Although deploying a small number of characters will earn you the most chests
after battle (as always), you may find it more profitable to bring in a lot of
characters with Sticky Fingers and waltz through the battle, collecting as many
weaponas you can. You can get a lot of good weapons this way! This battle is
also great for Ninjas of your own; picking up the crystals the enemy Ninjas
leave will net you many Ninja abilities quickly.
Once you hit level 90+, the enemy Ninjas will start throwing rare weapons that
you can’t buy in stores. Come back to this battle and you can use it to easily
collect multiple Chaos Blades, Javelin IIs, and so forth. This is a fantastic
weapon to get lots of rare weapons. Just raise your Bravery up and catch away!
The highest-level enemy Ninjas will throw the best weapons.
In general, one trick for catching lots of items is to wipe out most of the
enemy Ninjas, then Immobilize the remaining one(s). Stand at a distance and
the Ninjas will have no choice but to throw weapons, which you can then catch!
Unfortunately, this doesn’t work later in the game, when the Ninjas will all
have Thief’s Caps that protect them from Immobilize; instead, just run from
them and stay out of their immediate attack range so theyy’ll use Throw
instead.
TITLE AWARDED: Gatherer
---Rendezvous Mission 9: Shades of the Past------------------------------------
AVAILABLE AFTER...: Start of Chapter IV
BATTLE MAP: Brigands’ Den
YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Milleuda, Knight (male) x5, Archer (male) x2,
White Mage (female) x2
ENEMY: Milleuda [Aquarius] - Knight - Bravery 65, Faith 65
Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Mail, Chantage
Abilities : Arts of War, White Magicks, Parry, Safeguard, Move +1
There are a lot of enemies here, but they all have pretty weak jobs that are
mostly limited to physical attacks. If you bring a good defense against
physical attacks -- a good shield and Shirahadori or especially First Strike --
you’ll be practically invulnerable.
The Teleport or Ignore Elevation movement abilities may also be helpful. The
enemies sometimes climb up atop the fort and stay there, and it can be
difficult to chase after them. A Jump attack with a high horizontal and
vertical range would also work.
Milleuda’s Chantage will keep reviving her if she gets KOed, and she has
Safeguard, so you can’t steal or break the Chantage. This means that the only
way to get rid of her is to first KO all the other enemies, and *then* finish
her off. (You could soften her up with other attacks beforehand, though
there’s not much point.)
The enemy has a number of characters who can heal the other enemies. These
include both of the White Mages, as well as Milleuda, who casts Arise. You’ll
want to stop them first. Even though Milleuda has Chantage, you can stop her
White Magick by using Orlandeau’s Duskblade or a Dark Knight’s Infernal Strike
to wipe out her MP. (You can also just KO her when she starts casting Arise;
she’ll bounce back, but the spell will be canceled.) The White Mages are
pretty easy to take out, but be aware of their reaction abilities: the Mage
that starts on the right side of the fort (from your viewpoint) has Magick
Counter, and the one on the left side has Soulbind, which bounces half the
damage you do back onto you. Neither of these abilities are really that
dangerous, though, especailly because you may be able to defeat the Mages in a
single strike anyway.
Both of the White Mages also have Sortile’ge perfumes you could steal if you
want.
Milleuda’s Parry will block physical attacks, but Jump and sword techniques
will crack through her defenses, or you can just attack her from behind. (Note
that for some reason she’s now an Aquarius, even though she was a Virgo in the
single-player game.)
Since having a good physical defense will make you practically invincible here,
this is a great battle to deploy just a single character per player to maximize
your item haul.
