climb up. If you boost your Jump height with accessories and agile jobs, that
will help you scale the heights quickly. On the other hand, if the enemies
do get bunched up in a row in a pass, firing one of Agrias’s Divine Ruination
skills (if you have it) will decimate them.
Because this is a fairly easy battle, it’s a good chance to build up your
weaker characters if you want. I suppose you could also try letting the
enemies decay into crystals or chests, but these guys don’t really have much
worth taking. (Hey, they’re deserters, what do you expect?)
BATTLE TROPHIES: Mythril Gun
---Battle 29: Yardrow----------------------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 4 others
ENEMY FORCES: Marach, Summoner (female) x2, Ninja (male) x3
ENEMY: Marach [Gemini] - lv 23 Netherseer - Bravery 69, Faith 31
Equipment : Gokuu Pole, Headband, random armor, random accessory
Abilities : Nether Mantra, random 2nd action ability, random Squire abilities
--STRATEGY--
This is another protect-the-guest battle, so deploy somebody with healing
abilities or you’re toast. In fact, bringing two might not be a bad idea!
Move a character into the gateway to block it prevent the enemies from going
after Rapha. At the start of the battle, one of the Ninjas will probably give
himself an unfair height advantage by climbing up on the roof and throwing
weapons at you. Use guns or magick to take him out quickly. You could also
equip the Thief ability Sticky Fingers, which will let you catch whatever the
ninja throws at you, but it’s probably not worth giving up your regular
Reaction Ability for.
The Ninjas here can hit really hard since they get two attacks. Make them your
first target, and stay out of hand-to-hand range when possible. Even at a
distance, the Ninjas can still Throw weapons at you, but this attack isn’t
nearly as strong. As at Grogh Heights, the gate into the city is a bit of a
choke point, which means it’s a great opportunity to fire some Divine
Ruinations and hit several enemies at once.
If you’ve got anybody with an attack that can go through the wall (i.e., magick
or some monster skills), you can try to kill the Summoners that way. The
enemies start pretty bunched up inside, so this can be a good way of attacking
more than one enemy at a time. Otherwise you’ll have to go through the Ninjas
at the gate. As usual, watch what areas the Summoners are targeting so you can
try to keep your team split up and out of the way.
Watch out for Rapha’s skills -- they target a 3x3 square of the map and hit
random tiles, making them as likely to hit you as the bad guys. (Marach’s
skills do the same, which fortunately means he’s pretty unlikely to
actually hit you ... and even if they do, they do very little damage.)
Although Marach teleports away when you defeat him, you must defeat ALL the
enemies to win here. Since Marach is really the least threatening guy here,
save him for last.
BATTLE TROPHIES: 2000 gil, Yagyu Darkrood, Holy Water
---Battle 30: Zeltennia Castle-------------------------------------------------
YOUR FORCES: Delita, Ovelia [guest]
ENEMY FORCES: Ninja (male) x1, Ninja (female) x1
--STRATEGY--
It’s just Delita and Ovelia against two Ninjas. This should be a cinch;
although the Ninjas can hit hard, Delita and Ovelia have enough HP to survive
a few attacks, and one Holy Sword technique should be enough to take out each
ninja.
BATTLE TROPHIES: None
---Battle 31: The Yuguewood----------------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 4 others
ENEMY FORCES: Black Mage (male, undead) x2, Time Mage (female, undead) x2,
Ghoul x1, Ghast x1, Revenant x1
--STRATEGY--
Every enemy here is undead, including the humans. After you KO them, when
their counter runs out, they may REVIVE instead of turning into a crystal!
This means that, after you KO the first enemy, you have to hustle to finish off
the rest before the first ones start reviving again.
Fortunately, there’s an easier way. Just use Mustadio’s Seal Evil skill, which
turns any undead enemy into stone and prevents them from resurrecting :) (plus
it almost always hits!) You can also handle the three ghost monsters by
Poaching them; a Poached monster disappears from the map and hence can’t be
revived.
