Final Fantasy XII Walkthrough :
This walkthrough for Final Fantasy XII [Playstation 2] has been posted at 09 Apr 2010 by mark97213 and is called "Gambit System FAQ". If walkthrough is usable don't forgot thumbs up mark97213 and share this with your freinds. And most important we have 47 other walkthroughs for Final Fantasy XII, read them all!
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Walkthrough - Gambit System FAQFinal Fantasy XII Gambit System [beg] Version 1.8 , © 2007, 2008, 2009 by Bill Pringle, all rights reserved. If you like this FAQ, check out my enemy / item / location cross-reference at http://billpringle.com/games/ffxii_enemies.html Table of Contents [toc] * Introduction * Overview o Overview of the Battle System o Overview of the Gambit System o Overview of License System * Gambit Targets o Ally Targets o Foe Targets o Self Targets * Gambit Actions * When Gambits are Available * Sample Configurations o Partitioning Gambits o Using Decoy o Making Money o Using Reverse o Weakening the Enemy o Dividing Up Your Party * Tips, Guidelines, Words of Wisdom, etc. o Forming Parties o Mixing Weapons o Changing Things on the Fly o Keeping Everyone Alive o Keeping Things in Order o Control Other Characters o Specific Examples of Gambits for Bosses + Adrammelech, The Wroth + Zalera, the Death Seraph + Zodiark, Keeper of Precepts o Catch-All Introduction [intro] The Gambit System for Final Fantasy XII allows a player to configure their characters to behave in a sophisticated manner. Behavior can be customized to match a player's personal style (mostly fighting, mostly magic, stealing, etc.) When configured properly, the player can spend time watching the fight rather than mashing buttons, while the characters do pretty much the same thing as when the player is controlling that character. Each character will perform according to their gambit settings, which can be changed during fights, if necessary. It is important to realize that the gambit system is optional. You can play the entire game by controlling each character manually, if you want. (Of course, if that were the case, you probably wouldn't be reading this document. ;^) Also, even while using the gambit system, you can manually control any (or all) character and have them do things different than what they would have done through the gambit system. This document describes the Gambit System for Final Fantasy XII. In addition to how it works, some tips and suggestions are given to help the reader configure the AI of their parties to match the player's fighting style. This page can be found in two forms: an HTML (web) page at http://BillPringle.com/games/ffxii_gambits.html, and as a text file on GameFAQS . The HTML page will probably be updated more often, and tend to be the latest version. The HTML web page will include hyperlinks, so you can click on a link to find the appropriate section. The text file was created by the FireFox browser, which inserts hyper-links inside angle brackets (). To find that location with a text editor, use the search feature to find the target name in square brackets ([like-this]). The link inside angle brackets will always start with a pound sign (#), indicating that the target is on the current page. The square brackets won't have that pound sign. For example, to find the target of link , search for [intro]. If you find any problems and/or have any questions, you can e-mail me at wrp103@gmail.com . Make sure you have "Final Fantasy Gambits" in the subject. I get a lot of spam, and will delete things without looking at them if I don't recognize the sender and the subject line doesn't stand out as legit (for example, a message with a subject of "a question" will probably get deleted without me looking at it.) You might also find my FAQ on what items can be obtained from enemies at what locations useful. This can be found in HTML format at http://billpringle.com/games/ffxii_enemies.html as well as a text file on GameFAQs . Top Overview [over] * Overview of the Battle System * Overview of the Gambit System * Overview of License System Overview of the Battle System [over-battle] You can have up to three characters in your active party, and possibly a guest who you can't control. One of the characters must be the party leader. If you press the /Triangle/ button to bring up the menu, then select "Party", you can move characters into (left) or out of (right) the party. If you move the party leader out of the party, then the top character that is still in the party will be the new leader. You can also switch party leaders when walking around by pressing up or down on the D-pad, then moving up or down to select a new leader. If you press the /X/ button, the battle/field menu for the party leader appears. By pressing left or right on the D-pad you can select a different character to control. Your options are: Attack Initiates a physical attack with the current weapon. Magicks & Techniques Initiate a magic spell or a Technique. The magic spells are grouped by category (white, black, etc.). Techniques are similar to magic except that they don't cost any MP. Mist