Introduction[edit source]

The guide is designed to neatly and easily assist those in search of improving their clan via Clan Trials and Recruitment. Benefits of the Clan Trials mostly include Privileges (which can be quite useful), modifications to your clan talents (which can unlock new quests) and set you a Clan Rank which assist in Recruiting new units. Recruitment may seem difficult to control, but a lot of variables that control it are indeed controllable despite their invisibility to the player. This guide will provide the information you need to tackle the Trials, get the Privileges you want, and get the new units that you want.

Basic FAQ[edit source]

Q: What are Clan Trials?

A: Clan Trials are challenging tests that push your team to the limit. They all alter your clan's 4 talents (Negotiation, Aptitude, Teamwork, Adaptability) in some form, which can unlock new quests for you, and some impart Privileges which can benefit you in battle, and sometimes even get you discounts when purchasing Quests or Items from Pubs and Shops. There are 14 groups of trials with 5 difficulty levels each, the higher the difficulty the higher the stat change, the stronger the privilege, the higher the discount and the higher your Clan Rank goes.

Clan Trials all carry a cost which deducts from your Clan Points. Clan Points can only be earned by completing quests. If you can see the cycle here, Clan Trials can enable you new quests, which in turn give you Clan Points to spend on new Trials. Remember, though, Clan Points are also used at auctions! Spend wisely so you do not cut yourself off.

Q: What are the Clan Talents all about?

A: There are four Clan Talents, they measure different factors:

Negotiation - How well your clan works with other people
Aptitude - How well your clan works with their hands
Teamwork - How well your clan works with each other
Adaptability - How well your clan works with changing situations

Very often, Quests and the Clan Trials themselves are limited by your level in these stats. Improving them is the way to getting more Quests and Trials to undertake. Quests themselves usually contain small bonuses to your Clan Talents.

Q: What are the Clan Privileges all about?

A: Before each battle, after the Judge decides what the Law will be, you are given a list of Clan Privileges to choose from. These all give your units some form of benefit, and by doing Clan Trials you can unlock new Privileges and improve your old ones. Please note, when it says "Attack↑ 1" this does not mean "+1 Attack", it is just the first rank of "Attack↑". Most Privileges have 3 or 5 ranks, not counting special specific ones. Higher privileges will overwrite the lower ones, so do not worry about a cluttered list. The higher the Clan Trial you complete, most usually the higher Privilege you receive.

Breaking the Law during a battle will void any Privilege currently active and you will lose it's bonus. Breaking the Law during a Clan Trial will cause you to outright lose the Trial and have to start over again.

Q: 14 Trials!? But you said there are only 4 Talents!

A: The 14 Trials are quite diverse. There are 4 based off the 4 Talents, 4 more that are even more difficult versions of those, 4 that combine two Talents into one Trial, and then two forms of General Training, which push all of your talents to their limits. Each trial is designed to test your group based off the concepts of that Talent, some focus on the singular, others focus on doing them in tandem and then General Training does ALL of them.

Q: How do I unlock Clan Trials? or I have some Clan Trials, but how do I get these others?

A: To get your first Trials, you must complete the quest "The Yellow Wings"

Completing the following quests unlocks these Clan Trials:

"The Yellow Wings" - Negotiation 1, Aptitude 1, Teamwork 1, Adaptability 1
"You Say Tomato" - General Training 1
"Now That's a Fire!" - Negotiation-Teamwork, Adaptability-Negotiation, Teamwork-Aptitude, Aptitude-Adaptability
Participate in the Auction following "Now That's a Fire" - General Training 2
"Grounded!", then ride the airship from Moorbella - Negotiation 2, Aptitude 2, Teamwork 2, Adaptability 2

Q: My Clan Talents are very low! What do I do?

A: A small trick you can do earlier on is picking the Adaptability Trial, which will improve that talent and lower Teamwork, and then doing Teamwork which lowers Adaptability and raises Teamwork. From there, you just move through all 4 Talents in a cycle, which will give you about a +3 bonus to each other very gradually. Doing this for awhile can give you higher overall Talents.

Eventually, though, you unlock the difficult General Training Trials, which instead give a bonus to EVERY Talent, but like I said these can be hard to do sometimes.

Q: Okay, I know about all that stuff already, I've been playing awhile. But what in the world is up with Clan Rank?

A: Clan Rank is an invisible stat. It mostly directly influences which kinds of units you can recruit, with more powerful ones coming with a higher Rank. The primary recruitment quest, "Clan Mates" (the method of recruitment which I will be going over), factors this invisible stat in heavily. To get a higher Rank, you must complete a higher trial than your previous best.

AN IMPORTANT THING TO NOTE: Clan Rank does not add, and it does not stack. Doing two Trials in a row will not add them together. Repeating a trial will not add it's Clan Rank to its self. Clan Rank ONLY changes when you finish a higher ranking Trial, and it stays the same (even if you do a lower ranking trial) until you go even higher. Clan Rank looks at only which is the highest level Trial you've completed and sits there.

Therefore, as you'll see later in the guide, the highest you can possibly get is a Clan Rank of 100 from finishing the hardest trial of General Training 2 and receiving the 'Master Adventurers' title.

Q: Directed recruitment? I thought that popped up entirely randomly!

A: With one method of recruitment, it does. Visiting certain areas of the map at certain times of Ivalice's year can cause a bubble with an orange ? floating in it to appear, and touching it will introduce you to an interested character. Be careful, though, angry clans who you've stolen land from in the Auction use this same icon and you might be getting yourself into a tough fight. The better your clan is overall, the better the quality of the people that show up.

However, there is a mini-quest titled "Clan Mates" which can give you complete and total control over which units you are recruiting, and it is repeatable every Month within the game. This is the method which I will be covering in this guide and will show you how to control that quest (which seems somewhat random at first).

