Zwill Straightblade [dagger] Fomalhaut [gun]
* Orochi [ninja blade] Glacial Gun [gun]
* Moonsilk Blade [ninja blade] Blaze Gun [gun]
Blood Sword [sword] Artemis Bow [bow]
* Onion Sword [sword] * Gae Bolg [polearm]
* Francisca [axe] * Chaosbringer [fell sword]
Golden Axe [axe] * Arondight [fell sword]
* Nirvana [staff] * Balmung [fell sword]
* Vesper [flail]
SHIELDS:
* Reverie Shield
HEADGEAR:
* Onion Helm [helm] Cachusha [hair adornment]
* Acacia Hat [hat] Ribbon [hair adornment]
ARMOR:
Rubber Suit [clothes] * Brave Suit [clothes]
* Minerva Bustier [clothes] * Sage’s Robe [robe]
ACCESSORIES:
* Onion Gloves [gauntlets] Chantage [perfume]
* Empyreal Armband [armlet]
ITEMS:
Elixir [item]
Note that some of these items (like the Brave Suit) are quite rare, and you
won’t find them often even with all characters at level 99.
---Item Evaluation-------------------------------------------------------------
Of these items, the most valuable by far is the Brave Suit. This is the best
suit of clothes in the game; it boosts your HP and MP by quite a bit and gives
you a permanent Reraise like Chantage! This means you can finally have male
characters with a permanent Reraise. And, equipping a Brave Suit on a female
character frees up an accessory slot that otherwise might have gone to
Chantage. Unfortunately, the Brave Suit shows up quite infrequently.
Other good armor here includes the Acacia Hat and the Reverie Shield, which is
second only to the Escutcheon II amongst shields. (And since there’s only one
Escutcheon II, a supply of Reverie Shields is good to have.) In some cases,
the Reverie Shield can be even better than the Escutcheon II since it halves
all elemental damage, good for magick attacks you can’t evade (e.g. hydra
breath attacks). And while they’re not unique to Melee Mode, the plentiful
supply of Rubber Suits and Ribbons here is actually quite nice; the Rubber Suit
is the best alternative to the Brave Suit, and Ribbons guard female characters
against almost all status ailments!
The Orochi and Moonsilk Blade are the most powerful ninja swords -- the
Moonsilk is a bit stronger in raw attack power, but the Orochi drains HP. If
you use Ninjas, you’ll want to collect these up!
The Minerva Bustier is also good to pick up if you use Reis. Although not as
strong as some other pieces of armor, it’s the only body armor that can be
equipped by Reis’s Dragonkin job.
Finally, if you use Onion Knights, you’ll also want to grab the Onion Sword,
Helm, and Gloves here. (The Onion Armor and Shield are found in Rendezvous
Mode.)
Most of the other equipment isn’t that great; they’re either in unhelpful
weapon classes (e.g. axes) or are inferior to items available in Rendezvous
Mode.
%%%RENDEZVOUS MODE - GENERAL INFORMATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren0
The Rendezvous Mode is a two-player co-operative mode. It consists of 15
missions that two players tackle together. (It’s not possible to play these
missions with just one player.) Completing the missions earns you items,
including a number of rare items you can only find in this mode (see below for
details).
The later missions also make for a particular challenge for FF Tactics masters,
as they’re the toughest battles in the game.
---STARTING A MISSION---
Beginning midway through Chapter I, new Rendezvous Mode missions will continue
to become available as you progress through the single-player game. A mission
may be selected as long at least ONE of the two players has unlocked it, though
both players must have at least progressed through the first few battles of the
game to make the Rendezvous Mode option appear in a Taven.
To start a Rendezvous Mode mission, have each player go to the Tavern and
choose Rendezvous Mode and "Start a Mission." The hosting player (Player 1)
should choose to host a mission and the other player should choose to join.
Like Melee Mode, Rendezvous Mode can only be played over a local (ad hoc)
connection.
Each mission can be played an unlimited number of times, regardless of whether
you win or lose.
Unlike the Melee Mode, Rendezvous missions do not cost gil.
