Let's Play Every Final Fantasy Game In Order Of Release [Now Finished: Final Fantasy Tactics]

Final Fantasy Tactics, Part 7.A: Zaland & Balias Tor
Hear ye, hear ye! 'Tis the year of our lord 2024, and it has come to pass that Ramza Lugria did verily get stalled for 'bout a week, stuck on character upgrade choices, verily forsooth.

The Story So Far: Ramza, scion of the noble House Beoulve, was betrayed by his own kin, who allowed his childhood friend Delita's sister to die. Separated from Delita, betrayed by his family, Ramza has abandoned the life of a noble and joined up with a mercenary band, only to be betrayed again by his new mentor after finding Delita again. Now tasked with seeing Princess Ovelia to safety, Ramza heads towards Lionel Castle, where Cardinal Delacroix could ensure Ovelia's safety…

I. The Inexplicable Gun

What's a Princess like mechanically, anyway?




Okay so basically Ovelia knows two spells, one which grants her every single protection buff at once, and one which cures every status effect at once. But not any healing. Nobles. Trust them to learn white magic and then use it to protect only themselves.

Anyway, I promptly strip Ovelia of her best equipment and give her current-level stuff, meaning Osric now gets to have a Wizard's Hat and Wizard's Robes.

Then on a reader's tip, I decide to backtrack to the previous town to check out the rumor tab, fighting some monsters on the way.


Only event of note is our first use of the Moogle summon. It's cute.


It looks like, even though we thwarted the plan to kill the princess (so far), it's still serving Larg's interests of pinning the blame on Goltanna. We could make the truth clear by revealing the Princess's whereabouts and Larg's treachery, but… For that we would need to not be in their personal area of influence where the Northern Sky can intervene at will. Making ourselves public while in Gariland or Dorter seems foolish.

Also, I finally remembered to change Ramza's ability set to account for one of his new, unique Squire Abilities.



Tailwind is a support ability that increases Speed.

"Oh, like Haste?" you say. No. Not like Haste. Haste wears off. It lasts about three turns.

Tailwind increases Speed by +1 for the rest of the battle.

The effect is not immediately noticeable. At first, it honestly seems like a waste of a move. But if you just keep using Tailwind the effect kind of… Not snowballs exactly, it's not exponential, but it becomes incredibly noticeable. A character with Speed 5 acts every 20 ticks; a character with Speed 6 acts every 17 ticks; at Speed 7 they act every 15 ticks. It's not quite enough for a character to be taking two actions for every enemy one unless Ramza keeps spamming it forever, but at the same time, Tailwind being there means Ramza never has to Wait; any time his turn ends without an enemy in attack range, he can Tailwind himself or an ally. The action efficiency ends up kind of ridiculous going forward, though I'm slow to get the hang of it.

It's also, more importantly, an incredible means of maintaining JP/XP efficiency. Every time Ramza uses Tailwind, he gets XP and JP. Every time another character acts, they get JP and XP if their action succeeds. So Ramza can give the character you want more JP for more actions per battle, all while maintaining maximum JP income for himself. The effects of this are going to end up visible by the end of this update.


Another battle. Between Shockwave and Tailwind, there is never a turn in which Ramza is not taking meaningful combat action.

I decide to take a little time to practice my new skills against random encounters, testing the benefits of Tailwind and grinding JP for Hadrian to unlock Horizontal Jump 8. I also have Hester unlock Chakra, a Monk Ability that allows them to self-heal - another way to maintain JP gain on 'lost' turn if she's hurt, plus some appreciated survivability.


A monster encounter featuring a Knight and Archers alongside undead. It's growing increasingly apparent that many human bandits just team up with monsters and cooperate to prey on travelers.

Now, before we go on with the plot, there's just one thing. A new Errand has opened up Gariland, the Magick City. It's the Gariland Magick Melee: A tourney in which combatants are only allowed to use magic, held by the Gariland Mages' Guild for the 13th consecutive year. I decide to swap Hester into Geomancer, Gillian into Orator, and send them both with Hadrian to take part. A couple weeks later, we're back for news.

It's a tremendous success. The opponents were fierce, but our team won the day, and claimed the grand prize.

A prize which is.

Guys.

Guys.


THE GRAND PRIZE IS AN ASSAULT RIFLE!?

It's a fucking Pastel Colored AK-47. What the hell. What is the item description for this goddamned thing?

Enchanted Machinegun: "Guns of this type are said to have been used aboard airships in the days of yore. Their bullets could be used for different purposes, depending on the magick with which they were infused."



They had - fucking - they had airships and machine-guns!?

Oh yeah remember how the backstory of Saint Ajora and the Church of Glabados involves the ruling power of the time being sunken under the waves? Yeah I guess it wasn't just a medieval city being swallowed by the sea, it was Atlantis and we are in yet another post-apocalypse treading among the ruins of more Ancients.

I've been bamboozled yet again. This Final Fantasy game is in fact a Final Fantasy game.

God, the way it's so blatantly literally just an assault rifle but also magic, god. And airships? We haven't even heard of airships mentioned even once!

Well never mind. Let's advance to our next destination - the Castled City of Zaland.

II. Castle City Zaland





A young man is being cornered by a group of soldiers who want him to deliver a stone, though he claims he doesn't know what they're talking about. He's a poor liar, unfortunately.

Swordsman: "Do not play the fool with me, Mustadio! Do you forget that we hold your father? It's simple. Give us the auracite, and your father lives." [There is no response.] "Right, then. Seize him!"
[Mustadio clambers up the wall.]
Mustadio: "I have a message for your keeper, Ludovich! Tell him that if he lays so much as a finger on my father, he'll never see the auracite again!"
[At this point, our party enters.]
Agrias: "What trouble is this? I think that man is being chased."

At this point, we are given the choice to say "I'd sooner avoid trouble, but we have no choice" or "We cannot stand by and watch!" Picking the latter gives us the objective to Protect Mustadio, and battle begins.

Unfortunately, it begins from the worst position ever.


