--MOUNT BERVENIA--
From Riovanes Common : Floating Eye, Ahriman, Plague Horror
Uncommon : Exploder, Skeleton, Bonesnatch,
Skeletal Fiend, Archer
Rare : Bomb, Grenade, Cockatrice
Very Rare: Mystic
From Zeklaus Desert Common : Grenade, Bonesnatch, Skeletal Fiend
Uncommon : Exploder, Floating Eye, Behemoth
Rare : Bomb, Black Mage
Very Rare: Skeleton, Ahriman, Jura Aevis, Geomancer
--DUGEURA PASS--
From Grogh Heights Common : Chocobo, Steelhawk
Uncommon : Black Chocobo, Coeurl, Jura Aevis,
Wisenkin, Behemoth, Knight
Rare : Red Chocobo, Bomb, Grenade, Exploder,
Red Panther
Very Rare: Dryad, Monk
From Bervenia Common : Chocobo, Coeurl, Behemoth
Uncommon : Black Chocobo, Jura Aevis, Steelhawk, Archer
Rare : Red Panther, Wisenkin
Very Rare: Red Chocobo, Bomb, Dryad
--BEDDHA SANDWASTE--
From Bervenia Common : Dragon
Uncommon : Grenade, Bonesnatch, Floating Eye, Ahriman,
Plague Horror
Rare : Bomb, Exploder, Steelhawk, Wisenkin,
Minotaur, Behemoth, Blue Dragon, Archer,
Black Mage, Mystic
Very Rare: Coeurl, Vampire Cat, Geomancer
From Fort Besselat Common : Bomb, Grenade, Exploder
Uncommon : Skeleton, Bonesnatch, Skeletal Fiend,
Floating Eye, Ahriman, Dragon, Knight
Rare : Red Panther
Very Rare: Behemoth, Behemoth King, Blue Dragon,
Archer, Thief
--FINNATH CREEK--
From Bervenia Common : Chocobo, Black Chocobo, Red Chocobo,
Piscodaemon, Squidraken, Mindflayer
Uncommon : Ochu, Summoner, Mystic, Dragoon
Rare : Red Panther, Coeurl, Dragon
Very Rare: Malboro, Blue Dragon, Archer
From Zeltennia Common : Chocobo, Red Panther, Coeurl, Dryad, Malboro
Uncommon : Squidraken, Ochu, Dragon
Rare : Red Chocobo, Treant, Elder Treant,
Greater Malboro, Archer, Ninja
Very Rare: Black Chocobo, Mindflayer, Red Dragon,
Knight
--MOUNT GERMINAS--
From Sal Ghidos Common : Jura Aevis, Archer
Uncommon : Chocobo, Red Panther, Coeurl,
Plague Horror, Dragon, Red Dragon
Rare : Black Chocobo, Red Chocobo, Vampire Cat,
Steelhawk, Wisenkin, Behemoth, Black Mage,
Summoner
Very Rare: Minotaur
From Lake Poescas Common : Red Panther, Coeurl, Jura Aevis, Dragon
Uncommon : Plague Horror, Wisenkin, Red Dragon,
Archer, Monk
Rare : Vampire Cat, Steelhawk, Minotaur, Behemoth,
Dragoon
Very Rare: Blue Dragon
--LAKE POESCAS--
From Mt. Germinas Common : Bomb, Grenade, Skeleton, Bonesnatch
Uncommon : Skeletal Fiend, Ghoul, Ghast, Behemoth King
Rare : Exploder, Revenant, Cockatrice, Red Dragon,
Summoner
Very Rare: Steelhawk, Behemoth, Archer, Monk
From Limberry Common : Bomb, Grenade, Exploder, Behemoth
Uncommon : Bonesnatch, Ghast, Minotaur, Dark Behemoth
Rare : Ghoul, Behemoth King, Archer
Very Rare: Revenant, Wisenkin, Chemist, Black Mage
--DORVAULDAR MARSH--
From Limberry Common : Goblin, Gobbledygook, Piscodaemon,
Squidraken, Wisenkin, Malboro
Uncommon : Skeletal Fiend, Archer
Rare : Mindflayer, Skeleton, Bonesnatch,
Blue Dragon
Very Rare: Minotaur, Summoner
From Fort Besselat Common : Skeleton, Bonesnatch, Wisenkin, Malboro
Uncommon : Black Goblin, Squidraken, Blue Dragon
Rare : Piscodaemon, Time Mage
Very Rare: Bomb, Pig, Monk
%%%MIDLIGHT’S DEEP RANDOM BATTLES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00mdrb
Battles in the bonus dungeon, Midlight’s Deep, are basically random battles,
and all the rules for random battles apply here as well. (The exception is the
story battle that occurs the first time you visit floor 10, Terminus.)
