Final Fantasy Tactics Advance Walkthrough :
This walkthrough for Final Fantasy Tactics Advance [Game Boy Advance] has been posted at 25 Jul 2010 by rayquarza54399 and is called "Single Class Challenge Guide". If walkthrough is usable don't forgot thumbs up rayquarza54399 and share this with your freinds. And most important we have 19 other walkthroughs for Final Fantasy Tactics Advance, read them all!
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( - \\, \\/ \\/ \/\\ \\ \\ \\,/ \\,/ .. __________________ _________ ________ .__ .___ / _____/\_ ___ \\_ ___ \ / _____/ __ __|__| __| _/____ \_____ \ / \ \// \ \/ / \ ___| | \ |/ __ |/ __ \ / \\ \___\ \____ \ \_\ \ | / / /_/ \ ___/ /_______ / \______ /\______ / \______ /____/|__\____ |\___ > \/ \/ \/ \/ \/ \/ Version 1.08 Table of Contents: 1.00 Introduction 1.50 Legal & Contact Info 2.00 Rules 3.00 General Strategies 4.00 Guide to the Guides 5.00 SCCs 5.01 Thief 5.02 Paladin 5.03 Fighter 5.04 Soldier 5.05 Ninja 5.06 White Mage (C) 5.07 Black Mage 5.08 Illusionist 5.09 Blue Mage 5.10 Archer 5.11 Hunter (C*) 5.12 Warrior 5.13 Dragoon 5.14 Defender 5.15 Gladiator 5.16 White Monk 5.17 Bishop 5.18 Templar 5.19 Time Mage (C) 5.20 Alchemist 5.21 Beastmaster (C) 5.22 Morpher (C) 5.23 Sage 5.24 Fencer 5.25 Elementalist 5.26 Red Mage 5.27 Summoner 5.28 Assassin 5.29 Sniper (C*) 5.30 Animist 5.31 Mog Knight 5.32 Gunner 5.33 Juggler 5.34 Gadgeteer 6.00 Monster SCCs 7.00 Recommended Laws 8.00 Recommended Mission Items 9.00 Item/Mission Info 10.00 Glossary 11.00 Updates/Version History 12.00 Thanks ============================================================================== [1.00] Introduction ============================================================================== I'd like to start by thanking the FFTA board on GameFAQs. Without their aid, this guide would not have been possible. What is an SCC and why should I care, you ask? Well, let's start from the beginning, with this game's predecessor, Final Fantasy Tactics for PS1. One day, a bunch of people got bored and decided to play the same game a new way, and thus, the Straight Character Challenge was born. The first SCC FAQ was written by MunkiBleedsGreen, and is still up under the FFT FAQs and Guides section. I have decided to apply the same concept to FFTA, a game most people consider to be very, very easy, as far as today's videogames go. Hopefully, this should revive interest in a game many found to be far too easy for their tastes. I have renamed the Straight Character Challenge to Single Class Challenge, mainly because that makes far more sense to me than the former name, and a Straight Character Challenge is not necessarily possible with all classes. The basics are simple. Use one class throughout the game, and one class only. Up to 5 members can be used, and any Action, Reaction, Support, and Combo Abilities may be used from that class set. Read on for the exact rules, or skip straight to the individual guides if you know what you're doing. Mind you, this FAQ is not meant as a walkthrough. You are expected to have played through the game once at least conventionally, so you can understand some elementary strategies. ============================================================================== [1.50] Legal ============================================================================== This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2006 Kevin Kao, aka chocomog In other words just ask before you put it up somewhere. I'll pretty much say it's ok. My email address is chocomog4000@yahoo.com, feel free to contact me with any comments, corrections, critiques, or suggestions you might have. ============================================================================== [2.00] SCC Rules ============================================================================== Many rules are made up by Chronic PokeAbuser, so a lot of the credit for this section goes to him. -All SCCs must have 5 fighting units, Marche included. So for a White Mage SCC you'd have White Mage Marche and 4 other WMs, but for an Alchemist SCC you'd have 5 Alchemists. -If Marche is not participating in an SCC, he may not use any actions that influence other units, including allies. Once he takes damage, he may not act, period, nor can he be healed. Marche can equip abilities like Damage > MP, but not Counter or Return Fire and the like (if he is not participating). -Marche must be used if possible. Montblanc, however, can be used if you wish; it is not required to use him. -Marche MAY be used as a meat shield to absorb damage. This may be necessary in some SCCs where your units are very weak, like the Time Mage SCC. -All units used for the SCC must be in their classes before The Cheetahs. -You may recruit units through any method you want, including Race Wanted missions. The exception is NO trading units from another save. -Units can be recruited in any class, so if you wanted to recruit a Fighter for the White Mage SCC, that would be perfectly legitimate. -Your average clan level can be whatever you wish. That means you can let random characters join you after missions, but you can't use them. The exception follows below. -No secret/semi-secret characters (e.g. Eldena, Palanza, etc) may be used. -The goal of all SCCs is to beat all the story battles, i.e. beat Royal Valley. -Dispatch missions may only be done by those in the SCC, with the exception of before The Cheetahs. -Mithril weapons are needed for SCCs marked with a (C). Since getting them is a major pain, you may use a cheating device to get one, and only one Mithril weapon. For SCCs marked with a (C*), you can get past some R-abilities with bare fists, but that's a major pain as well. You may cheat a