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      @@@@
      @@@@      Final Fantasy Tactics  FAQ / Strategy Guide  Version 1.0
      @@#%        Written by AstroBlue (tetsuwan_blue(at)yahoo.com.au)
      @@%
      @%                    Last Updated: August 31th, 2002
      #


*******************************************************************************


 1)PREFACE
 2)CONTROLS
 3)BATTLE SYSTEM
 4)FAQs
 5)STRATEGY WALKTHROUGH
   i)Chapter I - The Meager
   ii)Chapter II - The Manipulator & The Subservient
   iii)Chapter III - The Valiant
   iv)Chapter IV - Somebody to Love
 6)SIDE QUESTS
   i)Beowulf and the Dragon
   ii)The Deep Dungeon
   iii)Bar Propositions
 7)JOBS
   i)Generic
   ii)Unique Characters
 8)MONSTERS
 9)INVENTORY LISTS
   i)Weapons and Shields
   ii)Head
   iii)Body
   iv)Accessories
   v)Items
 10)THANKS TO


===============================================================================
1)PREFACE
===============================================================================
(Taken from Instruction Manual)

Throughout history, wars repeat themselves in various times and places.
From these wars, legends of heroes are handed down from generation to
generation. Weathered by rumors and passing of time, the truth may be
forgotten, the reality buried under legends.

Many years ago, a war seethed and erupted within the land of Ivalice.
It lasted for 50 years, finally ending when both sides laid down their arms.
However, the war had exhausted the people's strength and the country's
resources, and the situation within Ivalice gradually became worse.

The lords of the six ruling families united to guide Ivalice back to
prosperity. However, their delicate balance of power soon collapsed. One year
after the 50-year war had ended, Ivalice's Princess Ovelia was abducted.
Prompted by this, conflict grew between two families: Gallione (ruled by Prince
Larg, whose crest was one of a White Lion) and Zeltennia (ruled by Prince
Goltana, whose crest was a Black Lion). The war between the two families would
be known later as "The Lion War". Added to the backdrop of the Lion War was the
problem of succession to Ivalice's throne due to the sudden death of the King.
Prince Larg is the elder brother of the Queen Ruvelia. Prince Goltana is the
younger cousin of the dead King. According to historical record, a young hero
named Delita suppressed the Lion War soon after it engulfed Ivalice. There was
also another young man named Ramza who played a role during the Lion War,
though you will not see Ramza's name in any history books.

Now the true story can be told...



===============================================================================
2)CONTROLS
===============================================================================

Directional Buttons - * Move Cursor.
                      * Scroll Battlefields and the World Map w/Square Button.

Circle Button - * Confirm selections.
                * Select hilighted Unit in Battle.

X Button - * Cancel selections.
           * Display "Move" range of hilighted Unit in Battle.

Square Button - * View allegiance of units: Allies (Blue) and Enemies (Red).
                * Hold to Scroll Battlefields and the World Map.

Triangle Button - Pause Menu.

L1 Button - * Rotates Map to the left in Battle.
            * Displays entire World Map.

L2 Button - Toggle between the camera being zoomed in or out in Battle.

R1 Button - * Rotates Map to the right in Battle.
            * Displays entire World Map.

R2 Button - Toggle between low and high camera angles in Battle.

Start - View Units in the order of their AT.

Select - View Help (Indepth Info) on basically anything.



===============================================================================
3)BATTLE SYSTEM
===============================================================================

The Battle System for Final Fantasy Tactics is pretty complex. Essentially it
uses the same "Active Turn" system as the majority of the "mainstream" Final
Fantasies. The only catch is, battles are fought over a grided area, so
mobility and range become factors in the fight, which make the battles more
tactical. Also, Final Fantasy Tactics uses an optimised version of the Job
System used in Final Fantasy V. Gone is ABP, replaced with JP that you can
spend on abilities how you want. And new Jobs are opened up individually using
a level based Job tree, instead of collecting fragments of crystals. So all of
your units are almost fully customizable.

I am not going to document the ins and outs of the whole Battle System,
mainly because two other sources have done this much better then I ever could.
If you want to learn the essentials and intermediate "battle mechanics" of
Final Fantasy Tactics, I suggest you go through all the Tutorials in the
actual game. Not only are they incredibly amusing due to the copious amounts of
"engrish" they contain, but they are slightly educational. You can access
theses Tutorials from the Main Menu or from the World Map's Pause Menu.

To learn the advanced "battle mechanics" of Final Fantasy Tactics (i.e. how all
the attacks and magic are calculated), I suggest you read Aerostar's FFT Battle
Mechanics Handbook. This can be found at http://www.fftactics.net/fftmech/



===============================================================================
4)FAQs
===============================================================================

Q: I've heard you can make Ramza a Dark Knight, how do you do this?
A: Basically, one moron posted this rumour up on Usenet and it spread through
   the internet like a disease. It's completely false, just ignore it! However,
   you can make Ramza a Dark Knight by using a GameShark. See AeroStar's FFT
   GameShark Handbook for the codes to use, it is found on GameFAQs.

- - - - - - - - - -

Q: How come I cannot access the Fur Shop? All the Clerk says is "What do you
   want? There's nothing more to sell."
A: In order for the Fur Shop to be "open", you must have at least one character
   with the Secret Hunt support ability. Not including Byblos' innate Poach
   ability.

- - - - - - - - - -

Q: Do you think using Orlandu is "cheap"?
A: In a word, yes. It's not Orlandu's absolute brute strength that makes him
   "cheap", but it's the ease of actually obtaining him. For instance, think
   of the Knights of the Round summon in Final Fantasy 7. Yes, you could
   destroy the final boss in the game by using it twice. But in order to obtain
   it you had to either spend hours breeding Chocobo and racing them, or you
   had to destroy a REALLY hard boss. You don't have to do anything special at
   all to get Orlandu, you just have to get to the last 1/4 of the game.

- - - - - - - - - -

Q: What items can I get from poaching monsters?
A: Here is a handy table:

   Monster       | Common Item    | Rare Item
   --------------+----------------+ - - -
   Chocobo       | Phoenix Down   | Hi-Potion
   Black Chocobo | Eye Drop       | X-Potion
   Red Chocobo   | Remedy         | Barette
   Goblin        | Potion         | Hi-Potion
   Black Goblin  | Hi-Potion      | Antidote
   Gobbledeguck  | Mage Masher    | Ancient Sword
   Bomb          | Fire Ball      | Flame Rod
   Grenade       | Water Ball     | Flame Whip
   Explosive     | Lightning Ball | Flame Shield
   Red Panther   | Antidote       | Battle Boots
   Cuar          | Soft           | Germinas Boots
   Vampire       | Holy Water     | C Bag
   Pisco Demon   | Echo Grass     | Hi-Potion
   Squidlarkin   | Small Mantle   | Sleep Sword
   Mindflare     | Hi-Ether       | Dracula Mantle
   Skeleton      | Holy Water     | Ether
   Bone Snatch   | Hi-Potion      | Partisan
   Living Bone   | Wizard Mantle  | Elf Mantle
   Ghoul         | Ether          | Ninja Knife
   Gust          | Hi-Potion      | Main Gauche
   Revnant       | Hi-Ether       | Mythril Gun
   Floatiball    | Shuriken       | Platina Dagger
   Ahriman       | Magic Shuriken | Air Knife
   Plague        | Yagyu Darkness | Zorlin Shape
   Juravis       | Potion         | Rubber Shoes
   Steel Hawk    | Phoenix Down   | Hunting Bow
   Cocatoris     | Soft           | Feather Mantle
   Uribo         | Maiden's Kiss  | Cachusha
   Porky         | Chantage       | Nagrarock
   Wildbow       | Ribbon         | FS Bag
   Woodman       | Eye Drop       | Healing Staff
   Trent         | Gold Staff     | Fairy Harp
   Taiju         | Defense Ring   | Defender
   Bull Demon    | Battle Axe     | Giant Axe
   Minitaurus    | Coral Sword    | Slasher
   Sacred        | Ivory Rod      | Holy Lance
   Morbol        | Platina Dagger | Ice Shield
   Ochu          | N-Kai Armlet   | Chameleon Robe
   Great Morbol  | Elixir         | Madlemgen
   Behemoth      | Defense Armlet | P Bag
   King Behemoth | Cherche        | Ultimus Bow
   Dark Behemoth | Wizard Rod     | Stone Gun
   Dragon        | Jade Armlet    | H Bag
   Blue Dragon   | Cashmere       | Dragon Rod
   Red Dragon    | Salty Rage     | Dragon Whisker
   Hyudra        | Blood Sword    | Scorpion Tail
   Hydra         | Setiemson      | Rubber Costume
   Tiamat        | Ryozan Silk    | Whale Whisker
   --------------+----------------+ - - -

- - - - - - - - - -

Q: How does Brave and Faith effect your units?
A: Brave and Faith are some of the most important stats in the game, and
   thankfully they can be fully manipulated.

   Brave's most prominent effect is on your Reaction Abilities, in most cases
   your units Brave is directly proportional to the chance of its Reaction
   Ability initiating. e.g. A unit with Brave of 75 and Counter as their
   Reaction Ability, will have a 75% chance of countering any physical attack.
   Brave also effects the damage you do with bare fists, Knight Swords and
   the Wiznaibus and Witch Hunt dances, and it also effects what item you get
   with Move-Find Item. The chance of getting the crappier item is directly
   proportional to the unit with Move-Find Item's Brave, and so a unit with
   Brave of 80, will have an 80% chance of getting the crap item and a 20%
   chance of getting the good item. And so generally it's best for all your
   unit's to have the highest Brave possible, except for item finders that
   should have the lowest Brave possible (within reason).

   Exceptionally low Brave can be very bad. If a unit's Brave in battle is less
   than 10 it will turn into a Chicken, as a Chicken it is uncontrollable and
   will use its turns to run away from conflict. Also, if your units permanent
   Brave is less than 16, you will get a Warning message after winning a
   battle, and if your unit's permanent Brave is less than 6 it will leave your
   party because it's so scared of conflict.

   Faith effects the chances of a magic spell working and how effective it
   is (i.e. how much it heals/damages). This is based on both the caster of
   the spell and the target(s) of the spell's Faith. Higher Faith all round
   will lead to a more effective spell. And so Faith is a kind of double
   edged sword, on one hand it will let your unit do more damage and be
   healed more with a spell, but it will also let your enemies inflict more
   damage with magic on that unit. And so in my honest opinion it's best for
   your mages to have the highest Faith possible (within reason), and for the
   rest of your units you should keep their Faith at what it originally was,
   around 60-70.

   Exceptionally high Faith can be very bad. If your units permanent Faith is
   more than 85, you will get a Warning message after winning a battle. If
   your unit's permanent Faith is more than 95 it will leave your party because
   it's so engrossed in divine activities.

- - - - - - - - - -

Q: What types of items do the cities individually sell?
A: Cities can be categorised into three groups, plus three unique cities. All
   cities sell common accessories and medicines. Here is a catalogue ^_^

   Castles (Igros, Lionel, Riovanes, Zeltennia & Limberry) sell Knives, Swords,
   Axes, Hammers, Cross Bows, Bows, Spears, Shields, Helmets and Armor.

   The Trade Cities (Dorter, Warjilis & Zarghidas) sell Ninja Swords, Katana,
   Rods, Staffs, Hammers, Musical Instruments, Dictionaries, Sticks, Bags,
   Cloths, Shields, Hats, Clothes, Robes, Ninja Stars and Bombs.

   The Fort Cities (Zaland & Yardow), Goland Coal City and Bervenia Free City
   sell Rods, Staffs, Sticks, Bags, Hats, Clothes, Robes, Ninja Stars and
   Bombs.

   Gariland Magic City sells: Knives, Rods, Staffs, Sticks, Bags, Hats,
   Clothes, Robes, Ninja Stars, Bombs and specifically Broad Swords.

   Goug Machine City sells: Guns and Cross Bows.

   Lesalia Imperial Capital sells: Knives, Swords, Axes, Bows, Spears, Shields
   Helmets and Armor.

