Say Tomato, along with a number of other missions. After accepting You Say Tomato, head over to the Adventurer's Rest in the Camoa region. =~=~=~=~=~=~=~=~=~ - YOU SAY TOMATO - =~=~=~=~=~=~=~=~=~ "You say tomato, I say kill them all! Why kill vegetables, you ask? Har! Did I mention quivering stalks, or slavering fangs? I was out for a stroll the other day and one bit clean through me britches! I doubt me or me britches are the only victims here. Help!" ~ Gusah, Greengrocer Objective: - Defeat all foes! Forbidden: - Lightning: Weapons and abilities that use lightning are forbidden. Enemies: - Deadly Nightshade x4 - Alraune x1 In case you weren't already aware, tomatoes (Deadly Nightshades) are quite vicious. While surveying the area, a new face shows up. Cid agrees to let her join for a fraction of the reward. Much like Cid, Adelle is a guest who you cannot control. However, she will prove to be an asset nonetheless. Bring in five units of your own in addition to the two others. This fight is ridiculously easy, so don't worry too much about who to bring in. You should focus on the Deadly Nightshades first. They are speedy little creatures, so keep your guard up to prevent them from swarming you. These Deadly Nightshades can use Tomato Tackle, an attack that lowers speed, and Tomato Fang, which knocks back. Two of them can use the Green Magick spells, Blind and Raise, and the other two have some sort of Passive Ability that raises attack or defense. Though irritating, their low HP makes them easy to take down with a few strikes. The Alraune, however, is a bit more formidable. Its Impale techniques include Horn Blow, which deals moderate damage and knocks back, Horn Venom, which inflicts poison status, and Horn Shot, which is a fairly weak attack with an increased chance of hitting. Its defense stats are slightly higher than the Deadly Nightshades, but it should not pose a problem. Be sure to grab the chest at the lower-right corner of the battlefield before finishing off the last monster. After the fight, Adelle will disappear with the alraune drill in her pocket. Watch the humorous scene that follows. When you return to the world map, a blue bubble will appear Camoa, which probably means you should head on over. Back in town, Ribs will give you a bit of information regarding the history of Ivalice and the great Lezaford. Meanwhile, a rather nonchalant Adelle just so happens to walk by. With that, a new area becomes available: Baptiste Hill. B A P T I S T E H I L L O-----------------------O Green grasses cover the gently sloping hillside. A refreshing wind eases the burdens of passing travelers. There are no towns in Baptiste Hill, so you will have to rely on the Camoa or Wood Village pub. Speaking of which, there are plenty of new missions. Give a few of them a try before proceeding to activate the next storyline mission, Wanted: Ugohr. If the mission isn't showing up, note that you must have completed Wanted: The Cyanwolf in order to make it appear. =~=~=~=~=~=~=~=~= - WANTED: UGOHR - =~=~=~=~=~=~=~=~= "- WANTED! - Wanted: Ugohr, a green-colored shelling, last spotted on Baptiste Hill. One reported case of injury arising from contact with said beast. Payment to be made by injured party." ~ Jylland Defenders of the Peace Objective: - Defeat Ugohr! Forbidden: - Restoring MP: Actions that restore MP are forbidden. Enemies: - Wolf x2 - Cockatrice x2 - Ugohr (Great Tortoise) x1 Your objective here is the big green thing, Ugohr. Bring in six units and deploy them. The monsters in this battle are fairly weak, with the exception of the mark, of course. You can choose to ignore the other monsters and go straight for Ugohr if you're in a rush. Just bear in mind that Ugohr is the mission's objective. The Cockatrices can use Peck, which deals moderate damage. Otherwise, they are not very dangerous at all, and they will only serve to get in the way. They also have Critical: Quicken as their R-Ability, which automatically gifts the Cockatrice the very next turn should it enter critical HP status. The Wolves can use Fang and nothing else. Like the Cockatrices, they too are not very threatening. Both the Cockatrices and Wolves are weak to water-based attacks, so use those (if applicable) to dispatch them quickly. Ugohr has got quite a few abilities at its disposal. Luckily for you, it's very slow, so if you are quick, you should be able to eliminate it before it can pose too much of a problem. Ugohr can use Rain of Stone, which deals earth damage to an area, and Sonic Spin, which damages surrounding units. Watch out especially for his Headbutt ability for it can inflict Immobilize status on its target. Ugohr's defense is quite high, and it's further augmented by his Defense Up P-Ability, so it may take a few turns before it falls. Following the battle, a familiar face shows up again to scavenge for some treasure. She happens to fall right into Cid's cleverly laid trap. Unfortunately, she's already sold off the stolen horn and spent all the gil. Back on the world map, head over to Camoa. Here, the team will meet Adelle yet again. It seems like that rat trap hadn't stopped her. Luso reluctantly decides to let her join. Unfortunately, you have no say in it. It's not a bad thing since Adelle is a pretty good Thief. Plus, she comes equipped with a Khukuri! Afterwards, the Bisga Highroad should become available. Finish whatever business you have in Camoa and proceed over there. T H E B I S G A G R E E N L A N D S O-------------------------------------O Thick vegetation grows across this broad plain. Many travelers pass along its extensive network of roads. From the Bisga Greenlands, you can travel further to the southwest to reach Graszton along the Graszton Highroad. G R A S Z T O N O-------------O This narrow stretch of land overlooks the Sea of Ewohl. People and goods stream through the busy port city of Graszton. Graszton is the biggest city you've encountered thus far. It's a port, so you can expect plenty of business. Once you've entered the region, head to the city of Graszton (as if the blue bubble didn't make it obvious enough). A bit of shady business will be carried out, and a Ninja will shoot a gun at Cid. He survives, though he won't be in your party for a little while. He will divulge the location of Lezaford for you - he is in the Aldanna Range. The Aldanna Range can be access through a highroad in the Baptiste Hill region. It's the northwestern path out. T H E A L D A N N A R A N G E O-------------------------------O Rugged highland with row upon row of soaring peaks. Hardy mountain shrubs grow among its crags and clefts. There's a single cabin here, but it's uninhabited for now. You can venture into the Galerria Deep. T H E G A L E R R I A D E E P O-------------------------------O Countless tunnels make up this vast underground cavern. It's known in some circles as the Pit of the Larva. The path loops back around to the Bisga Greenlands. And this ends our tour of the new unlocked areas. Now, you can head back to any pub and do some more missions. The next story mission in line is Wanted: Gilmunto. =~=~=~=~=~=~=~=~=~=~ - WANTED: GILMUNTO - =~=~=~=~=~=~=~=~=~=~ "- WANTED! - Wanted: Gilmunto, possibly a variant strain of nidhogg, known to lurk in the foothills of the Aldanna Range. Vicious and violent, should be considered dangerous in the extreme! Those without faith in their sword arm, give this one wide berth." ~ Jylland Defenders of the Peace Objective: - Defeat Gilmunto. Forbidden: - Fire: Weapons and abilities that use fire are forbidden. Enemies: - Worgen x2 - Yellow Jelly x1 - Thunder Drake x1 - Gilmunto (Asp) x1 Your team will come across Gilmunto and friends in the midst of a bunch of mist! There are new monsters here, but none of them are particularly challenging. Anyway, send in four more units in addition to Luso and Adelle. Feel free to remove Adelle if you don't like her. The two Worgens are capable of using Fang and nothing else. Their physical attack is fairly powerful, so keep your guard up. However, don't prioritize them because they aren't as dangerous as the other monsters here. The Yellow Drake, for one, can use Shockbolt, which Confuses and Addles its target! Thunder Breath is also a strong attack that deals damage to a "T"- shaped area in front of it. The Yellow Jelly can cast Thunder, and it is also fitted with Absorb Damage, which replenishes 10% of HP damage taken. Since a few of the monsters here are lightning-based, it will act as a healer by casting Thunder on its allies. For that reason, kill the Yellow Jelly as early as possible. Defeating Gilmunto is the objective, but he's pretty tough to defeat. Try to eliminate the other enemies first before going for him. All of the other monsters are weak to water, so use water-based attacks if possible. As for Gilmunto himself, be wary of Lightning and Thunder Breath. Both are very powerful lightning-based attacks. Gilmunto can also use Dragon Force, which raises attack and magick. He boasts a ton of HP, so you'll want to focus all of your attacks on him. If you have holy-based attacks available, by all means, use them! Note that there's a treasure chest at the lower-left corner of the battlefield. Having defeated Gilmunto, that mage Lezaford will show up, and oh man he is a freaky looking guy. He'll bring you back to his cabin. There, he will ask to see your journal, which according to Lezaford, is the key to returning to Ivalice. In order to do so, you must first fill all its pages to release the powerful magick hidden within. Return to Graszton to see Cid again. There, Adelle will bring up the auction, which is a whole new aspect of the game in