FFTA2 - Clan Trials

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    Enemies: - Sprite x6

    Three rounds may prove to be an issue if you don't have a very strong party. Powerful units, preferably those with high move stats, are recommended. Use the strongest abilities available to you and

    you should be able to finish the mission in well under three rounds.

    Alternatively, you can bring in a powerhouse team and just cast Berserk on everyone. Sprites are frail little creatures, so they'll fall pretty quickly.

    General Training II ~ =-----------------= Rank: 25 Fee: 10 CP Days: 20 Days Type: Meet Objectives

    Location: Baptiste Hill

    Req. Items: N/A Req. Talents: - Negotiation : 40 - Aptitude : 40 - Teamwork : 40 - Adaptability: 40 Recommended for Dispatch: N/A

    Title Benefit: Raises all clan talents Eligibility: All clan talents must exceed 40

    Forbidden:

    - >20 Damage

    ~ Adept Trial ~

    Reward: +24 Adaptability, +24 Teamwork, +24 Negotiation, +24 Aptitude, Quest Fees -8%, Item Prices -8% (Clan Privilege: Move Up 1)

    Enemies: - Zaghnal x1 (1 spawn end of third round)

    Your opponent is a Zaghnal here, a more powerful version of the common Werewolf. The law for this fight forbids damage over 20 HP, which is ridiculous. You can't possibly win without dealing over 20 HP damage per unit. If you're really anal about the law, send in a unit who can Doom or KO instantly (Last Breath, anyone?).

    The Zaghnal is capable of using Roar, which removes all buffs, Slug, an attack that ignores defense, and Assault, an attack with a chance of inflicting Immobilize status. Its attack power is very high, so consider casting Protect on your party to help raise defense a bit. If possible, use wind-based attacks because the Zaghnal has a weakness to wind.

    Reinforcements will spawn on the third round, so it's very important

    that you kill this first Zaghnal before the next monster arrives. If you do, then the trial will end before it can even appear!

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    ~ Brave Trial ~

    Reward: +28 Adaptability, +28 Teamwork, +28 Negotiation, +28 Aptitude, Quest Fees -10%, Item Prices -10% (Clan Privilege: Regenra)

    Enemies:

    - Zaghnal x1 (2 spawn end of third round)

    Bring in six of your strongest units for this fight. Again, you are up against one Zaghnal. It's imperative that you take it down before the third round to avoid having to face two more monsters. It's very difficult to kill two reinforcements in a single turn (you have to complete the trial within four rounds).

    If you have any instant death abilities, now would be a great time to use them. As long as the first Zaghnal is dead before the other two arrive, the trial will be a success.

    ~ Hero Trial ~

    Reward: +32 Adaptability, +32 Teamwork, +32 Negotiation, +32 Aptitude, Quest Fees -12%, Item Prices -12% (Clan Privilege: Regenga)

    Enemies: - Zaghnal x1 (3 spawn end of second round)

    The reinforcements will arrive on the second round this time, so you must kill the first Zaghnal IMMEDIATELY. If not, then you'll have to contend with a very difficult fight. The round limit is still four, so you wouldn't have much time to kill off the remaining monsters

    should they manage to come in.

    Once again, instant death abilities are great for this battle. To further increase your damage output prior to the second round, consider using Smile Toss, Quicken, or similar abilities to give your heaviest hitters a second chance at striking the Zaghnal for more damage.

    ~ Legend Trial ~

    Reward: +36 Adaptability, +36 Teamwork, +36 Negotiation, +36 Aptitude, Quest Fees -14%, Item Prices -14% (Clan Privilege: Debuff Resistance 5)

    Enemies: - Zaghnal x1 (2 spawn end of second round)

    Use the same strategy as the previous trials. The only difference here is the three round limit, and the fact that two reinforcements will spawn during the second round. You are still up against the same Zaghnal, so hit it with all you've got!

    ~ Master Adventurer Trial ~

    Reward: +40 Adaptability, +40 Teamwork, +40 Negotiation, +40

    Aptitude, Quest Fees -20%, Item Prices -20% (Clan Privilege: Move Up 2)

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    Enemies: - Zaghnal x1 (3 spawn end of second round)

    Once again, utilize the same strategy. Don't allow the Zaghnal to survive into the second round to avoid facing the three reinforcements. The round limit is three again, but that should not be an issue at all if you can finish it in two.