- - - - - - - - - -

Q: What are those (?,?:?) in the walkthrough now and then?
A: They are coordinates which are mainly used for the location of buried items
   that need to be retrieved with Move-Find Item. To read them, think of the
   battle area as the positive quadrant of a standard linear graph. In other
   words, the bottom left square of the battle area when the objective is
   displayed (i.e. Defeat all enemies!) is the origin. The coordinates are set
   out like (x,y:h), with x being the longitude, y being the latitude and h
   being the height. So if your coordinate is (2,12:4), from the origin square
   you would count across twice, then up twelve times and then you should be
   selecting terrain which is at a height of 4. Anyway, if you don't understand
   it really doesn't matter, as I always give visual directions. The
   coordinates are just for confirmation.

- - - - - - - - - -

===============================================================================
5)STRATEGY WALKTHROUGH
===============================================================================
-------------------------------------------------------------------------------
i)Chapter I - The Meager
-------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 1 - Magic City Gariland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your first real battle is of course one of the easiest in the game. Your
objective is to defeat all enemies. Split your party into two groups; Ramza and
a Chemist in one group and two Squires and a Chemist in the other. Have the
first group help Delita attack the two Squires and a Chemist that occupy the
east bank of the river, and have the second group attack the two Squires that
occupy the west bank of the river, one is on the rooftops. If any of your units
get low on HP (say around 10-15 HP), get one of your Chemists to use a Potion
on them. Eventually your units will have all of the bandits dead.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

During the first chapter, it would be a good idea to set up all your basic
utility generics. This includes a Chemist; with all Items and Move-Find Item
learnt, a Thief; with all Steals learnt, a Wizard; with a variety of Black
Magic learnt, and a Monk; with most of the Punch Arts learnt.

The Chemist's main use is for healing other units in battle, but the Move-Find
Item movement ability allows you to use the unit to retrieve rare items that
are buried underground. Because the lower the Brave the better/rarer the item
you find with Move-Find Item, it's best to choose the unit with the lowest
Brave to become your Chemist.

The Thief is for pillaging rare items from your enemies. Its speed and
mobility also makes it a good addition to your assault team. Choose a strong
female unit to become your Thief, this will give you move targets for Steal
Heart, as there are more male enemy units in the game than female units.

The Wizard's role is to destroy the opposition with spells, especially
monsters. Choose a unit with high Faith to become your Wizard, as high Faith
means higher magic damage. Also dabble in the other Magic disciplines such as
White Magic (Priests), Time Magic (Time Magi) and Yin Yang Magic (Oracles).

The Monk is handy in your team because it's a dual healer/fighter, Ramza is a
really good choice to become your Monk. So once he learns all of the Guts
abilities, think about making him a Monk. Apart from a Monk, you should also
think about having a Knight as a strong attacker.

As for Delita, make his secondary Ability "Item" and make him learn Potion
and Phoenix Down. This will make him twice as useful!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle 2 - Mandalia Plains
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As the battle begins, you will get to choose if you want to save Algus or not.
If you select "Our duty is to destroy the Death Corps", everyone in your party
will get a Brave increase of ten and your objective will be to "Defeat all
enemies!". If you select "Saving him is our priority" you will get no increase
in Brave and your objective will be to "Save Algus!". I know which one I
choose. All the Squires in the Death Corps are pretty weak, only the Red
Panther and Thief can really put up anything that resembles a fight. So simply
have a full on assault and heal with Potions if anyone's HP gets low. If you
chose to save Algus, I suggest you send a Chemist over to keep his HP up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Algus will now join your party as a guest. Like Delita, make his secondary
ability Item and have Phoenix Down learnt.

Mandalia Plains now will become a random battle area. Move back and forth
between it and Gariland Magic City to get in battles with Chocobos, Goblins
& Red Panthers. Fight battles here to gain JP and GP.

Head over to Igros Castle, to speak with Ramza's elder brother, Dycedarg.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 3 - Sweegy Woods
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your objective is to defeat all enemies, all of which are monsters. Because
monsters have elemental alignments, it's a good idea to bring a Wizard with at
least Ice learnt. Goblins and Black Goblins have a weakness to Ice, so you'll
be able to obliterate them with it. Anyway, stay away from the swamp area and
kill the Bombs first, as their Self Destruct move is very nasty! Don't bunch up
your units, or they will be sure to use it. Take out the Black Goblin and Red
Panthers next and then finally deal with the Goblin. As always, have a Chemist
with you to heal.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 4 - Slums in Dorter Trade City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These slums are filled with Wizards, Archers and a lone Knight. Because the
rooftops are so high, any Archers up there will basically be able to hit any
unit on the ground. Algus and Delita will usually head up the rooftops to kill
the one up really high. Have Ramza use Yell on Algus and Delita, or bring a
Time Mage and have them cast Haste on Algus and Delita; so they kill the
archer faster than usual. If you have a Thief already, have it in your team.
Because Thieves have superior jump, move and speed stats, they will be able to
traverse the slums and neutralise the Wizards and Archers quite easily. Also if
your Thief is very advanced and has Steal Weapon, you'll be able to steal the
first bow in the game, a Long Bow, from one of the Archers. Go for the Wizards
first, as their spells can be quite devastating. Then focus all your units on
the Knight, as he's quite strong. Then make your units climb onto the roofs to
kill off all the Archers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 5 - Sand Rat Cellar (Zeklaus Desert)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is your first battle with two squads! It really doesn't matter who you put
in which, as they start fairly close to each other. However, I recommend
putting a Chemist with Ramza in the first squad, and a Wizard in the second
squad. All the Death Corps are in the ruined house, there are Knights, Monks
and an Archer. Have the first squad help Delita storm the western entrance,
while the second squad helps Algus storm the northern entrance. This will trap
them in the house, and they will probably clump up near the northern entrance.
Now you can use your Wizard to blast them into submission with his/her
strongest spells. Once the first squad has defeated all the enemies on their
side, head them into the ruins to finish off what the Wizard has started.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Head over to Igros Castle, to speak with Dycedarg again.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 6 - Thieves Fort
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your objective is to defeat Miluda. Because of the topography of fort, it's
best to use a range attacker like an Archer, to cause some serious damage
(especially to those darn Priests). Once you have the Priests down, focus all
your energy on defeating Miluda. If you brought a Wizard along, keep them away
from the Thieves. One Thief is equipped with a Mage Masher that can Silence
you when hit by it. Generally, the Thieves will attack you instead of trying
to steal your equipment. Miluda has a generous amount of HP and good evade,
which makes it hard to take her down. But with both Priests down, there's no
way for her to recover, so keep hacking away.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Head over to Igros Castle again, hmmm.., there's descent amongst the ranks.
Algus leaves your party and goes off somewhere to act like a jackass.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 7 - Lenalia Plateau
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your objective is the same as last battle, defeat Miluda! The Wizards will
probably move forward and cast spells on your front line. While they are
casting their defence decreases considerably, so quickly run forward and take
them out with strong physical attacks. Like the last battle with Miluda, an
archer is indispensable, have them climb the plateau on the west edge of the
area and  rain arrows down on Miluda and her allies. Miluda's Knights are
advanced enough to destroy your weapons. Unfortunately, most of your units have
probably not learned the Chemist support ability, Maintenance; to prevent your
equipment from being broken. But have it equipped on any units that have
learnt it. If your Archer hasn't got Maintenance, keep him/her away from the
Knights. One good Weapon Break and your Archer will become extremely useless.
The Time Mage may cause you some trouble with Slow on your units and Haste on
your enemies, but really, she's the least of your worries. With the Wizards
down, attack Miluda vigorously with all your units until you kill her.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 8 - Windmill Shed (Fovoham Plains)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your objective is to defeat Wiegraf. The biggest problem in this battle is
Wiegraf's Holy Sword attacks. With them, he's probably able to do One Hit
KO's on your weaker units, which is a real pain. However, he can only use
his Holy Sword attacks while he's wielding his Mythril Sword. So if you have a
Knight with Weapon Break or a Thief with Steal Weapon, you'll be able to
break/steal his sword, so all he can do is punch. Both Weapon Break and
Steal Weapon will probably have about the same chance of working, roughly
around 37%. But a Knight would probably survive longer than a Thief, because
they can equip Shields, Helmets and Armor.

You want to get all your units up the steps to attack Wiegraf head on, don't
worry about the other Death Corps as Delita will most probably draw their fire.
Also try throwing rocks at the Knight up there, if your lucky you'll knock her
down off the edge of the Windmill Shed, this will put her out of the battle for
around 2 turns. If you are to take out any of Wiegraf's Units, take out his
Chocobo, Boco. Boco will heal himself and others with Choco Cure, which is
quite annoying. You don't have to kill Wiegraf, you just have to get him down
to at least 35 HP to complete this battle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 9 - Fort Zeakden
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is the final and unsurprisingly the hardest battle of this chapter. Your
objective is to defeat Algus, who is guarded by own posse of very strong
Knights and Wizards. Algus's Brave will gradually increase as the battle
progresses. This is another battle where you must deploy two squads, the 2nd
Squad will be situated directly opposite of the battle field to where Algus is,
which makes them pretty useless. However, you can counteract this by having a
Chocobo as one of the units in the 2nd Squad. This means inviting one with a
Mediator, from a random battle prior to this battle. Then put a physically
strong unit such as a Knight, with the Chocobo in the 2nd Squad. Now this is a
duel purpose team, the Chocobo is great for riding the Knight over to Algus,
and the Knight is great as a "human shield" for the Chocobo. Either way, you'll
have at least one strong unit over near Algus.

I suggest you put a Chemist in the first squad with Ramza, to keep Ramza and
alive so they can attack Algus. You really don't have to keep Delita alive, as
he will automatically "reraise" half way between Algus and Ramza's
"conversation". Focus all your efforts on Algus and noone else. Unfortunately,
Algus has the Auto-Potion reaction ability set. So every now and again, once
hit he will heal with a Potion, recovering 30 HP. This will take the edge of
most of the attacks you hit him with. But persevere.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


-------------------------------------------------------------------------------
ii)Chapter II - The Manipulator & The Subservient
-------------------------------------------------------------------------------

Agrias will join your party as a guest, she is very powerful. She will bring
her two apprentice Knights; Alicia and Lavian, and Ramza's apprentice, Rad;
will join. Accept them all into your battle party, even if it's just to strip
them of their equipment before you kick them out ^_^ The generics you built up
in Chapter 1 will probably be far superior to them.

By now you should have at least one Monk with Chakra and Revive, hopefully it's
Ramza. Monks are incredibly useful during this chapter, they will make your
life so much easier.

During this Chapter you should further develop your generics. Make your Thief
learn the ways of the Ninja and your Chemist should learn the Monk's Punch
Arts. You should also try to begin to unlock and use the more advanced Jobs.
Such as the Summoner, Geomancer, Lancer and Samurai Jobs.

Also, you can now send members of your party off to Bar Propositions. Do as
many as possible for reasonably Gil and JP rewards.

Head to Dorter Trade City, a battle will start.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 10 - Dorter Trade City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your up against 2 Thieves, 2 Archers & 2 Wizards, on the harshly sloped streets
of Dorter Trade City. All of the enemy units are as deadly as each other, so
there is really no specific type you should go for. The least amount of female
units in your party the better, as the male Thieves will try to woo them over
to the other side with Steal Heart. If any of your female units get Charmed
(especially Agrias), Throw a Stone at them to snap them out of it. If you have
a Wizard or an Archer, try getting them up on the rooftop for a great attack
vantage point, they'll need a Jump of at least 4. Agrias and Gafgarion are most
helpful in this battle, so make sure you keep them alive with Potions and/or
Cure magic.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 11 - Araguay Woods
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Goblins have surrounded a friendly looking Chocobo! The game will let you
choose your course of action, if you select "We must leave now" everyone in
your party will have their Brave drop by ten and your objective will be "Defeat
all enemies!". If you select "Is he strong in a fight?" your objective will be
"Save Chocobo", which means you'll have to keep him alive in order to win.
Once the battle begins, you'll realise that it's Wiegraf's Chocobo, Boco. The
bastard abandoned him! Boco will probably keep himself healthy with Choco Cure
and he'll head for the far top right corner of the map. If the Black Goblin
goes after him, kill the Black Goblin before he can kill Boco. Be quick about
it or Boco will most likely die, usually from a countered Choco Attack. Anyway,
just focus on killing all the Goblins. A Wizard with any of the Ice spells will
do easy work of them all. If you have Black Magic as Agrias' secondary ability,
she will also cast it on the Goblins.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Boco is strong for a Chocobo, but is still superseded by Red and Black
Chocobos. So he's really not that much help.

