--STRATEGY--
The demons here are actually quite a bit more powerful than Zalbaag and use a
variety of strong magick attacks. So, unlike most boss battles, you’re
probably better off killing at least two of the demons first, and *then* going
after Zalbaag. The Ultima Demon here is your last chance to learn Ultima; if
you haven’t gotten it yet, deploy Ramza or Luso in their base job (Squire or
Game Hunter) and you can learn the spell should the Ultima Demon cast it on
them.
Zalbaag frequently flees into a corner, plus he uses Lifefont to recover his
HP with each move. Hitting him with an Immobilize (e.g. from Leg Shot) will
stop both of these. In fact, if you can Immobilize him right away, you may be
able to just focus your attacks on him and finish him off before the demons
hit you with too much magic. Physical attacks are not that effective against
him since he has Defense Boost, but he’ll go down eventually ... and if you take
out the demons first, he can do very little to hurt you.
Zalbaag can (and probably will) turn your characters to vampires, but you can
cure this with Holy Water. Construct 8 is useful in this battle as it is
immune to vampirization (though the raw damage from the Vampire ability can
still hurt it) and has a very long range.
Ironically, if Zalbaag tries to vampirize a character who’s already a vampire,
the Vampire attack will backfire and cause *Zalbaag* to turn into a vampire!
This will prevent him from recovering HP with Lifefont. But, the odds on this
are a bit too low to really bank on.
BATTLE TROPHIES: Elixir
---Battle 53: Monastery Vaults - Fourth Level----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Knight (male) x3, Archer (male) x1, Monk (male) x2
--STRATEGY--
Your first priority is to kill off the guys down on the floor on the other side
of the room, especially the Monks. Most range attacks will work from atop the
central "ridge" of books, and reasonably agile melee fighters can climb over
the ridge to reach the enemies. Characters who can’t easily climb over the
ridge should just stand atop it -- there will be enemies coming that way soon
as well.
The Knights’ behavior will depend on how quickly you advance. If you quickly
moved most of your team across the ridge, they’ll probably descend under the
archway to fight you there. But if you still have some characters on the
higher levels, they may try to cross the narrow walkway up top. In this case,
they’ll vulnerable to a Divine Ruination or Shockwave that can hit several of
them in a line. Unyielding Blade techniques (Meliadoul and Orlandeau) are also
useful against all the enemies here. Overall, this isn’t a particularly hard
battle.
You can steal Yoichi’s Bow, which is even stronger than the Artemis Bow, from
the Archer ... of course, since you’re past the point of no return, there’s no
need to bother with this unless someone in your current team can use it.
BATTLE TROPHIES: None
---Battle 54: Monastery Vaults - Fifth Level-----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Loffrey, Black Mage (male) x2, Time Mage (male) x1,
Summoner (male) x2
BOSS: Loffrey [Capricorn] - lv 54 Divine Knight - Bravery 60, Faith 68
Equipment : Save the Queen, Crystal Shield, Crystal Helm, Crystal Armor,
Germinas Boots
Abilities : Unyielding Blade, Magicks, Parry, Defense Boost, Ignore Elevation
--STRATEGY--
Now it gets interesting. The enemy forces are magick-heavy here, so adjust
your defenses accordingly -- Aegis Shields are good, as is Magick Counter and
cloaks that give a good boost to your magick evade rate. Counter, Shirahadori,
and First Strike are totally pointless. Construct 8, being immune to magick,
is good to deploy if you have it--it won’t be able to navigate the holes well,
but Dispose has such a long range that it doesn’t need to travel very far!
The floor is laded with holes (the black spots) that impede your movement. If
you have Fly or Winged Boots, however, you can simply hover right across them.
You can also jump across the holes with a good jump rating. If you can’t jump
across, there’s a looping path around the outsides of the map that lets you
walk all the way, but it’s slow and you’ll keep getting hit by magick on the
way. Avoid this route if you can.
