the other. If you stick towards the side of the map with the Summoners, it may
keep the Archers from shooting at you for a turn or two.
Kill any unit that moves onto your roof; Thieves first, Archers second. Early
in the battle, don’t chase enemies over to the other roof, or you’ll get
surrounded. Just fire ranged attacks at them. (Later, once there are only a
couple enemies left, it’s safe to jump across.) Your highest priority is to
keep your guys healed, not to hit the enemy. Useful abilities here are Chakra,
Counter, Firaga/Blizzaga/Thundaga, and Archer’s Bane. Bows and guns are useful
for their ranged attacks.
When the Summoners start charging a spell, use the Turn List to check what it
is. If it’s just Moogle, you’re fine, as that only heals them a little. But
if they start casting anything else, it’s an attack spell. Try to quickly
take out the Summoner before he can finish the spell, or spread your characters
out to minimize the hurt. Summon magick does a lot of damage!
If the battle drags on for a while, the Summoners may run out of MP. In this
case, you can pretty much ignore them completely as they can’t really harm you
at all.
BATTLE TROPHIES: 100 gil, Thunder Rod
---Battle 17: Balias Swale-----------------------------------------------------
YOUR FORCES:
1st Squad - Ramza, Agrias [guest], 2 others
2nd Squad - 2 others
ENEMY FORCES:
1st Squad - Knight (male) x2, Black Mage (male) x1, Archer (female) x1
2nd Squad - Black Mage (male) x1, Archer (female) x 2
--STRATEGY--
Kill the Black Mages first (using range attacks if you have them), then the
Archers. This fight is really easy; just make sure Agrias stays alive.
Because it’s so easy, it’s a good time to let the enemies’ counters run out and
pick up the loot they leave behind. (Paralyze Agrias or use Mustadio’s Arm or
Leg Shot on her to keep her from finishing off the last enemy.)
The archer in the second squad has a Poison Bow crossbow you could steal,
although it’s not too special and you’ll be able to buy it soon enough anyway.
BATTLE TROPHIES: Echo Herbs
---Battle 18: Golgollada Gallows-----------------------------------------------
YOUR FORCES:
1st Squad - Ramza, 2 others
2nd Squad - 2 others
ENEMY FORCES: Gaffgarion, Knight (male) x3, Archer (female) x2,
Time Mage (female) x2
ENEMY: Gaffgarion [Virgo] - lv 17 Fell Knight - Bravery 61, Faith 67
Equipment : Blood Sword, Mythril Shield, Close Helmet, other equipment random
Abilities : Fell Sword, other abilities random
--STRATEGY--
Deploy at least one strong fighter in the second squad (Agrias is good). For
the rest of your team, anyone with a ranged attack is really useful (bows,
guns, or Black Magick), and Monks and Geomancers can be good too.
Note that although Gaffgarion seems like a boss character, KOing him will NOT
end this battle. You need to take out all the enemies!
You’re surrounded by enemies. What you need to do to gain the advantage is
start climbing up the side of the gate, near where the first squad starts.
Move immediately for the scaffolding, though as move, you can continue to use
your attacks to disable the enemy forces.
Because there are so many enemies here and they all start close to you, you
need to limit the number of enemies who can functionally attack you at once.
Abilities that are good for this are Mustadio’s Arm Shot, Agrias’s Judgment
Blade (which sometimes causes Stop), and the Geomancer’s Tanglevine (which
also causes Stop and almost always works). Leg Shot is also useful against the
Knights, but not against the other characters, since they can all attack from a
distance.
Once you start getting up on the scaffolding and gate, you can start attacking.
Go after those pesky Archers first. You can use bows, guns, Black Magick, and
Agrias’s Holy Sword to attack from a distance. These attacks all have an
infinite vertical range, so you can use them all the way from atop of the gate
or on the scaffolding. Once you have the height advantage, it’s a lot harder
for the enemy Knights and Archers to hit you, and you can fight them a few at a
time.
You’ll be taking a lot of hits, so a good way to heal yourself is to not have
your healer move once he or she is in position on the scaffolding -- this lets
him/her get more turns. Throw Items has a really good vertical range, so even
if you’re positioned up on top of the gate, you can throw items down to
characters still climbing up.