---MISSION DIFFICULTY---
The Rendezvous Mode missions that you can unlock as you play through the
single-player mode are appropriate for characters at that stage of the game.
So, the missions you unlock in Chapter II can be tackled while you’re still in
Chapter II, and so on.
The experience level of the enemies you face in Rendezvous Mode scales with
your own characters’ levels. So, simply leveling up won’t really help you win
the battles. Of course, learning new abilities, gaining equipment, and using
the stat-raising tricks described in the Level Downs and Stat-Grinding section
*will* help you. :)
---THE RULES---
Rendezvous Mode differs from single-player combat in several ways:
* You CANNOT permanently lose items or characters in this mode. Stolen and
broken items, and items consumed using the Throw, Iaido, and Items commands,
are restored to you at the end of battle. Characters cannot permanently die
because they simply teleport out of the battle when their KO counter expires.
(Since they’re not permanent deaths, these do NOT count as Casualties on your
Chronicle screen.) Anyone turned into a Malboro by Malboro Spores is turned
back into a human.
Note that this makes some abilities substantially more useful in the Rendezvous
Mode since you no longer have to worry about losing rare items. Elixirs are
great for restoring HP and MP, the Masamune and Chirijiraden Iaidos can be used
freely (Masamune casts Haste and Regen on a group!) and rare weapons like the
Chaos Blade can be thrown without losing them.
* You CAN keep items that YOU obtain from chests, stealing, and catching them
from ENEMIES using Sticky Fingers. You CANNOT keep weapons caught when your
partner throws them (which would otherwise allow you to easily duplicate any
weapon :P). You must win the battle to keep your gained items; they are lost
if you fail the mission.
* The Arithmeticks command is completely off-limits in this mode and cannot be
used.
* Monsters cannot be poached for items. Poaching a monster will still remove
it from the map, but no items will be added to the Poachers’ Den.
* While the Traitor status (from Entice or Tame) can still be used to recruit
enemies onto your side for the duration of the battle, they cannot join your
team permanently afterwards.
* Only JP, not EXP or levels, is earned. In addition to earning JP, you can
also learn and keep abilities from crystals. Magick that can be learned from
being hit with it (see Advanced Tactics) can also be learned and kept. You
must win the battle to keep your abilities; they are lost if you fail the
mission.
Since you cannot gain levels, the Wild Boar’s Bequeath Bacon is ineffective in
this mode.
* Bravery and Faith can be changed for the duration of a battle, but there are
no permanent changes.
* There are no traps and no items that can be found using Treasure Hunter (even
on tiles where there are traps/items in the single-player game).
* Your characters cannot be put under AI control.
* The game cannot be paused. (However, when one player is moving, the other
player can scroll around the map and looking at characters’ status.)
* Although Bonus Gil is earned after a battle, gil cannot be gained or lost
*within* a battle from Gil Snapper, Steal/Plunder Gil, or treasure chests.
* Enemies killed during Rendezvous Mode are not added to your Kills tally on
the Chronicle screen. I’m assuming this means they also aren’t counted towards
unlocking Dark Knight, but I haven’t confirmed this.
* This isn’t a Rendezvous Mode-specific rule, but it’s worth noting that all of
the multiplayer-exclusive weapons cannot be thrown with the Ninja’s Throw
command.
%%%RENDEZVOUS MODE - TREASURES AND RANKING%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren1
After winning a Rendezvous Mode battle, each player will be presented with a
ring of chests, and can open 1 to 5 of them based on your performance during
battle. (No chests are awarded if you lose.) Since these battles are a
cooperative effort, both players will always earn the same number of chests,
even if one player had his/her forces completely wiped out.
The NUMBER of chests you can open is determined by how well you fought. You
can open more chests when you....
1) Deploy fewer characters. Typically, you can deploy up to a total of 3
characters (i.e., one player deploys 1 character and the other deploys
2 characters) and still earn 5 chests, but this may vary a little from
mission to mission.
2) KO more enemies. Some missions don’t require you to KO every enemy, but
KOing more of them will earn you more chests.
3) Do not have any of your own characters get KOed. If characters are KOed
but later revived, this does not appear to penalize you.
The number of turns you take does not seem to be relevant.