TITLE AWARDED: Exorcist
---Rendezvous Mission 10: The Knights Templar----------------------------------
AVAILABLE AFTER...: Story Battle 41: Fort Besselat Sluice
BATTLE MAP: Mullonde Cathedral Nave
YOUR FORCES: 1-3 characters per player
ENEMY FORCES:
1ST BATTLE: Isilud, Wiegraf, Squire (male) x4, Archer (male) x4
2ND BATTLE: Cletienne, White Mage (female) x2, Black Mage (female) x2,
Time Mage (female) x2, Summoner (female) x3
3RD BATTLE: Barich, Chemist (male) x5, Orator (male) x4
4TH BATTLE: Folmarv [Divine Knight; Leo], Loffrey [Divine Knight; Capricorn],
Knight (male) x3, White Mage (male) x2, Dragoon (male) x2
ENEMY: Isilud [Gemini] - Nightblade - Bravery 73, Faith 63
Equipment : Defender, random other equipment
Abilities : Arts of War, random other abilities
ENEMY: Wiegraf [Virgo] - White Knight - Bravery 71, Faith 64
Equipment : Save the Queen, random other equipment
Abilities : Holy Sword, random other abilities
ENEMY: Cletienne [Gemini] - Sorceror - Bravery 51, Faith 81
Equipment : Wizard’s Rod, random other equipment
Abilities : Magicks, random other abilities
ENEMY: Barich [Sagittarius] - Machinist - Bravery 64, Faith 62
Equipment : Blaster, random other equipment
Abilities : Aimed Shot, Safeguard, random other abilities
This mission occurs in four successive "trials," with each trial pitting you
against some of the Knights Templar plus a lot of generic enemies with themed
jobs. This works a little differently from anything in the single-player game,
in that you jump directly from one battle to the next, with no chance to heal
or change equipment. (However, any status ailments you have will be cured,
and broken equipment will be restored.)
Unlike the multiphase Lucavi battles in the single-player game, any "buffs" you
cast on yourself do not carry over from one battle to the next, so using Focus
or Tailwind a lot during the first battle will not help you with the later ones
:( . Any crystals and chests are also erased from the battlefield between
battles, so if you see something you want to grab, be sure to pick it up before
the battle ends!
In each trial, you must defeat all the enemies (not just the Knights Templar)
to advance to the next one.
Because there’s four battles here, it’s advisable to equip your characters for
the long haul. You’ll need abilities to heal yourself with, like Items or an
attack that drains HP (such as the Dark Knight’s Sanguine Sword or Orlandeau’s
Shadowblade). Protection against Immobilize or Disable is also important; you
can get this from equipping a Guardian Bracelet or Thief’s Cap. Shirahadori
and a high Bravery is also quite useful for blocking enemy attacks. Finally,
Safeguard will be helpful in stopping the Unyielding Blade attacks used in the
fourth trial.
---BATTLE 1---
The first round pits you against Wiegraf and Isilud, plus some Squires and
Archers. The Squires all start in a plus-shaped formation and can be easily
hit with an area-effect attack like Hallowed Bolt or Black Magick at the
beginning of the battle. They’re actually mostly harmless, so if there’s any
left standing after your initial attack, you may want to leave them be and
concentrate on the other enemies. Wiegraf is probably the toughest enemy here.
(Isilud no longer has his super-powered Jump attack that he used in Orbonne
Monastery, so he isn’t much of a threat.) The enemies often get pretty bunched
up, so attacks that can hit a group are useful!
Before you finish off the last enemy, you may want to stop and heal yourself
since you will not otherwise be healed between battles.
---BATTLE 2---
When all the enemies in the first trial are KOed, you’ll fade to the second
trial. This one includes Cletienne and a slew of magick users. If you move
forward quickly, you can probably take out both Black Mages with a group attack
before they can do anything. The "cone" attack pattern of the Dark Knight’s
Abyssal Blade is especially powerful here; if you move forward and use it
immediately, you can strike a huge swath of the enemy forces. In general, the
enemies in this trial are even more apt to get into large groups, so take
advantage of this by hitting them with area-effect attacks.
If you take out the Black Mages and then the Summoners, the enemies won’t be
able to hurt you much. They’ll keep healing themselves and casting buffs,
which is *annoying*, but they can’t really hurt you and you can quickly re-KO
any enemies that get revived.
