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Final Fantasy Tactics: War of The Lions walkthrough part 3.
Posted by Nick24444, 116 days ago 26/02 15:56

Although deploying a small number of characters will earn you the most chests

after battle (as always), you may find it more profitable to bring in a lot of

characters with Sticky Fingers and waltz through the battle, collecting as many

weaponas you can. You can get a lot of good weapons this way! This battle is

also great for Ninjas of your own; picking up the crystals the enemy Ninjas

leave will net you many Ninja abilities quickly.

 

Once you hit level 90+, the enemy Ninjas will start throwing rare weapons that

you can’t buy in stores. Come back to this battle and you can use it to easily

collect multiple Chaos Blades, Javelin IIs, and so forth. This is a fantastic

weapon to get lots of rare weapons. Just raise your Bravery up and catch away!

The highest-level enemy Ninjas will throw the best weapons.

 

In general, one trick for catching lots of items is to wipe out most of the

enemy Ninjas, then Immobilize the remaining one(s). Stand at a distance and

the Ninjas will have no choice but to throw weapons, which you can then catch!

Unfortunately, this doesn’t work later in the game, when the Ninjas will all

have Thief’s Caps that protect them from Immobilize; instead, just run from

them and stay out of their immediate attack range so theyy’ll use Throw

instead.

 

TITLE AWARDED: Gatherer

 

---Rendezvous Mission 9: Shades of the Past------------------------------------

AVAILABLE AFTER...: Start of Chapter IV

BATTLE MAP: Brigands’ Den

 

YOUR FORCES: 1-3 characters per player

ENEMY FORCES: Milleuda, Knight (male) x5, Archer (male) x2,

White Mage (female) x2

 

ENEMY: Milleuda [Aquarius] - Knight - Bravery 65, Faith 65

Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Mail, Chantage

Abilities : Arts of War, White Magicks, Parry, Safeguard, Move +1

 

There are a lot of enemies here, but they all have pretty weak jobs that are

mostly limited to physical attacks. If you bring a good defense against

physical attacks -- a good shield and Shirahadori or especially First Strike --

you’ll be practically invulnerable.

 

The Teleport or Ignore Elevation movement abilities may also be helpful. The

enemies sometimes climb up atop the fort and stay there, and it can be

difficult to chase after them. A Jump attack with a high horizontal and

vertical range would also work.

 

Milleuda’s Chantage will keep reviving her if she gets KOed, and she has

Safeguard, so you can’t steal or break the Chantage. This means that the only

way to get rid of her is to first KO all the other enemies, and *then* finish

her off. (You could soften her up with other attacks beforehand, though

there’s not much point.)

 

The enemy has a number of characters who can heal the other enemies. These

include both of the White Mages, as well as Milleuda, who casts Arise. You’ll

want to stop them first. Even though Milleuda has Chantage, you can stop her

White Magick by using Orlandeau’s Duskblade or a Dark Knight’s Infernal Strike

to wipe out her MP. (You can also just KO her when she starts casting Arise;

she’ll bounce back, but the spell will be canceled.) The White Mages are

pretty easy to take out, but be aware of their reaction abilities: the Mage

that starts on the right side of the fort (from your viewpoint) has Magick

Counter, and the one on the left side has Soulbind, which bounces half the

damage you do back onto you. Neither of these abilities are really that

dangerous, though, especailly because you may be able to defeat the Mages in a

single strike anyway.

 

Both of the White Mages also have Sortile’ge perfumes you could steal if you

want.

 

Milleuda’s Parry will block physical attacks, but Jump and sword techniques

will crack through her defenses, or you can just attack her from behind. (Note

that for some reason she’s now an Aquarius, even though she was a Virgo in the

single-player game.)

 

Since having a good physical defense will make you practically invincible here,

this is a great battle to deploy just a single character per player to maximize

your item haul.

