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    Zodiac Learning FAQ by Master Daravon

    Version: 1 | Updated: 04/20/02 | Search Guide | Bookmark Guide

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                      %Learning Zodiac & The Charm Method%
    Version 1
    April 2002
    Written by: Master Daravon
    E-mail: Beefstew99@Earthlink.net
    AIM: Beefstew99
    Though I am the author of this FAQ, I can't claim that I did this FAQ 
    all by myself.  So before I begin, I'd like to give credit where it is 
    due as accurately as I can.  Having said that, I would like to thank:
    -Jesus Christ in whom I can do all things (Philippians 4:13)
    -The developers of the greatest Final Fantasy to date.  Final Fantasy 
    Tactics is important enough to me to dedicate the time and energy to do 
    this FAQ
    -CJayC and Gamefaqs for allowing me to contribute this work for the 
    benefit of others
    -The Final Fantasy Tactics message board, which is without question the 
    best of all the Final Fantasy boards (you want some of this, FF7 
    board?!).  Without this board, I wouldn't have had the inspiration to 
    make this FAQ.  This FAQ is attributed to the posters of the FFT board
    -TiamatDemonofChaos, the poster who I wanted to give this method to 
    originally as a simple e-mail
    -Goryus for indiscriminate, but yet important input
    -Aerostar for helping me get ASCII Art Software
    -The posters of the FFT message board who tested out the details of 
    this method, and have gotten back to me.  I unfortunately can't 
    remember the names of you all, so I don't want to list names and leave 
    anyone out.  You know who you are (a terrible cliche, I know) and 
    thanks again
    -My computer, though a stubborn whore sometimes
    I'd also like to credit Aerostar's Battle Mechanics Guide (BMG), the 
    guide that brought FFT knowledge to a level unmatched in any Final 
    Fantasy game on gamefaqs.  Any formula, tidbit, or whatever you wanted 
    to know (I needed to refer to the BMG to help me write this FAQ), you 
    can find it there.
    I'd also like to acknowledge Notti's Deep Dungeon's guide and Erg 
    Gibbon's FAQ.  These FAQs were especially helpful to me in various 
    ways, so this acknowledgement is a way of me saying thanks
    Finally, I'd like to thank Halbarad for his great help with this lovely 
    Disclaimer, which states:
    The contents of this FAQ are (c)Stewart Bertram (a branch of "Beefstew 
    Enterprises"). All rights reserved.  All characters are (c)Squaresoft, 
    Inc.  This FAQ may not be reproduced in any form without the express 
    written consent of the author. The following sites have permission to 
    display this FAQ: 
    GameFAQs (http://www.gamefaqs.com)
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    This FAQ is long overdue.  Though I probably am not the first to come 
    up with this method, I did however find a map and developed the 
    strategy found in this FAQ 2 years ago.  Considering the superiority of 
    this method, compared to the tedious/erratic "Crystal Method" I 
    apologize that this wasn't created earlier.
    Anyhow, the main purpose of this guide is to provide a facilitated 
    means of teaching Zodiac from one human unit to another.  This would of 
    course happen after the Elidibs battle.  The only method discussed here 
    is learning Zodiac through a charmed Summoner ally.  Though there are 
    other means of learning Zodiac, this is by far the fastest way and 
    invaluable if you have many human units to teach (which is oft the 
    case).  This guide exists not only to say that Zodiac can be learnt 
    through a charmed ally (who of course knows Zodiac), it also gives step 
    by step instructions on how to accomplish this feat.  This also 
    includes which map to go to and the preferred character set-ups.  I 
    tried to make this guide rather practical; avoiding anything that could 
    be characterized as "excessive".  All of my characters are of high 
    faith (which are at least 70 faith), and those of you who also have 
    high faith units, you need not worry that you'll be told to vastly 
    decrease your faith.  It's a pain raising faith so I avoided manually 
    decreasing the faith value when possible (I personally didn't have to 
    decrease my faith, despite it being high).  If any relevant question 
    arises which this FAQ does not fully explain, feel free to e-mail me.
    |The Elidibs Fight|
    If you already have learned Zodiac from Elidibs, move on to the next 
    section, which actually talks about teaching Zodiac through the Charm 
    Method.  This section covers learning Zodiac from Elidibs only.