Gaffgarion is the most dangerous enemy here; not only does his Shadowblade do
good damage to you, it drains HP back to him. If you have a really powerful
magick spell (like Firaja or Holy or something), you can try using that to take
him out in one shot. Or, if you use Steal Weapon or Rend Weapon to disable
his Blood Sword, you can disable all his sword techniques. Stealing it is
particularly advantageous since the Blood Sword is a rare weapon and has the
nice side effect of draining HP back to you from the enemy. If you want to
steal the Blood Sword, you’ll have better luck if you equip Brawler as a
support ability, target Gaffgarion from behind, and/or put him to sleep. (A
Taurus, Capricorn, or female Pisces will also be at an advantage for stealing.)
If you don’t steal/rend the Blood Sword, you’ll have to knock Gaffgarion down
bit by bit. Take out the Archers first and then start hammering on him with
your whole team, since you need to damage him faster than he can heal himself.
He has Counter; attacking from a distance (if you can) is one way to get around
this, but you can also just hit him with Arm Shot. If he’s Disabled, he can’t
use his Counter. You needn’t take away *all* his HP; as soon as he gets to
critical status, he’ll teleport out of the battle.
The Time Mages are your lowest priority here. Even though they don’t have much
HP, taking them out is just a waste of turns as they can’t do all that much to
harm you. About all they do is cast Slow, and if you brought Diamond
Bracelets from Warjilis, you’re immune to that. So attack the Time Mages last.
Using Ramza’s Tailwind to increase the speed of your most crucial characters.
If your archers or gunners have a spare turn, you can also have them try using
Focus to build up their attack power.
If you just can’t win, try fighting some battles in Balias Swale to get some
better abilities like Arise, Equip Heavy Armor, Auto-Potion, Chakra (which I
would strongly advise you to acquire by now), etc.
If you deploy Agrias in this battle, there will be some extra dialogue between
her and Ramza when she finds out he’s a Beoulve.
BATTLE TROPHIES: None
---Battle 19: Lionel Castle Gate-----------------------------------------------
YOUR FORCES:
1st Squad - Ramza
2nd Squad - 4 others
ENEMY FORCES:
1st Squad - Gaffgarion
2nd Squad - Knight (female) x3, Archer (male) x2, Summoner (male) x1
BOSS: Gaffgarion [Virgo] - lv 18 Fell Knight - Bravery 61, Faith 67
Equipment : Ancient Sword, Golden Shield, Close Helmet, other equipment
random
Abilities : Fell Sword, no second action ability, other abilities random
--STRATEGY--
When deploying your second squad, any characters that you want in the front row
(e.g. melee fighters) should be placed in the back of the three rows (i.e., the
top-right) on the deployment screen. You’ll be attacked from behind, so these
characters will actually end up closest to the enemy. Meanwhile, ranged
attackers and magick users should go towards the bottom-left of the deployment
screen so they’ll end up behind your fighters.
Ramza starts trapped inside the gate with Gaffgarion, while the rest of your
characters have another set of enemies to fight outside. There are a couple
different strategies you can use to deal with Gaffgarion:
1. If Ramza has the Time Mage ability Teleport, you can use that to move him
outside of the gate and strand Gaffgarion inside. Take out all the enemies
outside, then have Ramza teleport back inside and open the gate. You’ll
have to be careful not to stand *too* close to the gate when fighting
outside because Gaffgarion can use his sword techniques through the wall.
This strategy has the advantage of allowing Ramza to help fighting outside.
2. Or, move Ramza down to the ground and have him use Chakra (Monk) on every
turn to heal the damage Gaff is doing. (If Ramza doesn’t have Chakra, Hi-
Potions should work too, as long as you have enough of them.) Stay close to
Gaffgarion so he won’t try to go anywhere else Don’t attack Gaffgarion or
open the gate; just sit there and use Chakra. Keep stalling Gaffgarion
until your other characters defeat the enemies outside. This strategy won’t
let Ramza fight outside, but it guarantees Gaffgarion won’t attack anyone
outside.
3. Finally, if one of your other characters has strong Black Magicks (e.g. a
-ja or a -ga spell coupled with Arcane Strength), deploy him/her outside the
gate. Use Ramza to lure Gaffgarion near the gate, and then have the Black
Mage use magick on Gaffgarion (since Black Magicks can go through walls) to
KO him. It doesn’t matter if the spell KOs Ramza as long as you KO Gaff
because KOing Gaffgarion will cause Ramza to recover with 1 HP. Once you’ve
KOed Gaffgarion, you can have Ramza open the gate and join the fight
outside. A nice benefit of this strategy is that it turns Gaffgarion into a
crystal that you can use for healing or ability learning (sadly, you can’t
learn his special sword techniques from the crystal), but it only works if
you have strong Black Magicks.
