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Final Fantasy Tactics AdvanceGame Boy Advance

Release Date: September 08, 2003
More Info
Also Known As: FF Tactics Advance
Exclusively on: Game Boy Advance
Genre: Turn-Based Strategy RPG
Publisher: Nintendo
Developer: Square
ESRB Rating: E

Walkthrough

Missions 1-24 Side Missions 25-100
Side Missions 101-200 Side Missions 201-300

Tutorial Mission: Snowball Fight

  • Recommended Units: N/A
  • Enemies: The jerks picking on Mewt
  • Rewards: N/A

The game opens up during a typical school day in St. Ivalice, where Marche, Ritz, and Mewt are all in their afternoon P.E. class. The activity of the day is the Snowball fight, which is basically your average tutorial mission. Learn the basics of battle and pelt your opponents with snowballs before the tutorial battle ends and a long cut scene begins.


Introductory Mission: Lizard Men?!

  • Recommended Units: N/A
  • Enemies: Warrior (Level 1), White Monk (Level 1)
  • Rewards: Sprohm

Now that the world has changed, Marche must face a group of angry Bangaas. Montblanc will assist you in this battle, but you cannot control him. Either way, move Marche behind an enemy or to their side in order to increase your chances of landing hits and doing extra damage. The Law bans the use of items, but since you don't have any to use, there is no point in worrying; if Marche's hit points get low, use his First Aid skill, as the law prohibits the use of items in this battle. (Then again, you don't have any items, so why worry?)

After the battle, Montblanc will join your party and you will be able to switch jobs if you desire. Keeping Marche and Montblanc as their default classes (Soldier and Black Mage) are highly recommended.


Mission 01: Herb Picking

  • Recommended Units: Animist, Archer, Soldier, Thief, Warrior, White Mage
  • Enemies: Goblin (Level 1) x3, Red Cap (Level 2), Sprite (Level 1)
  • Rewards: 600 Gil, 40 AP, and the Lutia Pass Icon

There aren't any laws that really give you any kind of advantage in this battle; if the mission is governed by Fight, Swords, Missile, Knives, or Instrument laws then avoid engaging your enemies. Since Sprites have low HP and Defense, take them out first by attacking them from behind. Keep in mind that they have very high Evasion, so going after them head on may prove frustrating. Another neat trick is to have your Animist cast Sheep Count on your foes so you can take them out one by one.


Mission 02: Thesis Hunt

  • Recommended Units: Animist, Archer, Black Mage, Soldier, Warrior, White Mage
  • Enemies: White Mage (Level 3), Thief (Level 4), Soldier (Level 2), Archer (Level 2), Thief (Level 3), Soldier (Level 3)
  • Rewards: 4,000 Gil, 40 AP, 100 CP, and the Nubswood Icon

Your clan must recover a stolen thesis from the enemies on the mountaintop. Avoid engaging your enemy if the World Laws forbid any weapons other than Knives. On the flip side, a law that forbids knives would disable the opposing Thieves...

Anyway, the White Mage on the other team is annoying as hell, so take him/her out as quickly as you can. Thieves have the Counter ability, so attack them from afar using magic of arrows; also, wait for the enemy units to climb down the hills and then surround them and go for the kill. Oh, and don't forget to have your Archer use their Blackout ability to blind your douche-bag enemies so you won't have to worry about being hit for massive amounts of damage!


Mission 03: The Cheetahs

  • Recommended Units: Animist, Archer, Soldier, White Mage
  • Enemies: Fighter (Level 4), White Monk (Level 4), Thief (Level 3), Black Mage (Level 5), Archer (Level 5)
  • Rewards: 6,000 Gil, 40 AP, 100 CP, and the Eluut Sands Icon

All right! Marche will have his first encounter with Ritz since the world has changed, which is a very, very good thing, as you must do battle alongside her and her buddy, Shara, to defeat your opponents. Since Ritz uses wields a Rapier, and Shara uses a Bow, avoid the Fight, Missile, Rapiers, and Sword laws for this one.