    Negotiation I ~ =-----------= Rank: 10 Fee: 10 CP Days: 20 Days Type: Meet Objectives Location: Camoa

    Req. Items: N/A Req. Talents: - Negotiation : 1 - Aptitude : 0

    - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A

    Title Benefit: Raises Negotiation Eligibility: Negotiation must exceed 1

    Forbidden: - Attack

    ~ Haggler Trial ~

    Reward: +3 Negotiation, -3 Aptitude, Quest Fees -1%, Item Prices -1%

    (Clan Privilege: Empowered Nu Mou)

    Enemies: - Dreamhare x2

    Targeting distant units is illegal here, meaning any attack that affects a target two or more units away is ground for failure. This also includes attacks that knock back, meaning critical hits count as breaking the law! This can be avoided by having another unit block the enemy, preventing them from being pushed back in the event that you do land an unlucky critical hit.

    This first battle pits you against two Dreamhares. Send in any six units and start the battle. Dreamhares are weak monsters, so their defense is nothing to really worry about. Their abilities include War Dance, which raises attack, Hip Attack, and Illude, which can inflict Charm. Illude will prove to be the biggest issue here. You can quickly eliminate Charm status by attacking the affected unit.

    Finish the mission as quickly as possible by swarming the Dreamhares with your strongest units. Their defense stat, as stated before, is laughable. It should not take long to defeat these monsters, no matter what level you are.

    ~ Intermediary Trial ~

    Reward: +6 Negotiation, -4 Aptitude, Quest Fees -2%, Item Prices -2%

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    Enemies: - Dreamhare x3

    A third Dreamhare is added to the fray. Other than that, this battle differs little from the previous ranking. The Dreamhares retain all previous abilities. Watch out for Illude. Should any of your units get Charmed, attack the affected unit to knock him/her out of it.

    ~ Barterer Trial ~

    Reward: +9 Negotiation, -5 Aptitude, Quest Fees -3%, Item Prices -3% (Clan Privilege: Luck 2)

    Enemies: - Dreamhare x4

    The enemy team consists of four Dreamhares this time around. Use the same strategy you've been using before, being careful not to accidentally break the law by inflicting a critical hit. I haven't

    mentioned it yet, but Dreamhares do have a weakness to fire-based attacks. Make the battle go by more quickly by taking advantage of this weakness. Still, bear in mind that you cannot attack distant units! Don't let that slip.

    Charm status may be an issue, so any equipment resistant to that status would be useful here. Again, the easiest way to knock an affected unit out of Charm is by attacking him/her.

    ~ Broker Trial ~

    Reward: +12 Negotiation, -6 Aptitude, Quest Fees -4%, Item Prices -4%

    Enemies: - Dreamhare x5

    Your objective here is to defeat all five Dreamhares within four turns. This is not a tough objective. The trial can be facilitated by using Black Mages and other jobs with fire-based attacks. Dreamhares are weak to fire-based attacks. Again, heed the law, which forbids targeting anything more than one tile away!

    Equipment resistant to Charm status helps tremendously here. Don't allow any of your units to remain in Charm status for they can potentially break the law (plus it's a pain having your own unit attacking your characters).

    ~ Orator Trial ~

    Reward: +14 Negotiation, -7 Aptitude, Quest Fees -5%, Item Prices -5% (Clan Privilege: Luck 3)

    Enemies: - Dreamhare x6

    This final bout may prove to be difficult. In order to finish it in time, you should utilize fire-based attacks as much as possible. Dreamhares don't have much HP, so you should be able to drop two of

    them per turn.

    Aptitude I ~

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    =--------= Rank: 10 Fee: 10 CP Days: 20 Days Type: Meet Objectives Location: Targ Wood

    Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 1 - Teamwork : 0 - Adaptability: 0 Recommended for Dispatch: N/A

    Title Benefit: Raises Aptitude Eligibility: Aptitude must exceed 1

    ~ Grease Monkey Trial ~

    Reward: +4 Aptitude, -3 Negotiation (Clan Privilege: Empowered Bangaa)

    Enemies: - None

    For these follow trials, it's recommended that you save before the trial so you can quickly retry it in the event that you fail.

    In order to successfully complete this trial, you must find the winning barrel in three rounds. The follow trials mostly rely on luck, since there's no clear indication as to which barrel is the winning barrel.

    You can send in three units. This isn't a difficult trial because you have three whole rounds to find the right barrel. At the start, assign a single barrel to each unit. In the unlikely event that those three aren't the winning barrels, quickly inspect the last barrel.

    Honestly, if you can't finish this first level trial, then there's something wrong with you.

    ~ Apprentice Trial ~

    Reward: +7 Aptitude, -4 Negotiation

    Enemies: - None

    There are four barrels this time around. Your time limit is four rounds. The four barrels are scattered at the corners of the forest, so you will need units with high move stats.