Mithril Weapon into your game for the Sniper SCC only, for Hunter you must use Combat Combo. For Snipers, only one Sniper may learn Snipe Combo through the cheated weapon. -As an alternative to the previous rule, for SCCs with a (C) or (C*) next to them, Marche's Combat Combo MAY be used for any human available class. -Totemas are not to be used unless you can't beat the battle any other way. Jagd Hunt in a Time Mage SCC is one example. Combos, however, may be used whenever, though you should try not to if you don't have to. -Guest characters like Ritz and Shara can do whatever they want. -Only the Alchemist can use the Item command. -Level Caps, courtesy of Chronic PokeAbuser: Hot Awakening - Level 15 Scouring Time - Level 25 Present Day - Level 35 Royal Valley - Level 45 -No trading anything from one save to another. -Have fun! That's the whole point of video games, right? If an SCC is boring you or is too hard, you can make some exceptions. Just don't make an exception for the entire game and come bragging about it ;) Emulator use: Emulators are probably necessary for retaining your sanity for some of the SCCs, like the White Mage SCC. The ONLY uses of emulators that the normal GBA doesn't have that are permitted are the turbo function, cheats for mithril weapons (see Rules), and Savestates, but only where the game permits you to save normally. You may NOT savestate in battle, even though the game lets you. A warning about combining savestates and normal states: If you savestate, then normal save, then quit without savestating, your data will be lost. If you're gonna normal save only, don't savestate. I'd recommend the VBA (VisualBoy Advance) as your #1 emulator. ============================================================================== [3.00] General Strategies ============================================================================== ***CONSULT THE RECOMMENDED LAWS SECTION BEFORE BATTLES!!!*** -Use the laws to your advantage. This is probably THE most important thing to note about SCCs, in comparison to normal games. General recommended laws for each battle are given in its own section. ***USE MISSION ITEMS (SECTION 9)!!! -Use status effects to their maximum potential. Almost every class has them, and Blinding or Stopping someone is almost as good as killing them, most of the time. -Running away from a battle counts as fighting a battle. Use this to both get shop upgrades and beat dispatch missions. -Race Wanted missions: They are triggered by having 5 or less members in your party, Montblanc and Marche included. They're 5 day missions with pretty much a 100% chance of success. The race you get depends on the month. To trigger these missions, you must ENTER BATTLE with 5 or less units. I suggest saving on the 4th day, walking 1 square, and resetting if you don't get the correct unit. -Most challenges start out very hard and get significantly easier as the game goes on. So if it's too difficult at first, don't worry, thing'sll get better. -In challenges where you can't use marche, here's the easiest way to beat Babus and Llednar: Babus: The best setup is Mirror Mail + Flame Shield. This way, you are effectively invincible, and can level up Marche as you like. You can do without Mirror Mail, but then you'll need Item and some x-potions if you want to kill Babus. A Blaze Robe works if you wish to use this strategy, and don't have a Flame Shield. Llednar: A Mistle Robe is key here. Even with it though, you'll want Item as your secondary. Damage > MP as your reaction works as well, as does equipping an Angel Ring. With the latter two strategies you'll want Dash Boots on Marche. -Hard to find a place to level? DDragoon writes: "Need to level up, but don't have a status class? No problem. Koring Band has a White Mage equipped with a Cure Staff, and that White Mage doesn't know Life. Therefore, kill off his buddies, and level up to your hearts content. As long as you don't kill him/your other units, you can level up without having to worry." -Enemies tend to target your WEAKEST character. In SCCs where Marche isn't used, use this to your advantage. Damage > MP + lower level Marche allows him to take a whole bunch of hits. -If your SCC doesn't use items from treasure hunts, putting all the opening lands at the bottom of the map can speed up recruiting. -Can't find the item you want? There are two occasions where you can easily and quickly get level 5/7 items: After Scouring Time, BEFORE moving anywhere, save. Then when you see the cutscene and The Big Find opens up, see if it has what you want. If it doesn't, reset. You can do this again after Present Day. -Easiest way to beat Ultima: Charm Law. ============================================================================== [4.00] Guide to teh Guides: ============================================================================== Overview: A breakdown of the class. Generally what you'll expect to see in the SCC. Difficulty: This is a rating out of 10 which judges the, well, general difficulty of an SCC. 10 is the hardest. Amount of resets, time spent, luck (damage) required, are all factored in here. Frustration: This is to measure the tedium of an SCC. SCCs where you sit there and attack 45 times to finish an enemy are extremely boring, and that is factored in here. An easy SCC can be very frustrating. Recommended Party: This is what's best, IMO, to recruit your party in. Starting stats matter a lot. So if I said 5 thieves, then you could use the Race Wanted mission to get 5 thieves in your party, then change them to whatever you needed. Recommended Map: The recommended area placement for Treasure Hunt purposes. I tend to reference Astroblues Region Create FAQ, like Viera