When you select a particular floor of Midlight’s Deep from its menu, you will
always get into a battle. (Unlike in the overworld, there is no chance of NOT
encountering enemies.) Simply moving onto the Midlight’s Deep dot on the map
will never result in a battle.
Each floor has a different map and a different set of enemies. There is only
one "entrance" to each floor (unlike with the overworld battles, where you can
encounter different enemies depending on which direction you’re headed).
Midlight’s Deep also has some other special rules that relate to opening exits
and lighting up the darkened maps; see the Midlight’s Deep section
of the walkthrough for explanations of these changes.
--THE CREVASSE--
Common : Goblin, Black Goblin, Bomb, Wisenkin
Uncommon : Red Panther, Coeurl, Chemist, Knight, Monk
Rare : None
Very Rare: Gobbledygook, Exploder, Piscodaemon, Squire, Archer, Black Mage,
Time Mage, Summoner, Thief
--THE STAIR--
Common : Goblin, Skeleton, Bonesnatch, Archer
Uncommon : Black Goblin, Ghoul, Ghast, Floating Eye, Ahriman, Dragon
Rare : Knight, Monk, Black Mage, Time Mage, Summoner, Ninja
Very Rare: Blue Dragon
--THE HOLLOW--
Common : Piscodaemon, Squidraken, Knight, Archer, Black Mage
Uncommon : Bomb, Red Panther, Coeurl, Mindflayer, Wisenkin, Minotaur,
Behemoth
Rare : Grenade, Behemoth King
Very Rare: Skeletal Fiend, Jura Aevis, Steelhawk, Cockatrice, Elder Treant,
Squire, Thief, Orator, Mystic, Geomancer, Dragoon
--THE CATACOMBS--
Common : Jura Aevis, Malboro, Archer, Black Mage, Mystic
Uncommon : Steelhawk, Cockatrice, Ochu, Summoner
Rare : Sekhret, Greater Malboro, Monk
Very Rare: Gobbledygook, Mindflayer, Floating Eye, Minotaur, Hydra
--THE OUBLIETTE--
Common : Gobbledygook, Dryad, Treant, Elder Treant, White Mage, Black Mage
Uncommon : None
Rare : Red Panther, Ahriman, Knight, Monk, Time Mage, Summoner
Very Rare: Squire, Chemist, Archer, Thief, Orator, Mystic
--THE PALINGS--
Common : Vampire Cat, Archer, Ninja
Uncommon : Black Goblin, Squidraken, Mindflayer, Ahriman, Wisenkin, Behemoth
Rare : Goblin, Red Panther, Coeurl, Piscodaemon, Floating Eye,
Plague Horror, Minotaur, Sekhret, Dark Behemoth, Knight,
Black Mage, Samurai
Very Rare: Chocobo, Black Chocobo, Exploder, Behemoth King, Dragon
--THE CROSSING--
Common : Skeleton, Ghast, Archer, Mystic
Uncommon : Bonesnatch, Revenant, Wisenkin, Minotaur, Sekhret, Monk,
Black Mage, Thief
Rare : Skeletal Fiend, Behemoth, Behemoth King
Very Rare: Piscodaemon, Squidraken, Mindflayer, Dragon, Hydra, White Mage,
Summoner, Dragoon
--THE SWITCHBACK--
Common : Bomb, Archer
Uncommon : Red Panther, Coeurl, Dryad, Malboro, Ochu, Behemoth, Dragon,
Red Dragon, Black Mage, Summoner, Arithmetician
Rare : Grenade, Exploder, Treant, Elder Treant, Greater Malboro,
Behemoth King, Dark Behemoth, Blue Dragon, Hydra, Greater Hydra
Very Rare: None
--THE INTERSTICE--
Common : Cockatrice, Blue Dragon, Black Mage, Dragoon, Samurai, Ninja
Uncommon : Dragon, Knight, Archer, Summoner
Rare : Black Chocobo, Red Dragon, Time Mage, Mystic
Very Rare: Chocobo, Red Chocobo, Red Panther, Sekhret, Behemoth, Hydra
--TERMINUS--
Common : Chocobo, Black Chocobo, Hydra, Greater Hydra, Pig
Uncommon : Red Dragon, Tiamat, Swine, Archer, White Mage, Black Mage, Mystic
Rare : Time Mage, Summoner
Very Rare: None
%%%SPECIAL RANDOM BATTLES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00special
Each wilderness location on the world map has a "special" random battle that
you can sometimes encounter in place of the regular enemies listed above.