Meanwhile, your other four characters have to take on the gang outside the
gate. The Summoner is the most dangerous enemy here, so try to take him out
immediately or use Mustadio’s Arm Shot to Disable him. If he does start
casting a spell, spread your characters out so he can’t blast your whole team.
In general, Arm Shot is a great ability for this fight, as it reduces the
number of enemies that can attack you at once. (You can also use the Mystic’s
Hesitation spell for the same effect.) Moreover, putting Disable on a
character causes him/her to flee into a corner, which means that it will take
another turn or two to get back into the battle even once Disable wears off.
Note that Disabling a character who’s charging up an attack will cancel the
attack. This is a good way to stop a Summon or Archer’s Aim attack if you’ve
got no other options.
For dealing damage, guns are quite helpful as they can allow you to attack
without having to Move. Remember that if you don’t move during a turn, your
next turn will come more quickly, which helps a lot when you’re surrounded by
lots of enemies! Agrias’s sword techniques are also great for damage-dealing,
and her Northswain’s Strike ability (if you have it) has a chance of taking out
an enemy outright. Also, when enemies are bunched together, use Black Magick,
Summon spells or Agrias’s Judgment Blade to hit more than one enemy at a time.
Once you’ve mopped up most of the enemies outside the gate, move Ramza up to
the switch on the left side of the gate and he will open the door.
Now, have your whole gang rush inside and attack Gaffgarion. Try to rend his
sword, or even better, steal it. Again, using Arm Shot to Disable him is quite
useful, as it not only prevents from attacking you, but turns off his
counterattack and prevents him from blocking with his shield. He shouldn’t be
too much trouble -- the hard part is the fight outside the gate. But, be
careful not to let him pick up any crystallized enemies; he can use the
crystals to restore all his HP just like you can! Either pick up the crystals
as soon as they appear, or position your characters to block his route to the
crystals. You do have to take away ALL his HP this time instead of just
reducing him to crtical, but once you do, he’s finally gone for good.
BATTLE TROPHIES: 700 gil, Mythril Helm
---Battle 20: Zeirchele Falls--------------------------------------------------
YOUR FORCES: Delita, Ovelia [guest]
ENEMY FORCES: Knight (male) x1, Archer (male) x1, Black Mage (female) x1
--STRATEGY--
Delita is your only controllable character here. Ovelia is a guest. As
before, she’ll probably just cast Aegis and run. But now that she has more MP,
she can also cast Aegis on Delita on her second turn instead of only casting
it on herself.
Move Delita across the bridge and start attacking the enemy forces. He has all
of the Holy Sword techniques, so use them -- with Hallowed Bolt and Judgment
Blade, you can probably hit more than enemy at once. Since there are only
three enemies and none of them are that strong, you should be able to defeat
them without much trouble. Really, this battle is quite easy; the main purpose
of it is just to give you a chance to play as Delita :)
BATTLE TROPHIES: None
---Battle 21: Lionel Castle Oratory--------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Cuchulainn [The Impure; Scorpio]
--STRATEGY--
This battle can be tricky because Cuchulainn casts a variety of status attacks
from a distance while running from you--plus, he gets the first turn! You’ll
find him easier to beat if you can trap him so he can’t move.
To get the jump on Cuchulainn, deploy your 4 teammates as follows:
__
XX
X = character other than Ramza
XX
---
Ramza can be placed on any other tile because he’ll automatically move
forward during the pre-battle story events.
If you place your characters in this formation, Cuchulainn will have to come
down the stairs on his first turn to start casting his magick. Now you can
rush him and attack. If you can surround him, he won’t be able to flee out of
range. If you can’t get within striking distance on a particular character’s
turn, at least position him/her on the stairs to keep him from climbing back
up. You could also use Leg Shot to Immobilize him, but since you can surround
him pretty well this tactic anyway, it’s just kind of a wasted turn. (He’s
immune to Disable, so don’t bother trying Arm Shot.)
As noted above, Cuchulainn’s attacks consist primarily of status-attack magick.
