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FFT How To Play

Rosalie edited this page Mar 8, 2026 · 4 revisions

Final Fantasy Tactics Ivalice Island Instruction Manual

Table of Contents

Concepts

Introduction

Final Fantasy Tactics Ivalice Island is an open world randomizer mod for Final Fantasy Tactics for the PS1, developed specifically for Archipelago. Your goal is to collect enough Zodiac Stones to open the way to Murond Death City and defeat Altima in the Graveyard of Airships. You will begin the game in Gallione, at Gariland. As you play, you will unlock various Pass items that will open the paths to the other regions of Ivalice. Completing story battles and other goals will unlock items and upgrades to aid you in your journey.

Controls

On the world map, there are a few special controls used to interface with the changes made for Ivalice Island.

  • Press R2 to load into a menu for your current location that will allow you to select an event battle at that location to engage in. For example, pressing R2 when at Dorter Trade City will load a menu allowing you to select the Dorter Slums battle from Chapter 1 or the Dorter City battle from Chapter 2.
  • Press L2 to process any received character recruitments and Ramza job form upgrades.
  • When traveling on the world map, hold O to engage in a random battle at your destination.

Goal

The objective of Ivalice Island is to collect enough Zodiac Stones to unlock the route to Murond Death City. Once enough are collected, the route to Murond Death City will appear connecting from the Deep Dungeon.

Zodiac Stones

Depending on your options, up to thirteen Zodiac Stones can be in the item pool, and up to thirteen can be required to unlock Murond Death City. Aside from unlocking the route there, Zodiac Stones have no effect.

Passes

In order to access locations beyond Gallione, Passes are required. For example, to access the region of Fovoham, the Fovoham Pass is required, and to access the region of Lesalia, the Lesalia Pass is required.

Simply having a Pass isn't necessarily enough. For some regions, you will also need the Pass for adjoining regions. For example, traveling to Lionel requires the Lionel Pass, of course, but you will also need the Lesalia Pass or Murond Pass as those regions lie between Gallione and Lionel.

A full list of what locations belong to what regions can be found in the References document.

Jobs

If enabled in your options, jobs will be items you can acquire and meeting the requirements to unlock a job will be a location that provides an item. Once acquired, a job is unlocked for all units immediately. You will always begin the game with the Squire job unlocked.

As Squire and Chemist have no requirements to unlock, you will receive the items at those locations immediately upon beginning the game.

Shop inventory

At the start of the game, you begin with a limited shop inventory, just like in the vanilla game. Obtaining Progressive Shop Unlock items will unlock more items in the various stores of Ivalice.

Additionally, receiving more Progressive Shop Unlock items will unlock more random battle formations at each battlefield.

Character Recruitments

All sixteen unique characters (both forms of Reis are included) are included as items in the item pool. Characters may be dismissed, but if they are, they cannot be reacquired.

Ramza's Squire Job

Ramza begins the game in his Chapter 1 Squire job. Obtaining Progressive Ramza Job Form items will progress his job to their Chapter 2 and Chapter 4 forms.

Filler Items

Filler items not belonging to the above categories will be included. These can be normal shop items, rare unbuyable items, bonus gil items, and bonuses of spendable JP for all units in your roster.

Options

Zodiac Stones

The Zodiac Stones required to reach Murond Death City can be customized. The amount in the pool and amount required can be adjusted between one and thirteen each. If the number required is set to more than the number in the pool, additional Zodiac Stones will be added to the pool to make up the difference.

Zodiac Stone placement can also be customized.

  • On the Vanilla Stones setting, eight story locations and three sidequest locations (if enabled) that hold Zodiac Stones in the vanilla game will be eligible to have a Zodiac Stone (see the References document). If the number of Zodiac Stones in the settings are greater than the number of locations available, the number of Zodiac Stones in the pool will be reduced to match.
  • On the Anywhere Local setting, Zodiac Stones can be on any location in your own world.
  • On the Anywhere settings, Zodiac Stones can be anywhere in the multiworld.

Final Battles

The finale at Murond Death City can be customized. On the Vanilla setting, the six final battles of the game must be completed in order to clear the game: Underground Book Storage 4, Underground Book Storage 5, Murond Death City, Lost Sacred Precincts, Graveyard of Airships 1, Graveyard of Airships 2. On the Altima Only setting, only the Graveyard of Airships 2 fight against Altima must be completed. The other five fights are relocated to Orbonne Monastery.

Job Unlocks

If enabled, jobs and job unlocks will be items and locations in the multiworld. You will begin the game with just the Squire job unlocked. Meeting the requirements for a unit to unlock a job will instead send a location check. For example, reaching Squire level 2 will send the items for Knight Unlock and Archer Unlock. Receiving a job from the multiworld will unlock that job for all units.

If disabled, jobs will be unlocked as they normally are in the vanilla game.

Rare Battles

If enabled, the rare battle formation for every battlefield will be a location check. While in the vanilla game these would appear randomly from one particular direction, in Ivalice Island these are accessed from the same menu story battles are found in once eight Progressive Shop Level items have been acquired.

If disabled, these battles will still be accessible but will not provide a multiworld item.

Poach Locations

If enabled, poaching monsters with the Support ability Secret Hunt will be location checks. Depending on what Passes have been obtained, recruiting a monster with the Action ability Invitation or the Support ability Train and then hatching another of the same family can be required.

If disabled, poaching monsters will not provide a multiworld item.

When Enemy Randomizer is enabled, poach locations will additionally require Mediator to be logically accessible.

Regardless of the setting chosen, a monster's normal Poach rewards will be available from Fur Shops.

Logical Difficulty

This setting affects the placement of job items (when Job Unlocks are enabled) and Progressive Shop Level items. A certain number of each are logically required for battles as you progress through the game, ensuring you have a minimum amount of options before being required to take on a fight. Higher difficulties will logically require fewer Progressive Shop Level items and job items, with Extreme requiring none at all: player beware!

When Enemy Randomizer is enabled, this also affects the difficulty of enemies that can be randomized into.

Filler Item Weights

These options adjust the weighting of filler items in the multiworld item pool. Setting a category to a weight of zero will ensure it does not appear in the item pool, unless all categories are set to zero, in which case an even amount of each will be chosen.

Enemy Randomizer

These options enable and customize enemy randomization. While earlier battles will be weighted to have easier enemies, do note that randomizing enemies can wildly vary the difficulty. Randomization respects your Logical Difficulty setting: you will be more likely to see harder enemies earlier on harder difficulties.

When Poach Locations are enabled, Mediator will be an additional logical requirement for accessing poaches, due to how monster families are randomized. The /poach_locations [monster name] command in the client will inform you where a given family can be located in your game.

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