    Again, assign one barrel to each of your three units. Go straight for the one at the lower-left, lower-right, and upper-right corners. If none of those three work, then check the other barrel at the upper-right corner using the closest unit.

    ~ Machinist Trial ~

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    down. Do not use abilities that do not consume MP. Fight commands, as before, are still valid.

    ~ Confidante Trial ~

    Reward: +13 Teamwork, -6 Adaptability

    Enemies: - Mimic x5

    For this trial, you need to slay the five Mimics within the course of four rounds. This is not a hard task, considering how weak these monsters are. When the Mimics group together, you can easily deal deadly damage by casting spells that damage an area. Keep a sharp eye out for opportunities such as those to expedite the process. Clocking in under the round limit should not be difficult at all.

    Do not use abilities that do not consume MP. Standard fight commands are viable options though.

    ~ Old Friend Trial ~

    Reward: +16 Teamwork, -7 Adaptability (Clan Privilege: Speed Up 3)

    Enemies: - Mimic x6

    The Mimic count has been upped to six and the round limit has been decreased to three this time around. Send in your most powerful spellcasters for this mission. Since the battleground is so small, use spells that deal damage over an area to inflict some heavy

    numbers. Though the round limit is pretty easy to beat, don't lose track of time.

    Again, abilities that do not consume are not allowed. However, fight commands are legal.

    Adaptability I ~ =------------= Rank: 10 Fee: 10 CP Days: 20 Days Type: Meet Objectives Location: Camoa

    Req. Items: N/A Req. Talents: - Negotiation : 0 - Aptitude : 0 - Teamwork : 0 - Adaptability: 1 Recommended for Dispatch: N/A

    Title Benefit: Raises Adaptability Eligibility: Adaptability must exceed 1

    Forbidden:

    - Fire, Ice, Lightning

    ~ Scout Trial ~

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    Reward: +4 Adaptability, -3 Teamwork (Clan Privilege: Empowered Moogles)

    Enemies: - Red Marshmallow x1

    The objective for this trial is to drive off the Red Marshmallow. However, you cannot utilize conventional attacks because of the law. The proper way to do this is to note the monster's expression. It will perform one of three possible actions, each of which corresponds to a different option:

    + Turns around once and jumps --> Threaten + Lean backwards repeatedly --> Surprise + Twirls around repeatedly --> Stare Down

    When you get up next to the Red Marshmallow, an Experiment option will show up. Select the action according to the action of the Red

    Marshmallow. Get it right, and the enemy will turn tail and run.

    You have four rounds to complete this objective. If you really can't get it in three rounds, consider playing a different game...

    ~ Observer Trial ~

    Reward: +7 Adaptability, -4 Teamwork

    Enemies: - Red Marshmallow x1

    This is exactly the same trial as before, except you now have three

    rounds to complete it. The Experiment commands remain the same as before.

    ~ Surveyor Trial ~

    Reward: +10 Adaptability, -5 Teamwork (Clan Privilege: Agility Up 2)

    Enemies: - Red Marshmallow x2

    This time around, you have to drive off TWO Red Marshmallows (because God forbid it gets more difficult!) within the course of four rounds. All options remain the same. You can only focus on one Red Marshmallow at a time, so don't mess it up. The other Red Marshmallow can potentially use Acid on your party. This ability inflicts a random status ailment. Even if one of your units is hindered, you can still rely on your other party members, hence the reason you can bring in more (and should have) than one unit.

    ~ Imitator Trial ~

    Reward: +13 Adaptability, -6 Teamwork

    Enemies:

    - Red Marshmallow x2

    Use the exact same strategy as the previous level trial. I doubt you

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    and Stop. You can even Berserk them to force them to use standard attacks. Ranged units are effective here because the Tonberrion do not have very high move stats. If you can stay out of their range, then you can shoot at the Tonberrion without fear.

    If you have a Blue Mage in your party with the Cornered ability, you should allow the Tonberrion to use Butcher's Knife on him. Then,

    unleash Cornered for a nice 999 HP damage attack! Heal and repeat - it's really a great strategy.

    Complete this trial in four rounds to successfully finish it.

    ~ Lector Trial ~

    Reward: +13 Negotiation, +11 Teamwork, -6 Aptitude, -4 Adaptability, Quest Fees -4%, Item Prices -4% (Clan Privilege: Bonus AP 2)

    Enemies:

    - Tonberry x3

    Three Tonberrion make up the enemy force this time. Again, exercise caution when approaching the Tonberrion. Their movement stat is very low, so they won't be able to reach you if you maintain distance. Inflict debuffs to disable the other Tonberrion as you focus on your target.