Ritz is invulnerable to enemy attacks thanks to her Reflex ability, so there is no need to worry about her being hurt by physical attacks; however, the Black Mage's spells can and will hurt her, so take him/her out as quickly as possible in order to avoid Ritz taking too much damage. Use the Animist's Sheep Count ability to put this joker to sleep in order to reduce his/her spell casting ability and make a killing. Once the Black Mage is out of the way, focus your energies on the Fighter, as he is very dangerous when it comes to close combat. Have your Archer use the Aim: Legs ability to hinder his movement and take him out from a safe distance. Once those two pests have been eliminated the rest of the battle should go pretty smoothly.


Mission 04: Desert Peril

  • Recommended Units: Animist, Archer, Black Mage, Dragoon, Fighter, White Mage
  • Enemies: Coeurl (Level 6), Cream (Level 5), Red Panther (Level 5) x2, Antlion (Level 5)
  • Rewards: 7,000 Gil, 40 AP, 100 CP, and the Ulei River Icon

First thing's first: using a Law that prohibits Thunder will completely disable the Cream, who is the only enemy you really need to worry about. Since this slimy mass has low Magic Resistance, pelt it with powerful offensive spells to come out on top. As for everyone else, have the Animist cast Sheep Count, and follow that up with the Fighter's Beatdown technique to raise his/her accuracy to 100%. Doing this will take out most of your enemies with one hit -- score!


Mission 05: Twisted Flow

  • Recommended Units: Animist, Black Mage, Dragoon, Fighter, Red Mage, White Mage
  • Enemies: Totema - Fanfrit (Level 9), Ahriman (Level 6) x2, Float Eye (Level 6) x2
  • Rewards: 8,000 Gil, 80 AP, CP 100, and the Cadoan Icon

Your clan will encounter one of Ivalice's Totema (or crystal guardians) for the first time in this battle. Try to avoid going into this fight if the World Law forbids Fight, Swords, Knives, Missile, or Instruments, as these will hinder your progress greatly.

One of the Ahriman monsters has a spell called Roulette, which is an instant KO on a character. Take this pest out quickly to avoid a mass of dead party members. As for the rest of the battle, have the Animist use the Sheep Count ability on as many enemies as possible and then focus your attacks on Famfrit -- taking the crystal guardian out immediately will ensure your victory, regardless of the amount of enemies still standing. However, you won't get too much Experience for attacking a single enemy, so if leveling up is an issue, then have your clansmen attack the guards first and leave Famfrit for last.


Mission 06: Antilaws

  • Recommended Units: Archer, Black Mage, Defender, Paladin, White Mage
  • Enemies: Gladiator (Level 7), Illusionist (Level 6), Fighter (Level 8), Defender (Level 8), Hunter (Level 8), Ninja (Level 7)
  • Rewards: 9,000 Gil, 40 AP, 100 CP, and the Aisenfield Icon

Marche must help the fugitive, Ezel Berbier, escape from the royal guards looking to toss him in jail. Circumvent going into this battle when laws that prohibit Aim and Chivalry are in effect -- these will disable your Archer and Paladin, which is not a good thing. You must protect Ezel during this battle at all costs; if he is captured, you lose. Have your Paladin guard Ezel, and have your Archer use the Aim: Arm ability on the guards. The Illusionist can use his/her Phantasm skill to cast spell that have a chance of hurting all of your clansmen in the area. Take this bloke out quickly; if you can't kill him, drain his Magic Points to render him completely useless. Watch for Ezel to case his Azoth spell and focus your attacks on any of the enemy units that are still awake afterward to make things a little easier. If you win this battle, Ezel will teach you about Antilaw and Law Cards, as well as tell you about his secret card shop.