Unequip Gafgarion of all his equipment, because um... well.. he won't need it
because he's so strong! Yeah... that's it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 12 - Zirekile Falls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The objective of this battle is to "Save Princess Ovelia". Gafgarion has
double-crossed you. But because you sneakily removed Gafgarion of all his
equipment, he will only have around 80 HP and he will be unable to use his Dark
Sword techniques. So he's a sitting duck! If you didn't unequip him, he should
be your main target. Because not only is his Night Sword technique brutal to
your units, but it will also heal him. You only have to make him critical to
make him run from battle. Delita is with Ovelia and will help you fend off the
Hokuten, he's a Holy Knight like Agrias! Ovelia can be helpful too, she has
MBarrier that will provide the target with almost every positive status effect
there is. She will definitely use it on herself, but then she won't have enough
MP to use it on anyone else. So bring a Monk to use Chakra on her, or a Chemist
to throw a Ether at her, so she can cast it on other units.

Overall, Monks are extremely helpful in this battle. Mainly because they don't
carry a Weapon that can be broken by the Hokuten Knights, but also because of
their healing abilities. Equip the Maintenance ability on any unit that has
learnt it, to protect from the Knights Battle Skills, especially on any units
that rely on their weapon, like Archers. Speaking of which, if you have an
Archer and climb them to the top of the falls, they will be able to hit almost
anywhere on the battle field. Delita and Agrias will deal with most of the
Knights, just use your units to protect Ovelia and clean up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 13 - Zaland Fort City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Another battle that gives you a choice, if you choose: "Don't want to get
involved" your objective will be "Defeat all enemies!", and if you choose "We
have to help him!" your objective will be "Save Mustadio" and all your units
will get a Brave increase of 10. This battle is a pain, the wall in between
your party and the enemy is extremely high. Also, Mustadio will tend to
stay where the Archers and Wizards can kill him. Priests can be helpful, as you
can stand below the wall and keep Mustadio alive with Cure spells, and you can
give him extra protection by casting Protect and Shell. Generally ranged
attacks are best for this battle, so bring any Wizards or Archers you have.
If you get an Archer on top of the archway, they will be able to hit basically
any enemy unit.

A Ninja with dual Mage Mashers can obliterate the Wizards, if they don't kill
the Wizards with two swipes you'll have a one in five chance of Silencing them.
Which is as good enough as killing them. You need at least a Jump of 4 to be
able to scale the wall. Equip any of your offensive units, such as Knights &
Archers with Spike Shoes prior to this battle, so they can scale the wall.
Monk's have an innate Jump of 4, so no Spike Shoes are needed. Don't bother
giving them to Wizards of Priests, as they are best to stay on their side of
the wall. Agrias will take a while to get into the action, but when she does,
you'll be thankful!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mustadio will join your party as a guest! Keep him as he is, but make sure he
learns all his Snipe abilities (especially Seal Evil), and how to use Phoenix
Down.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 14 - Barius Hill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The topography for this area is very distinct, it has a large hill that cuts
the battle area in two. A Summoner is lurking in each of the two far corners
on either side of the hill, they are the main problem you'll have in this
battle. As they can cure allies (them) with Moggle and destroy enemies (you)
with Shiva. Mustadio will most likely go for the Summoner on the left, but it
won't be enough to kill her. You could use an Archer to move forward and kill
her with arrows. But, in my honest opinion it's best to use a Ninja equipped
with Spike Shoes, so they have a Jump value of 5. This will let the Ninja rush
forward, kill the Summoner, traverse the hill over to the other side and kill
the other Summoner. Make sure you have a surplus of Battle Axes, Coral Swords
and Shurikens, for the Ninja to throw. As for the Knights and Archers that
inhabit the hill, it's best to deploy some physically strong units such as
Knights and Monks. If you don't have a Monk, substitute them with a Chemist so
you can keep everyone healthy.

The Knight on the lower ledge can be easily killed with Ramza as a Knight or
Monk. Simply rush forward in the first turn and attack him. This will trap him
on the ledge, so he will run back to the far edge, which will trap him even
further. So next turn, move up further and hack away at him. If Ramza gets a
little low on HP, get a Monk or Chemist to heal him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Go to Lionel Castle to see Draclau. Agrias and Ovelia will leave your party.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 15 - Zigolis Swamp
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zigolis Swap mainly consists of a poisonous marsh, which will unsurprisingly
Poison your unit if you move them into it. Poison is easily purged with an
Antidote thrown by a Chemist, the Squire's Heal ability or the Monk's Stigma
Magic ability. So it won't cause you too much trouble. Overall it's much easier
to just have a Time Mage cast Float on all your units, so they can simply Float
over the poisonous marsh.

You're up against a bunch of monsters, and all but one are undead. The
Skeletons, Ghouls and the Bone Snatch are undead. If you bring a Chemist,
you'll be able to take the undead monsters out instantly by throwing Phoenix
Down at them. However, since the terrain is so treacherous, and since undead
enemies awaken once their timer counts to zero, you may not be able to get to
all of them fast enough. The superior ways of killing them are permanent
solutions. If Mustadio has learnt Seal Evil and you're lucky, he will most
probably Petrify some for you. Or you could bring a Priest, and a strong enemy
unit like a Lancer or Monk, equipped with the Secret Hunt ability. Then weaken
the undead mosters with Cure spells and then poach them into oblivion. The
"living" monster is random, use Ice spells if it's a Morbol or Flotiball, and
Invite it with a Mediator if it's a rare Uribo.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

After the following battle, you will be cut off from the rest of Ivalice until
Battle 18 - Golgorand Execution Site. So buy any items from Igros Castle that
you cannot buy anywhere else, before heading to Goug Machine City.

On arrival to Goug Machine City, Mustadio will run off to the slums. You will
now be allowed to Shop. Buy some Romanda Guns and equip them onto any of your
Chemists or Mediators. Then head for Zigolis Swamp to initiate the battle in
Goug Machine City.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 16 - Slums of Goug Machine City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mustadio has been striped of all his equipment and will probably be killed off
very early on. If he does get killed, don't bother reviving him because he will
just get killed again and he won't crystallise anyway. You're up against
Thieves, Summoners and Archers. The most useful unit you can have in this
battle is a Ninja. Especially when equipped with twin Mage Mashers and with a
stockpile of Great Axes. With a Ninja, you're able to climb up to the Summoners
and hack away at them, either killing them or probably Silencing them. Plus you
can throw Great Axes at other units on the way to cause major damage. You
should fill the rest of your team with ranged attackers. Archer's are pretty
helpful; Chemists equipped with Romando Guns are excellent! As you can attack
your enemies and heal your allies, both from a distance; Geomancer's are also a
great idea! The terrain in the slums is so varied; you can do Carve Model,
Gusty Wind, Hell Ivy and even Demon Fire!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mustadio will now join your party as a playable character, yay!

Head over to Warjilis Trade City, Delita will "greet" Ramza on arrival.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 17 - Barius Valley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Agrias is surrounded by troops from Lionel Castle, your objective is to save
her. You will have to deploy two Squads, the first will deploy near Agrias and
the second will be on the other side of the river near a Wizard and a Archer.
You should probably put Mustadio and a Chemist or Monk in the first squad to
keep Agrias alive. For the second squad, you should use strong units preferably
with good jump, I suggest Ninjas or Lancers. Anyway, the first squad should
shoot down the Wizard first, then the Archers and then the Knights, keep your
distance at all times and heal Agrias if she ever takes sub-lethal damage. The
second squad should rush over and obliterate the Archer and Wizard. As always
thrown Giant Axes do _so_ much damage. Once those two are killed, you should
get your second squad to cross the stepping stones over to help the other squad
defeat the Knights.  Overall, this is a very straight forward battle. Nothing
like what is next to come...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Agrias will now join your party as a playable character, woohoo! She's so damn
strong, and now she's yours.

Now the next battle is quite hard, so stock up on Items at Warjilis Trade City.
The Shops have been restocked again with new items. So outfit your troops with
the latest gear, namely Brigadines.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 18 - Golgorand Execution Site
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This battle is definitely one of the hardest battles in the game. As before,
Gafgarion's Dark Sword abilities will have your units crippled, while healing
most of the damage you deal to him. The two Time Mages will mess the flow
of the battle up a lot with Slow and Haste, and even Stop. The Archers
will attack from afar, and because the battle area is so seemingly vast,
it will be hard to get to them. The Knights will swarm at your units, causing
large amounts of damage and destroying your equipment. It sounds like
hell, but the tide of battle can be reversed with a single unit.

All you need is a Ninja, with Steal, Martial Arts, Move+2 and a Green Beret.
Set them on the far left square of the second group. The Ninja will most likely
get the first turn, use it to Steal Gafgarion of his Blood Sword, you should
get a steal chance of around 45%. So if the Ninja misses, reset and try again.
Gafgarion without his Blood Sword is like a Martini without an Olive, he's
a bunny, just get him critical and he'll teleport away. He may cause a little
bit of trouble if he has Elemental as his secondary ability, but that's pretty
rare. Once the Ninja has dealt with him, send it up to assassinate the Time
Mages before they can cause trouble.

Put Agrias with the Ninja in the second squad. For the first squad put Mustadio
with Ramza, and the generic unit that accompanies them should be able to heal.
So I would go for Chemist or Monk. More so a Monk, because their fist fighting
can be quiet strong against Knights and Archers. Give as many units Maintenance
as possible to protect from the Knights breaking their equipment. If you want
a more offensive character, be careful if you use a Summoner or Wizard, as
they will most likely be killed in two seconds flat by the Archers and Knights.
You can make them more resilient with Equip Armor as their Support Ability.
Mustadio should stay away from the action, shooting away at the enemies from a
distance. Occasionally you should try to use Arm Aim on any "annoying" enemy
units. Before too long, you'll have this "hard" battle wound up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The next two battles will play out in succession. If you want, you can head
over to the other areas of Ivalice, such as Igros and Dorter. Just select
Zaland Fort City and you will walk right past Lionel Castle. This will let you
buy Cross Helmets.

Before you go to Lionel Castle to battle, make sure you have some Defense
Rings, Diamond Armlets and Rubber Shoes. At least 2 of each.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 19 - At the gate of Lionel Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This battle is strange because it's split into two areas, Gafgarion and Ramza
must battle mano a mano inside Lionel Castle's gates. While the rest of your
party and the Lionel Knights must do battle outside of the gates. However,
there are ways to use this dynamic to your advantage. You could give Ramza the
Time Mage's Teleport movement ability, so he can simply teleport to the other
side of the castle wall. Or you could put a Black Chocobo in your second squad,
have it fly over to Ramza, have Ramza board the Chocobo and then fly Ramza upon
the Chocobo over to the other side of the castle wall. Both these tricks will
leave Gafgarion in solitary confinement, to think about his behaviour ^_^

However, stay away from the gate, as Gafgarion can still reach you with Night
Sword from there. Anyway, with Ramza and the rest of your party, obliterate the
Lionel Knights. Once you do this, don't go after Gafgarion just yet. Wait for
all the enemy units to crystallise or leave Treasure Chests. During this time
use abilities that will gain you EXP and JP while making it easier to kill
Gafgarion, such as Accumulate, Yell, Chakra and Potion. Then have Ramza
Teleport or fly over on the Black Chocobo to the gates switch, to open up the
gate so your party can come in and help Ramza kill Gafgarion.

However, if you want to win this battle "legitimately", you'll have far more
work to do. Make Ramza a Knight and make sure he has learnt the Weapon Break,
Battle Skill. You could substitute a Knight with a Thief and Weapon Break with
Steal Weapon. But Thieves are defensively weak and you'll probably get killed
by Gafgarion, but on the plus side you'll get an Ancient Sword. Have Guts as
your secondary ability. Now, make your way down to Gafgarion, Accumulate on the
way down (Yell if a Thief) as this will improve your chances of success in
breaking/stealing Gafgarion's sword. When you get to Gafgarion, keep
using Weapon Break on him (Steal Weapon if a Thief) until you break/steal his
sword. Like in the Golgorand Execution Site, without his sword he's a
sitting duck. Keep hacking away at him until he's dead. Make sure you get
Ramza to collect the crystal that he leaves behind immediately after he dies,
to recover all of Ramza's HP. If you really having trouble staying alive,
substitute Guts with Punch Arts or Item. You'll be less likely to break/steal
his sword without Accumulate/Yell, but at least you'll be able to heal
periodically with Chakra or Hi-Potions. Philsov adds: "Similarly, Ramza can
merely have Auto-Potion w/ only Hi-Potions to offset Gaffy."