Look at this dogshit placement. All the enemies are on the other side of this wall, which was one door at one corner of the screen, and to make it worse, we're down an incline such that characters without sufficient Jump ratings will need to do a complete Z-pattern before enemies are even within range. This is one of the worst map starts in the game.

It does highlight the importance of the Jump rating, though. Consider:



Ramza and Hadrian are able to essentially advance in a straight line, jumping both the cliff and the battlements and suffering no movement penalty. Osric and Hester, meanwhile, need to take the long way round, wasting two or more turns just getting into position to do anything.

Also, let's take a look at the effects of Hadrian's new Jump.


God, this is ridiculous.

Jump will remain difficult to get full use out of until we can purchase a decent Vertical Jump rating; right now, Hadrian can only jump to tiles that are within ~1 height range of his (that includes 'down'; you can see that even from his elevated position he can't hit down at any of the opponents). But any such tile he can reach from pretty much the entire map. Having a character capable of orbital striking any tile at will is so cool I'm pretty much committed to going for the maximum vertical jump distance as well, even if it takes time. For now, though, reaching this high an elevation ironically makes Jump useless until enemies start catching up.



I end up closing the game after a couple of moves without saving to restart before the battle, though, because this is where The Brain Spiders are swarming in. I am getting severe decision paralysis. Several of my characters have JP counts in the high hundreds that I haven't spent on anything. Ramza is a lv 7 Monk and I'm like, do I want him to stay a monk? Shouldn't he start branching out into something else? What about Osric, which Summons are actually good? I've put Hester through two levels of Geomancer but I am just, I have no idea what to even do with Geomancer, the idea of a terrain-dependent class is anathema to my every instinct.

Anyway, after taking a break and poking the thread, I've been given indications on two unlockable classes that I likely would not have stumbled upon myself, and that helps.

Basically: I'm going to level Ramza to Monk 5/Knight 4/Dragoon 2 and see what that unlocks, while leveling Hester into Thief 5/Archer 4/Geomancer 2 and see what that unlocks. That gives me a clear path forward for the two characters I'm most lost as to what to do with. Meanwhile, Hadrian can just keep leveling Dragoon until Maximum Jumping Power is achieved, Osric can just collect more Pokémon, and I'm trying out the Orator class with Gillian (previously Mystic/White Mage). If in the process we run into recruitable named NPCs that will be something else, but for now that hasn't happened.

As for Ramza's stores of unspent JP, I decide to do an unorthodox move. You see, I could buy two, three, maybe even four of the Martial Arts Abilities from Monk, and by all appearances this would be a very strong choice; Monk's combination of close-up offense, ranged offense, and sustainability makes it a very self-sufficient class that can even raise downed allies.

However, there is this:


First Strike is an ability that advertises itself as a kind of preemptive Counter - you hit before the enemy's attack. The benefit seems marginal, but the potential of killing an opponent before they complete their attack seems nice enough that I decide to go for it anyway.

Now let's head back into the fray and save Mustadio!





Mustadio moves towards the enemy Black Mages instead of away from them, instantly takes two spells to the face, and dies before I am able to get my characters in a position to support him.

And that's a game over.

*Heavy sigh*

Whatever.

Let's head back to the forest to practice with our new skillsets first.



Our first outing is very nearly a disaster. Orator is just… Not a very capable job. Gillian is able to raise Faith and Bravery, which I intended to buff magic power and Hester's Bravery, but the success rate of her support abilities is 55%, which results in a ton of wasted turns (and no JP gained).

Also Ramza and Hester are now both briefly Archers and Archer just, like. Feels bad. And results in a severe loss in raw effectiveness.

Fortunately, I don't have to suffer through this for long. After merely two battles, Ramza has acquired enough JP to level out of Archer and into Thief, which he will need to rank up to lv 4 to unlock Dragoon. Hester, meanwhile, is locked into Archer for a few more levels.

Now let's head back to the main story.


Look at this. These red lines are Hadrian's jumping range. Even without vertical Jump, Hadrian can reach almost any tile on the map that is at the same level of elevation that he is. That means, if I want to strike any enemy, I need only check the level of elevation on their tile and their CT count, then move Hadrian to a tile at the same elevation, and then he will drop kick them from the sky. And the damage! The damage is real nice.


As I've stated before, the main problem here is for my units with low base Jump. They can't cross the ramparts or the small cliff, so they have to go the long way around. Hester basically can't do anything, but Gillian can at least try to Preach to herself.

You see, it's been pointing out that Gillian's Faith of 59 is pretty low for a magic class… But she was literally my female unit with the highest Faith in the base roster, and all the potential new recruits the game offered me at the start had even worse Faith. But.

Here's how Preach and Praise work: Each time you use Preach, the targeted unit's Faith rises by 4 for the rest of the fight… And by 1 permanently. The same is true of how Praise affects Bravery.

So I can just put Gillian through a course of self-brainwashing, frantically muttering prayers to herself until she finally starts to believe. It fails about half the time, but any success permanently modifies her attributes.

We'll make a Beverly Keane out of you yet, Gillian.


Ramza as a Thief isn't exactly wowing the crowd, but he has high mobility and deals okay damage. Frankly, I almost get more use out of him spamming Tailwind to either make Hadrian into a murder machine or give Hester more chances to gain JP with Archer actions.

Still, what matters is that right now, we have the high ground, we've killed one of their BLMs, the Knights can't easily attack us, and Hester and Gillian are… slowly… moving into position.


If you could just move it up a little, girls, please.

A major problem in this fight is that Agrias, one of our heavy hitters, decides to just… Hang back. She just stick to outside the wall, casting White Magic spells instead of sword skills. While I do appreciate the extra healing, I would really rather she kill the enemy with her superlative knight abilities.

This is made up for, however, by Mustadio finally feeling he's in a safe position and can retaliate instead of running away using potions…

…and so he starts blasting.


Mustadio's job is Machinist, and his special ability is Pulling Out A Glock. I don't know if you can see it in the picture above, but he is literally using a handgun to shoot at this enemy archer.