Since the enemies here typically know a lot of magick, this can also be a
decent opportunity to learn some magick abilities if you let the enemies decay
into crystals after being KOed. Use Duskblade, Infernal Strike, or Rend MP to
steal all the MP from the last enemy and you’re pretty much free to let the
other enemies decay. Just be sure to pick up the crystals before this trial
ends, since they’ll disappear when Trial 3 starts.
---BATTLE 3---
The third trial is probably the trickiest. You’re fighting ten gun-wielders --
Barich, 5 Chemists, and 4 Orators -- and they start so spread out that you can
only attack one at a time. Actually, if you have Shirahadori and a good
Bravery, this isn’t too bad because you can block even gun attacks with
Shirahadori and they won’t be able to hurt you. If you don’t have Shirahadori,
at least equip something to boost your elemental defense (since many of the
enemies have magick guns). A Venetian or Reverie Shield, White or Sage’s Robe,
or Minerva Bustier all work great for this purpose, and even a Flame Shield can
work in a pinch, although it’s not quite as effective. (The Ice Shield is not
a good idea since it also renders you weak to the lightning attacks from the
Blaster guns.)
Barich is the real threat here, since he can inflict Immobilize and Disable
from a distance. If you don’t have any defense against Immobilize or Disable,
you’ll need to take him out immediately. (Being Disabled also keeps you from
using Shirahadori to defend yourself!) This whole trial is pretty annoying
since the enemies keep using items to heal and revive each other.
---BATTLE 4---
Finally, the fourth trial features Folmarv and Loffrey and an assortment of
Knights, Dragoons, and White Mages. Folmarv and Loffrey have been upgraded to
??? HP status, meaning it will take a lot of damage to defeat them. However,
if you have Safeguard, they can’t use their Unyielding Blade techniques. They
can use their other Action Ability (which is randomly assigned) as a backup,
but most of these aren’t too bad.)
Move forward and quickly attack the three Knights with a group attack. You’ll
probably want to target the Dragoons next. The Dragoons have a habit of moving
as far from you as possible and launching Jump attacks from there, so attacking
them before they can move too far is helpful. (Of course, if you have your own
Jump attack, it’s no problem.) The White Mages tend not to actually have much
in the way of magick, so you may want to save them for last. Note that Folmarv
and Loffrey have Safeguard, so Unyielding Blade is not effective against them.
Completing this battle earns you an invitation to the Knights Templar! Too
bad Ramza turns it down ;)
TITLE AWARDED: Templar’s Apprentice
---Rendezvous Mission 11: All-Star Melee---------------------------------------
AVAILABLE AFTER...: Story Battle 52: Mullonde Cathedral Sanctuary
BATTLE MAP: Gariland
YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Ramza, Mustadio, Agrias, Rapha, Marach, Beowulf, Reis, Orlandeau,
Meliadoul
ENEMY: Ramza [Capricorn] - Knight - Bravery 70, Faith 70
Equipment : Ragnarok, Venetian Shield, Crystal Helm, Crystal Mail,
Guardian Bracelet
Abilities : Arts of War, Items, First Strike, Safeguard, Move +3
ENEMY: Mustadio [Libra] - Machinist - Bravery 60, Faith 62
Equipment : Blaster, Thief’s Cap, Black Garb, Japa Mala
Abilities : Aimed Shot, Arts of War, Soulbind, Defense Boost, Move +3
ENEMY: Agrias [Cancer] - Holy Knight - Bravery 71, Faith 63
Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Ribbon
Abilities : Holy Sword, White Magicks, Shirahadori, Safeguard, Move +2
ENEMY: Rapha [Pisces] - Skyseer - Bravery 31, Faith 69
Equipment : Eight-fluted Pole, Thief’s Cap, Black Garb, Septie`me
Abilities : Sky Mantra, White Magicks, Soulbind, Swiftness, Move +2
ENEMY: Marach [Gemini] - Netherseer - Bravery 69, Faith 31