As for your second squad, you'll have to deal with Archers, Knights and a
Summoner. The area you fight in is very flat and strangely claustrophobic.
The Summoner is your greatest threat, but you should be able to assassinate him
easily with a Ninja. As always, have twin Mage Mashers equipped onto the
Ninja and a stockpile of Great Axes to throw. Enemy and allied units tend to
clump up, this means indiscriminate magic like Black Magic can do more harm
than good. So it's best to have a Summoner and/or a Samurai. Both of these
units not only have attacks with wide ranges and decent destructive power,
but they will only target who you want to target. Also, with a Summoner you can
cast Golem, which will essentially negate all physical attacks. Also, if you
equip your units with Rubber Shoes you will be able to avoid any attacks from
the Archers, since they are equipped with Lightning Bows.  All in all, this
battle is more messy than it is hard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 20 - Inside of Lionel Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Draclau is transformed by the Zodiac Stone into the Impure King, Queklain.
Your objective is of course to defeat him. Queklain specialises in status
ailment inducing spells. You can protect your party from his worst attack
Nightmare (which either puts your units asleep or gives them Death Sentence) by
equipping Defence Rings on your units. This will force him to use Chicken Race;
which causes Don't Act, or Death Cold; which causes Slow. Diamond Armlets will
protect you from Death Cold and Rubber Shoes will protect you from Chicken
Race, so it's a matter of figuring out which status ailment you find most
annoying and equipping the corresponding accessory to negate it. But remember
you can always purge Sleep or Don't Act with the Punch Art called Stigma Magic.
Either way, you will always have a weakness.

After he has crippled you with status ailments, he'll attack with Bio spells.
Bio spells not only cause damage, but they also can give you even more status
ailments. A Summoner is quite helpful in this battle, but more so if they
have learned the stronger Summon spells. Just deploy your best offensive team
and just attack him really aggressively, hopefully you'll have him down before
he can make your team riddled with Status ailments.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


-------------------------------------------------------------------------------
iii)Chapter III - The Valiant
-------------------------------------------------------------------------------

Fur Shops have now opened up in the two Trade Cities of Dorter and Warjilis.
If a unit is equipped with Secret Hunt, and kills a monster with a normal
attack, the unit will poach that monster. The monster will then be refined by
the Fur Shop into equipment or an item, and you will be able to buy the refined
item at half the retail price.

Fur Shops also double as the Ivalician equivalent of Pawn Shops. If you are
short on cash, you can sell equipment to them and it will be stored in the
shop. Once you have accumulated a decent wealth of Gil, you can buy back the
item you sold to the Fur Shop for the same amount of Gil you sold it for!

You should get one of your male units such as Ramza, Mustadio or a Chemist to
learn the Bard's Sing abilities. They will be helpful in the longer, attrition
based battles that you will see in this last half of the game. A physically
strong female unit should also learn the Dancer's Dance abilities, again for
the attrition based battles.

Your Wizard should have enough experience as a Priest, Time Mage and Oracle
to be able to learn the Calculator's Math Skills. Math Skill is a million
times better than the normal Magic skill sets, but Calculators suck. So learn
all the Math Skills and then make your unit a Wizard and set Math Skill as
their secondary ability.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 21 - Goland Coal City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Olan has stumbled upon some cut-throat thieves, and they want him dead. Your
objective is to "Save Olan" from them. You're up against three Thieves, two
Chemists and a Mediator. The female Thieves are a real pain, they will try to
steal your equipment and will try to charm your male units with Steal Heart.
That's why it's best to have as many female units in your team as possible, and
to have as many units as possible set with Maintenance. Have at least one unit
with Guts or Basic Skill as their secondary ability so they can use Throw
Stone, which is great for "de-Charming" any charmed units. It's highly unlikely
that the enemy units will be able to kill Olan, but have a unit with healing
abilities shadow Olan anyway. Monks aren't the best choice here, because the
varied topography will give you hardly any chances to use Chakra. A Priest or
Chemist is the go, because you can heal him from a reasonably far distance.

Pray for Olan to cast Galaxy Stop a lot, because it will help _so_ much. A
female Ninja with Steal as her secondary is very helpful in this battle, she
will be able to traverse the hideout with ease, slashing the Thieves and
stealing the Mythril Guns from the Chemists. If you are going to use Throw on a
Thieve, check if they are equipped with Catch before doing so, as you don't
want to waste a turn. An Archer can kill the enemies quite effectively if you
get them up on the roof fast enough, you'll need Ignore Height to get up to the
very top of the roof though. Agrias can do some damage here as well, but she's
far too slow and will probably get swamped by Thieves. Maintenance is essential
for her, because without her sword she's about as useful as tits on a bull.
Anyway, if you kill the Chemists off as fast as possible and the go for the
rest, you'll have not problems with this battle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Head to Lesalia Emperial Capital to speak to Zalbag. Then head for Zeklaus
Desert and a battle will start.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 22 - Back gate of Lesalia Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zalmo the Heresy Examiner and his entourage of knights and monks will come
after Ramza, who has been labelled as a heretic. Alma is by Ramza's side and
can provide the same kind of help Ovelia did at Zirekile Falls. Keep Alma's MP
topped up with Hi-Ethers and/or Chakra so she can use MBarrier on your units.
Your objective is to "Defeat Zalmo!". Unfortunately, Zalma has Arrow Guard.
Otherwise, I would have suggest you deploy a party of Archers to attack Zalmo,
but instead you will have to make do with Guns. The two Mythril Guns you
hopefully stole from the Chemists in the previous battle will be quite helpful
in this battle. Make Ramza a Chemist and give him a Gun, have Mustadio in your
team and I would suggest you have a generic Chemist armed with a Gun. Anyway,
set all your "gunners" up on the ledge of the castle and have them take pot
shots down at Zalmo. He is quite hard to take down since he has around 250HP,
has Move-HP Up set and uses White Magic. However, when he is casting White
Magic, he's far more vulnerable.

Geomancers are also great in this battle, stand them up on the ledge with the
"gunners" and have them Carve Model away at Zalmo. A Wizard (Black Mage) is
useless, due to the range of Black Magic and the fact Zalmo has a White Robe.
A Summoner is by far batter, because you'll be able to take out some Knights
and/or Monks while you try to kill Zalmo with Titan or Lich (which are not
halved by his White Robe). Ignore the Knights and Monks, you want to get this
battle over and done with as soon as possible. So just attack Zalmo.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Alma will now join your party as a guest so she can get you into Orbonne
Monastery. Unequip Alma of all her equipment before heading to Orbonne
Monastery (especially the Healing Staff and Barette). There will be three
battles in a row next, so make sure you're ready.

After finding Simon wounded in the 1st floor of the Underground Book Storage.
You will be prompted to save and form your team before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 23 - Underground Book Storage 2nd Floor (Orbonne Monastery)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is your first battle against Lancers. Lancers are defensively strong, but
their attacks rely too much on speed. So bring a Time Mage to Haste your units
and slow the Lancers, so you'll be able to move your units out of the way
before the Lancers finish their Jump and spear you. The best strategy for this
battle is to block off the steps in front of your party with strong characters
such as Ramza and Agrias, to trap the enemy nits on the lower "steps". Then
use ranged attacks from the highest "step" down onto the Time Mages, Lancers
and the Chemist. "Gunners" are hard to use in this battle, mainly because the
stepped topography of this level will get in the way of having a clear shot
down onto the Time Mages. However, Guns are good against Lancers because
bullets cannot be avoided... but neither can Agrias' Sword Skills, and they
cause much more damage. So Agrias should be your main "Lancer killer".

Generally it's better to have Archers rather than "Gunners", because your
elevated position and the ability for Archers to shoot arrow in a parabolic arc
makes it possible to damage _any_ enemy unit. Although, if you want your Archer
to be able to damage the Lancers, have them equipped with Concentrate.
Otherwise they will almost always evade any arrows you shot at them. Summoners
can really rip the enemies apart in this battle, generally because the enemy
units tend to clump up around the middle "step", don't use Ifrit or you'll
probably heal the Lancer equipped with a Flame Shield. Elemental attacks cannot
be evaded, so you may want to bring a Geomancer along to help Agrias dispose of
the Lancers. You'll only probably be able to use Kamaitachi, but that's not
half bad considering it can cause Don't Move. If you gain access to some steps
you'll be able to use Demon Fire, which can put enemies to Sleep!

If any of the Lancers charm Agrias with Steal Heart, attack her _immediately_
so she doesn't do any harsh damage to your party. Anyway, this battle should be
fairly easy if you firstly take out the Chemist; so he can't recover any of the
enemy units, then the Time Mages; before they cast haste on the Lancers, and
then finally the Lancers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your party before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 24 - Underground Book Storage 3rd Floor (Orbonne Monastery)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your objective in this battle is to "Defeat Izlude", who is accompanied by
Knights, Archers and a Summoner. Izlude is like an uber-Lancer, he can Jump
on your units from a long distance. Have most of your units wear Germinas
Boots, so they will be able to get through the maze like structure of this area
with ease. Anyway, firstly you should disable all of Izlude's accompanying
squad. You can do this by bringing a Summoner that knows Golem. Once you cast
Golem your allies will be impervious to attacks made by the Archers and
Knights for as long as it takes until the Golem is "broken". If it breaks cast
it again. This will make your Summoner drain MP very fast, so give them Item as
a secondary ability so they can replenish their MP with Ether and Hi-Ether.

Golem will not stop the destructive effects of the Summoner, so you'll have to
defeat him. Do this by placing at least two range attackers (such as Archers,
Geomancers or "Gunners") on the bottom left edge of the battle formation grid.
Then in battle, rush over to the Summoner and take him out. Now all of Izlude's
cronies have been neutralised, it's time to defeat Izlude. This can be done
with simply Agrias and Ramza. Ramza is best as a Ninja, because of the
increased speed and innate Two-Swords ability.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your party before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 25 - Underground Book Storage 1st Floor (Orbonne Monastery)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wiegraf has come back to avenge the death of his sister, Miluda. Your objective
is to "Defeat Wiegraf", and you should try to do this as quickly as possible.
Ninjas are great for defeating Wiegraf, as they can rush forward with their
tremendous speed at Wiegraf and then cause massive damage by throwing a Slasher
at him or hitting him twice with dual Ninja Knives. Although, they should have
Concentrate equipped so there is no chance of them missing Wiegraf.

Monks with Elemental magic as their secondary ability are really great against
Wiegraf. You get the speed bonus and strength of a Monk, but if you don't quite
manage to make it to Wiegraf you can use Elemental magic from a far. Wizards
and Summoners tend to be a bad choice in this battle, as they tend to be a tad
slow due to casting and/or stats, and Wiegraf seems to be well defended against
magic. If you don't clog up the central doorway between the two halves of this
floor, and you hit Wiegraf hard, you should have no trouble defeating him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Wiegraf sells his soul to the devil, hmmmmm... is the devil supposed to be a
Marino with 4 arms? I thought he was a big red dude?

Head to Dorter, an "Exotic Wizard" will confront Ramza and will tell him to
bring the "Germonik Scriptures" to Riovanes Castle in order to get Alma back.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 26 - Grog Hill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is probably close to being one of the easiest battles in the game. A group
of Nanten Deserters wish to kill Ramza so they can use his head as a bargaining
chip out of the Nanten. Just kill the Thief first, then the Chemists, then the
Archer and then finally the Squires. You may want to bring a Oracle, so you can
Foxbird the last enemy into a Chicken, or inflict other non-lethal status
ailments so you can wait for the other five enemy units to turn into crystals
or chests without any hassles.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 27 - Yardow Fort City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After having a fight with her brother Malak, Rafa runs to Ramza for help. And
so your objective this battle is to "Save Rafa". Rafa and Malak both have
Heaven and Hell Skills respectively, these are both random and multiple hitting
forms of elemental magic. Unfortunately, Rafa will probably only use her Heaven
Skills once, but fortunately it's because she has the good sense to run away
from her brother, who is accompanied by Ninjas and Summoners, which are all
within the walls of the fort city.

