Space Monkies, come hither and rejoice! I am the one and only Ser BlueHighwind the Ultimate Badass. Yes and though your enthusiasm for just seeing my glorious presence again may be overwhelming, I ask that you do not kiss your monitor. Such an act would smudge the screen and thus befoul my sacred text contained within.
Final Fantasy Tactics first came out on the Playstation 1 and for reasons that I now know to incredibly stupid, I did not play it. In fact I even laughed at those 'idiots' who did buy that game. "Ha, you bought a lame 2D game! You're a retard! I got my FFVII, in full 3D!! HAHAHA!!!" Well its obvious now that I was the idiot. So to rectify my mistake I will now walkthrough the game I so foolishly spurned in my youth. I realize now that this game is certainly one of the best Final Fantasies out there, and by far the most underrated. I have to fix that.
Here's the funny thing about Final Fantasy Tactics, there is not a single useful walkthrough out there for the game. Many have tried, but none ever seem to cross that line into giving really useful information or tactics (pun not intended, I never intend puns). So far the best try has been Zerobandwidth's Final Fantasy Tactics: The War of the Lions/Walkthrough. So to rectify this hole in the world of walkthrough, I now begin my grand attempt.. Will it just be a glorious victory for all mankind, or just another pathetic failure, slowly covered by the sands of history, forgotten? Only time can tell.
Sounds like fun!
How to Play Final Fantasy Tactics[edit source]
My version of Final Fantasy Tactics is regrettably on Sony's gigantic piece of shit, that they call the Playstation Portable. Well in order for you play the game you must either have this system and the wierd plastic coated disk (what's so bad about cartridges? It works for the DS) that the game comes on. Not only that but you also need a Memory Card (the cheapest cost $50 - ripoff) and a battery with a charger and an electrical outlet. A house usually has one of those. So if you're currently homeless, go murder some yuppie professional prick living alone, bury him in the backyard, and get to playing.
That's just the mechanical limitations. You also need eyes, or somebody with eyes to read the text on screen...well scratch that, you need to be able to see for this game more than any other Final Fantasy. If you're blind, you're fucked this time. Sorry. You might have been able to pull it off for FFI - FFX, but not for this game. You also need to be able to read, and certainly require a functioning central nervous system. Well you need more than that, you need a highly functioning brain with an IQ of 100 or more. If you don't have even that then just keep sucking your thumb and watching MTV. Finally you need a human-level hand or higher. If you're lucky enough to have two, then you're really in good form. Some cool hyper-advanced robot appendages or Cthulhu tentacles will also do quite nicely.
Basic Controls[edit source]
The PSP suffers from an insane over-abundance of buttons (and not a right nubby thing, which means no camera control in my GTA) and navigating this sea of madness can be a bit tricky. You use the D-Pad on the World Map. However once a battle starts, the nubby thing actually gets a use as camera rotator. However it only can go into the four corners of the battle field, so lining up a good line of sight can sometimes be hell if there's something in the way. The shoulder buttons zoom in and out. You won't be using them often.
Other than that this is essentially the same as any other Sony Final Fantasy. is select, is cancel. is menu, classic stuff. Start seems to have the same purpose. Select explains what each individual ability and option you find means, which removes pesky tutorials but also lets new players learn the ropes. I love Select. doesn't do anything as far as I know.
Battle system[edit source]
You know how to play a Final Fantasy game by now don't you? Well throw most of what you know about Final Fantasy away for Final Fantasy Tactics. It will probably do more harm then good.
Unlike every other game in the series, FFT is a Tactical RPG (thus explaining the name "Tactics"). That means that instead of standing in two rows and waiting for the other guy to attack like an eighteenth-century musketeer, all units can move around the battlefield in three real dimensions. You actually have to walk up to your enemy to attack. And if he's in range of your attacks, you're probably in range of his attacks. The balance between short-range and long-range fighters is one you are going to need to learn.
Since the battlefield is in 3D, terrain is a factor. When you are on a higher elevation then your opponent, your attacks do more damage and his do less. The same system is in place for where you hit the enemy. Striking him from behind will do more damage then from the front. This should all be pretty obvious. What isn't obvious is that Reaction Abilities are also based upon this same idea. If the enemy can "Counter" attacks, they will be much more likely to do it from the front then behind.
That's all well and good, but this is an RPG. Which means that leveling up and abilities come into play as well. To gain EXP, all you have to do is perform a single action. The higher the level of the enemy or ally you perform it on means more or less EXP gained. In fact, you can gain levels by attacking your own allies. Which is something you should do if you wish to gain the maximum amount of power from every battle.
Final Fantasy Tactics uses a Job System very similar to that of Final Fantasy V. Characters must enter into certain Classes in order to perform that Job's special ability and use its weapons. You can also learn abilities while in that Job, which can be transferred when you change Classes. However, you can only know five abilities at a time. One is the Special Attack of the Job you currently in, the second is the Special Attack of another Job you know. The other three are one Reaction Ability, Support Ability, and Movement Ability each. Luckily the entire game comes with an auto-Libra, so you can examine every enemy and ally on the battlefield to learn his or her stats and abilities. You should not attack without checking the crystal ball first.
