Final Fantasy XII Gambit System [beg] Version <#version> 1.4, © 2007 by Bill Pringle, all rights reserved. Table of Contents [toc] * Introduction <#intro> * Overview <#over> o Overview of the Battle System <#over-battle> o Overview of the Gambit System <#over-gambit> o Overview of License System <#over-lic> * Gambit Targets <#target> o Ally Targets <#targ-ally> o Foe Targets <#targ-foe> o Self Targets <#targ-self> * Gambit Actions <#actions> * When Gambits are Available <#avail> * Sample Configurations <#config> o Partitioning Gambits <#parts> o Using Decoy <#decoy> o Making Money <#money> o Using Reverse <#reverse> o Weakening the Enemy <#weak> o Dividing Up Your Party <#divide> * Tips, Guidelines, Words of Wisdom, etc. <#tips> o Forming Parties <#tip-party> o Mixing Weapons <#tip-weapons> o Changing Things on the Fly <#tip-changing> o Keeping Everyone Alive <#tip-alive> o Keeping Things in Order <#tip-order> o Control Other Characters <#tip-nonleader> o Catch-All <#tip-catchall> Introduction [intro] The Gambit System for Final Fantasy XII allows a player to configure their characters to behave in a sophisticated manner. Behavior can be customized to match a player's personal style (mostly fighting, mostly magic, stealing, etc.) When configured properly, the player can spend time watching the fight rather than mashing buttons, while the characters do pretty much the same thing as when the player is controlling that character. Each character will perform according to their gambit settings, which can be changed during fights, if necessary. It is important to realize that the gambit system is optional. You can play the entire game by controlling each character manually, if you want. (Of course, if that were the case, you probably wouldn't be reading this document. ;^) Also, even while using the gambit system, you can manually control any (or all) character and have them do things different than what they would have done through the gambit system. This document describes the Gambit System for Final Fantasy XII. In addition to how it works, some tips and suggestions are given to help the reader configure the AI of their parties to match the player's fighting style. This page can be found in two forms: an HTML (web) page at http://BillPringle.com/games/ffxii_gambits.html, and as a text file on http://www.gamefaqs.com/. The HTML page will probably be updated more often, and tend to be the latest version. The HTML web page will include hyperlinks, so you can click on a link to find the appropriate section. The text file was created by the FireFox browser, which inserts hyper-links inside angle brackets (). To find that location with a text editor, use the search feature to find the target name in square brackets ([like-this]). The link inside angle brackets will always start with a pound sign (#), indicating that the target is on the current page. The square brackets won't have that pound sign. For example, to find the target of link <#intro>, search for [intro]. If you find any problems and/or have any questions, you can e-mail me at wrp103@gmail.com . Make sure you have "Final Fantasy Gambits" in the subject. I get a lot of spam, and will delete things without looking at them if I don't recognize the sender and the subject line doesn't stand out as legit (for example, a message with a subject of "a question" will probably get deleted without me looking at it.) Top <#top> Overview [over] * Overview of the Battle System <#over-battle> * Overview of the Gambit System <#over-gambit> * Overview of License System <#over-lic> Overview of the Battle System [over-battle] You can have up to three characters in your active party, and possibly a guest who you can't control. One of the characters must be the party leader. If you press the /Triangle/ button to bring up the menu, then select "Party", you can move characters into (left) or out of (right) the party. If you move the party leader out of the party, then the top character that is still in the party will be the new leader. You can also switch party leaders when walking around by pressing up or down on the D-pad, then moving up or down to select a new leader. If you press the /X/ button, the battle/field menu for the party leader appears. By pressing left or right on the D-pad you can select a different character to control. Your options are: Attack Initiates a physical attack with the current weapon. Magicks & Techniques Initiate a magic spell or a Technique. The magic spells are grouped by category (white, black, etc.). Techniques are similar to magic except that they don't cost any MP. Mist This is similar to limit breaks in other Final Fantasy games. You must first obtain a license for up to three mist charges. Even if you don't plan to use Mist attacks, you should still purchase the licenses, since each mist license increments your total MP. For example, if a character has 100 MP, then with one mist they will have 200, 300 with a second mist, and 400 for the final mist. Gambits This option merely turns gambits on or off. This can be useful if you want to prevent the other characters from fighting while walking past enemies. You use the "Gambits" option of the main menu to set up the gambits for each character. Items This option allows the character to use an item If the character is in the process of performing an operation and you select a different option for that character, they will either finish the current operation and queue the action you selected, or will interrupt the current operation and begin the action you selected instead. (It depends on how far along in the cycle they are, but if you select the same operation they are performing, the new action will always be queued.) Top <#top> Overview of the Gambit System [over-gambit] Each character has a number of gambit slots that can be programmed as desired. Each slot has a target (and possibly a condition), and an action. The target could be an ally or a foe. The condition for a target can refer various aspects of the target, and the action can be a magic spell, a technique, or an item. For example, one possible target is: "Foe: flying", that will only be performed if one of the foes is a flying enemy. Another target is "Ally: status=slow", which is true only if one of the characters in the active party have been afflicted with "slow." If the target of a gambit exists (including any conditional), and the action "makes sense", then the gambit can be performed. For example, if the action heals a condition, then the gambit only makes sense if the target has the condition. Each character loops through the gambit steps until it finds one that can be performed. After the gambit action is performed, the character begins at the top of the gambit steps again. If no gambit condition is met, then the character does nothing, and it starts back at the top of the list again. Each character continues to loop through their gambits until you enter a town. Here is a sample gambit setup: 1 Ally: Any Raise 2 Ally: Any Phoenix Down 3 Ally: HP < 40% Curaga 4 Foe: Party leader's target Attack And here is an explanation of the setup: 1. Ally: Any / Raise If any of your allies are killed, this character will cast a raise spell to revive them. If more than one character is dead, the first character will be raised. 