Since the enemies are undead, Cure spells and other healing abilities (e.g.
Raise and items) will do quite a bit of damage to them while simultaneously
healing any nearby allies. You can even strike them with the Healing Staff!
Summon spells also work well, as the enemies are usually packed together. The
two Black Mages are your toughest opponents, so take them out first. The Time
Mages are a bit of a pain too, since they can cast Slow or Immobilize on you.
You can prevent the former by equipping Diamond Bracelets and the later by
equipping Guardian Bracelets. For your close-range fighters, defense against
Immobilize is the most important, but for your gunners and magick users, being
Immobilized may not be such a problem. They have enough range that they can
still attack even if they’re rooted in one spot, so you might be better off
giving them Diamond Bracelets instead.
Rapha is just an "ordinary" guest here, so it doesn’t matter if she gets KOed.
BATTLE TROPHIES: Phoenix Down x2
---Battle 32: Riovanes Castle Gate---------------------------------------------
YOUR FORCES:
1st Squad - Ramza, Rapha [guest], 1 other
2nd Squad - 3 others
ENEMY FORCES: Marach, Knight (male) x3, Archer (female) x3
ENEMY: Marach [Gemini] - lv 24 Netherseer - Bravery 69, Faith 31
Equipment : Gokuu Pole, Headband, random armor, random accessory
Abilities : Nether Mantra, random 2nd action ability, random Squire abilities
--STRATEGY--
Deploy another fast character with Ramza, but make sure both are well-armored.
You’ll want the two of them to break through to the enemy back line quickly and
take out the Archers. The second squad starts further from the battle, but
they can bring up the rear and keep fighting the Knights.
You’ll face a constain rain of arrows from the enemy Archers atop the gates, so
equipping Archer’s Bane or Shirahadori on as many characters as possible will
be a big help. The Golem summon is also quite helpful if you have it; cast it
at the beginning of the battle and it will temporarily absorb some of the
physical damage you receive. The Mystic ability Defense Boost would also be
helpful here, as would the Protect spell or the Kiyomori Iaido (which casts
Protect). Equipping shields and capes will also boost your evade rate.
Rafa is here as a guest and Marach as an enemy. If EITHER of them is reduced
to critical HP, they will BOTH teleport away. You want to be rid of them;
Marach’s pole attack is reasonably strong, and he tends to block your route up
to the Archers. So, a simple strategy is to de-equip all of Rafa’s armor
before the battle and then take her out with one attack. This will get Marach
out of the way and let you get to the Archers more easily.
Take out the enemy Knight on the bridge to keep him from blocking your path,
then start hurrying up the steps. You want to get to the enemy Archers as
quickly as possible. (If you have the Dragoon ability Ignore Elevation or the
Time Mage ability Teleport, this is easy-peasy, of course; you can just jump
right up from the drawbridge.) Spells that you can fire at them from a few
tiles away will be helpful. If you have Arithmeticks, that will be helpful as
well. Finally, you could also try riding a Black Chocobo up to the top of the
gate; this strategy would be best combined with the Golem spell to prevent the
Chocobo from being shot to death by the Archers.
Keep your close-range fighters in the rear so they can fend off the enemy
Knights as they approach. Since the enemy Knights have a fairly high evade
rate, Concentration may also be useful; alternately, you can just attack them
with Agrias’s Holy Sword techniques, as they never miss. If you keep killing
off one of the Knights, the other ones may keep bringing him back with Phoenix
Down, thus wasting their turns. As long as you stay on level ground, the
Monk’s Revive ability will be useful in bringing back your dead guys. Once the
Archers are dead, you can have all your characters mop up the remaining
Knights.