Have Agrias stand in the entrance of the city, below the arch. This doesn't
prevent the enemies from getting over to your side, but it will make it so the
Ninjas have to attack to Agrias from the front, which will be hard form them
to hit due to her shield and evade. Set her reaction ability as Catch, and the
Ninjas wont be able to lay a finger on her. To get her there during the first
turn, set her movement ability as a Move+ and equip her with Battle Boots or
Germinas Boots, then place her two spaces to the left of where Ramza is set by
default on the battle formation grid so she appears close to the entrance. From
the entrance Agrias will probably be able to kill the Ninjas on her own.
Usually the Ninjas line up nicely in front of the entrance, almost begging to
have Holy Explosion used on them.

The rest of your units should be predominantly ranged attackers. Geomancers are
probably the most useful because of their long range. Archers are very good at
killing the Summoners, but you'll have to set a Jump+ on them and equip them
with either Spiked Boots or Germinas Boots, in order for them to be able to
climb on top of the arch for the perfect vantage point. You may want to bring a
Monk, Chemist or Priest to keep Rafa alive, but I doubt any enemy units will
get to her. So it's probably most necessary. Anyway, have your Archer(s) focus
of the Summoners, while Agrias and your Geomancer(s) focus on the Ninjas, add
once they're all defeated go for Malak.

silentXP has quick way to complete this battle: "I managed to beat the (battle)
in one and a half turns, here's how. Make sure you have a Lancer with a long
enough jump for say atleast 2 to 3 spaces. Well, most of the time Malak heads
right by the wall nearest to the player starting point, and starts casting a
spell. I found it extremely easy to just use my Lancer to pounce on him from
the other side. I killed him in one jump hit, or atleast enough for the battle
to end anyway."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

After Rafa and Ramza have a heart to heart, and Malak gives them a message in
the form of a 'sploding frog O_o. Rafa will join your party as a guest.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 28 - Yuguo Woods
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This battle is much like battle you fought in Zigolis Swamp, as you're up
against a party of Undead enemies (Monsters and Humans). Use the same type of
strategy you used in Zigolis Swamp, just more advanced thanks to your
hopefully more advanced party. Get Mustadio to try and Seal Evil all the Undead
Time Mages and Wizards, this will get them out of your hair indefinitely. This
battle is a breeze if you bring a Wizard with Math Skill, just constantly use
CT(4 or 5)Cure, this will heal all your units while damaging all the Undead
units.

Unlike Zigolis Swamp, because the terrain of Yuguo Woods is pretty straight
forward, you can easily defeat all the enemies by simply brining a lot of
Chemists and have them throw Phoenix Downs at the undead enemies to kill them
instantly. Overall, this is an easy battle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 29 - At the gate of Riovanes Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rafa and the knights and archers of Riovanes Castle are guarding the entrance.
This battle is unfortunately the calm before the storm. Your team will deploy
in two squads, the first squad will be in front of the draw bridge, and the
second squad will be on the bank of the moat. You should put Agrias in the
first squad with Ramza, give them both Germinas Boots to increase their
mobility. Ramza is very good as a Samurai in this battle. Make them both kill
the guard on the bridge, and then get them to climb on top of the castle to
kill all the Archers.

For your second squad, you should bring a Summoner that knows Golem.
Make the Summoner cast Golem periodically, while every know and then using a
summon monster such as Shiva or Titan on the knights. Therefore it's a good
idead to bring along a Chemist stocked up with Hi-Ethers, to keep your
Summoners MP stocked up. The Chemist can also use a Mythril Gun to damage the
knights. If you want to kill the Knights that lurk around the moat very easily,
bring a Lancer and give them Feather Boots. Because Knights are slow, you'll be
able to hit them with Jump nearly every time. If you bring a Dancer, they can
cause some trouble with Wiznaibus or Polka Polka.

Once you kill Malak, Rafa will teleport away. It really doesn't matter if you
kill him fast or if you let him live so Rafa stays around longer. They are both
as useless as each other.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 30 - Inside of Riovanes Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is probably one of the hardest battles in the game. It's a fight
between Ramza and Wiegraf, mano a mano! Wiegraf is extremely powerful, so
you'll need to use some strong strategies against him. The most classic
strategy is to make Ramza a Chemist with his secondary ability set as Guts,
then have Ramza Yell his little heart out until he has enough turns to get away
from Wiegraf and then shoot him to bits with a Mythril Gun. As a Chemist, Ramza
can also use Hi-Potions or X-Potions to keep his HP over what Wiegraf can deal
to him. Ramza as a Squire could also equip a Chameleon Robe to prevent Wiegraf
using Lightning Stab, and Feather Boots to prevent Wiegraf from using Earth
Slash. This will leave Wiegraf with only Wave Fist as a ranged attack, which
has only a range of 3 and is relatively weak compared to the others.

If you replace Chemist with Archer in this strategy, you wont be able to heal
with Potions, but as you increase your Speed with Yell your Bow will begin to
deal more and more damage. Guns will always cause the same amount of damage,
unless of course they make a critical hit. Not even using Accumulate will
boost a Guns attack.

Anyway, my strategy relies more on keeping Ramza alive while afflicting damage
than avoiding Wiegraf's attacks. Make Ramza a Squire, Knight or Geomancer and
make his secondary ability Punch Art. This will let you equip everything you
need on him and will allow to use Chakra if things get desperate. Now have
Ramza's reaction ability set as Auto-Potion and throw away every last Potion
you have in your inventory, this will allow Ramza to recover 70HP almost every
time he takes damage. Make his support ability Concentrate, so he never misses.
His movement ability could be anything, but Move-HP Up will further extend his
recovery powers. Now as the piest-de-resistance, equip Ramza with the Blood
Sword you stole from Gafgarion in the Golgorand Exection Site. This allows
Ramza to cause a decent amount of damage to Wiegraf, while simultaneously
healing. It doesn't really matter what else you equip Ramza with, but I would
suggest you equip him with a Bracer, so you cause more damage and heal more
with the Blood Sword.

After you defeat Wiegraf he will use the power of the Zodiac Stone to turn into
Velius. The rest of your party will now appear, but Velius will summon three
Archaic Demons, so it kinda evens out. Your objective will now be to "Defeat
Velius!". If you used the Yell method you'll be able to kill Velius by
attacking him with your 5+ turns at the beginning. If you brought a Summoner
you'll be able to do some major damage with Lich. Keep your party spread out
nicely, or Velius will destroy your units with his summons, namely Cyclops. The
Archaic Demons will use really strong magic attacks such as Dark Hoy and Giga
Flare on you. But don't attack them, just focus on Velius. Fortunately, all of
Velius' and the Archaic Demons spells take a while to charge, so if you have
really fast units such as Monks and/or Ninjas, you'll be able to obliterate
Velius before any of them can attack.

Accesories can really help you in this battle. N-Kai Armlets protect your
units from being Confused by Velius' Loss spell and they also halve the damage
caused by the Archiac Demons' Dark Holy attack. Equip any Magic users with
Golden Hairpins, this will prevent Velius from Silencing them with his Lose
Voice spell. And finally, Jade Armlets will protect yout units from being
Petrified by Velius' Seal spell.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 31 - Roof of Riovanes Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After the stand-off between Barinten and Rafa which ends in Malak getting shot,
the Marquis of Limberry; Elmdor and his two bitches, Celia and Lede will appear
wanting the Zodiac Stone that is in Rafa's possession. Your objective is to
"Protect Rafa!". This battle will be very easy if you brought a Ninja, so you
can rush forward first turn and cause enough damage to one of your enemies to
make them critical, thus winning the battle. If you don't bring a character
with high speed, Rafa will run toward Celia or Lede to attack them and will get
ripped apart in the process, you'll lose the battle before you can even make a
move.

But there is a way to manipulate Rafa's suicidal AI. To do this you need to
make Ramza's Speed at least 10 and his Move at least 4. You can boost Ramza's
Speed by equipping Sprint Shoes, a Green Beret or a Thief Hat on him, or by
making him a Monk, Thief or Ninja. You can boost his Move to 4 by equipping
Battle Boots or Germinas Boots on him, setting his movement ability as Move+1
or Move+2, or by making him a Squire, Thief, Geomancer, Lancer or Ninja.
Now, with those stats Ramza's will be able to head over to Celia and attack
her on his first turn. It doesn't matter if you don't manage to make her
critical. Since Ramza is up on the roof, Rafa will not head up there and will
flee down to where you units are, thank god! Philsov adds: "Red chocobos work
well against the Assassins, since their unblockable long range attack does
good damage and they have good speed. Also, some players can opt to simply
de-equip Ramza to make him an easily target for the assassins.  Fodder, if you
will :) ".

The Assassins can use a wide variety of status ailment inducing spells. The
most annoying being Stop Bracelet which causes Dead, and Shadow Stitch which
causes Stop. The Barette you removed from Alma will be great on one of your
female units, as it cancels every single one of the status ailments Celia and
Lede can cause. Your male units with have to make do with Jade Armlets which
cancel Stop and Petrify, Judo Outfits and Chameleon Robes which prevent Dead,
and N-Kai Armlets which prevent Charm, which can be caused by the Assassins
Allure spell.

Both Celia and Lede have rare accessories, a Cachusha and a Barette
respectively. People have said that it's impossible to Steal these accessories
from them, But I know it's very possible to do this, since I've done it many
times. All you need is a Ninja with Steal as their secondary ability, they also
need Martial Arts, Move+2, a Green Beret and Sprint Shoes. Place this Ninja
were Ramza is set by default on the battle formation grid. Now on the first
turn of this battle the Ninja will have immediate access to Celia and Lede's
backs, perfect for stealing. However, you'll only be able to steal from Ledes,
as Celia is on a raised section. So try Steal Accessory on her, I get a %
chance of about 50%. If you miss, just reset and try again. To steal the
Cachusha from Celia, you will have for her to move from the raised section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



-------------------------------------------------------------------------------
iv)Chapter IV - Somebody to Love
-------------------------------------------------------------------------------

You've made it to the final chapter in the game. A chapter filled with
treachery, challenging battles and a large amount of side quests.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 32 - Doguola Pass
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a pretty standard battle against a fairly varied opposition. They are
surprisingly quite strong. If you have a Samurai, get amongst the Lancers and
use Heaven's Cloud repeatedly on them. If you happen to Slow them in the
process, well that's just a bonus. A Summoner can really rip shreds into the
opposition, just make sure you have their Reaction Ability set as Arrow Guard
so the Archer's cannot assassinated them and you keep them a fair distance away
from the Lancers and the Knight. Agrias is extremely helpful in this battle, as
always. This is especially true if you have her Lightning Stab the Wizards to
death. If you bring a Thief, have them Steal the Oberisks from the Lancers. Not
only will you get strong spears which cannot be bought for quite some time, but
the Lancers will cause considerably less damage without them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 33 - Bervenia Free City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Meliadoul and her squad of female body guards were awaiting your arrival to
Beervenia. Meliadoul wants to kill Ramza because she thinks that he killed
Izlude, who she proclaims is her brother. Your objective is to "Defeat
Meliadoul". Because Meliadoul uses Mighty Sword, which is another "Sword
Skill". If you break or steal her sword she will become no threat at all. Now,
because she's wielding a Defender, which is the first Knight Sword in the game,
and because she's also equipped with the mega-useful Chantage (which
essentially makes her immortal), you're not going to break them ^_^ And so you
need a Thieve, a very advanced one at that.

Like the steal strategies before, you want a Ninja with Steal as their
secondary ability. Equip them with a Green Beret and Sprint Shoes to bump up
their speed. Sunken State is the reaction ability to set on them. If they get
they'll go transparent, which will make the enemies ignore them and will throw
all evade % our the window (like Concentrate) which is a very good thing when
stealing. You should set their support ability as Martial Arts, to increase
their stealing %. Some would say set Maintenance so Meliadoul can't break your
stuff... but who really cares? You're going to try to steal her Defender first
go, so she won't be able to use any of her Mighty Sword skills anyway. Anyway,
their Movement ability should be set as Move+2, but if your Ninja is a boy then
Move+3 would be even better! Place your "Ninja Thief" in the 2nd Squad, on the
square one space to the right of the far left (south-east) square on the
formation grid. This will allow you to get to Meliadoul first turn to steal
from her!