The CONTENTS of the chests are determined by different factors:
1) The average level of your characters
2) Most missions have a "cap" on item quality. The tougher the mission, the
better the items you can get.
Note that the QUALITY and QUANTITY of items you receive are determined by
completely different factors! Even a poor performance on the later missions
will earn you a chance at rare items; you just won’t get as *many* of them. On
the other hand, blowing through early missions will not get you unique items,
no matter how efficiently you fight or how high your level is.
---RARE ITEMS IN RENDEZVOUS MODE---
A (probably incomplete) list of RARE items that you can win in Rendezvous Mode
is below. (I haven’t listed items that can also be bought in a store, though
you’ll often get these from the early missions.)
* indicates items that can ONLY be acquired in Rendezvous Mode.
WEAPONS:
Sasuke’s Blade [ninja blade] Ras Algethi [gun]
Nagnarok [sword] Fomalhaut [gun]
Materia Blade [sword] Glacial Gun [gun]
* Moonblade [sword] Blaze Gun [gun]
Defender [knight’s sword] Blaster [gun]
Save the Queen [knight’s sword] Yoichi Bow [bow]
Excalibur [knight’s sword] Perseus Bow [bow]
Ragnarok [knight’s sword] * Sagittarius Bow [bow]
* Durandal [knight’s sword] Faerie Harp [instrument]
Chaos Blade [knight’s sword] Omnilex [book]
Masamune [katana] Holy Lance [polearm]
Chirijiraden [katana] Dragon Whisker [polearm]
Golden Axe [axe] * Gungnir [polearm]
Dragon Rod [rod] Fallingstar Bag [bag]
* Stardust Rod [rod] Wyrmweave Silk [cloth]
* Crown Sceptre [rod] * Deathbringer [fell sword]
* Dreamwaker [staff] * Valhalla [fell sword]
Scorpion Tail [flail]
SHIELDS:
Kaiser Shield * Genji Shield
Venetian Shield * Onion Shield
HEADGEAR:
* Genji Helm [helm] Cachusha [hair adornment]
* Vanguard Helm [helm] Ribbon [hair adornment]
* Brass Coronet [hat]
ARMOR:
Genji Armor [armor] Mirage Vest [clothes]
* Onion Armor [armor] Rubber Suit [clothes]
Ninja Gear [clothes]
ACCESSORIES:
* Gaius Caligae [shoes] Invisibility Cloak [cloak]
* Genji Glove [gauntlet] Sortile’ge [perfume]
* Brigand’s Gloves [gauntlet] Chantage [perfume]
* Sage’s Ring [ring]
Of course, as noted above, not all of these items are available in every
mission. Again, the best items are only found in later missions, and your
characters must have a high level to have a chance of getting them.
In addition, there are also some items that only appear in specific missions:
MISSION ITEMS
The Guarded Temple Grand Armor, Fomalhaut
Nightmares Gungnir, Dreamwaker
Brave Story Crown Sceptre, Sage’s Ring
An Ill Wind Valhalla, Vanguard Helm
(Note that the Fomalhaut isn’t *really* unique to The Guarded Temple, since you
can get it quite easily in Melee Mode. But The Guarded Temple is the only
place the Fomalhaut shows up in Rendezvous Mode.)
---TITLES AND STARS---
In addition to treasures, you will also be awarded a "title" for clearing each
mission. For example, completing the Chocobo Defense mission earns you the
"Defender of the Wild" title. These titles don’t do anything, they’re just for
fun :)
Each title comes with a "level" or star rating, on a scale from 1 to 5. The
star rating is simply equal to the number of chests you were awarded at the end
of the battle. In the Tavern, the game tracks your highest star ratings for
each battle, so you can challenge yourself to try to earn 5 stars on every
mission!
%%%RENDEZVOUS MISSION STRATEGIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren2
---Rendezvous Mission 1: Chocobo Defense---------------------------------------
AVAILABLE AFTER...: Visiting Gariland on the way to the Siedge Weald in
Chapter I
BATTLE MAP: Windflat Mill
YOUR FORCES: 1-3 characters per player, Chocobo [guest] x2
ENEMY FORCES: Squire [male] x4, Chemist [male] x3, Thief [male] x1
The goal in this mission is to defeat all the human enemies while keeping both
of the Chocobos from being KOed. If *either* Chocobo is KOed, you lose.