 

TITLE AWARDED: Exorcist

 

---Rendezvous Mission 10: The Knights Templar----------------------------------

AVAILABLE AFTER...: Story Battle 41: Fort Besselat Sluice

BATTLE MAP: Mullonde Cathedral Nave

 

YOUR FORCES: 1-3 characters per player

ENEMY FORCES:

1ST BATTLE: Isilud, Wiegraf, Squire (male) x4, Archer (male) x4

2ND BATTLE: Cletienne, White Mage (female) x2, Black Mage (female) x2,

Time Mage (female) x2, Summoner (female) x3

3RD BATTLE: Barich, Chemist (male) x5, Orator (male) x4

4TH BATTLE: Folmarv [Divine Knight; Leo], Loffrey [Divine Knight; Capricorn],

Knight (male) x3, White Mage (male) x2, Dragoon (male) x2

 

ENEMY: Isilud [Gemini] - Nightblade - Bravery 73, Faith 63

Equipment : Defender, random other equipment

Abilities : Arts of War, random other abilities

 

ENEMY: Wiegraf [Virgo] - White Knight - Bravery 71, Faith 64

Equipment : Save the Queen, random other equipment

Abilities : Holy Sword, random other abilities

 

ENEMY: Cletienne [Gemini] - Sorceror - Bravery 51, Faith 81

Equipment : Wizard’s Rod, random other equipment

Abilities : Magicks, random other abilities

 

ENEMY: Barich [Sagittarius] - Machinist - Bravery 64, Faith 62

Equipment : Blaster, random other equipment

Abilities : Aimed Shot, Safeguard, random other abilities

 

This mission occurs in four successive "trials," with each trial pitting you

against some of the Knights Templar plus a lot of generic enemies with themed

jobs. This works a little differently from anything in the single-player game,

in that you jump directly from one battle to the next, with no chance to heal

or change equipment. (However, any status ailments you have will be cured,

and broken equipment will be restored.)

 

Unlike the multiphase Lucavi battles in the single-player game, any "buffs" you

cast on yourself do not carry over from one battle to the next, so using Focus

or Tailwind a lot during the first battle will not help you with the later ones

:( . Any crystals and chests are also erased from the battlefield between

battles, so if you see something you want to grab, be sure to pick it up before

the battle ends!

 

In each trial, you must defeat all the enemies (not just the Knights Templar)

to advance to the next one.

 

Because there’s four battles here, it’s advisable to equip your characters for

the long haul. You’ll need abilities to heal yourself with, like Items or an

attack that drains HP (such as the Dark Knight’s Sanguine Sword or Orlandeau’s

Shadowblade). Protection against Immobilize or Disable is also important; you

can get this from equipping a Guardian Bracelet or Thief’s Cap. Shirahadori

and a high Bravery is also quite useful for blocking enemy attacks. Finally,

Safeguard will be helpful in stopping the Unyielding Blade attacks used in the

fourth trial.

 

---BATTLE 1---

The first round pits you against Wiegraf and Isilud, plus some Squires and

Archers. The Squires all start in a plus-shaped formation and can be easily

hit with an area-effect attack like Hallowed Bolt or Black Magick at the

beginning of the battle. They’re actually mostly harmless, so if there’s any

left standing after your initial attack, you may want to leave them be and

concentrate on the other enemies. Wiegraf is probably the toughest enemy here.

(Isilud no longer has his super-powered Jump attack that he used in Orbonne

Monastery, so he isn’t much of a threat.) The enemies often get pretty bunched

up, so attacks that can hit a group are useful!

 

Before you finish off the last enemy, you may want to stop and heal yourself

since you will not otherwise be healed between battles.

 

---BATTLE 2---

When all the enemies in the first trial are KOed, you’ll fade to the second

trial. This one includes Cletienne and a slew of magick users. If you move

forward quickly, you can probably take out both Black Mages with a group attack

before they can do anything. The "cone" attack pattern of the Dark Knight’s

Abyssal Blade is especially powerful here; if you move forward and use it

immediately, you can strike a huge swath of the enemy forces. In general, the

enemies in this trial are even more apt to get into large groups, so take

advantage of this by hitting them with area-effect attacks.