    I have read many ways on how to learn Zodiac from Elidibs, some of 
    which are quite excessive.  There's no reason why learning Zodiac from 
    Elidibs needs to be difficult, tedious, or time-consuming.  As you know 
    if you want to learn Zodiac from Elidibs, your unit(s) have to be a 
    Summoner.  I recommend that you let all your units be summoners, so you 
    will have less to teach Zodiac via Charm Method later.  I also 
    recommend that your units be at a high level, such that your units will 
    have at least 350 HP when equipping standard summoner equipment (you 
    will see why).  Here is a checklist of what you will need for the 
    Elidibs fight:
    1. All units having their jobs as Summoners and equipping Wizard Rods 
    and "108 Gems"
    2. All units equipping the Support Ability "Magic Defend Up" (this 
    umbrellas those with high faith)
    3. At least one unit with Math Skill as a secondary command (ideally 
    for the mage of your party)
    4. At least one unit that's a mastered Samurai, or one that knows 
    Kiyomouri, Murasame, and Masamune (if you stole it from Elmdor)
    5. A unit with Talk Skill (optional)
    6. Units equipping the HP Restore Reaction ability (preferred, but not 
    7. Just in case you didn't know, BEING "INNOCNET" WILL NOT TEACH YOU 
    Here's an explanation for the above: Elidibs has the ability "Poison 
    Frog", and I would wager that you know what status ailments that 
    ability inflicts.  The 108 Gems accessory protects against the status 
    ailments "Poison" and "Frog".  The Apandas are weak against fire, so 
    just in case the Math Skill mage needs assistance, you can provide that 
    with powerful Ifrit attacks (though the Math Skiller can cast Holy, 
    since it still would slightly edge out Fire 3 in damage).  Wizard Rods 
    are recommended since the game doesn't allow multiple "strengthens."  
    This means that equipping a Fire Rod will not boost Ifrit's damage 
    further since 108 Gems strengthens Fire Elemental magic already (as 
    well as all other elements of course).  The Math Skill mage should cast 
    Holy on the Apandas (try not to target Elidibs).  Do not equip a Faith 
    Rod since Elidibs' casting of Zodiac will do too much damage.  If you 
    intend to keep Byblos as a party member, petrify him.  Byblos is a 
    unique guest in that if he loses his entire HP, he still has a counter 
    despite being a guest.  By Petrifying Byblos, it won't interfere with 
    the Elidibs fight (usually by casting "Difference"), but you can still 
    acquire it by the end of the battle.
    Zodiac is the strongest spell in the game, and to learn it you'll need 
    adequate protection.  Equipping Magic Defend Up is not only a good 
    idea, it's necessary for high faith units.  It's an inexpensive Priest 
    support ability and it's more efficient than decreasing your faith only 
    to increase it again (if you prefer the previous faith value).  A 
    question that would probably come up is: "What about MP-Switch and Move 
    MP Up?"  Well, Magic Defend Up with Shell is safer since the damage 
    dealt by Elidibs is actually accounted for.  More importantly, with MP-
    Switch, you'll lose the necessary MP to cast Zodiac back on Elidibs, a 
    quick way to dispose of him.  I wouldn't complain if you haven't 
    learned Magic Defend Up and/or Kiyomouri.  The Job Points required to 
    learn these inexpensive abilities should take but one quick random 
    battle.  I know MP-Switch/Move MP Up is popular on the message board, 
    but Magic Defend Up and Shell is superior (and often times only one of 
    the two is necessary).  "But what about Mind Breaking?"  As said 
    before, this FAQ is not trying to be excessive, tedious, or time-
    consuming.  A summoner doing Mind Break is all three.  Moreover, I 
    wouldn't miss the opportunity to learn Zodiac for the sake of Mind 
    Breaking through a Knight or any non-summoner unit.