I usually only get a Steal Weapon % in the 20's, but that's not too bad. If you
miss just do soft-reset (L1+R1+Start+Select) and retry. It should only take you
four soft-resets on average. Now with the Defender safely out of Meliadoul's
hands, your greatest threat is out of the way. This only really leaves you with
two Summoners, two Archers and a Ninja to worry about. You really shouldn't
bother attacking them unless their attacks become unbearable, but while they
are alive and while Meliadoul is equipped with Chantage, she is immortal. And
so your Ninja should proceed to try and steal her Chantage from her, so she is
kill able and so you get a Chantage ^_^ With Sunken State probably enabled you
should get a decent Steal Accessry % of around 45.

Have a Bard in your first squad... well it's better to have a Wizard with Sing,
equipped with a Wizard Rod, Holy Miter, Wizard Robe and Magic Gauntlet. This
will give you a 7+ increase in MA. Which means Life Song will cure 7 more HP
for every unit. That's not much of an increase, but every bit helps. Place this
"Singing Wizard" at the far end of the battlefield behind the house and leave
him to sing Life Song. This effectively ends up acting like a more frequent and
higher healing Regen on all characters. This healing should nullify most of the
damage your units sustain.

Put Agrias in your second squad and place her near the Ninja. She can help the
Ninja defeat Meliadoul. Whilst your Ninja is stealing have Agrias attack the
Summoners and the Ninja. It really doesnt matter who you put in the first
squad, as your Ninja and Agrias will probably have the battle over before the
units in the first squad can even do anything helpful.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 34 - Finath River
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your party has encountered a flock of Chocobos. What class of Chocobo they are
is completely random. If you're lucky you may get an Uribo on the central
delta. You're party will be split into two squads, the first squad will be on
the western bank of the river, while the second squad will be on the eastern
bank of the river. You may want to bring a Time Mage, so you can cast FLoat on
your units so they are able to cross the river with ease. You could always just
equip them with Feather Boots for the same effect. It really doesn't matter
who you use in this battle, be more worried about who you're up against. If
there are lots of Red Chocobos, do a soft-reset and try again. Red Chocobos
will obliterate your party with Choco Metoer, which NEVER misses. Black Chocbos
are less dangerous, as Choco Ball is usually pretty weak and can miss quite
often. Chocobos (aka Yellow Chocobos) can heal with Choco Cure, but since they
have no ranged attacks they will have to get close to your units to attack.
Which will allow you to obliterate them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 35 - Church outside of town (Zeltennia Castle)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zalmo is up really high on the steeple of the church. He has brought along
some knights again, but he has ditched the Monks for Oracles. Your objective is
to "Defeat Zalmo". This battle can be won before Zalmo even gets a turn. Just
bring ranged attackers that have attacks which ignore height, this includes
Agrias, Geomancers, "Gunners", Wizards & Summoners. Wizards and Summoners are
not a good idea, this is because Zalmo equipped with a White Robe that will
halve the effectiveness of all the fast spells. This leaves Agrias, Geomancers
and "Gunners". Agrias is the most useful, have her use Lightning Stab on him
and she'll rip him apart ^_^. Geomancers and "Gunners" will only cause
marginal damage, but every little bit helps. In order for the "Gunners" to be
able to hit him, you will have to move them to the edge of the battle area,
away from Zalmo. It's a VERY easy battle if you use this strategy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 36 - Bed Desert
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unfortunately, Ramza and his battle party encounter Balk and his squad on the
way to Bethla. Your objective is to "Defeat Balk!". Your party will start this
battle poisoned thanks to Balk. Equipping them with Poison cancelling equipment
won't prevent this. Bring a Monk! If you place your units in a cross shape with
the Monk as the center, you'll be able to purge away all of the poison in one
turn. Antidotes throw by Chemists and the Basic Skill called Heal do the same
thing. Balk's squad consists of two Archers, two Knights and a Wizard. You
should really just concentrate on Balk. If you deploy a strong group of units
with some healing abilities this battle shouldn't be much of a pain.

Balk is equipped with a rare Blaze Gun, this means two things: one, you should
bring a Thief to steal it, and two; have your units equipped with stuff like
Ice Shields and/or White Robes to guard against the effects of the Blaze Gun.
But be careful, Ice Shields make your units weak against Lightning, and so if
the Wizard casts a Bolt spell on your unit, they'll take a lot of damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

On arrival to Bethla Garrison, you will be given the choice of how you want to
strategically infiltrate it. From the front (north) or from the back (south).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 37(s) - South Wall of Bethla Garrison
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you attack Bethla Garrison from the back, you'll engage in battle with
Nanten Knights, Archers, a Thief and a Ninja. Because your opposition is very
speedy, you may want to deploy fast units such as Monks and Ninjas so they
don't have much of a speed advantage. Bring Agrias to attack the Knights from a
distance with Holy Sword skills, while your other units attack the rest. This
is a VERY standard battle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 37(n) - North Wall of Bethla Garrison
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you attack Bethla Garrison from the front, you will have to get past far
greater fortifications and you will have to deal with Nanten Lancers, Archers,
a Monk and a Summoner. Because of the high fortifications, it's best to have
characters with ranged attacks. Also the higher the jump the better, otherwise
your units will tend to have a "traffic jam" near the wooden box, since they
all will have to use it to get over the wall. You want to keep that wooden box
free for a Geomancer (if you have one) so you can use Demon Fire, which can
cause Sleep. If you cast Haste on your units using a Time Mage, they will be
most likely able to dodge a Lancer using Jump. Use a Ninja or Archer to
assassinate the Summoner. Anyway, this battle is slightly harder than coming
at the south wall, but it's still a very simple battle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 38 - In front of Bethla Garrison's Sluice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your objective is to "Open water gate at Bethla Garrison". That means that
hypothetically you can finish this battle without even battling ^_^
Anyway, your battle will be split into two squads. The first squad lead by
Ramza will begin on the eastern side of the sluice, while the second squad will
begin on the western side. Have Agrias in the 2nd Squad, you'll need a strong
unit like her to kill the Wizards on that side. When it all boils down to it,
this is a very standard battle, just have your units charge up the sides of the
gate while slaughtering the opposition.

Because you have to stand on both switches as Ramza to clear this battle, you
can prolong it for as long as you wish. This makes it the perfect time to gain
JP & Exp, alter your units Brave and Faith, and collect lots of treasure chests
and crystals. Bring a Mediator with Praise, Threaten, Preach and Solution and
have them alter all of your units Brave and Faith how you see fit.

There is a really easy way to finish this battle quickly. You need a stealthy
Ramza, so make him a Squire, give him Germinas Boots and set his reaction
ability as Sunken State. You could also give him Teleport or Ignore Height to
make your life even easier. Now don't put any one else in the first squad with
Ramza, and place Agrias on her lonesome in the second squad. You must make her
immortal, so give her the Chantage you stole from Meliadoul. Once Ramza is
attacked he will most likely go Transparent. From then on never use "Act" or
Ramza will be visible again. Then simply have your "immortal" Agrias draw the
Knights from the switches, so Ramza may pull both of the switches undetected.

As Philsov suggests, you could always just give the Knights status ailments
such as Confusion or Beserk, so they are more inclined to step from the
switches. You can do this by making Agrias's secondary ability Yin Yang Magic,
or by bringing a female Oracle w/ Chantage in tow. Them have them use Blind
Rage or Confusion Song on the Knights.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ramza will now free Orlandu from the gaol. Orlandu will now join your battle
party! Trust me, they don't call him Thunder God Cid for no reason.

Head to Zarghidas Trade City, a girl will approach you to sell flowers. Don't
be a tight arse, select "Ok, I'll buy it." and do a good deed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 39 - Germinas Peak
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A group of Bandits want to kill Ramza, so they can recieve the church's bounty
that they placed on Ramza's head. The Bandit Boss is a Ninja, while his
subservients are Thieves and Archers. The Bandit Boss will throw some nice
items at you, so have a couple of your units set with Catch.

There is a Vanish Mantle buried at the peak of the mountain, exactly where the
Bandit Boss was standing (6,6;15). This is the only one in the game. Bring a
character with low Brave and Move-Find Item as their movement ability, so you
can get it. If you get a Ether, do a soft-reset and try again. You only get one
chance of retrieving the Vanish Mantle.

I like to think of this battle as the "demo" for displaying Orlandu's power, as
it's the first story battle that you can use him in. He'll be able to destroy
all the opposition single handedly, and will make this battle very easy. If you
don't use Orlandu, this battle will be quite challenging. Try using the rugged
terrain to your advantage, the Archers won't be able to hit you if you get
really high.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 40 - Poeskas Lake
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Like the battles in Zigolis Swamp and Yuguo Woods, this battle is against a lot
of undead units. So use the same type of strategy (i.e. Mustadio with Seal
Evil, Chemists with Phoenix Down, Cure 2 using Math Skill, et cetera). You may
want to bring a Thief to Steal the Ultimus Bows from the Undead Archers, as you
are not able to buy them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The next three battles in Limberry will be consecutive. So be prepared!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 41 - At the gate of Limberry Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Celia and Lede are back, and this time they have an army of demons that
are called Apandas to back them up. Even though it says your objective is to
"Defeat all enemies!", this battle will finish if you make Celia or Lede
critical. Sounds easy... but this is one of only two battles in which you can
learn Ramza's Ultima spell via Blue Magic (Lore), so you'll most probably want
to learn that for the sake of completeness.

You'll have to force Celia or Lede into using Ultima on Ramza for him to
learn it. If you equip a Jade Armlet you'll prevent them from using their
longer range attacks such as Seal and Shadow Stich, which will force them into
using their shorter range attacks such as Allure and Stop Bracelet, and Ultima
which has a fairly long range. So if you stay out of the range of Allure and
Stop Bracelet, which have effective ranges of 3 and 1 respectively, while
staying in the effective range of Ultima; which is 5. Celia and Lede will have
to cast Ultima on Ramza.

In order to do this Ramza must be a Squire, he must have his speed at 10 (you
can bump it up with a Green Beret), and you must make him fairly resilient to
any attacks he will have to endure. I suggest you make his secondary ability
White Magic and have Wall learned. Now during the first turn, move Ramza down
four spaces towards your other units (8,4:2). This will get you out of Celia's
range for Allure, but will keep you in her range for Ultima. Have Ramza cast
Wall on himself to lessen the impact of the Apandas' Bio spells. Celia will
cast Ultima on Ramza, and Lede will be in range to use Allure on Ramza, but
will always opt to attack your party or cast more Ultima on Ramza.

Hopefully, Ramza will survive anything the Apandas throw at him and will be hit
by Ultima and will survive. You'll be prompted to learn Ultima once this
happens. Once you've learnt it, get your units to attack one of the Assassins
vigorously. If you have Barretes (you should have at least one) equip them on
your female units, to protect against everything there is to worry about. Your
male units will have to settle for Black Costumes and N-Kai Armlets.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 42 - Inside of Limberry Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It's time to battle the marquis of Limberry himself, Elmdor. He's accompanied
by his otherworldly "bitches", Celia and Lede. Your objective is to "Defeat
Elmdor!". This battle is quite easy, you can actually even win this battle if
all of your units become vampires thanks to Elmdor's Blood Suck. As they'll
just suck the Vampire dry :) However, Elmdor is equipped with a very rare and
helpful set of equipment... the legendary Genji equips. Getting these is quite
the task. So you'll need a highly specialised group of units... You'll need a
Thief, a Speed Manipulator, a Brave Manipulator, a Healer, a Speed Status
Manipulator and a strong Warrior to pull this off. The following team is what
I have found to be the best.

Your Thief shouldn't be a Thief at all, it's best to have a female Monk with
Steal as their secondary. Monk's have innate Martial Arts, which will increase
your chance of stealing. They should have Sunken State as their Reaction
Ability, since it causes Transparency which will increase your chances of
stealing. Set Attack UP as their support ability, this will further increase
your chances of stealing. And equip her with a Barette, to guard against Blood
Suck and Stop.

Ramza should be a Squire with Battle Skill as his secondary. This will allow
him to Yell at your Thief and Speed Break Elmdor. Yet again, making your
chances of stealing greater. Set his support ability as Two Swords so you get
two chances with the Breaks, and equip him with a Black Costume and 108 Gems,
to guard against Blood Suck and Stop.

Bring Beowulf, if you don't have him yet, bring an Oracle. Make his secondary
Time Magic. Beowulf has a special ability called Chicken, this ability lowers
brave by 50!. Lowering Elmdor's brave is very important, as he is equipped with
Blade Grasp which is dependant on Brave. If you lower his Brave, Ramza's Breaks
will have a far better chance of penetrating past the Blade Grasp, and your
Thief will be more likely to steal his Genji Equipment. Equip Beowulf with 108
Gems to protect against Blood Suck.