(Occasionally, he’ll use a physical attack instead.) His Nightmare spell will
inflict Sleep or Doom on a group of characters and has a 100% hit rate, and his
Bio magicks do damage and inflict various other status ailments. Use the Esuna
magick or the Monk’s Purification ability to wake up the sleeping characters if
you have either available; otherwise, try using weak physical attacks (e.g.
Stone) to wake them up. Doom will cause your character to KO when the
countdown finishes. There’s pretty no way to remove it, so just revive the
characters after they’re KOed. (Striking a character with the White Staff
*may* remove the Doom status, but it doesn’t always work and isn’t worth
forfeiting a stronger weapon for.) Other status ailments can be cured with
Purification, Esuna, or the appropriate items if you happen to have them.
Try to keep your support characters spread out so they can’t all be hit with
Cuchulainn’s magick at once. Since both the Sleep and Doom effects of
Nightmare can be prevented with Protect Rings, you might be tempted to equip
those. However, if you equip Protect Rings, Cuchulainn will just cast Bio
spells more. Since the Bio spells are usually more dangerous than Nightmare,
you’re better off without Protect Rings!
Good attacks to use against Cuchulainn include physical attacks and Agrias’s
sword techniques. Guns and bows are also good, particularly if you trap him
down on your level. (If he escapes to the top of the map, guns will be less
useful because there are usually too many obstacles to get a clear line of
fire.) The Monk’s Aurablast may also be helpful in hitting him before you have
a chance to trap him. Magick may be somewhat less useful here since it will
probably hit your allies too and you may be halted with a status effect before
you can get the spell off anyway. However, if you happen to have the Lich
summon spell already or the Time Mage’s Graviga, these will do a lot of damage
-- they both do damage equal to half the target’s max HP, regardless of
how high that max may be! (Even Gravity, which does damage equal to 1/4 of
max HP, can be useful.) In general, a good mix of close range fighters and
gun/bow users is probably best, and be sure to bring one or two characters who
can use Phoenix Downs! And since Cuchulainn is a Scorpio, any Cancer or Pisces
characters you might have (including Agrias) will do particular damage to him.
Cuchulainn has between 450 and 500 HP.
BATTLE TROPHIES: None
%%%CHAPTER III: THE VALIANT%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00bs3
---Battle 22: Gollund----------------------------------------------------------
YOUR FORCES: Ramza, Orran [guest], 4 others
ENEMY FORCES: Chemist (male) x2, Thief (female) x3, Orator (male) x1
--STRATEGY--
The buildings here are steep, which restricts your movement. So, you’ll want
to deploy characters with a good Jump or Move range, or equip accessories to
boost it. Because you start on the bottom and the enemy is on rooftops above
you, guns and bows are not too effective here (you can’t hit the enemy from
below). Instead, try bringing the Dragoon’s Jump attack or Black Magick.
Finally, the enemy has three Thieves that like to steal your equipment, so you
may want to protect your investments by equipping the Safeguard ability, which
prevents steals.
Orran possess the Celestial Stasis spell, which will Disable, Stop, or
Immobilize at least half the enemy forces every time he casts it. However,
he’s still vulnerable until he gets this spell off, and the enemy Chemists can
hit him from a distance with their guns. So, keep an eye on his HP.
From where you start the battle, move a healer character and another character
to the right and up the low steps. These characters will be in a good position
to heal Orran (with White Magick or Throw Items) if he needs it. You can also
cast Protect him on if he’s relatively healthy to boost his defense. The rest
of your squad can go around the other side of the building to start fighting
the enemies there. The enemies will probably be no match for your forces; the
key is just to keep Orran from getting killed, since if he’s KOed, you lose the
battled.
This battle is also a great opportunity to do some stealing! Both Chemists are
carrying Mythril Guns, which are 2 attack points stronger than the Romandan
Pistols you’re toting. These are the best prize to steal. Additionally, you
can grab an Orichalcum Dirk (a good dagger) and Germinas Boots (boots that
boost both your move *and* jump) from the Orator. The Thieves may also carry
Jujitsu Gis and Main Gauche, although Main Gauches aren’t as strong as the
Orichalcum Dirk. Especially later in the battle, when Orran may have paralyzed
lots of enemies, try to steal some of their gear if their can!
Orran’s Counter Tackle will knock enemies off the roofs for extra damage, and
you can try this yourself with Rush. The Orator tends to stay on the highest
roof and may be tough to reach, but you should be able to jump up there using
the "steps" on the right side of the roof. At that point, you can attack him
while on the roof or Rush him off the roof so your entire crew can attack him.