This is similar to limit breaks and summons in other Final Fantasy games. You must first obtain a license for up to three mist charges. Even if you don't plan to use Mist attacks, you should still purchase the licenses, since each mist license increments your total MP. For example, if a character has 100 MP, then with one mist they will have 200, 300 with a second mist, and 400 for the final mist. Gambits This option merely turns gambits on or off. This can be useful if you want to prevent the other characters from fighting while walking past enemies. You use the "Gambits" option of the main menu to set up the gambits for each character. Items This option allows the character to use an item If the character is in the process of performing an operation and you select a different option for that character, they will either finish the current operation and queue the action you selected, or will interrupt the current operation and begin the action you selected instead. (It depends on how far along in the cycle they are, but if you select the same operation they are performing, the new action will always be queued.) Top Overview of the Gambit System [over-gambit] Each character has a number of gambit slots that can be programmed as desired. Each slot has a target (and possibly a condition), and an action. The target could be an ally or a foe. The condition for a target can refer to various aspects of the target, and the action can be a magic spell, a technique, or an item. For example, one possible target is: "Foe: flying", that will only be performed if one of the foes is a flying enemy. Another target is "Ally: status=slow", which is true only if one of the characters in the active party have been afflicted with "slow." If the target of a gambit exists (including any conditional), and the action "makes sense", then the gambit can be performed. For example, if the action heals a condition, then the gambit only makes sense if the target has the condition. Each character loops through the gambit steps until it finds one that can be performed. After the gambit action is performed, the character begins at the top of the gambit steps again. If no gambit condition is met, then the character does nothing, and it starts back at the top of the list again. Each character continues to loop through their gambits until you enter a town. Here is a sample gambit setup: 1 Ally: Any Raise 2 Ally: Any Phoenix Down 3 Ally: HP < 40% Curaga 4 Foe: Party leader's target Attack And here is an explanation of the setup: 1. Ally: Any / Raise If any of your allies are killed, this character will cast a raise spell to revive them. If more than one character is dead, the first character will be raised. 2. Ally: Any / Phoenix Down This gambit will only be executed if an ally is dead, but the character didn't have enough MP to cast Raise. (If they had enough MP, then gambit 1 would have been executed, and gambit 2 wouldn't be looked at.) If this happens, then the character will use a Phoenix Down to revive the dead ally. This is a good strategy for important curing conditions: first try magic, and then try an item. It takes two gambit slots, but at least you are sure that your characters will be revived quickly when killed. 3. Ally: HP < 40% / Curaga If anyone is the current party drops below 40% of their max HP, this character will cast Curaga to heal them. (Early in the game, you will probably want to use "Cure" instead.) If one of your characters is below 40% HP, then there is a good chance that the other characters are low as well. You might also consider using "Cura" or "Curaja" which heals all nearby allies. This will cost more MP, but will tend to keep your party healthier. 4. Foe: Party Leader's Target / Attack If none of the previous conditions are met, and if the party leader is attacking an enemy, then this character will attack it. If the party leader isn't targetting a foe, then the character does nothing and starts at the top of the gambit slots again. This continues until some gambit condition is true. No more than one gambit is performed for each cycle, so the order of the gambits is very important. For example, if the attack gambit was at the top of the list, then even if the rest of the party was dead, this character would keep attacking the same enemy. Only after the current target is dead would the other gambits even get looked at. (If everyone else is dead, then this character would be the party leader, which means it would keep attacking the current target. Once that foe was dead, the party leader wouldn't be targeting any foe, so the other gambits would be considered.) Top Overview of License System [over-lic] The License System is another innovation in FF XII. The Sphere Grid in FF X allowed characters to learn new skills or enhance their stats, but it was fairly linear. Except for Khimari, most characters had a specific set of skills that they would learn in a specific order. It would be silly to skip activating any node, since it would be hard to come back later and activate it. Later in the game, you could break some locks and allow a character to