This is not as surprising as it would be if we hadn't just completed that errant and landed the ancient magical AR-15. But it is pretty surprising. I think this is the first appearance of the Machinist class in FF history, which would go on to become one of FFXIV's many jobs. Did Mustadio pull that gun from an ancient ruin, or did he build it him himself? The War of the Roses which provides some inspiration for FFT's story did feature early gunpowder weapons, but nothing like the convenient pistol Mustadio is using here.

Mustadio's gun is, as far as I can tell, just straight up better than bows and crossbows. It has no minimum range, a high maximum range, and it deals considerable damage. Mustadio certainly outdamages my own archers. In the face of this assault, this remote Archer who was going in for the finish instead drinks a potion and retreats.



From there, the battle splits into two sides. One is a messy melee in the bottom right corner, where everyone is hugging the same chunk of wall that's sloped enough for someone to jump up and down of, where the last Black Mage flees while in critical and a Knight decides to engage Agrias in Melee, rending her Golden Helm.


The other is on the left side, where Hester takes control of the central plaza to fire at either of the enemy Archers while Mustadio continues sniping the last Archer in a corner, with Gillian either preaching to herself or deploying white magic as needed.



Unfortunately for the enemy side, their Black Mage misjudges and fires a spell at Agrias while both himself and one of the Knights are on both sides of her. This deals 61 damage to Agrias, but it also takes out both the BLM and the KNT. A suicide attack that didn't even take down its target.

This leaves Hadrian, Ramza and Gillian to take turns beating on the last Knight while Hester murders the two Archers from a distance. It's pretty brutal, but most brutal is the last shot, fired by Mustadio from his perch.



I wouldn't want to be on the other side of this scenario.

Ramza: "Are you all right?"
Mustadio: "I should be, yes. Thank you. You saved my life."

Cut for image count.
 
Final Fantasy Tactics, Part 7.B: Zaland & Balias Tor
III. Chocobo Sadness

The battle is won. We earn a total of 9,000 Gil, a mythril sword and a hi-potion, and then our characters convene in some basement to discuss what just happened outside of earshot and out of sight of any further hostile soldiers.

Mustadio: "Street dogs running for the Baert Trading Company."
Agrias: "*The* Baert Trading Company?"
Mustadio: "Ah, then you've heard of them. But they're no ordinary traders. That business is only a front for more… lucrative pursuits. Opium smuggling, slave trading - all manner of vile thing, on a grand scale."
Ramza: "What did you do to draw the attention of such as these?"
Mustadio: "I'm a machinist. Do you know the history of my trade?"
[Ramza shakes his head.]
Agrias: "They say the ruins of a lost civilization lie buried beneath the streets of Goug, the Clockwork City. Relics from the age of Saint Ajora, when airships numerous beyond counting filled the skies, and men of iron walked city streets. But the art of crafting such things was lost - if it ever truly existed at all."
Mustadio: "But it *did* exist. The ground beneath Goug holds the hulks of airships, and a thousand fragments of machines the gods alone know the working of. A machinist toils to restore this lost legacy - to see these works brought to life again."
Ramza: "The device you used during the battle - is that one of these machines?"
Mustadio: "What, this?" [He produces his gun.] "This is a weapon called a 'pistol.' It uses an explosive powder to propel a metal projectile toward its target." [He opens the chamber.] "This one is of simple make. There were once pistols said to fire projectiles infused with magicks."
Ramza: "Hmm."


This is so much. First off, yeah, we are indeed in a full 'civilization reborn after the collapse of the glorious ancients' scenario, they had airships and robot servants and machine guns, they were a straight up fantasy civilization. This wouldn't be surprising in any other Final Fantasy, it's only because Tactics has so far maintained this sense of 'groundedness' that the classic trope comes as a swerve. And now we've introduced guns in the setting as a technology that's not entirely unknown but definitely novel, one that's used in Goug but still unknown to Ramza.

It sounds like access to Goug's pre-Ajoran technology allowed the setting to leapfrog gun development. Instead of what happened IRL, with centuries of development from early cannons into handheld firearms happening simultaneously with the refinement of plate armor until gun power and ease of use overtook armor efficacy, there's one city that is currently developing full-on pistols with chambered rounds.

This is very likely going to completely upend warfare in Ivalice when these weapons start spreading beyond Goug. The simplified narrative of 'at some point in the 17th century guns just Magically Appeared in Europe and knights and men at arms became irrelevant," which I'm going to assume on a forum like this we all already know is far from the truth, is pretty much what's going to happen here. And this is reflected in the comparative effectiveness of Mustadio vs Archers on both my side and the enemy's!

Oh also we threw in the East India Company while we were at it.

Yeah, a trade consortium with considerable power and men everywhere who trades in 'opium smuggling' and 'slave trading'? This is the EAC, the Royal African Company, and their whole ilk. This is actually our first indication that opium and slave trading are things that even exist in the setting! We're fusing together elements from across the 15th,16th and 17th century in a fascinating mish-mash.

Mustadio explains that his father believes that Cardinal Delacroix, a hero of the fifty year war, is the only one who can keep the realm from descending into chaos, and so Mustadio pleads that we allow him to go with us. When Agrias asks what his goal is, Mustadio reveals the Company has his father captive - the cardinal alone can save him, but Mustadio is 'just another machinist' and tagging along Princess Ovelia's entourage is his only hope of seeing the man. Once again, the class themes - Mustadio is member of an important order that will likely shape the future with their new technology, but in the present he is just another commoner and even a man as wise and respected as (we are told) Cardinal Delacroix is would not grant him audience. He needs as, as Argath once did.

Hopefully the resemblances will stop there.

Agrias shows her keen instincts in pointing out Mustadio has been talking around the question; he's told them why he wants to see the Cardinal and the threat the Company hangs over him, dodging her original question of why the Company is after him. Mustadio says he cannot say, Agrias firmly tells that he will then not be allowed to follow them, and Princess Ovelia makes her entrance suddenly, showing her compassion (and also that she was listening to the conversation in secret this whole time).


On the other hand, I want to trust Mustadio. On the other hand, this story so far has been a steady string of betrayals one after the other, and we have at present zero indication Mustadio won't fuck us over somehow. So like, I agree with Agrias, but I'm glad Ovelia stepped up and did the likely mistake of trusting Mustadio just because it keeps the story going.