Mission 07:Diamond Rain

  • Recommended Units: Archer, Black Mage, Dragoon, Fighter, Summoner, White Mage
  • Enemies: Ice Drake (Level 9), Ice Flan (Level 8), Bomb (Level 8), Ice Drake (Level 8), Lamia (Level 9)
  • Rewards: 10,600 Gils, 40 AP, 100 CP, and the Roda Volcano Icon

Keep away from any World Laws that disable the Archer's Aim ability; other law constraints should not pose any problems. One of the Ice Drakes possesses the dangerous Ice Breath attack, which is capable of hitting multiple units over an area three spaces wide. Do not bunch up your groups, as this will put everyone at risk for an Ice Breath induced ass kicking. Use Thunder-based spells to dispose of the Ice Flan (the Summoner's Ramuh spell is quite effective, as is Thundara), and use some Ice Spells on the awkward Bomb and Ice Drakes.


Mission 08: Hot Awakening

  • Recommended Units: Black Mage, Dragoon, Fighter, Summoner
  • Enemies: Avatar (Level 10) x4, Avatar (Level 9) x2, Avatar (Level 11) x2
  • Rewards: 11,400 Gil, 80 AP, 100 CP, and the Koringwood Icon

The best thing to do is to enter the battle when the World Law forbids Charm, as you will be able to put the Ultima Crystals out of commission. You could also ignore the Law completely and use a Totema to finish the battle in a single round.

Go ahead and send some of your clan's lower level units after the Ultima Crystals to gain some trouble-free experience for them. If you are unable to disable Charm via Law, bring a White Mage in order to set Charmed units on the right path using the Esuna spell.


Mission 09: Magic Wood

  • Recommended Units: Animist, Fighter, Summoner, Thief, White Mage
  • Enemies: Thief (Level 9), Summoner (Level 10), Thief (Level 11), Time Mage (Level 9), Archer (Level 10), Sniper (Level 11), Black Mage (Level 11)
  • Rewards: 12,600 Gil, 40 AP, 100 CP, and the Salikawood Icon

Going into this battle while the World Law outlaws Stealing will cause you to miss out on some opportunities for great equipment; try to engage when the Law prohibits Missile attacks, as the Sniper and Archer will be disabled. Anyway, have your Thief use Steal: Armor to get some new outfits for your clan members (such as the Minerva Plate); also, be aware that enemy Thieves can steal your items and armor just as you can steal theirs, so it may be a wise idea to take them out before they can take off with your goods. You can also have your Time Mage stop the Thieves in their tracks (or have your Animist use Sheep Count) so you can steal from them before knocking them out of this battle.


Mission 10: Emerald Keep

  • Recommended Units: Animist, Thief (x2), Time Mage, Summoner, White Monk
  • Enemies: Templar (Level 10), Alchemist (Level 10), Bishop (Level 9), Rune Seeker - Babus - (Level 12), Templar (Level 11), Gunner (Level 10)
  • Rewards: 13,600 Gil, 40 AP, 100 CP, and the Nargai Cave Icon

Babus will be accompanied by a group of royal guards in this battle. If Stealing or Color Magic are banned by the World Law, avoid going into this battle. Have your Animist use the Sheep Count on the enemy Thieves so that you can use your stealthy skills to steal their equipment. Have your team members equipped with items such as Dash Boots and Spike Boots in order to make moving around this area much easier. Defeating Babus will end this battle, so take your time to steal from his lackeys before taking him out.


Mission 11: Pale Company

  • Recommended Units: Animist, Archer (x2), Fighter, White Mage, White Monk
  • Enemies: Totema - Adremmalech (Level 15), Fire Wyrm (Level 13), Thundrake (Level 13), Icecrake (Level 13)
  • Rewards: 15,000 Gil, 80 AP, 100 CP, and the Baguba Port Icon

Going into this battle when the World Law prevents the Aim ability is a bad idea, as your Archers will not be able to do their part. If the Dragons are not disabled quickly, they will cast Bolt Breath, Fire Breath, and Ice Breath on your units. Have your Archers to blind them and cancel out their physical attacks via Aim: Arm and Blackout; putting the Dragons to sleep is also recommended. Once your scaly friends are out of the picture, surround Adremmalech and use Combo abilities to take him out in a few rounds. The battle will end once the crystal is destroyed, regardless of how many Dragons remain.