BATTLE TROPHIES: Elven Cloak, Hi-Potion, X-Potion
---Battle 33: Riovanes Castle Keep---------------------------------------------
YOUR FORCES:
PHASE ONE: Ramza
PHASE TWO:
1st Squad - Ramza, 1 other
2nd Squad - 3 others
ENEMY FORCES:
PHASE ONE: Wiegraf
PHASE TWO: Belias [Gigas; Virgo], Archaeodaemon x3
BOSS: Wiegraf [Virgo] - lv 28 White Knight - Bravery 71, Faith 64
Equipment : Diamond Sword, Diamond Shield, Diamond Helm, Diamond Armor,
Diamond Bracelet
Abilities : Holy Sword, Martial Arts, Counter, Safeguard, Move +1
--STRATEGY--
Wiegraf has a fearsome reputation, in part because you’re now stuck in Riovanes
Castle if you don’t have another save to go back to. Your ease of beating him
will really depend on abilities Ramza has -- he can be pretty easy with the
right abilities, or very tough if you’re stuck inside without an ideal set of
abilities.
For his first form, you have just Ramza. The best tactic is to give him the
Auto-Potion ability and throw away all your Potions and Hi-Potions, so that
Ramza can use a X-Potion to heal himself whenever Wiegraf attacks him. (Auto-
Potion doesn’t always activate, so if Ramza runs low on HP, you can also use an
X-Potion on yourself to heal.) Run from Wiegraf and keep using the Tailwind
ability to boost your speed. If you can, sucker Wiegraf into going into the
water and you’ll be safe for a turn. Eventually (after you keep using
Tailwind), Ramza will get fast enough that he will get two turns in a row
frequently. Use these extra turns to get further away from Wiegraf (out of the
range of his Hallowed Bolt) and keep using Tailwind. You will reach a point
where you will not have to use all your moves to get out of Wiegraf’s range.
Now instead of moving each turn, you can use Tailwind and then "Wait" to get
your next turn faster, allowing you to use Tailwind even more. Keep going
until Ramza’s speed maxes out at 50. (You can check it by going to Status in
his menu.) Then start using Focus to build up your attack power. (If you
don’t have Focus, give Ramza a gun instead.) After you’ve built up your
attack, just run up to Wiegraf and you can knock him out quickly.
If you don’t have Auto-Potion, a fairly good substitute is the combination of
Mana Shield (Time Mage) and Chakra (Monk). Mana Shield will protect you by
diverting damage to Ramza’s MP. Run from Wiegraf while using Chakra each turn;
since Chakra restores your MP, you’ll keep up your Mana Shield. Even when Mana
Shield doesn’t trigger, you should have enough HP to survive at least one hit,
and Chakra will keep restoring your HP afterwards. Whenever you get far enough
from Wiegraf that he can’t attack you, use Tailwind. This tactic takes a
little longer than Auto-Potion because it requires you to navigate out of
Wiegraf’s range, but it otherwise works the same.
If you don’t have Auto-Potion or Mana Shield/Chakra available, you could try a
similar tactic but with some other ability to restore your HP, like Critical:
Recover HP, Regenerator, or Lifefont. Since these abilities don’t restore
quite as much HP as Auto-Potion, it might be more difficult, but you could give
it a shot. If you have Auto-Potion but not Tailwind, you could also use Rend
Speed and Rend Power to weaken Wiegraf, though this won’t help you in the next
stage of the battle.
If you can’t use the heal & Tailwind strategy at all, you’ll just have to
finish off Wiegraf quickly, before he can kill you. The Dragoon’s Jump ability
may be useful for this, as it puts Ramza out of harm’s way. If you need to use
physical attacks, equip Concentration or attack Wiegraf from behind so he can’t
dodge. If you have a magick-oriented Ramza, you could try use strong Black
Magicks to finish Wiegraf in a single shot. Equipping the Hermes Shoes as an
accessory to boost Ramza’s speed may also help you get the jump on him.
Finally, the Mystic’s Defense Boost ability will reduce the damage Wiegraf can
do to you, while Mana Shield will give you an additional buffer of damage
before he kills you.
