Final Fantasy Tactics: The Ivalice Chronicles Trophy Roadmap
- Estimated trophy difficulty: 4/10
- Approximate amount of time to platinum: 30-60 hours (heavily dependent on prior experience with the game)
- Offline Trophies: 50 (1
, 3
, 6
, 40
) - Online Trophies: 0
- Number of missable trophies: 3 –
Master of All Trades (Partially),
A Thickening of the Plot,
Secrets Beneath Goug - Glitched trophies: 1 –
Master of All Trades (Trophy does not unlock correctly if Zodiark is the last ability learned) - Does difficulty affect trophies?: No, can play on any of the three difficulties and switch at any time, but trophies can only be earned in the Enchanced version of the game
- Hardest Trophy:
Ruler of the Abyss - Minimum Playthroughs: 1
- PS4/PS5 Autopop & Save Transfer: No save transfer between PS4 and PS5
- PS4/PS5 Crossbuy: Yes
- Free-Roam / Level Select after Story?: After completion of the story you create a Clear Save, then loading the clear save places you on the world map before the final sequence of story battles
- New Game+ Mode?: No
- Supports Manual Saves?: 5 rotating autosave slots + 50 manual save slots
- Release Date: September 30, 2025
Introduction
Welcome to the Final Fantasy Tactics: The Ivalice Chronicles Trophy Guide! The Ivalice Chronicles is a remake/remaster of the original Final Fantasy Tactics on the PS1, but using the War of the Lions PSP version script and includes a number of changes including full voice acting, difficulty options, and other quality of life improvements. Anyone who played the original game or WotL version should feel right at home, with the quality of life changes making the game much more friendly to new players.
Trophy-wise the game has a relatively standard RPG list, requiring finishing the story and most side content, along with some grinding that can be cleaned up after the story. There are three missable trophies to keep in mind,
Master of All Trades,
A Thickening of the Plot, and
Secrets Beneath Goug.
NOTE: Trophies can only be earned in the “Enhanced” version of the game, no trophies can be earned in the “Classic” version.
Step 1: Complete the story
The first step will be to work your way through the story. You can work on the miscellaneous trophies and complete errands as you go if you want, or leave them for after the story as all are still available. You can check out the trophies related to each chapter for tips on the story fights. Check the information on the three missable trophies and keep them in mind as you progress:
Master of All Trades requires learning every job ability on a single character and this is partially missable depending on who you want to do it with. If you want to learn all abilities on the main character Ramza then you need to learn an ability during specific story battles in Chapter 4, and if you miss it there you can’t learn all abilities on Ramza. The other ability learned from enemies comes from the final boss and then random enemies in the Midlight’s Deep dungeon, but it’s recommended you complete this after the story.
A Thickening of the Plot involves watching an extra scene in the Chronicle that becomes available in Chapter 2 after the character Mustadio joins the party, it can’t be viewed if you decline recruiting him.
Secrets Beneath Goug involves watching a scene in Chapter 4 that can only occur if you have Mustadio in your party, but as long as you make sure to always recruit the unique story characters and don’t dismiss them or let them completely die during battle, then you can view this scene at any point after the start of Chapter 4.
Step 2: Midlight’s Deep dungeon + Cleanup
After completing the story you can create a clear save, then when you load the clear save you’ll be placed back on the world map before the final sequence of story battles and can continue cleaning up any remaining activities. The Midlight’s Deep dungeon that you can access starting in Chapter 4 will be the main thing to worry about, and is where to learn the final Summoner ability that comes from the final boss of the dungeon or random enemies when replaying the floor. It’s recommended to try and learn it from the final boss during the first battle, as it’s more consistent to learn from them instead of trying on the random enemies.
General Tips
- When travelling the world map you can choose to flee random battles and not fight them, or continually select the same spot you are standing to trigger them without moving the date forward. This also means you can just move around to immediately complete errands without fighting in between. This is a good way to level alternate jobs on the main units you are using, though note you can’t send Ramza or other unique characters on errands.
- Auto equipping gear prioritizes highest HP/Physical Attack over everything else, so double-check if you are using this on magic classes and give them more suitable gear.
- If you are grinding alternate jobs on characters make an Equipment Set with their main setup before switching. This saves current Job, Abilities, and Equipment for that character, and makes switching back to their main job much easier.
- While grinding Job XP/JP you can set characters to have the Fundamentals ability in their second slot, then continually use the ability Focus to perform a successful action each turn. This doesn’t work with the unique characters as their Squire equivalent doesn’t have the Focus ability, but you can have these characters perform basic attacks and heal your other party members to earn Job XP/JP. On Ramza you want to use Tailwind as this increases his speed and makes him have turns more frequently.
- Character Zodiac compatibility can be mostly ignored unless you are playing on the highest difficulty and want to min/max. Bravery and Faith have more of an effect: higher Bravery increases damage dealt with bare fists, Knight swords, and Katanas, while higher Faith increases damage dealt and received from Magic actions. You don’t need to pay a huge amount of attention to this or go out of your way to try and get very high stat recruited characters unless you want to min/max. The only character this becomes extremely useful on is Ramza as he has very high Bravery and this can be boosted with Steel and Shout, which makes him extraordinarily strong on the Monk job which has a very large damage bonus from high Bravery.
- Enemies in the random battles on the world map and the first 9 floors in Deeplight are scaled relative to the highest level character in your deployed party, but the majority of story battles have enemies at a set level. This means if you’re ever struggling with a story battle you can return to the world map and grind some extra to help out. Character level doesn’t matter as much as equipment does though, so while grinding between story battles the bigger focus should be on learning Job abilities instead of just trying to boost the level of your characters.