Q: How do I unlock the mini-quest "Clan Mates" ?

A: You must complete "Now That's a Fire!", participate in the Auction which occurs after that quest, and then also have finished the quest "The Star Seal"

Clan Trials[edit source]

One half of this guide is to help you with the Clan Trials and get you the improvements you want or need. Please refer to the separate section below on which Clan Rank number you'll receive by finishing these. Please remember, breaking the Law when doing certain Trials will cause you to lose. This is different from standard battles. Also, try to keep your goal in mind, these are tests of your Clan's ability.

Negotiation 1[edit source]


Quest Rank: 25
Unit Count: 6
Location: Camoa
Unlock: Finish the quest "The Yellow Wings"
Requirements: Negotiation - 1 Point Minimum
Goal: Defeat all enemies within the time limit
Law: Targeting Distant Units

In this trial, you are faced with the challenge of defeating all enemies that the Judge places within a time limit. The amount of enemies and the amount of time you have changes with the difficulty level.

The law that binds you is you cannot attack other units from a distance. All actions must be made by a unit, to its target(s) which are standing right next to it in the adjacent tile. You can still use Spells and Ranged Weapons by having the unit stand next to the target and attacking, but take care to make sure the spell does not hit another enemy OR ally which is at a distance from you. You can do multi-target attacks, too, as long as all targets are next to the acting unit (this might fry the Mage himself when using spells, but sometimes that it is worth it).

A precaution concerning using ranged units, though: All enemies you face on this trial are Dreamhares which pack a Charm ability. It is very much possible for a Dreamhare to charm a unit, make them stand at a distance and make them attack - which will cause you to lose the trial.

Tactics to counter that, besides not bringing any ranged units, are to equip items which prevent Charm or quickly attack that unit with one of your own (remember to do it up close) and break the Charm. In addition, Dreamhares are all weak to Fire, so bringing Fire-enchanted weapons and using Fire-based abilities will kill them much quicker and hopefully prevent them from getting a Charm out.

Difficulty:

Title Time Limit Enemy Count
Hagglers 3 Rounds 2 Dreamhares
Intermediaries 3 Rounds 3 Dreamhares
Barterers 3 Rounds 4 Dreamhares
Brokers 4 Rounds 5 Dreamhares
Orators 3 Rounds 6 Dreamhares

Rewards:

Title Aptitude Negotiation Quest & Item Discount Privilege Unlocked
Hagglers -3 +3 -1% Prices Empowered Nu Mou
Intermediaries -4 +6 -2% Prices n/a
Barterers -5 +9 -3% Prices Luck↑ 2
Brokers -6 +12 -4% Prices n/a
Orators -7 +15 -5% Prices Luck↑ 3

Aptitude 1[edit source]


Quest Rank: 10
Unit Count: 3
Location: Targ Wood
Unlock: Finish the quest "The Yellow Wings"
Requirements: Aptitude - 1 Point Minimum
Goal: Find the Special Barrel within the Time Limit
Law: Attack

This trial is pretty easy going. The Judge places barrels around the map and you have to walk up to each and use the 'Examine' command until you find the correct barrel, which you must do before the time limit is up. The amount of barrels and amount of time you have to work with raises with the difficulty.

You don't have to worry about the Law here, as no enemies ever show up and the only way you could break it is by having one of your units strike another unit with a Melee attack, which seems a bit... counter-productive here.

You are limited to using only 3 units, so try to pick units of yours that are rather quick and can move far. A clever tactic you can try is having two Jugglers with Smile Toss and having them move to a spot and then do Smile Toss to the other, and in doing that will renew their rounds which will allow them to walk to any barrel you please before really ending their turn doing an Examine.

If all else fails, you can just restart your game and try again. You need not worry about losing Exp. or loot drops, as there are none!

Difficulty:

Title Time Limit Object Count
Grease Monkeys 3 Rounds 4 Barrels
Apprentices 4 Rounds 4 Barrels
Machinists 3 Rounds 6 Barrels
Technicians 4 Rounds 6 Barrels
Dab Hands 2 Rounds 6 Barrels

Rewards:

Title Negotiation Aptitude Privilege Unlocked
Grease Monkeys -3 +4 Empowered Bangaa
Apprentices -4 +7 n/a
Machinists -5 +10 Power↑ 2
Technicians -6 +13 n/a
Dab Hands -7 +14 Power↑ 3

Teamwork 1[edit source]


Quest Rank: 10
Unit Count: 6
Location: Camoa
Unlock: Finish the quest "The Yellow Wings"
Requirements: Teamwork - 1 Point Minimum
Goal: Defeat all enemies within the time limit
Law: Not Using MP

This is like a trickier version of Negotiation 1. The Judge creates multiple enemies and you must defeat them within the time limit, with the amount of enemies and time you have based off the difficulty chosen.

The Law here is "Not Using MP". What this means, is all A Abilities you character uses (i.e. Pugilism, Thievery) must consume MP in some way. HOWEVER, you can still make plain Attacks without worry. This limitation only effects A Abilities. In fact, you can still have Reaction (and of course Passive) Abilities still going. Doing a Counter attack is perfectly okay.

The enemies you fight here are Mimics, which can be pretty tricky as they have many strong spells and have abilities to heal themselves and counter attack. However, their big weakness is that they are weak to every single type of magic element. The main strategy that will come into play here, especially considering the laws, is have your heavy melee guys just pound on them with normal attacks (Unless you have some MP draining abilities) and have your Mages go insane blasting the hell out of them. A White Mage is handy for healing, which of course consumes MP and is alright.


