Guess I might as well put up writeups for my next FFT fiesta before the memories fade. Even though I don't think I ever posted a writeup for the final battle of first one I completed. Well whatever, though I'll put that conclusion in a separate post. For reference, classes are rolled on the following schedule.
Start: Knight, Archer, Priest or Wizard
After Windmill Shed; Monk, Thief, Oracle, or Time mage
Meeting at Lionel: Geomancer, Lancer, Mediator, or Summoner
Chapter 3 start: Samurai, Ninja, Calculator, Bard, or Dancer
Chapter 4 start: Any of the above not already selected plus Chemist, Mustadio, Agrias, Rafa, or Malak
Playing on console so Mime is a "hell no."
Like FF5 fiesta, at least one party member must be in a primary job once it is unlocked and the party can only use skills from one of the five rolled classes. Other than universal skills. Much like how FF5 allows the Item command, I designated certain squire and chemist skills as always available.
For Squire, it's everything besides Accumulate.
For Chemist, it's Potion, Phoenix Down, Antidote, Eye Drop, Echo Grass, and Equip Change
The fiesta restrictions only apply to story battles from Dorter onwards. Randoms and grind fights are anything goes with the exception of Move-Find Item, equipment theft, Invitation and Train, and Brave/Faith altering. Those are forbidden unless the associated class has been unlocked.
RNG rolled Knight, Thief, Summoner, Calculator, Mustadio. Ouch. One good skillset, two middling units, and two scrubs. Piss awful skillset synergy with every non-summoner having trash for MA, among other issues I expect to encounter. Special characters I've decided they remain in their base class for story fights and rely on randoms and spillover JP to access skills in the other 4.
Optional rule 1: So you rolled a calculator but no other mage classes. Under strict interpretations, that would mean they have nothing to use Math Skill with. But that's no fun. So the alternative is going crystal calculator and allowing any spells they can scrape up from crystals. They are allowed Bolt for unlocking calculator but cannot Math Skill it unless they have obtained a crystal that would have it. (basically any enemy unit on the mage side of the job tree) If going crystal calculator, setting Math Skill as a secondary is banned; only calculators get this. I'm using this one for my party as it feels right for calculator to have access to its gimmick.
Optional rule 2: Hi-Potion, Madien's Kiss, and Soft are allowed in Chapter 4. I'm not intending to use this but if it's more fun for you, by all means. Could even include Ether is so inclined though I feel it takes away from MP management. But if you want to roll that way, hey it's your game. FFT fiesta is more about fun than enforcing a challenge.
OK, what a long preliminary text wall. The theme I'm going for with character names this time is special attack names. Starting with Ramza who has been renamed Dark Matter (Belvoue) Not really sure what's his best Zodiac with this class config so went with my Virgo standby.
Prologue and Gariland are very standard. Well, the Broad Sword squire rushing forward to lob a rock at my party instead of swinging at Delita isn't standard but that makes my opening moves easier. Get my crystal at gariland to teach Potion and Equip Change to Dark Matter. I drag things out a bit for Delita to pick up enough JP for him to learn Throw Stone.
Right away, it's time for the Soldier Office grind. One of my starting female generics has 66/74 which I decide is good enough to keep her. Will make for some mouth-watering Summon damage. So I seek two more units and after scrolling through far too many I settle upon these two.
Cross Blaze; Male Taurus
Meteor Storm: Female Sagitarius
Not that I care about internal Zodiac with the skillsets I got assigned. My requirements were 68 Brave or better and 64 Faith at the lowest. Teach them and Dark Matter Throw Stone and Phoenix Down.
For Mandalia, I make Dark Matter a chemist for scraping a few extra Chemist JP for the guests and the generics stay squires.
Mandalia - 3 resets
Even though I choose Destroy the Death Corps for the Brave boost, I still want Algus to survive long enough to gain the JP for Throw Stone, if nothing else. He keeps suicidally charging into the greatest concentration of enemies though, hence the resets. Finally, get an opening where he's still standing at 4 HP when my squad gets its second round of turns. After which the enemies tend to favor targeting my units and I proceed with the normal beatdown. Did have a stupid AI moment. Thought I was being clever in leaving the thief at low enough HP for Delita to kill but Delita goes to whack the full health panther instead. You idiot. This leads to Meteor Storm getting beaten into the dirt. Battle ends before the death countdown expires but I was not happy.