- The in game Chronicle has a lot of detailed information on in-game mechanics and systems, if you’re ever curious about how certain Jobs functions or what effects do this is a great place to check.
Final Fantasy Tactics: The Ivalice Chronicles Trophy Guide
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The Brave, the Forgotten Uncover every truth that had gone untold. |
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| Earn all other trophies in Final Fantasy Tactics: The Ivalice Chronicles to unlock platinum (no DLC needed). | ||
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In Pursuit of the Truth Complete the prologue. |
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| Story related, cannot be missed.
This trophy is awarded when you complete the prologue. The prologue is the single fight at the start of the game where you only have control of Ramza, and the other friendly units will end up taking out most of the enemies without your input. |
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The Meager Complete Chapter 1, “The Meager.” |
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| Story related, cannot be missed.
This trophy is awarded at the end of Chapter 1, which occurs after the 10th story related battle in Zeikdan Fortress. For tips related to the following battles you should read the full info before entering the battle locations, as they include some recommendations on setups or things to do before the battle starts. 2 – Magick City of Gariland
3 – Mandalia Plain
4 – The Siedge Weald
5 – Merchant City of Dorter
6 – Zeklaus Desert
7 – Brigand’s Den – Defeat Milleuda to win the battle
8 – Lenalian Plateau – Defeat Milleuda to win the battle
9 – Fovoham Windflats – Defeat Wiegraf to win the battle.
10 – Zeikdan Fortress – Defeat Argath to win the battle
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The Manipulative & the Subservient Complete Chapter 2, “The Manipulative & the Subservient.” |
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| Story related, cannot be missed.
This trophy is awarded at the end of Chapter 2, which occurs after the 21st story related battle in Lionell Castle (Castle Keep). 11 – Merchant City of Dorter
12 – Araguay Woods
13 – Zeirchele Falls – Defeat all enemies whole protecting Ovelia
14 – Castled City of Zaland – Defeat all enemies while protecting Mustadio
15 – Balius Tor
16 – Tchigolith Fenlands
Beware when you progress to Goug Lowtown you will be locked into a lower area of the map until you progress the story back through Lionel Castle, so if you want to do some grinding do it before starting the next fight. 17 – Goug Lowtown
18 – Balias Swale
19 – Gollgollada Gallows
The next fights occur in sequence, you must beat them all in a row. You can back out in between if you are struggling, but you’ll need to do them again and you don’t keep any XP or rewards if you back out. Recommend having Agrias set up and a character with the White Mage spell Holy to make battle 21 much easier. 20 – Lionel Castle (Castle Gate)
21 – Lionel Castle (Castle Keep)
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The Valiant Complete Chapter 3, “The Valiant.” |
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| Story related, cannot be missed.
This trophy is awarded at the end of Chapter 3, which occurs after the 32nd story related battle in Riovanes Castle (Roof). 22 – Mining Town of Gollund – Defeat all enemies while protecting Orran.
23 – Lesalia Castle Postern – Defeat Zalmour to win the battle.
The next section in Orbonne Monastary is three battles in a row like the section at the end of Chapter 2, so if you want you can do some grinding now to level up. 24 – Orbonne Monastary (Vaults – Second Level)
25 – Orbonne Monastary (Vaults – Third Level) – Defeat Isilud to win the battle.
26 – Orbonne Monastary (Vaults – First Level) – Defeat Wiegraf to win the battle.
27 – Grogh Heights
28 – Walled City of Yardrow – Defeat all the enemies while protecting Rapha
29 – The Yuguewood
The next section is two fights in a row (with the second being in two parts), so you can use this opportunity to grind some jobs before progressing if you wish. Check the tips for fight 31 because you will need to be set up on Ramza to have a one on one fight. 30 – Riovanes Castle (Castle Gate)
31 – Riovanes Castle (Castle Keep)
32 – Riovanes Castle (Roof) – Drop one of the three enemies into critical health to finish this fight while protecting Rapha.
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In the Name of Love Complete Chapter 4, “In the Name of Love.” |
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| Story related, cannot be missed.