These special battles often feature unusual enemy parties, and are often extra
challenging! (The infamous 11-monk melee at Grogh Heights is particularly
brutal.) But in some of them, you may have a Guest character who helps out :)
The special battles can all only trigger when you enter a location heading in a
specific direction. For example, the special battle at Araguay Woods can only
be encountered by entering Araguay Woods from Zeirchele Falls, not from any
other direction. Even when you’re heading the correct direction, there’s still
only a random chance of triggering the special battle -- you might get no battle
or a regular random battle instead. (When a battle DOES occur, there seems to
be only a 10% or less chance of getting the special battle.)
The special battles can’t be trigged until you get to Chapter IV.
Below, I’ve listed all the special battles, the directions that you need to
walk in order to trigger them, and the enemies you’ll face. In some cases, the
exact composition of the enemy party varies, but I’ve listed the different
possibilities.
Completing any or all of the special battles does not earn you any kind of extra
prize. They’re just for fun. But, the special battle at Mount Germinas offers
you a good chance to steal some of the rare guns, the battle at Araguay Woods
lets you catch weapons from the enemy Ninjas, and the battle at Dorvauldar Marsh
sometimes offers you a Swine to recruit (it’s the only Swine that appears in
battle outside of Terminus in Midlight’s Deep).
The special battles never expire, so you can complete the same battle multiple
times.
MAP LOCATION ENTER FROM... ENEMY FORCES
Mandalia Plain Brigands’ Den 1x Red Dragon,
0-3x Blue Dragon,
0-3x GUEST: Dragon
The Siedge Weald Dorter 2x Archer (male),
1x Knight (f) or Geomancer (f),
1x Black Mage (f) or Time Mage (f),
1x Summoner (fem.) or Mystic (fem.)
Zeklaus Desert Dorter 1x Minotaur,
1x GUEST: Knight (male)
Lenalian Plateau Gariland 5x Arithmetician (random genders)
Fovoham Windflats Ziekden Fortress 2x Archer (male) or Knight (male),
3x BlackMag(fem.) or TimeMag(fem.),
Araguay Woods Zeirchele Falls 1-7x Ninjas (random genders)
Zeirchele Falls Fort Besselat 2x Black Mage (m), Time Mage (m),
Mystic (m) or Summoner (m)
1x Time Mage (m), Mystic (m), or
Summoner (m)
Balias Tor Lionel Castle 1x Chocobo or Red Chocobo,
1x Red Chocobo,
1x Behemoth,
1x Behemoth King,
1x Dark Behemoth,
1x Dragon,
1x Hydra,
1x Greater Hydra,
1x GUEST: Black Chocobo or
GUEST: Red Dragon or neither
1x GUEST: Behemoth King or
GUEST: Greater Hydra or neither
Tchigolith Fenlands Goug 2x Knight (male),
1x Archer (male) or Samurai (male),
1x Dragoon (fem.) or Archer (fem.),
1x Monk (female) or Squire (female)
Balias Swale Golgollada Gallows 1x Ahriman or Chocobo,
1x Plague Horror or Black Chocobo,
1x Malboro or Red Chocobo,
1x Malboro or Tiamat,
1x Ochu or Tiamat
Grogh Heights Lesalia 11x Monk (male)
The Yuguewood Yardrow 7x Samurai (male)
Mount Bervenia Riovanes Castle 1x Goblin or Black Goblin,
1x Ghast or Black Goblin,
1x Revenant or Red Chocobo,
1x Behemoth or Chocobo,
1x Behemoth King or Black Chocobo
Dugeura Pass Grogh Heights 3x Monk (male) or Time Mage (fem.),
1x Archer (female) or Black Choc.,
1x Archer (female) or Red Choc.