Deploying lots of characters with range attacks is useful as you can just blast
away regardless of the gaps in the floor. Loffrey’s Save the Queen sword gives
him a permanent Protect spell that makes him slow to kill. So, try to KO the
other guys (especially the Summoners) first before you take on Loffrey.
Loffrey uses Unyielding Blade techniques to crush your gear, but equipping
Safeguard will both preventing him from breaking your equipment and spare you
from the HP damage. Speaking of Crushing, using Crush Weapon on Loffrey is a
great tactic; destroying his sword will remove his Protect as well as prevent
him from using his sword techniques. (You can also use Rend Weapon or steal
it.)
BATTLE TROPHIES: None
---Battle 55: The Necrohol of Mullonde-----------------------------------------
YOUR FORCES:
1st Squad - Ramza, 2 others
2nd Squad - 2 others
ENEMY FORCES: Cletienne, Time Mage (male) x2, Ninja (male) x2,
Samurai (male) x2
BOSS: Cletienne [Gemini] - lv 54 Sorceror - Bravery 51, Faith 81
Equipment : Zeus Mace, Lambent Hat, Black Garb, Featherweave Cloak
Abilities : Magicks, Magick Boost, Arcane Defense, Fly
--STRATEGY--
The 2nd squad starts some distance away, so fill it with fast characters or
characters with long-range attacks.
Cletienne has really strong spells and a range of the whole battlefield. Since
he starts close to you, just forget the other enemies and rush him. If you can
pounce on him on quickly, you can probably to wrap this fight up very quickly.
Cletienne’s Magick Boost reaction ability allows him to gain magick power when
you hit him. So, don’t try to wear him down with weak attacks. Instead, try
only attack him with your strongest attacks so that you can take him out in as
a few hits as possible. Or, you can simply use MP-draining abilities--
Orlandeau’s Duskblade works especially well--on Cletienne to take away all his
MP, so that he can’t even use his magick.
BATTLE TROPHIES: None
---Battle 56: Lost Halidom-----------------------------------------------------
YOUR FORCES:
1st Squad - Ramza, 2 others
2nd Squad - 2 others
ENEMY FORCES: Barich, Chemist (male) x1, Dark Behemoth x1, Hydra x1,
Greater Hydra x1, Tiamat x1
BOSS: Barich [Sagittarius] - lv 55 Machinist - Bravery 64, Faith 62
Equipment: Blaster, Thief’s Cap, Luminous Robe, Featherweave Cloak
Abilities: Aimed Shot, Counter, Brawler, Lifefont
--STRATEGY--
This can be a tough fight. Barich and his crew start on a separate piece of
land from you. Barich and his Chemist can shoot at you from afar, but if you
jump over to his portion of the battlefield, his monsters will tear you to
shreds.
Barich, as before, will use Aimed Shot abilities to try to Immobilize and
Disable you, but this time, if you’re equipped with Thief’s Caps, you’re immune
to this. Shirahadori is also great for defense, as it allows you to block the
shots from the enemy guns (only in video games...), even though shields/cloaks
are of no use. Auto-Potion is also helpful for dealing with the enemy gun
attacks.
The second squad starts pretty far away from Barich. A good tactic may be to
fill the first squad with characters with medium-range attacks (e.g. sword
techniques). They should be able to move forward and target Barich across the
gap without having to jump over the chasm. Meanwhile, deploy characters with
long-range attacks such as guns, Arithmeticks, or a long-range Jump in the
second squad. On their first turns, have them move up towards the first squad
and start targeting Barich with their range attacks. If you completed the
Gollund Colliery quest, Beowulf and Construct 8 will both be of great use here
for their long-range attacks (Vengeance and Dispose, respectively). Barich may
try to hide behind his monsters (and/or the Chemist), in which case you’ll have
to take them out first in order to shoot him. Unfortunately, Barich’s own
Thief’s Cap prevents you from Immobilizing HIM.