Difficulty:

Title Time Limit Enemy Count
Acquaintances 3 Rounds 2 Mimic
Associates 3 Rounds 3 Mimic
Relations 3 Rounds 4 Mimic
Confidants 4 Rounds 5 Mimic
Old Friends 3 Rounds 6 Mimic

Rewards:

Title Adaptability Teamwork Privilege Unlocked
Acquaintances -3 +4 Empowered Viera
Associates -4 +7 n/a
Relations -5 +10 Speed↑ 2
Confidants -6 +13 n/a
Old Friends -7 +14 Speed↑ 3

Adaptability 1[edit source]


Quest Rank: 10
Unit Count: 6
Location: Camoa
Unlock: Finish the quest "The Yellow Wings"
Requirements: Adaptability - 1 Point Minimum
Goal: Cause all enemies to flee within the time limit
Law: Fire, Ice and Lightning

Your goal in this trial is to make the enemy Red Flans flee from combat before the time limit is up. The amount of Red Flans and the amount of time you have depends on the difficulty selected.

When the battle starts, watch for a Red Flan to do a special animation. If there are multiple Red Flans, make note of the one that does it (only one does it at a time), and which animation it did. Then, to cause that Red Flan to flee, simply have a unit walk next to it and use the special "Experiment" command. A box will come up giving you three options. Recall the animation you saw the Red Flan do and pick accordingly:

Spins In Place Leans Backward Leaps Up and Spins
Stare Down Surprise Threaten

As mentioned, if you are dealing with multiple Red Flans only one of them does it at a time, and they only do it afterwards at the start of the next round. Go after the first one which animates, and then the second, and so on to cause them to flee one by one.

You do also have the option of winning this Trial purely by brute force, but this is riskier and takes much more time to do. Also, remember the Law - Fire, Ice and Lightning attacks are not allowed, which includes the Red Flan's elemental weakness.

Ultimately, if you want to finish as quick as totally possible, I'd say use Experiment on the animating Red Flan and then assault the others until the next round comes, then repeat.

Difficulty:

Title Time Limit Enemy Count
Scouts 4 Rounds 1 Red Flan
Observers 3 Rounds 1 Red Flan
Surveyors 4 Rounds 2 Red Flan
Imitators 3 Rounds 2 Red Flan
Mimics 4 Rounds 3 Red Flan

Rewards:

Title Teamwork Adaptability Privilege Unlocked
Scouts -3 +4 Empowered Moogles
Observers -4 +7 n/a
Surveyors -5 +10 Agility↑ 2
Imitators -6 +13 n/a
Mimics -7 +14 Agility↑ 3

Negotiation 2[edit source]


Quest Rank: 20
Unit Count: 6
Location: Moorabella
Unlock: Finish the quest "Grounded!", then ride the airship from Moorabella
Requirements: Negotiation - 20 Points Minimum
Goal: Defeat all enemies within the time limit
Law: Grouping

As with the previous rank, it is again a Trial where you must defeat all the enemies within the time limit, where both the amount of enemies and the amount of time is based off the difficulty chosen.

This time you are fighting Deadly Nightshades, which tend to put people to Sleep and potentially cause Berserk instead of Charm. To make things worse, the Law is Grouping which means units are never allowed to end their turn standing next to ANYONE enemy or ally, which means multi-unit Esuna isn't possible. Try your best to make sure the problem doesn't get out of hand, while keeping an eye on where you have your units end their turn. WARNING: Should someone be asleep and a Nightshade be standing next to them, the next time their turn comes up you'll instantly lose.

Equipping items to prevent Sleep would help quite a bit here, but those can be tricky to find.

Melee units will either have to strike something standing next to them and then move, or used distance attacks like Air Render or Aurablast. Deadly Nightshades are weak to water so try to bring in Spells and Attacks that take advantage of that, to kill them quicker and prevent them from getting too much control on your units.

Difficulty:

Title Time Limit Enemy Count
Mediators 3 Rounds 2 Deadly Nightshade
Counselors 3 Rounds 3 Deadly Nightshade
Conciliators 3 Rounds 4 Deadly Nightshade
Arbiters 4 Rounds 5 Deadly Nightshade
Master Negotiators 3 Rounds 6 Deadly Nightshade

Rewards:

Title Aptitude Negotiation Quest & Item Discount Privilege Unlocked
Mediators -8 +18 -6% Prices Safe Keeping
Counselors -9 +21 -7% Prices n/a
Conciliators -10 +24 -8% Prices Luck↑ 4
Arbiters -11 +27 -9% Prices n/a
Master Negotiators -12 +30 -10% Prices Luck↑ 5

Aptitude 2[edit source]


Quest Rank: 20
Unit Count: 4
Location: Zedlei Forest
Unlock: Finish the quest "Grounded!", then ride the airship from Moorabella
Requirements: Aptitude - 20 Points Minimum
Goal: Find the Special Barrel within the Time Limit
Law: Ice

Once again you are seeking the special barrel, and like always the amount of barrels, amount of time and now ALSO enemies depends on the difficulty chosen.

Picking units with high Movement and Speed is a must like before, but due to the terrain of this Trial a good Jump is very handy too. A Gria unit can help out a lot here. You only have 4 Units and have to deal with Bombs harassing you while you search for the barrel this time, so I really suggest just running for the barrels and ignoring the bombs.

On top of that, the Law against Ice, which is the Bomb's weakness makes your chances of winning this Trial and defeating the Bombs very very slim.

It's quite a hectic search, especially on that last difficulty. Equipment/abilities that can absorb fire could possibly help a bit here.