Bring Orlandu (or Agrias), have him as a Holy Swordsman and his secondary as
either Battle Skill or Item. Have Catch as his reaction ability, Equip Change
as his support ability and equip him with a Black Costume and a N-Kai Armlet to
prevent Stop and Charm.

For your Healer, bring a female Monk. With Item as her secondary, Throw Item as
her support and a Barette and Chantage equipped. This will make her an immortal
HP Healing Helper :)

Now, place Orldandu two spaces to the right (south-east) of the far left square
on the formation grid. Now, first turn, move Orlando four spaces towards Elmdor
and have him use Lightning Stab between Celia, Lede and Elmdor. Now pray to
jebus that Elmdor doesn't Blood Suck Orlandu. He really will only do that if
you place all your units in a way that will not allow him to Muramasa them all.
If he does happen to Blood Suck Orlandu, rush your Monk up and throw Holy Water
at him. Because you wounded the Assassins so well, they will retreat to the
far corners of the hall. Have Orlandu finish them off and they will turn into
Ultima Demons, which are actually weaker than their human form. Orlandu should
have no problem at all in finishing them off single handedly.

The rest of your team is for setting up the Steals, have Ramza Speed Break
Elmdor into submission, and then have him Yell at your Thieving Monk. Beowulf
should firstly then use Chicken twice on Elmdor, so his Brave is non-existent.
Then have him Slow Elmdor and Haste all of your units. Once Orlandu has
finished with the Ultima Demons, have him use Equip Change to switch the N-Kai
Arlmet for 108 Gems, so Elmdor cant Blood Suck him :) Then have Orlandu join
the others, either Mind Breaking Elmdor to lessen the power of Muramasa, or
healing the others with Items, it depends what you set his secondary to. As for
your Thieving Monk, make her steal his Genji Shield first, so you will have
better chances when stealing from his front or sides without Transparency. Then
go for his Genji Gauntlet, so his attacks are slightly less effective. Then try
stealing his Masamune so his physical attacks are _much_ weaker, and then
finally steal his Genji Armor and Genji Helmet.  After you've thieved the
complete set, defeat the naked vampire (Elmdor for the completely dense).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 43 - Underground Cemetery of Limberry Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Undead Knights and Skeletons will rise from the surrounding graves, and then
Elmdor will transform into the Zodiac beast Zalera, who is the Angel of Death.
Your objective is to "Defeat Zalera!". Meliadoul will witness this
transformation and will realise the error in her ways. And so she will join
your party as a guest. However, her Mighty Sword skills only work on enemies
with equipment, and unfortunately none of the enemies in this battle have any.
Not even the Undead Knights. So she is really quite useless, apart from drawing
away the Skeletons from your units.

Zalera is much like Queklain, it will use status inducing spells like
Nightmare to cripple your units, and then will use very high level like Flare 2
to defeat your units. As in the Queklain battle, equip Defense Rings to prevent
the status effect of Nightmare. Zalera can also cast Spell; which causes Stop,
Chicken Race; which causes Don't Act, Darkness and Blind 2; which both cause
Darkness, Toad 2; which causes Frog, Sleep 2; which causes Sleep and Confuse 2;
which causes Confusion. This means that it doesn't matter what you equip,
you'll never be completely immune without a Ribbon (which I highly doubt you
have).

To counteract all these status ailments, bring a Chemist with Punch Arts as
their secondary, equipped with a Cachusa, a Black Costume and a Defense Ring.
Since Cachusa's cancel Darkness, Frog & Don't Act, and Black Costumes cancel
Stop, the only effect they'll be vulnerable to is Confusion, which can easily
be cured with Throw Stone ^_^ This unit will be able to purge all of the status
ailments albeit Stop with Stigma Magic.

You really shouldn't worry about the Skeletons and Undead Knights, just focus
on Zalera. However, if you bring a Wizard with Math Skill as their secondary,
use CT(4 or 5)Cure 2 or Holy to wipe them all out. With Holy, you'll want your
units to have either a Excalibur or Chameleon Robes equipped, so they get
healed from Holy instead of dying from it. Spread your units out so they all
can't be hit by Flare 2 in one hit, and constantly attack Zalera. Ninja's are
wonderful for rushing up to Zalera and dealing large amounts of damage, as is
Agrias and Orlandu with Lightning Stab. Mustadio is also great for Petrifying
the Undead Knights with Seal Evil. Anyway, deal enough damage and Zalera will
explode, leaving only the Gemini Zodiac Stone behind.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Meliadoul will now join your party. Try to leave Limberry and the game will cut
to a long cut-scene.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 44 - Inside of Igros Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zalbag confronts Dycedarg about the treachery of both his lord and father.
Dycedarg calls reinforcements and Zalbag is surrounded. Your objective is to:
"Defear Dycedarg's elder brother!".  But thankfully his elder brother Typolis
was killed in a Chocobo crash at the age of 4, so I guess you'll just have to
settle on defeating Dycedarg.

All of the enemies are up above on the arching bridge, this means that if you
don't bring units with ranged attacks or that don't have movement abilities
such as Ignore Height, Fly or Teleport, they'll waste around two turns just
getting to Dycedarg. Meliadoul is excellent in this battle, have her use
Hellcry Punch to destroy Dycedarg's Defender, making him unable to use his
Holy Sword techniques. If you can't bear to destroy such a rare weapon, bring
a Thief with Ignore Height (or similar) and make them steal it from him. Agrias
and/or Orlandu are probably able to kill Dycedarg with a single Lightning Stab.

Once Dycedarg is dead, he'll transform into Adramelk using the Capricorn Zodiac
Stone. Adramelk would be one of the strongest Zodiac Beasts to date, however he
has one fatal flaw. Adramelk is much like Velius, in the way he uses very
strong summons like Bahamut to obliterate your battle party. However, Summons
are pretty useless if you have been Silenced ^_^ Yes, Adramelk can be silenced.
So bring Beowulf and Silence that all powerful demon into a green goat. Anyway,
to get his HP down fast, bring a Wizard or Summoner and use Demi 2 or Lich
respectively. Then have your other characters hack him to death.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will fight three battles in a row, so be prepared.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 45 - St. Murond Temple (Murond Holy Place)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is another battle fought with two squads, but this time it's a little more
extreme as the squads are deployed on completely different sides of the chapel.
All the enemies are situated on the roof of the temple. You can reach them with
ranged attacks, but they will tend to retreat out of your range. That's why
it's best to give all your units in the first squad movement abilities such as
Ignore Height, Teleport or Fly that will allow them to get on the roof easily.
Ignore Height looks really cool, kind of like those old Japanese TV series such
as "Samurai" and "Monkey Magic".

Wizards and Summoners are really the only decent ranged attackers in this
battle, as you can cast it on a unit, and it doesn't matter how far they walk
away the spell will hit. This first squad should probably contain a unit with
Steal skills, as the Summoner has a pretty rare (albeit useless) Dragon Rod,
that you will probably want to steal.

Your second squad will really only be up against two weak Mediators with
Mythril Guns. The only really bad thing thank can do is put your units to sleep
by Mimicing Daravon, however this can easily be prevented by either equipping
them with Defense Rings, or setting their reaction abilities as Finger Guard.

The only other thing worth mentioning are the Geomancers, as they can give your
units nasty side effects such as Petrify, Stop and Slow from respectively using
Carve Model, Hell Ivy and Gusty Wind due to the terrain. I suggest you equip
them with Jade Arlmets to protect against Petrify and Stop at least.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 46 - Hall of St. Murond Temple (Murond Holy Place)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oh no... three shrine knights... eek. It say's your objective is to "Defeat
Vormav", but really it's "Make one of these three evil bastards critical!".
Kletian is the most physically weak, so you should go for him.

For god's sake... (almost literally) have every one of your units set with
Maintenance as their support ability. Otherwise, both Rofel and Vormav will
have a field trip with their Mighty Sword skills, breaking your hard earned
equipment and killing your units. You could always fight fire with fire and
bring both Orlando and Meliadoul, Orland equipped with the Excalibur and
Meliadoul with Sprint Shoes. Use both of their first turns to break Vormav and
Rofel's swords with Hellcry Punch, this will make them have to use their fists.

Worker 8 is a good addition to your party in this battle, no equipment makes
him invulnerable to Mighty Sword skills, and Innocence makes All Magic as
useful as nailing jelly to a tree. If you're slightly crazy (but determined)
bring a Thief to steal Kletian's Dragon Rod.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 47 - Chapel of  St. Murond Temple (Murond Holy Place)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vormav will summon two Archaic Demons, an Ultima Demon and a zombified Zalbag.
Your objective is to "Defeat Zalbag!" This battle is easy as long as you do two
things: one; bring Melidoul and have her break Zalbag's sword with Hellcry
Punch. This will make him unable to use his Ruin sword skills and will carve a
nice chunk of HP out of him, and two; equip everyone with 108 Gems, or even
better a Barette if they are female. This prevents Zalbag from making all your
units blood thirsty with his Blood Suck ability.

Zalbag has Speed Save, so try not to hit him with too many low damage attacks,
or he will just blitz you. Focus all your attention on killing Zalbag, ignore
the Demons. You'll have to kill Zalbag to free him from his curse, you can't
critical him. Also, this is the last battle that you can "functionally" learn
Holy in. So if you haven't learned it yet, bring Ramza as a Squire and hope you
get lucky... very lucky.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is the time of the game in which you should do everything there is to do,
so see the Side-Qquests section below. The battle ahead is the point of no
return in this game, so make sure you make a copy of your save file onto
another Memory Card or use a DexDrive to back it up.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 48 - Underground Book Storage 4th Floor (Orbonne Monastery)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a very basic battle, nothing you haven't seen before. You probably
should set some of your units with Maintenance, to prevent the Knights from
breaking your equipment. Steal the Archer's Yoichi Bow, not only will you get
a nice bow to use in the battles ahead. But you'll completely neutralise the
threat he produces. Go for the Monks first, or they'll use Chakra on the other
units, plus they are quite aggressive.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 49 - Underground Book Storage 5th Floor (Orbonne Monastery)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rofel is down in the basement with a posse of Mages. Your objective is to
"Defeat Rofel!". Don't worry about setting you units with Maintenance to
protect against Rofel's Mighty Sword skills, that support slot is best left for
something more useful. Instead, bring Melidaoul equipped with Excalibur for
Haste, and have her break Rofel's Save the Queen with Hellcry Punch first turn.
The Wizards and Summoners will really bombard your units with strong spells.
So bring a Lancer with full range and have them Jump on the mages while they
are casting, to spell certain death. Have all your other units attack Rofel
aggressively. Once defeated, Rofel will speak incantations that will send you
to hell... almost literally.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 50 - Murond Death City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
During this battle, you will be split into two squads. Your objective is to
"Defeat Kletian!", who is accompanied bu Ninjas, Samurai and Time Mages. The
first squad will be closer to Kletian, so you should put melee attackers in
the first squad. The best strategy for this battle is to bring Beowulf and have
him use Silence on Kletian, this will make him a sitting duck. The Samurai will
use Kiyomori on their allies (including Kletian) which casts Protect and Shell
on them. Beowulf can always remove these positive status effects from enemies
with Despair. But prevention is better than cure, so use Beowulf to cast Don't
Action the Samurai. Mustadio can help him do this with his Arm Aim sniping
skill. Use a Ninja to hack away at Kletian.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 51 - Lost Sacred Precincts (Murond Death City)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Balk, the engineering Shrine Knight is here, accompanied by a large group of
strong Hydras, a Dark Behemonth and a Chemist. Your objective is to "Defeat
Balk!". Have you units equipped with either Defense Armlets, Thief Hats or
Cachusha to protect against Balk's Snipe skills. Balk is equipped with a Blast
Gun that causes Lightning elemental damage, so equip you may want to equip some
units with Rubber Shoes, which prevent both Lightning elemental damage and
Don't Move. Units with Rubber Shoes will still be susceptible to Don't Act,
without a Thief Hat or a Cachusha.

This is Reis' time to shine, give her a Chantage and she will be a unstoppable
Tiamat taming temptress. If you tame the Tiamat, Hydra and Hyudra with Dragon
Tame they'll turn on Balk, the Dark Behemoth and the Chemist and cause large
amounts of damage. Most importantly, they wont be causing damage to your units.