Or, just use Black Magick to attack from below.
BATTLE TROPHIES: 1500 gil, Battle Folio
---Battle 23: Lesalia Castle Postern-------------------------------------------
YOUR FORCES:
1st Squad - Ramza, Alma [guest], 2 others
2nd Squad - 2 others
ENEMY FORCES: Zalmour, Knight (male) x3, Monk (female) x2
BOSS: Zalmour [Sagittarius] - lv 24 Celebrant - Bravery 54, Faith 78
Equipment : Musk Pole, Wizard’s Hat, White Robe, Elven Cloak
Abilities : Priest Magicks, random action ability, Archer’s Bane, Halve MP,
Lifefont
--STRATEGY--
If you didn’t spot the rest of your team right away, they’re behind the gate.
Since none of the enemies here have much in the way of range attacks (just some
weak Geomancy spells), you needn’t rush down to attack them. Instead, keep
your characters up on top of the castle and let the enemies come up to you.
The majority of them will come up the stairs, so position the bulk of your team
there. Because the enemies are often in clusters, magick (and geomancy) works
well on them. The railing blocks direct gun shots down onto the ground, but
if you move up on top of the railing, you should be able to shoot from there.
Standing on the railing also gives you a height advantage and makes it harder
for the enemies to hit you.
Alma will probably cast Aegis on Ramza once, which will make him super-powered
for a few turns. (Shell and Protect will reduce the damage he takes, Regen
heals him, and Haste gets him more turns!) Take advantage of that! After
that, she’ll just thwack your characters with her Healing Staff to restore
their HP.
The annoying part of this battle is Zalmour, who can cast Cura and Arise to
heal his troops. When you have the chance, start attacking him. (You may
also want to try stealing his White Robe if you get a chance.) He’ll go down
quickly, and, as soon as you KO him, you win the battle.
BATTLE TROPHIES: Ether
---Battle 24: Monastery Vaults - Second Level----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Chemist (male) x1, Time Mage (male) x2, Dragoon (male) x3
--STRATEGY--
This is your first encounter with enemy Dragoons. Their standard attack has
a two-tile range attack and is quite strong, and they can also use the Jump
attack. If one of them jumps at a character, try to move that character away
before the Dragoon lands (assuming you have a chance, that is). If you cast
Haste on your characters, you’ll get more turns and hence a better chance of
being able to duck out of the way.
Since the Dragoons are so strong physically, you’ll probably want to bring some
tough close-range fighters to fight back with. The Dragoons have a high evade
rate, so equipping the Concentration ability (Archer) on any characters that
have it is a good idea, as it ensures that your attacks never miss. Also, if
your fighters have Fire Shields or Ice Shields equipped, remember that casting
a fire or blizzard spell on the group will both damage the enemy Dragoons and
heal any characters with the appropriate shield -- it’s good for close-quarters
fighting!
Take out the enemy Chemist so he can’t heal the enemies, but save the Time
Mages for last. Pretty much all they’ll do is cast Haste. If you have the
chance, though, position one of your characters next to the character getting
the Haste, as this allows you to
BATTLE TROPHIES: Battle Folio
---Battle 25: Monastery Vaults - Third Level-----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Isilud, Knight (male) x2, Archer (male) x2, Summoner (male) x1
BOSS: Isilud [Gemini] - lv 26 Nightblade - Bravery 73, Faith 62
Equipment : Platinum Sword, Golden Shield, Platinum Helm, Platinum Armor,
Power Gauntlet
Abilities*: Arts of War, Jump, Counter, Safeguard, Ignore Elevation
* Isilud’s Nightblade job also has Concentration as an innate ability.
--STRATEGY--
Your first order of business in this maze-like level is to send one or two
characters down the hall to kill the Summoner -- used ranged attacks to take
him out quickly before he can hit you with any Summoners. After the Summoner,
go after the archer that will have come up behind him.
At this time Isilud and his gang will be nearing you from behind. You’ll want
to get up on top of the bookshelves to fight him on the same level. If you
have a Jump statistic of at least 5 (you can increase with the Spiked Boots or
Germinas Boots), you can jump directly on top of the shelves; otherwise, you’ll
have to use the stairs in the corner. The stairs can get a little crowded, so
being able to jump up is helpful.