After Wiegraf drops to critical HP, he will disappear, only to return shortly
as Belias. Yup, it’s not over yet. Your other characters will now show up,
but Wiegraf summons three Archaeodaemons. On his first turn, Belias will
start charging up a super-powerful Cyclops summon (200+ HP damage), and if
you survive that, he’ll hit you with more summons. The trick here is that all
the speed and attack power bonuses from the first phase of the battle persist,
so if you used Tailwind/Focus, Ramza can run up to Belias and repeatedly attack
him with high-powered hits. You should be able to kill Belias before he gets
to cast Cyclops.
If Ramza isn’t able to kill Belias on his own, or you couldn’t use the Tailwind
and Focus strategy, you’ll have to take down Belias with the rest of your team.
have your other allies start attacking Belias. You want to him as quickly as
possible, so range attacks (bows/guns) are good as they may not require you to
move. The Dragoon’s Jump ability is also good since it takes you off the
screen where Belias can’t kill you. Agrias should use her strongest sword
technique. Again, the Lich summon spell or the Time Magick Graviga do a lot of
damage to Belias, if you can get them off, and a strong Black Magick spell
could be useful too.
Ideally, you can take out Belias before he even casts Cyclops. If you can’t
manage that, though, you may still be able to keep yourself alive long enough
to finish him off. Using the Jump attack may get some of your characters off
the screen when Cyclops fires and keep them alive. You can also try Silencing
Belias, either with the Mystic’s Quiescence or Agrias’s Hallowed Bolt. While
putting Silence on Belias will abort his initial Cyclops summon, he will still
be able to use his Petrify ability to turn you to stone, so this tactic works
best if you can pair it with Jade Armlets to protect yourself from Stone.
Finally, you could try using the Mystic’s Disbelief magick to put the Atheist
status on your strongest fighter, which will make him/her immune to magick and
allow him to survive the initially Cyclops casting. Belias and his demons can
still kill you with physical attacks and petrification, so using Silence or
Atheist is just a stop-gap measure to keep a few characters alive long enough
to finish killing him.
Belias has about 1100 HP and as soon as you defeat him, the Archaeodaemons also
disappear.
These are, of course, the most extreme strategies for fighting Wiegraf/Belias.
If Ramza is pretty strong, you can take out Belias with fewer moves and
certainly don’t need to spend as much time boosting yourself during the
first round. A sufficiently strong Ramza (say, as a Ninja with Brawler
and a Bracer equipped) attacking Wiegraf and Belias from behind could even
do enough damage to punch out both of them without needing any boosts at all.
The Jump attack can also be effective if Ramza has a high speed. But if you’re
having trouble, the Auto-Potion/Tailwind strategy almost assures you of
victory.
BATTLE TROPHIES: None
---Battle 34: Riovanes Castle Roof---------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 3 others
ENEMY FORCES: Elmdore, Celia, Lettie
BOSS: Elmdore [Gemini] - lv 33 Ark Knight - Bravery 70, Faith 70
Equipment : Muramasa, Black Cowl, Black Robe, Nu Khai Armband
Abilities : Sword Spirit, First Strike, Doublehand, Ignore Elevation
BOSS: Celia [Virgo] - lv 29 Assassin - Bravery 65, Faith 70
Equipment : Kiyomori x2, Black Cowl, Gaia Gear, Cachusha
Abilities : Subdual Arts, random action ability, random Squire abilities,
Move+1
BOSS: Lettie [Sagittarius] - lv 28 Assassin - Bravery 65, Faith 70
Equipment : Spellbinder x2, Black Cowl, Power Garb, Barette
Abilities : Subdual Arts, random action ability, random Squire abilities,
Move+1
--STRATEGY--
This battle is always really short: either you win fast or you lose fast! All
you have to do to win is reduce any one of the enemies to critical HP to win.
