The main loose ends to take care of are raiding Doma and procuring equipment for Alys and Seth to use as they'll see usage regardless of who else I take. I also hunt an intangir for the hell of it and fill in some gaps in my Rage list. Team for the last bit of WoB overworld is Kyra, Demi, Gryz, Hahn though Raja takes part in one battle to try out the Thief Glove.
ZonClea: Zoneseek + CleanSweep combo. As they both hit the same side, this isn't a particularly great ability, especially for something that takes a Relic slot. Buffing the enemies isn't something I like doing and only enemies immune to Shell will feel the full force of CleanSweep. I suppose having a team mainly with physical or defense piercing damage can negate the downside but then why use the skill in the first place? Not likely to be viable for use on my own party either since getting a full party all immune to water is even more uncommon than fire. Used this once to flag the lore as learned and throwing the Thief Glove in the trash heap for the rest of the game.
Going through Dama, there was a monster in a clock (another one?) Got very lucky there using a Rage with a Stop special to freeze it in place and when stop wore off, another Stop special came out to freeze it again without it getting in a turn. Although I did eat a pair of Fallen One counters, the monster in the clock never got an actual turn before it died. For all that trouble, nothing whatsoever. Cheapskate. The Intangir replacement I found on triangle island was a tame one. Only about 130 MP and dies at MP =0 so two Rasp casts did it in.
Splurged on the auction house here. The Light Robe is a straight upgrade while Ether is generally hard to come by. Spent the 30,000 GP getting both. Add the equipment purchases for Alys and Seth as well as supplies for the floating continent and my team is close to broke. Yet again.
Still haven't beat the monsters-in-clock at Nikeah. With my median level of 20 and the monsters opening with L5 Doom, it doesn't feel worth the bother. They'll still be there in the WoR when I'm ready for them.
The next segment of the game calls for more thought in team selection. With two boss fights, a rough dungeon, another tough boss, and then a timed section; being reckless in my team doesn't appeal to me. Ideally for me, the chosen team will be able to complete everything in one trip. This entails having enough supplies as well as planning ahead of time whether I be going for an HP kill or an MP kill on AtmaWeapon.
For a regular HP kill, I'd like at least one member who can do at least 3000 damage a turn and sustain it long enough. Such an approach also calls for good healing abilities for the nastier attacks and robust status protection and curing to deal with Mind Blast is also advisable. Access to a source of reflect status is nice for the phase where it counters damage with spells.
MP killing calls for the Rasp spell on at least three people by the time of the fight. Reflect or high enough max HP to survive Flare is also highly desirable. Still need to have the resources to recover from the attacks AtmaWeapon will use in its high HP phase.
None of my Espers have Cure 2 or Osmose available so my group lacks a reliable way to quickly recover from high MT damage. Which includes Meteo and also Diffuser/Atomic Ray/WaveCannon nonsense from Air Force. MP intensive characters are not a great choice either. No one has strong MT heals in their skillset other than once-per-battle Spiraler or unreliable Dances. Seth has either bad damage or damage that eats through my money (when I've hit poverty 5 times this game already) and has a Magic command so going for an MP kill seems better.
There's also the timed escape sequence to plan for. The Imp spell is a sure bet in vanilla to deal with the Naughties but not always viable in randomizer. Either because the Imp spell isn't available, the Naughty lost its normal vulnerability, or haxed by auto-reflect so having backup damage is a must, preferably painful and fast animating. Throw is great. Bltiz is usually good. GP Rain is quick and dependable and if there ever is a time to sacrifice money for survival, the timed escape may be it. Naughty is level 24 so L4 Flare from a decent Magic stat (40 or more) will tear big chunks out of it. Stone is usually painful enough if the caster is at Lv 24 but the innate accuracy can be a source of frustration.
And because I get enjoyment from it, character analysis section.
Pika - R-Tek, Magic, Item R-Tek isn't sweeping battles to the same extent as earlier in the game but it's still mostly serviceable. I'm less fond of it in long battles because the small random chance of doing something stupid (ForceField nulls lightning, there goes a lot of the skill's damage) magnifies as fights get more drawn out. Good armor selection, awful weapon selection but she's unlikely to use her physical so not that big a loss. The random nature of her skillset is a liability in the timed escape.
Chaz - 3xTime, Dance, X-Magic Being able to randomly roll Quick from 3xTime and having X-Magic synergize so well for giving him lots of turns as long as his MP lasts. Lots and lots and lots of turns for boss fights or inescapable randoms. Dance as MP independent offense still matters due to lack of Osmose but is dropping off in potency. He's a great choice for everything but the escape. The long time it takes for that string of time magic to animate becomes a liability with a timer to beat. No weapons but an Imp Halberd though with that skillset, who's going to bother with a physical. Also did well in armor options.