2. Ally: Any / Phoenix Down This gambit will only be executed if an ally is dead, but the character didn't have enough MP to cast Raise. If this happens, then the character will use a Phoenix Down to revive the dead ally. This is a good strategy for important curing conditions: first try magic, and then try an item. It takes two gambit slots, but at least you are sure that your characters will be revived quickly when killed. 3. Ally: HP < 40% / Curaga If anyone is the current party drops below 40% of their max HP, this character will cast Curaga to heal them. (Early in the game, you will probably want to use "Cure" instead.) If one of your characters is below 40% HP, then there is a good chance that the other characters are low as well. You might also consider using "Cura" or "Curaja" which heals all nearby allies. This will cost more MP, but will tend to keep your party healthier. 4. Foe: Party Leader's Target / Attack If none of the previous conditions are met, and if the party leader is attacking an enemy, then this character will attack it. If the party leader isn't targetting a foe, then the character does nothing and starts at the top of the gambit slots again. This continues until some gambit condition is true. No more than one gambit is performed for each cycle, so the order of the gambits is very important. For example, if the attack gambit was at the top of the list, then even if the rest of the party was dead, this character would keep attacking the same enemy. Only after the current target is dead would the other gambits even get looked at. (If everyone else is dead, then this character would be the party leader, which means it would keep attacking the current target. Once that foe was dead, the party leader wouldn't be targeting any foe, so the other gambits would be considered.) Top <#top> Overview of License System [over-lic] The License System is another innovation in FF XII. The Sphere Grid in FF X allowed characters to learn new skills or enhance their stats, but it was fairly linear. Except for Khimari, most characters had a specific set of skills that they would learn in a specific order. It would be silly to skip activating any node, since it would be hard to come back later and activate it. Later in the game, you could break some locks and allow a character to wander into another area, but for the most part, you simply enabled all the nodes you encountered. The License Board allows the player to pretty much customize each character in whatever way they want. Each time you defeat an enemy, you gain license points. Each square on the license board has a cost; if you have enough license points, you can purchase that cell, which gives you to skill, spell, stat enhancement, etc. associated with that square. You can only purchase squares adjacent to squares you have already purchased, so there is some amount of control, but since similar skills, spells, etc. are grouped together, you can progress in a fairly normal way (e.g., Shields 1, Shields 2, etc.) Early in the game, you need to be careful and make sure you buy the licenses that you need the most. All characters have the same license board, although there are a few cells that, when one character enables the cell, it is removed from the boards of all the other characters. One such type of cell are the mist cells, and the other are the espers. While only the active party gains experience points, all characters earn license points. The more time you spend wandering around and fighting enemies, the more experience and license points you gain. The experience points vary among different types of foes, but the number of license points for most enemies is about the same, regardless of the enemy. Early in the game, almost all foes will be one license point, but later on you will encounter some with two license points. Bosses and espers are more. So, if you want to gain license points, you can wander around some easy areas, take out monsters with one or two swings, and rack up license points fairly quickly. There are a number of different kinds of license cells. Which ones you want depend on what kind of strategy you tend to use, and how you plan on using each character. If you plan to use magic for a character, then you want to purchase mist charges, even if you never plan on using any quickenings. Each mist charge allows you to increase your MP by your max MP. If you have one mist charge, you double your MP; if you have two charges, you triple your MP. You can have up to three charges, which means you would quadruple your max MP. Top <#top> Gambit Targets [target] * Ally Targets <#targ-ally> * Foe Targets <#targ-foe> * Self Targets <#targ-self> Ally Targets [targ-ally] Ally gambit targets apply to the current party. Ally: Any This target applies to any character in the active party If the action "makes sense", then this gambit will be executed. You would use this gambit for certain conditions (e.g., "Ally: Any / Raise") Ally: HP/MP < X% This set of targets apply to any ally whose HP (or MP) is less than *X* percent. If you use more than one of these targets, put the lower values first. (If you put < 90% before < 10%, the second will never be executed, since if the character is 5%, the < 90% will be executed instead of the 10%.) Ally: Status=/status/ This gambit tests to see if anyone in your party has a specific status effect (good or bad). You can use this gambit to set or reset the status of someone in your party (including this character). For example, "Ally: Status=slow / Haste" will cancel haste on any character in your party that is afflicted with "slow". Remember that you don't always need to specify the status of a character. For example, "Ally: Any / Raise" will raise any character that has been killed off, so you don't really need to use: "Ally: Status=KO / Raise". Ally: /name/ You can specify an individual in your party. For example, if you want Basch to be beserk when fighting, you can use the gambit: "Ally: Basch / Beserk". Whenver his beserk spell wears off, this character will cast it again. (You probably don't want to have Basch cast beserk on himself since the spell misses sometimes. By having another character cast beserk, Basch can continue to attack enemies, even if he isn't beserk.) Ally: lowest HP / Strongest Weapon / Lowest Defense / Lowest Magick Resist These are some odd-ball gambits that you can use for special occasions. These are most useful if you don't keep the same group most of the time. (I had two groups that I switched between, so I didn't really see any use for these gambits.) Presumably you could cast bubble (or reverse) on the lowest HP, protect on the lowest defense, shell on the lowest magick resist, and beserk on strongest weapon. Ally: Item >= 10 This gambit can prevent you from running out of an item automatically. For example, suppose you are in a tough fight, with people dropping left and right. If you are low on magic, you could easily run out of phoenix downs if you aren't careful. By using this gambit, once you have less than ten items, this gambit will no longer be used. You can still use the items manually, but at least you don't have to worry about some character wiping out your inventory