    Casting Masamune at the start of the battle (if you have it in stock) 
    is a good idea so you can dispose of the Apandas quickly.  When the 
    Apandas are disposed, learning Zodiac from Elidibs should be quick and 
    simple.  When Masamune wears off, do not cast it again, especially if 
    you're at level 99.  Elidibs is slow enough as it is (in fact you might 
    want to cast Haste on him to speed things up).  While he charges to 
    cast Zodiac, it is during this time when you use the Samurai's 
    "Kiyomouri" so that your allied units have Shell.  Shell along with 
    Magic Defend Up will make all your characters survive Zodiac.  I had a 
    mage with 84 faith with Magic Defend Up and Shell.  Elidibs' Zodiac did 
    only around 338 damage.  Without the combination of the two, she would 
    have been killed.  Since it doesn't take a varied army to defeat 
    Elidibs, you can have a unit equip Talk Skill as a safeguard, in case 
    of a miscalculation regarding Faith (in other words you took a risk and 
    didn't listen =P).
    If for some reason multiple units do not have Magic Defend Up but have 
    high faith, have a unit equip Talk Skill and the support ability 
    Monster Talk, so you can cast "Solution" on Elidibs himself.  Be 
    forewarned, only cast Solution as many times so that all units can 
    survive Zodiac (which is usually just once)!  If you cast it multiple 
    times, Elidibs will cast Midgar Swarm since it will then be more 
    powerful than Zodiac (Midgar Swarm isn't Faith dependant).  With 
    usually just a single casting of Solution, Shell by itself should be 
    adequate to survive and therefore learn Zodiac.  The reason why I 
    mention this here and not prior is because Shell and Magic Defend Up is 
    a safer bet.  Casting Solution only once still might trigger Elidibs to 
    cast Midgar Swarm, which is something you really don't want.  It's 
    usually better to keep an enemy the way he is if you want something 
    from him.  Tampering with Elidibs' faith might make him go psycho.
    There were a couple of instances when Elidibs cast Zodiac twice, and 
    then cast Midgar Swarm for the rest of the battle, though I didn't 
    decrease Elidibs' faith and my characters' faith were rather high.  If 
    you have a scenario similar to this one, have a person that has "Item" 
    as a secondary command, and "Throw Item" (makes things more convenient) 
    as a support ability.  The unit with low faith (if you have one) should 
    be assigned this task since you won't have Magic Defend Up; but if you 
    don't have a unit with low faith, it is not necessary.  The purpose of 
    this unit is to throw Hi-Ethers at Elidibs, after he casts Zodiac.  I 
    can try to give a rationale why this worked, but this isn't a Theory 
    FAQ.  You can take my word for it since I had this situation a couple 
    of times (the first time I learned Zodiac, in fact), or you can simply 
    not believe me.  At least I'm providing a solution to a problem that 
    I've heard others have had.
    Once you've learned Zodiac from Elidibs, you can teach him the old 
    saying "what goes around comes around."  Cast this dreadful summon back 
    on him to defeat him quickly.
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    Learning Zodiac via Charm Method is more about planning, technical 
    skill, and increasing probability than anything else.  The better you 
    plan, the easier transferring Zodiac to the rest of your human units 
    will be.  Lucky for you the planning has been already done, all you 
    have to do is execute.  To facilitate things, the key thing is to have 
    a male unit to learn Zodiac through Elidibs with no other Summon 
    learnt.  If you don't have a male unit who hasn't learned a summon 
    besides Zodiac, still continue reading this method since it still 
    works.  At the end of this FAQ, I highlighted a section for your 
    convenience that addresses in detail how to teach Zodiac to your allied 
    students, despite the fact that you do have male units that has learned 
    summons (it's not a big deal).
    It has been brought to my attention that the Bard's Fairy Harp adds 
    "Charm."  So instead of an enemy thief charming the Designated Teacher 
    (I'll explain shortly), you can use the Fairy Harp to induce the Charm 
    status.  A good idea, but unfortunately it doesn't work out as planned.  