Equipment : Eight-fluted Pole, Thief’s Cap, Black Garb, Japa Mala
Abilities : Nether Mantra, Items, Soulbind, Swiftness, Manafont
ENEMY: Beowulf [Libra] - Templar - Bravery 45, Faith 65
Equipment : Ragnarok, Crystal Shield, Crystal Helm, Crystal Armor, Angel Ring
Abilities : Spellblade, Martial Arts, First Strike, Safeguard, Move +3
ENEMY: Reis [Pisces] - Dragonkin - Bravery 62, Faith 64
Equipment : Cachusha, Septie`me
Abilities : Dragon, White Magicks, First Strike, Brawler, Move +2
ENEMY: Orlandeau [Scorpio] - Sword Saint - Bravery 77, Faith 65
Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Japa Mala
Abilities : Swordplay, Iaido, Mana Shield, Safeguard, Manafont
ENEMY: Meliadoul [Capricorn] - Divine Knight - Bravery 67, Faith 78
Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Armor, Septie`me
Abilities : Unyielding Blade, Items, Shirahadori, Attack Boost, Lifefont
This is a battle against many of your own story characters--or at least some
very accurate impostors. Your doppelgangers have mastered many of the game’s
most advanced abilities and techniques, making this a tough battle. On the
bright side, all of them just have regular HP totals.
Orlandeau, Mustadio, and Meliadoul love to break your equipment, so you’ll
want to equip Safeguard. (Or, you can deploy Balthier as a Sky Pirate, since
this job has an innate Safeguard.) Even though any broken equipment is
returned to you at the end of the battle in Rendezvous Mode, having your gear
broken during the fight will make it tough to win.
You’ll also need protection against Mustadio’s Immobilize and Disable attacks;
a Thief’s Cap, Guardian Bracelet, or Ribbon will take care of this. The Ribbon
is particularly helpful as it negates all of the other status ailments that
Beowulf will try to throw you.
Shirahadori and First Strike are not that helpful here since they won’t protect
you from the special job techniques used by the enemy. Instead, Mana Shield
and Manafont is probably your best best.
Finally, be aware that the clones’ Zodiac signs often match up poorly with some
of your story characters’. A quick guide to a few of the key characters you
may be using:
GOOD AGAINST THESE ENEMIES: BAD AGAINST THESE ENEMIES:
Agrias Ramza, Rapha, Reis, Orlandeau Mustadio, Beowulf, Meliadoul
Beowulf Marach Ramza, Agrias, Meliadoul
Reis Agrias, Orlandeau Marach
Balthier No one Orlandeau
Orlandeau Agrias, Marach, Reis No one
Meliadoul No one Mustadio, Agrias, Beowulf
In summary, Beowulf and Meliadoul have bad comptability and are less useful
here -- plus many of the enemies have Safeguard and are protected against
Meliadoul’s Unyielding Blade attacks anyway. Orlandeau and Reis have
advantageous compatibility. Agrias is a mixed bag, so if you use her, make
sure you supplement her with another character or two with a different sign.
Player 1 has it especially tough as his/her team starts near Orlandeau, Reis,
and Mustadio, who will immediately attack Player 1’s team. Attacking with HP-
draining attacks like Sanguine Sword [Dark Knight], Orlandeau’s Shadowblade,
are useful since they let you damage while still recovering HP. If you’re
trying to complete this battle with a small number of characters, be sure to
equip Player 1 as defensively as possible. You may have to resort to giving
Player 1 items that yield a permanent Reraise (e.g. Chantage or Brave Suit) and
letting him/her get KOed and regenerate. If you use this strategy, Player 2
will need to play as defensively as possible since if s/he gets KOed too, you
lose!
If you’re not fully equipped with Ribbons, Beowulf should probably be your
first target, since he can inflict all kinds of status ailments on you. Note
that his Angel Ring lets him Reraise once after you KO him, so be prepared to
KO him a second time shortly after you take him out once.