Beddha Sandwaste Bervenia 1x Knight (m) or Archer (f),
1x Archer (f) or Geomancer (m),
1x Knight (m) or Summoner (f),
1x Archer (f) or Geomancer (m),
1x Geomancer (m) or Summoner (f)
Finnath Creek Zeltennia Castle 5x Behemoth,
1x Piscodaemon,
1x GUEST: Goblin,
0-4x GUEST: Wisenkin
Mount Germinas Sal Ghidos 3x Chemist (random genders),
2x Orator (random genders)
Lake Poescas Mount Germinas 2x Black Mage (male),
1x Time Mage (m) or Mystic (m),
1x Summoner (f) or Chemist (f),
1x White Mage (f) or Black Mage (f)
Dorvauldar Marsh Fort Besselat 2x Squire (male) or Minotaur or
Chocobo
2x Squire (male) or Wisenkin or
Black Chocobo,
1x Squire (male) or Sekhret or
Red Chocobo or GUEST: Swine
%%%GUEST CHARACTERS IN RANDOM BATTLES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00guest
At a few random battle locations, you’ll occasionally get into a random battle
where you’re joined by a Guest character. These characters (usually monsters)
will fight alongside you for the duration of the battle.
In general, these Guests are just temporary assistance and cannot be permanently
recruited to your roster. However, the Swine at Dorvauldar Marsh will join your
team after the battle, assuming it wasn’t killed during the battle (KOed is
fine).
BATTLEFIELD ENTER FROM... GUEST
Mandalia Plain Eagrose Castle Chocobo
Mandalia Plain Gariland Red Panther
Mandalia Plain Brigands’ Den Chocobo
Mandalia Plain Brigands’ Den Dragoon (female)
Zeklaus Desert Dorter Knight (male)
Zeklaus Desert Gollund Steelhawk
Balias Tor Lionel Castle Black Chocobo
Balias Tor Lionel Castle Behemoth King
Balias Tor Lionel Castle Red Dragon
Balias Tor Lionel Castle Greater Hydra
Finnath Creek Zeltennia Castle Goblin
Finnath Creek Zeltennia Castle Wisenkin
Beddha Sandwaste Bervenia Red Dragon
Dorvauldar Marsh Fort Besselat Swine
*******************************************************************************
XIV. OTHER GAME INFORMATION
*******************************************************************************
%%%BASIC MECHANICS AND TACTICS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00basic
This section covers some basic elements of the gameplay system, as well as a
few key tactics for almost any battle!
---EVASION RATES---
You’ve probably noticed that the status screen features three numbers for each
character’s evade rate. The first number, C-Ev, comes from the character’s
current class/job. It’s effective only against attacks from the FRONT. The
second number, S-Ev, comes from the character’s shield; it’s effective against
attacks from the front and side, but NOT from the back. The final number,
A-Ev, comes from the character’s accessory (i.e., cloaks) and is effective
against ALL attacks.
And, of course, there are separate evade rates for both physical and magick
attacks. No job actually has a magick C-Ev greater than 0, so magick can be
evaded only with a shield or cloak.
You can plan your attacks with these evade rates in mind. If an enemy has a
shield, attack him or her from behind. (Note that if an enemy doesn’t have a
shield, attacking from the side or behind are equally effective.) If an enemy
has a high overall physical evade rate, use magick -- or guns, which ignore
evade rates completely. Finally, equipping the Archer’s Concentration ability
completely prevents your physical attacks from being evaded. And, of course,
positioning your own characters so that their backs/sides can’t be attacked
helps you evade enemy attacks.
Note that the Shirahadori, First Strike, and Archer’s Bane reaction abilities
stop attacks outright and are independent of evade rate.