    Let's take a look at Charm.  What does Charm do?  A quick answer could 
    be, "Charm makes you fight for the enemy."  That's actually not true.  
    Charm makes you fight on the side of the unit that inflicts it.  In 
    this case, an ally inflicts Charm, so therefore the charmed ally would 
    in turn fight for you.  You can say that the charmed ally is the 
    equivalent of a Guest, in that the AI is controlling the unit.  Though 
    this was promising, you're still stuck with this method...and me ;P.
    So where can we find enemy units to inflict the Charm status?  The map 
    that this will be accomplished is BRIDGE in the Deep Dungeon.  The 
    person I designated to teach Zodiac to my ignorant allied human units 
    was Beowulf.  Of course, it isn't necessary that Beowulf becomes your 
    designated teacher, but you should have a male since the charming 
    Thieves are female.  I personally had eight people who had to learn 
    Zodiac.  Therefore, I had to do this battle twice in two groups of 
    four.  With the convenient topography of Bridge and the extensive 
    planning, both battles combined took a little over an hour (including 
    resetting the PSX to get that particular battle).  Part 3 may sound 
    complicated, but it's just an elaborate explanation of something simple 
    (and that's only because I can't show you the actual game).
    |Section 1|
    Below are the recommended set-ups for the five units in battle with a 
    brief explanation for each:
    "Beowulf" a.k.a. Designated Teacher (DT)
    Blade Grasp
    Short Charge/Half MP
    Teleport/Ignore Height/Fly
    Best Hat Available/No Thief Hat
    Best Robe available besides Robe of Lords
    No Accessory that increase MA nor protects from "Don't Move"
    As I said before, "Beowulf" is my Designated Teacher (DT), since Zodiac 
    was the only summon he had learned.  Since you can't control a charmed 
    unit, you should decrease the possible choices the AI will have 
    available when the Charm status takes effect.  This is why learning 
    only Zodiac is so crucial because the charmed unit has no other summon 
    to cast.  One may be cautious about Beowulf being a summoner because of 
    the high MA, but changing Beowulf to a low-MA job class may make him 
    inclined to physically attack having most likely a higher PA.  Besides, 
    a simple casting of Shell, let alone Magic Defend Up should make the 
    students survive.  It isn't necessary to lower Beowulf's faith to a 
    really low number.  "Don't Move" will be cast on him, so you need a 
    decent Faith for the casting to be successful anyway.  I didn't equip 
    anything in the hands for obvious reasons (having a weapon probably 
    would increase the chances for Beowulf to not cast Zodiac).  Do not 
    equip a Thief Hat so that Beowulf isn't guarded against "Don't Move".  
    Blade Grasp is the best reaction ability to use (pending the Brave is 
    97).  If you are impatient or you rather save some MP items, you can 
    equip Short Charge or Half MP, respectively.  Either Teleport/Ignore 
    Height/Fly will be fine, since for the majority of the battle there 
    will be little movement.  However, at least one unit should have 
    Teleport equipped so that you can see all the panels on the map.  Robe 
    of Lords does increase the MA value by one, but it also provides 
    Protect/Shell as well as boku MP.  The Light Robe is the next best 
    robe, so for the "MA conscious" that's an alternative (though I doubt 
    the +1 increase outweighs the Robe of Lords' benefits).
    Student Unit 1
    Math Skill
    HP Restore
    Magic Defend Up/Magic Attack Up
    Teleport/Ignore Height/Fly
    This set-up is ideal for the mage of the group.  Of course, your mage 
    should be well-versed in calculable magic.  An important ability to 
    learn is the Time Mage's "Don't Move."  Depending on how much Faith 
    both your mage and your DT has, you may want to take the more cautious 
    approach and equip Magic Defend Up.  If not, then Magic Attack Up would 
    prove useful.  The purpose of this unit is to clear away the hordes of 
    enemies besides the enemy female thieves as well as general assistance 
    during the learning of Zodiac through the DT.  If this unit is a 
    female, equip a Chantage if you have one in stock for the Reraise 
    Student Unit 2
    HP Restore
    Magic Defend Up
    Teleport/Ignore Height/Fly
    A critical auxiliary unit, since through this one the DT can cast 
    Zodiac as much as the stock of the appropriate items will yield.  