Reis, Agrias, and Orlandeau are the next characters you’ll want to attack.
Reis and particularly Agrias can be taken out fairly quickly. The enemy
Orlandeau has unfortunately figured out the Mana Shield/Manafont combo, which
means it will definitely take several attacks to KO him. So even though
Orlandeau is the biggest threat, you may want to first KO a few of the other
enemies (like Reis and Agrias), just to quickly reduce the number attacking you
at one time.
If you have Safeguard, Meliadoul is reduced to just using physical attacks.
Ramza is a Knight in this battle and also pretty much just uses physical
attacks. You can worry about them later. Rapha and Marach are as irrelevant
in this battle as in most of the game, so finish them off last.
Climbing up on the roofs can be somewhat helpful, as long as you have attacks
you can use from there up. While the roof won’t help you escape the sword
techniques (which have infinite vertical range), it at least makes it harder
for Meliadoul, Ramza, and Reis to attack you.
Note that if one of the enemies gets lowered to critical HP, he or she may just
run into the corner. It’s pretty safe to ignore such enemies and save them for
last. They’re not going to attack you, so focus your attacks on the enemies
who are still a threat.
Three of the enemies -- the Rapha, Marach, and Mustadio clones -- have
Soulbind. This tends not to be too much of a problem, since you may be able to
KO them in a single attack anyway. Plus, they’re the weaker enemies, so you
can save them to KO later.
Finally, a number of the clones (Ramza, Marach, and Meliadoul) can use Items as
a command. In practice, this isn’t too bad since they mostly will just use
regular Potions on themselves, which is about the least threatening action
possible. They also don’t have Throw Items, so they can’t heal anyone from a
distance. However, they may sometimes revive KOed allies with a Phoenix Down.
If this happens, you can use an area-effect attack to KO the character again
*and* hit the Items-user. (Since they don’t have Throw Items, they’ll have
to stand in a tile adjacent to the downed tile to use the Phoenix Down.)
Although the clones have a lot of good equipment, most of it is protected with
Safeguard and so there’s not actually much you can claim. You’re limited to
Meliadoul’s Defender, Reis’s Cachusha and Septie`me, Mustadio’s Blaster, and
Rapha’s Septie`me.
TITLE AWARDED: Performer
-------------------------------------------------------------------------------
The following four missions are only available after completing the main quest
of the single-player game. After the ending, the game will add an additional
"flag" to your save directory that makes these missions accessible. Load up a
save from before you entered the final sequences of a battle, go to a Tavern,
and you’ll see the last missions.
You will NOT be able to access these missions if your only save is in the
final sequence of battles :( -- you need to be able to get to a Tavern.
---Rendezvous Mission 12: The Guarded Temple-----------------------------------
AVAILABLE AFTER...: Completing single-player game and Nelveska Temple quest
BATTLE MAP: Nelveska Temple
YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Construct 2 [Automaton] x1, Construct 3 [Automaton] x7,
Protoconstruct [Automaton] x2
You must defeat all ten Automatons before they self-destruct and destroy the
temple. This battle really centers around the two Protoconstructs, both of
whom start atop the temple. They control the countdown; every time one of gets
another turn, the countdown ticks down one "minute" from 10. If the countdown
drops to 0, the Automatons explode and you lose. The countdown can only be
stopped by defeating at least one of the Protoconstructs. (Since they take
turns counting down, defeating one will stop the whole process.) To make
things more tricky, on the turn when the countdown is "supposed" to go to 8,
the Automatons experience a "system error" and it jumps all the way down to 4.
This means that you must defeat at least one Protoconstruct within the time it
takes for the Protoconstructs to get 7 turns.
Unfortunately, taking them out isn’t easy since both Protoconstructs have
tremendous amounts of HP. If you’re at level 90+, they will have several
thousand. Plus, there are 8 other Automatons as well.