Set your units with Teleport to cross the chasm easily to attack Balk with full
force. Also, a Lancer with full jump range should be able to Jump on Balk from
the safety of the other side of the chasm. This battle looks harder then it is.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 52 - Graveyard of Airships (Murond Death City)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vormav is trying to resurrect St. Ajora using Alma as a host. It fails so he
transforms into the Zodiac Beast called Hashmalum, the Regulator. Your
objective is to "Defeat Hashmalum!". Bring a Summoner and use Lich to bring his
HP down a lot. Lancers are great to use against him, because the long charge
times of all his spells allow Jump to hit every time. Speed is the most
important stat in this battle, as you want to defeat Hashmalum before the
Meteor that he casts hits. Once defeated, Hashmalum (i.e. Vormav) will commit
suicide to provide enough blood for Ajora to awaken in Alma's body.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle 53 - Graveyard of Airships (Murond Death City)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alma's soul is too strong and breaks away from Ajora! Ajora will now summon
four Ultima Demons and will transform into Altima. Your objective is to "Defeat
Altima!". Altima the Holy Angel is pretty weak compared to some of the Zodiac
Beasts you have fought (namely Velius). Bring a Monk to use Chakra on Alma, not
only will this bring her HP up from an ominous 1 HP. But you will be able to
keep her MP up so she can use the omni-useful MBarrier on almost every one of
your units. Once you get him down far enough, he'll transform into the Arch
Angel. A Summoner is extremely useful at this stage, as you will be able to
deal a tremendous 999 HP. Just kill that false prophet and save the world!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  T H E  E N D !


===============================================================================
6)SIDE QUESTS
===============================================================================
-------------------------------------------------------------------------------
i)Beowulf and the Dragon
-------------------------------------------------------------------------------
This is a reasonably long and fruitful side-quest. You will get four special
characters out of it (two of which are excellent) and a couple of rare items
that are really good. Make sure you except Mustadio into your battle party
after Battle 16 - Slums of Goug Machine City, and don't dismiss him afterwards.
Otherwise, you will not be able to do any of this.

* From the beginning of Chapter 4:

Head to Goug Machine City. Besrodio has found an ancient relic that resembles
a steel ball. It responds to the Pisces Zodiac Stone, and then Besrodio will
comment that it has an Aquarius sign engraved into it.

Head to Goland Coal City, in the Bar read the Rumor called "Ghost of Colliery",
it seems there is a monster in the depths of the mine.

Head to Lesalia Imperial Capital. Ramza will head to the bar and will order the
hardest stuff they have... Milk ^_^ Ramza will then overhear some warriors
speaking of the monster in the mine, and decides to head for the mines.
A knight will stop Ramza, he's Beowulf, and he want's you to hire him.
Select "Let's go together".

Goland Coal City will now be an active battle site. Head there to fight in a
series of battles taking place in the colliery.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle A - Colliery Underground 3rd Floor (Goland Coal City)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Five disgruntled miners (all Chemists) will attack your party for no apparent
reason. This is another battle in which you must deploy two squads, the first
squad will be near the center of the battlefield, while the second squad
will be near a Chemist on the side of the battlefield. Beowulf will tend not to
do much during these battles :(  If you're doing this side-quest during the
later stages of this chapter, put Meliadoul and Orlandu in your team and get
them to use Hellcry Punch on all the Chemists. Not only with this severely
wound the Chemists, but they won't be able to shoot you from a far with their
Mythril Guns.

If you don't have Meliadoul and/or Orlandu, you'll have to settle for Agrias
and/or Mustadio. If you put Agrias in the second squad, you'll most likely be
able to kill the nearby Chemist in the firt turn. For Mustadiom make him a
Knight, with Equip Gun as his support ability and Snipe as his secondary
ability. With this set-up you'll be able to do two great things; one, you'll be
able to break the Chemists' Mythril Guns from a far, and two, you'll be able
to use Arm Aim on the Chemists, making them unable to attack or heal with
Items.

Anyway, Counter Flood is the best reaction ability to have your units equipped
with in this battle. Anything else will not work, albeit Counter in tandem with
a long range weapon. Since all the Chemist's are all equipped with Mythril
Guns, except for special circumstances they'll cause 64HP worth of damage each
time they attack. If you have a couple of healers (Chemists, Monks and
Priests), you should be able to counter act all this damage with constant
healing.

Chemist's will tend to revive each other with Phoenix Downs, you can
counter act this nuisance by bringing a Dancer. Have the Dancer constantly
use Wiznaibus. If a Chemists is revived by a Phoenix Down, they will most
likely be killed by Wiznaibus before they can even have their turn.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle B - Colliery Underground 2rd Floor (Goland Coal City)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This battle is much like the last one, except this time you're up against a
Chemists, two Thieves, a Behemoth and a King Behemoth. And instead of walkways
and scaffolding, this battle takes place in the inclined slope of the miners
quarters. The King Behemost is hiding behind the Thief to the right of your
party. Stay away from it at all costs, it's Stab Up attack can be devastating.
Attack it from a distance with ranges attacks. The lone Chemists is carrying a
rare Blaze Gun, this is the earliest chance in the game you'll get to obtain
it. So bring a Thief along and steal away ^_^ Note that in these snowy battles,
Ice elemental magic and attacks cause 1/4 more damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle C - Colliery Underground 2rd Floor (Goland Coal City)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This time you're fighting against two Chemists, two Blue Dragons and an Uribo.
Again, this battle is much like the other two. Don't have Counter Flood set
during this battle, or you'll tend to heal the Blue Dragons a lot with
Blizzard. Just bring a Wizard/Summoner to constantly bombard the Blue Dragons
with Fire/Ifrit or Salamander. You may also want to bring along a Mediator, so
you can Invite Uribo's for breeding/poaching.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be prompted to save and then form your team, before the next battle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle D - Underground Passage in Goland Coal City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reis, the Holy Dragon is being confronted by an Archiac Demon who is called
Schinoeg (Sinogue). Your objective is to "Save Reis). Reis will generally take
care of the two Ochus with her Ice Bracelet attack. Bring Agrais (or Orlandu if
you have him) make she her jump is 4 and you'll be able to jump up on the
ledge above and use Holy Explosion down the corridor, this will usually kill
at least one Plague.  I like to bring Mustadio, equipped with the Blaze Gun you
stole from the Chemist two battles ago, and with Secret Hunt set. He can
then kill the remaining Plague(s), poaching them in the process. Hopefully
you'll get a rare Zorlin Shape out of it. Be careful with Sinogue, if you get
him critical he will tend to use Lifebreak on Reis, which will most likely kill
her, causing the Game Over scree to come up at you mockingly. Try using one hit
kills such as Agrias' Crush Punch, or just really strong magic attacks such as
Flare.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

For helping him save Reis, Beowulf will hand over the Aquarius Zodiac Stone he
found down here. Also, Beowulf and Reis will now join your party, do not
dismiss them!! ...well at least until you finish this entire side-quest.

Head to Goug Machine City, Ramza will put the Aquarius stone into the steel
ball. The ball will unfold mechanically into a large robot. Ramza tells the
Steel Giant to dance, he does the electric boogaloo ^_^ , more comedy unfolds
as Ramza tells it to beat up Mustadio. Worker 8 will now join your battle
party.

* After Battle 38 - In front of Bethla Garrison's Sluice:

Head to Zarghidas Trade City, a girl will approach you to sell flowers. Make
sure you buy some from her, so select "Ok, I'll buy it."

Head to Goug Machine City. Besrodio has built a strange contraption using
relics found in a drift. It reacts with the Zodiac Stones much in the same way
Worker 8 did while he was a steel ball. Besrodia will then comment about the
Cancer Zodiac mark on it... looks like it's time for more Zodiac Stone
searching...

Head to Zeltennia Castle. Inside the Bar, read the Rumor "Cursed Island,
Nelveska". Hmmm... a "fearsome iron sentinel"... sounds fun. A pathway will
extend over to Nelveska Temple, which is currently an active battle site.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle E - Nelveska Temple
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The "fearsome iron sentinel" mentioned in the rumour seems to be another Steel
Giant, like Worker 8. This one has the model no. "Worker 7·new", and as you
approach it will go into "Genocide Mode" O_o. Your objective is to "Defeat
Worker 7!". Worker 7 has quite a large supply of energy (HP), so this is going
to be a long battle. It's made even longer due to the fact there are four rare
items hidden around the temple in really hard to get places. You'll definitely
need a unit with Move-Find Item, make sure they have low Brave (16 will do) and
equip them with the Vanish Mantle you found on Germinas Peak. You'll have to
bring Worker 8 and you'll have to make your "Item Finder" a Monk, Thief, Ninja
or Mime; so that their Jump is 4. You can then use Worker 8 for a "leg up" to
get on top of the pillars.

To support your "Item Finder" you'll need a group of highly specialised units.
Bring Agrias and/or Orlandu for your main assault team, make sure you equip
them with Jade Armlets to prevent the Cocatoris from Petrifying them with Beak.
You'll need a healer, so bring a female Monk, equipped with Chantage so she's
essentially immortal. Have her secondary ability set as Item and have your
support ability set as Throw Item. You'll need a "Breaker", so either bring
Mustadio as a Knight, with Equip Gun set as your support ability and a Blaze
Gun equipped. This will allow you to break from a distance. Or you could bring
a Ninja with Battle Skill as a secondary ability. This unit is much more
vulnerable than Mustadio. But Ninja's are incredibly fast and they'll break
twice in one go thanks to innate Two Swords.

Now, you firstly want to take out the three Cocatoris and the two Hyudra. But
wait for the Hyudra to fly down from the pillars before attacking them,
otherwise you'll have to wait for the remains to crystallise or
treasurechestify before you can climb up to get the hidden items. If you
brought Orldandu, use Night Sword on the enemies. It's healing is very
helpful in keeping the old bastard alive. During this phase you should just
make the "Item Finder" select Wait, if you make them Act they'll become opaque.

After all the Cocatoris and Hyudra are out of the picture, it's time for the
item finding phase. In order to keep your unitsalive, you'll want to
neutralise Worker 7. Do this by constantly Power Breaking him, until his
attacks only cause 12HP damage.

Firstly, have the "Item Finder" climb up on the left pillar (2,2:7). You'll
need to put Worker 8 adjacent to the pillar to get up there. Hopefully you'll
get the ultimate Escutcheon; which is gold in colour, and not the crap
Escutcheon; which is brown with silver trimmings. If you get the crap one, just
do a soft-reset (L1+R1+Start+Select) and try again. Then head to the right
pillar (8,2:7) and you'll get a Javelin. The ultimate Javelin is silver in
colour and has a large spear head, the crap Javelin is bluish in colour with a
light brown handle. Next, head into the depths of the temple (4,9:0) to
hopefully find a Nagrarock. After you get this you should begin to speed break
Worker 7 to neutralise him even more.

The last buried treasure, a Sasuke Knife is buried behind the temple in the
moss covered area (2,11:4). To get up there, place Worker 8 below the ledge of
the temple, so your able to climb up on top of it. Now you have all four
treasures, it's time to defeat the ol' rust bucket. Once you get him down to
0 HP he'll connect to a Reserve Circuit and resurrect. Thankfully he forgot to
recharge his batteries, so he'll only reraise with 1 HP. So just kill finish
him off, again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Worker 7·new will self destruct, leaving the Cancer Zodiac Stone behind. Try to
head to Zeltennia Castle, Beowulf will use the Cancer Zodiac Stone to transform
Reis into a human. She's ultra strong.

Head to Goug Machine City, Ramza will put the Cancer Stone on the contraption
and it will will summon Cloud from the Lifestream in Mideel! After acting
like... well, how Cloud does... he'll run away... to somewhere.

* After Battle 44 - Inside of Igros Castle

Head to Zarghidas Trade City. Aeris is in big trouble with some enders that
want money, hey at least the knave isn't wielding a Masamune and is not the
product of genetic engineering using a nihilistic alien life form ^_^
Cloud will come to her rescue, and will act like... well... Cloud.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Battle F - Zarghidas Trade City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your objective is to "Save Cloud!". The bandits comprise of a Monk, two
Squires and three Thieves... pretty easy stuff. Clouds HP will only be in the
200's at the most, so it's going to be hard keeping him alive. This is why
dual healing/attacking jobs are best here, so bring ei