Mission 12: Jagd Hunt

  • Recommended Units: Animist, Archer, Fighter, Red Mage, Thief, White Mage
  • Enemies: Blue Mage (Level 13), Hunter (Level 13), Ninja (Level 14), Assassin (Level 14), Antlion (Level 12), Tough Skin (Level 12)
  • Rewards: 16,000 Gil, 40 AP, 100 CP, Kudik Peaks Icon

The great thing about this particular mission is that there are no Laws -- this means that you cannot use any Antilaw cards, either, sparky. Focus your efforts on the Ninja and the Assassin, as they hit really hard. If any of your units are KO'd, revive them by using a Phoenix Down or Life spell before the battle ends. Put the Assassin and the Ninja to sleep, and have your Thief steal the Wygar armor from the Assassin before taking him/her out of the picture. Also, don't forget to have your Archer use Aim: Arm on the Hunter to make things a little easier for you.


Mission 13: The Bounty

  • Recommended Units: Animist, Assassin, Dragoon, Fighter, Thief, White Mage
  • Enemies: Paladin (Level 15), Sage (Level 11), Black Mage (Level 14), Red Mage (Level 13), Fighter (Level 14), Time Mage (Level 14)
  • Rewards: 17,200 Gil, 40 AP, 100 CP, Jeraw Sands Icon

If the World Law has Time Magic banned, things will go pretty smoothly. You can also ban Color Magic or Holy to prevent the enemy Paladin from reviving fallen units, but this means that you won't be able to heal your party, so choose your laws wisely. The Black Mage is a master of Return Magic, so have your Fighter or Dragoon get close and finish the bloke off using physical attacks in order to avoid having your spells bounced back at you. Have your Thief steal plenty of armor from your opponents and go for the Paladin, as he will cast Cura and Life on his comrades; have your Assassin use Last Breath on him for the chance to take him out in one fatal blow.


Mission 14: Golden Clock

  • Recommended Units: Alchemist, Assassin, Dragoon, Fighter
  • Enemies: Time Mage (Level 16), Gadgeteer (Level 15), Alchemist (Level 16), Juggler (Level 14)
  • Rewards: 18,000 Gil, 40 AP, 100 CP, Muscadet Icon

This is yet another battle in which you will be joined by Ritz and Shara -- unfortunately they are not within your control -- bummer. Try to enter this battle with Laws that prohibit status-altering attacks to prevent Poison and Toad spells from being cast on your party. Using the Law to disable Time Magic will help out immensely, as the Time Mage will be rendered quite useless. Take out the Alchemist as soon as you possibly can in order to stop him from using his deadly Meteor spell on you; the Dragoon and the Fighter are ideal for this task. Ritz and Shara are pretty strong and can obliterate your opponents without too much help, so if you want, you can sit around and cast healing spells to gain some EP while the lovely ladies do all the work.


Mission 15: Scouring Time (Part 1)

  • Recommended Units: Fighter, Thief (x2), Sage, Summoner
  • Enemies: Templar (Level 17), Templar (Level 16), Gunner (Level 16), Mog Knight (Level 15), Sage (Level 15), Mog Knight (Level 16), Paladin (Level 17)
  • Rewards: 19,600 Gil, 80 AP, 100 CP, Uladon Bog Icon

The best combination of Laws to have in effect in this two-part battle is Saber and Time Magic; whatever you do, refrain from banning Color Magic, Holy, or Steal at all costs. One of the Templars is wearing some nice, rare Genji Armor, which would look great on one of your units. Even though this battle is difficult, do what you can to steal that pretty piece before it's over. Also, make sure that Marche is able to use the Item ability. If you have an Angel Ring, give it to Marche in preparation for the second part of this battle.