Difficulty:

Title Time Limit Object Count Enemy Count
Craftsmen 3 Rounds 4 Barrels 2 Bombs
Smiths 4 Rounds 4 Barrels 3 Bombs
Wrights 3 Rounds 6 Barrels 4 Bombs
Artisans 4 Rounds 6 Barrels 4 Bombs
Master Artificers 2 Rounds 6 Barrels 5 Bombs

Rewards:

Title Negotiation Aptitude Quest & Item Discount Privilege Unlocked
Craftsmen -8 +19 -1% Prices Empowered Seeq
Smiths -9 +22 -2% Prices n/a
Wrights -10 +25 -3% Prices Power↑ 4
Artisans -11 +28 -4% Prices n/a
Master Artificers -12 +31 -5% Prices Power↑ 5

Teamwork 2[edit source]


Quest Rank: 20
Unit Count: 6
Location: Moorabella
Unlock: Finish the quest "Grounded!", then ride the airship from Moorabella
Requirements: Teamwork - 20 Points Minimum
Goal: Defeat all enemies within the Time Limit
Law: Smash Gauge > 60%

This is another trial where you have enemies, a time limit and a goal to defeat them. Again, the enemy count and time limit is based off the difficulty chosen.

However, this one has a big twist due to the Law - Your Smash Gauge is not allowed to go above %60 (but it may sit there). Considering that each successful action made against another unit raises the attacker's gauge 10%, and your goal here is to defeat all the enemies, this means that each unit is allowed up to 6 attacks before they can't do anything else.

Essentially the idea is to defeat the enemy in as few actions as possible. On the melee side, stick to the most damaging abilities you have, but also make sure they are accurate (so your action isn't a waste), so that means Jump and Moogle Rush arn't really an option. Magically, use your most damaging spells and abilities like MP Halve to get out the big ones even earlier. Chocobos are weak to Ice, Holy and Thunder, so make the most of that.


Difficulty:

Title Time Limit Enemy Count
Comrades 3 Rounds 2 Chocobo
Cohorts 3 Rounds 3 Chocobo
Boon Companions 3 Rounds 4 Chocobo
Countrymen 4 Rounds 5 Chocobo
Master Allies 3 Rounds 6 Chocobo


Rewards:

Title Adaptability Teamwork Quest & Item Discount Privilege Unlocked
Comrades -8 +19 -2% Prices Empowered Gria
Cohorts -9 +22 -4% Prices n/a
Boon Companions -10 +25 -6% Prices Speed↑ 4
Countrymen -11 +28 -8% Prices n/a
Master Allies -12 +31 -10% Prices Speed↑ 5

Adaptability 2[edit source]


Quest Rank: 20
Unit Count: 6
Location: Moorabella
Unlock: Finish the quest "Grounded!", then ride the airship from Moorabella
Requirements: Adaptability - 20 Points Minimum
Goal: Cause all enemies to flee within the Time Limit
Law: Fire, Ice and Lightning

The return of the trial where you try to cause flans to flee. Like usual, enemy count and this time TYPE, and your time limit are based off which difficulty you choose.

Like before, watch the flans when the Trial starts and take note of their animations. This time there are Ice Flans and Yellow Jellys that show up along with Red Flans, and they each have their own unique animations. Unlike last time, since there isn't any doubles of any of the types, all their animations play at once. Remember their animations, this is important. There is pretty much little reason to try anything besides scaring them off, unless you really want the loot drops. Remember, though, Ice, Fire and Lightning are banned and those are the weaknesses of the Flans present in this trial.

If you screw up or something, you have to wait until the next round to see the animations again.

To scare them off, again, just have a unit walk next to a Flan, choose the special "Experiment" command and then a menu will pop up giving you choices. Recall their animations and choose accordingly:

Ice Flan:

Licks the Air Screams Slides In Place
Eat Slap Insult

Red Flan:

Spins In Place Leans Backward Leaps Up and Spins
Stare Down Surprise Threaten

Yellow Jelly:

Hops Into Air Squashes Itself Crouches Down
Pat Praise Poke

A special note: The Privilege unlocked with the first Difficulty is Libra. You can unlock this earlier on by putting a copy of the first Final Fantasy Tactics: Advance into the bottom slot of the DS and loading up your game. If you do not have access to that game, this is how you get Libra.

Difficulty:

Title Time Limit Enemy Count
Contrivers 4 Rounds 1 Ice Flan
Survivalists 3 Rounds 1 Ice Flan
Trailblazers 3 Rounds 1 Red Flan, 1 Ice Flan
Executors 2 Rounds 1 Red Flan, 1 Ice Flan
Master Improvisors 2 Rounds 1 Red Flan, 1 Ice Flan, 1 Yellow Jelly


Rewards:

Title Teamwork Adaptability Quest & Item Discount Privilege Unlocked
Contrivers -8 +19 -2% Prices Libra
Survivalists -9 +22 -4% Prices n/a
Trailblazers -10 +25 -6% Prices Agility↑ 4
Executor -11 +28 -8% Prices n/a
Master Improvisers -12 +31 -10% Prices Agility↑ 5

Negotiation-Teamwork[edit source]


Quest Rank: 15
Unit Count: 6
Location: Bigsa Greenlands
Unlock: Finish the Quest "Now That's a Fire!"
Requirements: Negotiation & Teamwork - 10 Points Minimum
Goal: Defeat all the enemies within the Time Limit
Law: Using MP

Another one with the goal of defeating all enemies within a time limit, where the enemy count and time given is based off the difficulty chosen.

However, this has a bit of a twist to it. All your enemies are Tonberry, and on top of that everything which consumes MP is not allowed. That might seem okay at first, but you've got to understand what Tonberrys are capable of. One thing they do is Stalk one of your units, and from there they walk forward until right next to them and then pull out a knife and instantly kill the unit. On top of that, they have many other heavily damaging attacks.

