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Part 143
Final Fantasy Tactics

Part 143

Master the 'A Hard Place' mission in Final Fantasy Tactics A2! Learn enemy weaknesses, law restrictions, and the best strategies to defeat Great Tortoises and more.

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Master the 'A Hard Place' mission in Final Fantasy Tactics A2! Learn enemy weaknesses, law restrictions, and the best strategies to defeat Great Tortoises and more.

Alright, so we're diving into Part 143 of our Final Fantasy Tactics A2 adventure. This section covers a few different things, but the main event is a tough mission called 'A Hard Place.' We'll also touch on a couple of other bits and pieces, but let's focus on getting through this challenge first.

Walkthrough
  1. 1
    Mission: A Hard Place
  2. 2
    Location: Cannol Keep, Fluorgis
  3. 3
    Objective: Defeat all Foes!
  4. 4
    Law Forbidden: Grouping, Ending the turn next to another unit if forbidden.
  5. 5
    Enemies: 3 Great Tortoises, 2 Toughskins (evolved Great Tortoises), and 1 Adamantitan (evolved Toughskin). Think of those super-tough turtles from the old game!
  6. 6
    The Challenge: The law forbidding you from grouping up makes healing and supporting your units a bit trickier. These turtles are also really tough. They have 'Resonate,' which disables your blade-users, and 'Headbutt,' which can immobilize your troops.
  7. 7
    Strategy - Step 1: Clear the Weaklings: Your first move should be to take out the green Great Tortoises. They're the weakest, and clearing them out gives you more breathing room before the bigger threats arrive.
  8. 8
    Strategy - Step 2: Prioritize Threats: After the green ones, focus on the purple Toughskins. They have the really annoying 'Resonance' skill that disables your melee fighters. This means you'll want to rely heavily on mages and units with ranged weapons.
  9. 9
    Enemy Skills to Watch Out For:
    • Resonance: Disables blade-users. Stick to magic and ranged attacks!
  10. 10
    Headbutt: Can immobilize your units. Try to avoid being adjacent to them.
  11. 11
    Matra Magick: Used by the Yellow turtle, this can drain your MP, which is dangerous when you're low. It's a learnable skill for your Blue Mages, though!
  12. 12
    Munch: These turtles can eat your equipment, which is a real pain if you've got rare gear. It's not so bad if they just munch on some leather, but still, try to avoid it.
  13. 13
    Law Bonus Tip: Make sure your units are spread out and not grouped together. This is key to getting the law bonus at the end. It can be frustrating when you get immobilized by a melee attack, but there's not much you can do about that besides keeping your distance.
Tips
  • Since grouping is forbidden, focus on units that can attack from a distance or use area-of-effect spells like Black Magick.
  • Prioritize taking out the Toughskins (purple ones) first due to their Resonance ability.
  • Be prepared for immobilization from Headbutt; keep your units spaced out.
  • Consider learning Matra Magick if you have a Blue Mage, as it can be useful against MP-heavy enemies.
  • 5130 Gil
  • 1 Adamantite
  • 1 Bottle of Foul Liquid
  • 99 Clan Points
  • 30 Ability Points

If you manage to get through this mission without losing any party members, great job! It's a tough one.

Other Sections in Part 143:

  • A Moment's Respite: This is a cutscene involving Hurdy, Vaan, and Penelo, where they mention some old friends from FFTA, like Nono. Nothing to fight here, just story progression.
  • Champ's Reward: If you become the Area Champion of Moorabella through Auctions, you'll get a random item. I got some Strange Liquid, but it could be anything!
  • Chita's Weaponers: This is another mission, this time in Orchise Snowfields. It's an all-Bangaa fight, and you can't use instruments or books. The enemies include Warriors, a Bishop, a Master Monk, and their leader, Chita (a Gladiator). The strategy here is to take out the Bishop first, then the Gladiator, followed by the Master Monk, and finally the Warriors. Area-of-effect spells are good here since the enemies tend to group up. The reward is 3590 Gil, 2 Earth Stones, 70 Clan Points, and 30 Ability Points.
  • Detitlement: In Simoon Dunes, you can meet Wizard D'Tidle. If you don't want your current clan title and can't be bothered with a clan trial, this wizard can remove it for you. It's free, but it does clear your entitlements.
  • Fey Mischief: This mission is in Muskmallow Field and involves fighting Faeries. The law here forbids targeting yourself, so be careful with any self-buffing abilities. The enemy clan includes a Banshee, but the source text cuts off before detailing the rest.

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