when you aren't looking. Top <#top> Self Targets [targ-self] These gambits allow a character to perform actions upon him/her self under certain conditions. Self This gambit will perform the action if it makes sense. For example, "Self: Libra" will turn Libra on whenever it wears off. Self: HP/MP < X% These gambits allow your HP or MP level to trigger a gambit. One gambit you should probably have on each character is: "Self: MP < 10% / Charge". This will allow your characters to gain back some MP when they are low. This gambit isn't available until you get to Balfonheim Port, so until then you want to pay attention and manually have the characters charge when appropriate. Another way to gain back MP is to run around between fights. If somebody is low on MP, you can have the party run around in a circle until their MP is back. Put the character with the lowest MP as the party leader, since they will be running more. (If you run around in too tight a circle, the other characters will just stand there and wait for you to move further away.) Self: Status=/status/ These gambits allow a character to perform an action when the character has the given status value. Usually you will want to undo any negative status effects. It is less obvious what to do for any positive effects. You probably don't want to use one of these gambits if other characters have a similar condition for any ally. Top <#top> Foe Targets [targ-foe] These gambits can target various foes under certain conditions. Foe: Party leader's target This gambit targets whoever the party leader is attacking. If the character is the party leader, this gambit will cause them to keep attacking the same enemy until it is killed. If you use this gambit with each character, then the entire party will concentrate on one enemy at a time. Once that enemy is defeated, the party leader should have a gambit to choose the next enemy. Foe: Nearest visible This gambit causes the character to attack the closest enemy. This is a good gambit to include after the above gambit for the party leader. After the current enemy is defeated, this gambit will cause the party leader to attack the next closest enemy. If this gambit is used instead of the above gambit, then the character will always attack the closest enemy, which might be a different enemy each time. This will tend to fragment your attack, rather than concentrating on a particular enemy. Foe: Any This gambit would target any enemy that corresponds to the action. For example, "For: Any / Poison" will cast poison on any enemy that is not already poisoned. Foe: Targeting leader / self / ally This gambit will target any foe that is attacking the specified character (or, in the case of "ally", any character). Foe: nearest / farthest These gambits target the enemy that is closest or furthest from the character. Notice that "nearest" is slightly different than "nearest visible". For: Highest / Lowest HP, MP, Max HP, Max MP These gambits allow you to target an enemy based on either their current or their max HP/MP. You could use one of these gambits to let the party leader pick the next target. If you are fighting a boss that has a lot of small minions around, this can allow a character to concentrate on either the boss or the minions, depending on which gambit you choose. For: Highest / Lowest level, strength, magick power, speed These gambits allow you to target an enemy based on one of their characteristics. There are a number of ways you can use these gambits. If you have fighters and magicians, you can start with the lowest / weakest and work your way up, or start at the strongest and work yourself down. You can cast slow on the fastest enemy, cast wither on the strongest, etc. Foe: HP>X, HPX%, HP. Foe: Status=/status/ These gambits allow you to target enemies based on their status. For example: "Foe: Status=Oil / Firaga" is a good combination, since a status of oil increases the damage from fire-based attacks. For: X-weak, X-vulnerable, undead These gambits allow you to target enemies based on their weaknesses (Undead are weak against cure spells.) If you are fighting a group of enemies that have different weaknesses, you can use these gambits to make the most out of your magic spells. If an enemy is weak against an elemental, it will sustain more damage than if it is vulnerable against the same elemental. Vulnerable merely means you can do damage (i.e., not immune), even if the damage is minimum. Weak against an elemental means the enemy will receive more damage than most other enemies. Foe: flying This gambit allows you to do something special for any flying enemies. This is very important to characters with short range melee weapons. Once you get telekenesis, you should have the "Foe: Flying / Telekenesis" gambit for all your melee fighters. Foe: character HP=100%, Item>10, HP/MP X%, Status=/status/, HP Critical These gambits allow a character to change strategy depending on the character's status. For example, if their MP is low, a character can try to steal magic, or when their HP is low, steal HP. This is similar to the "Self" gambits, except that the target is an enemy rather than the character. For example, "Foe: character MP>70% / Firaja" will continue to cast a high-powered fire spell against a group of enemies as long as you have lots of MP, but then stop when your MP drops below 70%. (You could follow this with something like: "Foe: character MP>50% / Fira" to switch to a lower fire spell.) Top <#top> Gambit Actions [actions] The actions associated with any gambit can be using an item, casting a spell, or performing a technique. The first time you obtain an item, it will be added to the list of possible gambit actions. Likewise, once a character purchases a magic spell, the use of that spell gets added to the list of possible actions. Finally, once you have a technique available, it is available as a gambit action. When Gambits are Available [avail] Since I first posted this FAQ, I have been getting a fair amount of e-mail asking when and where gambits become available. Where is an easy question to answer - once a gambit is available, it is available at all shops. When takes a bit more to answer. I didn't keep track of when I first came across individual gambits the first time I played the game. In order to answer these questions, I am currently playing the game again and keeping track of when each gambit becomes available. It is possible that you can find some gambits earlier than I have listed, since you can sometimes find gambits inside treasure chests. (What you find in a chest can be one of several possibilities.) Initial Gambits The gambit system isn't really available until after you get Balthier and Fran. You will get a quick tutorial, and an initial set of gambit slots and gambits. As mentioned above, the available actions depends on the items, magic spells, and techniques you have acquired. The action "Attack" is also available initially. You start with the following gambit actions: * Ally: any * Ally: Vaan * Ally: Fran * Ally: Baltheir * Ally: Penelo * Ally: HP < 70% * Foe: party leader's target * Foe: nearest visible I suggest you experiment with the gambits right away, staying close to the save crystal. That way, if you mess up, you