    Ideally, this set-up would be good for the unit that may have 
    relatively low faith.  This unit can be male or female despite being in 
    close proximity of the charming enemy thief (I'll explain later).  Of 
    course, make sure you have Hi-ethers in stock and give it liberally to 
    the DT (you should be rich in Gil at this point anyway).
    Student Unit 3
    Draw Out
    HP Restore
    Magic Defend Up
    Teleport/Ignore Height/Fly
    This is a useful unit because it facilitates casting Shell on your 
    Zodiac Students through "Kiyomouri".  In addition, if you stole the 
    Masamune weapon from Elmdor and duplicated it, you can use "Masamamune" 
    (Haste and Regen) to give the speed advantage to your Math Skill 
    unit(s).  Finally, through "Murasame" you can restore HP.  Considering 
    the auxiliary support this unit can give, I doubt there is another unit 
    that will prove better.
    Student Unit 4
    Math Skill/Draw Out/Talk Skill
    HP Restore
    Magic Defend Up
    Teleport/Ignore Height/Fly
    The preferred secondary command is Math Skill, since it provides 
    offensive support and general spell-casting help.  Talk Skill is 
    mentioned only if a student's or the DT's Faith value is very high such 
    that a casting of Solution would be necessary.  This would be the unit 
    to implement Talk Skill if such a miscalculation took place since all 
    the other units play a unique role.  If you feel there wouldn't be a 
    miscalculation, then I recommend Math Skill since the primary mage now 
    has help in killing the unneeded enemies.  Not only that, with a second 
    Math Skill you have another opportunity for status ailment spells 
    (remember to learn "Don't Move") and general healing.  If you do not 
    have another unit fluent in magic, then Draw Out (this unit should be 
    near mastered or close to it, learning Kikuichimoji especially) would  
    be helpful.
    Since you'll most likely have more than four students to learn Zodiac, 
    it doesn't make sense to have all your mastered units in one group and 
    the next group is filled with scrubs.  So, please choose wisely.
    |Section 2|
    To recap: None of your units should be at a Faith above 77 (except your 
    primary Math Skill mage), and the DT's Faith shouldn't be unnaturally 
    low (not lower than 60).  If your mage has a very high faith (80s-90s), 
    Magic Defend Up is necessary along with Shell so your mage can survive 
    Zodiac.  Remember to have at least one person know Teleport so you can 
    view all the panels of the map when the unit has the opportunity to 
    Move (this will be necessary since I will describe certain parts of the 
    map).  For those who may not know, when you have the cursor on a unit 
    and press "X" (cancel button), you can see how many panels the 
    particular can move to potentially, which are highlight blue.  With 
    Teleport you can potentially move to all panels of the map 
    (essentially), so all the panels would therefore be highlighted blue, 
    which helps in making sense of where you are on the map.
    BRIDGE has an interesting topography.  It has a big plateau and a small 
    plateau where both go straight down the middle of the map with a small 
    gap between the two plateaus.  You can say therefore, that the two 
    plateaus essentially cut the map in half.  Your units always start to 
    the "left" of the Big Plateau(1).  The Small Plateau(2) in respect to 
    your units is located on the opposite end of the map.  The battle that 
    you are looking for will have 1 or 2 enemy female thieves on the 
    "right" side of Plateau1, and it shouldn't take too many resets to 
    find.  The accompanying enemy units are usually high HP monsters 
    (Sacreds and Minotaurs) and a couple of human units.  In most cases, 
    there are two female thieves.  If only one female thief appears, rest 
    assured that she does know the Charm ability (I've checked it out).