This trophy is awarded at the end of Chapter 4, which occurs after the final 54th story related battle in Necrohol (Airship Graveyard). At the start of this Chapter Ramza’s base class changes to Gallant Knight, and can also learn the new action Shout on it. This functions as a combined version of Focus, Tailwind, and Steel and is extremely powerful in combat for boosting Ramza’s skills, as it applies for the duration of the current battle. 33 – Dugeura Pass
34 – Free City of Bervenia – Defeat Meliadoul to win the battle
35 – Finnath Creek
36 – Zeltennia Castle – Defeat Zalmour to win the battle
37 – Beddha Sandwaste – Defeat Barich to win the battle
The following is a series of two more sequential battles, so make sure you’re prepared before starting. You can pick between either going to the North Wall or South Wall. Neither battle should be overly difficult, but South Wall is traditionally considered slightly easier. 38 – Fort Besselat (North Wall)
38 – Fort Besselat (South Wall)
39 – Fort Besselat (Sluice) – Open the sluice to win the battle
40 – Mount Germinas
41 – Lake Poescas
The following is another series of three battles, and are the remaining two opportunities for Ramza to learn Ultima if you want to have him learn all job abilities. It is highly recommended to do it in the first battle. 42 – Limberry Castle (Castle Gate)
43 – Limberry Castle (Castle Keep) – Defeat Elmdore to win the battle
44 – Limberry Castle (Undercroft) – Defeat Zalera to win the battle
After this point all errands are available to be completed, with the exception of Eagros Castle where the next fight is which you’ll need to complete before you can complete the errand. 45 – Eagrose Castle – Defeat Dycedarg to win the battle
Next up is another sequence of three battles, so you can work on some job leveling before if you want. 46 – Mullonde (Front Gate)
47 – Mullonde (Nave) – Defeat any of the three enemies to win the fight
48 – Mullonde (Sanctuary) – Defeat Zalbaag to win the battle
At this point you have access to all the world map activities, including all Errands and the full side quest chain. You’ll now be able to trigger the start of Midlight’s Deep if you want to start the dungeon now, or complete the story and come back to it after. The next set of battles all occur in a row, so only start them if you’re wanting to progress to the end of the story with no returns to the world map in between. 49 – Orbonne Monastery (Vaults – Fourth Level)
50 – Orbonne Monastery (Vaults – Fifth Level) – Defeat Loffrey to win the battle
Note that if you return to the world map right now you’ll need to redo the two Orbonne Monastery fights, even though this is a separate fight sequence map. 51 – Necrohol of Mullonde (The Capitoline) – Defeat Cletienne to win the battle
52 – Necrohol of Mullonde (Lost Halidom) – Defeat Barich to win the battle
53 – Necrohol of Mullonde (Airship Graveyard)
54 – Necrohol (Airship Graveyard) – Defeat Ultima to win the battle
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Dependable Fighters Reach level 30 or above with five different party members. |
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| This trophy is awarded for reaching at least level 30 with any five party members. | ||
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Proven Veterans Reach level 40 or above with five different party members. |
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| This trophy is awarded for reaching at least level 40 with any five party members. | ||
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Seasoned Warrior Reach level 50 with Ramza. |
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| This trophy is awarded for reaching level 50 with Ramza.
Leveling in this game functions somewhat differently from other typical RPG level systems. Each level always requires 100 XP, and whenever a unit earns 100 XP they level up, with their current XP being reset to 0 and no extra XP earned above 100 is carried over. XP gain is determined by the level difference between your unit and who you are performing an action on. If you are attacking a unit of the same level (or performing a self-action) you earn 10 XP. If they are attacking a unit higher than their level they gain slightly more XP, but if you are attacking a unit lower level they gain less. Downing an enemy unit gives a flat 10 XP bonus. Enemies at the end of the story are around level 40, so if you are just doing the story battles and not doing extra grinding for job levels you may not hit 50 on Ramza by the end, but you will reach this while working through Midlight’s Deep and then grinding for all Job Abilities on one character. Just make sure to keep Ramza in your party while doing this if he isn’t the character you are learning all abilities on. |
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Inn Demand Worker Take on an errand at a tavern. |
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| Errands are side tasks that you can send your party members on that are accepted from Taverns in the towns. Errands become available at the start of Chapter 2. You choose up to three units (Ramza and unique characters can’t be selected) then choose a date range to send the units on the errand. They won’t be available in your unit menu until the errand is finished, after which you return to the same tavern to learn the completion status of the errand. | ||
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Master Treasure Hunter Earn the title of Master Treasure Hunter. |
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| Some errands reward you with an Artefact, which are viewable in the Collection section of the Chronicle. These are lore items and don’t have any gameplay function, nor does Treasure Hunter rank aside from as a representation of how many of the Artefacts you have collected. There are a total of 27 Artefacts to be collected, with Master Treasure Hunter rank being equivalent to level 8. | ||
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Master Adventurer Earn the title of Master Adventurer. |
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| Some errands reward info on a Wonder upon completion, which are viewable in the Collection section of the Chronicle. Like Artefacts these are lore items and don’t have any gameplay function. There are 16 Wonders to be collected, with Master Adventurer rank being equivalent to level 8. | ||
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Knight Errand of Ivalice Achieve great success in every errand. |
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| Achieving great success in an errand just means completing it and receiving a gold stamp on the text box when you view the results, which then makes the errand no longer appear. You can fail errands, but as long as you are sending three units each time you shouldn’t ever fail any errands. If you do happen to fail one, the errand will become available in the same location again after a certain number of days pass in game, so you can’t completely miss errands by failing them. As you can ignore random battles on the world map you can use errands to level alternate jobs and gain JP on your main party by just walking back and forth on the world map to pass time.
Errands become available in groups and as you progress through Chapter 2 and 3 they will become available in new settlements. Following story battle #26 at Orbonne Monastary in Chapter 3 more will become available at already visited locations. Finally more will be available at the start of Chapter 4, then again after story battle #44 at Limberry Castle where all errands will now be available. Once you have completed all errands at a location the There are 4 specific errands that are only available in certain months of the year. You gain access to the final location in Chapter 3 when you reach the Walled City of Yardow, then can complete these errands at any time after as long as you are in the correct month of the year.
Months of the in-game calendar in order:
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Great Expectations Recruit a new party member from the warriors’ guild. |
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| This trophy is awarded for recruiting a new party member from any warriors’ guild for the first time. The warriors’ guilds in settlements allow you to recruit new base level units to. | ||
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Welcome, Poacher Use the services of a poachers’ den. |
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| Poachers’ dens become available at the start of Chapter 3, and are available in Merchant City of Dorter, Port City of Warjilis, and Trade City of Sal Ghidos when it becomes available later on. To visit them you need to have at least one unit in your group equipped with the Poach ability from the Thief job. When a unit with the Poach ability equipped defeats a monsters you’ll automatically obtain the carcass, which you can then bring to one of the poachers’ dens to trade for items. Trade for any item one time to earn this trophy. | ||
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Rare Wares Have ten different items produced at a poachers’ den that cannot be purchased from outfitters. |
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| Certain monsters will have unique items that can be obtained from the poacher that can’t be purchased from any outfitter. These are typically from the rarer versions of monsters that appear at higher level with more abilities, with some having a unique items from both the normal and rare (gold border and star beside the name) carcasses. You can tell if a carcass is giving a unique poacher only item as it will have the poacher skull beside it in the Process Carcasses menu at the Poacher.