After this, there's a long wait before there will be any story progress. Knights are the most expensive starting class to gear up. I need 3000 Gil to fully outfit someone with knight gear and Battle Boots and the goal is 4 sets. Starting from 2300, it's a long way to go. So even though I have 4 characters all with Knight unlocked already, not everyone is going to be in the class right off the bat. I do sell the starting Holy Water which is enough to pick up a second Long Sword along with shields and helms for two knights. Also, a third pair of Battle Boots for a chemist because 3 Move humans feel so helpless.
What follows are several grind fights where I have 2, later 3, Knights with helmets and no armor with the remaining filling in as squires and chemists. Starting generics rotate in and out to fill the 5th deployment slot. I didn't intentionally drag out fight for crystals/chests though maybe I should have with the dire cash situation. Oh yeah, I want gear for Delita and Algus too. It's close but I do manage to meet my goal of getting everyone geared up with no one higher than Lv 4 for Sweegy. All 4 of my fieasta units also have Job Lv 2 in Chemist for convenience. Grab a few extra Potions at Gariland before moving on to the next story fight. Teach Power Break to Meteor Swarm.
Sweegy Woods - 0 resets
I make one of my units a Chemist for this one while Delta gets a Knight setup to scrape up some extra Knight JP. Straightforward exercise in minimizing the numbers of enemies that can reach me while beating down the others. And keeping Delita and Algus productive. Went well, only used one Potion.
Dorter 1 - 0 resets
Delita and Algus are in their base classes with Item. I choose to live dangerously and have all my knights with Basic Skill. Forgot that with 4 knights and two guest Squires, they'd all like Long Swords but I forgot to pick up the 6th. Oh well, one of my lady knights will have to make do with a Broad Sword. Longbow archer shoots Algus, which I've never seen before as normally, one of my units has lower HP and is therefore a more attractive target. Male Knights advance along the ground; their role is to bait the wizards into leaving themselves exposed to midcharge swings. I even remember to check Zodiacs to ensure it will be a one shot kill. Lady knights go after the longbow archer with the guests.
I messed up my positioning with the wizards and was only able to finish off one midcharge so Dark Matter got fried once. Knight durability comes through so while Dark Matter got brought down low, no deaths on my side. I do hold off on killing the knight and unarmed archer for some crystal farming. Both wizards leave crystals which I have the males grab, giving them a small headstart on their magic collections. Meteor Storm got the longbow archer's crystal for the basic Potion, which I'd not bothered to spend the 30 JP to teach earlier. A satisfying battle result overall. The Iron Sword war trophy was a welcome addition.
Finally stable enough funds-wise to hire the 5th unit. I had intended to use a different name but whimsy struck before then so instead or Raging Edge, welcome Tiro Finale' to the team. Female Capricorn. So I've got a Virgo/Taurus/Capricorn triangle, meaningless as it is (what am I going to use it for? Carbuncle? Steal EXP) to go along with a Sagitarious and Aquarius. Can finally kick out the other starting generics to reduce the clutter on my formation screen. Pick up more Potions and off to Sand Rats.
Sand Rats - 1 reset
I leave Tiro Fianle' on the bench seeing has she hasn't unlocked Knight yet and I felt no need to wait. Each squad gets one male and one female knight. As it happens, each one also has one member with Dash and one without. Thanks to the last fight, I have enough swords for everyone. As in Dorter, I slap Basic Skill on my knights leaving the sole source of recovery as Potions from Algus and Delita. As they're the lowest HP targets on my side, the enemies will favor going after them. It's going to be an interesting map. Shrugged and bought and set Weapon Guard on Algus; maybe that extra 10% W. Ev will help.
All about positioning and using my units as body shields to keep the enemies from landing deathblows on the guests. First attempt saw enemies dodging fatal shots and Algus dying around round 3. Delita going down was the dealbreaker for me along with being right about to lose one of mine to an angry Monk. Maybe could have finished it from there (only 2 enemies remained) but I opted to reset and try again. Next go I was more successful about spreading out enemy attacks to keep anyone from dying and Algus and Delita chose to be smart about when and who they dispense Potions to. Got a monk crystal but only got Spin Fist out of it. (I was hoping for a free Weapon Guard)
Stop by the Dorter shop for gear upgrades, picking up two sets of light armor. And 4 Bucklers though going for all 4 right there was probably not the right call. Got no randoms on the way back to Igros. Look at what I want to buy and realize I'm around 15000 Gil short of what I'm looking to purchase. I want 4 sets of swords, shields, and armor for my knight squad. And a Long Bow as I plan on running Algus as an archer for Thieves Fort. Of that, I only have one Iron Sword and some shields. Not too upset since there's a new member who needs some training time. Teach Power Break to everyone but the newbie.