---FRIENDLY (AND UNFRIENDLY) FIRE---
Most magicks affect not just the targeted character or tile, but also the
surrounding panels. (The radius of this effect varies from magick to magick.)
Geomancy, Iaido, and a number of sword techniques and monster abilities also
have this effect. This area effect can of course be used to hit multiple
enemies, but you can also exploit it in a number of other ways. If an enemy
is a little too far out of range to target directly with the magick, you may
still be able to target a somewhat closer tile and catch the enemy in the
wider effect radius. (This is a good tactic for hitting more distant enemies.)
The same is true for using White Magick or Time Magick to assist distant
allies.
Of course, you also need to watch out for a "friendly fire" effect when casting
magicks -- you don’t want to hit your own characters in the effect radius! If
one of your allies is standing close to an enemy, you’ll hurt him or her if you
target the enemy directly. So, one solution is to target a more remote panel
that will catch the enemy in the effect radius of your spell, but leave your
ally out of range. (Of course, this also works in reverse for when you want to
heal an ally, but not an enemy.) Just make sure the enemy won’t be able to
move before the magick is cast.
Note that Summons and Iaido abilities ONLY target the "correct" units. They
won’t hurt allies, or heal enemies.
---KO COUNTDOWN---
A character who’s been KOed (lost all his or her HP) has a countdown over his
or her head. This countdown starts at 2 and then counts down to 1, 0, and
finally death.
When a character’s KO countdown counts down to death, the character permanently
dies and turns into either a chest or a crystal that someone else can pick up.
> Chest: This contains an item -- either a consumable Item, or a piece of
equipment that the character was wearing. (Monsters will only yield
consumable Items.)
> Crystals: Picking up a crystal gives you a choice of EITHER fully restoring
your HP and MP, OR learning some of the dead character’s abilities.
(Monster crystals only allow you to restore HP/MP.)
A character who is currently KOed with a counter can be cured with many
different abilities (e.g. Phoenix Down, Raise, Revive, etc.) or by completing
the battle before the countdown expires.
However, there is NO way to bring back a character who has been turned into a
chest or crystal (aside from reloading from a previous save).
---CT GAUGE & RAPID TURNS---
The CT gauge controls when each character gets a turn. When your CT gauge
fills, you get a turn. (Unlike many Final Fantasy games, there is no real-time
ATB element here. The CT gauge does not fill when you’re looking at a menu.)
Your character’s Speed determines how quickly the CT gauge fills; raising your
Speed will get you more turns!
Normally, you can both Move and Act during a turn. If you do both, your CT
gauge empties to 0. However, if you do only ONE and then select Wait, your CT
gauge only drops back to 20, and if you do neither (just Waiting out your
turn), the CT gauge drops back to 40. This means that you can get turns much
more quickly! So, you shouldn’t have each character always Move AND Act if
they don’t really need to do one or the other. Using Wait to get extra turns
like this is a CRUCIAL tactic on maps where you’re outnumbered and need to get
as many turns as you can. Have your characters attack while remaining
stationary whenever possible.
(The Immobilize and Disable status conditions, which prevent you from Moving
or Acting, respectively, actually penalize your CT gauge as if you DID Move
or Act. Alas.)
The Haste status makes a character’s CT gauge fill faster and the Quick magick
makes it fill to 100 instantly. On the other hand, the Slow status makes it
fill more slowly and the Stop status makes it fill not at all.
---UNIT VS. PANEL TARGETING---
Most abilities that do not activate instantly give you a choice between Unit
and Panel targeting when you select a target.
> Unit targeting: The magick will target the unit you’ve selected, even if
he/she moves to another tile. Note that it does NOT matter if the unit is
no longer within the magick’s original range.
> Panel targeting: The magick will target the tile on the map that you’ve
selected, even if the unit that’s currently there moves out.
Use Unit targeting if you want to target a specific character -- say, to heal a
specific ally or attack a specific enemy. (This is probably what you’ll use
most of the time.) Another nice thing about Unit targeting is that you can use
it to hit an enemy even if s/he tries to flee out of range. You can also
target an enemy with Unit targeting, then retreat from danger. The magick will
still hit its chosen target even though you’re now well away from the enemies!