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    Once you have found the battle where the Thief or Thieves are, start 
    annihilating the enemy units through Math Skill except the 2 female 
    thieves of course.  The allied unit with draw out should cast Masamune 
    if you have the Katana in stock to get the speed advantage.  All your 
    units should stay put until most of the enemy units are killed.  Your 
    Math Skill unit(s) should have an easy time vanquishing the enemy 
    When all the appropriate units are dead, move your units on top of 
    Plateau1.  Be forewarned: there are 3 nasty traps on Plateau1 (two 
    death-sentence traps and a sleeping gas trap).  Plateau1 is apart of 
    the edge of one side of the map (this would be a good time to play the 
    game and correspond what I'm saying to the actual game).  Trap 1 is a 
    death-sentence trap on the middle panel (of three panels), on the "back 
    end" of Plateau1.  Just in case you're confused, the height of the 
    panel is "10h."  Trap 2 is another Death Sentence trap two panels 
    isometrically ahead of Trap 1.  That panel is at a height of "12h."  To 
    the "right" of Trap 2, the height should show "9h."  Trap 3 is a Sleep 
    trap that's two panels ahead isometrically to Trap 2, (4 panels 
    isometrically ahead of Trap 1).  The height of that panel is "13h."  To 
    the "left" of Trap 3's panel is an unmountable panel at a height of 
    "12h" (unmountable such that the panel will appear red when the cursor 
    is placed on it).  "In front" of Trap 3's panel is a panel with a 
    height of "4h."  So essentially here's Plateau1 with the traps marked:
    X = Free/Safe Panel of Plateau1
    # = Unmountable Panel on Plateau1
    1 = Refers to Trap 1
    2 = Refers to Trap 2
    3 = Refers to Trap 3
    $ = Key panel (I'll explain later)
                                      # 3 X #
                                      X X X X
                                      X 2 X X
                                      X X X
                                      X 1 X
                                   [Edge of Map]
    When the enemy female thieves are the only units left, move your 4 
    auxiliary units to the back end of Plateau1 (towards the edge of the 
    map) avoiding the traps.  If you'll take note, the panel on Plateau1 
    that is closest to Plateau2 is an angled panel at a height of "12h."  
    This is the key panel (symbol represented as "$").  What makes this the 
    key panel is that this panel is the access panel to Plateau1.  Without 
    Ignore Height/Teleport/Fly, that panel is the only way to access 
    Plateau 1.  This is where the DT will be placed.  He being there is a 
    great strategic advantage.  Until he's charmed, the female thieves have 
    no way to physically attack any of your allied units, since they have 
    no access to Plateau1.  When you move the DT to the key panel, cast 
    "Don't Move" on him (preferably before he's charmed).
    In my experience, only 1 of the 2 female thieves knows Charm.  So, when 
    you've determined which thief has Charm, kill the other thief.  The 
    charmed thief might equip a Flash Hat instead of a Thief Hat.  If so, 
    you can cast Don't Move on the thief at the appropriate time.  The 
    female thief, having no way to access the plateau where your units are, 
    can only use charm as an offense.  The thieves should be on or near 
    Plateau2, hoping to access Plateau1.  Once she successfully charms the 
    DT, you can patiently wait for the DT's turn to come.  In the meantime, 
    place Student Unit 2 (the one with Item) directly "behind" the DT, 
    which is  also the panel to the "right" of Trap 3 so that you'll be 
    able replenish the much-needed MP for multiple castings of Zodiac.  
    This is also necessary since the female thief can walk past the charmed 
    DT since it is now an ally for the enemy.  By placing student unit with 
    Item behind the DT, the female thief still can't access Plateau1 
    because of the situated topography.  In my experience, once the thief 
    charmed the DT, she didn't attempt to charm anyone else and stayed in 
    the general vicinity.  On one occasion, the student I had with Item was 
    a male, and the enemy thief not once tried to charm him though he was 
    in charming range.  