can simply reload the game and try again. Find Gambits in Treasure Chests You can find some gambit targets in treasure chests. If you don't find them, they should be available at stores when you get out of the dungeons. * Foe: targeting self ? Garamsythe Underground Waterway after Flan Fight * Foe: targeting leader ? Nalbina Dungeons after getting your equipment back (Be careful, that chest might be one of the ones you shouldn't open if you want the best weapon.) Buy from Burrough in Barheim Passage Burrough is the merchant you get the fuse from, and who tells you how to get through the passage. The following gambits can be purchased from him: * Ally: HP<50% * Ally: HP<30% At this point, you can have the two backup characters healing at different thresholds. For example, in my second party I will set Ashe's healing gambit at a higher precentage than Basch, since he is the better fighter (I have him using a heavy axe or hammer). For example, for Ashe I will set *Ally: HP<70% / Cure*, and for Basch *Ally: HP<50%*. This means that Ashe will do most of the healing, letting Basch pound the enemies, but if she gets behind on her healing (like when she runs out of magic), then Basch will help out. Find Gambits in Treasure Chests Between the time you meet Burroughs and when you finally get back to the world map, the following gambits can be found in treasure chests. If you don't find them, they should be available in stores once you get out. * Ally: party leader ? Barheim Passage fighting Battery Mimics * Foe: character HP >=50% ? Barheim Passage after North-South Save Crystal * Foe: nearest ? Dalmasca Esterland after leaving Barheim Passage Buy in Shops after Escaping Barheim Passage Once you make it back to the world map, head towards Nalbina Fortress or Rabinastre and you can buy the following gambits: * Ally: any (should already have this one) * Ally: HP<80%, HP<60%, HP<40%, and HP<20% * Ally: MP<80%, MP<70%, MP<60%, MP<50%, MP<40%, MP<30%, and MP<20% * Ally: status=sleep, confuse, and HP Critical * Foe: any * Foe: targetting ally * Foe: HP=100%, HP>70%, HP>50%, and HP>30% * Foe: status=sleep, oil, disable, immobilize, reflect, and HP Critical * Foe: flying * Self Find in Treasure Chests Between the time the above gambits are for sale and the time you complete Raithwall's tomb, you can find the following gambits. If you don't find them, they should be for sale at shops after you complete Raithwall's tomb. * Several magic spells become available on Leviathan in the Brig Shop * Ally: item AMT >=10 ? Find in tomb of Raithwall Buy in Shops after Completing Raithwall's Tomb Once you finish Raithwall's Tomb, the following gambits can be purchased in shops: * Ally: HP<90%, MP<100%, and MP<10% * Ally: status=stop, reverse, slow, lure, reflect, and beserk * Foe: furthest * Foe: HP>1000 and HP>500 * Foe: HP<1000 and HP<500 * Foe: status=blind, silence, reverse, and undead * Foe: character HP=100% Find in Treasure Chests After the above gambits are for sale, the following can be found. If you don't find them, they should be available once the list of gambits for sale has been updated. * Foe: lighting-weak ? Giza Plains (Tracks of the Beast) * Foe: character status=HP Critical ? Giza Plains Wet Season Buy in Shops at Balfonheim Port This is where you get most of the "self" gambits. There are still a few outstanding, but this should finish out most of the gambits that you don't have yet. At this point, you should add a gambit: *Self: MP<10% / Charge*. This will help them regain their MP automatically during long battles. * Ally: Status = KO, Stone, and Petrify * Ally: Status = Doom, Blind, Poison, Silence, Sap, and Oil * Ally: Status = Disable, Immobilize, and Disease * Ally: Status = Protect, Shell, Haste, Bravery, and Faith * Ally: Status = Invisible, Regen, Float, and Bubble * Foe: HP >= 10,000 and 5,000 * Foe: HP < 10,000 and 5,000 * Foe: Status = Petrify, Stop, Confuse, and Doom * Foe: Status = Poison, Sap, Slow, or Disease * Foe: Status = Regen and Beserk * Foe: Character status = Bravery and Faith * Self: HP < 100%, 90%, 80%, 70%, 60%, 50%, 40%, 30%, 20%, and 10% * Self: MP < 100%, 90%, 80%, 70%, 60%, 50%, 40%, 30%, 20%, and 10% * Self: Status = Petrify, Doom, Blind, Poison, and Silence * Self: Status = Sap, Oil, Reverse, Immobolize, Slow, and Disease * Self: Status = Lure, Protect, Shell, and Haste * Self: Status = Bravery, Faith, Reflect, Invisible, and Regen * Self: Status = Float, Bubble, and HP Critical Buy in Shops after Giruvegan These gambits handle foes with higher HP, as well as specific weaknesses and vulnerabilities. Remember that vulnerable simply means they can receive damage, while weak means that they will receive additional damage from the specified elemental. * Foe: HP ? 100K, HP ? 50K * Foe: HP < 100K, HP < 50K * Foe: Fire, Wind, Holy, and Dark weak * Foe: Ice, Earth, Wind, Holy, and Dark Vulnerable If you go to the hidden shop in Necrohol of Nabudis at this point, you can buy the Maximillian Armor and the Demon Shield, along with Telekinesis and a Ring of Renewal. Top <#top> Sample Configurations [config] * Partitioning Gambits <#parts> * Using Decoy <#decoy> * Using Reverse <#reverse> * Making Money <#money> * Weakening the Enemy <#weak> * Dividing Up Your Party <#divide> When setting up gambits, try to envision what you want the various characters to do in given situations, and then set up the gambits to mimic your strategy. Next, you should get into a number of easy fights and pay attention to what each character does. Are they doing what you think they should be doing? If not, then find out why and adjust the gambits. Once you think you have your gambits in good shape, you are ready to try some harder battles. If you are using a good strategy, you should be able to sit back and watch a boss fight, and only need to pick up the controller when things get too far out of hand. I was able to beat a number of bosses without ever touching the controller. Some people might think that takes all the fun out of the game, but the characters were doing the same thing I would have commanded them to do if I weren't using gambits. This way, I'm able to keep an eye out for the big picture. Often when I'm in the middle of a fight, I'm looking around to see where I want to go after this fight is over. Top <#top> Partioning Gambits [parts] When setting up gambits, divide them into the following segments: High-priority support / recovery actions These gambits will be performed before the character attacks any of the enemies. This means that only high-priority actions that only fire under certain conditions should appear here. Some example gambits for this group would be: "Ally: Any / Raise" and "Ally: Any / Esuna", which will make sure that all party members are alive and not suffering most status problems. Battle actions These are the gambits that control the attacking of enemies. All the characters should have: "Foe: Party Leader's target", while the leader should then have something like "Foe: Nearest" as a second attack gambit. Post-battle recovery actions These gambits only kick in once there are no enemies in the area. These can be used to recover the party. For example: "Ally; HP<100% / Cure". Once all the foes have been killed off, this