Problem is, Rapha loves to make suicide ruins at the bad guys, and if she gets
KOed, you lose.
Ramza always starts in a fixed location, regardless of where you place him
on the deployment screen. Deploy your other characters towards the top of the
deployment screen -- this will start them closer to the battle.
If Ramza is fast enough (e.g. Ninja + Green Beret + Hermes Shoes), he can
move first and immediately rush to attack either Celia or Lettie, and you
should be fine. (Elmdore is not a good target; he can use First Strike to
turn your attack into one of his own.) If Ramza isn’t this quick, it’s
entirely possible that Rapha will be killed before you ever get to move. When
you do finally get a chance to move, HEAL RAPHA. Putting Disarm on Rapha (via
Mustadio’s Arm Shot) as soon as you can will guarantee that she will flee the
battle and try to stay out of harm’s way. You can also try casting a Cure
spell on an empty square within Rapha’s move range. Rapha will move to the
square to receive the spell and thus you can lure her away from the Assassins.
Send as many characters up to the roof as you can; if nothing else, they can
serve as decoys to draw attacks away from Rapha.
Celia and Lettie use ridiculous Subdual Arts abilities on you that have a
100% chance of either casting Stop on you or dealing an Instant KO. You can
guard against the former by equipping Jade Armlets and the latter with
Jujitsu Gis or Chameleon Robes. Alma’s Barette, if equipped on a female
character, will also protect against both Stop *and* KO.
Concentrate all your attacks on a single character, since as soon as any one of
them drops to critical HP, you win. If any of your own characters get KOed,
don’t bother trying to revive them; you’re better off continuing to attack and
ending the battle quickly. Luck plays a big role here, especially if you’re
not fast enough to get the first move.
If you deploy Luso in his Game Hunter job, he can learn Ultima should Celia or
Lettie cast it on him. (Ramza can’t learn it until Chapter IV, but if you have
Luso learn it here, he can cast it on Ramza once you reach Chapter IV to teach
it to Ramza.) If you’re fully equipped with Jujitsu Gis and Jade Armlets
(preventing Celia and Lettie from using their Stop or KO attacks on you), they
will almost always cast Ultima on their turns. Move Luso in range of whomever
they target to make sure he gets hit with the spell. It’s not easy to learn
here since Rapha is so vulnerable, so you’re probably better off skipping it--
you’ll have another, easier opportunity to learn it in Chapter IV.
It’s also possible to steal the Cachusha accessory from Celia and a Barette
from Lettie. Neither of these items is sold in stores, but, again, you do
also have other, easier methods for acquiring them, so it’s probably not worth
bothering with them here.
BATTLE TROPHIES: None
%%%CHAPTER IV: IN THE NAME OF LOVE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00bs4
---Battle 35: Dugeura Pass-----------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Knight (male) x1, Archer (male) x1, Black Mage (male) x2,
Dragoon (male) x2
--STRATEGY--
There’s not a whole lot to say about this fight, because there’s nothing here
you haven’t seen before. Send one or two characters up to the top of the pass
while your other guys fight the main group of enemies. The Black Mages are
probably the most dangerous enemies here since their spells can do a lot of
damage. Hit them with Disable, Silence, or just move quickly across the
battlefield to take them out.
BATTLE TROPHIES: 3000 gil, Diamond Armor
---Battle 36: Bervenia---------------------------------------------------------
YOUR FORCES:
1st Squad - Ramza, 2 others
2nd Squad - 2 others
ENEMY FORCES: Meliadoul, Archer (female) x2, Summoner (female) x2,
Ninja (female) x1
BOSS: Meliadoul [Capricorn] - lv 35 Divine Knight - Bravery 67, Faith 68
Equipment: Defender, Platinum Shield, Platinum Helm, Carabineer Mail, Chantage
Abilities: Unyielding Blade, random action ability, random Squire abilities
--STRATEGY--
An enemy Ninja will immediately move down to attack the second squad. Deploy a
reasonably strong fighter in the front line of the second squad so you can take
her out quickly. (Again, you could also use Sticky Fingers to guard against
the Ninja’s initial Throw attack, but it’s not really worth a Reaction Ability
slot as there’s only a single Ninja and you can take her out quickly.) Placing
your slower characters in the first squad is a good idea as they start closer
to the bulk of the battle.