While working on poaching items the best way to make sure you are able to gain carcasses is by recruiting monsters from random battles, then allowing them to create more monsters from eggs in your party. Monsters in your party will lay eggs over time as you progress days by moving around the world map, then turn into more monsters. You can then take these monsters into random battles and poach them yourself to gain their carcasses. This will remove them permanently from your party, but is much more consistent than hoping for monsters to show up in random battles multiple times. If you start a turn beside one of your units, you can attack the unit to kill and Poach it, and if you didn’t get the carcass you wanted then reload the most recent auto save, as the game creates an autosave at the start of each of your unit’s turns. To easily recruit monsters to your party have a unit equipped with the Orator support ability Tame, which will force a critically wounded monster to join as an ally when they are hit with a normal attack from that unit. This can be melee or ranged attacks, but must be from the base Attack action, not from any abilities. When in your party monsters will eventually create monsters of other types with the same family, so you can recruit the lower level versions of monster and wait for them to spawn the higher level version. For example, a normal Chocobo will eventually spawn the Black and Red Chocobo. You can cause this to occur by moving back and forth between two locations on the world map to pass time. While searching for specific monsters you can also choose to back out to the world map if you don’t find a monster you need in a random battle if you don’t want to finish out the fight. Monsters with unique poacher only items and locations you can find the same type of monster for breeding: Behemoth type monster – Balius Tor
Dragon type monster – Grogh Heights
Dryad type monster (walking tree) – The Siedge Weald
Flying Eye type monster – Grogh Heights
Greater Malboro – Grogh Heights
Hydra trype monster – Balius Tor
Pig type monster – Dorvauldar Marsh
Red Choboco – Mandalia Plain
Sekhret (minotaur) – Mandalia Plain
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A New Path Change the job of a party member. |
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This trophy is awarded for changing the job on any party member for the first time. After the first battle in Chapter 1, you can change jobs and learn abilities on your party members. Jobs are the “class” that your party member has equipped, and determines the equipment they can have as well as their main ability set. To learn new jobs you need to level prior jobs, starting from either the Squire or Chemist jobs. You can see unlock requirements for each job in the Job Tree, viewable by pressing in the Jobs menu for a specific unit. |
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Foundational Learning Learn an ability with a party member. |
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| This trophy is awarded for learning an ability on any party member for the first time. After the first battle in Chapter 1, you can learn abilities or change jobs on your party members. Through the Units section of the menu. Abilities are then learned using Job Points, which are gained through battle on the job the party member is set to. | ||
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Practical Application Use an action ability with a party member during battle. |
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| This trophy is awarded for using an action ability with a party member for the first time. Action abilities are the job specific skills that party members can learn, then use in battle through the command menu. Use one of these for the first time on any unit to earn this trophy. | ||
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Expert in One Field Learn all the abilities of a single job with one party member. |
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| This trophy is awarded for learning all abilities of a single job on any party member for the first time. Learning all abilities on a job will show a “Mastered” tag on that job in the job menu for a unit. | ||
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Master of All Trades Master every ability of every job with one party member. |
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| PARTIALLY MISSABLE/GLITCHED
This trophy is marked as GLITCHED as it does not seem to unlock correctly if Zodiark is the last ability a unit learns. If you are grinding for abilities before learning Zodiark save one ability purchasable with JP and learn it after the unit you are earning the trophy with has learned Zodiark. If you accidentally learn Zodiark last you can still earn the trophy on your current playthrough by transferring Zodiark to another unit by having the first unit die and turn into a crystal, then another unit pick it up and learn Zodiark that way. This trophy is awarded for learning every ability on every job with one party member. This can be done on a normal unit or Ramza if you prefer, as you will likely spend the most time playing as Ramza and have the most JP on him. The majority of abilities are learned by purchasing them with JP, which is earned by performing successful action with a unit. There are two exceptions to this, the Ultima ability that can be learned on Ramza’s Gallant Knight job, and Zodiark which is the final Summon available on the Summoner job. Ultima can only be learned from certain enemies during story fights and if you miss it during the fights you can’t learn it elsewhere and wouldn’t be able to earn the trophy on Ramza. Zodiark is only used by the final boss in Midlight’s Deep or by randomly appearing Summoners when replaying the floor. To learn Ultima, Ramza must be on his Gallant Knight job and be hit with the spell and survive while not under the effects of other debuffs (toad, stone). It is used by the enemies Celia and Lettie who appear in the final battle in Chapter 3, along with a handful in Chapter 4. The easiest place to learn it is in story battle #42 – Limberry Castle (Castle Gate). Equip Ramza with Black Garb and a Nu Khai Armband. Doing this should effectively guarantee Celia cast Ultima on him on her first turn as long as she goes before him. The only problem that can occur with this is if one of the Reavers manages to inflict Stone or Toad on Ramza, then he won’t learn the ability. Reload one of the middle battle saves if this occurs and try again. To learn Zodiark on Ramza or another Summoner, you must currently be on the Summoner job while fighting the final boss Serpentarius in Midlight’s Deep. The boss will cast Zodiark to attack your units, and the Summoner must be hit with it and survive to have a 90% chance to learn it. If you are hit with it and don’t learn it, reload a prior save during the battle and try again. You can see the explanation for the floor End under Ruler of the Abyss for more tips on this fight and learning the ability. If you don’t learn Zodiark from the boss you can replay the level where it will now give a random enemy layout each time, with the potential for Summoners to appear in one of the groups. These Summoners can use Zodiark so the ability isn’t completely missable, but it’s easier to learn from the boss with the setup specified under Ruler of the Abyss. All other abilities they can be purchased with JP, which is gained by performing successful actions. Units gain more JP per action the higher their Job Level, which can be boosted further by equipping the JP Boost support ability from the Squire class (or first class in the list on special units or Ramza). You can equip the Fundamentals action or equivalent action