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Multiplayer Melee

Too Many RamzasOne of the two multiplayer options for the PSP version of War of the Lions, Melee is the adversarial combat gametype available in Taverns starting about midway through Chapter 1. In this combat mode, you'll connect to another player - who is probably your friend, but we're not here to question - and you will each select a party of characters for a fight to the death. Well, okay, a fight to beat each other up for a bit and then shake hands and walk away. Again, if you're playing War of the Lions but not on PSP, you can't do this mode - but after you complete the game, you can return to a Poacher's Den to buy the unique ones.

In these battles, everything is made up and the points don't matter (except for the job points, which do). You fight until either one party has lost all of its members, or until the pre-determined number of turns has been exhausted, after which a count of remaining fighters determines the winner. At that point, the players collect the items up for grabs and both teams accrue the JP earned, and the match ends.

There are no restrictions on which fighters you can use, or how close they are in level to the opponents' offerings, so an endgame party full of special characters and equipment will make things very difficult if the opponent is not bringing the same.

Rules

In Melee, the rules for the battle are determined by the host before the match. There are seven different rules that can be changed:

  1. Map Selection: Either a manually-chosen battlefield by the host, or a randomized one.
  2. Time Limit: The overall battle time limit, either five, ten, or fifteen minutes, or no limit at all.
  3. Action Limit: A limit on the number of turns available, either 20, 40, 60, or no limit at all. A turn is counted when both sides have the opportunity to take action and complete it.
  4. Special Controls: These enable additional controls to make the battles more interactive. There are three types: one allows the fighter to hit the confirmation button just before a weapon strike to push the opponent unit backwards with the blow; a second opens up a button mashing phase before the attack to determine whether it hits or misses; the final one is used with traps to evade traps if a quicktime event of button presses is passed.
  5. Trap Placement: Determines whether a player's traps are assigned at random or via a placement phase before the match starts.
  6. Number of Traps: Set to either 2, 5, or 10 (or none).
  7. Arithmeticks: Determines whether Arithmeticks skills can be used or not.

Trap Types and Configuration

Whether manual or random, traps can't be set on starting squares, whether they're occupied or not, and they can't be set on squares that are not actionable. If Special Controls are on, traps can be avoided by completing the button sequence; additionally, status-inflicting traps can be blocked by equipment just as in normal play.

The types you can set are:

  • Needle: HP Damage
  • Mine: HP Damage + Oil Status
  • Mossfungus: Poison Status
  • Gas: Sleep Status
  • Curse: Undead Status
  • Death: Doom Status

Battle

After the rules are complete and reviewed by the joining player, the players will assign their units and their starting positions. You can not change your characters in any way once you reach this state, so any job or equipment changes should happen before entering the Tavern. At this point, you can only select your five combatants and place them on the grid. Once both teams have done that, the battle will begin. In Melee battles, the host will take the second half of each turn. Each player will see their team as the Blue team and the opponent as Red.

Characters will come up for battle as their CT completes, but there will always be one fighter from each side per turn. Therefore, there's no way to abuse the system by using a fighter with extremely high speed and equipment that provides Auto-Haste, though that character might get multiple chances to participate before other characters on the same team.

Any fighters who get KOed will have their standard countdown timer, but if it expires, the fighter will pop up and disappear from the battlefield instead of leaving a crystal or chest.

The battle will continue until either the time limit or turn limit have been reached, or all of the members of one party have been KOed. After that point, you'll get to see a quick recap of the parties and who still remain alive or KOed, after which point the actual multiplayer aspect will end and each player will get the chance to collect their rewards. The winning player gets to choose three blind chests from a set of sixteen, and the loser picks just one. If there's a draw, each player gets two.

Rewards

The rewards marked with a star here are "exclusive" to multiplayer battles. Some may be available in both Melee and Rendezvous.

Caves of Narshe: Final Fantasy Tactics
Version 6
©1997–2025 Josh Alvies (Rangers51)

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