Tactics Ogre: Let Us Cling Together(Super Famicom)
Battle tips
Understand WT, MP, terrain, facing, rescues, and revival first, then apply that understanding to changes in actual battles.
Scope: Original Japanese Super Famicom version (released 1995-10-06). Based on analysis of the later ver. 1.2; guides for the PSP remake Let Us Cling Together and Reborn are outside the scope. Checked 2026-10-02. / Content checked: October 2, 2026
Units act when their WT reaches 0
The armies do not alternate whole allied and enemy turns. Each unit receives AT when their remaining WT reaches 0.
- Check the upcoming enemy and ally order before acting. If an enemy acts after a rescue target, prioritize healing or disabling it over attacking.
- Do not move or attack unnecessarily every time; wait to bring the next turn forward. While waiting for enemies, avoid advancing toward distant targets and becoming surrounded.
- If heavier equipment slows a unit, remove 1 slot's item or switch to something lighter and check again. Both AGI and equipment weight affect turn order.
Plan around starting at MP 0
Everyone begins battle at MP 0. MP recovers over time: every 20 WT it increases by 1. Repeated powerful spells from the outset therefore require supplies.
- Give front-line units items to restore their own HP until healers reach enough MP to cast.
- Separate attackers spending MP from units supplying it through Charge Spell. Keep supply support available for healers too.
- When repeatedly using summons or Healing Plus, check the MP available for the next action. Do not approach the enemy center while short of MP.
Use height and rear attacks
- Bows reach more targets from high positions. Before everyone approaches an enemy's high ground from below, check flying units and alternative footing.
- When accuracy is low, look for positions behind the enemy, then at their sides. Choose allies' facing after movement to avoid turning their backs toward enemies.
- Do not judge solely by displayed distance when obstacles block guns, bowguns, or other projectiles. Check obstacles and the line of fire before shooting.
Read the opposition between the 4 elements
| Opposition | Offensive check | Defensive check |
|---|---|---|
| Wind and earth | Attacks strengthen against the opposing element. | Resists attacks from the same element. |
| Fire and water | Choose targets while checking elemental weapons and the unit's own element too. | Do not isolate 1 front-liner against enemies exploiting their weakness. |
- Terrain also relates to elements. Compare the displayed effect against the same target rather than memorizing a fixed maximum-damage formula or every resistance.
Deliver healing quickly during rescues
- Guests act automatically and participate separately from your 10 units. Do not postpone helping them on the assumption that you can freely select their actions.
- Give a flying unit healing items and approach separately from the ground-based healer. Defeat enemies targeting the guest or stop them with status ailments.
- If defeating the leader ends the battle, do not finish with the rescue target down. Confirm survival and the recruitment event.
Distinguish death, exorcism, and disappearance
- Denim falling means game over. Other fallen allies are also lost if the battle ends with them down, so use resurrection before the end if available.
- Undead revive over time from HP 0. If enemies must be eliminated completely, exorcise them with Exorcism or similar magic.
- Body-erasing attacks, dismissal, and Snapdragon are not equivalent to ordinary resurrection. Keep a normal save before experimenting with valued allies.
Distinguish treasure from cards
Enemy-dropped treasure remaining on the battlefield is collected at battle's end if enemies have not picked it up. Cards must be collected by the unit you want to strengthen.
- If enemies are near treasure, move an ally to collect it first. Check that enemies have not recovered rare spellbooks.
- Choose the front-liner, caster, or other unit you want to improve and have them collect cards. Do not treat cards like treasure distributed to the army at the end.
- During rescues, do not delay healing to approach cards. Secure survival before collecting them.
Check the date for visiting Deneb's shop
Read the shop report and check the in-game date. Its location changes by the day of the month, and the shop disappears after recruitment.
| Date | Location | Check when visiting |
|---|---|---|
| 1〜2 | Port of Golyat | Check the report before looking for the shop. |
| 3〜4 | Almorica Castle | Move to a shop location accessible at your current progression. |
| 5〜6 | Krysaro | Plan total purchases and funds. |
| 7〜8 | Balmamusa | Count travel days to the next location too. |
| 9〜10 | Port of Ashton | Buy needed items before recruitment. |
| 11〜12 | Coritani Castle | Distinguish it from the town's regular shop. |
| 13〜14 | Brigantes Castle | Check whether this destination has been cleared. |
| 15〜16 | Rime | Refer to the in-game date. |
| 17〜18 | Phidoch Castle | Check report updates at the same time. |
| 19〜20 | Town of Wairam | Remember that travel advances the date. |
| 21〜22 | Royal capital of Heim | Finish shopping before entering the gardens. |
| 23〜24 | Grimsby | Plan the rescue and shopping separately. |
| 25 | Barnicia Castle | The end-of-month stay lasts 1 day. |
Reducing major accidents in the Palace of the Dead
- Use support magic against enemies vulnerable to Petrify Cloud, and remove undead with Exorcism or Star Tiara.
- Guardians are immune to status ailments. Prepare elemental-resistance equipment, healing, and physical attacks or Dragon Magic rather than relying only on petrification.
- Handle fast Dark Stalkers, exorcising Fairies, and flying enemies with powerful special attacks through decoys and focused attacks before they reach the back line.
- Normal saving requires returning outside the palace. Resumed suspend saves do not remain, so plan breaks and retreats around the length of exploration.
Checks for the SFC original and later editions
| Topic | Original SFC version covered here | Caution when reading another version's guide |
|---|---|---|
| Earlier branches | Keep normal saves and choose again from them. | WORLD revisits are not an original-version feature. |
| Development | Meet unit stats and class requirements. | Do not mix in later editions' classmarks, skills, or development conditions. |
| Death | A unit is lost if battle ends while their HP remains 0. | Distinguish this from later editions' countdown systems. |
| Kachua's conversation | Match the temple response with the castle answers. | The correct answers for the other path changed in PSP/Reborn. |
| Palace saving | Normal saving unavailable inside; suspend saves disappear on resuming. | Do not substitute another platform's save features for SFC procedures. |
Guide areas needing further confirmation
Checks continue for each treasure coordinate, all enemy resistances, every equipment item's additional effects, ending support thresholds, Deneb's additional-equipment conditions, and development using bugs. This guide treats the main progression and published stat requirements, weights, and MP costs as its confirmed scope.
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