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Live Blogs Fighting in a Tactical RPG and Escaping Your Problems: Final Fantasy Tactics Advance
Valiona2014-11-04 16:49:28

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Once you load your completed save, you will find yourself in Ambervale. Head to town and you'll see some new missions at the pub, as well as a a rumor about secret missions that were unlocked. Some of those missions don't count toward your mission total.

What is likely the first mission that you'll do after the end of the game is Mortal Snow, which takes you back to Lutia Pass, where, among other missions, you defended Professor Auggie from three zombies with familiar names..

Marche takes the mission and chats with the bartender, who says that few take on the missions into the cold. Marche says that it took him a while to get used to the snow, since he's from a warmer town.

Ritz comes in, asking about the mission that Marche took, and persuades him to take her along on it.

The battle pits Marche, Ritz and two clanners against Lyle, Colin and Guinness, who are now vampires with powerful Ice magic. Naturally, you have to defeat all three within three turns of the first one's defeat, but it's not that hard. Once they've all been defeated, Ritz declares that the "snowball fight" is over, confusing Marche.

After the mission ends, Marche questions Ritz about her strange word choice and her unusual insistence on taking the mission. Ritz says that the reports struck close to home, and reminded her too much of the bullies back home, even if she doesn't think those three were necessarily Lyle's gang (the characters from the real world changed in quite a few ways, but is undeath one possible change?). Ritz then asks to join Marche's clan, and you have the opportunity to take her in. She's a Red Mage with a good amount of gear, so I chose to bring her along.

At some point, usually after this mission, you will get the innocuous-looking dispatch mission, "A Maiden's Cry," Apparently, it can be completed beforehand, but I usually do it after "Mortal Snow."

After completing it, you head back to the pub and find the maiden in question... Shara. She's thankful for the help, but embarrassed that someone put up a request about her problem, since she's scared of bugs and an antlion larva fell on her head. Doned asks for her help in either getting Marche and Ritz to reconcile (if Ritz hasn't joined yet) or talk more (if Ritz has joined), and Shara accepts.

At some point after Ritz and Shara join the clan, they talk about the latest engagement, and Ritz says that in spite of her skill in battle, she worries whether she's the "cute" type. Shara tries to get her to talk to Marche and ask what he thinks, but she refuses, and changes the subject when Marche arrives.

Another dispatch mission involves helping Babus look for something Mewt left behind. Once it's complete, Babus shows up at the pub, encountering Doned. Marche arrives, and informs Babus that the something he's looking for is in Ambervale. Babus asks Marche for his help.

Marche and Babus then arrive in a cave beneath Ambervale, where they feel a powerful and violent magical force. Said force turns out to be Remedi in her first form, asking him what he's doing here. When he says he's looking for something Mewt lost, Remedi claims that Mewt has forgotten his existence, but Babus affirms his loyalty to Mewt and declares that the real queen went back with Mewt, meaning that the one before him is nothing but a ghost (Incidentally, Remedi likes saying things that voice everyone's deepest doubts, so I wonder if she's, apart from being the manifestation of desire, drawing from her opponents' psyches).

Remedi summons an Ahriman and a Floateye, and "Surpassing The Wall" plays for the battle, which is relatively easy. Remedi still only has her (albeit powerful) physical attacks, and her minions do less to diversify the opposing side's repertoire than the Famfrit and Adrammelech clones did.

Once defeated, Remedi turns into a teddy bear, Mewt's Tragic Keepsake of his mother, and Babus plans on taking it back to Mewt's room, as it's one of his belongings. Marche then asks Babus to be friends with him in spite of all their differences, and Babus hesitantly agrees.

You can also talk to Ezel around this point, who gives you special rumors in his shop. One of them involves a mission in which you meet with the palace and the resistance having a peace conference. Once there, they agree to make some compromises- non-action on the resistance's part, and a promise to allow some antilaws and not persecute former resistance members on the palace's side. However, some people don't like this, and try to interfere.

Defeat them, and Ezel mentions that he has more free time and is willing to join your clan, as long as you don't expect reduced prices at his shop.

That's most of the post-game recruitment missions. Here's a few notes on other sidequests

  • Some of the Dispatch missions get extremely hard, such as "Why Am I Wet?" (which I heard is the hardest dispatch mission in the game), and "Beastly Gun", which requires a very strong Gunner to complete. In a few of those cases, you might wonder why a simple mission is so difficult, such as cleaning up after a parade or procuring a loaf of bread.
  • In "Weaver's War," which is available early on, but you won't likely be able to complete until later, due to needing a Cruisite and a Blood Apple, you end up making a sword for Weaver. But then, in a mission that ensues later, you end up having to fight Weaver to protect one of the repentant targets of his vengeance. I've noticed that mercenaries often get sought after by both sides, even when they're not playing both to their advantage.
  • In "Moogle Bride," Montblanc gets lured in by a suitor, only to fall into an ambush by Clan Rose (which may or may not include the suitor; it's hard to tell if any of the Moogle units are female). Incidentally, I heard this happens even if Montblanc is dead.
  • You also can face some fairly strong single enemies, such as Ogma the Worldwyrm, and Carrot the Malboro. They are fairly durable, but are easy enough to whittle down with the units at your disposal, not putting up more resistance than the other enemies you face at this point.
  • There will be a few more roving bands of enemies, among them, the Doned Faction, an up and coming clan, possibly the one Doned mentioned in Mission 21. It might have been nice to see who's in charge.

There's not much to say about those missions. Once you do all 300 missions, however, the game isn't quite over yet.

Final Installment: Having completed all of the missions, Marche has one final enemy left to fight: the judges.

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