Mission 15: Scouring Time (Part 2)

  • Recommended Units: Fighter (Paladin or Ninja are also good choices)
  • Enemies: Babus (Rune Seeker, Level 21), Avatar (Exodus Fruit, Level 18) x7
  • Rewards: N/A

Marche is going to have to face off against Babus alone, so be ready for a very fun time. Babus will use the Demi spell to halve your Hit Points in one shot, so use a Hi-Potion or an X-Potion to heal yourself, but don't fall into the trap of Demi, Heal, Demi, as that is a waste of time. Babus knows Counter, and isn't afraid to use it to take out as many as 50 Hit Points in a single strike, so keep your distance and use the Air Render ability to do some damage. If you have a big HP advantage over Babus, go ahead and finish him off in close combat before disposing of the Exodus Fruits.


Mission 16: The Big Find

  • Recommended Units: Bishop, Dragoon, Fighter, Summoner, Time Mage, White Mage
  • Enemies: Fighter (Level 18), Fighter (Level 19), Bishop (Level 17), Bishop (Level 18), Thief (Level 17), Thief (Level 19)
  • Rewards: 20,400 Gil, 40 AP, 100 CP, Gotor Sands Icon

First off, banning Stealing in this battle can work for or against you, depending on how you look at it. The enemies have some pretty good stuff to plunder, but on the other hand, they can just as easily steal from you as you can from them. If you are going to leave Stealing in effect, make sure that anybody who knows Maintenance sets it as an S-ability in order to prevent their possessions from being taken. Also, make sure that you keep Jump and Techniques in effect so that your units aren't utterly useless.

Your opponents start this fight close together, so go ahead and have that Summoner of yours work some Summoning mojo. Many of the enemy units know abilities like Return Magic and Strikeback, so be careful about whom you attack with what. Attack the weapon users with magic, and the magic users with weapons for maximum effect; and have your Dragoon do a nice bit of Jumping in order to trounce the opposition. Don't forget to use your Time Mage's Quicken ability wisely in this battle.


Mission 17: Desert Patrol

  • Recommended Units: Assassin, Black Mage, Fighter, Summoner, White Mage
  • Enemies: Soldier (Level 19), Gladiator (Level 20), Defender (Level 20), Dragoon (Level 19), Soldier (Level 18), Bishop (Level 18), White Monk (Level 17)
  • Rewards: 21,400 Gil, 40 AP, 100 CP, and the Delia Dunes Icon

Make sure that Corner is in effect (this is so your lovely Assassin can KO enemies aplenty), as well as Holy and Color Magic, as you will need your White Mage to do some healing during this fight. Go for the Bishop and the Defender first, as they will use magic and items to heal their teammates. The Defender is a bit of a pain; the best thing to do is surround him with multiple units to prevent him from running away to heal himself. As for the Bishop, he is equipped with a Flurry Robe, so prevent using Ice magic on him unless you want him to be healed for some strange reason. Have your Fighter use the Far Fist ability, and use your Black Mage and Summoner to deal damage to the resistance, as many of them are weak against magic attacks.


Mission 18: Quiet Sands (Part 1)

  • Recommended Units: Juggler, Paladin, Red Mage, Thief (x2), Time Mage
  • Enemies: Llednar (Biskmatar - Level 23), Templar (Level 20), Templar (Level 21), Titania (Level 19), Titania (Level 20)
  • Rewards: 22,600 Gil, 80 AP, 100 CP, and the Materiwood Icon

Make sure that Holy and Items are not banned, as you will have a very tough time otherwise (mostly in part 2 of this fight). Before you go into this battle, equip your members with Armor and Shields that absorb Holy to protect them from the Titania's dangerous LV?D Holy spell. Have your Thieves steal from Llednar and the two Templars to get some pretty nice gear.


Mission 18: Quiet Sands (Part 2)

  • Recommended Units: Dragoon, Fighter (x2), Time Mage, White Mage (x2)
  • Enemies: Totema (Mateus, Level 24), Vampire (Level 21) x2, Vampire (Level 22) x2
  • Rewards: N/A

Warning: if Marche is KO'd during this battle, you will automatically lose, so watch his health carefully! Since Vampires are undead, have your White Mages deal some damage by casting their healing spells on them. The Vampires will reanimate about every three rounds or so; position any ailing units near them so that casting a healing spell will hurt the enemies and heal your party members at the same time. Have your Fighters and Dragoons assault Mateus in the mean time. As soon as Mateus is KO'd the battle is over, regardless of how many of the undead are still standing.