    The Blue Mage Cornered skill is still viable, but take caution not to let another Tonberry finish off your Blue Mage in case his turn doesn't come up directly after getting stabbed.

    Finish the trial in four rounds to successfully accomplish the Lector

    Trial.

    ~ Advocate Trial ~

    Reward: +19 Negotiation, +17 Teamwork, -8 Aptitude, -5 Adaptability, Quest Fees -6%, Item Prices -6% (Clan Privilege: Bonus AP 3)

    Enemies: - Tonberry x2

    This trial is identical to the Speaker Trial, except that you only have three rounds to finish off all of the Tonberrion. The time limit is not particularly binding, so utilize the same strategy for the first level to accomplish the trial.

    ~ Champion Trial ~

    Reward: +25 Negotiation, +23 Teamwork, -10 Aptitude, -6 Adaptability, Quest Fees -8%, Item Prices -8% (Clan Privilege: Debuff Resistance 4)

    Enemies: - Tonberry x3

    There are three Tonberrion this time, and the round limit is three. To expedite the process of killing off these monstrosities, don't try to inflict any debuffs this time around. Instead, just throw

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    attacking or fight the Cockatrices. Note the law though! You cannot harm a unit with a lower level than you.

    This first battle isn't tough at all. The Cockatrices can only use Peck, which deals moderate damage. Cast Protect if you want to boost defenses.

    ~ Compromiser Trial ~

    Reward: +13 Adaptability, +11 Negotiation, -6 Teamwork, -4 Aptitude, Quest Fees -2%, Item Prices -2% (Clan Privilege: Bonus Gil 2)

    Enemies: - Cockatrice x6

    This trial is the same as before, except there are now six Cockatrices looking to peck your eyes out. In addition to the level 23 and level 28 Cockatrices, there are now two more level 30

    Cockatrices. Deal with them any way you see fit, though I personally find it easiest to just wait them out. After two rounds, the trial will have been completed.

    ~ Outrider Trial ~

    Reward: +19 Adaptability, +17 Negotiation, -8 Teamwork, -5 Aptitude, Quest Fees -3%, Item Prices -3% (Clan Privilege: Debuff Resistance 3)

    Enemies: - Cockatrice x6

    This trial is a huge pain because the round limit is so long. The Cockatrices are still the same as the previous trial. Again, outwait them or go for the Cockatrices that are at a higher level than your units. Do not attack Cockatrices at a lower level unless you want to fail. Wait three rounds to complete this trial.

    ~ Catalyst Trial ~

    Reward: +25 Adaptability, +23 Negotiation, -10 Teamwork, -6 Aptitude, Quest Fees -4%, Item Prices -4% (Clan Privilege: Bonus Gil 3)

    Enemies: - Cockatrice x6

    The only difference here from the previous trial level is the noticeably higher level of the Cockatrices. They also gain a new ability, Scatter, which deals damage to surrounding units and raises the user's evasion.

    If your units are at a lower level than these Cockatrices, feel free to fight back. If you need a defensive boost, consider casting Protect on your party. Survive three rounds against them to finish the trial.

    ~ Master Intercessor Trial ~

    Reward: +31 Adaptability, +29 Negotiation, -12 Teamwork, -7 Aptitude,

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    the four-round limit is over to finish this trial.

    ~ Hand of Silver Trial ~

    Reward: +13 Teamwork, +11 Aptitude, -6 Adaptability, -4 Negotiation (Clan Privilege: Debuff Resistance 2)

    Enemies: - Ahriman x4

    The objective here is to examine the same magick urn as the previous level a total of five times within four rounds. Again, high move stats are necessary. Try to debuff the Ahrimans to prevent them from using any of their malicious abilities while you're chasing after the urn.

    I find that Faerie Shoes and Galmia Shoes help significantly here because they ignore height, which would otherwise pose a problem to those attempting to cross over the cliff.

    ~ Hand of Gold Trial ~

    Reward: +19 Teamwork, +17 Aptitude, -8 Adaptability, -5 Negotiation, Quest Fees -1%, Item Prices -1% (Clan Privilege: Bonus EXP 2)

    Enemies: - Ahriman x5

    The number of Ahrimans has been upped, and your objective is now to examine the same magick urn six times within four rounds! This trial will require more careful distribution of your characters over the

    map to make sure you can reach the urn wherever it goes.

    There is still room for error, but you can't waste time. The Ahrimans are going to cause problems, but don't go out of your way to attack them. Just remember to face away from them to avoid getting affected by Demonic Gaze or Bewitching Gaze.