Homeland. Advantages: Good attributes about the class. Disadvantages: Poor attributes about the class. How to Level: Occasionally, you may feel the need to level up, but random battles are either too tedious or too difficult to fight at your own level. So these are skills that can be used over and over again for 10 EXP a pop. Differences: The changes made from FFT to FFTA, if applicable. This is meant to help those who have done some SCCs in the original. Items to go for: Items that teach abilities that you'll probably need some time or another, and where to find them. It's Item (ability) - location. The "Type x" rewards should be found in TFergusson's excellent Quest Guide. ****** Laws: These are laws you should never enter battle with on. You can guess what the ****** means, I don't think i can say it and still get this FAQ posted. Dmg2: Animal while fighting animals is implied under pretty much every SCC. Bad Laws: Laws you should try to avoid, but most battles are still winnable with them on. Good Laws: Mainly for classes which need Combos, this lets them accumulate JP easier to use them. General strategies: Useful for every battle, or just some notes that make the SCC easier. Battles strategies: Walkthroughs for really tough battles, sometimes step-by step accounts of what me or other users did. More for hard SCCs, less for easier ones. On to the guides!!! ============================================================================== [5.00] SCCs ============================================================================== ============================================================================== [5.01] THIEF ============================================================================== Overview: Much more fun than their FFT counterparts, Thieves in this game can take apart a group of fighters quickly with their Steal moves. Knife damage, plus Counter, actually makes Thieves quite capable fighters. Things get far easier once you get Steal: Weapon; until then this is somewhat of a difficult challenge. Difficulty: 6/10 Frustration: 3/10 Recommended Party: Marche, Montblanc, starting soldier, Thief, Fighting class (I used Fighter). You can replace montblanc if you want, but getting another theif would be troublesome, wouldn't it? Recommended Map: Anything that gives you two Cinquedeas, the first one ASAP. Advantages: Counter, High evade, high speed, decent attack, easy leveling, counter, counter, steal 1337 stuff Disadvantages: Mediocre Defense, crappy HP and resistance, difficult time vs. monsters How to Level: Find a low EXP clan, turn off Counter, let them act on you, Steal EXP them for 40 EXP ^_^ Differences: No steal Heart makes monsters harder, can't steal shoes, get Counter instead of those crappy R-abilities (Gilgame heart?!), no Poach or move pluses in this game, Knives do much more damage due to the revised damage formula. Items to go for: Rondell Dagger, Jambiya, Kard, Khukri, Brigandine, Adaman Vest - all buyable Orichalcum - Type 7 Mission Reward, Hidden Vein Juggler, Negotiation Skill lvl 25 reward, Help Aisen! Juggler Sword Breaker (Steal: Weapon) - Type 6 Mission Reward, Wanted mission in the desert Cinquedea (Steal: Ability) - Forest-Forest-Desert-Desert Treasure hunt, Negotiation Skill lvl 30 reward ****** Laws: Knives Fight Bad Laws: Steal Copycat General Strategies: -Getting around Strikeback and Reflex: You have to make them use the fight command and hit them with your counter. It's a pain, but getting a Mithril Knife is much more of a pain. Makes things easier if you surround the enemy. -If you want, you can get Steal weapon even earlier, using the strategy outlined in the Steal guide. I found that time consuming and unnecessary though, and the battle guides will assume you didn't do it either. -Steal their swords: Fighters without weapons hit like girls. Use that strategy as soon as you get steal weapon. -Steal armor and sell to get money early game to finance Rondell Dagger purchases -Steal and kill: It's usually a good idea to steal the opponent's armor before killing them. They take a ton more damage. -Get Brigandine ASAP, counter is sweet. -Keep enemy levels low if you want to level up later; in other words let random units join you early in the game. Battle Strategies: -DESERT PERIL: You should all have Counter before this battle. It's tough at low levels, so I just leveled up. The monsters are more powerful than you, so you'll have to gang-stab your way to victory. The dude in "A Challenge" mission has Thief Armlets. You can steal em. -FAMFRIT: You should all have dash boots by now, so three units can attack him on the first turn. ignore the ahrimans, they'll hurt themselves attacking you. if you're around level 8 (yes you need to level that much), you'll be ok. I only had two units left when I won, but it was over in 3 rounds. -CADOAN: Steal the Hunter's Wygar. -DIAMOND RAIN: this one's pretty tough. Don't attack the countering dragon until last. As you figured Ice forbidden is a necessity. -HOT AWAKENING: Stand in front of them - counter will pwn! -EMERALD KEEP: Rob Babus of his Mirage Vest, its pretty sweet this early. The other units' stuff would be good if you weren't doing a Thief SCC, but as it is, ignore them. -PALE COMPANY: The dragons can kill you in two hits. That's, uh, bad. Even so, you need to get close to Andra and make him use physicals so you Counter. You need to be powerful enough to kill him in 3 turns, if not, level up. My levels were 13, 11, 12, 10, and 9. Khukri is a good choice for weapon. -JAGD HUNT: This one's tricky. If the assassin and ninja team up to kill you first turn, then you're screwed, so reset. Hopefully they'll miss or use Aphonia or something though. You should