on a unit, then go into a random battle and continually use a self-buff like Focus on normal units, or Tailwind then Shout on Ramza once he can learn it in Chapter 4. This is a self-buff that always succeeds, so means you can continually gain JP every turn, and at an extremely fast rate on Ramza as Tailwind and Shout increases his speed on each use for the rest of the battle. The only characters you can’t do this on are special units like Agrias, as their unique class doesn’t include an ability like Focus. If you are using them during fights while grinding and want to keep leveling them you can have them attack your other units then heal them with the Item command. Another way to quickly learn abilities on a character is by picking up crystals from human units who disappear during battle. If a unit disappears and turns into a crystal you can move a unit over to it, and there is a chance that you will be allowed to learn the abilities that the unit had learned. This can be from enemy units, or your own if you were trying to optimize learning them quickly from specific classes by letting your own units die during battle. A crystal is more likely to appear if the unit doesn’t have any equipment on them, so if you are trying to pull skills from your own friendly units don’t have them equipped with anything during the battle. |
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Fighting Back Knock an enemy away with “Counter Tackle.” |
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| Counter Tackle is a reaction ability that is on the Squire job or special units base job. When equipped, the unit will sometimes automatically attack back after being hit by another unit, and if there is an open space behind the attacking unit they will sometimes be knocked backward one square away from your unit performing the counter. | ||
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Emergency Treatment Remove an ally’s status ailment or restore their HP five times using “Throw Items.” |
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| Throw Items is a support ability on the Chemist Job, which a unit set to Chemist will inherently have. While a unit is on the Chemist Job or has the Throw Items ability equipped it will allow them to throw healing items using the Items command, instead of only being able to use them on themselves or a unit directly beside them. Use this to heal other units 5 times. | ||
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Fragilities Exposed Destroy enemy equipment using Arts of War abilities five times. |
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| Arts of War is the action ability of the Knight job. The Rend Helm, Armor, Shield, and Weapon actions allow you to attempt to destroy the corresponding item on another human unit. The success of Rend is determined by a character’s physical attack and weapon power, so this will be more likely to succeed the stronger a character is. Destroy equip 5 times with any of the Rend actions to earn this trophy. | ||
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Guaranteed Hit Inflict damage on enemies five times using Aim abilities. |
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| Aim is the action ability of the Archer job. Aim functions as a charged attack which can be used with ranged or melee weapons, so this is usable on other jobs than the Archer. The higher the +X of the Aim command the stronger it is, but also has an increasingly longer charge time. Aim commands target a specific tile, not the specific unit, so if the enemy moves from the tile you target before the Aim action finishes then it will miss. Be sure to check the turn order on the left when using the Aim command, as it will show at what point it will complete, so you can know that it will occur before the targets unit can move. Successfully damage enemies using any level of the Aim command 5 times to earn this trophy. | ||
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Earth Rent Asunder Simultaneously inflict damage on two or more enemies with “Shockwave” five times. |
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| Shockwave is an action ability on the Monk job, and requires 600 JP to learn. Shockwave is a ranged attack that occurs in a straight line away from your unit, damaging any unit in the effect line as long as they are on similar elevation to the unit casting it. Line up at least two enemies and successfully damage them with Shockwave 5 times to earn this trophy. | ||
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Corrupted Souls Deal the felling blow to five enemies with the White Magick ability “Holy.” |
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| Holy is an action ability on the White Mage job, and requires 600 JP to learn. Holy is the only offensive White Mage spell, but is very powerful, with the tradeoff that it takes a very large amount of MP to cast, likely your entire MP bar of a unit in the early parts of the game. It has an effect area of only the target square, so you will need to cast this 5 times finishing off an enemy each time to earn this trophy. | ||
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As Anticipated Inflict damage on an enemy with a Black Magick ability targeted on a tile. Do this five times. |
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| Black Magic is the action ability of the Black Mage job. Black Magic are offensive magic abilities that typically occur in a 3×3 cross around that targeted location. When using them you can either target a specific unit who will still be targeted even if they move, or target a specific tile that will hit any units currently standing on those targeted tiles, but won’t change target location if the units move. Use Black Magic when targeting specifically tiles to damage enemy units five separate times to earn this trophy. | ||
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Now You See Me Successfully use “Teleport” five times. |
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| Teleport is a movement ability on the Time Mage job, and requires 3000 JP to learn. When equipped this causes the unit to immediately teleport to the selected square when moving instead of walking to the selected spot. It allows attempting to move to any location on the field, but has a chance of failing if it is outside the unit’s movement or jump ranges. | ||
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Mystical Beings Summon five different espers in battle. |
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| Summon is the action ability of the Summoner job. The Summoner summons Espers through magic, which function as very powerful spells that can affect a large area of the field while not targeting your friendly units for damage, or only targeting your friendly units for healing or buffs. There are 16 possible abilities to learn with the Summoner, so you need to learn 5 and use them once each, whether they are to attack enemies or help friendly units. | ||
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The Poacher’s Way Successfully use “Poach” five times. |
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| Poach is the support ability on the Thief job. When equipped Poach will cause you to gain a monster carcass if you kill a monster with a normal attack, which can then be taken to a poachers’ den to exchange for items. Successfully gain monster carcasses when equipped with poach 5 times to earn this trophy. | ||
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I Want You Successfully use “Entice” five times. |