Barich’s Hydras will usually spend a turn or two advancing along Barich’s
portion of the battlefield without attacking you. After that, they’ll fly over
and land on your side! At this point, you may want to jump over Barich’s side
and start attacking him directly--if you’ve done enough to damage to him
already, you can probably take him out with a few attacks. (He does use
Lifefont to regenerate his HP, though.)
If you completed the Nelveska Temple and restored Reis to human form, you could
also try putting Reis in the second squad. Have her run up to the little
"bridge" connecting the two halves of the battlefield and use Dragon’s Charm
to charm the enemy Tiamat. Not only will this prevent the Tiamat from
attacking you, it will turn it against Barich! However, it usually takes a
turn or two for the Tiamat to come within range, so this may not be the most
efficient strategy -- and you have to watch out for the Dark Behemoth in the
mean time! If you DO use this strategy, you may wish to change Reis to a job
other than Dragonkin and equip Rubber Boots so that the Tiamat’s Tri-Thunder
attack won’t kill her before she can charm it.
BATTLE TROPHIES: None
---Battle 57: Airship Graveyard------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Hashmal [Bringer of Order; Leo]
--STRATEGY--
Hashmal’s two main attacks are Bind, which puts Stop on a group of characters,
and Quake, a fairly powerful area attack spell. Of course, equipping Jade
Armlets will protect you against the former. Since completely protecting
yourself against Stop will cause him to JUST cast Quake, one strategy is to
leave one character unprotected against Stop as a decoy. Hashmal will probably
try to Stop him/her, buying your other characters time to attack. Using this
strategy, you can probably defeat him before casts more than one Quake (perhaps
before he casts ANY).
And, if you completed the Gollund Colliery quest, you have an ace up your
sleeve: Construct 8, who is immune to both magick and Stop!
Although Hashmal’s spells are strong, with 5 of you versus 1 of him, you
shouldn’t have too much trouble taking him down. Just rush him. As always,
Lich and Graviga are effective against him. He only has 1500 HP.
BATTLE TROPHIES: Ragnarok
---Battle 58: Airship Graveyard------------------------------------------------
YOUR FORCES: Ramza, Alma [guest], 4 others
ENEMY FORCES:
1ST PHASE: Ultima [High Seraph; Virgo], Ultima Demon x4
2ND PHASE: Ultima [Arch Seraph; Virgo]
--STRATEGY--
Be sure to deploy your best characters for this, the final battle. Since both
versions of the final boss have a lot of HP, attacks that do damage
proportional to the enemy’s max HP are quite effective. This includes Lich,
Graviga, and Beowulf’s Drain Spellblade. Ultima likes to cast a lot of status
ailments on you, so equipping female characters (and Cloud) with any hair
adornments (Cachushas, Barettes, or preferably Ribbons) is also a great idea.
Alma will fight as a guest in this battle. She starts off with only 1 HP, so
toss her an X-Potion or cure spell to keep her alive. She will first cast
Aegis on herself, then start casting on the rest of the team. Aegis includes
a number of useful buffs, so this is actually pretty helpful. Note that if
Ramza or Luso casts the Ultima spell on Alma, she can learn it. This is not
advised, however; you want her casting Aegis, which is quite a bit more useful!
(You can toss Alma an Ether or Hi-Ether if she starts running out of MP.)
Note that the terrain here has changed a bit since the battle with Hashmal.
The mast pieces have disappeared and it’s a bit more open.
The Ultima Demons can do more damage than Ultima, so try to defeat them first.
They don’t have all that much HP, so you might even be able to take them out
with group attacks. If you’re using Orlandeau, Shadowblade is also handy since
it restores his HP at the same time as doing damage.