itself. It's essentially a bidding system where you can bid for areas. Become region master and you will be given the opportunity to auction for items - some of these items are very rare and can be attained through this method much earlier. Needless to say, you should look into it. However, you won't be able to access the Auction House for now, so don't worry about it. The Rupie Mountains have been unlocked. They can be accessed from the Galerria Deep. T H E R U P I E M O U N T A I N S O-----------------------------------O Said to have been raised in the age of myth, these mountains have a stark, captivating beauty. Also, The Zedlei Forest has been unlocked as well. You can access that from the Aldanna Range or Baptiste Hill. Z E D L E I F O R E S T O-----------------------O Warm light plays through the canopy of this beautiful forest. The Silenia river runs through the heart of the wood on its eastward journey to the sea. Visit any pub for a wealth of new missions to do. When you are prepared to continue with the storyline, select Now That's a Fire! =~=~=~=~=~=~=~=~=~=~=~ - NOW THAT'S A FIRE! - =~=~=~=~=~=~=~=~=~=~=~ "Zedlei Forest has been bombed! Looking for a clan to rid our woods of an infestation of bombs! With auction season upon us, who doesn't want a few more clan points in the bank?" ~ Society for Woodland Preservation Objective: - Defeat all foes! Forbidden: - Restoring MP: Actions that restore MP are forbidden. Enemies: - Red Marshmallow x1 - Floating Eye x2 - Bomb x3 The party stumbles upon the Zedlei Forest absolutely teeming with Bombs and other monsters. Consider sending in units with ice-based abilities because the majority of monsters here are weak to that element. Equipment with resistance to fire would be helpful as well. Floating Eyes are the only neutral monsters on the field. Well, that's actually a lie because they are weak to earth and holy-based attacks. These monsters are capable of using Gnaw to inflict Poison status. Their other ability, Death Dive, is a suicidal desperation attack that kills the user and deals heavy damage to the target. The Floating Eyes typically use this attack when they are low on HP. To avoid getting hit by it, try to kill the Floating Eyes without leaving them in critical health. The Bombs and the Red Marshmallow work hand in hand. All of them are fire- based, so expect to be hit constantly by Fire and Flame Attack. The Red Marshmallow has a skill called Unction which inflicts Oil status. This can be devastating, considering the fact that most of the monsters here can hit you with fire-based attacks. For that reason, focus first on the Red Marshmallow before it can use Unction to coat your units with oil. Its defense is fairly high, so use spells to deal more damage to it. Blizzard/ Blizzara/Blizzaga works very well against it. When focusing on the Bombs, be wary of their Self-destruct ability, which they use when they're in critical health. This ability deals heavy damage to all units surrounding the Bomb. To lower the chances of a Bomb using it, avoid putting it in critical health unless you're sure you can kill it before its next turn comes. One of the Bombs, however, has Critical: Quicken, which will automatically give it the next turn if its health gets too low. Should this happen, you can count on it to use Self-destruct the next turn. To avoid this, either kill the Bomb without putting it in critical health status with a powerful attack or fight it from a distance. Adelle will mention that auction season is starting soon. She will explain some characteristics of the auctions before suggesting you head off for Camoa or Graszton to try one for yourself. It doesn't matter if you win or lose - this first auction is just an introductory auction. The region of Moorabella will subsequently be unlocked. It can be access from the Rupie Mountains or Zedlei Forest. M O O R A B E L L A O-----------------O The magick city of Moorabella and its aerodrome sit atop this high, forest-covered plateau. From Moorabella, you can proceed into the Ruins of Delgantua. T H E R U I N S O F D E L G A N T U A O-----------------------------------------O This sprawling ruin is thought to date back to the Galtean era. The lost arts of that time are evident throughout. When you are prepared to continue, accept the Pearls in the Deep mission at the pub. =~=~=~=~=~=~=~=~=~=~=~ - PEARLS IN THE DEEP - =~=~=~=~=~=~=~=~=~=~=~ "Tis the season: zingu pearl season in the Galerria Deep! All those who wish to go pearl hunting must register by accepting this quest. WARNING: Unregistered pearl hunters will be caught and tried as poachers." ~ Galerria Jewelers Objective: - Defeat the Lord of the Flowsand! Forbidden: - Actions by Nu Mou: Nu mou may only move and perform basic attacks. Enemies: - Antlion (spawns) - Pit Beast (spawns) - Flowsand Lord (Yowie) x1 Depending on your characters' levels, this battle may range from excruciatingly difficult to only mild challenging. If your units are at least level 25, I'd say you should be able to finish the mission comfortably. You will want to bring a healer. Units capable of casting Protect and buffing defenses are strongly recommended here as well. The Lord of the Flowsand is essentially a huge mouth in the ground. It's situated at the very lowest point in the cavern, so you'll have a lot of walking to do in order to reach it. In addition, you will have to contend with a few Antlions and Pit Beasts that will constantly spawn. The Antlions can use a variety of attacks, including Bile, which lowers resilience, and Mucus, which inflicts Slow. The Pit Beasts, on the other hand, can only use Sandstorm, which damages an area and inflicts Blind. The Flowsand Lord will prove to be hard to take down, primarily due to his excessively high HP. His abilities include Gravity Flux, an attack that hits all units on the screen for moderate damage. Out of all his abilities, this one is the least dangerous. Stun Crush is an attack that damages surrounding units and Immobilizes them. This can put you in a bad spot because it'll Immobilize you while your units are still surrounding it, giving it more opportunities to Stun Crush repeatedly. Lastly, Draw In is a ranged attack that picks up a unit and moves it next to the Flowsand Lord while dealing moderate damage. This can be an issue for ranged units, but it can be avoided by staying out of the attack's range. Note that the Flowsand Lord is weak to wind-based attacks - take advantage of that. There are numerous strategies you can use for this mission. First of all, ignore the Antlions and Pit Beasts - instead, focus all of your units on the Flowsand Lord. If possible, inflict Disable on or Stop the other monsters to prevent them from causing too much trouble. The first method would be to gather up all of your strongest physical units and surround the Flowsand Lord with them. Then, move any healers and buffers behind them, casting Protect and raising defenses as they go. It would help if your physical units had Counter as an R-Ability to deal extra damage. In this situation, the Flowsand Lord will probably mostly make use of Stun Crush to damage surrounding units. It's a fairly powerful attack, so make sure your healers are doing their job. Alternatively, you can send in a team of ranged units with ranges OVER six tiles. The Flowsand Lord's Draw In ability has a maximum range of six tiles. If you position your units in such a way as to stay out of his range, you can fire at it with impunity, only having to worry about Antlions and Pit Beasts. This is a viable strategy, but it only works if your units have the adequate range. With the Flowsand Lord out of the way, Adelle and Luso (mostly just Luso...) will search the glowing moss, along with Adelle's pearls. Eventually, they'll find it. Return to Graszton, and Cid suggests that you travel to the Rupie Mountains. Unfortunately, no new areas are available, but there are a ton of new missions at the pub. The next actual story mission is Mountain Watch... =~=~=~=~=~=~=~=~=~ - MOUNTAIN WATCH - =~=~=~=~=~=~=~=~=~ "Kuknir Travel is looking for guards to escort touring groups headed for the Rupie Mountains. The Marsa Wayfarers Association has been gaining on them of late. Kuknir want safety as a selling point, most like." ~ Shink, Pub Patron Objective: - Defeat Ewen! Forbidden: - Ice: Weapons and abilities that use ice are forbidden. Enemies: - Assassin x1 - Ninja x1 - Time Mage x1 - Sniper x1 - Nightfall (Ewen) x1 The Nightfall, at first, offers to purchase your judge for two million gil. When Luso refuses, he brings in his team to force the judge from you. With that, he incapacitates your judge. Your clan privilege is now negated along with the ability to revive dead units. Essentially, you're fighting without a judge here, so you will need to play more cautiously. Ewen is the objective here. If you want to get this mission over with quickly, then focus all of your attacks on him. He can use a variety of Ninja abilities, including Throw, which tosses a weapon at a target, Earth Veil, which deals earth damage and inflicts Slow, and Unspell, which dispels a target. His attack stat overall is not too high, but his Impervious P-Ability blocks from many debuffs. The other enemies here include a Ninja, who boasts a more varied list of Ninjutsu techniques than the Nightfall, Ewen. He can cast Fire Veil for fire damage and Confuse status, Gold Veil for damage and Blind status, and Water Veil for water damage and Silence status. His Dual Wield ability makes him even more of a danger than Ewen is. You'll want to take him down as quickly as possible. At least Silence him to prevent him from using