Mission 19: Materite Now!

  • Recommended Units: Dragoon, Fighter, Red Mage, Thief (x2), White Mage
  • Enemies: Summoner (Level 21), White Mage (Level 20), Elementalist (Level 23), Red Mage (Level 18), Sniper (Level 21), Assassin (Level 23)
  • Rewards: 23,400 Gil, 40 AP, 100 CP, and the Bervenia Palace Icon

Use the World Laws to your advantage by banning Corner and Summon abilities in order to disable the enemy Assassin and Summoner. Have your Thieves Steal the Madu from the Red Mage and the Ribbon from the Elementalist. You can also use your Law Cards to ban Missiles in order to render the enemy Sniper useless. Have your Red Mage cast some Sleep spells to prevent the opposition from doing too much damage to your clan while the Dragoon and Fighter use their abilities to bust some heads.


Mission 20: Present Day

  • Recommended Units: Juggler, Red Mage, Soldier, Thief, White Mage
  • Enemies: Alchemist (Level 21), Gladiator (Level 23), Mog Knight (Level 22), Gladiator (Level 22), Templar (Level 24)
  • Rewards: 25,000 Gil, 80 AP, 100 CP, Tubola Cave Icon

Entering this battle when the Law forbids Steal and Status Ailments is a bad idea, as the Alchemist is in possession of a Scorpion Tail, and the Mog Knight has the Materia Blade. Have your Thief take their initial weapons and wait for them to equip their hidden items before Stealing yet again. On another note, prepare Marche for his upcoming solo battle with Llednar by equipping him with the Angel Ring and Dash Boots, as you will not be able to save your game between this mission and Present Day 2.


Mission 20: Present Day 2

  • Recommended Units: Thief
  • Enemies: Llednar (Biskmatar, Level 26)
  • Rewards: N/A

Marche has no choice but to do battle with Llednar all by himself, so with that said, make sure that you have a nice stock of X-Potions in your inventory. Your only objective in this fight is to stay alive, so keep your distance from Llednar in order to avoid a certain ass kicking. If you decide that snuggling the baddie is your thing, beware, as Llednar will use his uber-powerful Omega ability to do some real damage; he also has the Counter ability, so physical attacks won't exactly benefit you here. Stealing Llednar's weapon will decrease his attack power quite a bit, so go for it if you'd like to gain yourself a nice Save the Queen. If not, just keep Marche healthy until Judgemaster Cid arrives at the scene.


Mission 21: Hidden Vein

  • Recommended Units: Dragoon, Fighter, Gunner, Summoner, Thief, White Mage
  • Enemies: White Monk (Level 25), Animist (Level 26), Blue Mage (Level 25), Mog Knight (Level 25), Sage (Level 26), Juggler (Level 24)
  • Rewards: 26,200 Gil, 40 AP, 100 CP, and the Deti Plains Icon

Going into this battle when the Law bans Holy, Color Magic, Summoning, or Items is an extremely bad idea, as you will need your magic users to be able to utilize their unique abilities to harm enemies and heal injured units. If you are able to forbid Status Ailments, do so, but if not, have that Gunner of yours use Stopshot to put the Sage and Blue Mage out of commission before they start inflicting abnormal status on your units. Have your clan's Summoner cast area-effect spells that damage several opponents at once; Summon spells work well, but they consume a lot of MP, so be sure to use them carefully. Your Fighter and Dragoon should use their abilities to do some nice damage, and your Thief is there to Steal weapons. Go team!