Ultima has several different attacks. There’s a physical attack, which is
fairly strong but otherwise nothing special, the Grand Cross spell, which
inflicts random status conditions, and an souped-up Ultima spell that is
still rather weak and slow to charge. Note that this Ultima spell has a
"friendly fire" effect and can damage Ultima’s own units (and Ultima herself).
You can use this to your advantage; if you see her charging the spell up, move
the targetted unit close to some enemies and they’ll take damage too. (You
can recognize Ultima because it’s the only spell she charges up that shows
estimated HP damage in the preview -- Grand Cross is a status attack only.)
Ultima can also teleport around the battlefield, often putting her out of your
reach (which is another reason not to try killing her before the Demons). She
does NOT have a counterattack, so you’re free to any physical or magick attacks
you want -- although you should probably have a better way of attacking her
than physical attacks!
If the battle drags on, the Ultima Demons you took out early on may start
turning into crystals. Grab these as soon as they appear. Ultima will try to
claim them, and, if she does, her HP will be completely restored!
It only takes about 1200 points of damage to defeat Ultima’s first form. Of
course, like all good final bosses, Ultima has a second form that appears
after the first is defeated. This one has over 3000 HP (!), but it’s probably
easier, since there won’t be any Ultima Demons around to harass you. Attack
her with the aforementioned Drain attack (Beowulf), Lich, Graviga, and sword
techniques. (Again, she has no counterattack, so physical attacks are also
safe.) Fortunately, Ultima is pretty slow, and you have quite a bit of
time to heal up and attack between her moves, especially if Alma has been
casting Haste on you via Aegis. And, if Alma has been casting Aegis on your
party, Ultima may well waste her turns using Dispelja to remove the effects of
Aegis, and not even inflict any damage on you.
Again, Ultima teleports around the battlefield on each of her turns. If she
moves out of range, just wait in the center of the ship and on her next turn
she should move in range again.
Once you defeat Ultima’s second form, you win the game. Congratulations!
%%%SUBQUEST BATTLE STRATEGIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00bssub
---Gollund Colliery Battle 1: Gollund Colliery Floor---------------------------
YOUR FORCES:
1st Squad - Ramza, 2 others
2nd Squad - Beowulf [guest], 2 others
ENEMY FORCES: Chemist (male) x5
--STRATEGY--
For some reason, you are being attacked by a large band of Chemists. (Note
that there’s one hidden under the staircase right next to where you start!)
Since the Chemists exclusively fight with guns, there’s no need for any type of
magick defense. And since guns always have a 100% hit rate, boosting your
evade rate is pointless; leave behind the cloaks and shields and go for dual-
wielded or two-handed weapons and other accessories. Finally, close-range
reaction abilities like Counter are pointless; choose reaction abilities like
Auto-Potion or Adrenaline Rush that are useful at any range.
The key to this battle is to close the distance between you and the Summoners
as quickly as possible. Fast characters or those with a high Move rate will
be good for this. You can also use Arithmeticks, Summons, Jump, or your
own guns to hit from a distance. If you use Arithmeticks, note that Blizzard
family magicks will be particularly effective because it’s snowing.
Since the Chemists all have Items, they can keep healing themselves and
reviving their KOed comrades, which gets a little annoying. If you have
Orlandeau and/or Meliadoul, using their Crush abilities to break the Chemists’
armor will reduce their maximum HP and limit the amount they can heal
themselves. (Rend and Steal abilities work for this, too, but they often miss
and don’t do any direct damage!) You can also use Summons to strike a whole
area and wipe all the critical-HP Chemists who have just been revived.
Reviving any of your *own* KOed can also be difficult--because the Chemists
have guns, they’ll immediately shoot and KO any character with critical HP.
You’ll need Arise to effectively revive characters. Of course, if a KOed
character’s death counter is getting low, you may need to toss a Phoenix Down
or Raise on them anyway--even if they just KOed again, you’ve at least reset
their counter and saved them from permanent death.