    Examine the urn six times to successfully complete this trial.

    ~ Hand of Divinity Trial ~

    Reward: +25 Teamwork, +23 Aptitude, -10 Adaptability, -6 Negotiation Quest Fees -3%, Item Prices -3% (Clan Privilege: Bonus EXP 3)

    Enemies: - Ahriman x5

    The magick urn must now be examined seven times within THREE rounds! High move stats are absolutely mandatory here. You should bring at least unit specifically for debuffing the five Ahrimans perched at the top of the cliff.

    There is no time to waste - immediately get your four units with the highest move stats to each quarter section of the area. Send the

    remaining two towards the Ahrimans while maintaining a position roughly in the middle of the region. Do your best to debuff the Ahrimans as to prevent them from using any of their gazes and

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    In this trial, you must gather all of the shimmering lights within four rounds. There is a catch though - as soon as you get a light, the remaining lights will move to another location. They will also move at the end of each round. Therefore, you should bring in units with high speed and move stats to most effectively capture all the lights.

    Your opposition comes in the form of three Red Marshmallows. These monsters are capable of casting Fire/Fira. They'll often use Unction to raise your vulnerability to fire. However, you should avoid getting too caught up in fighting the monsters and instead focus on reaching the lights.

    There are three lights in all that you need to reach. Get them all before the four round time limit to finish this trial.

    ~ Prospector Trial ~

    Reward: +13 Aptitude, +11 Adaptability, -6 Negotiation, -4 Teamwork (Clan Privilege: Smash Gauge Bonus 1)

    Enemies: - Red Marshmallow x3 - Ice Flan x1

    This is essentially the same as the previous level trial, except you must now contend with four monsters. Again, you will need units with high move stats, preferably those with high speed as well.

    The newcomer, the Ice Flan, can use Acid to inflict a random status ailment. Although you should not focus all of your efforts on the

    enemy monsters, try to prevent the Ice Flan from causing too much trouble. This can be achieved through Disabling them, putting them to sleep, etc.

    The primary focus is still on the shimmering lights. Position each of your units in a different portion of the area. Scatter your units around so they'll be prepared when the lights change locations. Gather up the three lights within four rounds to finish it.

    ~ Pioneer Trial ~

    Reward: +19 Aptitude, +17 Adaptability, -8 Negotiation, -5 Teamwork, Quest Fees -1%, Item Prices -1% (Clan Privilege: Smash Gauge Bonus 2)

    Enemies: - Red Marshmallow x2 - Ice Flan x1 - Yellow Jelly x1

    This time around, you have to gather up four shimmering lights within the course of four rounds. A Yellow Jelly has been added to the enemy party. It, like the Ice Flan, can use Acid to inflict a random debuff.

    In order to most efficiently finish this trial, you should distribute your units with the highest move stats over each quarter section of the area. This is the most efficient method because each

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    unit can reach a shimmering light within his/her section without having to take extra turns.

    Use Haste and/or Quicken to speed up the process. Once the four lights have been collected, the trial will end.

    ~ Voyager Trial ~

    Reward: +25 Aptitude, +23 Adaptability, -10 Negotiation, -6 Teamwork, Quest Fees -3%, Item Prices -3% (Clan Privilege: Smash Gauge Bonus 3)

    Enemies: - Red Marshmallow x1 - Ice Flan x1 - Yellow Jelly x2

    Surprise! You now have to collect the four lights within three rounds. Once again, movement is very important here. Send in units

    with the adequate move stats and begin.

    Don't bother going after any of the monsters. Doing so will just waste precious time. Cast Haste on your units to speed them up, and distribute your units with the highest move stats over the region, making sure that they're scattered about. It should not be that difficult to collect the four lights within the round limit.

    ~ Master Explorer Trial ~

    Reward: +31 Aptitude, +29 Adaptability, -12 Negotiation, -8 Teamwork, Quest Fees -5%, Item Prices -5% (Clan Privilege: MP Channeling)

    Enemies: - Red Marshmallow x1 - Ice Flan x2 - Yellow Jelly x2

    You now have to gather five lights within three turns. You also have to contend with a Red Marshmallow, two Ice Flans, and two Yellow Jellies. At this point, I can't really say much else than what I've already stated previously without sounding like a broken record.

    High move stats help a lot in this trial. Use Haste to help expedite the whole process of collecting lights. And unless the monsters really get in the way, ignore them. This trial can be slightly challenging, but it's nothing compared to the Master Hand Trial of Teamwork-Aptitude. Ugh, I get shudders just thinking about that.