Both players start on top of the plateau with the Chocobos and the majority of
the enemies below. Player 1 faces away from the windmill, while Player 2 faces
down the stairs. Both players should put their mages, Archers, and Chemists
in the "back row" of their deployment screens and the fighters in the "front."
This will pack the weaker characters in the center, while the physical fighters
protect them from both sides.
Note that if Player 2 deploys any character in his/her two leftmost tiles,
they’ll actually start down on the ground and not on top of the plateau. This
puts them in a bit more danger, but can help you reach the enemies more
quickly. You’ll only want to do this with melee fighters, not rearguard
characters like mages.
Your success in this battle will probably depend a lot on what jobs you’re
using. If your characters are still Squires, this battle may be tough given
the large enemy party. However, if you change your fighters into Knights and
Monks, their superior Physical Attack will allow them to take out each enemy in
just a few hits. The Knight’s ability to equip shields will also be helpful in
this battle, as will the Monk’s Counter ability if you have it.
Black Magick is also quite powerful in this battle and sometimes gives you a
chance to hit more than one enemy at once. If you’re progressed far enough
that you can buy the Flame, Ice, or Thunder Rod (available after the Sand Rat’s
Sietch battle), using one of these rods will make the corresponding elemental
magicks even stronger. Just make sure that the Chocobos don’t get hit in the
effect radius of the magick! Before casting, check the Turn List to make sure
your planned target won’t have a chance to move next to the Chocobos before the
magick goes off.
Archers can also be useful; standing on the top of the plateau will allow them
to target almost the whole battlefield. They can often attack without having
to move, which will get them more turns. However, Black Magicks tend to do a
little more damage and are probably the better choice.
You’ll definitely also want to bring someone with the Items command (or White
Magicks) who can heal the Chocobos. It doesn’t necessarily have to be a full
Chemist so long as you assign the Items command as a second ability -- and you
may not *want* to deploy a full Chemist so you can pad your roster with
fighters instead. At any rate, you can use your Items freely; you get them
back after multiplayer battles.
When the battle starts, you’ll want to catch up with the Chocobos as quickly as
possible to protect them. Otherwise, the enemies will gang up on them. Most
of the action tends to take place at the bottom of the cliff, so try to get a
few close-range fighters down there quickly. (Mages and Archers can stay up
top where it’s harder for them to get attacked.) If the enemies aren’t
standing at the side of the plateau, you can jump down fairly easily, or you
can just have Player 2 deploy his/her characters so they *start* down there.
The Squire’s Move +1 ability and the Battle Boots accessory will both increase
your movement range, which helps a lot in this battle.
The Chocobos can use Choco Cure to heal themselves (and you!), but they won’t
*always* do so. They tend to only do it if one of the Chocobos or a human ally
is in critical HP (HP < 20% of max). However, even if a Chocobo isn’t at
critical HP, the enemies may gang up on it and KO it before it DOES have a
chance to heal! That’s where Items comes in handy; heal any Chocobo that has
taken a few hits and is vulnerable to attack. Another tactic: when one of your
characters is at critical HP, move him or her away from the battle. This will
often draw the Chocobo away from the enemies to heal him or her.
Watch out; the Squires may throw stones at the Chocobos even if they can’t
move in range for a physical attack. It doesn’t do much damage but can be
enough to finish off a weakened Chocobo! Keep them healthy.
Another very useful ability is the White Mage’s Protect magick; cast this on
the Chocobos and it will reduce the damage they take from physical attacks.
(Shell, which reduces magick damage, is really not helpful here as it’s
unlikely the enemies will have many magick attacks.) The Chocobos will
sometimes end up standing next to each other and this is a great opportunity to
cast Protect as you can target both Chocobos at once.