In general, Dragoons are quite helpful on this level, since there are steep
building walls--Jump and Ignore Elevation (if you have it) will let you attack
enemies at a higher level. Teleport will serve the same function as well.
Since there are enemy Archers at the very top raining arrows down on you,
Archer’s Bane/Shiradori and shields/capes may be helpful. Deploy fast and/or
shooting characters in the second squad, and fighters in the first squad.
While it’s tempting to rush the enemies here, you don’t want to scale the city
TOO quickly, or you may get surrounded and cut off from your healing.
Additionally, if you don’t go up too fast, you can probably lure Meliadoul
down into the town area. This is really beneficial for two reasons: it leaves
you clear to jump up and KO the Summoners and Archers, and isolating Meliadoul
will make it easier to attack (and steal from) her.
It’s probably a good idea to attack the Summoners first, since their spells can
do a lot of damage. Be careful about taking out the Summoner on the left side
of the map, though. The crate there is needed for less agile characters to
climb up the city ramparts, and if you KO her while she’s standing on the box,
it can obstruct the route up, making it slow going for some characters.
Meliadoul uses Crush skills that will shatter your equipment and do quite a
bit of damage. Equipping the Chemist ability Safeguard will protect against
this (especially important if you’ve got rare gear you don’t want to lose), as
well as rendering you immune to the HP-damaging part of the skills as well!
So, equip this ability on as many character as possible.
Meliadoul also has the Defender knight’s sword and Chantage, an accessory that
gives her a permanent Regen and Reraise. While you don’t have to worry about
the Reraise, as KOing Meliadoul will end the battle, this is a GREAT accessory
to steal. The Defender is nice too. To steal from her, first try increasing
your success by raising your Speed (e.g. with Tailwind) or lowering Meliadoul’s
(with Rend Speed). The support abilities Concentration or Brawler will also
improve your chance of stealing, as will targeting her from the side or behind
or using Arm Shot to Disable her (although both of these are redundant with
Concentration). Putting Meliadoul to Sleep with Mimic Darlavon (Orator) or
Repose (Mystic) will also improve your chances to steal. Finally, since
Meliadoul is a Capricorn, you’ll have better luck stealing with a Taurus,
Virgo, or male Cancer, and poorer chances stealing withan Aries, Libra, or
female Cancer.
It may take a lot of stealing attempts before you succeed, so if you’re serious
about stealing, wipe out the other enemies first. (The Chantage is worth the
effort!) If you’re planning on stealing both the Defender and Chantage, swipe
the Defender first as this reduces her attack power quite a bit. She can still
use swordskills even if you steal the Defender, though, which isn’t normally
the case!
If you don’t care to steal, or once you’ve gotten the goods, you can just
rush Meliadoul. Spread your characters out to avoid taking too much damage
from the summon spells.
BATTLE TROPHIES: Jade Armlet, Remedy x2
---Battle 37: Finnath Creek----------------------------------------------------
YOUR FORCES:
1st Squad - Ramza, 2 others
2nd Squad - 2 others
ENEMY FORCES: Random chocobos and pigs
--STRATEGY--
When deploying characters, don’t put anybody on the solitary square in the
second squad; it’s in the middle of the water.
On this level, you’ll face a random assortment of chocobos and possibly some
Pigs. You may want to bring an Orator because if a Pig shows up, it’s
definitely worth recruiting. Although it’s no good in a battle, you can use it
to breed the various pig-class monsters, all of which can be poached for great
items.