Mustadio thanks the princess profusely, Agrias tells him to mind his manners and he hurriedly kneels, and Ovelia tells him there's no need, and for everyone to rise.

You know, I wonder. To what exchange has Ovelia ever actually seen her privilege in action? She's nobility by birth, royalty by adoption, but she has (as we'll soon see) been raised in a monastery shut off from the world. Is she actually used to that level of deference and to people treating her orders with such obedience? She might not even fully understand the power she's been endowed with, even though she can't escape its consequences.

Agrias says they'll trust to Mustadio's word, and we move back to the world map. From there, we have a brief chance to "explore" (for a given value of exploring) the city's amenities.


So, what can we find in Castle City Zaland? Well, first, a couple of new Errands, though fulfilling them is going to be tricky. We pass by the Outfitter to see if there's any new cool gear, and then check our party roster and-

OH MY GOD WHAT THE FUCK IT'S AN INFESTATION


How the fuck are there so many goddamned chocobos!?

God, I knew I had to be on the lookout for the monster spawning system, but I had no idea just how fast it would spiral out of control. It's not only possible but easy to completely fill up our party roster with goddamned chickens, of the Yellow and Black varieties (so far). There's only one way to solve this mess, and it's mass unit dismissal, kicking them out of our party until-



Are you fucking kidding me.

Each Chocobo has a sad dismissal message that tells you just how sad and confused and betrayed they are to be getting kicked out.

There is a special circle of gamedev hell for whoever came up with this.

God. As long as we keep Boco in our party, we are going to need to put up with this for the rest of the game, and I don't want to kick out Boco because he is kind of a story character even if we don't really have a use for him. Fuck!

Whatever. We do some clean up in our ranks, buy some job abilities, and it's time to move on.


As we depart, a cutscene plays out. Agrias and Ovelia are talking alone, outside a ruined building where the others laid camp (I would ask how come we keep running into random ruins like this is Skyrim, but, well, the Fifty Years War is the answer).

Agrias: "Lionel Castle, Highness. Do you see it? Just beyond those mountains."
Ovelia: "We still have a long journey ahead. Do you think Cardinal Delacroix will aid us?"
Agrias: "The Cardinal is said to be a man with utmost devotion to the Crown, Highness. Even amidst this turmoil he has held the middle ground, siding with neither Duke Larg, nor Duke Goltanna. I do not think him a man to sully his honor by handing you over to either side."
Ovelia: "I pray you are right."
[Ovelia approaches the tree in front of her, and starts picking from its leaves.]
Agrias: "He has influence with the Church of Glabados. A word from him, and the Church itself will take you under its protection."
Ovelia: "Would that I were born no princess."
Agrias: "My lady…"
[At this point, Ramza approaches, initially openly but, upon hearing Ovelia's next word, he hides behind the corner of the wall.]


Ovelia: "My entire life has been spent behind sacred walls. The only sky I've known, hemmed in by slate and stone. Did you know, before I was sent to Orbonne, I was in another monastery? When I heard I was to be the adopted daughter of the late king, and after - ever in a monastery. It's not been such a bad life, I suppose. Only…"
Ovelia: "Only, knowing that men die, for no more reason than that I am the princess - it's almost more than I can bear."
Agrias: "Highness, you must not blame yourself. The fault lies with those who would use you for their own ends."
[A pause.]
Ovelia: "There was another girl at Orbonne. She told me she, too, had lived her entire life within monastery walls. We joked that we two should share so strange a fate. *sigh* A funny thing to laugh at, don't you think?"
Agrias: "You speak of Lady Alma, of House Beoulve."
Ovelia: "My only true friend. What if Cardinal Delacroix makes to use me, like all the rest?"

Dun dun duuuuuun, Ovelia was Alma's best friend all along!

God, okay, so Dycedarg and Zalbaag just foisted Alma off to a monastery after Ramza went AWOL. That's not the worst thing they could have done, and by the standards of their historical inspirations 'put inconvenient heir in a monastery' is like, pretty standard, but as brothers this is kind of a dick move.

And yeah - we know the church is corrupt. Even if Cardinal Delacroix personally isn't, what about the man who hired those cutthroats to kill us? Agrias is showing some naivety here in just blandly trusting the Cardinalm and the Church, but…



So Agrias is part of the Lionsguard. The Lionsguard are protector of the royal family. She always mentions loyalty to the Crown, casting it as opposed to loyalty to Duke Larg and Duke Goltanna.

But we know Duke Larg is a creature of Queen Louveria, and that 'removing' Ovelia from the line of succession is meant to secure Prince Orinus's claim to the throne.

So… what's going to happen when the Queen asks Agrias to kill the Princess in the name of the Prince? What happens when the Church does it? How far does Agrias's personal loyalty to Ovelia, as opposed to the Crown and the gods, go?

I suppose we'll find out eventually.

There's a very funny beat where Mustadio comes asking like 'yo Ramza what's up' and Ramza panics and tries to shut him, with some once again excellent sprite work:


Thankfully Agrias makes no comment as to Ramza's eavesdropping. Mustadio informs us that the Northern Sky hasn't reached Zaland, so we should be safe (ah! As if) on the road to Lionel, And Ramza notices Ovelia is doing something with these leaves she keeps picking from the tree.


She's making a grass whistle, and trying to blow it.

She's terrible at it. The sound it makes is less 'whistle' and more 'quack.' She tells Ramza a friend once showed her this, but she never got the hang of it, and Ramza shows her how to do it. The two share a sweet moment, blowing their grass whistles as the camera pans up and away, just as Ramza and Delita once did.


It's a sweet scene, if bittersweet because of the memories it's associated with. It's also a hint that Ovelia's friendship with Alma was probably genuine - Alma shared the same memory with her as Delita and Ramza shared together.