his "Veil" abilities. Watch out for the Assassin's Ague ability, which can inflict Slow. Aphonia inflicts Silence status and Leg Shot inflicts Immobilize status. If you're susceptible to status ailments, then you'll want to maintain your distance from her. The Time Mage acts as the healer for the enemy team - he can cast Cure. His Time Magick includes Haste and Reflect. He often Hastes Ewen and the other units, who are already speedy enough as they are. Silence him to disable him completely. Lastly, the Sniper can use Leg Shot and Beso Toxico, which inflicts Poison status. Compared to the other units, she isn't nearly as dangerous, so feel free to ignore her completely. There's no need to really bother with the other units if you don't feel like getting the loot and EXP. Eliminate Ewen and be done with it! Ewen turns tail and runs following his defeat. That's to be expected of him. After the fight, Luso stumbles upon an odd jewel, which he decides to take back to Cid. The good news is that the judge is still okay - the effects of Ewen's spell only disabled him temporarily. Return to Graszton, and Cid will tell Luso to get it appraised. Cid also brings up the Aerodrome in Moorabella, where you can take an airship. Now, head over to Moorabella and go into town. Upon getting it appraised, Luso will suggest heading over to the Aerodrome. Unfortunately, some streetears state that the airships have been grounded due to hardware problems. Looks like you are stuck... The next storyline mission is Grounded! When you are prepared to continue, accept it and head to the Aerodrome. =~=~=~=~=~=~= - GROUNDED! - =~=~=~=~=~=~= "Airship malfunction due to mechanical sabotage and inspections resulting from same have grounded our regular flight to Fluorgis. The party or parties responsible have yet to be apprehended. Calling all clans to aid us!" ~ Moorabella Aerodrome Security Objective: - Defeat Genius Ed! Forbidden: - Harming the Weak: Actions that harm a lower level unit are forbidden. Enemies: - Berserker x1 - Time Mage x1 - White Mage x1 - Fusilier x1 - Genius Ed (Sage) x1 The perpetrator is Genius Ed, a Sage who's been modifying the airships. A new face will show here. Yes, it's Vaan from Final Fantasy XII, ready to claim the "treasure" on the airship for himself. As Luso and Vaan bicker to each other, Genius Ed will call in his lackeys. After some more "painful" dialogue, the battle will finally commence. Sheesh. The primary objective is Genius Ed, but you may want to take on the other units to make things a bit easier. Vaan will help out but won't really be much assistance. First of all, the White Mage has to go because he can cast Cure and Esuna. Afterwards, you should immediately target the Time Mage, who can cast Quicken and Slow. Since both spellcasters don't have very high defenses, you should be able to dispatch both quite easily. Just try to avoid being Slowed. Be wary of the Berserker. Smite of Rage deals damage while inflicting various debuffs. His HP is quite high, so you will need to focus your efforts to take him down quickly. The Moogle Fusilier will prove to be a problem with his Blindshot and Silenceshot techniques, both capable of inflicting their own eponymous status ailments. He otherwise isn't dangerous at all, so considering inflicting Addle or Disable on him to save the trouble of actually eliminating him. And finally, Genius Ed the Sage is capable of casting Water, which deals water damage, Aero, which deals wind damage, and Bio, which deals poison damage with a chance of inflicting Poison. His Immunity renders him resistant to certain debuffs, so don't count on Silencing him. Note that he also has Critical: Quicken set as a R-Ability. By eliminating him in without putting him in critical status, you can bypass it. With Genius Ed defeated, another Final Fantasy XII veteran will show up. Yes, it's Penelo! As the two leave, Vaan will mutter something about Tramdine Fens. This location will prove to be important later on. The Aerodrome is now open, meaning you can fly over to Fluorgis. Pay the one- way ticket fee of 300 Gil to be off. Just as Luso and Adelle are about to board the airship, Cid will show up. Prior, he had fought as a guest, but now he will actually join your party! Anyway, off to Fluorgis! F L U O R G I S O-------------O Quaint shops and age-old houses line the streets of Fluorgis. Beyond the city, ruins of once might fortress stand watch over the wilderness. Many of the outlying areas are also available for travel. Feel free to explore if you'd like. There are many new missions at the pub that you can choose to do. Whatever the case, accept the Rumors Abroad mission when you are ready to see just what Vaan was talking about when he mentioned Tramdine Fens. =~=~=~=~=~=~=~=~= - RUMORS ABOUND - =~=~=~=~=~=~=~=~= "Rumors whisper of an unimaginable treasure sleeping deep within Tramdine Fens. Some say it is the Dozen-and-One Knights of Aisen's hoard, others that it is a cache of Rozarrian wealth... Whets the palate, does it not? Well? In the mood for a treasure hunt? ~ Kanaq, Pub Regular * No evidence has been found to support above rumors. ~ The Management" Objective: - Defeat all foes! Forbidden: - Copycat: Using the same action as the preceding unit is forbidden. Enemies: - Zombie x1 - Floating Eye x2 - Ghost x2 - Wraith x1 While out searching for the rumored treasure, the team encounters a group of ghosts. For this mission, units with holy-based attacks are strongly recommended. White Mages and Archers/White Monks/Paladins with Burial/ Exorcise/Sanctify would help here as well. Avoid bringing in Moogles or Nu Mou because there is too much water here (Moogles and Nu Mou cannot cross water). The Zombie is not a threat in this mission - it can use Drain Touch to sap HP from its target to replenish its own HP. You should leave the Zombie for last. As for the two Floating Eyes, you will want to be wary of Death Dive, a powerful, suicidal attack that they use when in critical HP (they both have Critical: Quicken). Try to avoid putting these monsters in critical status for that reason. Their other abilities are Supersonic Wave, which can inflict Silence status, and Gnaw, which has a chance of inflicting Poison. The two Ghosts are capable of inflicting Sleep and Silence status with Sleep Touch and Silence Touch. Lastly, the Wraith can use Flash to inflict Blind status on surrounding units and Wake the Dead, which calls in more undead monsters. In addition, it can cast Darkra on its undead brethren to heal their HP. You should target the Wraith first because it's the most dangerous monster overall. Avoid putting it in critical status though, for Critical: Vanish will activate, preventing you from targeting it. All monsters here are weak to holy-based attacks. The undead (Zombie, Ghost, Wraith) are also damaged by curative spells. When you take down any of the undead, a gravestone will remain. After about two turns, the undead monster will revive itself. There are ways to deal with this. Exorcise and Burial can both banish the gravestone, preventing the monster from reviving itself. Also, using a Phoenix Down can work as well. Something odd will happen after the battle. After swallowing an orb, Luso will collapse, and you will witness a scene from the real world. Soon thereafter, Luso wakes again in a hut in the Tramdine Fens. Once you regain control, head to any town to rest. You will see a few more flashbacks from Luso's past in the real world, along with some of the earlier scenes in Ivalice. The last dream, however, is a nightmare, likely brought on by that strange orb back in the Tramdine Fens. Cid remarks that someone with a similar problem had posted a bill in the pub. Perhaps it could be some help? Complete as many of the side missions as you'd like. When you are prepared to continue, select Sleepless Nights and head to the Nazan Mines. =~=~=~=~=~=~=~=~=~=~ - SLEEPLESS NIGHTS - =~=~=~=~=~=~=~=~=~=~ "My dreams have been troubled of late. It started the night after my visit to Nazan Mines. I cannot sleep, my arms and legs are leaden, and even plump Bisga game-hen tastes like ash. They say a creature within the mines weaves ill-omened dreams. I fear... I fear I may be a victim. Please, stop it before I go mad." ~ Dabool, Geologist Objective: - Defeat the Oversoul! Forbidden: - Debuffs: Debuffs are forbidden. Enemies: - Zombie x1 - Wraith x2 - Bloody Orb x1 - Oversoul x1 The source of the nightmares appears to be an Oversoul. The monster will call in a team of primarily undead foes. For that reason, you should send in units with holy-based attacks. To banish the undead for good, consider sending units with Burial, Sanctify, or Exorcise. Restorative spells deal damage to undead monsters, so send in White Mages and the like as well. In order to finish this mission, you must defeat the Oversoul. The Zombie is capable of using Drain Touch to sap the target's HP to replenish its own. Overall, it isn't very dangerous. If you're looking to finish the mission quickly, it would be best to ignore the Zombie completely, for your objective is only the Oversoul. The Bloody Orb is similar in that its sole ability, Vampire, saps HP from the target to heal itself. The Bloody Orb is the least threat because its attack power is very low in comparison to the other enemies. Be careful of the Wraiths' Flash ability. This move inflicts Blind status on surrounding units. Their other ability, Wake the Dead, can summon more undead monsters. The Wraiths will frequently use Dark to heal themselves and the other monsters that absorb dark (the Zombie and Oversoul). Both Wraiths have Blood Price, meaning HP is consumed