On the bright side, you may bring up to FOUR characters into battle (combined
across the two players) and still receive a 5-star ranking! And you will need
all four :)
Sword techniques are your weapon of choice here, so you’ll want to have each
player deploy Agrias and Orlandeau (or possibly Meliadoul). You’ll need to
maximize both your speed and attack power. Use the Tynar Rouge (for
Agrias/Meliadoul) or the Brigand’s Gloves (for Orlandeau) to give them a
permanent Haste, and add a Move +x ability to increase your mobility across the
map. To maximize your attack power, equip them with Chaos Blades and either
Vehemence [Dark Knight] or Attack Boost [Geomancer] as a support ability.
(If you have it, Vehemence is probably best as it will give you the bigger
attack boost. It does lower your defense, but this is one battle where the
best defense is a good offense :) -- if you can smash the regular Constructs
quickly, you have far fewer sources of damage to contend with.)
Since you’ll need to focus on offense, you won’t have much time for healing.
Equip your best armor and helms to boost your starting HP as high as possible.
You’ll face no status attacks here, so Ribbons are unnecessary. Chaos Blades
will also help you a little by giving you a permanent Regen. Potentially, you
could also use Sanguine Sword or Shadowblade to drain HP during the battle,
although you don’t want to be doing this too often -- it’s not as strong an
attack as some others, and can only strike one enemy at a time. If you have a
Brave Suit (from Melee Mode) or Grand Armor (from a previous victory here), you
will definitely want to use those as they give you a permanent Reraise and you
don’t have to worry about your HP at all.
There aren’t really any especially great reaction abilities here, since NOTHING
can block the Dispose laser attack. Instead, use abilities that can boost your
stats. The Archer’s Adrenaline Rush will increase your speed every time you
get hit, allowing you even more turns. For female characters, Fury [Dancer]
could also be a good choice, as it will allow you to increase your attack power
even higher.
If you’re having trouble surviving, you can use Mana Shield and Manafont,
though this will require you to give up any other movement ability. You can
also swap Vehemence out for Attack Boost (which doesn’t lower your defense) if
you have low HP. Finally, you could add Dragonheart as a reaction ability if
you don’t have a permanent Reraise, though this is of no help against any
attack strong enough to KO you in one blow since you never get a chance to cast
the Reraise.
If one player has a somewhat stronger team, you’ll want to make that player
Player 2 since Player 2 starts a little closer to the stairs and the
Protoconstructs.
OK, enough preparation. Onto the battle!
When you start out, rush forward and attack the Constructs on the ground with
Hallowed Bolt and Divine Ruination. You should be able to defeat each one in
one or two hits. Try to aim your attacks so you can hit as many as possible at
one time. (In addition to using Hallowed Bolt, you can also move into the
enemy ranks and fire Divine Ruinations parallel to the front of the temple.
This is often a great targeting strategy for hitting 2 or 3 Constructs.) As
each character takes his or her turn, move them as far towards the stairs as
you can while still attacking the Constructs. Essentially, you want to "sweep"
across the front of the temple, taking out the Constructs from left to right
and moving towards the stairs.
You should be able to defeat most of the Constructs before more than a handful
of them move. Quickly mop up the remaining ones as you head for the stairs.
If you do need healing, you can use Shadowblade or Sanguine Sword to finish off
any remaining Constructs and sap their HP.
If you weaken one of the Constructs, it may just run and hide in the corner.
Leave it -- it’s harmless and not worth chasing after when you need to defeat
the Protoconstructs ASAP.
Once you reach the Protoconstructs, concentrate all your attacks on one of the
two. Once you defeat one Protoconstruct, the countdown should stop and you’re
home free!
Attack the Protoconstructs with Divine Ruination and Crush Armor, both of
which do identical amounts of damage to monster targets. When available,
Divine Ruination is slightly preferred as it is has a chance of Confusing the
Protoconstructs, who are NOT immune to Confusion! But, before you use Divine
Ruination, make sure that it won’t hit any of your own allies and that the
Protoconstruct you’re targeting is within its vertical range. If you can’t use
Divine Ruination, Crush Armor works fine too and has no friendly fire
potential.