Raja - Morph, Throw, Magic Part of my shopping includes stocking over 90 Shuriken. This should be enough for him to meaningfully contribute offense. Morph combos nicely with Throw for even more pain for boss battles. Defense is ugly though. No shield and next to no armor choices. Best body armor is a Silk Robe. Only 119 Def. and 92 M. Def. when fully geared and Relics aren't going to make up the difference. With 6 forced pincer attacks to get through, he's bait unless the monsters can be shut out with invisibility. Very much a glass cannon option who is terrible for the IAF, mid-range for the floating continent main segment, but great for the escape. He's also the only choice for stealing in the IAF sequence. Doesn't do much good if he's eating dirt though.
Seth - Sketch, GP Rain, Magic I'm including him in the character analysis even though he's the only choice for a 4th on the FC. Sketch is terrible over 90% of the time, except for those rare moments it isn't. GP Rain is terrible in groups even if I do have cash to spare but reliable unevadable, piercing damage when desperate. Magic is only as good as the available spells and it's so-so for the WoB. The low resources also make it something to be used sparingly. He gets a fairly decent equipment selection and can wield the ThiefKnife so he has some kind of utility and it's not a struggle to keep him alive. Also able to contribute to MP killing AtmaWeapon.
Wren - SonicBoom, Spiraler, Item Awful skill selection. Your standard boss will have death immunity so his best damage is whacking with the Murasame. When Fight with a katana from the front row is your best damage, that's a bad sign. I don't have the tools to make regular use of Spiraler in randoms (Osmose, Cure, and Life or free revival) and one shot of full healing generally won't be enough for the upcoming bosses. Only other source of offense is item breaks and giving how broke my party is, that's not happening. I'm generally willing to take a sub-optimal team and find a way to win but Wren is unviable even for me.
Demi - Fenrir, Rage, Magic Arguably the best character of the group. Fenrir is still bonkers at this point for shutting out physicals. Can still get whacked in the back during IAF forced pincers so less effective there than usual. There's a Rage for almost every situation though given the limitations of the game, it takes advance study to use well. She has several that can drain MP making her the only character with MP restoration that doesn't require items. Does have a few drawbacks in needing front row for most of her offense and needing a lot of investment to work out what Rage to use when. Also loses the ability to resummon Fenrir after Raging which can matter if a battle stretches out/luck is bad. Overall highly viable though not quite automatic pick level.
Alys - BioElNino, Magic, Item Included for completeness. Definitely staying behind since bringing her would reduce my party to 3 for the timed escape. She's really not that good for that portion anyways. Naughties and Nerapa have a high probability of resisting her main damage (let alone Nerapa's auto-reflect) and Fight sucks when in a hurry. Would be a decent choice for the other stuff. Her combo skill is still almost always her best damage, even if enemy durability has been rising faster. Also can use the Drainer which can see use as poverty parasitic healing, novelty that it is.
Rune - Jump, Magic, Item Damage output is awful unless willing to learn Fire 2 or Ice 2 (I don't have access to Bolt 2 yet) and willing to spend the MP. Given no Osmose and lack of finances to stash a lot MP restores, not a sustainable option. At the low 20s, FF6 physicals are still laughable so Jumps won't be doing much in the way of damage. Jump does have some neat quirks. The command priority means he can Jump away during Nerapa's opening death sentence spam, which means one less long animation to sit through. This is an advantage no other character has. Being able to combine Drainer with Jump improves parasitic healing. It will be a chore to get him to that one battle where he can uniquely contribute. Having Magic means he can contribute to the AtmaWeapon MP kill as well. Apt to struggle on the floating continent itself and his lack of damage will be keenly felt at Air Force and the rest of the IAF.
Kyra - Blitz, Magic, Item With Relm level magic backing it up, Blitz is always able to provide offense. Has Mantra thanks to Leo/Clyde which does have some niche applications that I often forget about. Got the short end of the stick on defense options. Her best and only shield option is a Heavy shield. While her other armor options aren't as restricted as Raja's, she's still limited to weaker choices. Her best armor options leaves her at 132 Def. and 96 M. Def. which is nearly as bad as Raja's. Viable thanks to her offense but using her and Raja in the same team would be a bad idea.
Hahn - CycSnow, HastShr, Item Less bad then Wren, which isn't saying much. CycSnow is more useful in doing work in randoms. And his strongest weapon is back row compatible so he is less exposed. Still awful at bosses since a Hasted boss is generally not desirable to have; he's limited to Fight for boss offense. Also lacking on defense. Limited to Heavy shield for shield slot though better head and body armor options. Functionally deadweight with AtmaWeapon and Naughties. While less of a liability than Wren, he's still unviable for my standards.