wander into another area, but for the most part, you simply enabled all the nodes you encountered. The License Board allows the player to pretty much customize each character in whatever way they want. Each time you defeat an enemy, you gain license points. Each square on the license board has a cost; if you have enough license points, you can purchase that cell, which gives you to skill, spell, stat enhancement, etc. associated with that square. You can only purchase squares adjacent to squares you have already purchased, so there is some amount of control, but since similar skills, spells, etc. are grouped together, you can progress in a fairly normal way (e.g., Shields 1, Shields 2, etc.) Early in the game, you need to be careful and make sure you buy the licenses that you need the most. All characters have the same license board, although there are a few cells that, when one character enables the cell, it is removed from the boards of all the other characters. One such type of cell are the mist cells, and the other are the espers. While only the active party gains experience points, all characters earn license points. The more time you spend wandering around and fighting enemies, the more experience and license points you gain. The experience points vary among different types of foes, but the number of license points for most enemies is about the same, regardless of the enemy. Early in the game, almost all foes will be one license point, but later on you will encounter some with two license points. Bosses and espers are more. So, if you want to gain license points, you can wander around some easy areas, take out monsters with one or two swings, and rack up license points fairly quickly. When you get a Golden Amulet, then the character who has it equipped with get double the number of license points. I would have Golden Amulets on my inactive characters, and Embroidered Tippets (which doubles experience) on the active characters. There are a number of different kinds of license cells. Which ones you want depend on what kind of strategy you tend to use, and how you plan on using each character. If you plan to use magic for a character, then you want to purchase mist charges, even if you never plan on using any quickenings. Each mist charge allows you to increase your MP by your max MP. If you have one mist charge, you double your MP; if you have two charges, you triple your MP. You can have up to three charges, which means you would quadruple your max MP. If you like to level up like I do, and if you keep your parties evenly balanced (contrary to the official guide), you will want to eventually purchase all the licenses. It doesn't make sense to purchase a license for items that you don't have yet. If you want a license but don't have enough points, you can go back to the early sections of the game and wander around taking out enemies with one or two hits. Once you have racked up enough license points, you can buy the license and go back to where you left off. Decide which licenses you want to purchase early in the game, and then buy the other ones later. By the end of the game, you will have purchased all the licenses available on the board for all characters. Top Gambit Targets [target] Each gambit consists of a target, possibly with a conditional, and an action. This section identifies the various gambit targets. * Ally Targets * Foe Targets * Self Targets Ally Targets [targ-ally] Ally gambit targets apply to the current party. Ally: Any This target applies to any character in the active party If the action "makes sense", then this gambit will be executed. You would use this gambit for certain conditions (e.g., "Ally: Any / Raise") Remember that for critical actions (like raise), you might consider using two gambit slots: the first uses magic, while the second uses items. That way, if your character doesn't have enough MP to raise or cure an ally, they will use items: "Ally: Any / Raise", followed by "Ally: Any / Phoenix Down". Ally: HP/MP < X% This set of targets apply to any ally whose HP (or MP) is less than *X* percent. If you use more than one of these targets, put the lower values first. (If you put < 90% before < 10%, the second will never be executed, since if the character is 5%, the < 90% will be executed instead of the 10%.) Ally: Status=/status/ This gambit tests to see if anyone in your party has a specific status effect (good or bad). You can use this gambit to set or reset the status of someone in your party (including this character). For example, "Ally: Status=slow / Haste" will cancel the slow status by casting haste on any character in your party that is afflicted with "slow". Remember that you don't always need to specify the status of a character. For example, "Ally: Any / Raise" will raise any character that has been killed off, so you don't really need to use: "Ally: Status=KO / Raise". Ally: /name/ You can specify an individual in your party. For example, if you want Basch to be beserk when fighting, you can use the gambit: "Ally: Basch / Beserk". Whenever his beserk spell wears off, this character will cast it