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Part 152
Final Fantasy Tactics

Part 152

Master Final Fantasy Tactics' Clan Trials with this comprehensive guide. Learn about Adaptibility I & II, objectives, rewards, and strategies for success in Camoa and Moorabella.

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Master Final Fantasy Tactics' Clan Trials with this comprehensive guide. Learn about Adaptibility I & II, objectives, rewards, and strategies for success in Camoa and Moorabella.

The Clan Trials in Final Fantasy Tactics are repeatable quests available at any pub. Instead of Gil, they cost Clan Points to undertake. Each trial has 5 difficulty levels, with higher levels offering greater rewards. The objective is determined by a judge, and obeying their instructions is crucial, as breaking certain laws can end the trial prematurely.

Clan Trials also provide clan privileges. The system for obtaining these is as follows:

  • Level 1: New Clan Privilege
  • Level 2: None
  • Level 3: Powerup Lvl 1, or Lvl 2 if Lvl 1 is already held
  • Level 4: None
  • Level 5: Powerup Lvl 3 (if Lvl 2 held), Lvl 2 (if Lvl 1 held), or Lvl 1 (if none held)

Clan Titles can change, but the benefits of a rank are cumulative. For example, holding both Orator and Dab Hands titles grants the benefits of both, with the name displayed as Orator.

Clan Trial - Adaptibility I

Rank: 10
Days: 20
Members: 6
Location: Camoa
Requirement: Adaptibility - 1 Point

Objective: Drive off all foes in X Rounds!

Law Forbidden: Fire, Ice, Lightning (Weapons and abilities using these elements are forbidden).

Ranks and Objectives:

  • Scouts: Drive Away 1 Enemy in 4 Rounds
    Reward: +4 Adaptibility Points, -3 Teamwork Points, Clan Privilege: Empowered Moogles
  • Observers: Drive Away 1 Enemy in 3 Rounds
    Reward: +7 Adaptibility Points, -4 Teamwork Points
  • Surveyors: Drive Away 2 Enemies in 4 Rounds
    Reward: +10 Adaptibility Points, -5 Teamwork Points, Clan Privilege: Agility 1 = Agility 2
  • Imitators: Drive Away 2 Enemies in 3 Rounds
    Reward: +13 Adaptibility Points, -6 Teamwork Points
  • Mimics: Drive Away 3 Enemies in 3 Rounds
    Reward: +16 Adaptibility Points, -7 Teamwork Points, Clan Privilege: Agility 2 = Agility 3 or Agility 1 = Agility 2

This trial involves making Flan enemies run away by observing their behavior and using specific commands. Fighting is generally ineffective as magick, the best counter to Flan, is forbidden. The correct commands are:

  • If Flan Spins and then Jumps: Use Threaten
  • If Flan Flops Backwards: Use Surprise
  • If Flan Spins Around: Use Stare

Once a Flan leaves the battlefield, another will move until all are gone.

Clan Trial - Adaptibility II

Rank: 20
Days: 20
Members: 6
Location: Moorabella
Requirement: Adaptibility - 20 Points

Objective: Drive off all foes in X Rounds

Law Forbidden: Fire, Ice, Lightning (Weapons and abilities using these elements are forbidden).

Ranks and Objectives:

  • Contrivers: Drive Away 1 Enemy in 4 Turns
    Reward: +19 Adaptibility Points, -8 Teamwork Points, Quest Prices -2%, Item Prices -2%, Clan Privilege: Libra
  • Survivalists: Drive Away 1 Enemy in 3 Turns
    Reward: +22 Adaptibility Points, -9 Teamwork Points, Quest Prices -4%, Item Prices -4%
  • Trailblazers: Drive Away 2 Enemies in 3 Turns
    Reward: +25 Adaptibility Points, -10 Teamwork Points, Quest Prices -6%, Item Prices -6%, Clan Privilege: Agility 1 = Agility 2 or Agility 2 = Agility 3 or Agility 3 = Agility 4
  • Executors: Drive Away 2 Enemies in 2 Turns
    Reward: +28 Adaptibility Points, -11 Teamwork Points, Quest Prices -8%, Item Prices -8%
  • Master Improvisers: Drive Away 3 Enemies in 2 Turns
    Reward: +31 Adaptibility Points, -12 Teamwork Points, Quest Prices -10%, Item Prices -10%, Clan Privilege: Agility 1 = Agility 2 or Agility 2 = Agility 3 or Agility 3 = Agility 4 or Agility 4 = Agility 5

The enemies in this trial are Red Marshmallows, Ice Flans, and Yellow Jellies. Each has unique commands that must be considered.

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