kill the assassin first, stealing her Wygar if you want. Then steal the Ninja's Genji armlets and kill him. So at the end of the 2nd round, the Assassin and Ninja should both be dead. You just need to hope they don't kill you before then - use your high evade to your advantage. If you get hit by resonate, just wait it out; you can out move the unaffected monsters. Took me 4 tries to win this one. -THE BOUNTY: Pre-battle preparations: You have two ways of getting through Strikeback and Reflex: Mithril Knives and your counter. Since MK's take forever to get, I chose the latter method. Go into battle with Target Area banned, which disables a huge amount of enemy skills. You'll also want to level some before this mission, so you can survive to Counter. I was levels 13-15. Whatever Area you fight in, save before, and reset if the Paladin doesn't start right next to you; you can't deal with his Life spell. For the battle itself, kill the Paladin first, then surround the fighter. You should kill the Red Mage if she gets close, but don't let up your surround. You should be able to kill him in two counters after stealing his Armor and Bracers. Surround the sage next, who should die in 3 counters. Then its mop-up work time. A lot of this is luck in dodging attacks. Took me 5 tries to win, not including battles where I reset cuz the Paladin was too far. If you did things right, you should have access to a Cinqueda now. -SCOURING TIME: Level up Marche to at least 20 before this. Give him the Cinquedea. Ban Spears. Easy battle; rob them before attacking. Babus is hard, and you've nothing to stop Explode or Demi. That's why I told you to level up. With Marche at level 20, you should be able to kill Babus in two hits, but you need either his counter or attack to miss. Some luck required here, but the stats are on your side. -THE BIG FIND: The most important thing here is to Steal Steal: Weapon. After you get it, you can steal the Fighters' blades. Whee!! One of them can re-equip though. Take care of the Theives, then the spellcasters, then kill the Bonecrusher - do it in 2 hits, hopefully. Youll have to surround or combo the Strikebacker. This battle can be hard if you're at a low level, so if it is, just level up some, as the thief SCC is one of the easiest to do so in. -DESERT PATROL: It's all about the Steal:Weapon. Steal as many as you can - all the units except the Bishop are physical based. My Marche took down the last 4 guys, because 3 of them were unequipped. -MATEUS: Believe it or not, this isn't as hard as it sounds. Marche should move before the Vamps or Mateus, send him with the Cinquedea after her. He should be doing around 80 damage a hit at level 22. The rest of your members should gradually move toward the back of the room, and distract the zombies from Marche, your main damage dealer. You just have to hold off the Vampires. Mateus will eventually retreat into a corner where only Marche can hit her, but she only has a 20some% chance of hitting him. Marche's counters and attacks should wear her down. You can get another CinQuedea now. -PRESENT DAY: If you ban Blades, you'll have to steal both Strikebacker's weapons. -OVER THE HILL: Damn, so many monsters. USe counter and your high evade to your advantage - face front as much as you can. For whatever reason, I kept having the worst luck here - wrong characters attacking, counters missing, attacks hitting the front, etc. I don't know how, but that Thundrake cheats; Bolt Breath hits every time. Still only took 2 tries though. Final Stats: Marche lvl 25 ATK: 346 DEF: 341 POW: 246 RES: 249 SPD: 145 Orichalcum, Thief Hat, Bone Plate, Genji Armlets, Dash Boots Montblanc lvl 23 ATK: 257 DEF: 309 POW: 243 RES: 292 SPD: 140 Sword Breaker, Thief Hat, Wygar, Thief Armlets, Dash Boots Guin lvl 24 ATK: 338 DEF: 325 POW: 233 RES: 243 SPD: 144 Orichalcum, Thief Hat, Wygar, Genji Armlets, Dash Boots Bensom lvl 24 ATK: 326 DEF: 297 POW: 254 RES: 232 SPD: 162 Cinquedea, Headband, Mirage Vest, Thief Armlets, Dash Boots Safra lvl 24 ATK: 340 DEF: 303 POW: 231 RES: 233 SPD: 147 Cinquedea, Headband, Power Sash, Thief Armlets, Dash Boots Playtime: 20hr, 5 min FINAL BATTLE: -LLEDNAR: Steal his Excalibur and he hits like a 6-year old. -REMEDI: Surround and stab; pretty much all there is to it. Of course you'll need luck to evade her attacks though. Should only take you 2-3 rounds. LI-GRIM: Somehow, I won in one try. You gotta get close ASAP. which isn't too hard considering you go first and have 5 move. Her Alpha/Omega should be dodged. The Mateus's will use Spellbind, which hurts a ton, but there's nothin you can do about it. Just always face Li-Grim and your evade will carry you through. Good luck, this challenge is always about it :) ============================================================================== [5.02] PALADIN ============================================================================== Overview: Slow, slow, Defensive Machines. They get good damage though, and some limited healing. They are safe early game though, and can equip Robes to null some of the tougher enemies. They don't get too much MP to abuse their powerful moves with though. ***Everything by Darkknight326 and zypher11788, if anything in this section does not have credit given it was written by Darkknight326*** Difficulty: 7/10 Frustration: 6/10 Recommended Party: when recruiting the guys, you must use Marche, and he's a very good choice because of his starting stats. Some good jobs to use are hunter, paladin, and blue mage. Ninjas die too quickly. Recommended Map: Get Genji Armor for Reflex (F-F-C-C). Excalibur for Holy Blade is also good (M-M-D-D). zypher11788 used Perfect Ivalice, which seemed to be ok for him. Advantages: Holy Blade, Very good defensive stats, Possibly the best weapon type in the game (Knightsword), good attack power, Reflex, can heal statuses Disadvantages: Hard to combat reflex and strikeback until later, Best abilities cost a lot of MP, slow How to Level: Usually, Nurse is good, but if you're surrounded (while levelling?) then Defense is a good option Differences: They're really nothing like Knights or Holy Knights, n/a Items to go for: Defender, Ragnarok - Buyable Arch Sword (Saint Cross) - Type 6 Mission Reward, Combat and Magic Level 10 reward Excalibur (Holy Blade) - Mountain-Mountain-Desert-Desert Treasure Hunt, Type 7 Mission Reward, Combat and Magic Skills lvl 20 Diamond Armor (Weapon Def+) - Type 2 Mission Reward Genji Armor (Reflex) - Forest-Forest-Cave-Cave Treasure Hunt ****** Laws: Fight Knightswords Bad Laws: Holy Healing Greatswords Chivalry Target Area General Strategies by Darkknight326: -To start off, get the second shop upgrade to get the Defender, which gives you nurse. The other moves you should get early are Defense, Drop Weapon, and Subdue, yes Subdue. Why? For braking charm, mostly. -when recruiting the guys, you must use Marche, and he's a very good choice because of his starting stats. Some good jobs to use are hunter, paladin, and blue mage. Ninjas die too quickly. General strategies by zypher11788: -Abuse the ability to wear armour and robes especially the one tht absorb elements. Shields are are your friends again epsecialy the elemental absorbing ones. It is a good idea to have one of your paly's equiped with a scarab so your paly wont be affected by disarm and heable to cure anyone who has. -Toughskins and rock beast are hard to kill early-mid-game just be patiant and try to knock them off a cliff if possible. FLANS SHOULD BE AVOIDED LIKE THE PLAGUE but if you have to fight one use a law card of the same element the flan is. If you dont you will not kill them because they will be able to heal themselfs. -Nurse is just as important as your sword. DO NOT NEGLECT SUBDUE, yes it is one of the weakist attacks your paly has but it is very useful against people with reflex and strikeback. Especialy if you dont have combo, saints cross, holy blade, or out of MP, or JP. Disarm is valuble, especialy against people with high attack power and those with bonecruser Battle Strategies by Darkknight326: -Desert Peril, Diamond Rain: Just make sure the element of the flan is forbidden. Just destroy everyone except the flan after, then take out the flan. -FAMFRIT: Equip all your guys with mistle robes. This prevents Roulette from killing you. Now just charge Famfrit, taking out the Ahirmans as you please. -ULTIMA: Charm Antilaw + Paladins high defense = instant win. Or use Subdue to uncharm your guys. -ANDRAMALECH: Quickly move in, maybe with fire resistant stuff. Just focus on Addremalech, and the dragons if they get in your way. Use defense every turn you don't attack to be safe. -JAGD HUNT: Take out the assassin, Ninja, Hunter, Blue Mage, Rockbeast, and Antlion in that order. If you take damage, heal if possible! You can win this with a little ease. -BABUS: Just equip fire resistant stuff and/or the mirror mail. Once Babus is gone, you shouldn't lose. -MATEUS: When going in, make sure none of your guys are lv 22. Then, forbid Poison. Now all they can do is fight. Just concentrate on Mateus, and hope the stupid vampires zombify your guys. You could also try without fight until all five paladins are zombified, then get rid of it. Zombify will make your guys rise after 3 turns with half their HP. If you concentrate on Mateus you should win. -Final Battle preparations: Make sure all holy weapons are off. Holy blade and Saint cross are really useless. -LLEDNAR: Very easy. Focus on Llednar, and you should win. If you have problems here, you need to train. -REMEDI: Just attack Remedi. If you have Reflex, kill Famfrit and Addremalech first. You're guaranteed to win then. -LI-GRIM: This is it... Ignore the Mateuses, go all out on Li-Grim. If you have an Angel Ring, when the guy gets up, Totema with him, and hope to kill. If you lose here or are unable to inflict 50+ damage with 1 or more guys, train a couple levels, until you can inflict around 60 on Llednar. Then you're ready. This challenge was really fun, and I had a lot of fun with it. This was my first SCC, however I think it is a little more advanced. If you're really confident, go for it, but this was a fun SCC. Battle Strategies by zypher11788: -FAMFRIT: I beat famfrit with paly's lvl 5 to 8 and I lost all but one pally after taking out the one eyd bats. I won with one pally who had 8 hp left, it was real close. -HOT AWAKENING: I beat hot awakening with lvl's 9-11. It's so easy with the charm law in effect ^_^ -THE BOUNTY: Crap, batteling agaisnt people with reflex and strikeback is very annoying especialy using subdue when they have over 100 hp and i'm only doing 7 a hit. I beat The Bounty with lvl 12-16 paly's zypher11788's Final Stats: Zypher(Marche) lv 30 HP 269 MP 79 ATK: 382 DEF: 387 POW: 270 RES: 364 SPD: 125 Dwight lv 30 HP 269 MP 76 ATK: 382 DEF 385 POW 265 RES 364 SPD 135 Hardy lv 30 HP 266 MP 85 ATK 364 DEF 384 POW 283 RES 379 SPD 125 Darcy lv 29 HP 255 MP 83 ATK 365 DEF 386 POW 276 RES 374 SPD 123 Isaac lv29 HP 250 MP 83 ATK 369 DEF 379 POW 279 RES 379 SPD 128 *Difficulty, General Strategies and Battle strategies contributed by Darkknight326 and zypher11788* ============================================================================== [5.03] FIGHTER ============================================================================== Overview: The staple of the typical early game party; Fighters do very, very well early game. However, this advantage