 

If you take out the Black Mages and then the Summoners, the enemies won’t be

able to hurt you much. They’ll keep healing themselves and casting buffs,

which is *annoying*, but they can’t really hurt you and you can quickly re-KO

any enemies that get revived.

 

Since the enemies here typically know a lot of magick, this can also be a

decent opportunity to learn some magick abilities if you let the enemies decay

into crystals after being KOed. Use Duskblade, Infernal Strike, or Rend MP to

steal all the MP from the last enemy and you’re pretty much free to let the

other enemies decay. Just be sure to pick up the crystals before this trial

ends, since they’ll disappear when Trial 3 starts.

 

---BATTLE 3---

The third trial is probably the trickiest. You’re fighting ten gun-wielders --

Barich, 5 Chemists, and 4 Orators -- and they start so spread out that you can

only attack one at a time. Actually, if you have Shirahadori and a good

Bravery, this isn’t too bad because you can block even gun attacks with

Shirahadori and they won’t be able to hurt you. If you don’t have Shirahadori,

at least equip something to boost your elemental defense (since many of the

enemies have magick guns). A Venetian or Reverie Shield, White or Sage’s Robe,

or Minerva Bustier all work great for this purpose, and even a Flame Shield can

work in a pinch, although it’s not quite as effective. (The Ice Shield is not

a good idea since it also renders you weak to the lightning attacks from the

Blaster guns.)

 

Barich is the real threat here, since he can inflict Immobilize and Disable

from a distance. If you don’t have any defense against Immobilize or Disable,

you’ll need to take him out immediately. (Being Disabled also keeps you from

using Shirahadori to defend yourself!) This whole trial is pretty annoying

since the enemies keep using items to heal and revive each other.

 

---BATTLE 4---

Finally, the fourth trial features Folmarv and Loffrey and an assortment of

Knights, Dragoons, and White Mages. Folmarv and Loffrey have been upgraded to

??? HP status, meaning it will take a lot of damage to defeat them. However,

if you have Safeguard, they can’t use their Unyielding Blade techniques. They

can use their other Action Ability (which is randomly assigned) as a backup,

but most of these aren’t too bad.)

 

Move forward and quickly attack the three Knights with a group attack. You’ll

probably want to target the Dragoons next. The Dragoons have a habit of moving

as far from you as possible and launching Jump attacks from there, so attacking

them before they can move too far is helpful. (Of course, if you have your own

Jump attack, it’s no problem.) The White Mages tend not to actually have much

in the way of magick, so you may want to save them for last. Note that Folmarv

and Loffrey have Safeguard, so Unyielding Blade is not effective against them.

 

Completing this battle earns you an invitation to the Knights Templar! Too

bad Ramza turns it down ;)

 

TITLE AWARDED: Templar’s Apprentice

 

---Rendezvous Mission 11: All-Star Melee---------------------------------------

AVAILABLE AFTER...: Story Battle 52: Mullonde Cathedral Sanctuary

BATTLE MAP: Gariland

 

YOUR FORCES: 1-3 characters per player

ENEMY FORCES: Ramza, Mustadio, Agrias, Rapha, Marach, Beowulf, Reis, Orlandeau,

Meliadoul

 

ENEMY: Ramza [Capricorn] - Knight - Bravery 70, Faith 70

Equipment : Ragnarok, Venetian Shield, Crystal Helm, Crystal Mail,

Guardian Bracelet

Abilities : Arts of War, Items, First Strike, Safeguard, Move +3

 

ENEMY: Mustadio [Libra] - Machinist - Bravery 60, Faith 62

Equipment : Blaster, Thief’s Cap, Black Garb, Japa Mala

Abilities : Aimed Shot, Arts of War, Soulbind, Defense Boost, Move +3

 

ENEMY: Agrias [Cancer] - Holy Knight - Bravery 71, Faith 63

Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Ribbon

Abilities : Holy Sword, White Magicks, Shirahadori, Safeguard, Move +2

 

ENEMY: Rapha [Pisces] - Skyseer - Bravery 31, Faith 69

Equipment : Eight-fluted Pole, Thief’s Cap, Black Garb, Septie`me

Abilities : Sky Mantra, White Magicks, Soulbind, Swiftness, Move +2

 