instead of MP. Finally, the Oversoul itself has a variety of malicious abilities. Deep Sleep inflicts Stop and Sleep status, and Shackle inflicts Disable and Immobilize status. Be prepared to use Esuna/Esunaga or Refresh to remove any debuffs that it inflicts on you. In addition, the Oversoul can cast Darkga, a powerful dark-based spell that deals heavy damage. Much like the Wraiths, the Oversoul frequently uses it to heal itself and the other undead. All of the monsters here are weak to holy-based attacks. The undead monsters (which is all enemies sans Bloody Orb). Recall that when an undead monster is killed, it can regenerate itself in a few turns. In order to prevent any downed monsters from reviving, use Exorcise/Sanctify/Burial to banish the monster forever. If you use those abilities on the tombstone of a downed undead monster, you will have no chance at missing. The sole objective here is the Oversoul. Feel free to completely ignore the other monsters. Both the Zombie and Bloody Orb are too weak to pose any significant threat in this battle, though you may find it easier to just kill them off quickly. The Wraiths, with their Flash ability, can be a nuisance, so you should eliminate them early on. When the Oversoul is defeated, the mission will end. Defeating the Oversoul successfully gets rid of the bad dreams, as the odd orb that floated into Luso's body after the incident at the Tramdine Fens leaves. You will witness a few flashback scenes, which involve Adelle, Cid, and Lezaford. After that, go to any pub, and you'll encounter a Moogle bard by the name of Hurdy. As he leaves, he will post up a bill. That bill, Making Music, is the next storyline mission. When you are ready, select it and make your way to Aisenfield. _ _ | |=========================================================================| | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5. Missions ~~~~~~~~~~~~~~~~~~~~~~~[5000]~| | |_|=========================================================================|_| In addition to the mandatory storyline missions, there is a plethora of extra side-quests available as well. Because there are no random clan encounters, you will have to rely on some of these extra missions to level up and gain ability points. Note that only 300 missions are recorded in the clan log. However, there are about 100 more missions that are not recorded, which totals about 400 missions in all. * NOTE: Obviously, each mission can be defeated in many ways. Most of the strategies presented here are my personal methods of clearing the missions. Therefore, don't assume you're under any obligation to follow my exact directions, for there can be an infinite number of ways to finish each mission. ()---------------------------------------------------------------------------() || 5.1. Quest Report [5100] || ()---------------------------------------------------------------------------() The mission report does not go in numerical order. Rather, it employs a chart thingy (that really makes writing out this part of the guide more difficult than it should be). On the report, you'll notice squares with letters a-e running from left to right and numbers 1-5 running top to down. There are 25 of these squares in all (simple math would lead you to that). Inside each of these squares are 16 more squares. Each individual mission takes up a spot in each of these squares. The mission list that follows will employ a numerical system for the smaller squares inside each of the bigger squares. ___ ___ ___ ___ | 1 | 2 | 3 | 4 | For example A1-01 would refer to the mission in the |___|___|___|___| upper-left box of the A1 box. This mission is Stranger | 5 | 6 | 7 | 8 | in the Woods, which just so happens to be the first |___|___|___|___| mission of the game. Not only does the mission report | 9 | 10| 11| 12| log completed missions, but it also logs pending |___|___|___|___| missions that have not yet been completed. Included | 13| 14| 15| 16| is data relating to the loot collected from the mission |___|___|___|___| and other information regarding rank. * NOTE: I can't confirm that every mission appears exactly when I specify (as they are purely based on when I encounter them). For that reason, a few of them may be off the mark. If you have any corrections relating to anything, please notify me. Of course, credit will be given. * NOTE: Note that certain missions vary depending on the month. If you can't seem to get a mission to appear when it's supposed to appear, try waiting through the months until it shows up. * NOTE: All repeatable missions will be marked with [R]. * NOTE: All mission fees do not consider fee discounts from clan trials and auctions. And in case it becomes confusing, I'll use directions under this battlefield orientation. North (Upper) West (Left) / `. / `./ /`. / `. East (Right) / South (Lower) [-----------------------------------------------------------------------------] A1-01: Stranger in the Woods ~ =--------------------------= We hunters of the village tried to stop 'im, to no avail. Somebody do somethin', please! You don't need to kill 'im, just drivin' 'im off will do. ~ Heriward, Wood Village Hunter Rank: 1 Fee: 100 Gil Days: --- Type: Defeat Mark Location: Targ Wood Appears: Beginning of game Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 250 Gil, Gikhet Lead x2, Faren Pollen x2 Forbidden: - Ranged Weapons Enemies: - Cockatrice x2 - Klesta (Crushatrice) x1 [target] This first battle serves as a tutorial for those who are unfamiliar with the mechanics of battle. If you've played FFTA before, then you should already be familiar with the general battle system. However, if you have absolutely no idea how to play, then I'd strongly suggest reading the instructions carefully. It's really not hard to pick up once you understand it. You have control over Luso, the Viera White Mage and the Nu Mou Black Mage. The other dude, Cid, will act on his own accord. As part of the tutorial, you'll be forced to hit Klesta (which is a Crushatrice) with a Fire spell. To finish the battle, all you have to do is defeat Klesta. Since Luso is a new Soldier, he won't have any Art of War techniques available right now. Rather, you will have to rely on physical attacks at the moment. Before going straight for Klesta, you can target the two Cockatrice monsters, and get rid of them first. Once they are out of the way, you can focus your efforts on the big bird himself, Klesta. He is fairly powerful, so be prepared to heal using your White Mage (Cure). Watch out for his Territorial Marking and Peck attacks; both are moves that deals damage over an area. Do not group your units together to avoid taking unnecessary damage. You only need to bring Klesta down to about a quarter HP before it flies off. A1-02 Reagent Run [R] ~ =-------------------= The muskmallow, favored herb for treatment of ague, is again in season. Seeking herbalists to venture into Targ Wood and procure a supply. No previous experience required. ~ Jylland Apothecary's League Rank: 8 Fee: 200 Gil Days: 20 Days Type: Satisfy Petitioner (Dispatch) Location: Targ Wood Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 2 - Teamwork : 0 - Adaptability: 4 Recommended for Dispatch: N/A Reward: 1580 Gil, Cactus Fruit x3, Nepenthis x1, Spruce x3 Forbidden: - Knockback Enemies: - Wolf x2 - Dreamhare x2 - Baknamy x1 While looking to gather a muskmallow, your team runs into a group of monsters. You know the drill. Bring in six units to engage the enemy. The objective here is not to defeat all of the monsters, but to find just one sample of muskmallow. See the sparkly things on the ground? When you approach one, you can examine it. Only one of them holds the muskmallow - all of the others contain nothing but gross plants. When you find the muskmallow, the mission will end. When the battle begins, be sure to snag the contents of the chest right next to your starting position. There's also a pot along the left side of the map that you should check as well. The monsters won't pose a problem in this battle. You should still try to defeat most of them because it will make searching for the muskmallow much easier. Be wary of the Baknamy though, for he has a skill called Magick Hammer, which deals damage to MP. If possible, keep spellcasters away from it. A1-03 The First Step ~ =------------------= - Trade Requested - I will trade my Ocktor Tome of Medicine for your cactus fruit! We will do the deal in Targ Wood. ~ Mack, White Mage Rank: 3 Fee: 100 Gil Days: 20 Days Type: Delivery Location: Targ Wood Appears: After completion of Mission A1-06: A Paw Full of Feathers Req. Items: - Cactus Fruit x1 Req. Talents: - Negotiation : 3 - Aptitude : 0 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 340 Gil, Cruzle Brass x4, Crooked Fang x2, Zinconium x3, (Ocktor Tome of Medicine) This is a very simple delivery. Send over the Cactus Fruit to Targ Wood, where Mack gladly accepts it. In return, you receive an Ocktor Tome of Medicine. A1-04 The Next Step ~ =-----------------= I seek someone to deliver medicine to a small village in Targ Wood. I would go myself, but there are those who would steal my secrets - as the one who crafts potent potables - and it is deemed dangerous for me to go out and about. Please, this one favor I beg of you. ~ Mack, Salve-maker Rank: 16 Fee: 300 Gil Days: 20 Days Type: Delivery Location: Moorabella / Targ Wood Appears: After completion of Mission A1-03: The First Step; After completion of Mission C3-01: Mountain Watch Req. Items: N/A Req. Talents: - Negotiation : 13 - Aptitude : 0 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 1330 Gil, Foul Liquid x3, Divariwood x3 Stop