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| Entice is an action ability on the Orator job, which allows you to attempt to invite an enemy unit to become an ally if they are alive when a battle ends. The success rate of Entice is affected by magic attack power of the unit, so it will be much more likely to succeed the higher a units magic attack power. It can be used on humans or monsters, but if you are not on the Orator you will need to also equip their support ability Beast Tongue which allows the speech skill to be used on monsters. Successfully entice enemy units five times to earn this trophy. | ||
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No Shadow Without Light Inflict status ailments on enemies five times with Mystic Arts abilities. |
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| Mystic Arts are the action abilities of the Mystic job. This job specializes in inflicting status effects on enemies, so most of their abilities are based around these. Mystic Arts are affected by the magic attack power and faith of the two units, so there is a higher chance of success with higher magic attack power and higher faith. The abilities that inflict status ailments are the ones with the icon of a shield and a downward arrow. You don’t need to use unique abilities, so you can learn one of them, then use them to inflict status ailments a total of 5 times. Note this must be in 5 separate casts of the abilities, if you successfully inflict a status ailment on multiple enemies with 1 cast it still only counts as 1. | ||
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The Lay of the Land Inflict damage on enemies with five different Geomancy abilities. |
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| Geomancy is the action ability of the Geomancer job. Geomancy abilities work by taking the attribute of the ground tile a unit is standing on, then using it to attack enemies. There are 12 different abilities, each costing 150 JP to unlock. If you want the most general usage on a Geomancer unit, unlock the abilities from the top to the bottom of the list. Alternatively, you can unlock the reaction ability Nature’s Wrath for 300 JP, which will cause the unit to counter with a Geomancy skill for their current ground tile when attacked, and can trigger ones that they haven’t learned yet from the abilities list. | ||
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Dizzying Ups, Terrifying Downs Inflict damage on enemies with “Jump” five times. |
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| Jump is the action ability of the Dragoon job. This functions somewhat different from other job abilities as it works similar to the basic attack action where you only choose to do Jump, then choose a target. Learning the options in the job menu increases the range of the action, allow you to hit targets farther away or at a larger elevation difference. When purchasing these actions (other than on the character you are learning all abilities on) only learn the highest one you can instead of all individual options, as they don’t stack, the Jump action just have the effect of the highest a unit has learned (for example if you learn Vertical +1 then Vertical +2 it would be the same as learning Vertical +2, lower ones don’t contribute).
Jump has a very long cast time, so only try to use it on enemies who have went immediately before the Dragoon, or who are immobilized by status effects. You aren’t able to see the action in the turn order until after choosing the target, which makes it hard to use for this reason. Wearing gear that increases the speed of the unit can help as this decreases the turn duration of the Jump action. |
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Soul of the Sword Utilize the hidden power of five different katana with “Iaido.” |
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| Iaido is the action ability of the Samurai job. This functions as a single attack, where your unit uses a specific learned ability based on the different katana that can be obtained. The ability uses the katana that you hold in your overall inventory, not the one that is currently equipped on the character, and using Iaido may destroy the katana when used, so if you are wanting to run samurai abilities regularly you will want to purchase multiple of the katana in case one breaks. There are 10 possible katana and therefore 10 possible abilities to use, and you must use any 5 of them at least once each.
You can purchase 5 different katana starting in Chapter 3 when you are meant to go to Orbonne Monastary. |
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Throwing Weapons Inflict damage on enemies with “Throw” five times. |
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| Throw is the action ability of the Ninja job, which allows you to throw specific consumables or weapons from your inventory at enemies to deal damage. To throw an item you must learn the associated skill from the abilities list, along with having that type of item available in your inventory. If you are learning all of the throw abilities make sure you don’t accidentally throw weapons you want to keep, as there isn’t a way to get the thrown item back once it is used. | ||
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A Calculated Attack Inflict damage on three or more enemies at once with Arithmeticks abilities without harming an ally. |
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| Arithmeticks is the action ability of the Arithmetician job. Arithmeticks is unique in the magic jobs in that they don’t have any direct abilities of their own, but cast other magic abilities they have learned based on a set of parameters that you set on their turn. In the ability list for the Arithmetician you need to learn each of the parameters because you can use them, so for the easiest time it is recommended that you learn them all first before trying for this trophy. When casting a spell you pick a specific parameter to target, followed by the number to target for. When confirming the cast you can view the entire battlefield to see which units are being targeted, so can cycle through each of the options to see which units on the map are being hit. It will target all units that fit the parameters regardless of them being friendly or enemy, so you need to double-check which you are hitting for the most optimal cast. Successfully cast an ability that inflicts damage on at least 3 enemies while not targeting any friendly units to earn this trophy. | ||
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Allow Me a Song Utilize the power of five different Bardsong abilities. |
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| Bardsong is the action ability of the Bard job, which is a male unit specific job. Bardsong abilities function differently from other magic style abilities as once activated the unit casts them continually unless you stop them, with the action occurring after a certain amount of time and conveying different buffs to your party members based on the action you selected. Depending on the speed of your unit they will likely get two turns in between the Bardsong ability being cast, so you need to make sure not to interrupt the action in between or this resets the cast time. Bardsong abilities automatically target all of your units regardless of their position on the battle map, so when using a Bard you generally want to keep them away from your other units so they can keep singing uninterrupted. Successfully provide buffs using 5 different Bardsong abilities to earn this trophy. | ||
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When Demons Dance Inflict a status ailment on three or more enemies at once with “Forbidden Dance” five times. |