ENEMY: Marach [Gemini] - Netherseer - Bravery 69, Faith 31

Equipment : Eight-fluted Pole, Thief’s Cap, Black Garb, Japa Mala

Abilities : Nether Mantra, Items, Soulbind, Swiftness, Manafont

 

ENEMY: Beowulf [Libra] - Templar - Bravery 45, Faith 65

Equipment : Ragnarok, Crystal Shield, Crystal Helm, Crystal Armor, Angel Ring

Abilities : Spellblade, Martial Arts, First Strike, Safeguard, Move +3

 

ENEMY: Reis [Pisces] - Dragonkin - Bravery 62, Faith 64

Equipment : Cachusha, Septie`me

Abilities : Dragon, White Magicks, First Strike, Brawler, Move +2

 

ENEMY: Orlandeau [Scorpio] - Sword Saint - Bravery 77, Faith 65

Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Japa Mala

Abilities : Swordplay, Iaido, Mana Shield, Safeguard, Manafont

 

ENEMY: Meliadoul [Capricorn] - Divine Knight - Bravery 67, Faith 78

Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Armor, Septie`me

Abilities : Unyielding Blade, Items, Shirahadori, Attack Boost, Lifefont

 

This is a battle against many of your own story characters--or at least some

very accurate impostors. Your doppelgangers have mastered many of the game’s

most advanced abilities and techniques, making this a tough battle. On the

bright side, all of them just have regular HP totals.

 

Orlandeau, Mustadio, and Meliadoul love to break your equipment, so you’ll

want to equip Safeguard. (Or, you can deploy Balthier as a Sky Pirate, since

this job has an innate Safeguard.) Even though any broken equipment is

returned to you at the end of the battle in Rendezvous Mode, having your gear

broken during the fight will make it tough to win.

 

You’ll also need protection against Mustadio’s Immobilize and Disable attacks;

a Thief’s Cap, Guardian Bracelet, or Ribbon will take care of this. The Ribbon

is particularly helpful as it negates all of the other status ailments that

Beowulf will try to throw you.

 

Shirahadori and First Strike are not that helpful here since they won’t protect

you from the special job techniques used by the enemy. Instead, Mana Shield

and Manafont is probably your best best.

 

Finally, be aware that the clones’ Zodiac signs often match up poorly with some

of your story characters’. A quick guide to a few of the key characters you

may be using:

GOOD AGAINST THESE ENEMIES: BAD AGAINST THESE ENEMIES:

Agrias Ramza, Rapha, Reis, Orlandeau Mustadio, Beowulf, Meliadoul

Beowulf Marach Ramza, Agrias, Meliadoul

Reis Agrias, Orlandeau Marach

Balthier No one Orlandeau

Orlandeau Agrias, Marach, Reis No one

Meliadoul No one Mustadio, Agrias, Beowulf

In summary, Beowulf and Meliadoul have bad comptability and are less useful

here -- plus many of the enemies have Safeguard and are protected against

Meliadoul’s Unyielding Blade attacks anyway. Orlandeau and Reis have

advantageous compatibility. Agrias is a mixed bag, so if you use her, make

sure you supplement her with another character or two with a different sign.

 

Player 1 has it especially tough as his/her team starts near Orlandeau, Reis,

and Mustadio, who will immediately attack Player 1’s team. Attacking with HP-

draining attacks like Sanguine Sword [Dark Knight], Orlandeau’s Shadowblade,

are useful since they let you damage while still recovering HP. If you’re

trying to complete this battle with a small number of characters, be sure to

equip Player 1 as defensively as possible. You may have to resort to giving

Player 1 items that yield a permanent Reraise (e.g. Chantage or Brave Suit) and

letting him/her get KOed and regenerate. If you use this strategy, Player 2

will need to play as defensively as possible since if s/he gets KOed too, you

lose!

 

If you’re not fully equipped with Ribbons, Beowulf should probably be your

first target, since he can inflict all kinds of status ailments on you. Note

that his Angel Ring lets him Reraise once after you KO him, so be prepared to

KO him a second time shortly after you take him out once.