in Moorabella first to pick up the Clear Sap. Your objective is to deliver it to Targ Wood. However, Mack cautions you to potential robbers on the journey. Set off for Targ Wood and deliver the medicine to finish this mission engagement-free. A1-06 A Paw Full of Feathers ~ =--------------------------= What's in the woods? Wolves, that's what! And my chocobos are so put out, they're molting early. Somebody, rid us of these horrible howlers! ~ Chocobo Corral "Sasasha" Rank: 2 Fee: 100 Gil Days: --- Type: Battle Location: Targ Wood Appears: After completion of Mission A1-01: Stranger in the Woods Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 1050 Gil, Snake Skin x2, Tiny Mushrooms x2, Fresh Water x4 Forbidden: - Fire Enemies: - Wolf x2 - Baknamy x1 Oh no, wolves! If you are unfamiliar with laws, listen to Cid's explanation before the battle begins. This time around, fire is banned, meaning you can't use any fire-based ability in battle. Otherwise, you'll suffer a stiff penalty. You will also be introduced to clan abilities, which can be selected before each battle begins. Select four extra units to bring into battle. This fight is not too difficult, so there's no extensive strategy involved. After selecting units, pick a clan privilege. For this fight, I'd suggest Power Up 1. When you are ready to go, start the battle. There are three targets you have to kill. The two Wolves are weak, so focus on them first. At the moment, you probably do not have two many abilities available. For now, just whack the monsters with your strongest units. If you brought a Black Mage, use his Black Magick. Obviously, you can't cast Fire because the law forbids it. The Baknamy can use Goblin Attack, a special ability that inflicts damage while ignoring defense. The Wolves can use Fang, which deals moderate damage. If any of your units run low on HP, be sure to have a White Mage to heal them. Eliminate all three targets to finish the mission. A1-07 The Perfect Gift ~ =--------------------= It's nearly my mother's birthday, and I want to give her some flowers as a gift, kupo. I need someone to gather some pretty, pink flowers for the bouquet. ~ Genne, Devoted Son Rank: 6 Fee: 200 Gil Days: 20 Days Type: Delivery (Dispatch) Location: Camoa Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: Prima Petal x1 Req. Talents: - Negotiation : 1 - Aptitude : 0 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 1050 Gil, Molting x2, Trusty Frying Pan x2, Water Stone x3 Deliver the Prima Petal to Genne over in Camoa. He will gladly take it and give you your reward. A1-08 Kids These Days ~ =-------------------= Some of our younger clan members have been carrying on in the pub, disturbing the peace, as it were. I reckon it's best to teach them a good lesson now, and nip the problem in the bud. That's where you come in. Give 'em a good thrashing for me. ~ Criek, Clan Criek Leader Rank: 8 Fee: 200 Gil Days: 20 Days Type: Battle (Dispatch) Location: Targ Wood Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 4 - Adaptability: 4 Recommended for Dispatch: N/A Reward: 790 Gil, Waltwood x3, Xergis Tin x4, Gikhet Lead x4 Forbidden: - Ice Enemies: - Fencer x1 - Thief x1 - Archer x1 - White Monk x1 - Soldier x1 - Warrior x1 Bring in six units for this fight. You are up against a few average enemies here. For the most part, they shouldn't give you too much trouble. Both the Soldier and Warrior have Rend Power and Rend Magick, two debuffs that affect attack and magick power, respectively. The Fencer has two basic abilities: Swarmstrike and Featherblow. The Archer can use Blackout, which inflicts Blind status. The Thief can use Steal: Gil, which should not be much of a threat to your party, and lastly, the White Monk can use Roundhouse, an attack that deals damage to surrounding units, and Air Render, which is a ranged attack. Focus on the White Monk first because he is closest to your starting position. Take care not to surround him because he can use Roundhouse to damage any units around him. Once he falls, move to the Archer and Fencer. Be wary of the Archer, for he can use Blackout, which inflicts Blind status. You can take on the remaining units in any way you see fit. None of them are particularly threatening, though you may want to save the Thief for last because he won't do anything (except maybe steal your gil). Finish off the remaining enemies to draw the mission to a close. A1-09 Watch Your Step ~ =-------------------= Oh, fie on him! I chased down a marked thief, and almost had him, too, when one of his traps tripped me up! Someone please bring him in! ~ Finnes, Watch Chief Rank: 33 Fee: 500 Gil Days: 20 Days Type: Satisfy Petitioner (Dispatch) Location: Fluorgis Appears: After completion of Mission C3-06: Grounded! Req. Items: N/A Req. Talents: - Negotiation : 15 - Aptitude : 0 - Teamwork : 0 - Adaptability: 15 Recommended for Dispatch: Ranger Reward: 4830 Gil, Star Fragments x2 Forbidden: - Not Moving 3 Tiles Enemies: - Berserker x2 - Viking x2 - Ranger x1 As you can see, there are many traps strewn across the ruins. Luckily, they're all marked for you. However, the law requires that you move EXACTLY three tiles every turn, so you may have trouble avoiding traps. The Berserker on the left is capable of using Hone Senses, which increases his critical rate, Furore, which damages surrounding units, and Smite of Rage, which is a high-power attack capable of inflicting a random debuff. The Berserker on the right has Ground Shaker in place of Smite of Rage. Ground Shaker deals damage in a line, similar to the Earth Render ability of White Monks. Both Berserkers have exceptionally high attack power, so deal with them quickly. Both Vikings are capable of casting Thundara and using Strong-arm, a stealing ability. Critical: Berserk is activated when they get in critical status. Neither of them are very dangerous unless you have any weaknesses against Thundara. Lastly, the Ranger is capable of laying Sten Needle and Love Potion traps. Camouflage renders him invisible, which can be annoying since you'll have to wait until he acts again to be able to target him. When his HP is critical, Critical: Vanish will activate, turning him invisible automatically. All of the Seeqs here have Avoid Traps set as a P-Ability, so you won't be able to lure them into their own traps. Eliminate all of them the conventional way. When they're down, set off the marked traps to complete the mission. Yellow represents Silence traps. Green represent Leech (MP damage) traps. Cyan represent Sten Needle (HP damage) traps. A1-10 The Trappings of Failure ~ =----------------------------= In response to monster attacks in the regions outlying the city proper, we set a number of traps to rid ourselves of the beasts once and or all. Alas, the raps had no effect. Worse still, they now pose a danger to our citizenry. Please destroy these traps before they can do any real harm. ~ Camoa Ministry of Wildlife Rank: 12 Fee: 300 Gil Days: 20 Days Type: Satisfy Petitioner (Dispatch) Location: Targ Wood Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: N/A Req. Talents: - Negotiation : 4 - Aptitude : 0 - Teamwork : 0 - Adaptability: 4 Recommended for Dispatch: Ranger Reward: 390 Gil, Prima Petal x2, Mape Wood x3, Sturdy Vine x3 Forbidden: - >50 Damage Enemies: - Sprite x4 - Banshee x1 Send in six units for this mission. The law forbids any damage over 50 HP, so don't bring in any units that are too strong. The monsters here are fairly weak, so there's no need for strong units anyway. The objective is to disarm the traps (indicated by the flashing tiles). The only way to disarm them is to step on them yourself, meaning you'll have to take damage in the process. For that reason, it's best to eliminate the monsters first. Otherwise, you might have problems (because the traps cut out half of your HP; minimum damage is 10 HP) dealing with both the monsters and the traps. The Sprites, for the most part, are mildly dangerous. One of them can use Meteorite, which deals a heavy amount of damage to a single target. The Banshee, too, can use Meteorite. It's best to attack the Banshee first because she has Unscarred, a P-Ability that boosts her stats when her HP is full. After taking her down, focus on the Sprite with White Wind - taking her down will prevent the monsters from healing each other. There is a single treasure chest located at the lower-right corner of the battlefield. Be sure to get to it before you disarm every trap. A1-11 The Yellow Wings ~ =--------------------= Drive off those brigands, the Yellow Wings, before I lose what little business I got left! They've been squatting the highroad, demanding gil from all what pass by. If I can't use that highroad, I can't get to Camoa; and if I can't get to Camoa, I'm finished! ~ Kagran, Merchant Rank: 3 Fee: 100 Gil Days: --- Type: Battle Location: Targ Wood Appears: After completion of Mission A1-06: A Paw Full of Feathers Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 1750 Gil, Lamia Scale x2, Sanative Needle x3, Earth Stone x3 Forbidden: - Ice Enemies: - Thief x1 - White Monk x1 - Archer x1 - Animist x1 - Black Mage x1 Your party will quickly run into the Yellow Wings. They're just asking for trouble. Bring in four extra units for the ensuing battle. I'd suggest sending in a White Mage to heal. The rest of the party is up to you. The law forbids anything ice-based, so manage your party accordingly. At this point in the game though, I doubt you have any ice-based weapons that could potentially trigger it. Just avoid ice-based abilities. The enemy party likely has the speed advantage over your team. Let them move first. It's unlikely that