gambit will cause the character to cure everyone in the party until they are all completely healed. Top <#top> Using Decoy [decoy] This approach causes the enemies to concentrate on the party leader, while the other members provide backup and only attack when the targetted character is in good condition. The gambits for the party leader could be: 1 Ally: Any Raise 2 Self Decoy 3 Foe: Party Leader's target Attack 4 Foe: Nearest visible Attack 5 Ally: HP<100% Cure The other characters could have the following gambits: 1 Ally: Any Raise 2 Ally: HP<40% Curaga 3 Ally: Any Esuna 4 Ally: HP<70% Cure 5 Foe: Party Leader's target Attack 6 Self Libra 7 Ally: HP<100% Cure Notice that both sets of gambits start the same way: to raise any fallen allies. The party leader puts him/herself into decoy status and then attacks the enemy. If one of the other characters die, then he/she will revive them, but otherwise he/she will continue to attack. The back-up characters make sure that everyone (especially the party leader) is in good health. As long as the party leader is in decent health, the backup characters will attack. As soon as his/her health drops to 70%, they will resuming healing. Notice that both backup characters have the same gambits, which mean they will often be doing the same thing. You can change this a bit by reversing gambits #3 and #4 so that if the party leader is both below 70% and has a status anomaly, each character will be working on a different problem. Another approach is to have each backup character heal different status ailments, and possibly use different HP levels for cure spells. If both characters are casting "curaga" because the party leader is less than 40%, as soon as the first character casts their spell, the HP of the party leader will increase. If the new HP is above 40%, the second character will cancel their spell, since the gambit condition is no longer true. After the fight is over, the characters will continue to cure everyone until everyone is at 100% HP. This approach works best if you are attacking a single enemey, and the two backup characters are using long-range weapons. The party leader should have a melee weapon, and keep up close to the enemy. That way the backup characters stay out of harm's way. If the party leader gets killed, you might have to pick a different leader (depending on how quickly he/she is raised). If that happens, as soon as the original party leader is revived, make him/her the party leader again. The party leader will cast Libra (which makes traps and extra targetting information visible) whenever it times out. If it times out during a fight, the character will wait until after the fight before it casts it again. Top <#top> Using Reverse [reverse] This approach is tricky, but can make difficult battles fairly easy if you can pull it off. The status of reverse does the opposite of what is normal: attacks heal the party member, and restorative items/spells give damage. Part of the problem is that the reverse status doesn't last that long, and so if you aren't paying attention, those hits can change from healing to killing the party member off before you notice it. You probably want to cast both reverse and decoy on the party member. You also want to make sure that the healing gambits of the other members are turned off, or changed from *Ally: HP Making Money [money] The following set of gambits can maximize the amount of money you accumulate. The party leader could have the following gambits: 1 Ally: Any Raise 2 Foe: HP=100% Steal 3 Foe: HP Critical Poach 4 Foe: Party Leader's target Attack 5 Foe: Lowest HP Attack 6 Ally: HP<100% Cure With the above gambits, the party leader will start out by attempting to steal from each enemy, and then concentrate on one enemy at a time, starting with the weakest enemy and working their way up. Whenever an enemy is close to being dead, the party leader will attempt to poach the enemy instead of attack it. (Make sure that you don't have all characters with this gambit, since some enemies are immune to poach, which means they will never kill off the enemy.) One problem with the above approach is that you won't gain as much experience or license points. This is because if you poach an enemy, you don't get any experience or license points. The approach that I normally use is this: 1 Ally: Any Raise 2 Foe: Party Leader's target Steal 3 Foe: Nearest visible Steal 4 Ally: HP<100% Cure Notice that the party leader never actually attacks, but rather tries to steal each time. For weaker enemies, this doesn't matter much because you will probably only get one chance to steal, since your other party members will finish the enemy off before you get a second chance to steal. If I'm in a hurry, or it is a harder boss, then I will manually control the party leader by clicking the "X" button to perform attacks after they have stolen an item from the enemy. This approach has the advantage of limiting how many enemies your group is fighting at any one time, since once you attack an enemy, the party will continue to attack until it is defeated. Top <#top> Weakening the Enemy [weak] The following gambits can be used by one of the backup characters (probably your weakest fighter or your best magic caster). Their purpose will be to lower some stat of an enemy: either the defence, the magic defence, or the strength of the enemy. Which one you want to use depends on the nature of the enemy. You probably want to limit this type of setup to a boss. For normal types of enemies, you would be better off having everyone participate in the attack. 1 Ally: Any Raise 2 Ally: Any Esuna 3 Ally: HP<40% Curaja 4 Foe: Party Leader's target Expose, Shear, or Wither 5 Ally: HP<100% Cure With the above gambits, the character will continue to hit the current enemy with whatever weakening technique was chosen. Remember that you can change gambits even during a fight, so you can let this character switch attacks at various times. For example, some bosses have times when they are impervious to physical or magic attacks. When this happens, you can switch the weakening attack as well as the actual attack from the other party members. You can use a "Foe:" gambit to control when to weaken and when to attack. For examaple: 1 Ally: Any Raise 2 Ally: Any Esuna 3 Ally: HP<40% Curaja 4 Foe: HP>50% Expose, Shear, or Wither 5 Foe: Party Leader's target Attack 6 Ally: HP<100% Cure The above gambit setup assumes that there is only one enemy during the fight. If there were more than one enemy, you run the risk of the backup character weakening one foe, with the rest of the party attacking a different foe. You could get around this by making the caster your lead character, so that the others will attack whoever the leader is weakening. Top <#top> Dividing Up Your Party [divide] There are times when you may want to fight two different sets of enemies at the same time. This often happens when you are trying to take out a boss who has a group of minions that keep getting in your face. Sometimes it is best to simply ignore them and concentrate on the boss, but if the minions keep being generated, they can eventually overwhelm your party In times like this, you might want to divide your forces: two party members can concentrate