Final Fantasy Tactics Advance Playthrough | Part 43 [FINAL]

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Welcome back to Final Fantasy Tactics Advance! As always I hope you enjoyed the video, if you want to see more content like this then please consider subscribing.

What is Final Fantasy Tactics Advance?

Final Fantasy Tactics Advance is a tactical role-playing game developed and published by Square (now Square Enix) for the Nintendo Game Boy Advance. A spin-off of the popular Final Fantasy series, the game shares several traits with 1997's Final Fantasy Tactics, although it is not a direct sequel. The player assembles a clan of characters, and controls their actions over grid-like battlefields. Players are mostly free to decide the classes, abilities, and statistics of their characters.

In Tactics Advance, turn-based tactical battles take place on a three-dimensional isometric field. The player takes the role of Marche, a clan leader; he must organize the clan's members and advance their status through missions that are offered in pubs. The player competes against the computer's team in turn-based play, although unlike Final Fantasy Tactics characters execute their actions instantly.

Missions are tasks undertaken by a clan. There are four types of missions: regular, encounter, dispatch, and area. In regular missions, Marche's entire party ventures to a particular location to do battle. Many of these missions are used to advance the story. In encounter missions, Marche's group battles a rival mercenary clan by purchasing a mission or meeting them on the map. In dispatch missions, which do not involve battle, Marche temporarily sends away one member from his party. Area missions are usually a dispatch mission where Marche's clan can liberate certain regions to obtain bonuses and discounts at shops.

Some missions, typically dispatch missions, require a special item to be in possession in order to accept the mission. Others require a dispatch character to have a specific job class. In regards to items, this may mean another mission must be done to get an item that would allow you to perform the later mission.

The world map is initially empty except for the starting location; it is customized as the player wins location "tokens" after certain missions. These tokens represent different terrains and settlements, such as plains, mountains, deserts, forests, and towns, that can be placed in slots on the world map. Items are rewarded to the player depending on the placement of the tokens. Ivalice also introduces areas called jagds, lawless slums that Judges avoid. Jagd is a German word which means the hunt. Jagds are the only places in the game in which a character can die; everywhere else, they are protected from death by the Judges and are simply knocked out.

Units have a primary job which determines the stat boosts they receive when they level up and the attributes associated with that class. A unit may also have a secondary job set of abilities, where it can use any abilities of the selected job, but with the stat profile of the primary job. For example, an Assassin with a Sniper secondary job could use abilities from both jobs, but has the stat profile and appearance of an Assassin, its primary job. This may deny the use of some abilities depending on their equipped weapon. In the previous example, any abilities that require the possession of a great bow, will not be allowed for use if the character has a Katana equipped.

Tactics Advance also introduces five playable races: Humans, the small rodentlike Moogles, the strong lizard-like Bangaa, the agile rabbit-like Viera, and the magically-skilled Nu Mou. Certain jobs are only available to certain races. Along with the abilities obtained with experience, each race has a guardian beast called a "Totema" to represent whom and which can be summoned to whose aid when a member of that race has 10 Judge Points, that is after your clan has defeated that Totema as part of the main story line.

One arbitrary game mechanic of Tactics Advance is the Laws system. Laws are set by Judges, invincible arbiters present at each battle, with some exceptions. Laws may forbid the use of certain weapons, items, elemental spells, or status changes. Breaking a law results in punishment by Carding, the receipt of a red or yellow card. Imprisonment happens if a character infringes a law twice or knocks out another unit with a forbidden ability or weapon. However, Jagds have no Judges or laws; units knocked out in the Jagds will die and permanently leave the clan if they are not revived by the end of the battle.

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