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| Forbidden Dance is an action ability on the Dancer job, which is a female unit specific job. Forbidden Dance functions similar to the Bardsong abilities, but to attempt to inflict debuffs on all enemies in a battle. Like the Bardsong actions this functions as a continuous cast ability, so you need to not interrupt the unit while they are in the middle of casting it. Once the cast occurs the unit has a 50% chance per unit to inflict them with a debuff. Successfully inflict debuffs on at least 3 enemy units 5 times to earn this trophy. | ||
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Direct Imitation Use “Mimic” five times. |
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| Mimic is the action ability of the Mime job. The Mime is a unique job in that it doesn’t have any other abilities of its own, but will automatically copy the standard job abilities used by your party members (it won’t copy unique abilities like Agrias’ Holy Knight actions). It will use the ability with the same range in the direction the unit is facing, so it can be tough to effectively use. If you are trying to actively use a Mime, the best actions to copy with Mimic are Summons, due to their big area of effect and the fact they won’t hit your own party members. When trying to earn this trophy is still counts if it copies actions that don’t successfully hit though, so it can copy actions like ranged attacks even if they miss enemies. Have Mimic successfully copy an action 5 times to earn a trophy. | ||
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Finders Keepers Obtain a buried item during battle. |
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| Treasure Hunter is a movement ability on the Chemist job. When equipped on a unit this will cause the unit to sometimes pick up hidden items from the ground when moving to their final spot in a turn. Each battle map has 4 spots, where one of two possible items can be picked up from each spot. | ||
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Succession of Power Acquire an ability from a crystal. |
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| This trophy is awarded for acquiring an ability on a friendly unit by picking up a crystal for the first time. When units die in battle they will turn into either a treasure chest or a crystal, and if a human unit turns into a crystal you have the chance of being able to learn the abilities that unit learned on one of your own human units if you move them over it. If you don’t earn this through the progression of the story you can still sometimes find human enemies in random battles, but they are much less common than monsters. You can also do it by letting one of your own units die and turning into a crystal. If they don’t have any items equipped on them (or if you destroy all equipped items on an enemy unit) then they are more likely to turn into a crystal. | ||
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My Feathered Friend Mount a chocobo. |
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| The first opportunity to mount a chocobo is in main story battle number 12 which occurs in Chapter 2 in the location Araguay Woods. You have the opportunity to protect a chocobo, and will receive the tutorial on how to ride them during battles. Riding a chocobo gives significantly increased movement ability, as well as protects the chocobo by having attacks be directed at the unit riding them. If you protect it this is also an opportunity to have a monster join your party without using the Entice skill.
If you miss the chocobo in the above fight, you’ll need to recruit monsters using the Entice or Tame abilities on the Orator job. Entice is an action ability that allows you to compel enemies to join your side in a fight, which allows them to be recruited at the end of a battle. Tame is a support ability to automatically forces enemy creatures to join your side if they are dropped into critical health range (where the monster slumps on the ground but is still alive) which makes it a better option for recruiting monsters effectively. Find a chocobo in a random fight and recruit it to your party, then take it into another fight and have another of your human units ride it. |
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Pleased to Meet You Hatch a creature egg. |
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| After a chocobo or other monster joins your party for the first time, they will sometimes lay eggs which create more of the same monster. Eggs hatch after a certain number of days have passed progressing around the map, and automatically turn into a new monster of that type. | ||
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Amateur Historian Read about five different people in the Encyclopedia section of the Chronicle. |
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| This trophy is awarded for viewing the entries for 5 different people in the Chronicle. The Chronicle becomes available in the map menu after you complete the first battle in Chapter 1 of the story. Scroll through any 5 characters in the Persons section to earn this trophy. | ||
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The Scriptures of Germonique Read the Scriptures of Germonique to the end in the Reading Materials section of the Chronicle. |
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The Scriptures of Germonique are a book that is automatically obtained during the story, after completing the series of battles at Orbonne Monastary in Chapter 3. It is then viewable in the new Reading Materials section of the Chronicle. Read through the entire thing to earn this trophy. You can speed up the speed of the text scroll slightly by hitting . |
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A Thickening of the Plot Watch the scene “Seekers of the Stone” in the Events section of the Chronicle. |
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| MISSABLE
Seekers of the Stone is an extra scene viewable in the Events section of the Chronicle. It becomes available after progressing past Lionel Castle in Chapter 2 of the story as long as you have Mustadio in your party. If you don’t, either due to declining to let him join or from him dying in battle, you cannot view the scene this playthrough. View the scene once to earn this trophy. |
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Secrets Beneath Goug Watch the scene “The Metallic Sphere.” |
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| MISSABLE
The Metallic Sphere is an optional story scene that can be viewed starting in Chapter 4. To see it, go to Clockwork City of Goug for a scene related to Mustadio and his father. This starts a chain of side quests that allow you to recruit some unique party members, though progression of it isn’t required for any trophies past viewing this initial scene. This is missable as you are required to have Mustadio in your party to trigger the scene. If you don’t, either due to declining to let him join or from him dying in battle, you cannot view the scene this playthrough. |
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Ruler of the Abyss Complete all levels of Midlight’s Deep. |
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| Midlight’s Deep is an optional dungeon that is accessible near the end of Chapter 4, after the series of story battles in Mullonde. To access it, travel to Port City of Warjilis to automatically trigger a scene where you will learn about its location. It consists of 10 floors you must progress through and beat the boss at the end to complete it. This is also the only location where you can learn the final Summoner ability for Master of All Trades, so make sure you are prepared before you enter. You can work on this dungeon before completing the final section of the story, or come back to it after during cleanup.