BATTLE TROPHIES: Mythril Bow, Mythril Shield
---Gollund Colliery Battle 2: Gollund Colliery Slope---------------------------
YOUR FORCES: Ramza, Beowulf [guest], 4 others
ENEMY FORCES: Chemist (male) x1, Thief (male) x2, Behemoth x1,
Behemoth King x1
--STRATEGY--
This battle has a similar setting as the previous, but there’s only Chemist
and, instead, two Thieves and two behemoths. (The Behemoth King is hiding in
the cubby-hole behind the Thief near your start position.) With a more
conventional assortment of enemies, this should actually be a more
straightforward battle.
The Chemist here has a Glacial Gun that you may want to steal -- though if he
happens to start with the Maintenance ability, you’re out of luck. He can do
quite a bit of damage from it and you can’t reach him to attack right away, but
equipping Ice Shields will protect you from the damage. The Thief on the top
level has a tendency to just sit in the corner until you come very close,
making him a sitting duck for magick or Jump attacks.
Since the Behemoth King is a somewhat rare monster, you may also want to Entice
or Tame it onto your team. Alternately, Poach it and you’ll score either an
Artemis Bow or a Cherche perfume.
BATTLE TROPHIES: Mythril Knife, Mythril Spear
---Gollund Colliery Battle 3: Gollund Colliery Ridge---------------------------
YOUR FORCES:
1st Squad - Ramza, Beowulf [guest], 2 others
2nd Squad - 2 others
ENEMY FORCES: Chemist (male) x2, Blue Dragon x2, Pig x1
--STRATEGY--
This time, you’re fighting two Chemists, two Blue Dragons, and a dancing pig
(huh?). The Pig is safe to leave ’til last; it can’t do any harm. The Blue
Dragons, however, can and WILL harm you. Equipping Ice Shields will defend
against their Ice Breath attack, but even their physical attacks are strong.
The Blue Dragons are weak against fire, so use fire attacks for extra damage.
Do NOT use ice attacks (including Geomancy, the Icebrand, and the Glacial Gun),
as they will absorb the ice and gain HP! Special sword techniques are your
best offense (as usual).
If you Entice the Pig to your team, you can breed and Poach pigs for great
items, so this is a great opportunity to recruit one! If you already have a
Pig on the team, you can just axe this one.
BATTLE TROPHIES: Mythril Sword, Mythril Armor
---Gollund Colliery Battle 4: Gollund Coal Shaft-------------------------------
YOUR FORCES: Ramza, Beowulf [guest], Reis [guest], 3 others
ENEMY FORCES: Syneugh [Archaeodaemon], Plague Horror x3, Ochu x2
--STRATEGY--
You need to keep Reis, the Holy Dragon, alive in this battle. Be sure to bring
someone who can heal her.
In order to get into Reis’s area, you need to climb up onto the upper level and
pass through the narrow doorway. If you use jobs or accessories that get your
Jump score up to 4, you can jump directly up onto the ledge, which helps you
close the distance quickly. Otherwise, you’ll have to take the long route up
by using the stairs behind where your party starts.
The Plague Horrors will turn you to stone or cast Doom on you if given the
chance, so kill them first -- both the Plague Horrors and Ochus are weak
against ice, so use ice attacks! If the enemies get lined up in the narrow
passage, use Shockwave (Monk) or Divine Ruination (Agrias/Orlandeau) to hit the
whole line of them. Reis will probably also rip into them with her Ice Breath.
After taking out the Plague Horrors, go after Syneugh. (Reis should be
able to handle the two Ochus.) Make sure to keep Reis healed. Syneugh uses
Gigaflare a lot, which hits a wide area but isn’t nearly as powerful as it
looks (although it does do a number on the frame rate ^_^). It also hits his
own teammates if they happen to be standing in your vicinity! Syneugh doesn’t
have very much HP; if you have Orlandeau, he might able to kill Syneugh in
one shot. This battle isn’t really as tough as it may look -- just make
sure Reis stays healed!