Use Panel targeting if you’re more concerned with hitting a group of targets
than any specific individual. This way, even if one individual unit moves, you
can still cast the magick on all the other units. Another good time to use
Panel targeting is when you’re aiming a magick at a particular "choke-point" on
the map (such as a bridge or hallway). Here, you’re not trying to hit any
particular enemy so much as blasting whatever enemy approaches you.
The Archer’s Aim attack, the Dragoon’s Jump attack, and Cloud’s Limit abilities
can ONLY use Panel targeting. If the enemy moves out of the way while these
attacks are charging, you’re out of luck.
---BRAVERY AND FAITH---
Bravery and Faith are two really important statistics -- so important, in fact,
that I’ve created an entire section about them! See "Bravery and Faith" under
Statistics and Leveling :)
---IMPROVE STEALING ODDS---
You can boost the success rate of the Steal command in a number of ways:
- Put the enemy to Sleep - using a Sleep Blade weapon, Mimic Darlavon
(Orator), Repose (Mystic), etc.
- Target the enemy from behind or to the side, so the move will be harder to
evade.
- Putting Disable status on the enemy (e.g. with Arm Shot) will also prevent
the enemy from evading, although the steal may still fail.
- Equip Concentration (Archer) or Brawler (Monk) as a support ability. (If
you’re using Concentration, then there’s no need to try to steal from behind
as the enemy can’t evade anyway.)
- Increase your Speed statistic, or decrease the enemy’s Speed. Or, switch
your stealing character to a job that has a high speed rating (e.g. Thief or
Ninja)
- Use Balthier’s Plunder abilities, which have a somewhat higher success rate
than the regular Steal command
- Surround the character from whom you’re trying to steal with both your main
thief and a Mime; the Mime will duplicate all of your Steal attempts
- And, of course, stealing using a character who has good Zodiac compatibility
with the target will improve your success, though you often don’t have a lot
of options here...
It’s helpful to use one or more of these tactics if you’re interested in
stealing enemy gear, as the Steal command has a pretty low success rate
otherwise.
---AUTO-X-POTION---
The Auto-Potion reaction ability normally causes you to (sometimes) use a
Potion when attacked. However, if there aren’t any Potions in your inventory,
you’ll use a Hi-Potion instead, and if there aren’t any Hi-Potions, you’ll use
an X-Potion. Once you start getting Hi-Potions and X-Potions, then, it’s
actually a great idea to throw out your weaker potions so Auto-Potion will
only use Hi-Potions or X-Potions -- you can heal yourself for a lot more HP
that way! (This trick is particularly important in the Wiegraf battle in
Chapter III.)
---CRYSTAL LOOT---
When you collect a crystal from a defeated enemy human and select Acquire
Abilities, you can point the cursor to any of several abilities. Don’t be
fooled! You’re not making a choice here, you actually learn ALL the abilities
listed. This makes collecting crystals a great way to learn abilities quickly!
---MOVING THROUGH UNITS---
When moving, it’s possible to move "through" friendly units but not enemy
units. Enemy units must be navigated AROUND rather than through. KOed allied
and KOed enemies follow the same rules as their conscious counterparts. (The
Teleport and Fly movement abilities *will* let you move through enemy units.)
---OVER MY DEAD BODY---
It’s not possible to stand on the same tile as a KOed character. This means
you can actually use KOed bodies as a pretty good "shield" to guard your back,
which can come in handy in maps with a lot of enemies.
---CURING & DRAINING THE UNDEAD---
As per Final Fantasy standards, undead enemies take damage when hit with Cure
spells, and the Arise spell works like an instant KO attack! (Raise will also
do damage equal to 1/2 of the enemy’s max HP -- thus KOing if it’s at half HP
or below.) On the other hand, undead characters are also *immune* to attacks
that drain HP to the user, like the Blood Sword or the Mystic’s Invigoration.
These attacks backfire if used against an undead monster! (The undead monster
gains HP, and you lose HP!)
Undead characters include monsters from the Skeleton and Ghost families, as
well as human enemies in a few story battles, units who have had the Mystic
spell Corruption cast on them, and any ally equipped with the Cursed Ring.