any of them will be able to strike you on the first turn, so don't worry about that. The Animist will usually begin the fight with 100% Wool, which puts Protect and Shell on the caster. For that reason, you'll want to deal with him last because the Protect and Shell wear off over time. The Archer can cast Focus on herself, which increases the damage on her next attack. The remaining units don't have any skills to really worry about. The Black Mage is capable of casting the three basic elemental spells though, so do not keep your units grouped together. It is best to take out the Black Mage and White Monk first because they can deal the most amount of damage. The White Monk will approach your party, so meet him as he approaches. By concentrating your attacks, the two should fall quickly. Next, go for the Thief. Lastly, eliminate the Archer and Animist. When all enemy units have been knocked out, the mission will end. A1-14 A Voice from the Well ~ =-------------------------= Every night I hear what sounds like a woman's voice calling to me from the rear garden. I've just moved residences, and don't care to move again - nor do I have the funds if I wanted to. It's rather disturbing to say the least, and I'd appreciate it if someone would look into this. ~ Lacado, Townsperson Rank: 7 Fee: 200 Gil Days: 20 Days Type: Investigation (Dispatch) Location: Camoa Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: N/A Req. Talents: - Negotiation : 4 - Aptitude : 4 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 1160 Gil, Rat Tail x2, Bat Tail x2, Bomb Shell x4 Forbidden: - Ranged Weapons Enemies: - Lamia x3 - Lilith x1 Bring in six units for this battle. Avoid sending in any ranged characters because the law forbids that. If you have any accessories available that can block Sleep status, I'd suggest equipping them - the Lilith in this battle has a tendency to use Night, an ability that puts all of your units to sleep. She also can use Kiss, which Charms and Dooms a target. Be sure to have someone grab the treasure that's next to the left- most Lamia. There's also a pot at the upper-left corner of the map. Before you focus on the Lilith, you'll want to eliminate the three Lamias. Reason being that the Lilith has MP Shield, which allows her to take damage in the form of MP instead of HP. At the end of the battle, you'll want to surround her with all of your units to swiftly take her down. The other Lamias aren't much trouble. Only one of them has an ability (Hand Slap), which in itself isn't remarkably powerful. The Lamias do have fairly strong attacks, so be prepared to heal should it become necessary. Defeat all enemies to draw the mission to a close. A1-15 The Star Seal ~ =-----------------= Have you heard of the "Stone with No Name"? Those philistines at the Akademy won't hear a word of it, but I think the Stone bears a message from the distance past. According to legend, holding the Star Seal to the Stone takes one to a hidden land, protected by watchful guardians. I ask you to find the truth. ~ Mauri, No-name researcher Rank: 8 Fee: 200 Gil Days: 20 Days Type: Investigation Location: Targ Wood Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: N/A Req. Talents: - Negotiation : 4 - Aptitude : 4 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 440 Gil, Molting x2, Large Feather x1, Soul Ceffyl x5 Forbidden: - Lightning Enemies: - Baknamy x1 After getting the Star Seal, you'll be thrust into battle right away. Bring in six units here to face off against a single Baknamy. This should be an easy task to accomplish. Be sure to get the contents of the chest on the way! Finishing that, inspect the stone, which will react to the Star Seal... The odd stone will teleport your party to another area, where a group of monsters are waiting. Luso, being the impetuous adventurer he is, decides to stick around and fight. Forbidden: - Ice Enemies: - Baknamy x1 - Wolf x2 - Sprite x2 - Werewolf x1 Out of all the monsters, the two Sprites and the Baknamy are the least dangerous. Either leave them for last or finish them off quickly (they start closest to you). The Wolves can use Fangs, which can inflict moderate damage on the target. The Werewolf in the back is capable of using Roar, which removes all buffs, and En Garde, which causes the Werewolf to assume a defensive stance and counter any attacks against it. Its defense will also rise. Avoid attacking the Werewolf when it is in En Garde mode. Also note that when its HP is critical, it'll enter Berserk status. You will want to kill it quickly before it can get another chance to hit your party. The remaining enemies should not be too difficult to kill. Be sure to grab the contents of the chest at the lower-right corner, in a little niche along the side of the battlefield. A1-16 You Say Tomato ~ =------------------= You say tomato, I say kill them all! Why kill vegetables, you ask? Har! Did I mention quivering stalks, or slavering fangs? I was out for a stroll the other day and one bit clean through me britches! I doubt me or me britches are the only victims here. Help! ~ Gusah, Greengrocer Rank: 5 Fee: 100 Gil Days: --- Type: Battle Location: Camoa Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 560 Gil, Fury Fragments x2, Silk Thread x2, Rabbit Pelt x2 Forbidden: - Lightning Enemies: - Deadly Nightshade x4 - Alraune x1 In case you weren't already aware, tomatoes (Deadly Nightshades) are quite vicious. While surveying the area, a new face shows up. Cid agrees to let her join for a fraction of the reward. Much like Cid, Adelle is a guest who you cannot control. However, she will prove to be an asset nonetheless. Bring in five units of your own in addition to the two others. This fight is ridiculously easy, so don't worry too much about who to bring in. You should focus on the Deadly Nightshades first. They are speedy little creatures, so keep your guard up to prevent them from swarming you. These Deadly Nightshades can use Tomato Tackle, an attack that lowers speed, and Tomato Fang, which knocks back. Two of them can use the Green Magick spells, Blind and Raise, and the other two have some sort of Passive Ability that raises attack or defense. Though irritating, their low HP makes them easy to take down with a few strikes. The Alraune, however, is a bit more formidable. Its Impale techniques include Horn Blow, which deals moderate damage and knocks back, Horn Venom, which inflicts poison status, and Horn Shot, which is a fairly weak attack with an increased chance of hitting. Its defense stats are slightly higher than the Deadly Nightshades, but it should not pose a problem. Be sure to grab the chest at the lower-right corner of the battlefield before finishing off the last monster. A2-01 Camoa Cup [R] ~ =-----------------= Clan Tourneys are Under Way! The next tourney will be the Camoa Cup. Rules are as follows: - Maximum team size: 6 - Bouts to be won: 3 ~ Tourney Guild - Camoa Branch Rank: 19 Fee: 300 Gil Days: 10 Days Type: Battle (Dispatch) Location: Camoa Appears: After completion of Mission A1-11: The Yellow Wings; Silversun; Camoa pub only Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 4 - Adaptability: 4 Recommended for Dispatch: Lanista Reward: 2400 Gil, (Gigas Pendant) Forbidden: - Using MP Enemies: - Animist x1 - Thief x1 - White Monk x1 - Black Mage x1 - Archer x1 Your first battle is against the Yellow Wings. Unfortunately, the law prevents you from using MP at any time, so you will need to bring in six non-spellcasters. It's recommended that you send in units with the abilities to inflict restrictive status ailments such as Disable, Immobilize, etc. Out of all the enemy units, you will want to watch out especially for the White Monk. His Air Render ability can deal tons of damage. Even worse, the attack is ranged, meaning he can deliver pain from a distance. For that reason, you should focus all of your attacks on him first. Once he's down, the rest of the battle should not be very difficult at all. The enemy Black Mage can use the three basic Black Magick spells. They are pretty powerful, so you should prioritize the Black Mage early on as well. The Archer can use Blackout, which inflicts Blind status. If she manages to hit you with it, be prepared to use Esuna or Eye Drops to get rid of the condition. As for the Animist, he'll often use 100% Wool to up his defense and resistance and Sheep Count to put your units to sleep. He is not otherwise dangerous, so leave him for the end. The Thief won't do much either except attempt to steal your gil. Defeat all five of the Yellow Wing members to finish this segment of the Camoa Cup. Forbidden: - Using MP Enemies: - Black Mage x3 - Time Mage x1 - Green Mage x1 As you can see, the Edge of Magick is made up of mostly spellcasters. Since the law doesn't apply to the opposite side, this battle may prove to be difficult. Generally though, mages don't have very high defense, so your own physical strength should shine through in this battle. Watch out especially for the Hume Black Mage - he can cast Fira. The other Black Mages all have the three basic Black Magick spells in addition to Geomancy. The Time Mage has Haste, and the Green Mage can cast Sleep and Blind. I'd strongly suggest you prioritize the Time Mage first, and then work on the three Black Mages, starting with the Hume Black Mage with Fira. You should do your best to avoid grouping your units together. Therefore, the enemy mages won't be able to screw your entire party over by dishing out damage over a group. Again, take advantage of the enemy team's lower defenses and tear them apart with physical attacks. The most effective strategy here would be