on the boss, while the third member is responsible for the majority of the support (cure, esuna, etc.) and the minions. There should always be a way to determine within the gambits which foes a character should attack. Since all party members should have the first attack gambit defined as: *Foe: Party leader's target*, as soon as you target the boss with the main character, the second character will concentrate on the boss. To have a third party member concentrate on a different foe, determine how best to distinguish the other foe. If this is a boss fight with minions, then probably the easiest gambit would be: *Foe: Lowest HP*, which would almost never be the boss (unless the fight is almost over.) Notice that if there are no minions around, the third character will attack the boss, since it would have the lowest HP, but as soon as a new minion is generated, they would attack the minion. If you have Libra turned on, you can target the different foes and come up with distinguishing features, such as flying, weak against some elemental, lowest Max HP/MP, etc. This can be useful if there are different types of minions, and you want to take them out in a specific order. Don't forget to reset your gambits after the battle. If you notice that the party isn't functioning the same any more, check out the gambits and see if there are any are left over changes you forgot about. Also remember that you can change gambits on the fly during a battle. This means that if one approach isn't working, or if conditions have changed, you can tweak the settings to have to party perform the way you intended. A good example of the advantages of this approach is when you are hunting Roblon. He is surrounded by a number of Dead Bones that keep getting regenerated on a regular basis. If you ignore the Dead Bones, you will quickly get overwhelmed. For this fight, I found that it was best to have the leader of the party with *Foe: Lowest HP / Attack* and have the rest of the party with *Foe: Party leader's target*. Although this means you are often not fighting Roblon, it works out pretty well since you keep the distractions down, and you will get a pretty good chain going, and end up healing the party fairly often. Top <#top> Tips, Guidelines, Words of Wisdom, etc. [tips] * Forming Parties <#tip-party> * Mixing Weapons <#tip-weapons> * Changing Things on the Fly <#tip-changing> * Keeping Everyone Alive <#tip-alive> * Keeping Things in Order <#tip-order> * Control Other Characters <#tip-nonleader> * Catch-All <#tip-catchall> This section contains a collection of suggestions on how to get the most out of your game. Forming Parties [tip-party] Your party consists of three people. While you can combine characters in any way, and let any character be the party leader, if you keep changing party configurations you will have to keep switching gambits. Depending on how long it takes you to configure a new set of gambits, it might be best to have more stable party configurations. I had two groups that I pretty much always kept together. The first party was Vaan, Balthier, and Fran. The second party was Basch, Ashe, and Penelo. Vaan and Penelo were the two leaders, and both were configured for stealing instead of attacking: 1 Foe: Party leader's target Steal 2 Foe: Nearest visible Steal 3 Ally: HP < 100% Cure Vaan and Penelo use a sword and a shield, and once they steal something, I take over and keep hitting "X" to attack instead of steal. (I only have to do that for the stronger foes, since the weaker ones are usually taken out before the leaders can make a second attack.) I also use the leaders to perform anything out of the ordinary, like casting dispel on the enemy. Most of the time, I just let the gambits control the actions of the group. It is only for bosses or if I'm in a hurry that I will take over the leader. For bosses, I will usually go in and change the gambit from steal to attack and then let the gambits take over again. Balthier uses a gun, and Fran uses a bow, and both have a number of support gambits to heal and cure status problems before actually fighting. Ashe uses a one-handed weapon and a shield, while Basch uses a two-handed weapon and is normally in beserk mode. The advantage of the first party is that Fran and Balthier tend to stay out of harm's way, even if Vaan doesn't use decoy. This party has taken out bosses without me needing to even touch the controller (except for changing steal to attack). The second party, however, tends to clear out enemies quicker, especially if they are set up to also cast haste on Basch (or hastega for everyone). I keep switching between the two parties to make sure they both stay at about the same level. Once the first party gets two levels ahead of the other, I will switch parties until they are all the same level, and then switch back to the first party again. The official strategy advises against this: it claims once you get to a high level, you should abandon one of the parties and concentrate on one. I don't care for that approach, but if you are in a hurry to finish the game, then that might be the way for you. Top <#top> Mixing Weapons [tip-weapons] You might be tempted to have everyone using the strongest weapons that are available, but that isn't always the best approach. It is important to understand how the various weapons behave in order to make an intelligent decision about what mix to use. For example, some heavy weapons like axes and hammers have a very high attack power, but they tend to be slower and tend not to combo very often. A weapon with less attack power may get multiple hits, which means the total damage per turn is more than the other weapon. Some weapons have a wide variation in the amount of damage. For example, hand bombs might do a lot of damage or almost no damage; you never know for sure. Watch how much damage each character inflicts and then try changing weapons and see what changes to the amount of damage appear. For distance weapons, I tend to have Balthier and Fran use guns and bows. Guns tend to be weaker than bows, but guns ignore the defense of the enemy, which means that for enemies with high defense, a gun will do more damage than a bow. Both weapons keep the character away from the enemy, so the amount of damage they take tends to be lower. The other thing you want to pay attention to is the elemental effect of any weapons. For example, if you have a weapon with a fire elemental, and if the enemy absorbs fire, you might have one of your characters actually healing the enemy each time while the others are inflicting damage. For that reason, I tend to use weapons and ammo that either have no elemental effect, or inflict things like poison, slow, etc. Pay attention to how much damage each character is doing. If a character isn't doing much damage, try changing to another type of weapon, or one with a different elemental attribute. (Again, this is why the gambit system is so nice - you have time to watch what is going on instead of mashing buttons.) Every character should have licenses for at least one distance weapon. When you encounter flying foes, short-ranged weapons don't do much good until you get telekenisis, which is quite late in the game. When you upgrade Fran or Balthier, don't