 

Reis, Agrias, and Orlandeau are the next characters you’ll want to attack.

Reis and particularly Agrias can be taken out fairly quickly. The enemy

Orlandeau has unfortunately figured out the Mana Shield/Manafont combo, which

means it will definitely take several attacks to KO him. So even though

Orlandeau is the biggest threat, you may want to first KO a few of the other

enemies (like Reis and Agrias), just to quickly reduce the number attacking you

at one time.

 

If you have Safeguard, Meliadoul is reduced to just using physical attacks.

Ramza is a Knight in this battle and also pretty much just uses physical

attacks. You can worry about them later. Rapha and Marach are as irrelevant

in this battle as in most of the game, so finish them off last.

 

Climbing up on the roofs can be somewhat helpful, as long as you have attacks

you can use from there up. While the roof won’t help you escape the sword

techniques (which have infinite vertical range), it at least makes it harder

for Meliadoul, Ramza, and Reis to attack you.

 

Note that if one of the enemies gets lowered to critical HP, he or she may just

run into the corner. It’s pretty safe to ignore such enemies and save them for

last. They’re not going to attack you, so focus your attacks on the enemies

who are still a threat.

 

Three of the enemies -- the Rapha, Marach, and Mustadio clones -- have

Soulbind. This tends not to be too much of a problem, since you may be able to

KO them in a single attack anyway. Plus, they’re the weaker enemies, so you

can save them to KO later.

 

Finally, a number of the clones (Ramza, Marach, and Meliadoul) can use Items as

a command. In practice, this isn’t too bad since they mostly will just use

regular Potions on themselves, which is about the least threatening action

possible. They also don’t have Throw Items, so they can’t heal anyone from a

distance. However, they may sometimes revive KOed allies with a Phoenix Down.

If this happens, you can use an area-effect attack to KO the character again

*and* hit the Items-user. (Since they don’t have Throw Items, they’ll have

to stand in a tile adjacent to the downed tile to use the Phoenix Down.)

 

Although the clones have a lot of good equipment, most of it is protected with

Safeguard and so there’s not actually much you can claim. You’re limited to

Meliadoul’s Defender, Reis’s Cachusha and Septie`me, Mustadio’s Blaster, and

Rapha’s Septie`me.

 

TITLE AWARDED: Performer

 

-------------------------------------------------------------------------------

 

The following four missions are only available after completing the main quest

of the single-player game. After the ending, the game will add an additional

"flag" to your save directory that makes these missions accessible. Load up a

save from before you entered the final sequences of a battle, go to a Tavern,

and you’ll see the last missions.

 

You will NOT be able to access these missions if your only save is in the

final sequence of battles :( -- you need to be able to get to a Tavern.

 

---Rendezvous Mission 12: The Guarded Temple-----------------------------------

AVAILABLE AFTER...: Completing single-player game and Nelveska Temple quest

BATTLE MAP: Nelveska Temple

 

YOUR FORCES: 1-3 characters per player

ENEMY FORCES: Construct 2 [Automaton] x1, Construct 3 [Automaton] x7,

Protoconstruct [Automaton] x2

 

You must defeat all ten Automatons before they self-destruct and destroy the

temple. This battle really centers around the two Protoconstructs, both of

whom start atop the temple. They control the countdown; every time one of gets

another turn, the countdown ticks down one "minute" from 10. If the countdown

drops to 0, the Automatons explode and you lose. The countdown can only be

stopped by defeating at least one of the Protoconstructs. (Since they take

turns counting down, defeating one will stop the whole process.) To make

things more tricky, on the turn when the countdown is "supposed" to go to 8,

the Automatons experience a "system error" and it jumps all the way down to 4.

This means that you must defeat at least one Protoconstruct within the time it

takes for the Protoconstructs to get 7 turns.

 

Unfortunately, taking them out isn’t easy since both Protoconstructs have

tremendous amounts of HP. If you’re at level 90+, they will have several

thousand. Plus, there are 8 other Automatons as well.