Since MP is banned, you cannot hope to heal your units beyond throwing all your Exilirs all over, and you cannot just hide out and throw magic at them. At the same time, getting next to the Tonberrys is pretty much instant death, so you can't melee them either. Your main option is to keep yourself out of Tonberry walking distance and attack with your melee unit's non-MP using ranged attacks like Aurablast.

It's a tricky fight, but with fancy footwork and maybe a few Phoenix Downs you should be able to get it.

Difficulty:

Title Time Limit Enemy Count
Speakers 4 Rounds 2 Tonberry
Lectors 4 Rounds 3 Tonberry
Advocates 3 Rounds 2 Tonberry
Champions 3 Rounds 3 Tonberry
Master Judicers 2 Rounds 2 Tonberry


Rewards:

Title Teamwork Aptitude Adaptability Negotiation Quest & Item Discount Privilege Unlocked
Speakers +5 -4 -3 +7 -2% Prices AP↑ 1
Lectors +11 -6 -4 +13 -4% Prices AP↑ 2
Advocates +17 -8 -5 +19 -6% Prices AP↑ 3
Champions +23 -10 -6 +25 -8% Prices Debuff Resistance 4
Master Judicers +29 -12 -7 +31 -10% Prices Always Counter

Adaptability-Negotiation[edit source]


Quest Rank: 15
Unit Count: 6
Location: Graszton
Unlock: Finish the Quest "Now That's a Fire!"
Requirements: Adaptability & Negotiation - 10 Points Minimum
Goal: Survive
Law: Harming The Weak

This is pretty fresh in comparison to the other trials, your goal this time to is survive an onslaught of Cockatrices rushing at you and not just their number is determined by the difficulty, but also their LEVEL. The amount of rounds you must survive increases with higher difficulties, too.

The reason why the level factor matters so much now, is because the Law here is you are not allowed to let characters injury enemies below their level. In the lower difficulties they are low to high 20s, and in the later they are high 20s to mid 30s or so. All you really have to do is send up a strong defense and repel their attacks, but should your characters throw any damage out and they hit a lower level unit, you're gonna be starting all over.

You can try bringing characters of lower levels to fight with (especially on lower difficulties) and dump heavy heals on them (Regen in particular would be great). Using classes with high defensive bonuses are nice too, and it might be wise to put Cockatrices to sleep so they cannot act, which will remove them from acting on a round.

Difficulty:

Title Duration Enemy Count
Followers 2 Rounds 2 Cockatrice
Compromisers 2 Rounds 3 Cockatrice
Outriders 3 Rounds 3 Cockatrice
Catalysts 3 Rounds 3 Cockatrice
Master Intercessors 3 Rounds 3 Cockatrice


Rewards:

Title Teamwork Aptitude Adaptability Negotiation Quest & Item Discount Privilege Unlocked
Followers -4 -3 +7 +5 -1% Prices Gil↑ 1
Compromisers -6 -4 +13 +11 -2% Prices Gil↑ 2
Outriders -8 -5 +19 +17 -3% Prices Debuff Resistance 3
Catalysts -10 -6 +25 +23 -4% Prices Gil↑ 3
Master Intercessors -12 -7 +31 +29 -5% Prices Non-Elemental Attacks

Teamwork-Aptitude[edit source]


Quest Rank: 15
Unit Count: 6
Location: Aldanna Range
Unlock: Finish the Quest "Now That's a Fire!"
Requirements: Teamwork & Aptitude - 10 Points Minimum
Goal: Examine the Magic Urn 8 Times within the Time Limit
Law: Ranged Weapons

This trial is a twist on the old Special Barrel hunt, but instead you are trying to get to a Magic Urn and examine it. After Examining it, the Magic Urn teleports to a new spot, and you must Examine it a total of 8 times with it teleporting to a new spot after each Examine. To make things more difficult, strong Ahriman creatures assault you as you scramble to reach the Urn. On top of this, you have a time limit. The amount of Ahriman present, the number of locations the Magic Urn can appear, and the amount of time you have to examine it 8 times changes depending on the difficulty selected.

Bring units with high speed, movement and jump - as this area is a mountain one. On top of that, they'll need to be strong units to deal with the Ahriman, who can both cast Charm (which can make your units run astray and waste time) and cast Death on your units. Unlike most trials, you cannot really ignore them here. In addition, Ranged Weapons are not allowed here, so your units will have to get up close to deal with the Ahriman. I'd suggest fast and powerful Gria units for this trial, equipped with items to prevent status effects/charm and Death.

You'll also have to balance your force by location, too. Clumping them all together will make it that much more harder to reach new Urn locations, especially on the hardest difficulty. Spreading them out a bit in each direction will make it easier to reach the urns, yet could make the Ahriman more difficult to deal with. This Trial requires careful planning.

Difficulty:

Title Duration Object Locations Enemy Count
Hands of Steel 4 Rounds 4 Locations 4 Ahriman
Hands of Silver 4 Rounds 5 Locations 4 Ahriman
Hands of Gold 4 Rounds 6 Locations 5 Ahriman
Hands of Divinity 3 Rounds 7 Locations 5 Ahriman
Master Hands 3 Rounds 8 Locations 5 Ahriman


Rewards:

Title Teamwork Aptitude Adaptability Negotiation Quest & Item Discount Privilege Unlocked
Hands of Steel +7 +5 -4 -3 n/a Exp↑ 1
Hands of Silver +13 +11 -6 -4 n/a Debuff Resistance 2
Hands of Gold +19 +17 -8 -5 -1% Price Exp↑ 2
Hands of Divinity +25 +23 -10 -6 -3% Price Exp↑ 3
Master Hands +31 +29 -12 -7 -5% Price MP Efficiency

Aptitude-Adaptability[edit source]


Quest Rank: 15
Unit Count: 6
Location: Galernia Deep
Unlock: Finish the Quest "Now That's a Fire!"
Requirements: Aptitude & Adaptability - 10 Points Minimum
Goal: Collect all the Lights within the Time Limit
Law: Ranged Weapons

This trial is not too bad. Your goal is to collect shining lights on the ground, but the trick is after grabbing one, the others change their locations. Some enemies wander around the map as you do this, but they are rather ineffective and low level and can be easily ignored, most especially as this has a time limit to adhere to. The amount of lights, enemies and time you have depends on the difficulty selected.