I felt it was a little weird that Ramza let the mention of his sister go unremarked on, but then I realized - the only indication Agrias and Ovelia have had that Ramza is related to the Beoulves was Delita's comments at the waterfall. But those comments were pretty explicit - "Are you still your brother's hound" or however that went, so…

My guess is that at this stage Agrias and Ovelia are operating on 'This Ramza Lugria dude is definitely some Beoulve bastard but he clearly doesn't want to talk about it so let's just avoid the subject' while Ramza is like 'as long as nobody acknowledges it I can just pretend nobody has figured out who I am.'

Alright, let's move on to the next node.

IV. Balias Tor



OH NO, ANOTHER FIGHT, WHO COULD HAVE POSSIBLY PREDICTED THIS

Yeah, so, even though this region is currently clear of any Northern Sky troops, we're still riding with Mustadio, who is still wanted by the Baert Trading Company. Cue the predictable.



Long story short, they want us to hand over Mustadio, Agrias tells them to fuck off, engage battle.




Also long story short, this is my first time running into enemy summoners and they immediately kill Ramza. I have Gillian Raise him - and, as it turns out, Raise has a chance to miss. Which it does. I'm sitting there staring at my screen and one of the Summoners summons Ramuh again and at this point the battle is a lost cause. I try to finesse my way through (Hadrian has the highest HP of anyone on my team by far and can use Phoenix Downs, I can raise Gillian into a Raise and pick up from there) but the Summoners are still summoning and at this point we get a game over from 'Ramza doesn't get up before the countdown' regardless of Mustadio and Agrias's performance.

So.



That's illegal!?

Enemies aren't allowed to use summons against the player, only the player can do that.

I mean, obviously not. I knew that enemies using the same jobs as players meant I risked finding myself up against Summoners from the start. But like… This has never happened before in any other game.

Like, it's kind of happened in FF8, and in some way kind of in some other games but like, as narrative beats or a special boss move, like Ultimecia summoning Griever.

I don't think we've ever had a scenario in which the enemy can just pop Shiva at us like she's double-hatting on two opposite sides at the same time. Even FF8, the game where several of our opponents are canonically capable of junctioning and using GFs, just didn't do this.

I need to adjust my tactics because summons are incredibly powerful and I was not anticipating them as a threat here.

So, my first thought is, hey, how about I send my guys on Errands to get some JP? Unfortunately this means I need a backup team, but I have Ladd, Alicia and Lavian, so let's send three of my main squad off after the…

*checks note*

Wreck of the Hindenburg!?


What the fuck is a 'secta.'

Sure, scavenging a shipwreck, let's go. We send the team off, then move to some nodes-


Our next combat encounter is a total fiasco leading to a permadeath. There's not really anything interesting or funny to get out of it: Ladd, Lavian and Alicia just haven't really had an opportunity to acquire good jobs or good abilities so they're very straightforward and limited in their options on top of being three levels behind, so they just hit like wet noodles and die. We still almost make it, which is frustrating.

So. Let's reload. What do we do next?

Well, we beeline for Orbonne Monastery.

Remember - there are no combat encounters on either Orbonne or Gariland. That means, if we can cross Araguay Woods and Zeichdele Falls without running into combat encounters, we can then just bounce between Gariland and Orbonne as many times as needed, then cross back through Araguay and Zeichdele. In total, we are only 'rolling the dice' on four random encounters for a 16 day errand. This is pretty good odds! It's also a ridiculous way to play, but c'mon, free JP.



Once back in Zaland, we reunite with the team. They were once again successful and earned a new artifact, the…

Chocobo cannon..?

Is that a naval gun? That shoots live chocobos?

Let's not look up the entry for that one.

There's another errand to run in Zaland, but for now, Hester has earned enough Archer levels to level into Thief. So let's try again.


Our next attempt goes horribly once again, to the point that I just up and abort it partway through. The problem is the Summoners - their firepower is out of this world (literally).

Let's try and approach this tactically.



These two far-perspective pictures should hopefully give you an idea of the issue. The terrain is composed of one rocky spine with a valley on each side. In each valley is a summoner; they don't care about range upwards so being below us does not affect them. However, two Archers are parked on the peak of the spine, so if we go down to greet the Summoners, they will rain arrows down on us. Meanwhile, two Knights stand on each side, ready to fluidly intercept us - if we try to go after the Summoners they'll block us there, if we try to go after the Archers they'll meet in the middle.

I really admire how carefully crafted FFT's little combat scenarios are. For a game that only allows six units on each side and very short maps, there's a ton of care put into how these units cover for each other and interact with the terrain. That makes it a little more frustrating that these tools are denied the players by enforcing blind deployment in dogshit positions, but it is what it is.

So, how do we deal with these multiple overlapping threats?


The first answer is to simply scatter our units more. By having everyone at different levels of elevation and more than one square away from each other, we minimize the threat of Summons. This, combined with an early sniping shot from Mustadio, also appears to spook the left-side Summoner AI and cause her to retreat to the corner of the map, giving us more opportunity to approach.

Our biggest source of damage here is Hadrian. By checking elevation ahead of time and moving him into appropriate tiles, it's possible to strike at surprising range, and while in the air, Summons and Aim can't target him.


80 damage a pop, checking that the enemy's CT is below 50 to ensure no misses.


In the process, we have Hester go down into the trenches to stab the Summoner while everyone is busy. Unfortunately, this doesn't turn out so great…


The Summoner calls Ramuh, which combined with ranged attacks from the Archer and the Knights (throwing Stones at her, the bullies), Hester goes down. This is problematic, but not a dealbreaker; she's dealt enough damage, and her summoning casts are slow enough, that on his next action…


Hadrian takes her down.

Meanwhile, up there, Gillian is sticking close to Ramza in order to repeatedly cast AoE Curas that heal both of them.

Ramza is a Thief right now. That's not ideal; Thieves are squishy and have poor equipment and low damage. They are good because of their speed and movement, mainly, but having Ramza dive into the fray of the enemy Knights instead of following Hester's example and going to assassinate the second Summoner seems reckless. So what gives?

Well, I'm glad you asked.


You see, I misunderstood how First Strike works. I thought it was merely a preemptive counter. That you got to attack before the enemy does. And that's part of it…

But if it is successful, First Strike negates the enemy action entirely.