BATTLE TROPHIES: None
---Balthier Subquest Battle: Dorter Slums--------------------------------------
YOUR FORCES: Ramza, Balthier [guest], 3 others
ENEMY FORCES: Archer (male) x3, White Mage (female) x1, Monk (male) x1,
Thief (male) x1
--STRATEGY--
The bulk of your team will start away from Ramza and Balthier, so it may be
helpful to bring characters with a high Move range or guns, so that they can
join the fray quickly. You’ll need to make sure Ramza doesn’t get separated
and surrounded. Balthier won’t fight on the frontlines, but he has a super-
strong gun and will assist from the rooftops. Unless Ramza gets surrounded,
this should be an easy battle.
BATTLE TROPHIES: None
---Nelveska Temple Battle: Nelveska Temple-------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Construct 7, Cockatrice x3, Hydra x2
BOSS: Construct 7 [random Zodiac] - lv 66 Automaton - Bravery 50, Faith 00
Abilities : Tasks, Counter, Defense Boost
--STRATEGY--
The enemies here will hit you hard and fast. When deploying characters, put
Orlandeau on either the far left or far right. If you have another character
with an automatic Haste (e.g. from the Tynar Rouge), place her behind
Orlandeau. Together, they can probably KO one of the Hydras on the pillars
before it has a chance to move.
The Hydras will attack you first. Watch out for their Tri-Attack, which hits
both the unit in front of them as well any to either side. Try to kill off one
of them before the Cockatrices reach you. The Cockatrices have relatively
little HP, so you may be able to take them out with group attacks (e.g.
Hallowed Bolt). Since all the enemies are fairly close by, you often don’t
need to move attack to them. Remember that not moving gives you your next turn
faster, so don’t move unless you need here. Since you’re getting assaulted
from all sides here, Orlandeau’s Shadowblade attack is quite useful here -- it
both deals damage AND restores a lot of his HP, keeping him healthy.
Construct 7 will probably come out of its nook in the temple to attack you.
It attacks are brutal and can do 300+ damage to you. Try to thin out the
other monsters a little bit first so you won’t be swarmed while you’re wearing
Construct 7 down. Once you’ve taken out at least half the other monsters, rush
Construct 7. It has NO Faith, so magick attacks are useless, and it’s also
immune to all elements except Lightning, so even non-magickal attacks that do
elemental damage (like the Monk’s Shockwave) don’t work. Regular physical
attacks and sword techniques will work. In addition, Construct 7 IS weak to
non-magickal lightning attacks, so Reis’s Thunder Breath attack will do quite a
bit of damage; it should take off more than half the Construct’s HP! When you
KO Construct 7 the first time, it will come back with 1 HP, so KO it again and
the battle will end.
However, there are ALSO a bunch of hidden items that you can find during this
battle. If you want to get them, you have to get them during this battle, as
you can’t come back here after defeating Construct 7.
On top of the two pillars where the Hydras start, you’ll find the best polearm
(right pillar) and shield (left pillar). They’re called the Javelin and
Escutcheon, but they’re really totally different items. The lower your
Bravery, the better your odds of discovering them; otherwise, you’ll end up
with a regular Javelin and Escutcheon, the WORST polearm and shield. To get up
on top of the pillars, move Construct 8 or Reis next to the pillar as a
stepping-stone. You’ll need at least a jump of 4 to get up using the stepping-
stone method. (Ignore Elevation and Teleport are not usable because you need
their ability slot for Treasure Hunter!)
There are also two other hidden items: the Sasuke’s Blade ninja blade, and the
Nagnarok sword, a sword that turns enemies into Toads. The Nagnarok has only 1
attack power but a high evade rate when used with Parry. Both these items also
require low Bravery, or you’ll get Elixirs instead.