largely disappears later, as many of their skills are based on a fixed WATK number. However, the better Blades are rather easily acquired, and Bonecrusher lets them punish a foolish enemy for attacking you. -A handful of Fighter SSCC videos made by EnigmaGamer can be found here: http://www.youtube.com/view_play_list?p=D2FBCDB0D1F87AF3 Difficulty: 4/10 Frustration: 2/10 Recommended Party: Marche, your Starting soldier, and 3 Fighters, for convienience. However, if you have the patience, recruiting one or two as Thieves isn't a bad choice. Recommended Map: You can try for Venus Blade, but the chances of beating Exploration (it's got a Flan in it) without going insane are rather low. I just put the places down wherever. Advantages: High Physical Attack, excellent weapons available, good skillset, Bonecrusher pwns n00bs Disadvantages: Not overly fast, lowish HP for physical units, Beatdown can be unreliable if you're unlucky How to level: There's no real good way. Blitzing your characters kinda works, but even then you'll kill each other pretty fast. The best way is to just keep your Clan Level up by not accepting recruits. Differences: Share some moves with Monks, but no real similarities to other classes Items to look for: Ogun Blade, Shadow Blade, Sun Blade, Atmos Blade, Air Blade, Kwigon Blade, Flametongue - all buyable Ayvuir Blue - Twin Swords mission reward (Hero Gaol) Ayvuir Red - Salika Keep mission reward (Hero Gaol) Pearl Blade - Type 6 Mission Reward Venus Blade (Doublehand) - Type 7 Mission Reward, Combat skill lvl 15 reward, Forest-Forest-Jagd-Jagd reward Ninja Gear (Bonecrusher) - Type 5 Mission Reward ****** Laws: Blades Techniques Bad Laws: Target Area General strategies: -Air Assault: Early game, Air Render works very well in dispatching enemies, doing greater damage than Fight from a 3 panel range. Use liberally. -Backdraft actually kinda sucks: Yeah. It hardly does anymore damage than your physical attack, and hurts you. Don't bother with it. -AoE pwn: Far Fist is your bread and butter move for a lot of the fights later game. Generally, if you can hit two enemies, do it. Hardly anything can withstand 4 or 5 of these anyway. -Take your chances: Beatdown does amazing damage. For some reason, all these types of moves (Beatdown, Mog Attack, etc) seem to have much greater chance of success than indicated. If you're attacking from the sides or the back, and the enemy won't die with a normal attack but will with a Beatdown, don't hesitate to use it. -Fighters are actually kinda fragile HP wise. You may want to stay back and Far Fist sometimes against stronger enemies instead of letting your guys get double and triple teamed to death. -Generally, Air Render > Air Blast > Far Fist in terms of damage. Battle Strategies -FAMFRIT: I put three guys to the left, 1 on the right. Pwn those Ahrimans, they're pretty weak so they die quickly. They like confusing you, though, so I had 3 guys fight Famfrit. I owned him with Beatdowns; you have to get kinda lucky, but Beatdowns from the back have around a 50% hit rate, for 35-40 dmg per hit. Pretty good. Didn't take me any resets at lvl 6. -CADOAN: Beatdown the Azoth'd units FTW. Lol. -HOT AWAKENING: Air Render the crystals. This is a good stage to level up if you need it - blitz them for EXP. You'll probably want to do Tower Ruins now, to get the Hero Gaol missions rolling. -Also as soon as you feel you're ready, do Village Hunt to activate Twin Swords, which gives you the awesome Ayvuir Blue sword. They're around lvl 9 or 10. -MAGIC WOOD: Probably easier to sit back the first turn and let them come to you. The Theives, being Thieves, go down easy enough. Then the Black Mage and Summoner. Not too difficult, though you'll take some damage. -PALE COMPANY: Well, I got a Target Area and Fight banning card, and used my R2 antilaw to cancel the Missile law. This made things really straight-forward Andra falls easily to a couple Beatdowns, and some Air Renders. My levels were between 7 and 11. -JAGD HUNT: Fairly tough. They'll all go before you; you need to figure out who you can eliminate most efficiently. If anyone bunches up, hit that group with a Far Fist, otherwise, go after the Ninja. Of course, you'll want the Assassin dead after the first turn. After the humans are down, send 3 to kill the Antlion. The Bladebiter is extremely dangerous with his Matra Magic; retreat anyone it hits. It takes a while to whittle down the Antlion's HP, play it cautiously. This battle took me 3 tries. -SCOURING TIME: A toughie. I had to level up to be able to beat this one, try to be at least 12-13. For the first part, I couldn't find a Spears card, so I banned Fight instead. Split up your forces, two to go after the Templars and the Gunner, the other three to take out the Paladin first, then the rest of the enemies. -BABUS: Definitely hard. You'll want a card banning either Fire or Target Area. He'll probably get 1st turn, so you need 110+ HP to be able to survive Explode. After that, stay out of reach of his physical attack, and Air Render or Far Fist the crystals to death. He CAN kill you with enough Demi's, so stay facing him to reduce his hit chances. -THE BIG FIND: Ban Knives, Far Fist the Fighters; they should bunch up together. -DESERT PATROL: You want to stay back a little the first turn and kill off the White Monk with Far Fists. Then move left and draw the enemies toward you. Far Fist works wonders on the bunched up enemies, as does Beatdown when they get close. -PRESENT DAY: The first part is easy. The second part, though, is pretty damn hard. You have to get very lucky; it took me 4 tries just to survive it. Damn that Llednar. Final Battle Stats: Marche Lvl 24 ATK: 373 DEF: 345 POW: 195 RES: 