It's iaijutsu. It's literally iaijutsu, the enemy moves towards you with killing intent and you draw before they complete their attack, cancelling theirs. It's insane. No wonder that thing cost 1300 JP to learn, my god.

This isn't quite 'total immunity to close range attacks,' because First Strike has a random chance to trigger based on Ramza's Bravery. But like… It's pretty close. It won't help against arrows, or magic, at least as long as Ramza is still using close range weapons, but… Damn. If I had known that ahead of time, I might actually have tried to take advantage of this while he was briefly an archer.

Meanwhile, Mustadio's gun supremacy continues to be terrible to behold.



That's his range, basically completely ignoring terrain elevation and firing a clean shot at the Summoner, taking her out.

I want guns. I need guns. I crave guns - no, I must be strong. I must keep to the way of the Sword. Guns are lame. This is a universal truth.



Maybe on one character, as a treat.

Anyway. Both Summoners and one of the Knights are down. My advantage is now overwhelming, as I am only facing two Archers and a hard-pressed Knight. All that's left to do is clean up.

This is when the enemy has one more surprise for me.


…they can use Phoenix Downs.

FUCK.

Of course they can. The entire premise of this game is that both sides operate on a layer of mechanical parity. I can use all the same standard jobs that my enemies can. They can use the same magics as me. If I can summon, they can summon. If I can cast Raise, they can cast Raise.

But fuck me, introducing enemy Summoners and enemies able to raise downed enemies in the same battle is a little fucking much.



It's fine. The enemy raises that same Summoner twice, and it gives me a fright both times, but between the low HP granted by a Phoenix Down, the fact that everyone got drawn into the same messy melee on the central ridge, and the casting time of a summon, this ends up being more of a repeat jump scare than an actual threat. We just take her out again each time she rises.



Hester and Hadrian finish off both Archers after splitting them apart (though Hester needs another Raise of her own; I will say though, loading up the Monk's Martial Arts with the self-healing Chakra loaded up greatly increased the survivability of her fragile Thief chassis).

And with this, the battle is over.



Mustadio still refuses to give us clear answers, but it doesn't matter. We'll have them soon, one way or another.

The battle ends, and with it, we enter a new cutscene - but one that does not feature our heroes, but two other characters entirely.

IV. Fratricide?



Dycedarg and Gaffgarion. After a year, we are finally getting a look at what Ramza's brother has been up to - and more importantly, at what this man we only thought we knew is truly like, now that he does not have to put up a pretense.

Dycedarg: "Our little mockingbird is taken wing, Gaffgarion, and it leaves me wroth. We cannot have her free. Catch her, crush her, and make silent her song. Lady Agrias's and the others' as well."
Gaffgarion: "And Ramza?"
[Here, Dycedarg gets up from his seat and silently walks over to the cupboard next to them. He pours himself a glass.]





Dycedarg: "The fool. He soils our name, dogs my every move. I thought this a chance to let him learn the harsh truths of the world. But the boy is too stubborn."
Gaffgarion: "Too much of his father's penchant for justice, that one."
[Dycedarg puts down the bottle and turns around again.]
Dycedarg: "Father coddled the boy too much. If he stands aside, more the better. Should he interfere, there's naught can be done."
[He drinks his wine in one gulp, eyes closed, and turns back around.]
Gaffgarion: "And you his brother. The blood curdles. If the cardinal moves to defend the mockingbird, what then? Duke Larg himself could not reach them in umbrage of the Church's wing."
Dycedarg: "Worry not. That potentiality has been addressed."
Gaffgarion: "Ever three steps ahead. You are a frightening man, Dycedarg Beoulve."
Dycedarg: "Truly? Would it not be prudent, then, to better guard your tongue? There are so many frightening ways to silence a bothersome one."
Gaffgarion: "Come now, my lord, I am your ever-faithful man! And not near so stubborn as a particular Knight Devout - if I might be so bold."
Dycedarg: "Be bold. But let there be no more missteps."
Gaffgarion: "On the matter of missteps, what buffoon did you charge with the princess's kidnapping? We were beset in Dorter as we gave chase. Not quite how we'd discussed, I'm sure you'd agree."
[Dycedarg walks over to the window, hands folded behind his back.]
Dycedarg: "The men I sent were found dead in the woods near the monastery. Someone has caught wind of our plan, and seems intent on disrupting it. No matter. As long as Ovelia remains with Lady Agrias, we will have chance enough to steal back our prize."
Gaffgarion: "I pray you're right, for both our sakes."
[End scene.]


Ew.

And here we see Dycedarg Beoulve in truth. A schemer, a man who will not get his hands dirty but will order death from afar and with cold ruthlessness.

I was right that he deliberately allowed Ramza to wander around the countryside as a mercenary because he thought it would toughen him up with some harsh realities and get him to see the word the 'proper' way, the way Dycedarg and Gaffgarion see it. What I wasn't anticipating is that this was correct but also only went so far. Dycedarg is fully willing to order his brother's death if the lesson won't stick and he keeps getting in the way of his plans.

It's notable to me that you can read the beat in which Dycedarg drinks wine while ordering his brother's death in two ways, and both read as equally plausible to me based on the incredibly expressive sprite work:

One is that he is so cold-blooded that he will simply enjoy a glass of wine while ordering fratricide, a classic supervillain move, showing his absolute ruthlessness and lack of moral qualms.

The other is that he needs to actually down a whole glass of liquor to steel his nerves after he's given the baleful order, because even he understands the enormity of what he's doing and he can't face it without some liquid courage.


What a piece of shit either way.

There's a lot of fascinating implications there. Whoever sicced the cutthroats on us in Dorter wasn't aligned with Dycedarg and in fact was getting in the way of his plans. Dycedarg is always three steps ahead, and yet someone he doesn't know is moving unseen, killing his men, and he doesn't like to admit that he doesn't know what's going on.

Then there's the brief mention by Gaffgarion that he's not so stubborn as the Knight Devout - that would be Zalbaag. So clearly, Dycedarg is struggling to get Zalbaag fully onboard with some aspects of his plans. Which ones, and to what extent? At this point it seems foolish to expect Zalbaag could be a 'good guy' - he ordered Tietra's death in cold blood and showed no reaction. But it's possible he might not be down with the level of scheming and underhanded action Dycedarg is up to…?