Wherever possible, stand in one place and attack without moving. This will
allow you to get new turns more quickly.
Like Construct 7, both Protoconstructs have a Reraise that activates the first
time they are KOed. They will return to action and immediately attack again.
Actually, this isn’t such a problem, because the self-inflicted HP loss from
their Tasks abilities usually KOs them right away. Once KOed a second time,
they immediately turn into chests (which seem to always contain Bracers).
The battle won’t actually end until you’ve KOed every last Construct, but once
you defeat one of the Protoconstructs, you don’t have any more time pressure
and should have no trouble mopping the remaining bots.
There’s a certain amount of luck involved in this battle, since the Constructs’
Zodiac signs are randomly determined and you may end up with good or bad
compatibility purely by chance.
The treasures from this battle include two you can’t find anywhere else in
Rendezvous Mode. One is the Grand Armor, the best heavy armor available, as it
gives you a permanent Reraise and Regen. This one is definitely worth getting!
The other is the Fomalhaut gun, which is thoroughly pointless to look for here,
as Fomalhauts are abundant in Melee Mode.
Again, keep in mind that you can deploy 4 characters and still get the highest
possible ranking here.
TITLE AWARDED: Construct
UNIQUE POSSIBLE TREASURES: Grand Armor, Fomalhaut
---Rendezvous Mission 13: Nightmares-------------------------------------------
AVAILABLE AFTER...: Completing single-player game
BATTLE MAP: Limberry Castle Undercroft
YOUR FORCES: 1-3 characters per player
ENEMY FORCES:
1st Squad - Zalera [Death Seraph; Gemini], Adremmelch [The Wroth; Scorpio],
Ultima Demon x3
2nd Squad - Cuchulainn [The Impure; Scorpio], Belias [The Gigas; Virgo],
Hashmal [Bringer of Order; Leo], Ultima Demon x2
You’re battling all of the Lucavi (sans Elidibus) at once, plus five Ultima
Demons. Player 1 will begin battling Zalera and Adremmelech’s group, while
Player 2 fights the three other Lucavi.
Between the five of them, the Lucavi can throw a lot of status conditions at
you, so you’ll need to equip Ribbons (or Onion Gloves, if you’re using Onion
Knights). Fortunately, the Lucavi don’t seem to have any of the magick attacks
they used in the single-player game. If you have Ribbons, all they can do is
use physical attacks. This means you can pretty much prevent them from hurting
you at all if you combine a Ribbon with Shirahadori or (preferably) First
Strike, or even just a good shield.
In fact, if you have Ribbons and Shirahadori/First Strike, the Ultima Demons
are actually the biggest threat, since they use magick attacks. Go after them
first. The Dark Knight’s Sanguine Sword can be useful for draining HP from
them to keep you healthy. The White Mage’s Arcane Defense is also a useful
support ability to reduce the magick damage you take. (If you’re being
targeted by an Ultima Demon’s magick, you can also try moving next to another
enemy, as their magicks can hurt friendly targets as well.)
Because all of the enemies here have the Can’t Enter Water "ability," the water
in the middle of the map functions as a safe spot. The Ultima Demons can still
hit you with their magick if they get close enough, but the Lucavi can’t attack
you at all (assuming you’re guarded against status conditions). You can jump
directly into the water from the bridge in the center if you have a Jump of at
least 4, or Waterwalking, Levitation, Ignore Elevation, or Teleport. If you
don’t have these abilities, you can also get in the water by using the little
"step" (a tile of height 3) on side of the map. It’s on the side of the map
WITHOUT the gravestones. From the water, you can safely throw ranged attacks
at the enemies. Actually, if you have First Strike or Shirahadori and a high
Bravery, there isn’t much benefit to this, since the Lucavi can’t hurt you
anyway, and you may not be in range to attack the Ultima Demons.