 

On the bright side, you may bring up to FOUR characters into battle (combined

across the two players) and still receive a 5-star ranking! And you will need

all four :)

 

Sword techniques are your weapon of choice here, so you’ll want to have each

player deploy Agrias and Orlandeau (or possibly Meliadoul). You’ll need to

maximize both your speed and attack power. Use the Tynar Rouge (for

Agrias/Meliadoul) or the Brigand’s Gloves (for Orlandeau) to give them a

permanent Haste, and add a Move +x ability to increase your mobility across the

map. To maximize your attack power, equip them with Chaos Blades and either

Vehemence [Dark Knight] or Attack Boost [Geomancer] as a support ability.

(If you have it, Vehemence is probably best as it will give you the bigger

attack boost. It does lower your defense, but this is one battle where the

best defense is a good offense :) -- if you can smash the regular Constructs

quickly, you have far fewer sources of damage to contend with.)

 

Since you’ll need to focus on offense, you won’t have much time for healing.

Equip your best armor and helms to boost your starting HP as high as possible.

You’ll face no status attacks here, so Ribbons are unnecessary. Chaos Blades

will also help you a little by giving you a permanent Regen. Potentially, you

could also use Sanguine Sword or Shadowblade to drain HP during the battle,

although you don’t want to be doing this too often -- it’s not as strong an

attack as some others, and can only strike one enemy at a time. If you have a

Brave Suit (from Melee Mode) or Grand Armor (from a previous victory here), you

will definitely want to use those as they give you a permanent Reraise and you

don’t have to worry about your HP at all.

 

There aren’t really any especially great reaction abilities here, since NOTHING

can block the Dispose laser attack. Instead, use abilities that can boost your

stats. The Archer’s Adrenaline Rush will increase your speed every time you

get hit, allowing you even more turns. For female characters, Fury [Dancer]

could also be a good choice, as it will allow you to increase your attack power

even higher.

 

If you’re having trouble surviving, you can use Mana Shield and Manafont,

though this will require you to give up any other movement ability. You can

also swap Vehemence out for Attack Boost (which doesn’t lower your defense) if

you have low HP. Finally, you could add Dragonheart as a reaction ability if

you don’t have a permanent Reraise, though this is of no help against any

attack strong enough to KO you in one blow since you never get a chance to cast

the Reraise.

 

If one player has a somewhat stronger team, you’ll want to make that player

Player 2 since Player 2 starts a little closer to the stairs and the

Protoconstructs.

 

OK, enough preparation. Onto the battle!

 

When you start out, rush forward and attack the Constructs on the ground with

Hallowed Bolt and Divine Ruination. You should be able to defeat each one in

one or two hits. Try to aim your attacks so you can hit as many as possible at

one time. (In addition to using Hallowed Bolt, you can also move into the

enemy ranks and fire Divine Ruinations parallel to the front of the temple.

This is often a great targeting strategy for hitting 2 or 3 Constructs.) As

each character takes his or her turn, move them as far towards the stairs as

you can while still attacking the Constructs. Essentially, you want to "sweep"

across the front of the temple, taking out the Constructs from left to right

and moving towards the stairs.

 

You should be able to defeat most of the Constructs before more than a handful

of them move. Quickly mop up the remaining ones as you head for the stairs.

If you do need healing, you can use Shadowblade or Sanguine Sword to finish off

any remaining Constructs and sap their HP.

 

If you weaken one of the Constructs, it may just run and hide in the corner.

Leave it -- it’s harmless and not worth chasing after when you need to defeat

the Protoconstructs ASAP.

 

Once you reach the Protoconstructs, concentrate all your attacks on one of the

two. Once you defeat one Protoconstruct, the countdown should stop and you’re

home free!

 

Attack the Protoconstructs with Divine Ruination and Crush Armor, both of

which do identical amounts of damage to monster targets. When available,

Divine Ruination is slightly preferred as it is has a chance of Confusing the

Protoconstructs, who are NOT immune to Confusion! But, before you use Divine

Ruination, make sure that it won’t hit any of your own allies and that the

Protoconstruct you’re targeting is within its vertical range. If you can’t use

Divine Ruination, Crush Armor works fine too and has no friendly fire

potential.