Mission 22: To Ambervale

  • Recommended Units: Black Mage, Defender, Fighter, Paladin, Summoner, White Mage
  • Enemies: Big Malboro (Level 26), Lilith (Level 26), Thundrake (Level 27), Jawbreaker (Level 25), Coeurl (Level 26)
  • Rewards:27,000 Gil, 40 AP, 100 CP, Sienna Gorge Icon

If you engage the opposition at Deti Plains while the Law forbids Summon Magic, Color Magic, or Dmg2: Animal you will be in for a tough time. Try to go in while Status Ailments are banned to keep the enemies from using their status warping abilities on your clan. Also worth noting is the Jawbreaker's Level 5 Death ability, which will instantly KO any unit whose level is a multiple of 5 (just like all other Final Fantasies). If any of your units can be harmed by this spell, take out the Jawbreaker quickly to avoid having to use many, many Phoenix Downs. Make sure that you use your stronger units to protect those who are physically weaker (i.e. your magic users) and have your members attack with ranged abilities. Do this and everything will be golden. 


Mission 23: Over the Hill

  • Recommended Units: Red Mage, Templar, Thief (x2), Time Mage, White Mage
  • Enemies: Summoner (Level 28), Elementalist (Level 28), Fencer (Level 28), Assassin (Level 28), Ritz (Red Mage, Level 30), Shara (Sniper, Level 29)
  • Rewards: 28,600 Gil, 80 AP, 100 CP, and the Ambervale Icon

Disabling Summon magic will automatically render the Summoner useless and create less of a hassle for you. Disabling Missile is also helpful; avoid engaging when the Law has forbidden Holy or Status Ailments.
Ritz is a real pain in the ass, as she will use her Doublecast ability to inflict some heavy damage to your units. Have one of your Thieves steal her Ribbon and then put her to Sleep to stop her hardcore magic assault. Also, don't forget to Steal Shara's Ribbon as well, as these Helms are extremely rare and extremely beneficial to have. Use your Time Mage's Quicken spell to liven things up a bit as one of your Thieves works on stealing weapons from the opposing units. Render your enemies useless and strike them down!


Mission 24: Royal Valley (Part 1)

  • Recommended Units: Dragoon, Ninja, Red Mage, White Mage
  • Enemies: Gunner (Level 27), Ninja (Level 29), Illusionist (Level 28), Llednar (Biskmatar, Level 30), Assassin (Level 27), Alchemist (Level 28)
  • Rewards: N/A

Preparation for this battle is crucial as a), there are three parts to it, and b) all World Laws in effect when you enter Ambervale will remain in effect for the rest of the battles. Try entering this battle while the Law forbids Skills in order to disable some of the stronger enemy attacks. If you can get your grubby little hands on a Target All Law Card that would be spectacular. Early in the battle, have your White Mage cast Auto-Life on all of your units so they may be revived immediately after being taken down. Llednar cannot be hurt by offensive magic spells, so get in close and pummel him. Have that Ninja of yours use Metal Veil to blind Llednar to make him a little less dangerous. As for the baddies aiding Llednar, have your Red Mage Doublecast all kinds of powerful spells on them to inflict some major damage. 


Mission 24: Royal Valley (Parts 2&3)

  • Recommended Units: Dragoon, Ninja x2, Red Mage, Time Mage, White Mage
  • Enemies (Part 2): Adremmalech (Dephs, Level 28),  Remedi (Battle Queen, Level 29), Famfrit (Dephs, Level 28)
  • Enemies (Part 3): Mateus (Dephs, Level 28), Remedi (Li-Grim, Level 36)
  • Rewards: N/A

Remedi can change the Laws at will, so be very careful of what you do here. If you were able to ban Target All, some of the more powerful attacks of Remedi and Co. will be ineffective. Remedi is a Holy-based creature, so avoid equipping weapons with the Holy attribute, as striking her with them will heal her. Use your Time Mage to cast Quicken on your strongest units (a Juggler with the Smile ability is also sufficient) and gang up on Remedi. Defeating her will result in her units going down with her.

Now, the key to defeating Remedi in her Li-Grim form is TEAMWORK!! Surround her and use Combo attacks in order to do the most damage to her; her spells are extremely dangerous so have that White Mage of yours do some more Auto-Life mojo, as well as the usual healing of injured units. As long as you keep to this strategy, victory should be yours, my friend. And if not, try, try again!

After Remedi falls, watch that ending and don't forget to save!!

On to Side Missions...