sell their older weapons, so that they will be available for the other party members. Top <#top> Changing Things on the Fly [tip-changing] You can hit the triangle button during a battle and get into the menu system. At that point, you can change the equipment or the gambits for any character. You can also go into the License board and purchase any squares that are needed to equip a particular weapon or accessory. The gambits system allows you to take more time looking at the battles, since you aren't mashing buttons all the time. Keep an eye out for signs of problems. For example, if you notice the enemy gets healed every so often during a battle, check to make sure that one of your characters doesn't have a weapon with an elemental that the enemy absorbs. If one character seems to be doing very little damage, consider changing what type of weapon they are using, or switch them to casting expose or shear to help increase the damage caused by the other characters. The weaker of the two backup characters should have the primary responsibility for healing, but that might change depending on the foe. For example, I normally have Ashe doing most of the healing since Basche is such a good fighter. However, if I am fighting a flying enemy, I give Ashe a bow and let her fight, and have Bashe doing most of the healing. This is because Bashe is slow and will often miss a flying foe. (The way you change healing assignments is to change the healing thresholds. If one character has *Ally: HP<70% / Cure* and another has *Ally: HP<50% / Cure*, then the first one will do most of the healing. To switch them, swap the two thresholds.) If you have Libra turned on, then take manual control of the party leader and target the current enemy. See if it has some kind of weakeness; if so, then change the attack of your high magic characters to match the weakness. If you have all characters with the "Foe: Party Leader's target" gambit, you can easily change the focus of the fight by manually taking control of the party leader and attacking whatever enemy you want to target next. As soon as the party leader targets a foe, the rest of the party will concentrate on that enemy. Another trick is to change accessories at the last minute. During a hard battle, you should equip accessories that counter whatever status effects the enemy casts. Just before you defeat the enemy, switch out their accessories for either Golden Amulet or Embroidered Tippet, which doubles the LP or EXP gained. Top <#top> Keeping Everyone Alive [tip-alive] One of the nice features of this game is that the game isn't over until all of your characters have been killed. Not just your active party, but all characters. If your entire active party is killed, you will be asked to change your party configuration. If your active party dies, switch to your other party. As soon as the fight resumes, take control of the party leader and cast "Raise" for each of the original party. (Press R1 to target the backup party.) Keep away from the enemies so that your party leader doesn't take damage. Basically, you want the other characters to keep the enemy busy while you are reviving the original party. Once the other party is alive again, you can either continue to attack with your current party, or switch back to your original party. I tend to stay with the other party, since the two have different fighting styles sometimes one group will tend to do better than the other. Once you get the *arise* spell, things get extremely easy, since your other party will be totally restored with all their HP and MP. Top <#top> Keep Things in Order [tip-order] The order in which you arrange the gambits is very important. It is very easy to arrange gambits so that some of them will never be selected. It is also possible that you can end up getting killed off because you arranged the gambits in the wrong order. For example, suppose you want to keep your party healthy, and decide to cast "Cure" when a character gets below 90% HP. However, if a character takes a lot of damage, you might also want to cast "Curaga" if the character is below 30%. Suppose you set up the following gambits: The wrong order: 1 Ally: HP < 90% Cure 2 Ally: HP < 30% Curaga There is a serious problem with the above arrangement: the second gambit will never be selected. Remember that the first gambit with a valid condition will be executed, and then starts at the top of the list again. Suppose a character is at 70% HP. Since 70% is less than 90%, gambit 1 will be executed. However, if the character is at 20% HP, that is still less than 90%, so gambit 1 will be executed again. Gambit #2 will never be executed, and your character will probably die, since this character will only cast "Cure" even when you want them to cast "Curaga". The correct order: 1 Ally: HP < 30% Curaga 2 Ally: HP < 90% Cure Now, if a character is at 70% HP, the condition for gambit #1 is false, so gambit #2 is executed. Since 70% is less than 90%, gambit #2 is executed. However, if the character is down to 20% HP, the condition for gambit 1 is true, so the character will cast "Curaga." Here is another example: 1 Ally: Any Vox 2 Ally: Any Poisona 3 Ally: Any Esuna The above arrangement will help you save MP. If another member of the party is Silenced, this character will cast Vox to cure them. Likewise, if a character is poisoned, this character will cast Poisona to cure them. The Esuna spell will cure a wide variety of status ailments, including silence and poison, but it also costs a lot more than the more specific spells. This means that you can save MP by casting Vox instead of Esuna to cure Silence. Notice, however, if you had the above gambits in a different order, things wouldn't work quite right. If Vox or Poisona appeared /after/ Esuna, it will never get cast, since the character would cast Esuna instead. However, if you are fighting a foe that casts something like bad breath, which has a large variety of status ailments, then you probably want to move Esuna to the front of the list so that your backup characters don't spend a lot of time casting individual corrective spells. Just remember to move Esuna back down to the end of the list when that fight is over. A more subtle problem appears below. Suppose you want to make a lot of money, so you try to poach whenever possible. (You can poach a foe who is down to critical HP. You finish off the foe and get some loot, even if you have stolen loot from the enemy earlier.) Before doing this, you should remember that when you poach a foe, you don't get any experience or license points. This gambit setup has problems: 1 Foe: HP Critical Poach 2 Foe: Party Leader's target Attack There are two problems with the above setup: (a) some enemies are immune to poach, and (b) stronger foes can be in HP Critical, but still have too much HP to poach. If either of the above conditions are true, then this character will never kill such an enemy. They will continue to try to poach the foe, and continue to fail. My party got killed once while fighting a mark when I was distracted and doing something else (not related to the game). I looked up and was surprised to find the entire party dead! Fortunately, after I swapped in the second party, I realized