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Final Fantasy Tactics: The Ivalice Chronicles brings beloved strategy RPGs to today’s gamers, highlighting its great story and battles in an upgraded version. If you’ve never played this game before, this remaster offers a perfect chance to experience it. Even longtime fans will enjoy the polish and updates.
The Outlying Church mission is a standout scene in the game. Ramza teams up again with Delita to take down Zalmour. It’s one of the most memorable moments, and the battle itself is quite fun. While not the most difficult fight, it can be challenging if you’re unprepared.
Outlying Church Overview
Outlying Church is the fourth main mission in the game’s fourth chapter. Ramza briefly reunites with Delita. Their main goal is to defeat Zalmour. Once Zalmour is knocked out, the mission ends, and you can ignore his supporting units. But reaching him is the tricky part.
Taking down Zalmour is easier than some previous battles. The main challenge is maneuvering around the back of the church to reach him. Once you do, he’s vulnerable. Be cautious of his squad of Mystics and Knights, as they can put up a fight if you’re not careful.
Enemy List
Enemies |
---|
Zalmour (Objective/Celebrant) |
3 Knights |
2 Mystics |
The opposition includes Zalmour himself, supported by three Knights and two Mystics. You don’t need to worry about long-range attacks until you reach the back of the church. With proper level, around 35 or higher, the fight is manageable. We were at Level 49, but even at Level 35, you should be okay.
Outlying Church Recommended Formation
On your side, use a well-rounded team: a Dragoon Ramza, along with a Ninja, Monk, Bard, and the powerful Agrias. Delita joins you, no longer as weak as at the start of the game. This setup benefits from constant Speed boosts and strong damage output using Agrias’ Holy Sword and Ramza’s Jump. Your Ninja and Monk can handle melee and ranged attacks effectively, creating a versatile and deadly squad.
Recommended Formation
Primary Job | Secondary Job |
---|---|
Ramza (Dragoon) | Squire |
Delita (Holy Knight) | N/A |
Agrias (Holy Knight) | Chemist |
Ninja | Thief |
Monk | White Mage |
Bard | Black Mage |
Secondary jobs can be flexible. For example, Monk and Bard secondary roles aren’t critical, so choose what fits your style. Our characters started as mages, so keeping those secondary roles made sense for extra damage or healing when needed.
How To Complete Outlying Church
The Zalmour boss starts at the top of the church and makes his way down and to the back. You’ll need to fight from the front to the back, running into the three Knights along the way. Luckily, your Bard’s Speed boosts allow your team to act more often, making the advance smoother.
In the top-left corner, place your Bard. Ramza should be directly in front of him, with a Ninja below Ramza and a Monk behind the Ninja. Agrias should be positioned below the Monk. This formation helps everyone move into advantageous spots quickly, which is key for winning.
Your Opening Moves
Start with your Ninja, moving him as far forward as possible before ending your turn. Next, Delita casts Hallowed Bolt on Zalmour from the church’s base, dealing significant damage. Trying a Jump attack on a Knight early on isn’t effective, so instead, use Tailwind to give your team an early Speed boost. The Monk should then move forward and wait, passing the turn to your Bard, who should play Rousing Melody to give everyone a temporary Speed buff. Agrias also casts Hallowed Bolt on Zalmour, reducing his health past half — a strong opening move.
Enemy Opening Moves
Zalmour begins his turn by moving onto the church’s rooftop, then waits. Mystics heal him with Cura, and one Mystic uses Invigoration on Agrias, gaining MP from her HP. Knights reposition themselves near the church, with one on a platform, another to the right, and the last heading toward your Ninja.
Your Next Rotation
Your Ninja moves again, advancing and attacking the backmost Knight with Shuriken. The Monk positions near a pillar, casting Protect on Ramza and the Ninja for extra defense. Delita moves forward and uses Judgment Blade on a Knight standing on the pillar, almost KO’ing him. Continue to cast Tailwind on Ramza and reposition slightly behind the Knights, near the church walls. Your Bard remains in place, continuing to play Rousing Melody. Agrias moves behind Delita and casts Hallowed Bolt on the wounded Knight to finish him off efficiently.
Enemy Second Rotation
Zalmour starts by descending the stairs but waits before acting again. Knights readjust and may attack Ramza or attempt Rend Weapon on your Ninja, which can weaken your weapons. Your Ninja responds quickly, attacking the Knight that struck him. Mystics again cast Cura on Zalmour and Invigoration on the Monk to support their allies.
Your Third Rotation
The Monk initiates with Pummel, dealing heavy damage to the nearby Knight. The Bard moves slightly if damaged and continues Rousing Melody. Ramza performs Jump on Zalmour, dealing high damage, especially if your Shockwave attack lands. Delita targets the same Knight with Judgment Blade, potentially KO’ing him. Zalmour then descends further down the stairs, ending his turn close to Ramza.
Your Fourth Rotation
The team’s turn again thanks to the Bard’s melody. Agrias opens with Divine Ruination through the pillar, hitting the enemy on the opposite side. The Monk moves to Pummel the next Knight for big damage. Ramza then jumps on Zalmour, dealing massive damage if the attack connects. Mystics heal or reposition, setting up for the final strike.
Your Final Turn
Delita finishes the wounded Knight with Hallowed Bolt. Move your Ninja forward and wait. The Monk can use Shockwave or Cure Ramza, depending on the situation. Ramza attacks Zalmour—if your Shockwave hits, it might finish him. If not, Agrias moves into position to cast Hallowed Bolt on Zalmour, ending him. The Ninja then runs up and delivers the final blow, securing victory.
Rewards
Defeating Zalmour and completing the Outlying Church grants plenty of experience and JP, making your team stronger. You’ll earn 19,800 Gil and a special Angel Ring. The ring prevents Blind status and attacks that cause Instant Death, providing a valuable protective item for future battles.