Lucca - MertRag, Lore, Magic Merton + Rage is suicide. I have one Blizzard Orb and Demi can immune it with some Rages but anyone else dies. Has a good Lore selection but it sucks down MP like nobody's business to use it. I have one Gold Hairpin but that's not quite enough to last between save points. Weapon selection is stinky so backup physical isn't doing much. Despite having L4 Flare and being a top pick for the timed escape, her heavy MP reliance has me rating her low right on the border of viability and I'll only use her if I'm stuck.
Gryz - Tools, Magic, Item. Solid and easy to use. I have all the tools except Air Anchor so he can always contribute. Has the Magic command so can help out with the AtmaWeapon MP kill and provide utility as needed. Drill doesn't do quite as much as I would like for the timed escape but is otherwise a dependable damage option.
My available Magic -
White: Cure, Life , Regen, Antdot, Remedy
Black: Fire, Bolt, Poison, Fire 2, Ice 2, Drain, Demi, Quarter, WWind
Grey: Scan, Rasp, Float,Vanish, Dispel, Berserk, Mute, Sleep, Imp, Stop, Reflect, Safe, Shell, Slow 2, haste2
So any magic users have status spells to deal with dangerous foes and the basics for out of battle patchups. No strong attack magic for bosses though or higher level Cure magic to recover from nastier attacks.
I settled with Kyra, Demi, and Gryz for my Floating Continent team. No particular reason other than being low-leveled and viable. Demi is really good though takes a lot of effort to use. Tools and Blitz all offer solid enough damage options. Demi is the only character with MP absorption which makes her the ideal between battle medic. Cue 20 minutes of studying to work out which Rages i want to use for the next part.
The IAF enemies are a hazardous bunch. One uses Sand Storm at will and can appear in pairs. Two Sand Storms lay out Kyra from full HP nearly every time. The other enemy is an unremarkable physicaller but the threat of Sand Storm prevents hiding behind Phantom and cruising. That enemy also has Sneeze, which even if it comes up only when using Fight or if confused, ends up a bit relevant. Demi ends up using a Rage which casts Cure 3 and immunes wind. Gryz uses Noiseblaster, Chain Saw, or Flash depending on the situation. Kyra uses magical Blitzes unless she got sent to the deck before getting a turn. I never actually died but did reset a few times to find my rythym. As long as Demi doesn't run out of MP, I'm good. She'll use an MP absorb Rage for a fight as needed but it didn't come up in the successful run. I was hoping to gain a level for Demi before Ultros 4 but randomness and confused monsters sneezing away their allies (denying me EXO) denied me this.
Boss prep time: Memento Rings for Kyra and Gryz. Kyra gets the Blizzard Orb since her M. Def is so low, letting her null Atomic Ray is more important. Kyra gets Zoneseek, Demi gets Phantom, Gryz gets Kirin. Demi doesn't get ID protection since Rage overwrites that property.
Open Ultros 4 with Kirin, then Phantom and lay into him with Poison Claw strikes, Fire Dance/Aurabolt, and Bio Blaster (due to poison weakness and Ultros' low defenses, it does more than Drill). When Chupon shows up, Berserk him. Battle won at this point and it doesn't matter what I use as long as it doesn't break invisibility.
Air Force: A character that immunes/absorbs lightning and fire with ID protection is immune to everything Air Force and its parts can try. As it so happens, Demi has a Rage that meets all these criteria and it has a 4x damage Special as a bonus. As soon as Demi gets a turn and uses this Rage, the battle is won. i could have set down the controller at this point but felt it would be worth the effort to try to have at least Gryz survive too. Seeing as he has 182 magic defense. So Zoneseek goes up and Kirin when I can spare a turn. I was prepared to lose Kyra but Air Force played nice and stuck to Tek Laser mostly. MissileBay can do nothing to a team with ID protection. A Shelled Gryz takes double digit damage from Tek Laser and even Kyra is only being hurt for about 100-150 a laser. Cure from Gryz and regen is able to keep up. Laser Gun immunes poison so the battle goes longer than it could have but doesn't put me in danger of losing. I saw one Diffuser but the boss failed to follow up with more nasty stuff and Atomic Ray only scratches the M. Def. tank. Kyra is still alive at the end of the battle.
Use the save point, pick up Seth and gear him up, and use save point again. I, uh, forgot to give Seth the ThiefKnife even though it's probably the most overall useful stat stick for him so for most of the FC, no lucky steals. He's doing alright on defenses so I don't fear for his life the way I do Kyra.
The monsters are a mixed bunch that keep me awake. One has random Fire Wall and can show up in groups of 3. Bad news if 2 focus on one character as they can 2-shot anyone besides Gryz. Weak to holy so an Aurabolt and almost any followup damage will drop one. Another randomly counters damage with Sneeze and has a Special strong enough to flatten Kyra from full to nothing and leave anyone else hurting. Vulnerable to instant death and petrify so a petrify Special or Chain Saw are best for them. Another foe uses Magnitude 8 but I had Demi cast Float on everyone outside of battle so danger mostly averted. Another has a Zombie special and absorbs poison so maybe leaving that Poison Claw on Demi was not a good idea. All these are immune to confuse by the way so Noiseblaster can't cheese them.