The enemies here have pretty generic jobs and few special abilities, there are
a lot of them. You’ll probably want to take out the Thief first since he’s
fast and can steal your equipment--it’s not lost permanently in multiplayer
play, but losing your gear still makes it harder to win! (The Chemist’s
Safeguard ability will also keep your equipment from being stolen.) You’ll
also probably want to defeat the two enemy Chemists early since they can
keep healing the enemies otherwise.
You may also encounter some of the Squires using a powerful second ability,
like Martial Arts. (The specific abilities they have are assigned at random.)
If you spot a Squire using a particularly nasty attack, be sure to KO him
quickly.
Depending on your level, the Thief may have a Blind Knife here. This weapon
can inflict the Blind status on your characters, which makes it easier for
enemies to dodge your attacks. This isn’t as bad as it seems since most of an
enemy’s evasion rate can be nullified by attacking him from behind, even if
you’re Blind. (See Evade Rates under Basic Mechanics and Tactics for more
info.)
On the other hand, if you’re using a shield, it’s not effective against rear
attacks, so try to keep your back protected from attack where possible. You
can use the side of the plateau or enemy bodies to guard your back.
In some cases, you may be able to leave a low-HP enemy for the Chocobos to
finish off, if they’re nearby.
Finally, when attacking the enemy, don’t forget that Zodiac compatibility
affects the damage you do -- you’ll do more damage to an enemy with whom you
have good compatibility. When picking the Chemists and Squires to target
first, it can help to go after the enemies with whom you have good
compatibility. You can defeat them more quickly.
While you don’t earn EXP and levels during multiplayer combat, you DO earn JP,
and you can also keep abilities from crystals and items from chests. So, after
you’ve defeated most of the enemies, you may want to hang around and let them
decay into crystals or chests. This is a good way to pick up some extra
abilities, if you don’t mind fighting with your friend over who gets to pick up
the crystals ;)
If you’re having trouble with this battle, progressing a little further through
Chapter I may help you out as you gain more abilities and can buy useful items
like the elemental rods. Or, team up with a player who’s already further
through the game :)
In this and all other Rendezvous Mode battles, you’ll earn more items if you
can win the battle using a smaller party of characters. Of course, this makes
the battle tougher for you. When you’re just starting out, you may want to
stick with a full party; assuming you don’t have any fatalities of your own,
you’ll still earn 3 chests per player. Later, you should have no trouble
reducing your party size and still winning.
TITLE AWARDED: Defender of the Wild
---Rendezvous Mission 2: Chicken Race------------------------------------------
AVAILABLE AFTER...: Start of Chapter II
BATTLE MAP: Tchigolith Fenlands
YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Knight (male, undead) x3, Archer (male, undead) x2,
Black Mage (male, undead) x1, Time Mage (female, undead) x1, Revenant x3
This is the easiest of the Rendezvous Mode battles! Although there are a lot
of enemies, they’re ALL undead. This means that each enemy can be instantly
killed simply by throwing a Phoenix Down at it. And, since items you use in
Rendezvous Mode are restored after battle, you won’t even permanently consume
there!
However, you’ll need your Chemists to be sturdy enough to survive while they
throw Phoenix Downs. There are two good ways to do this: make the Chemist into
a Knight and equip Items and Throw Items, so that you have the Knight’s HP and
armor, but all the item-using abilities of a Chemist. Or, equip a Chemist with
the Knight’s Equip Heavy Armor ability and you can use good armor to boost your
HP. (You can swipe Gaffgarion’s good armor.) If you can’t do either of these,
you could also deploy one character as a healer while the other Chemists fling
Phoenix Down.
Throwing Phoenix Downs at the enemies as they come in range. The Knights and
Black Mage are the most dangerous, so target them first, followed by the
Archers. The Time Mage can be defeated last. Phoenix Downs are your best
weapon since they have a 100% hit rate and KO the enemy no matter how much HP
they have. You’ll need 10 Phoenix Downs between the two players to KO all the
enemies. If you run out, Hi-Potions are also reasonably effective (doing 70 HP
damage); you could also use regular attacks or White Magicks.
When possible, throw Phoenix Downs without moving; you’ll get new turns more
quickly when you don’t move. Sometimes, though, you’ll need to move,
especially if the enemies end up hiding behind plants. If you do need to move,
try to avoid ending your move in the swamp tiles, as doing so will poison you.