Watch out; Isilud has the Dragoon’s Jump attack and an incredibly long jump
range. Haste is useful to avoid it. His plain sword attack is strong too, and
he can also counterattack. He also has Safeguard, so you can’t steal or break
his sword or other equipment. Just ignore the other guys and attack Isilud.
The Mythril Gun and Agrias’s Holy Sword techniques are both quite effective
here, and you can also use your own Jump attacks if you’ve got a Dragoon.
When Isilud drops to critical HP, he’ll teleport away and you win.
BATTLE TROPHIES: Guardian Bracelet
---Battle 26: Monastery Vaults - First Level-----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Wiegraf, Knight (female) x2, Archer (female) x2,
Black Mage (female) x1
BOSS: Wiegraf [Virgo] - lv 27 White Knight - Bravery 71, Faith 64
Equipment : Diamond Sword, Crystal Helm, random armor, Elven Cloak
Abilities : Holy Sword, random 2nd action ability, Counter, Doublehand,
Move +1
--STRATEGY--
Spread your characters out in your initial deployment since Wiegraf is almost
guaranteed to hit your group with a Judgment Blade before you have a chance to
move.
The tall wall divides this level into two halves -- the half where you start
and the half where the bad guys start, with a small doorway in the middle. But
Wiegraf will come running through to your side right away. Just go after
Wiegraf; most of his followers are irrelevant, as they probably won’t even
reach you before Wiegraf goes down. The Archers can shoot through the doorway
from the other side, though, so Archer’s Bane (or Shirahadori, if you have it)
may be helpful.
As before, Wiegraf will use Judgment Blade a lot. Judgment Blade also randomly
casts Stop on you sometimes, but you protect yourself from that by equipping
Jade Armlets. (The armlets won’t stop you from taking HP damage from Judgment
Blade, though.) Focus your attacks on Wiegraf. If you can’t kill him in two
or so rounds, the other enemies will show up and you’re in trouble. Wiegraf
must be knocked down to 0 HP before you win.
BATTLE TROPHIES: 2500 gil
---Battle 27: Zeklaus Desert---------------------------------------------------
YOUR FORCES: Ramza, Luso [guest], 4 others
ENEMY FORCES: Behemoth x3, Behemoth King x2, Dark Behemoth x1
--STRATEGY--
It’s Behemoth city! When the formation screen appears, deploy all your
characters towards the upper-left corner of the available purple tiles. This
will start your characters as close to Luso as possible.
Luso can hold his own pretty well -- he comes with an Icebrand sword, which is
better than anything sold in stores at this point. Still, if he gets
surrounded by Behemoths, he’ll get killed and you’ll lose the battle, so move a
healer into position ASAP. (Casting the Protect spell on him or your other
characters is also a good idea, as the Behemoths only use physical attacks.)
If you move some other fighters down into the canyon with the Behemoths, you’ll
keep them from ganging up on any one particular character. Remember that all
the Behemoths, being monsters, can counterattack, so Luso can take damage
pretty quickly fighting against them. (Fortunately, he’s smart enough to
flee if his HP drops to critical, but even if it’s not yet critical, a series
of behemoth attacks could take him out before he has a chance to move!)
Try to take out a few of the purple "regular" Behemoths quickly, before the
Behemoth Kings and Dark Behemoth have a chance to make it over to you. Those
are lot stronger and will take several attacks to kill. Agrias’s Holy Sword
techniques are good for taking out the monsters and can’t be counterattacked.
If you have an Orator or someone else with Speechcraft and Beast Tongue, it’s
definitely worth trying to recruit some of the monsters here. If you can turn
one Traitor and keep it alive through the battle, it’ll join your squad. None
of these monsters are ones you could otherwise recruit at this point in the
game, and the Behemoth King and Dark Behemoth are particularly rare. If you
get any of them, you can use them to breed more behemoths and poach them for
rare items! (Or, Luso automatically poaches any enemy he kills, so he if kills
any of the behemoths here, you should also get something good.)
BATTLE TROPHIES: None
---Battle 28: Grogh Heights----------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Squire (male) x2, Chemist (male) x2, Archer (male) x1,
Thief (female) x1
--STRATEGY--
This is a fairly straightforward battle. The main challenges are the Thief,
who of course can steal your gear, and the Chemists, who both have guns and a
humongous range from their vantage point atop the heights. You’ll want to
target the Chemists first. Fire back with your own guns, or have Mustadio use
his Arm Shot from a distance to Disable them.
The small passes between the cliffs can be a bit of a choke point as you try to