A general strategy would be to get fast units with high Speed and Movement and fan them out to cover the most ground and anticipate the new locations of the lights. Doing the Double Smile Toss trick can make this trial a cinch. The flans are almost a non-issue. Beat them up if you please, but try not to waste time. Avoid using Ranged Weapons, too.

Difficulty:

Title Duration Object Count Enemy Count
Travelers 4 Rounds 3 Lights 3 Red Flan
Prospectors 4 Rounds 3 Lights 3 Red Flan, 1 Ice Flan
Pioneers 4 Rounds 4 Lights 2 Red Flan, 1 Ice Flan, 1 Yellow Jelly
Voyagers 3 Rounds 4 Lights 1 Red Flan, 1 Ice Flan, 2 Yellow Jelly
Master Explorers 3 Rounds 5 Lights 1 Red Flan, 2 Ice Flan, 2 Yellow Jelly


Rewards:

Title Teamwork Aptitude Adaptability Negotiation Quest & Item Discount Privilege Unlocked
Travelers -3 +7 +5 -4 n/a Debuff Resistance 1
Prospectors -4 +13 +11 -6 n/a Smash Gauge↑ 1
Pioneers -5 +19 +17 -8 -1% Prices Smash Gauge↑ 2
Voyagers -6 +25 +23 -10 -3% Prices Smash Gauge↑ 3
Master Explorers -7 +31 +29 -12 -5% Prices MP Channeling

General Training 1[edit source]


Quest Rank: 15
Unit Count: 6
Location: Baptiste Hill
Unlock: Finish the Quest "You Say Tomato"
Requirements: All Clan Talents - 1 Point Minimum
Goal: Defeat all enemies within the Time Limit (Don't have to obey the law)
Law: Missing

Standard Trial where you try to kill everything before the time limit is up. The amount of enemies present and the amount of time you have depend on the difficulty chosen.

The main thing here, though, if you want the clan bonus, is you are NOT ALLOWED TO MISS any attacks. So the strategy you have to put in place is positioning of units (from sides and behind have better chances to hit), careful selections of attacks, and trying to take them out as quick as possible as to not drag the fight on too long and both put yourself at risk for missing and also run out of time.

Your enemies here are Sprites, also, and they tend to have a high Magic resistance. Having your casters support beefy melee units equipped with Counter and hard hitting multi-target attacks like Aurablast will work out pretty well. Sprites like to cast Slow on your guys, so a Time Mage can be nice to help them deal with that.


Difficulty:

Title Duration Enemy Count
Novices N/A 4 Sprite
Trainees N/A 5 Sprite
Journeymen N/A 6 Sprite
Professionals 4 Rounds 6 Sprite
Veterans 3 Rounds 6 Sprite


Rewards:

Title Teamwork Aptitude Adaptability Negotiation Quest & Item Discount Privilege Unlocked
Novices +4 +4 +4 +4 n/a Empowered Humes
Trainees +8 +8 +8 +8 n/a CP↑ 1
Journeymen +12 +12 +12 +12 n/a Regen
Professionals +16 +16 +16 +16 n/a CP↑ 2
Veterans +20 +20 +20 +20 -5% Prices CP↑ 3

General Training 2[edit source]


Quest Rank: 25
Unit Count: 6
Location: Baptiste Hill
Unlock: Finish the Quest "Now That's a Fire!" and participate in the Auction afterwards
Requirements: All Clan Talents - 40 Points Minimum
Goal: Defeat all enemies within the Time Limit
Law: > 20 Damage

This is the big one. The highest rewards, and the highest possible clan rank are obtained from these trials, and they are quite difficult to do.

The simplicity of defeating all enemies before the time limit is up can fool you, but the laws and enemies present here make it something else. As usual, the amount of enemies and amount of time you have depend on the difficulty chosen, but also what enemies you fight. The deadly Tonberry show up in later difficulties, combined with irritating Werewolves and Zaghnal.

On top of that, the Law here is you are not allowed to do over 20 damage. I'm serious. Forunately, the law does not govern over Reactive abilities like Counter, so have your units take defensive action - but watch out for that damn Tonberry! The room here is quite small and our cute green friend might be planting a knife in your skull sooner than you'd wish.

The primary method in which you'll have to defeat enemies is to use instant Death spells and Doom spells to kill enemies in round-a-bout ways without actually striking them for damage. It can be quite tricky to pull off, especially with the Tonberry and all, but is possible. Try having your melee units hold fort and protect the Mages as they summon the Grim Reaper to do their bidding. Afterwards, enjoy your rewards because you've pretty much reached the top of the mountain. You're the Master Adventurers!