cast Reflect on all of your party members. Doing so will basically negate all enemy attacks against you. Berserking or Silencing the enemy team is also be a good strategy. Forbidden: - Using MP Enemies: - Thief x2 - Warrior x1 - White Monk x1 - Black Mage x1 The Camoa Braves is a tough clan to bring down. Many of the enemy units have double sets of abilities, making them even more of a challenge. Couple that with the fact that many of your units are probably hurting from the last two challenges, and you have quite a difficult fight on your hands. The heaviest hitter would be the White Monk, with his Air Render (ranged damage) and Earth Render (damage in a straight line) abilities. If possible, Disable him to prevent him from attacking. You will also want to be wary of the Moogle Thief, who has two Moogle Knight abilities at his disposal. Moogle Lance is a similar skill to Air Render and Moogle Attack knocks back. It also has Doublehand as its P-Ability, which increases his damage output. The Hume Thief is fitted with two Archer abilities: Leg Shot, which inflicts Immobilize, and Arm Shot, which inflicts Disable. He can only use them at melee range because he's a Thief. The Thief is more of a nuisance than anything else. Immobilize him if possible and let him sit there. The Warrior is fairly strong, capable of using Body Slam, which deals heavy damage, and Greased Lightning, which ignores R-Abilities. Finally, the enemy Black Mage is hardly a threat. He can only use the three basic Black Magick spells. You should still avoid grouping your units together. You can take down the Black Mage early on since he's the weakest physically. A2-02 The Sun Seal ~ =----------------= I begin to grasp the message within the Stone, yet only dimly... Perhaps I have erred, made some fundamental mistakes in my research. I need you to try the Sun Seal to know if I am right or wrong. ~ Mauri, No-name researcher Rank: 28 Fee: 400 Gil Days: 20 Days Type: Investigation Location: Graszton Appears: After completion of Mission A2-03 The Moon Seal; After completion of Mission E1-02: Bonga Bugle - Silversun; After completion of Mission C3-01: Mountain Watch Req. Items: N/A Req. Talents: - Negotiation : 13 - Aptitude : 13 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 3590 Gil, Dragon Bone x2, Onion x2 Forbidden: - Items Enemies: - Baknamy x1 - Lilith x1 - Ghost x1 - Wraith x1 For this battle, you will have to contend with a number of undead monsters, in addition to a Lilith and Baknamy. Send in six units. A curative unit would be useful here, along with any character who has Burial or Exorcise to get rid of the pesky Ghost and Wraith. Make sure you bring in ranged units because the second half of this mission has a law that forbids targeting adjacent units. At this point in the game, the Baknamy should be not be a factor whatsoever. It still retains its Magick Hammer and Goblin Attack abilities. The Lilith should be prioritized due to its Kiss ability, which Dooms and Charms the target. Eternal Oblivion, its other attack, deals damage over an area with a chance of inducing Addle status. The two undead monsters here will constantly cast Dark between themselves to restore each other's HP. You can deal damage to these two by casting restorative magick on them. When they are taken down, use Exorcise or Burial to put them down for good. You can't use a Phoenix Down for this purpose unless you want to break the law though. To finish this segment of the mission, inspect the Stone with No Name. Forbidden: - Targeting Adjacent Units Enemies: - Baknamy x1 - Thunder Drake x2 - Headless x2 - Zaghnal x1 You are up against a pretty strong force of monsters in this battle. This force is fronted by a Baknamy that, yet again, is no threat. Save it for last. The Thunder Drakes can use Thunder Breath to deal lightning-based damage in an area. The two Headless monsters behind them can use Bone Shatter to deal damage and delay the target's next turn, Sunder Earth to deal earth damage in a line, and Brute Strength to raise its attack power for the next round. Lastly, the Zaghnal is capable of using Roar, which removes the buffs of all units on the screen, Howl, an MP-damaging attack with a chance of inflicting Confuse, and Slug, a high-power attack that ignores defense. The only really dangerous monster here is the Zaghnal, which is at the back of the pack. Work your way down the line, dropping the monsters as you go. Be sure to heal when necessary and cleanse units that get Confused. Alternatively, you can just attack the unit to get rid of Confuse status. A2-03 The Moon Seal ~ =-----------------= The Stone with No Name was no mere stone! What wisdom did the ancients leave for us to find? I'll need to know more in order to decipher their message to us. The legend tells of three seals. And I want you to try the second, known as the Moon Seal. ~ Mauri, No-name researcher Rank: 18 Fee: 300 Gil Days: 20 Days Type: Investigation Location: Camoa Appears: After completion of Mission A1-15: The Star Seal; After completion of Mission B2-06: Wanted: Gilmunto Req. Items: N/A Req. Talents: - Negotiation : 8 - Aptitude : 8 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A Reward: 1160 Gil, Xergis Tin x2 Forbidden: - Lightning Enemies: - Floating Eye x2 - Baknamy x1 Part one of this battle pits you against a team of monsters protecting the Stone with No Name. Bring in six units for this battle and begin. This segment of the mission is ridiculously easy, so feel free to bring in whoever. The Floating Eyes have a couple of annoying abilities at their disposal. Supersonic Wave can Silence the target and Gnaw can Poison the target. Also note that when you get a Floating Eye to critical health, it may use Death Dive, a very powerful attack that kills the Floating Eye in the process. For that reason, eliminate the Floating Eyes as quickly as possible when you reach them. They are weak to earth and holy-based attacks. The Baknamy is a joke. He can only use Magick Hammer, which deals MP damage, and Goblin Attack, which ignores defense. At this point in the game, you should have no trouble wiping the floor with it. After defeating it, inspect the stone to be warped to an area reminiscent of the temple encountered in the Star Seal mission. Forbidden: - Bludgeoning Weapons Enemies: - Baknamy x1 - Werewolf x2 - Lilith x2 - Lamashtu x1 The opposition in this segment of the battle are a bit tougher. The Baknamy and Werewolves aren't much to worry about though. The Werewolves can use Roar, which removes buffs, En Garde, which puts the user in a counter stance, Slug, which is a powerful attack that ignores defense, and Assault, which inflicts Immobilize status. The two do have a fairly high attack stat, so don't let your guard down. The Liliths and Lamashtu will be the biggest threat because of their abilities that can inflict a number of status ailments on the target. The only skill that the Liliths can use is Kiss, which inflicts Doom and Charm status. To rid Charm status, simply knock the affected unit over the head. The Lamashtu is capable of using Night, which puts ALL units except the caster to sleep, and Poisonous Frog, which inflicts Toad and Poison status. The former is quite annoying, but it affects all units, so other monsters may be put to sleep as well. Target the Lamashtu first. It has a lot of HP, so you will need a few hits to take it down. From there, just beat down the remainder. Try to prioritize the Liliths to prevent them from constantly kissing you. Out of all the monsters, the Baknamy is the least dangerous, so leave it for last if you must. A2-04 Wanted: The Cyanwolf ~ =------------------------= - WANTED! - Wanted: The Cyanwolf, a new strain of wolf cited for 17 counts of pasture damage and 24 counts of disturbing the peace. Known to travel with a pack, though the mark may be distinguished by its unusual coloration. ~ Jylland Defenders of the Peace Rank: 3 Fee: 200 Gil Days: 20 Days Type: Headhunt (Dispatch) Location: Camoa Appears: After completion of Mission A1-11: The Yellow Wings Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 1 - Adaptability: 1 Recommended for Dispatch: N/A Reward: 2360 Gil, Wolf Pelt x3, Earth Stone x6, Tarkov Crystal x4 Forbidden: - Ice Enemies: - Wolf x4 - Worgen x1 Your six units will start in the upper-left corner of the battlefield. The field itself is shaped like a hollowed-out square, so navigating will prove to be difficult. Fast units and those with high move stats are best for this mission. The objective is to defeat the Cyanwolf at the lower-right corner. In order to reach it though, you will have to fight through the other Wolves as well. Don't treat them as total pushovers though - some of them are able to use Screech, a ranged attack that deals damage with a chance of inflicting Confuse status. Work your way either along the left side or upper side of the map, depending on whichever side the Cyanwolf is closer to. When you reach it, hit it with all you've got. Take caution, though, for it is quite powerful. It is capable of using Chilling Blow, which deals ice damage (unfortunately, monsters are not affected by laws) with a chance of inflicting Immobilize status, and Fiery Blow, which deals fire damage with a chance of inflicting Silence status. Defeat the Cyanwolf quickly before it can cause too much trouble. A2-05 Graszton Cup [R] ~ =--------------------= Clan Tourneys are Under Way! The next tourney will be the Graszton Cup. Rules are as follows: - Maximum team size: 4 - Bouts to be won: 3 ~ Tourney Guild - Graszton Branch Rank: 29 Fee: 400 Gil Days: 10 Days Type: Battle (Dispatch) Location: Graszton Appears: After