This battle can be annoying because the regular yellow Chocobos will keep using
Choco Cure to heal themselves. One strategy is to just use attacks that will
defeat the Chocobos outright by turning them to stone or instantly KOing them
-- then it doesn’t matter how much HP they have! If you have Beowulf, his
Break attacks works great; you could use the Black Mage’s Death or the Mystic’s
Induration. Agrias’s Northswain’s Strike occasionally does an instant KO too,
but fairly infrequently.
If you don’t have any petrification or instant-KO attacks, the best strategy is
to concentrate on one Chocobo at a time. Since the Red Chocobos will bombard
you with Choco Meteor for fairly big damage, you’ll probably want to kill them
first. (Red Chocobos also make good targets for poaching; you may receive a
Barette from them.)
As annoying as the Choco Cures can be, this level still shouldn’t be too
difficult. The Ninja ability Waterwalking, the Feather Boots, and the Time
Mage ability Levitate will all make it easier to navigate the watery terrain
here by letting you move on the surface of the water. (The Samurai’s Swim also
lets you act in deep water.)
BATTLE TROPHIES: None
---Battle 38: Outlying Church--------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 4 others
ENEMY FORCES: Zalmour, Knight (male) x3, Mystic (male) x2
BOSS: Zalmour [Sagittarius] - lv 35 Celebrant - Bravery 54, Faith 78
Equipment : Wizard’s Rod, Celebrant’s Miter, White Robe, Elven Cloak
Abilities : Priest Magicks, random action ability, random Squire abilities
--STRATEGY--
Delita teams up with Ramza as a guest in this battle, and his Holy Sword
techniques are even stronger than Agrias’s.
Even without Delita, though, this would be a pretty easy fight. Zalmour is up
on top of the bell tower, but the platform where he’s standing is almost
directly overhead from where you start. This means you can target him with
offensive magick and sword techniques without needing to move, and his Knights
can’t even stop you. If you have Ignore Elevation, Teleport, Fly, or a Black
Chocobo, you can also jump up to Zalmour’s platform and attack him directly.
As soon as you KO Zalmour, the battle ends, so you can probably finish this one
off really quickly. (If you position your characters towards the right side of
the character deployment screen, you’ll start even closer to Zalmour.) Zalmour
doesn’t have anything worth stealing, either, so just thrash him and move on.
Zalmour’s habit is to stand atop the church and uses Curaga to heal his
followers. Again, you can stop his Curagas by putting Silence on him from the
ground where you start; use the Mystic’s Quiescene or Beowulf’s Silence (if you
already have him on your team). Another trick is to stand next to the enemies
that Zalmour is going to cast Curaga on for free healing.
If you don’t have any abilities that will let you attack Zalmour from the
ground, you’ll have to move around to the side of the church and climb up that
way. Even taking this route, though, this is an easy battle. Delita can take
out the enemy Knights quickly with his sword techniques. Just be sure not to
stand between Delita and the enemies or YOU’LL get hit too when he uses Divine
Ruination! A Jump attack with high vertical range can be useful for attacking
enemies on higher levels, but it’s far from critical--Delita can pretty much
kill all the enemies on his own!
BATTLE TROPHIES: Angel Ring
---Battle 39: Beddha Sandwaste-------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Barich, Knight (male) x2, Archer (male) x2, Black Mage (male) x2
BOSS: Barich [Sagittarius] - lv 35 Machinist - Bravery 64, Faith 62
Equipment : Glacial Gun, Lambent Hat, Luminous Robe, Nu Khai Armband
Abilities : Aimed Shot, random action ability, random Squire abilities
--STRATEGY--
You start this battle with all your characters poisoned, even if you equip
accessories guarding against poison! Bringing somebody with the Esuna spell
may be helpful to de-poison yourself quickly. You can also use the Lifefont
ability, Chantage accessory, or Dragonheart ability to offset the HP losses
from the poison.