 

Wherever possible, stand in one place and attack without moving. This will

allow you to get new turns more quickly.

 

Like Construct 7, both Protoconstructs have a Reraise that activates the first

time they are KOed. They will return to action and immediately attack again.

Actually, this isn’t such a problem, because the self-inflicted HP loss from

their Tasks abilities usually KOs them right away. Once KOed a second time,

they immediately turn into chests (which seem to always contain Bracers).

 

The battle won’t actually end until you’ve KOed every last Construct, but once

you defeat one of the Protoconstructs, you don’t have any more time pressure

and should have no trouble mopping the remaining bots.

 

There’s a certain amount of luck involved in this battle, since the Constructs’

Zodiac signs are randomly determined and you may end up with good or bad

compatibility purely by chance.

 

The treasures from this battle include two you can’t find anywhere else in

Rendezvous Mode. One is the Grand Armor, the best heavy armor available, as it

gives you a permanent Reraise and Regen. This one is definitely worth getting!

The other is the Fomalhaut gun, which is thoroughly pointless to look for here,

as Fomalhauts are abundant in Melee Mode.

 

Again, keep in mind that you can deploy 4 characters and still get the highest

possible ranking here.

 

TITLE AWARDED: Construct

UNIQUE POSSIBLE TREASURES: Grand Armor, Fomalhaut

 

---Rendezvous Mission 13: Nightmares-------------------------------------------

AVAILABLE AFTER...: Completing single-player game

BATTLE MAP: Limberry Castle Undercroft

 

YOUR FORCES: 1-3 characters per player

ENEMY FORCES:

1st Squad - Zalera [Death Seraph; Gemini], Adremmelch [The Wroth; Scorpio],

Ultima Demon x3

2nd Squad - Cuchulainn [The Impure; Scorpio], Belias [The Gigas; Virgo],

Hashmal [Bringer of Order; Leo], Ultima Demon x2

 

You’re battling all of the Lucavi (sans Elidibus) at once, plus five Ultima

Demons. Player 1 will begin battling Zalera and Adremmelech’s group, while

Player 2 fights the three other Lucavi.

 

Between the five of them, the Lucavi can throw a lot of status conditions at

you, so you’ll need to equip Ribbons (or Onion Gloves, if you’re using Onion

Knights). Fortunately, the Lucavi don’t seem to have any of the magick attacks

they used in the single-player game. If you have Ribbons, all they can do is

use physical attacks. This means you can pretty much prevent them from hurting

you at all if you combine a Ribbon with Shirahadori or (preferably) First

Strike, or even just a good shield.

 

In fact, if you have Ribbons and Shirahadori/First Strike, the Ultima Demons

are actually the biggest threat, since they use magick attacks. Go after them

first. The Dark Knight’s Sanguine Sword can be useful for draining HP from

them to keep you healthy. The White Mage’s Arcane Defense is also a useful

support ability to reduce the magick damage you take. (If you’re being

targeted by an Ultima Demon’s magick, you can also try moving next to another

enemy, as their magicks can hurt friendly targets as well.)

 

Because all of the enemies here have the Can’t Enter Water "ability," the water

in the middle of the map functions as a safe spot. The Ultima Demons can still

hit you with their magick if they get close enough, but the Lucavi can’t attack

you at all (assuming you’re guarded against status conditions). You can jump

directly into the water from the bridge in the center if you have a Jump of at

least 4, or Waterwalking, Levitation, Ignore Elevation, or Teleport. If you

don’t have these abilities, you can also get in the water by using the little

"step" (a tile of height 3) on side of the map. It’s on the side of the map

WITHOUT the gravestones. From the water, you can safely throw ranged attacks

at the enemies. Actually, if you have First Strike or Shirahadori and a high

Bravery, there isn’t much benefit to this, since the Lucavi can’t hurt you

anyway, and you may not be in range to attack the Ultima Demons.

 

 


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