    If for some reason the thief manages to get on Plateau1, abandon the 
    plateau, which includes uncharming the DT.  If the thief is stubborn 
    and meanders on Plateau1, then move everyone towards Plateau2, which is 
    at the opposite end of the map.  The thief will then leave Plateau1 and 
    you can go back to it and start over.
    Once the thief is Don't Move'd and everything else is in place, when 
    the DT's turn comes, he will cast Zodiac.  When he's charging to cast 
    Zodiac, have the Draw Out unit cast Kiyomouri for Shell.  If a unit is 
    not in range, have the Math Skill unit(s) back the spell up with a 
    casting of Shell.  When I first tried this method out I cast Kiyomouri 
    way too early, and wouldn't you know exactly before my DT cast Zodiac, 
    the shell wore out...talk about a chorus of death cries!  Thankfully, 
    Reis with her superior HP survived (with like 8 HP left) and was the 
    primary Math Skiller able to revive the others.  Therefore, I recommend 
    to cast Kiyomouri after the DT charges for Zodiac. The casting of 
    Zodiac may take a while, so remember to continuously cast Don't Move on 
    the DT (and the female thief if applicable), so that things won't get 
    messy.  Make sure that everyone is in the effect area so you can assess 
    right after the first casting whether anyone needs his or her Faith 
    lowered (for those that don't listen).  After the casting of Zodiac, 
    one of your students will be asked if you want to learn Zodiac.  Say 
    "Yes" of course (one time I said "No" just to be bold).  Use Hi-Ethers 
    to replenish the DT's MP.  As long as the DT stays on that key panel 
    (with Don't Move) along with the unit with Item behind him, then the 
    process will repeat itself rather quickly.  Repeat this entire routine 
    if you have another set of Human Units to learn Zodiac.  This battle 
    should not even take an hour and you have 4 students who have learned 
    Zodiac!  This is definitely faster than all other methods to date.  
    Moreover, this isn't difficult to execute either.
    What if you only have male summoners who have already learned some 
    summons?  The DT should still cast Zodiac.  I did a test where I taught 
    my students through Ramza, who was a mastered summoner.  The first time 
    he was charmed, he cast Bahamut.  Funny enough, the question came to 
    one of my students, "Would you like to learn Bahamut?"  There was 
    another time he cast Cyclops.  I think I know the reason he chose those 
    summons.  The AI won't be excessive with its spell casting.  Not all of 
    my characters were Shelled when Ramza chose to cast Bahamut and 
    Cyclops.  The damage that Bahamut/Cyclops was scheduled to take was 
    enough to kill one of my units, since I didn't cast Shell (remember 
    that Ramza has the MA of a female and my particular Ramza has 87 
    Faith).  So essentially the AI won't cast Zodiac if it doesn't have to.  
    When all my characters had shell (with Magic Defend Up of course), the 
    charmed Ramza cast Zodiac, since Zodiac was closest to killing my units 
    damage-wise being more potent than Bahamut/Cyclops.
    If a low-level summon is cast (Shiva, Ifrit, Ramuh, or Titan), then 
    you'll need to spread out your units more.  The diagram below gives 
    possible places for student placement.
    $ = Designated Teacher (DT)
    ~ = Possible panels units should be placed
    % = Allied unit that has "Item"
    1 = Refers to Trap 1
    2 = Refers to Trap 2
    3 = Refers to Trap 3
                                      # 3 % #
                                      ~ X X X
                                      X 2 X ~
                                      ~ X ~
                                      ~ 1 X
                                   [Edge of Map]
    Unfortunately, the AI isn't as efficient in its placement of spells as 
    it is in choosing them.  You will most likely have to rotate the 
    students (save the student with Item for last if needs be), since the 
    AI will not cast Zodiac at a spot where it will hit everyone.  All in 
    all this shouldn't be a problem, since Zodiac is such a teasing spell 
    because of its power and range.  So essentially, there is no reason why 
    anyone cannot use this method.  I hope this FAQ proved useful and the 
    explanation of this method was clear and readable.
    (c)Stewart Bertram

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