The first 9 floors of the dungeon have a set layout, but will spawn random enemies similar to the random fights on the world map. To finish a floor you must defeat all enemies after finding the exit for that floor. Each floor has 5 possible exit spots which you must have a unit end a turn on, after which you will receive a message saying “Found a passage leading deeper”. If you defeat all enemies before finding one of the exits then the floor won’t be completed and you will have to do it again. Which of the five spots you need to go to is random each time you enter, so you’ll need to have units land on each spot until you receive the message. During your turn if you can hit multiple spots with the same unit you can reset the move to try again, but when you find the correct spot it will bind the movement for that turn. While progressing through the first 9 floors the area on the ground will be completely black so you can’t see what the map looks like. When enemies die and turn into crystals it will light up the map, making it easier to see. If there are two crystals present on the map then you will be able to see the entire thing like a normal battle. Midlight’s Deep Floors and Exits Start positioning is different for each floor, so numbering will be given relative to one of the starting places with the grid in the direction your units start facing. It can be helpful to have a character such as a Bard, Dancer, or Arithmetician who can affect units on the entire field standing in the anchor spot to orient yourself. Use Tactical View with 1 – NOISSIM – From bottom right of the starting grid
2 – TERMINATION – From back middle of the starting grid
3 – DELTA – From back middle of the starting grid, this area has holes in the floor you will have to deal with.
4 – VALKYRIES – From back right of the starting grid
5 – YROTCIV – From back middle of the starting grid. Note you don’t start on the edge in this area so try not to get turned around, all possible exits are in front of the starting grid, but you need to move around the back to reach the lower area unless you have Ignore Elevation on your units.
6 – TIGER – From back left of the starting grid. The area is shaped like a W so you need to make your way around from left to right.
7 – BRIDGE – From back left of the starting grid. The area is shaped like an arch so you need to go to the far wall to reach the spot on the right.
8 – VOYAGE – From back right of the starting grid. Ignore Elevation is very helpful here because of the large height differences on the right where the possible exits are.
9 – HORROR – From back right of the starting grid. Ignore Elevation also very helpful here.
This final area is the boss fight against the super boss Serpentarius. This is the ONLY location where you can learn the final Summoner ability Zodiark. It is used by Serpentarius, or Summoners that can appear in the random enemy groups if you replay the floor, but it’s easier to learn off Sepentarius with the setup below. Ramza or the character you want to learn Zodiark on need to be set to the Summoner job, as to learn Zodiark they need to be hit with the summon while on the Summoner job and survive. Have that character (or all members in the party if you want to be safe) equip the Time Mage reaction ability Mana Shield. This causes you to take damage to MP before HP, increasing the chance of surviving the attack. Only one character has the possibility of learning the spell per cast from the boss, so you can’t set all characters to Summoner to learn it on 5 at once. Equip all your party members with Japa Mala to prevent status effects from Serpentarius and make them more likely to cast Zodiark. Bring Orlandeau and Agrias into the fight to help take out the enemies quickly. Have a couple characters equipped with the Item commands and able to use the items to cure Stone and Toad as the Reavers will cast Biora to try and inflict it. During the battle there is an ally monster Byblos who will help you, and can be recruited as a party member if you keep them alive to the end of the fight. They will rush the Reavers so if you want to keep them alive try to take them out before Bylbos can reach them. Make your way up the slope taking out the enemy Reavers first, don’t try to run past them to get to the boss. When all the enemies are defeated, move your unit who you want to learn Zodiark close to where the boss is and hope that they cast it on them. After the cast occurs there is a 90% chance to learn it if you take damage while not under the effect of any debuffs like Stone or Toad. If the learn action occurs then make sure to accept it, if not reload a prior auto save during the fight before the action occurs. After you successfully learn it you can rush the boss with Orlandeau and Agrias and take them out like the other Lucavi bosses. |
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Locations menu will show “All errands complete” on the right side in the Errands info box.

































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to view the field from above and more easily location the exit tiles.
Omairi says
I was looking for a guide the past two days, and i was like man lets hope powerpyx do it, all the sudden saw your post on x, much appreciated <3
Alex says
I really appreciate you doing the guide when I know it wasn’t originally planned. It’s lovely to have one but also as a complete newbie it’d be nice to have some guidelines for when to level up and what characters with certain jobs or compatible zodiac signs as there’s so much to this game and with random battles leveling with you there definitely is a way to play it wrong and get into some really difficult situations. Still I’m grateful for the guide!
Gage says
I’ll put some stuff in the tips section, but the zodiac compatibility stuff isn’t really necessary to pay attention to unless you wanted to min/max on the highest difficulty. I completely ignored it while I was playing.
Mike says
Master of All Trades might be bugged.
I had a fully maxed-out Summoner — all skills learned on every job except Zodiark. I went into Midlight Deep, learned Zodiark, but the trophy didn’t pop. I reloaded the save and tried again with Ramza (all skills learned on every job, including Ultima), and this time the trophy unlocked right away when he learned Zodiark. Not sure what the issue was.
Jumba says
I just found a very irritating bug in the game concerning the Master of all Trades trophy. I had a character that had already learned every ability with the exception of Zodiark. I used this character to learn the ability during the Elidibus fight by using a mana shield. Despite learning the ability, I did not get the trophy, and I could not get it to pop after changing jobs, reloading a save, or restarting the game. I ended up going into a random battle and killink the character, then picked up the crystal (which passed along Zodiark) with another character of the same gender that had all jobs unlocked. I still had to grind out JP again, but it was far quicker than the first time around.