Abilities are learned via a special point system called JP (which is known in every other can as AP). JP is gained the same way as EXP, and can be spent on an ability. Once you gain enough JP, you gain a Job Level. The more Job Levels you have, the greater JP you gain from each action. Once enough Job Levels are obtained for a certain Class, more Classes can be unlocked.
Still not confused? How about now?
FFT has three types of units. Generic humans, monsters, and Specials. Generics are just basic soldiers that you can recruit at any town in the world. They can only learn the Jobs every character knows, and on some level are just clones of each other (with minor stat variations). Monsters are Monsters, you know them from every game. Specials are human units that an essential role in the plot and can use their own Special Classes with its own abilities. With only a few exceptions, Specials are more powerful than Generics. Interestingly enough, the level of Monsters and Units in this game is roughly equal to the average level of your party. Its like the FFVIII system, only done right since one character is not designed to be twenty levels higher than the rest of the party. I hate FFVIII.
Get this: there are no dungeons in this game. In fact, there are no locations at all. Each town is just a bunch of menus (lazy design if there ever was one), other locations are usually just a single random battlefield. All you can do is wander the World Map, and the three types of locations on it. Blue locations are friendly, the bigger ones are towns. Green locations are random battle sights. When you walk over them you have about a one-third chance of getting into a random battle. Red Zones are areas you must go to progress the storyline. They usually contain mandatory battlefields.
As you move along the world, the game's internal Zodiac-based calender moves forward a day for every movement. Each character has a birthdate in a Zodiac sign. If the month is their sign, their attacks are boosted very slightly. Characters of opposite Zodiacs and genders will be able to harm or heal each other more than usual. Characters of opposite signs and the same gender will not be able to harm or heal each as well as usual. But since situations where these things meet are very rare, you can just ignore this.
Now are you confused?
I saved the worst news for last. Characters die in this game. When a unit is KO-ed, they fall onto the ground a number appears over their head. Once it goes past 0, that unit will Crystallize or turn into a Chest. When that happens, they are dead forever. You cannot bring them back, ever. Usually that's a sign that you should restart your game. At least one character cannot be allowed to die for real. If the main character does die, its GAME OVER.
Since I'm certain you're confused by now, read this over. Then read it again. Then translate it into Spanish and read it backwards. No matter how complicated this may seem, it is not nearly as bad as FFVIII.
So I can easily navigate my own pages:
Chapter 1: The Meager[edit source]
- Part 2: Prelude to a Flashback
- Part 3: The Proletariat Uprising
- Part 4: Sister Sister
- Part 5: Dealing With Dorter
- Part 6: Slaying a Sand Rat
- Part 7: The Brigade Strikes Back
- Part 8: The Nobility Strikes Back Back
- Part 9: Kicking Argath's Ass
Chapter 2: The Manipulative and the Subservient[edit source]
- Part 10: We Have to Save the Princess! Where's Link When You Need Him?
- Part 11: Chocobo vs. Goblin: Beast Wars
- Part 12: Et Tu Gaffgarion?
- Part 13: Full Metal Gunslinger
- Part 14: Cardinal Virtues
- Part 15: Machine City Warfare
- Part 16: Nymphomaniac Paladin Babes From Outer Space
- Part 17: Execution Site Exasperation
- Part 18: The Fell Knight Falls
- Part 19: Cardinal Sins
Chapter 3: The Valiant[edit source]
- Part 21: Child of a Thunder God
- Part 22: Hellectic Ramza
- Part 23: A Little Knowledge Can Be a Dangerous Thing
- Part 24: Mighty Morphin' Power Wiegraf
- Part 25: Luso Comes to Peddle His Game
- Part 26: Suckseers
- Part 27: Ghostbusters
- Part 28: Party at Barrington's House
- Part 29: Killing Belias the Gigas for Dummies
- Part 30: Back From the Dead
Chapter 4: In The Name of Love[edit source]
- Part 31: Eastward Ho!
- Part 32: Choco Meteor Hell Zone
- Part 33: Goodnight Sweet Zalmour
- Part 34: The Sky Pirate Soars
- Part 35: Desert Storm
- Part 36: The War of the Directions: North or South?
- Part 37: Thoughtless Mass-Destruction and Murder For Peace
- Part 38: The Epic Poem of Beowulf
- Part 39: Torrential Tundra
- Part 40: Holy Shit! - a Holy Dragon!
- Part 41: A Eulogy for a Flower Girl
- Part 42: Ghostbusters 2
- Part 43: Lucavi Babies
- Part 44: Night of the Living Argath
- Part 45: Templars Have Nasty Tempers
- Part 46: What it is to be a God
- Part 47: The Most Expensive Stick of Lipstick You'll Ever See
- Part 48: Zal's Most Excellent Makeover
- Part 49: The Secret of Orbonne
- Part 50: Drink up that Necrohol
- Part 51: A Cruel Angel's Thesis
- Part 52: Far Beyond Eternity
Optional Stuff[edit source]
- Part 53: I'm a Love Machine
- Part 54: Cameos From the Greatest Final Fantasy EVER
- Part 55: Another Sephiroth Look-Alike and His Lunatic Master
- Part 56: The Northern Sky is Falling
- Part 57: Midnight at Midlight