And definitely avoid standing in water with a depth of 2, you won’t be able to
take action at all there!
Since the enemies here are undead, some of them may start reviving if the
battle drags on. With 3 Chemists throwing Phoenix Downs, you can probably
finish the battle before too many have the chance to revive, though. The KOed
enemies can simply be redefeated; since they won’t come back with full HP, you
may be able to defeat them with a weaker attacks. Some enemies may crystallize
instead; picking up these crystals is a good way to heal or (in the case of the
human enemies) learn new abilities!
Later in Chapter II, Mustadio will join your team, and he makes this battle
even easier. His Seal Evil ability turns undead enemies to stone, which both
defeats them and prevents from reviving, and when it has a very long range when
combined with his gun.
You can probably clear this battle with a small number of characters.
Completing this battle with just 3 characters total will earn you five stars
and five treasures per player, and it’s not very hard to win even with just 3
Chemists.
TITLE AWARDED: Lionheart
---Rendezvous Mission 3: Treasure Hunt-----------------------------------------
AVAILABLE AFTER...: Start of Chapter II
BATTLE MAP: Dorvauldar Marsh
YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Squire (male) x1, Archer (female) x3, Monk (male) x2,
Thief (male) x2, Thief (female) x1
This mission is a race for the treasure chest on the far side of the map --
whichever team picks it up first (your team or the enemy team) wins.
There are really two ways to play this battle. One is to make a beeline for
the chest and pick it up. If you do this, you’ll only receive a 1-star
ranking (because you didn’t KO any enemies) and each player will get to open
only a single chest from the ring of chests. But the player who grabbed
the chest gets to keep whatever’s inside it, and it’s usually a pretty high
quality item -- better than anything you can buy in a store or win from the
item ring at this point in the game.
The other approach is to play this mission like a conventional battle and KO
all the enemies. You’ll get to claim up to 5 chests after the mission this
way, but you won’t get the really good item in the battlefield chest. This
strategy is actually kind of pointless: You can earn items of equal quality
from the Chicken Race mission, and Chicken Race is much easier and faster to
win. The real reason to play this mission is to grab the battlefield chest and
claim the good item inside.
So, the way to go is to forget your ranking and just make a run for the chest.
(Since only one player gets to open the chest, the two players can take turns
being the one to open it.)
To reach the chest quickly, deploy characters with a high Speed and/or Move
rating -- Knights, Monk, and Thieves all fit the bill, as do Ninjas if you have
them. Assign a helpful to your movement ability. Teleport is probably the
best, as it lets you move through the enemy units and also gives you a chance
of extending your movement range. Where you don’t have that, Move +1 (or
better) is also quite helpful.
You won’t want to waste time fighting, so focus on equipping your characters to
dodge or survive lots of attacks. Heavy armor is a plus, as are good shields
and cloaks. Good reaction abilities are Archer’s Bane (which will help block
the attacks from the enemy Archers) or Auto-Potion.
Also, you should deploy 3 characters per player. If you’re going for the chest
and not playing for ranking, there’s no reason not to take as many characters
as possible.
During the battle, you’ll just want to run for the chest at the other end of
the map. Don’t attack enemies; if you only Move (and don’t Act), your CT gauge
will fill again more quickly and you can take more turns. If you’re using
Teleport, don’t forget that you can warp through enemy units. You can also try
teleporting 1 or 2 tiles beyond your usual movement range, but beware that
teleporting *too* far is likely to fail.
The watery tiles here are just regular swamp and NOT poisonous fen, so you
don’t have to worry about getting poisoned if you stand in them.
There are a lot of enemies -- too many to fight directly, generally -- so this
battle is mainly about surviving long enough to reach the other side of the
battlefield and claim the chest. One tactic is to designate one or two fast
characters as your main runners. Have them run for the chest, using only the
Move menu so they get more turns. Meanwhile, other characters can follow up
behind them, healing from a distance (using Throw Items or White Magicks) and
other support abilities such as Protect. Another defensive tactic is to use
characters with Archer’s Bane as defenders; put them in the way of the enemy