At the Narshe snowfield, pass out what gear upgrades I have and distribute the few Relics I'll be using. Having a long range weapon, Krissy gets the Black Belt while the Gold Hairpin is passed between the spellcasters on demand. Hope was designated as the unit to sit out due to being tied for highest level with Shania and losing the tiebreaker. The other two teams are Shania, Jade, Krissy and Naroha, Ryu, Raiden.
Enemies are nice and cooperative and carry no resistance to mass electrocution. So I can just smash my way through. Raiden and Jade either oneshot every formation or leave them close enough to dead for followup attacks from the others to finish off. Naroha's group uses Tonics to recover from the few hits they're taking while Shania's holds out as long as possible before I use a Cure 2 to top off. Krissy isn't needed for offense so I have her Steal if she gets a turn before Jade but only pick up low level stuff like Antidotes and Hair Bands.
For Kefka, I send in Shania, Jade, and Krissy first to try for a Steal with plans to make an attempt with the other group if this one loses. Shania gets Gold Hairpin and Coin Toss. First round has Krissy steal and Shania Mimic, succeeding in nicking a Thief Glove on that mimed steal. Jade BoltX's. Another round of attacks from my team is enough to send Kefka running, having done nothing other than a physical and MT Ice (with Shania reflecting it back at him for a mighty 45 damage). Kefka drops a Morning Star; eh, whatever. It will sell for a decent amount if I don't end up using it.
Round up a party of Hope, Ryu, Raiden, Jade and run to the world map to save. Then it's time to check out the town's goodies. Treasure room provides among its spoils an Amulet, which is overall useful, and a Blossom, which is better than MithrilKnife stabs for Jade for those moments where Bolt3 won't work. The armor shop also has Mithril shields for sale and I pick them up for the three members that can use them.
Before moving on, I'm going monster hunting at the security checkpoint for the unique monsters there. I get the formation with all three on the 3rd attempt. Oneshot the whole pack with Jade at the expense of a counter Giga Volt sending him into the ground. After running back to a healing spot, I look at my party composition and decide I will hire Wrath. Drop off Jade at Arvis' before heading out.
Figaro Castle has some new Tools for sale. Looking at my bankroll (and also the lack of Tools users), I pass on them though. Hire Wrath's services and grab loot from Kohlingen; the Charm Bangle in Rachel's house is a prized find that I will be using frequently. -10 evade though so it will find itself on the member with the lowest evade when I want it.
First random I get into turns up with enemies with auto-reflect, thus sending spells from Raiden, Wrath, or Ryu flying back at my party. Scramble back to Figaro castle for recovery. Next time I see that particular monster... well Throw and Missile + Qaudra Slice deals with them with no pushback. Crazy man house has an Imp Halberd to nick, well OK it's great Throw ammo and maybe trades for something nice when coloseum comes online. Ride chocobo to Jidoor.
Do some shopping at Jidoor. Pick up two Diamond shields from the armor shop. Also wanted to grab a Tiger Mask but didn't have enough funds. Potions, Phoenix Down, and Revivifies are for sale at the item shop and at non-inflated pricing. Didn't grab any just yet but I do intend to come back with more cash for a stash of Potions. Hit up the Inn and then take a Chocobo to Zozo.
With the amount of MT offense my party has, randoms go down in a single round of mashing A. The enemies do get some hits in because ATB randomnes though to wear down the team. Shimshamm landing is especially annoying. Mostly rely on Sun Bath from the native terrain Dance for HP upkeep though will reluctantly guzzle some Tonic is someone's HP gets really low. Got the Tiger Mask I was eyeing from a treasure box. It comes with a rogue +20 M. Block, which is cool. Ryu gets it though going from 1 to 21 isn't that significant. TunnelArmor is lurking in a chest and yields another SwordBreaker after being scrapped. Also notable is that I got a bunch of Red Jacket drops from enemies lurking around, enough to outfit everyone who might want one. I don't normally give Shadow limited gear because he might run off with it but this time, I have enough spare Red Jackets to let him have one. Dadaluma gets pounded with my team's level of offense with Wrath, Ryu, and Raiden adding a morphed Bolt 3 doing him in in one round.
