Wild Arms of Ozvalice - Reboot
Okay, this one I'm doing from memory. Started over after the most recent patchery. Starting on Sweegy, since Gariland and Mandalia don't count.
Sweegy Woods
No notable surprises here. Tin Man starts as an Archer for the sake of building Charges, Dorothy starts out as a Priest and Strawman beelines for Phoenix Down on Chemist. I'm relying on Dorothy to get spillover JP for Oracle. Lion uh goes Knight for Monk beelining.
Dorter
Archer Tin Man+now I already know that low-offense parties prefer taking the higher ground = little issues.
Sand Rat's Cellar
One reset. Poor initial positioning on my frailer characters meant that I couldn't effectively wall the archers. Second time through, however, things worked out: I managed to get one of the lousy offense Knights stationed with Secret Fist (<Laggy> Secret Fist is op) and things started going smoothly from there. Zombie+Phoenix Down is a lifesaver on C1.
Thieves' Fort
Fairly simple routing here as well. Secret Fist continues to be evil incarnate for this chapter and Tin Man's Ignore Height+evergrowing Charge array means that I can snipe with rather startling ease. Dorothy began her Time Mage trek here. Miluda 2HKOs basically everybody in my party, but it doesn't matter.
Lenalia Plateau
One reset because I FORGOT TO REVIVE TIN MAN on a fight that was otherwise entirely under control. Second time through, things went in a simple manner, though Miluda is a bitch.
Fovoham Plains
No resets? What is this. I set up my party behind the windmill so I can goad enemies into my range safely. Delita killing Boco early and Strawman Paralyzing the Monks and the Oracle also helped. Wiggy had a hilarious status weakness here, but I'll be damned if I remember it. >_>
Zeakden
Another simple fight. I kept Tin Man and Dorothy behind - Dorothy casted Haste from the safety of a house corner while Tin Man waited until he was sped up for mass smash. Oracle and Lion handled the backward support (Silence manhandles the Wizard, Secret Fist is a Knight's bane). Once the setup was done, a couple staff thwacks and a Charge +7 from Knight Tin Man ended the fight for good.
Dorter 2
Um wow. This fight was easy in the end, but the Archer going to the rooftop made the whole thing more annoying than it had to be. A decisive Zmobie+Cure combo handled the girl, though.
Araguay Woods
Kinda lol.
Zirekille Falls
Rather trivial. Delita with Holy Explosion, Ovelia Mbarrier spamming and Agrias borderline solo this fight.
Zaland Fort City
I decide to save Musty! Not a problem, of course, once I realize Dorothy has REFLECT to handle the pesky Wizards. Hilariously, this was the defining factor on my victory. After that, it was mostly mopup, although that Two Hands Battle Bamboo-wielding Oracle was -scary-, nearly OHKOing Tin Man midcharge.
Bariaus Hill
Scary on paper, but Secret Fist+Paralyze works wonders. Tin Man's offense+move also means that I can deal with the Geomancers safely.
Zigolis Swamp
Mostly irrelevant. The Flotiball was annoying, but Strawman sports Petrify and Sleep from now on.
Goug
One reset here due to poor control of the Summoners. The second attempt, which marks the true premiere of a L5 Mime Toto on plot fights, went far better. Silence Song on the Summoners, obviously, is crucial, and I spread my forces around to lower the impact of Summons while they were flying around. Sleeping one of the Archers early was also useful.
Golgorand Execution Site
This is where things start getting ugly. Three resets on this fight, all of them primarily because the Archers are evil evil evil. The winning attempt had me forgoing Samurai Tin Man and going back to Knight, since I -needed- somebody who could take monstrous amounts of punishment. I had Strawman and Dorothy head towards the Time Mage while patching up wounds/statusing anyone in range while under the influence of Haste. Lion spent some time Stopping random targets with Talk Skill before going down, but once I had some targets neutralized, getting him back on his feet was simple. A Charge +7 Toto thwack also manhandled the sleeping Gafgarion, which was when the battle tides turned to my favor. The Knights were kinda bitchy to the end, though.
Lionel Castle
I don't think I've ever took such an approach to this fight. Dorothy (if you haven't figured out, Dorothy is Ramza) has literally no offense besides her staff thwacks, so she needs to stall Gaffy out. I had her set up so she wouldn't get 2HKOed by Gaffy's Night Sword - that was all I needed. First, I landed a Don't Move on Gaffy (lasts longer than Stop and is cheaper) and just kept away, reapplying the status as necessary. Half my party also had Rubber Boots, spoiling the archers nicely. Lion opens with a Secret Fist on the left monk girl, while Toto also Secret Fists somebody else due to good positioning. Tin Man just took his holy duty as a Samurai to chop Summoner heads, while the other Summoner ate a Silence. Once mopping up was done, I had Toto move towards the gate and I tossed a stray Sleep so Toto could hit Gaffy through the gate. It worked, at which point Dorothy opened the gates and Gaffy got OHKOed by a Tin Man thwack while sleeping - but not before waking up and OHKOing him once midcharge (he was already damaged). >_>
Quekky
Two resets. My offense sucks pretty badly in this party and Tin Man has bad affinity with Quek to boot. I mostly relied on Queklain spamming Nightmare and healing Death Sentence/Sleep with Lion while the kids made their advance. Shutting down the Knights was also imperative here. The third run, I had the fight under complete control, relying on Toto and Tin Man to add up their offense. Dorothy was dead by the time Toto landed the killing blow, but who cares. Hilariously, Toto is now entirely caught up with my party, who's running uniformly on L15.