245 SPD: 132 Equip: Ayvuir Red, Acadia Hat, Bone Plate, Gauntlets, Dash Boots Abilities: Beatdown, Blitz, Air Render, Far Fist, Air Blast, Backdraft, Bonecrusher Kemal Lvl 23 ATK: 346 DEF: 314 POW: 186 RES: 237 SPD: 135 Equip: Venus Blade, Headband, Power Sash, Dash Boots Abilities: Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast, Bonecrusher, Doublehand (210 AP) Silac Lvl 21 ATK: 330 DEF: 294 POW: 170 RES: 233 SPD: 130 Equip: Ayvuir Blue, Headband, Power Sash, Gauntlets, Dash Boots Abilities: Rush, Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast, Backdraft, Bonecrusher Evor Lvl 21 ATK: 332 DEF: 260 POW: 172 RES: 212 SPD: 134 Equip: Kwigon Blade, Headband, Gauntlets, Dash Boots Abilities: Rush, Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast, Backdraft, Bonecrusher Benton Lvl 18 ATK: 309 DEF: 265 POW: 151 RES: 196 SPD: 126 Equip: Pearl Blade, Headband, Power Sash, Gauntlets, Dash Boots Abilities: Rush, Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast, Backdraft, Bonecrusher Play time: 16 hr, 2 Min NOTE: If you're wondering why some of my equipment's missing (Like Evor's Power Sash), it's because it got stolen/broken and I forgot to re-equip them. Nevertheless, this is the exact setup I entered the final battle with. -LLEDNAR: Enter with Beserk/Katana/Skills banned. He's easy. He's killed in 3 hits. -BATTLE QUEEN REMEDI: Hit her with Beatdowns. You'll need to get a bit lucky; if the chance of success is below 37 or so don't bother. -LI-GRIM: Frustrating. At least Descent has a 40% chance of doing nothing. Get near her - the first turn you'll probably have to Air Render or Far Fist. If you're still alive, surround her and use Beatdowns. Doing around 130 per Beatdown, she won't last too long. Took me 4 tries to beat this battle. ============================================================================== [5.04] SOLDIER ============================================================================== Overview: You rarely hear Soldier, FFTA, and good class in the same sentence without a "not" or some hint of sarcasm. No one would keep a Soldier past Famfrit or so. But, you're forced to use em the whole game here, soo... The break moves tend to help a lot; you're often forced to disable or break an enemy before killing them. They get a Mythril Sword to somewhat make up for their crappiness though. ***EVERYTHING HERE (Cept some formatting changes) by DDragoon*** Difficulty: 6/10 Your units are tankish, not too awfully slow, can lower enemy Speed and Power, and can get through Strikeback/Reflex with Mug. All in all they aren't lacking much of anything, but won't be killing things untill they get in 1 range. They also get an automatic Mythril Sword from Nono. Greatswords ironically end up being better weapons endgame(barring Chirijiraiden), especially since with Monkey Grip you can still equip a Shield. Frustration: 5/10 Soldiers have to mine missions for a lot of their good equips. Mirror Mails, Hardedges, etc. The only break you get is a free Chirijiraden from a mission where you beat a L32 Fighter senseless. The missions themselves aren't too horrible, they just get drawn out due to the 1 range, and since you have no healing (without mass Vitanovas), a lot of battles will require a few enemies by speed and powerbreaked before you get too run down. Recommended Party: Soldiers or Fighters are fine. Fighters have better Speed and slightly higher attack, and fulfill the tankishness requirement good enough. Soldiers have good growth anyway, the key is survivability. Paladins are a bit too slow for my liking, Soldiers are a happy medium and fighters are for a little better attack output. Recommended Map: Get Genji Armor (F-F-C-C), the rest doesn't matter Advantages: Self-contained class, Fairly tankish, can get through Strikeback and Reflex without combos, can lower enemy stats, has Self-Esuna. Disadvantages: Can only attack at 1 range, requires mining missions for good equipment more than others. How to Level: First Aid works, Banning a Flans element, using Speedbreak and Powerbreak, and then just diminishing its HP. There is also KBWM. Differences: The closest FFT class is Knight. Unlike Knight, Soldier doesn't get to use Badass Knightswords with Auto-Haste. However, Soldier has 4 move and therefore has more mobility. Also, Given FFTA's different Evade calculation formula, if both were to stick to the mechanics of their respective games, Soldier would probably win out. (what is the purpose of this section anyway?) Items to look for: Diamond Sword (Mug) [1 neccesary!] Mirror Mail (reflects Black, White, and Time Magic) [5 neccesary!] Vitanova (helps nerf Llednar) [1 neccesary!] Hardedge (best easily accessable attack power) (3-5) Flame Shield (helps with Addy, part of Babus nerfing) (1-5) [1 neccesary!] Vigilante (Monkeygrip) (1) Sacri Shield (Awesome Shield with great Evade and Status Protection) (1-5) All other weapons are either provided by clan levels or always appear in their missions (ex. Blood Sword, Chirijiraiden, the best greatswords) ****** Laws: Swords (Early game) Greatswords (Late Game) Bad Laws: Greatswords (Early game) Swords (Late Game) General strategies: -Speedbreak is a godsend because it is like a permanent slow, use it whenever outnumbered to get more attacks in. Use Powerbreak on Physical Units, and Provoke stops mages from doing anything important. You may Powerbreak a Provoked unit if you feel like it. When low on HP, you can run and First Aid. It will take a few turns, but if your enemies have been hit with Speedbreak, you'll have plenty of time to heal your units. General Strategies: -All of soldiers attacks are usefull at some point except Sensor. -The two you will use most often are