completion of Mission B2-06: Wanted: Gilmunto; Ashleaf; Graszton pub only Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 8 - Adaptability: 8 Recommended for Dispatch: Lanista Reward: 4030 Gil, Ice Sigil x2, (Corsage of Corruption) Forbidden: - Opportunity Commands Enemies: - Black Mage x1 - White Mage x1 - Soldier x1 - Blue Mage x1 The first part of this cup puts you up against Humeism, a group consisting solely of Humes (as their name suggests). You can only send in four units for the battles to come, so make sure they're up for the task. A well-rounded party is always best - a healer is a necessity if you plan on finishing the three battles comfortably. Go after the White Mage and Black Mage first. The Black Mage poses a serious threat with his Fira spell, which can easily roast a group of units clustered together. Since the battlefield doesn't allow much room to maneuver, you'll want to get rid of the Black Mage first to prevent any complications. The White Mage should also be prioritized to prevent the enemy team from healing. Both mages don't boast very high defense stats, so taking them down shouldn't be an issue. The Blue Mage can use Screech, which damages and inflicts Confuse, Cornered, which inflicts 999 HP damage when his HP is in the single digits, and Unction, which inflicts Oil status. In conjunction with the Black Mage, Unction can be a real pain because it can significantly increase the effectiveness of the Black Mage's Fira spell. All the more reason to eliminate the Black Mage quickly! You can choose to go for the Soldier or Blue Mage next. The Soldier is fitted with various "Rend" abilities that can really hinder your team's ability to fight effectively. Be wary of his Counter R-Ability though. As for the Blue Mage, avoid putting him in the single digits HP range. Cornered is devastating (999 HP damage), especially in a mission where your units' survival is critical to the mission. Forbidden: - Opportunity Commands Enemies: - Archer x2 - Hunter x2 Houndforce is a group of ranged fighters. For that reason, none of them are particularly powerful, but all have a variety of abilities that can prove to be serious problems. Both of the Archers can use Blackout to inflict Blind, with the Hume Archer also capable of using Leg Shot, which inflicts Immobilize status. Both have Blink Counter as their R-Ability. Their attack stats aren't high, but the knockback from the Blink Counter can be irritating. The Hume Hunter, in addition to his Hunter ability, Advice (raises an ally's critical hit ratio), is capable of using Fighter techniques Beat Down and Blitz. Blitz isn't much of an issue since it's so weak, but Beat Down is problematic because it's a powerful attack. Its low accuracy is fixed by Concentration, which raises the Hunter's accuracy quite a bit. To prevent him from landing too many cheap hits with Beat Down, try to inflict Blind status on him to decrease his chance of effectively landing Beat Down. Either that or Disable him altogether. Avoid grouping your units together because the Gria Hunter can use Sonic Boom to deal area damage. Her other ability, Vitals Shot, can inflict a random status ailment. She also has the Raptor technique, Speed Crush, which deals damage and lowers speed. This Gria should be prioritized. Try your best to inflict as many debuffs as possible on the enemy team. Successfully Disabling some of the enemy units allows you to focus more on taking out the other units. This is not a tough battle because none of the opponents are very strong, but it can prove to be irritating because of all the status ailments they are capable of hitting you with. Forbidden: - Opportunity Commands Enemies: - Viking x2 - Thief x1 - Juggler x1 This final bout is quite challenging, especially since it is the last fight. The problem lies mainly in the Juggler, who has a variety of techniques. Weapon Toss is just a simple throwing attack, Molotov Cocktail inflicts Berserk, Dagger Toss inflicts Disable, and Ring Toss inflicts Stop. Your best bet would be to quickly eliminate the Juggler before he can use his tricks to drag down your team. Either that or Disable him right off the bat. The Thief can be an issue, not for his standard Thievery techniques, but for his Calling ability, Cuisine. This ability fully restores HP. Again, try to inflict Disable to prevent him from using this ability. If that's not possible, then prioritize the Thief, along with the Juggler. The two Vikings are not much to worry about in comparison to the Moogles. The Viking who isn't Lord Grayrl has Doublehand, which significantly increases his damage output. Grayrl can cast Thundara whereas the other Viking can cast Thunder. Cast Shell to increase resistance against these spells if they pose a problem. After eliminating the Moogles, focus all of your attacks on these two stragglers. A2-08 An Unfamiliar Land ~ =----------------------= I am itinerant merchant, and on my travels have seen much of this world. I wandered the Empire of Rozarria for a time, and upon coming to Jylland found myself uncustomarily surprised. What are these "Judges" that affix themselves to the clans in this land? They are no doubt different from the keepers of the law that I know - yet perhaps there is some connection? ~ Aega, Traveling Merchant Rank: 15 Fee: 300 Gil Days: 20 Days Type: Investigation (Dispatch) Location: The Aldanna Range Appears: After completion of Mission B2-05: A Simple Question; After completion of Mission C3-06: Grounded! Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 15 - Adaptability: 15 Recommended for Dispatch: N/A Reward: 1580 Gil, Ice Sigil x4 Head over to Lezaford's Cottage, where he will write and give to you 'Origin of the Judges'. And that should do it for this straightforward quest. A2-09 Moorabella Cup [R] ~ =----------------------= Clan Tourneys are Under Way! The next tourney will be the Moorabella Cup. Rules are as follows: - Maximum team size: 6 - Bouts to be won: 3 ~ Tourney Guild - Moorabella Branch Rank: 41 Fee: 500 Gil Days: 10 Days Type: Battle (Dispatch) Location: Graszton Appears: After completion of Mission B2-16: Pearls in the Deep; Mistleaf; Moorabella pub only Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 11 - Adaptability: 11 Recommended for Dispatch: Lanista Reward: 7760 Gil, (Raging Brooch) Forbidden: - Items Enemies: - Defender x1 - Cannoneer x1 - Warrior x1 - Gladiator x1 - Bishop x1 - Templar x1 The Bangaa Brotherhood is a clan consisting mostly of physical-based units. Send in six units of your own that have fairly high defenses. Since items are forbidden, a healer is recommended for this battle. Also, any skill that raises KOed units can be very useful here. All of the enemies here are dangerous in their own way. The Warrior boasts a variety of "Rend" abilities that can really hinder your attack, speed, and magick attack stats. His HP is really high, so bringing it down will take a long time. For that reason, don't attempt to fight the Warrior directly when the battle commences. Instead, inflict a debuff on him (Disable, Stop, etc.) that can prevent him from using his "Rend" abilities. Then, you can focus on the other units without having to worry about him. The same can be done for the Defender, who (naturally) boasts high defense stats. His abilities include Hiberate, which removes debuffs and puts the user to sleep, and Mow Down, which deals heavy damage to surrounding units at the cost of evasion. The Gladiator is quite powerful. He can use Fire Soul, Thunder Assault, and Blizzard Tackle. All are elemental attacks that aren't notably strong. However, if any of your units has an elemental weakness, these attacks may cause problems. The Templar is particularly troublesome, for he can use Piercing Cry to decrease speed, Rasp to deal MP damage, and Silence. You should first prioritize the weakest of the enemy units. The Cannoneer and Bishop both have noticeably less HP than the others. The former can use Target to raise the number of shots his the next attack, Mortar to deal heavy damage, and Target to boost the damage of his next shot. As for the Bishop, watch out especially for Break, which can inflict Stone status. Water and Aero deal water and wind- based damage, respectively. Prevent him from petrifying your entire party by Silencing or inflicting Berserk on him. Before finishing off the last enemy unit, take some time to heal your party back to full health. Trust me, you'll need all the HP you can get for the coming rounds. Forbidden: - Items Enemies: - Black Mage x1 - White Mage x1 - Time Mage x1 - Arcanist x1 - Alchemist x1 - Illusionist x1 The first bout pitted you against numerous physical units. This fight is just the opposite. All of the Nu Mou Nobles are capable of casting various spells. Cast Shell on your party to reduce damage taken from magick spells. You can choose to cast Reflect as well. This will deflect many spells, including the Black Magick you'll be sure to face. However, note that Reflect also prevents you from healing yourself with your own magick. Since the entire enemy team is magick-based, Silence and MP-damaging attacks work great here! Go straight for the White Mage, who is capable of casting Cure, Cura, and Esuna. Removing him will prevent the Nu Mou Nobles from healing themselves. Next, you should focus on the Illusionist, who's various spells can damage all of your units. Prominence deals fire damage, Tempest deals lightning damage, and Freezeblink deals ice damage. He has Blood Price, meaning his HP will suffer (Blood Price uses HP in lieu of MP). For that reason, taking him down should not be an arduous task. The rest of the battle is up to y