We'll find out, eventually.

And perhaps most sinister of all - "as long as Ovelia remains with Lady Agrias, we will have chance enough to steal back our prize." Why? Why Agrias specifically? If Agrias was a secret double agent, she simply would have defected alongside Gaffgarion at Zeichdele Falls. No, whatever angle this is, Agrias herself isn't aware of it at the time.

Like I said earlier. There are several levers someone could pull to make her into one of our enemies.

There's another cutscene awaiting us at Lionel Castle, but for once, no battles - everything goes, seemingly, according to plan. For now. So, and because it contains a bunch of exposition regarding Mustadio's 'Auracite,' we will cover it at the start of the next update.

For now, we leave on these sinister tidings - the plans of House Beoulve, set against us. Our allies, few. The church, our only hope - but one it's clear our enemies have undermined in ways we cannot yet foresee.



Also using Dragoon to implode people from eight tiles away is like, really fun. That is also an important takeaway from all this.

Thank you for reading.

Next Time: Lionel Castle and beyond!

Main Story Battle Count: 15
Random Battle Count: 20
 
Mustadio's gun is, as far as I can tell, just straight up better than bows and crossbows. It has no minimum range, a high maximum range, and it deals considerable damage.
So, Guns. A very interesting weapon type, as you've noticed they have really good range (though straight shots like crossbows, rather than arcing like bows) and pretty solid damage, but their weaknesses are two: First, the only class (other than Mustadio's Machinist) that can equip them innately is the Chemist and Orator, with Orator being the job that can purchase Equip Guns to let other jobs use them, and 2nd is the solid damage: It's good, but it's static, being based entirely on the weapons own power, with no effect from character stats, so a decently leveled character in a job with good speed and physical attack can hit much harder with a bow than with a gun.
 
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Wait, the Job that gives Equip Guns is Orator?

I guess the devs were fond of that one quote I've seen attributed to Al Capone that went somewhere along the lines of "A kind word and a gun will get you further than either on their own" or suchlike.
 
Dycedarg: "The men I sent were found dead in the woods near the monastery. Someone has caught wind of our plan, and seems intent on disrupting it. No matter. As long as Ovelia remains with Lady Agrias, we will have chance enough to steal back our prize."
Hey look, the men from the PSX opening cutscene!

So for the record. The men who attacked the monastery were dressed in the colours of the Southern Sky. Dycedarg is of the Northern Sky. So men of the Northern Sky dressed up as knights of the Southern Sky, but were ambushed by a third party, who then took up the Southern Sky's colours in their stead.

The plot thickens
 
Tailwind increases Speed by +1 for the rest of the battle.

The effect is not immediately noticeable. At first, it honestly seems like a waste of a move. But if you just keep using Tailwind the effect kind of… Not snowballs exactly, it's not exponential, but it becomes incredibly noticeable. A character with Speed 5 acts every 20 ticks; a character with Speed 6 acts every 17 ticks; at Speed 7 they act every 15 ticks. It's not quite enough for a character to be taking two actions for every enemy one unless Ramza keeps spamming it forever, but at the same time, Tailwind being there means Ramza never has to Wait; any time his turn ends without an enemy in attack range, he can Tailwind himself or an ally. The action efficiency ends up kind of ridiculous going forward, though I'm slow to get the hang of it.

It's also, more importantly, an incredible means of maintaining JP/XP efficiency. Every time Ramza uses Tailwind, he gets XP and JP. Every time another character acts, they get JP and XP if their action succeeds. So Ramza can give the character you want more JP for more actions per battle, all while maintaining maximum JP income for himself. The effects of this are going to end up visible by the end of this update.

View: https://youtu.be/MpmGXeAtWUw?t=24
 
God, okay, so Dycedarg and Zalbaag just foisted Alma off to a monastery after Ramza went AWOL. That's not the worst thing they could have done, and by the standards of their historical inspirations 'put inconvenient heir in a monastery' is like, pretty standard, but as brothers this is kind of a dick move.

See, figuring out when exactly Alma was at Orbonne has always confused me.
In the first chapter Alma talks about how they are going to some school for noble girls, so why would she say she's also cloistered away her whole life at a monastery if she's put there after Ziekden?
 
Wait, the Job that gives Equip Guns is Orator?

I guess the devs were fond of that one quote I've seen attributed to Al Capone that went somewhere along the lines of "A kind word and a gun will get you further than either on their own" or suchlike.
"You can get more of what you want with a kind word and a gun, than you can with just a kind word." -- Al Capone
 
Also, I finally remembered to change Ramza's ability set to account for one of his new, unique Squire Abilities.
Tailwind is a support ability that increases Speed.

"Oh, like Haste?" you say. No. Not like Haste. Haste wears off. It lasts about three turns.

Tailwind increases Speed by +1 for the rest of the battle.

The effect is not immediately noticeable. At first, it honestly seems like a waste of a move. But if you just keep using Tailwind the effect kind of… Not snowballs exactly, it's not exponential, but it becomes incredibly noticeable. A character with Speed 5 acts every 20 ticks; a character with Speed 6 acts every 17 ticks; at Speed 7 they act every 15 ticks. It's not quite enough for a character to be taking two actions for every enemy one unless Ramza keeps spamming it forever, but at the same time, Tailwind being there means Ramza never has to Wait; any time his turn ends without an enemy in attack range, he can Tailwind himself or an ally. The action efficiency ends up kind of ridiculous going forward, though I'm slow to get the hang of it.

It's also, more importantly, an incredible means of maintaining JP/XP efficiency. Every time Ramza uses Tailwind, he gets XP and JP. Every time another character acts, they get JP and XP if their action succeeds. So Ramza can give the character you want more JP for more actions per battle, all while maintaining maximum JP income for himself. The effects of this are going to end up visible by the end of this update.
Hm, yes

The completely New Unique Squire Ability that Ramza Just Got This Chapter, Tailwind :V

Jokes aside, yes Tailwind is frankly a good reason to almost always have the Squire skillset equipped to Ramza, because speed boosting is always useful in a game like this with timers. I've had fights where Ramza just runs around Yelling (it was called Yell in the original translation and that sounds more hilarious for the joke) until he's getting 3-4 turns for every enemy turn and blitzing them to death.