Difficulty:

Title Duration Enemy Count
Adepts 4 Rounds 1 Zaghnal, 1 Deadly Nightshade
Braves 4 Rounds 1 Zaghnal, 1 Ice Flan, 1 Deadly Nightshade
Heroes 4 Rounds 1 Zaghnal, 1 Floating Eye, 1 Ahriman, 1 Deadly Nightshade
Legends 3 Rounds 1 Zaghnal, 1 Werewolf, 1 Tonberry
Master Adventurers 3 Rounds 1 Zaghnal, 2 Werewolf, 1 Tonberry


Rewards:

Title Teamwork Aptitude Adaptability Negotiation Quest & Item Discount Privilege Unlocked
Adepts +24 +24 +24 +24 -8% Price Move↑ 1
Braves +28 +28 +28 +28 -10% Price Regenra
Heroes +32 +32 +32 +32 -12% Price Regenga
Legends +36 +36 +36 +36 -14% Price Debuff Resistance 5
Master Adventurers +40 +40 +40 +40 -20% Price Move↑ 2

Clan Trials - Titles & Ranks[edit source]

Like said before, please take not that Clan Rank does not add together or stack up. Doing multiple trials does not add their Ranks together, nor does repeating a trial add anything to anything. Clan Rank is an invisible stat, which means it is factored into things (primarily recruitment) and never shown to you (but they do hint to it). The Clan Rank you hold is related to which is the highest title you've ever earned. You are bestowed that Rank, and it stays that Rank until you finish an even higher Rank. You will never lose your rank to a lower one.

In other words, once you get Master Adventurers, there is no other rank to achieve.

Negotiation 1 Aptitude 1 Teamwork 1 Adaptability 1 Clan Rank
Hagglers Grease Monkeys Acquaintances Scouts 6
Intermediaries Apprentices Associates Observers 12
Barterers Machinists Relations Surveyors 18
Brokers Technicians Confidantes Imitators 24
Orators Apprentices Associates Observers 30
Negotiation 2 Aptitude 2 Teamwork 2 Adaptability 2 Clan Rank
Mediators Craftsmen Comrades Contrivers 36
Conselors Smiths Cohorts Survivalists 42
Conciliators Wrights Boon Companions Trailblazers 48
Arbiters Artisans Countrymen Executors 54
Master Negotiators Master Artificers Master Allies Master Improvisors 60
Negotiation - Teamwork Adaptability - Negotiation Teamwork - Aptitude Aptitude - Adaptability Clan Rank
Speakers Followers Hands of Steel Travelers 12
Lectors Compromisers Hands of Silver Prospectors 24
Advocates Outriders Hands of Gold Pioneers 36
Champions Catalysts Hands of Divinity Voyagers 48
Master Judicers Master Intercessors Master Hands Master Explorers 60
General Training 1 Clan Rank
Novices 10
Trainees 20
Journeymen 30
Professionals 40
Veterans 50
General Training 2 Clan Rank
Adepts 60
Braves 70
Heroes 80
Legends 90
Master Adventurers 100

Recruitment & "Clan Mates"[edit source]

While recruitment can come in the form of semi-randomized individuals appearing to you on the world map, there is a method to have direct control over who and what you receive, so you can get things that you need and when you need it (when thats available, at least). The way to access this method is through the quest "Clan Mates". Here are the details on "Clan Mates":

Clan Mates
Quest Rank: 1
Pub Town: Camoa
Location: Targ Wood, Ophy Point
Pub Fee: 100 Gil
Time Limit: 20 Days
Unlock: Finish the quests "The Star Seal" and "Now That's a Fire!" and participate in the auction after that 2nd quest.

Rewards:

10 AP
A new Clan Member

In order to get the required quest "The Star Seal", you must finish the quest "The Yellow Wings". Pretty much, just follow the main story until after the auction, have "The Star Seal" completed, and now you can do "Clan Mates".

"Clan Mates" is a quest that appears once a month and is repeatable, and it allows you to pick the race and class of the unit you receive, but the actual mechanics of this are only hinted to and not explained in detail - that is what the other half of this guide is for.

Firstly, the month in which you undergo the quest is important. This is the factor that decides what the race of the unit will be. If you are desiring something specific, you might have to wait until the month that race is available, but I imagine some of you also are using this to just get a new unit when the quest pops up and are curious what you can get - Here is a chart detailing which races come with each month:

Hume Bangaa Nu Mou Moogle Viera Gria Seeq
Blackfrost Greenfire Rosefire Goldsun Ashleaf Emberleaf Plumfrost
Skyfrost Bloodfire Coppersun Silversun Mistleaf

Note: Gria and Seeq only have one month, so be on time if that is what you are looking for! Remember, months are only about 20 days or so long and years about 200-ish days. If you have the rest houses to spend time in, you should be able to rest until the month you are looking for comes up. If you're not looking for anything specific, just check what the current month is when you do the quest!

Secondly, After arriving to the meeting point to receive your new clan member, you will be asked a series of questions. These questions will determine what class the unit you receive will be. All questions have 2 responses, an Upper and a Lower. Below, in the big class chart, I include the specific answers for you to use. Just look up the class you want!

Thirdly, some of these classes have multiple requirements. Some classes require you to have made it a certain distance in the Main Quest and/or unlocked the class its self, if that is needed for you to use it normally. In addition, your CLAN RANK is important to which classes you'll get. If a class requires either unlock and/or a higher Clan Rank than what you have, you will get a base class instead of what you were looking for. Check the charts in the previous section to determine what your Clan Rank is.

As you will see, though, no classes ask for a higher than 24 Clan Rank. Having these or higher will enable you access to all classes with a Clan Rank limitation (provided you have also unlocked them, if need be, and passed the Main Quest requirement):


The 4th or higher titles of Negotiation 1/Aptitude 1/Teamwork 1/Adaptability 1
The 3rd or higher title of General Training 1
The 2nd or higher titles of Negotiation-Teamwork/Adaptability-Negotiation/Teamwork-Aptitude/Aptitude-Adaptability
Any title of Negotiation 2/Aptitude 2/Teamwork 2/Adaptability 2
Any title of General Training 2

Here is the key to getting the classes you want, I have marked the base classes you will receive if you do not meet a requirement in Green and I have marked classes that need to be unlocked through an additional side quest in Red.