Sasuke’s Blade is hidden in the grassy area behind the temple. When you’re
facing the temple, on the right side, you’ll see a staircase-like cliff that
you can use to climb up on top of the temple. Once you’re on top of the
temple, continue moving away from your starting point into the green and brown
grassy area at the back end of the map. The specific tile is near the very far
back. Face the temple and move the cursor the upper-left corner of the map.
Now, move the cursor one tile to the right and one tile down. You should be on
a tile with a height of 4. This is the tile with Sasuke’s Blade.
The Nagnarok sword is much closer to where you start. When the battle starts,
you’ll see that Construct 7 is in the "doorway" of the temple just in front of
where you start. It’s a black area with pillars on either side. You’ll have
to lure Construct 7 out of the way. Once Construct 7 moves out of the way,
move into that "doorway," as if you were walking inside the temple. This is a
narrow passageway -- move the character as far back in the passage as the game
will let you in. The tile deepest inside the temple has the Nagnarok.
This can be a tough battle in its own right, and trying to claim all these
items will make it even harder. Bringing as any many women with Chantage as
possible will help keep you alive, of course -- and even Angel Rings (which
only give you Reraise once per battle) are useful. If your Treasure Hunter is
relatively weak, try equipping him/her with the Invisibility Cloak found on
Mount Germinas. As long as the character doesn’t take any actual action and
just moves around picking up items, s/he should be left alone completely.
KOing one or both Hydras at the very start of the battle will leave their
bodies atop the pillars, preventing you from climbing up there until they
crystallize ... but go ahead and KO them anyway. You’re being attacked by so
many enemies at the start that it’s easier to take them out and then just wait
for them to crystallize once things have settled down.
The biggest concern when item-hunting is Construct 7 and its strong attacks.
Unfortunately, it’s immune to most of the status conditions you might want to
inflict; instead, use Rend Speed over and over to whittle down its speed and
minimize the number of turns it gets. Once you’ve taken away all its speed,
you can then use Rend Power on it to make it even weaker. (Note that if you
combine Arts of War with Dual Wield, you get two Rends per turn.) If you’re
doing the Rends at close range, you will have to endure Construct 7’s
counterattacks, which is why Chantage will be helpful. Beware of accidentally
killing Construct 7 with any counterattacks you might have; you don’t want the
battle to end prematurely! (And, keep in mind that all of Construct 7’s
special attacks decrease its own HP a little bit.) You’ll probably need to
stand by and keep healing Construct 7 while you continue item-hunting. The
other enemies can (and should!) be safely killed, of course.
Because the Javelin II and Esutcheon II have the same names as the crummy
Javelin and the Escutcheon, it’s hard to tell during the battle which one
you’ve picked up. The Javelin II is gray instead of silver and has a fatter
point, and the Escutcheon II has gold trim (instead of silver) and an extra
vertical bar on its face. These details can be tough to spot in the few
seconds the item is displayed, though. An easier method is to put Reequip on
your Treasure Hunter, which will allow you to examine the items list during
battle. As long as you have "Display Unequippable Items" set to "On" (under
Options), you can see your entire list of equipment. Press Select to check the
stats. If the Javelin or Escutcheon has great stats, it’s the one you want; if
it has terrible stats, it’s the "regular" version. (You can reset if you don’t
get what you’re looking for.) You needn’t even use up a turn to use Reequip
in this way; just cancel out of the equipment menu without changing anything
and you can take another action.
If you’re not shooting for ALL the items, the Escutcheon II is generally the
best to pick up since it can be equipped by many jobs and cannot be found
anywhere else in the game. (The Javelin II and Sasuke’s Blade can eventually
be caught with Sticky Fingers, and a Sasuke’s Blade can be stolen in another
subquest.) The Javelin II is probably second-best, since it’s the strongest
polearm, whereas Sasuke’s Blade is inferior to the Koga and Iga blades found in
Midlight’s Deep. The Nagnarok is the lowest priority, since it is of rather