what was wrong and corrected it. Make sure that at least one of your characters keeps attacking. A similar problem appears in the gambits below: 1 Foe: HP < 10% Attack 2 Ally: Any Raise 3 Ally: Any Esuna 4 Ally: HP < 50% Curaga 5 Foe: Party Leader's target Attack The idea with the above gambit setup is that if a foe is almost dead, have everyone pile on until it is dead, and then go back to the normal routine of heal and attack. The reason is that if you hurry up and kill a weakened enemy, you reduce the amount of damage your party will receive, since you have one less enemy attacking. (It has never seemed fair to me that an enemy that is on its last breath will still hit you with the same damage as when they are at 100%.) The above gambit works great most of the time. The problem, however, comes when you are up against a boss, or any other foe with a huge amount of HP. For normal foes, it doesn't take long to do away with 10% of their HP. However, you can have the boss below 10% HP, and it could still be a long time before you defeat it. During that time, other party members could easily get killed off if you aren't paying attention. An easy solution to the above situation is that, when facing a boss, simply go into the Gambit systems for your characters and turn gambit #1 off. After the boss fight is over, go back in and turn it on again. Top <#top> Control Other Characters [tip-nonleader] While most of the time you will be controling the party leader and the other party members will follow, there are times when you want to control a different character other than the party leader. For example, if your party is working on a given enemy, and a minor foe wanders into the battle. Many times you can ignore them and concentrate on the main foe, but sometimes you want to get rid of the distraction. If you attack the other foe with the party leader, then everyone else will follow suit, and that might give the boss a chance to regenerate or perform a strong attack. Instead, you can take control of one of the back-up characters (press the X button, then move left or right on the D-pad to select the character.) and have them attack the other enemy. This will allow the other characters to continue to fight the main enemy. Another situation when you might want to take control of the other party members is when you are fighting a boss that does a lot of status effects. If you aren't careful, your party might spend most (if not all) of its time healing and curing status ailments, but not spend much (if at all) time actually attacking the boss. One possibility is to change the gambits by turning off the status cures, and dropping the HP thresholds for healing, or you might want to simply control each character for that fight. This is quite similar to previous FF games that didn't have the gambit system. Top <#top> Catch-All [tip-catchall] A catch-all of tips, suggestions, comments, etc. Golden Amulets As soon as you can buy Golden Amulets, equip them on everyone, or at least on the inactive members of your party. Characters only gain experience if they are in the active party, but they gain license points even if they are inactive. Embroidered Tippets When you get to the Tchita Uplands, keep stealing from the Coeurl until you get enough Embroidered Tippets for everyone in your party. They double the amount of experience you get, and won't be available until you get to Archades, when you can first buy them. Until you have filled out the license board, equip Embrodered Tippets on the active members, and Golden Amulets on the inactive ones. Once everyone has all the licenses, keep the Embroidered Tippets on everyone unless you are fighting a tough boss that requires special protection. Archadian Match-Making When you get to Archadia, you need to earn enough chops to take the shuttle to your next location. You only need 9 chops to get to the next area, but if you want to get to the upper area, you will need all 28 chops. There are other FAQs that tell you what characters you need to match up, but not too many tell you where to find them. If you have the official guide, you will find that they have some of the pairs backwards. The following lists show you who to match and where to find them. The city is divided into four regions, and all matches are within the same region, and the directions indicate what area of that region the character can be found. In the list below, the person you need to talk to first (and memorize their story) is followed by the person you need to talk to second (and relate the story). If you look at the map for each area, you should be able to locate the desired character fairly quickly. Some characters walk around more than others, so if you don't find someone where I tell you they are, either wait for someone to come walking into that area, or scout around the adjacent areas. (If you notice any errors, drop me an e-mail, and I will add you to the "thanks" section.) If you talk to the people after matching them up, they will tell you the results of your efforts. Reinna * Tarot Reader (west central) and Happy Novelist (central) * Lucky Man (central) and Romantic Lady (central) * Tour Leader (eastern) and Bhujerban Lady (central) * Greenseller (eastern) and Vegetable Seller (western) * Philisopher of Cuisine (western) and Dangerous Chef (central) Trent * Historian (lower eastern) and Perceptive Man (lower western) * Music Appreciator (upper eastern) and Lutenist (lower western) * Builder (lower western) and Artisan Architecht (lower western) * Smitten Man (lower western) and Smitten Woman (lower eastern) * Boutiquer (upper western) and Moneyed Gentleman (lower eastern) * Farce Goer (upper western) and Girl on an Errand (lower eastern) Nilbase * Determined Researcher (lower eastern) and Ex-Researcher (upper eastern) * Aspiring Starlet (lower eastern) and Faded Star (lower east end - with umbrella) * Worried Husband (lower eastern) and Materislistic Woman (west end) * Athletic Woman (east of weapons / armor shop) and Avid Reader (in front of weapons/armor) * Gentleman Onlooker (east of weapons/armor) and Eager Crier (pathway to Molberry) * Senior Researcher (in front of armor/weapons) and Failed Researcher (path to Molberry) Molberry * Poor Husband (lower western) and Poor Wife (lower eastern) * Talented Woman (near west stairs) and Akedemician (in front of techniques shop) * Daughter-in-law (lower western) and Man from Giza (west of Techniques) * Look Alike (outside tech shop) and Look Alike (in front of magics) * Reminiscing Lady (west of tech shop) and Family Minded Girl (lower level below magic shop) * Would be Judge (in front of tech shop) and Judge's Wife (top of west stairs) * Avid Traveler (in front of eastern stairs) and Traveling gentleman (west of tech shop) * Proud Mother (upper eastern) and Tutor (eastern stairs) * Ardent woman (in front of magic shop) and Ardent Man (west of tech shop) Top <#top> Version History [version] 1.4 17 July 2007 Gambits after Giruvegan 1.3 30 June 2007 More cleanup and details. Added "Catch-all" section 1.2 June 2007 More on when gambits are available. General cleanup and expansion 1.1 Jan 2007 Typos, expansion Started list of when specific gambits are available 1.0 13 Jan 2007 Initial draft Top <#top>