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Part 46
Final Fantasy Tactics

Part 46

Navigate Part 46 of Final Fantasy Tactics with our comprehensive guide. Learn strategies for missions like The Last Step and Sun-Ripened Mayhem, including enemy weaknesses and rewards.

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Navigate Part 46 of Final Fantasy Tactics with our comprehensive guide. Learn strategies for missions like The Last Step and Sun-Ripened Mayhem, including enemy weaknesses and rewards.

Walkthrough
  1. 1
    Combat Strategy: Prioritize eliminating enemy mages in the following order: Time Mage (due to Stop), Black Mage, Arcanist (due to Gravity), Seer (consider Blood Price conditions), Scholar, and finally Green Mage. Employ units with high resistance and physical damage capabilities to counter the numerous magick users. Ensure the Scholar remains protected.
  2. 2
    Mission B1-02 ~ The Last Step: This is a delivery quest where you trade the Ocktor Tome of Medicine for "magickal earrings" from Mack, a White Mage. The quest is the final step in the Saga of Mack and rewards 4260 Gil and 1 Prime Tanned Hide. It requires the Negotiation talent at level 44 and has a destination of Targ Wood.
  3. 3
    Mission B1-03 ~ Sun-Ripened Mayhem: This is an escort quest to protect tomatoes from cockatrices. Farmer Colt needs help saving his special tomatoes. The mission has a Rank of 7, a fee of 200 Gil, and lasts 20 days. Rewards include 910 Gil, 2 Tomato Stalks, 3 Iron Carapaces, and 4 Bitter Saps. You can dispatch this mission or complete it. The objective is to protect 3 Deadly Nightshades (tomatoes) from 4 Cockatrices. The law forbids targeting all units. Cockatrices with Scurry will move fastest and attack the tomatoes. Deploy mages on the right side where there are 2 Nightshades, and melee units on the left with 1 Nightshade.
Tips
  • For combat, having a Time Mage with Oil and Sleep, a Scholar with Thunder and Shadow Tomes, and an Arcanist with Gravity, Lvl. 3 Dark, and Shadowflare can be effective.
  • In "Sun-Ripened Mayhem," the tomatoes (Deadly Nightshades) can attack enemies, making the mission more challenging.
  • For "Sun-Ripened Mayhem," consider the law forbidding targeting all units, though it may not be relevant if you lack an Illusionist or Tinker.
  • You only have 4 units for "Sun-Ripened Mayhem" with 2 entry points, so coordinate your units effectively.
  • The Last Step: 4260 Gil, 1 Prime Tanned Hide, Earrings of the Dead (Scion summoning item for Zalera).
  • Sun-Ripened Mayhem: 910 Gil, 2 Tomato Stalks, 3 Iron Carapaces, 4 Bitter Saps.

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