Amazingly, Wrath has stayed in the party the whole time and only takes off after the cutscenes. I choose Ryu and Naroha as my companions for the trip to the southern continent. Before leaving, I finish up with gathering the clues for the clock. The Murasame I find for doing so is ironic as the character that could use it has just left but OK. Hike back to Jidoor. Scenes and purchase 10 Potions before leaving for the opera house.
Rats provide some trouble as they don't all die to a combo of MT Bolt 3 and MT Bio. Some may death counter with Elf Fire. And of course, they nail the one member of the group that isn't immune (Ryu) sending him face down into the planks if two of them go off. Well, this is what I have that emergency stash of Phoenix Down for so I don't need to resort to restarting or being down a member. Naroha learns Cure from natural magic during this segment so she can play post-battle medic. Thankfully, only one death. Ultros goes down much easier. Didn't randomize away his vanilla lightning weakness so morphed Bolt 3 zaps him for 2500 and once Ryu adds over 2000 from Tigerbreak, he slithers away having done nothing.
Treasure raid in Albrook is so-so. Sneak Ring is OK for later. FakeMustache from the clock changes Mimic to W-Limit. No one able to use it just yet but it has potential when a native Mimic user becomes available. Do my usual sweep of Tzen and Maranda shops but nothing really catches my eye. Fights along the way are routine other than being wary of auto-reflect. Onto Vector. Fight one formation in Vector; find out there's a Magnitude 8 death counter. At least I know now for the Magitek factory. Naroha has Float to nullify that threat.
Jade oneshots every formation on the upper level of the factory but Raiden isn't up to that level of power to win solo. So the enemies are able to get some licks in to wear down my resources. Except another enemy drops Dried Meats and Potions so real attrition doesn't seem likely. Monster in a box is more of a threat with auto-reflect to do more to my team with a Bolt3 than the enemies are doing. Treasures grabbed before fighting Ifrit/Shiva are unnotable. Light Robe that halves wind and weak to lightning just doesn't stand up when I have a surplus of 93 defense Red Jackets. Hyper Wrist is only marginal increase in physical damage and the -10 M. Block makes it less attractive.
Ifrit is mostly a non-issue as 3/4 of my team nulls fire. Granted, the one member who doesn't is the one with the offense so mild complication. I set up Raiden or Jade with a command changer for a Mimic command. Have Ryu use TigerBreak and Mimic. As long as Ryu doesn't bite it to a Fire 3, I'll take the result. Ifrit has a +1 Mag bonus and Shiva comes with a +1 Speed, both of which are more meaningful than +1 Stamina or HP/MP +10%. Finish raiding the treasures afterwards, mostly meh. Trapped chest encounter drops three RunningShoes. Not something I value overly highly but at least they'll sell for a decent chunk if I don't find a use for them.
On my way to #024, there's a few complications to just smashing through with high damage skills. One is an enemy that comes in a group of 3 and has a strong Ice Beam that kills in two shots at most and they seem to be fast enough to get a turn to use it. So if the RNG is feeling mean, someone will die. The other is that the BreakBlade spot is trapped with a Presenter. And because this area becomes inaccessible, I don't have the option of putting it off for later. Either find a way to kill it now or lose the chance at its item drops.
My team does have the tools to win though. Dischord + Bolt 3 on the head to open. It absorbs lightning but Dischord still weakens anything it tries. Tried it on the shell too but the shell isn't ID vulneralbe so no go. Ryu attacks the head with Tigerbreak. Naroha heals or casts Slow on the parts. Jade can't contribute offense with his skills so after Dischord, he's limited to items to be productive. Raiden is also similarly handicapped though a command changer to give her Mimic changes that.