The 'Main Quest Min. Req.' box refers to which Main Quest you need completed before you can recruit that class. Some classes run with all 3 stipulations: Clan Rank, Main Quest progress, and Unlock Requirement. The base class you receive will be derived from the root of what you asked for, if you do not meet the requirements. If you're intentionally doing that, why not just ask for them directly??

Humes[edit source]

(Blackfrost & Skyfrost)

Job Clan Rank Min. Req. Main Quest Min. Req. Answer Sequence
Soldier n/a n/a U,U,U,L
White Mage n/a n/a L,L,U,L
Black Mage n/a n/a L,U,U,U
Thief n/a n/a U,U,U,U
Archer n/a n/a L,U,U,L
Paladin 12 "Mountain Watch" U,U,L,L
Fighter 12 "Mountain Watch" U,U,L,U
Blue Mage 12 "Mountain Watch" L,U,L,U
Hunter 12 "Mountain Watch" L,U,L,L
Seer 24 n/a L,L,L,L
Paravir 24 "Making Music" U,L,L,L
Ninja 24 "Making Music" U,L,L,U
Illusionist 24 "Making Music" L,L,L,U

Bangaa[edit source]

(Greenfire & Bloodfire)

Job Clan Rank Min. Req. Main Quest Min. Req. Answer Sequence
Warrior n/a n/a L,U,U,U
White Monk n/a n/a U,U,U,U
Dragoon n/a n/a U,L,L,U
Gladiator n/a n/a U,U,L,U
Bishop n/a n/a L,L,L,U
Trickster 18 n/a L,L,L,L
Master Monk 18 "Seeking The Stone" U,U,U,L
Defender 18 "Seeking The Stone" L,U,U,L
Cannoneer 18 "Seeking The Stone" L,L,U,U
Templar 18 "Seeking The Stone" L,L,U,L

Nu Mou[edit source]

(Rosefire & Coppersun)

Job Clan Rank Min. Req. Main Quest Min. Req. Answer Sequence
White Mage n/a n/a L,U,U,U
Black Mage n/a n/a U,U,U,L
Beastmaster n/a n/a U,U,L,L
Time Mage 12 "Grounded!" L,L,U,U
Illusionist 12 "Grounded!" U,U,U,U
Sage 12 "Grounded!" U,L,L,U
Arcanist 12 "Grounded!" U,L,U,U
Scholar 24 "A Request: Part 1" U,L,L,L
Alchemist 24 "A Request: Part 1" L,U,L,U

Moogles[edit source]

(Goldsun & Silversun)

Job Clan Rank Min. Req. Main Quest Min. Req. Answer Sequence
Animist n/a n/a U,U,U,U
Black Mage n/a n/a U,L,L,U
Thief n/a n/a L,U,L,L
Moogle Knight 12 "Wanted: Sky Pirate Vaan" U,L,L,L
Fusilier 12 "Wanted: Sky Pirate Vaan" U,L,U,L
Time Mage 12 "Wanted: Sky Pirate Vaan" L,U,L,U
Tinker 12 "Wanted: Sky Pirate Vaan" U,L,U,U
Juggler 24 "The Dig" L,L,L,U
Chocobo Knight 24 "The Dig" U,U,U,L
Flintlock 24 "The Dig" L,U,U,L

Viera[edit source]

(Ashleaf & Mistleaf)

Job Clan Rank Min. Req. Main Quest Min. Req. Answer Sequence
Fencer n/a n/a U,U,U,L
White Mage n/a n/a U,L,U,L
Archer n/a n/a U,U,U,U
Red Mage n/a n/a U,L,L,U
Green Mage n/a n/a U,L,U,U
Spellblade 18 n/a U,L,U,L
Elementalist 18 "Rumors Abound" L,L,U,U
Summoner 18 "Rumors Abound" L,L,L,U
Sniper 18 "Rumors Abound" L,U,L,L
Assassin 18 "Rumors Abound" L,U,U,U

Gria[edit source]

(Emberleaf)

Job Clan Rank Min. Req. Main Quest Min. Req. Answer Sequence
Hunter n/a "Rumors Abound" L,L,L,U
Raptor n/a "Rumors Abound" U,U,U,U
Ravager 18 "Through Another's Eyes" L,U,U,L
Geomancer 18 "Through Another's Eyes" U,L,L,U

(if you haven't completed the Quest "Rumors Abound", and thus not fulfilling the requirements for even the base class, you will recieve a Seeq Berserker (Tactics A2) instead)

Seeq[edit source]

(Plumfrost)

Job Clan Rank Min. Req. Main Quest Min. Req. Answer Sequence
Berserker n/a n/a L,U,U,U
Ranger n/a n/a L,L,U,U
Lanista 18 n/a U,L,U,U
Viking 18 "The Dig" U,U,U,L

Conclusion[edit source]

Hopefully this guide made it possible for you to improve your clan, as that was half my reason for doing it! There is a bit of a drought on thorough FFTA2 information, and it doesn't much help people are still trying to use the old Japanese version info. Hopefully as time passes, more English-based and complete/thorough information surfaces so people can always find help on the myriad of details in this game. An early 'Thank You' to anyone who undergoes the path to those goals.

The other half was that I myself had been keeping track of things on paper, in crude .txt, bloated documents, etc. and was tired of having to deal with all that and sought a neat and clean way to compile it and easily access it. Without Final Fantasy Wiki, and it's support of guides like this, I likely wouldn't have a place for it - so a big thanks to them too!

Crntn 13:33, 31 July 2008 (UTC)

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