Speedbreak and Powerbreak. These make engagements so much easier. Speedbreak is like a permanent slow, use it in fights where you're facing enemies that could draw you out for a bit. Its especially evil on slow enemies, allowing you to doubleturn them easily. -Nothing is immune to the breaks, so using them can only help you. -Fighting Rockbeasts and Flans: Provoke, Powerbreak, and Speedbreak are your best friends. -Mage Mashing: Provoke mages you'd rather not deal with, alternatively, you could magicbreak their MP away. Magicbreak also prevents Ultimas or Holy Blades from coming your way. -Meh mindbreak: Some enemies use MPow in their attacks(like Mateus), Mindbreak is usefull for lowering those abilities. It won't be used as much as Powerbreak, but it does exist and its quick enough to learn. -Hide and Heal: When at low health, try first aiding in a corner before rejoining the battle. Battle Strategies: -FLAN BATTLES: Ban Flans element. Kill other enemies. Speedbreak and Powerbreak Flan. Kill. -FAMFRIT: Slash the Floateyes/Ahrimans and then beat up on Famfrit. -ULTIMA: Charm banned + Physical attacks = win. -ANDRAMELECH: Flame Shields are extremely helpful if you have a few of them. Ban Target Area to avoid the Dragon's Breath Attacks (Addy will still Flamestrike you) JAGD HUNT: Marche is going to get whaled on before your Soldiers can move, pray you survive Last Breath and the Ninjas Double Swords, then retreat the maximum number of panels South and First Aid (A Shield and Green Beret will help raise your evade, and Wygar can prevent Last Breath). Kill the Assasin and the Ninja, and go after the Hunter. Keep First Aiding Marche untill he can take an attack or two. It is recommended you Speedbreak, Provoke, and Powerbreak the Rockbeast to avoid Matra Magic and the physical threat. -THE BOUNTY: Mug units with Strikeback, Powerbreak the Physical units, and take out the Bishop that has Cura. -SCOURING TIME: Powerbreak the physical units and go after the Gunner. Speedbreak any Unit you can, its worth it. -Vs Babus: Soldier Marche, Flame Shield and Mirror Mail equiped. Speedbreak Babus, then kill him with your Double-turns. -DESERT PATROL: Speedbreak and Powerbreak are your friends again. KO the Bishop swiftly, and retreat to heal your units if their HP gets to low. -MATEUS: No Unit at Lv 21 or 22, Mirror Mail equiped on All Units. Angel Ring on your "best" Soldier(likely the one with Chirijiraiden). Ban Fight and Target Area. This means the Vampires will only use Zombify, and since Angel Ring nulls all your units being made Undead, you cannot lose. Then just Speedbreak Mateus and whale on her untill she falls. -PRESENT DAY LLEDNAR: Equip Marche with a Vitanova (absorbs Holy) and an Angel Ring/Sacri Shield. This leaves only Abyss to harm you, and blocks Poison damage. Speedbreak Llednar, Mindbreak him[lowers Abyss power), and then Run. He shouldn't be able to defeat you in time(or catch you). -OVER THE HILL: The Assasin will move first, then Ban Rapiers and Missile. Gang up on Ritz and KO her to end this sillyness. DDragoon's Final Stats: Marche Lv27 ATK: 372 DEF: 372 POW: 219 RES: 286 SPD: 134 Equip: Hardedge. Headband, Power Sash, Sacri Shield, Fairy Shoes Tennesey Lv27 ATK: 379 DEF: 366 POW: 217 RES: 277 SPD: 135 Equip: Hardedge, Headband, Power Sash, Gauntlets, Dash Boosts Brean Lv28 ATD: 402 DER: 363 POW: 226 RES: 286 SPD: 143 Equip: Chirijiraiden, Power Sash, Acacia Hat, Angel Ring, Fairy Shoes (Brean is my official 00ber, I gave him my best stuff) Hodges Lv26 ATK: 268 DEF: 359 POW: 215 RES: 275 SPD: 131 Equip: Restorer, Headband, Power Sash, Gauntlets, Dash Boots Grandi Lv26 ATK: 359 DEF: 357 POW: 215 RES: 275 SPD: 131 Equip: Restorer, Power Sash, Headband, Gauntlets, Dash Boots FINAL BATTLE: -LLEDNAR: The first part was easy since Katanas and Skills were banned, I just threw on a Missile Law to nerf the Gunner, and for some reason the Assasin didn't feel like using Last Breath. LLednar was quickly pwned with no support. -BATTLE QUEEN REMEDI: The second match was a Mad dash to rush Remedi, a few Slashes and Grandi Combo'd for the finish. -LI-GRIM: Next was Li Grim, I changed my armor to Mirror Mail(I only had 4) to screw Mateus' Thundaga. Then I just lux haxed through Li Grim's Magi. Brean Slashed, she hid in the corner, I eventually caught up with her, another Slash, Marche moved up and Combo'd, and then Brean teleported behind her and finished with his Combo... it made me LOL because it did 627 Damage, which would have OHKO'd Li-Grim. God Bless Chirijiraiden. ============================================================================== [5.05] NINJA ============================================================================== Overview: Everyone's favorite class in real life, Ninjas are almost as fast and evasive in the game as their real life counterparts are. A fun SCC; it's kill first or be killed, as Ninjas are quite fragile, but once they get Nosada, are deadly. They can also be counted on to dodge attacks fairly often, even from the side. Of course, Metal Veil helps a ton, when it works, especially against bosses. Difficulty: 4/10 Frustration: 1.5/10 Recommended Party: This is one SCC where the convienience of recruiting a whole party of Ninjas is offset by the fact that your Ninja party will die in one hit. Therefore, I recommend recruiting 2 or 3 members as higher HP/DEF units, to minimize frustration. I went with Marche, my starting Soldier, a Paladin, a Blue Mage, and a Ninja. Recommended Map: Do whatever, no good Katanas are found through Treasure Hunts |
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Another Final Fantasy Tactics Advance Walkthrough :
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