During this grind session, not everyone stays in Knight the whole time. Various units spend time in squire and Dark Matter gets some mage time in, unlocking Time Mage. Partly to be able to obtain time magic off crystals and partly because I'm going to be unlocking calculator eventually so might as well knock some of that load now. Also because I'm going for only 4 sets of knight gear. By the time I finish up the grind fights, everyone but Tiro Finale' has Move +1 and some have Counter Tackle done, the last squire skill I'll ever care about.
Thieves' Fort - 2 resets
Delita as a squire with Item as before, Algus as an archer with Item. These two are my sole sources of HP recovery since all my knights are running Basic Skill. Highest level female sits out, in this case it's my starter generic. I'm one Iron Sword short but I'd consciously chosen to skimp so Tiro Finale' makes do with a Long Sword. Same general strategy as Sand Rats where I try to control the fight so that the guests don't die.
Algus gets dropped in the first attempt having only succeeded with one action, no thanks to the Black Magic priest going after him while staying out of sword range. I had no need to care since it's his last battle as an ally and half the enemies were down by this point. But dammit, I wanted that spillover Archer JP and he's my only Phoenix Down user. So I reset.
Next try, Miluda ganks Algus with a critical. Again, with him having only landed one action. Not good enough, reset.
Next attempt, I screw up the PBF which results in a lady knight getting Charmed on round one. Upshot is that the Black Magic priest has best compat with one of my dudes and comes close to target him. Smack down the priest midcharge; bonk the Charmed knight out of it with Basic Skill. From there, I proceed with my plan of taking out enemies as they present themselves and not letting the guests take fatal hits. Land a Power Break on Miluda too, which removes the threat of freak KOs. I opt to stall a bit for the Black Magic priest to crystalize, which she does. Have Meteor Storm pick it up; now I have three units with a starter set of spells.
The downside of Power Breaking Miluda is that she's much more eager to break my stuff. End up losing two shields and one helmet to her, which will need to be replaced. Though the Bronze Shield war trophy can fill one of those slots and the Iron Sword trophy is why I opted to choose to skimp on buying a 5th.
Got into a random on the way back to Igros. Fielded an Equip Armor archer, which is funny because I'd never use such a build in normal play but here, the unit had loads of Knight JP and I was short on light armor so that's how things played out. i have enough funds to outfit a 5th unit with up-to-date knight gear so do so and off to Lenalia with no further fanfare. Grab some more Potions while at it.
Lenalia - 0 resets
Delita is an archer with Item and the sole source of HP recovery. He climbs the cliff and shoots a wizard. Enemies go with the weak wizard going after Delita and the strong one going after my team. Time Mage casts Haste on herself and Miluda. Other enemies just shuffle around. My first set of actions goes decently with the strong wizard killed midcharge and I land a Power Break on Miluda from the fornt, which is neat. Not so cool was the Hasted time mage Don't Moving three of my units with the one able to smack it midcharge not quite doing enough to kill. My mistake for clumping up but does put a damper on my offense. It's the time mage's last action as some rocks from the Don't moved group is enough to remove the last of her HP. Enemy knights hit people but they're spread out and Miluda can only swing for 14. Not very threatening to my 110+ HP squad. Delita Potions self and retreats. Wizard drops a spell on all three Don't Moved units for about 30 to each. Get some damage in on him though not enough to kill. My two mobile units are able to chase him down and kill him midcharge before he can land a second spell on the three still stuck. Once the Don't Move wears off and I see no one is in critical danger, battle is good as won. Help finish off the knights while waiting for mage crystals. Delita keeps himself alive and gives a few Potions to allies who are running low on HP. Also landed another Power Break on Miluda for additional hilarity. Got one mage crystal which Dark matter takes, being the only one with Time Mage unlocked. I would have been OK with finishing the fight before the knights' countdowns ran out but I opted to take the slow way of using Dash and Throw Stone to pummel Miluda even though I don't really need to fear 7 damage Counters. Taking it slow does have a handy upshot; Delita finally hits the 500 Knight JP for Equip Armor.