The shell has a few things to lash out with if it chooses to act. Magnitude 8 is good for me; misses my floating team. Mega Volt is low damage, just heal up with Cue or items. Giga Volt, probably kills so hope I don't see it. First attempt, while I do win, I did damage the shell by mistake and it countered a Slow with a Blow Fish. Decided to reset for a better result. On the successful attempt, was more careful to not attack the shell by accident. Jade opens with Dischord + Bolt 3 on head, Ryu TigerBreaks head, Raiden Mimics Ryu. Naroha cast Slow on whatever. When the head retreats, just sit tight and do nothing but heal and maybe Slow. (which doesn't risk a Blow Fish counter if the shell hasn't been damaged) When the head comes out, Jade breaks a Mithril Vest for Missile. After which Ryu launches a TigerBreak, Mimic from Raiden and it's done. Got another Moogle Suit for my efforts, oh well.
Actually, I left something out. The randomizer can randomly and rarely flag equipment that breaks for spells as unbreakable. Secret items that break for spells also get this unbreakable property. In this case, the Mithril Vest got that property assigned to it so it wasn't actually consumed when used. Not permanently anyways. There are some circumstances where an unbreakable item is still consumed, one of them being the user getting statused after entering the command, as well as some others. But on paper, an unbreakable item has unlimited use. Any skill that can show on an item is fair game. Drain on an unbreakable item is highly busted, as one might guess, though it's very unlikely to appear in the first place.
Moving on to #024, it's a straight damage race. Most of my damage is elemental so I want to pound it before WallChange kicks in. Confuse Special is a potential issue so Naroha is on standby to smack people out of it if it ever comes up. To my relief, no confuse Special showed, leaving my team to pound it into scrap in two rounds. The ThunderBlade it drops is meaningless to me except as elemental Throw ammo.
Scenes and then save at the mine cart. Party order is 1st slot empty, then Naroha, Raiden, Ryu as I want to encounter both enemy types. Also change Espers now that I have a new batch.
The most common monster on the mine cart has auto-reflect. Ryu has Throw to bypass it but Raiden is limited to physicals, reflecting Bolt 3 off Naroha's auto-reflect for half damage (still better than hurting my team), or Mimicing Ryu's Throw. I went with giving Raiden a Thief Glove for Mimic. That same monster busts out Fire 2 on its second turn so dallying isn't desirable. Still, I have the tools to deal with them. Two of them are handled by Naroha controlling one, taking down the other with Throw and mimicing it, and repeating the Throw/Mimic combo for the second. Boss does not have auto-reflect or lightning resistance so pounding it before Blaster can ruin my team is the way to go. Net on Ryu is the worst that can happen but Naroha can remove it with Remedy so just delays the execution. Boss drops a Fairy Ring, same as vanilla other than being Ryu only.
Got into a fight before using the save point and it's those nasty Ice Beaming beasts for the stairway. Ryu gets dropped and a Bolt 3 also comes out, mercifully only targeting auto-reflect Naroha. Being two step away from the save point, I accept the death rather than reset for a better outcome.
Party is at Lv 19, which I consider very high for this point of the game. Thrashing a random or two on the way out bring Naroha from 19 to 20. I was getting psyched to unload a Morphed Bolt 3 on the right crane but its elemental resistances got randomized to absorb lightning instead. Boo, you're no fun game. Aqua Rake from Setzer's Lore command along with TigerBreak from Ryu are enough to take out a crane. Repeat for the second, battle over. I wanted to have Naroha cast Float on her first turn but ended up opting to Cure when a crane opened up with a Fire 3 on Setzer. Which didn't kill but still did a big chunk of damage. But I still won before they could shake the deck so no long term harm done.
Scenes and then control of the airship. Setzer's command list is Lore, ?-Chaos, Item.
?-Chaos: This command I feel conveys the spirit of Beyond Chaos more than any other. Totally random abilities that continue until the game decides to stop. This includes gamebreaking stuff like Sneeze and Cold Dust, to the suicidal and counterproductive like Crusader and Spiraler, every skill in the game is on the table with the Chaos command. Fun command to play around with but also dangerous if one's at risk of losing a lot of progress.
I name him Gig, after a Disgaea character who has enough raw power to stand toe to toe with Overlords and call it light sparring. Only a small selection of Lores; one side consequence of murdering things so fast is that the enemies barely get turns to use such skills to teach a Lore user. Does start with Reflect???, which actually is useful for checking for auto-reflect status given how often reflectable magic is showing up in my characters' commands.