Fenrir mostly turns aside physical threats but the monsters are durable enough that they have an OK chance of living long enough to land a hit. I wound up with two zombie at one point but was already retreating to the save point so a Tent fixes that up. Got a Diamond Vest as one of the few treasures. Nothing special; it's stronger than the Mithril Vest Kyra is wearing. She'd appreciate it, if she could use it. The rest of the group has stronger stuff. Got 2 more Tao Robes from drops, better than any of the storebought stuff.
Ran into a dangerous enemy that counters with Demi or Quarter and likes casting Flare, Doom, and X-zone. My team already had ID protection to prevent zombification so the ID spells were a non-issue but Flare overkilling for 2000 was a threat. Couldn't run from them either. Of all the crazy things to happen, I wouldn't have planned on Reflect saving my ass. Sketch did OK on this enemy, launching Flare for about 1200 or so. Not as much because Square made an incomprehensible decision to multiply monster magic power by 1.5 for damage calculation.
EXP was about as good as vanilla. Everyone reached Lv 23 except Kyra, with Demi reaching Lv 24. Kyra learned Cure 2 at Lv 22 which is a welcome tool even though I don't think I will be needing its power while MP killing AtmaWeapon. Demi's MP went down and up like a seesaw but I got through without dipping into the item supply. Used a Tent before the dash for the bossfight so that everyone is topped off on MP, of course. Spent time studying Rages to find out what I wanted to use for the escape before starting the Atmaweapon fight and escape segment.
AtmaWeapon is big, mean, durable, and isn't going to show mercy just because it's a randomizer and the character options could suck. Kyra gets the Blizzard Orb to null Blaze/Fire 2 because her magic defense is the worst. She also gets the Wall Ring because of her lowest max HP. Everyone else has close to 900 or more so should survive a Flare from full health. Gryz gets the Gold Hairpin and Earrings since he's constantly casting unlike Demi who might need to refresh Fenrir. Seth has a ThiefKnife because I'm going to go for a steal. I spread out Carbuncle, Zoneseek, and Krin among the team.
I don't have anyone capable of slowing Atmaweapon so just have to go without. Carbuncle, Zoneseek and Fenrir go up on the first round with Kirin when I can spare a turn. Rasp away while refreshing Fenrir as needed. Seth attacks a few times until he steals something; it's a Rage Ring here. Nice find giving fire absorb and lightning null like vanilla and everyone can use it. I don't bother refreshing reflect status when it wears off. Flare is dealt with by Mantra and a Cure spell; this is generally enough combined with regen ticks. Seth dodged a Flare at 51 M. Block, nice. Blaze/Fire 2 is handled by Mantra with maybe a followup Cure if it was ST. Physicals are nulled by image status from Fenrir. Even with my resource conservation ways, it still takes about 50-70% of the party's MP to win. The boss drops a useless Gauntlet. Boo, hiss. Swap Demi's weapon to a non-elemental one before triggering the cutscene.
Alys comes on to the scene for payback. Also to collect her fee that the Empire stiffed her on. Given that she's not that experienced with using swords, her assassination attempt falls short. Too late, Gestahl realizes evil Angela is less loyal than he thought. He tries to stop her but is no match for angry bitch energy and takes a very long fall he's not getting up from. Evil Angela proceeds to have a tantrum to end all tantrums, only Kuja can compare. More plot stuff I'm not coming up with jokes for and timed escape is up next.
I looked up Naughty stats ahead of time as I don't want to fight Atmaweapon again because of nonsense. Weak to fire, bolt, and holy like vanilla, nullifies all other elements. Vulnerable to imp, mute, petrify, and zombie. Mute isn't that important but the other three are all useful in ending Naughty fights faster. There's no way to inflict petrify or zombie on them in vanilla but here Demi has both petrify and zombie Rages that bypass instant death protection. They also die if dropped to 0 MP though that's not always practical if they roll high magic defense.
My group of 4 runs for the exit. First Naughty I have Demi use an MP absorb special since she's nearly empty from Atmaweapon. A followup Rasp finishes this one. Any others, I use one specific zombie inducing Rage. Either it zombifies the Naughty in one shot or it casts Flare for about 1700. In that case, Aurabolt and Drill finish it off. Alys is deadweight on offense so she's acting as out-of-battle medic. Nerapa falls to Aurabolt, Chainsaw, and the same Rage I used to guarantee a win on Air Force. Made it to the end with about a minute to spare. Save Seth and run for it. The airship breaks apart. Oh no, the villain has won.
Star of World of Ruin coming up next.