Oh, one Knight broke an Iron Helmet. Not again (sigh), more replacement costs.
With the fight complete, off to Igros for gear upgrades. It has Mythril Swords, Bronze Shields and Chain Mail. I want 4 each of swords and shields and 5 Chain Mail as Delita would like one too. Yep, short on cash again. Though this time, it doesn't take that many fights given how high Dark Matter's level has been climbing. I also decide to nab two Silver Bows now for future Thief unlocking rather than return later. During the grind fights, a few spend a fight in mage classes such that both Dark Matter and Meteor Storm have Summoner unlocked. In the spirit of the fiesta, I won' use summons until it become opened up through story progression. Same deal with thief; between spillover JP from guests and a brief stint or two in archer 3 of my 5 have thief unlocked but I won't start using it until its designated time.
Hit a random in Mandalia and with the funds from that fight, I bring my Chain Vest supply to three, pick up a Small Mantle, and raise my Potion stack to 30 and Phoenix Down to 8. Game throws another random at Lenalia but I reload until I can skip it as Dark Matter's level is getting worryingly high at 10. Teach Weapon Break to Tiro Finale' and Cross Blaze before challenging the next fight.
Windmill Shed - 4 resets
Delita is a monk with Guts and Equip Armor. That means I don't have any recovery. So I do something that's rare for me and give one of my knights Item. Meteor Swarm is the designated item monkey. As a Sagatarius, she's less attractive of a target to Wiegraf. other two are the Capricorn and Taurus for good compat Weapon Break attempts. The start of the fight will always open with Delita walking forward and chucking a rock at Boco. Wiegraf will step back and Stasis Sword Delita. Boco and the two monks will pound on him but with his high HP, he can weather the assault. I gave him Counter Tackle for some extra damage too. Rock plus Counter Tackle should bring Boco low enough to kill; if it doesn't I'm going to have issues controlling the fight. Ideal opening is Ramza taking out Boco with an attack and the other male and one female putting the hurt on the close monk. Delita is generally in critical after the enemies' first set of turns so he'll attack anyone within reach and retreat. It's not necessary to Potion him before he retreats as moving the item knight behind him and acting would leave two targets open for a Stasis Sword, which I'd rather avoid doing. On his second turn, Wiegraf will come forward and Crush Punch Ramza and he's now within reach for a Weapon Break attempt from the side.
First go - Crush Punch instakills Dark Matter. Uh oh. And the first Weapon Break misses. Not surprising at 38% but still not good controlling the battle. I goof up with the Item knight's timing too While I play it out for another round and do break Wiegraf's sword next round, Delita got himself killed. With I'm willing to expend one Phoenix Down, two is more than I'm willing to absorb and I give up.
Attempt #2: Stasis Sword Stops Delita. This is bad because Boco will attack from his front rather than the side, which prevents me from landing a round one kill. I misplay and though a Potion would save him but it's not enough. Wiegraf Split Punches him and retreats and the generics finish him off. More significantly, Wiegraf is out of swinging range. Reset.
Attempt #3: Delita dies to the opening assault no thanks to a high damage critical. This won't do; I want him alive long enough for more than one action. Reset.
Attempt #4: Stasis Sword lands Stop. Can see where this is going. Rest.
Next attempt, no Stop, Delita lives through the opening moves, and Boco dies as planned. Delita finishes off a weakened monk and retreats. Just as I planned. Crush Punch on Dark Matter, no instakill. Connect with the very first Weapon Break which is fantastic. I do much better about keeping Delita alive after giving him his first Potion and he helps out finishing off the support. Tossed Delita a second Potion to incline him to Wish a weakened Dark Matter. A third Potion and he's pretty much set for the rest of the fight without further intervention. Stack a Power Break on Wiegraf as well; now he can only punch for 6. Or Potion himself since I forgot to check his secondary. This makes taking him down a slow process, especially when I mess up positioning such that he retreats along the back where only one member of this melee focused party could reach him at once. Thankfully for me, he is able to jump out of the corner he retreated to onto more open ground where ganging up on him is possible. Delita turns up around 70 JP short for Move-Hp up. Not that I was expecting him to reach it starting from 115 at 11 or 13 JP a pop but he sure put in a valiant effort. Dark Matter learns Head Break off the knight crystal. I wasn't intending to farm but it dragged out so long the generics passed on anyways.