again. (You probably don't want to have Basch cast beserk on himself since the spell misses sometimes. By having another character cast beserk, Basch can continue to attack enemies, even if he isn't beserk.) Ally: lowest HP / Strongest Weapon / Lowest Defense / Lowest Magick Resist These are some odd-ball gambits that you can use for special occasions. These are most useful if you don't keep the same group most of the time. (I had two groups that I switched between, so I didn't really see any use for these gambits.) Presumably you could cast bubble (or reverse) on the lowest HP, protect on the lowest defense, shell on the lowest magick resist, and beserk on strongest weapon. Ally: Item > = 10 This gambit can prevent you from running out of an item automatically. For example, suppose you are in a tough fight, with people dropping left and right. If you are low on magic, you could easily run out of phoenix downs if you aren't careful. By using this gambit, once you have less than ten items, this gambit will no longer be used. You can still use the items manually, but at least you don't have to worry about some character wiping out your inventory when you aren't looking. Top Self Targets [targ-self] These gambits allow a character to perform actions upon him/her self under certain conditions. Self This gambit will perform the action if it makes sense. For example, "Self: Libra" will turn Libra on whenever it wears off. Self: HP/MP < X% These gambits allow your HP or MP level to trigger a gambit. One gambit you should probably have on each character is: "Self: MP < 10% / Charge". This will allow your characters to gain back some MP when they are low. This gambit isn't available until you get to Balfonheim Port, so until then you want to pay attention and manually have the characters charge when appropriate. Another way to gain back MP is to run around between fights. If somebody is low on MP, you can have the party run around in a circle until their MP is back. Put the character with the lowest MP as the party leader, since they will be running more. (If you run around in too tight a circle, the other characters will just stand there and wait for you to move further away.) Self: Status=/status/ These gambits allow a character to perform an action when the character has the given status value. Usually you will want to undo any negative status effects. It is less obvious what to do for any positive effects. You probably don't want to use one of these gambits if other characters have a similar condition for any ally to prevent two or more characters trying to cure the same status ailment for a character. You can set up your gambits so that one character cures poison while another one cures slow, etc. Top Foe Targets [targ-foe] These gambits can target various foes under certain conditions. Foe: Party leader's target This gambit targets whoever the party leader is attacking. If the character is the party leader, this gambit will cause them to keep attacking the same enemy until it is killed. If you use this gambit with each character, then the entire party will concentrate on one enemy at a time. Once that enemy is defeated, the party leader should have a gambit to choose the next enemy. Foe: Nearest visible This gambit causes the character to attack the closest enemy. This is a good gambit to include after the above gambit for the party leader. After the current enemy is defeated, this gambit will cause the party leader to attack the next closest enemy. If this gambit is used instead of the above gambit, then the character will always attack the closest enemy, which might be a different enemy each time. This will tend to fragment your attack, rather than concentrating on a particular enemy. Foe: Any This gambit would target any enemy that corresponds to the action. For example, "Foe: Any / Poison" will cast poison on any enemy that is not already poisoned. Foe: Targeting leader / self / ally This gambit will target any foe that is attacking the specified character (or, in the case of "ally", any character). Foe: nearest / farthest These gambits target the enemy that is closest or furthest from the character. Notice that "nearest" is slightly different than "nearest visible". Foe: Highest / Lowest HP, MP, Max HP, Max MP These gambits allow you to target an enemy based on either their current or their max HP/MP. You could use one of these gambits to let the party leader pick the next target. If you are fighting a boss that has a lot of small minions around, this can allow a character to concentrate on either the boss or the minions, depending on which gambit you choose. Foe: Highest / Lowest level, strength, magick power, speed These gambits allow you to target an enemy based on one of their characteristics. There are a number of ways you can use these gambits. If you have fighters and magicians, you can start with the lowest / weakest and work your way up, or start at the strongest and work yourself down. You can cast slow on the fastest enemy, cast wither on the strongest, etc. Foe: HP>X, HPX%, HP |
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