Just, you know. If you ever get Ramza up that fast, don't let him get KOed. He'll then proceed to have those 3-4 turns before you can raise him and die instantly for a game over (ask me how I know)
THE GRAND PRIZE IS AN ASSAULT RIFLE!?

It's a fucking Pastel Colored AK-47. What the hell. What is the item description for this goddamned thing?

Enchanted Machinegun: "Guns of this type are said to have been used aboard airships in the days of yore. Their bullets could be used for different purposes, depending on the magick with which they were infused."



They had - fucking - they had airships and machine-guns!?

Oh yeah remember how the backstory of Saint Ajora and the Church of Glabados involves the ruling power of the time being sunken under the waves? Yeah I guess it wasn't just a medieval city being swallowed by the sea, it was Atlantis and we are in yet another post-apocalypse treading among the ruins of more Ancients.

I've been bamboozled yet again. This Final Fantasy game is in fact a Final Fantasy game.

God, the way it's so blatantly literally just an assault rifle but also magic, god. And airships? We haven't even heard of airships mentioned even once!
Waow, ancient technology from a lost civilization that may or may not be relevant eventually in the game, never seen that before in Final Fantasy!

But also that probably bodes not-well if you get the traditional eventual "time to fight some of this ancient technology" and you're up against a bunch of dudes with assault rifles.
I end up closing the game after a couple of moves without saving to restart before the battle, though, because this is where The Brain Spiders are swarming in. I am getting severe decision paralysis. Several of my characters have JP counts in the high hundreds that I haven't spent on anything. Ramza is a lv 7 Monk and I'm like, do I want him to stay a monk? Shouldn't he start branching out into something else? What about Osric, which Summons are actually good? I've put Hester through two levels of Geomancer but I am just, I have no idea what to even do with Geomancer, the idea of a terrain-dependent class is anathema to my every instinct.

Anyway, after taking a break and poking the thread, I've been given indications on two unlockable classes that I likely would not have stumbled upon myself, and that helps.

Basically: I'm going to level Ramza to Monk 5/Knight 4/Dragoon 2 and see what that unlocks, while leveling Hester into Thief 5/Archer 4/Geomancer 2 and see what that unlocks. That gives me a clear path forward for the two characters I'm most lost as to what to do with. Meanwhile, Hadrian can just keep leveling Dragoon until Maximum Jumping Power is achieved, Osric can just collect more Pokémon, and I'm trying out the Orator class with Gillian (previously Mystic/White Mage). If in the process we run into recruitable named NPCs that will be something else, but for now that hasn't happened.
Seems reasonable to me, unlocks the new classes to play with and decide if you want to send anyone else down those routes (spoilers you probably will), and more Monk levels can't go badly for Ramza because that's a class filled to the brim with good options.
Now let's head back into the fray and save Mustadio!



Mustadio moves towards the enemy Black Mages instead of away from them, instantly takes two spells to the face, and dies before I am able to get my characters in a position to support him.

And that's a game over.
Ah yes, the classic NPC protection quest

"And then the NPC ran into danger and died instantly", just how I remember FFT.
As I've stated before, the main problem here is for my units with low base Jump. They can't cross the ramparts or the small cliff, so they have to go the long way around.
You know, I don't think you've grabbed any movement abilities yet, have you? Because this feels like the kind of thing Jump +1/+2 would be useful for, or I guess other options like Teleport (iirc how it works) or Ignore Height. I realize that "Move slightly better" feels pretty meh compared to "blast people with your mind" or "punch so hard you create an earth shockwave", but if Fire Emblem taught me anything it's that Movement Is King in a lot of situations, and I feel like that could be doubly so for a game with height differences. It certainly made flying units useful when I played Tactics Ogre: The Knight of Lotus back in the day, as well.
Mustadio's job is Machinist, and his special ability is Pulling Out A Glock. I don't know if you can see it in the picture above, but he is literally using a handgun to shoot at this enemy archer.

This is not as surprising as it would be if we hadn't just completed that errant and landed the ancient magical AR-15. But it is pretty surprising. I think this is the first appearance of the Machinist class in FF history, which would go on to become one of FFXIV's many jobs. Did Mustadio pull that gun from an ancient ruin, or did he build it him himself? The War of the Roses which provides some inspiration for FFT's story did feature early gunpowder weapons, but nothing like the convenient pistol Mustadio is using here.

Mustadio's gun is, as far as I can tell, just straight up better than bows and crossbows. It has no minimum range, a high maximum range, and it deals considerable damage. Mustadio certainly outdamages my own archers. In the face of this assault, this remote Archer who was going in for the finish instead drinks a potion and retreats.
Oh boy, Guns! Guns time!

So, Guns compared to Bows the other obvious ranged option - Bows need height to get more range, which is very map dependent, while Guns just have 8 horizontal range. However, guns do have one disadvantage - they don't scale at all, as you might expect from a weapon that depends entirely on "point and pull trigger." The damage Mustadio is doing with his gun is... pretty much as much damage as that gun will do forevermore, from Chapter 2 to Chapter 25, meaning anyone using guns needs to find a better gun eventually, or just be regulated to doing what's basically chip damage. Granted, the generic classes with gun access are ones that probably are only using them for chip damage when they don't have the positioning/need to use their other ability sets, so that does work out.
Unfortunately for the enemy side, their Black Mage misjudges and fires a spell at Agrias while both himself and one of the Knights are on both sides of her. This deals 61 damage to Agrias, but it also takes out both the BLM and the KNT. A suicide attack that didn't even take down its target.
Lol

Lmao

Dude really took out himself and an ally, all while failing miserably at killing Agrias, who probably had the option to just cast Cure on herself next turn
It sounds like access to Goug's pre-Ajoran technology allowed the setting to leapfrog gun development. Instead of what happened IRL, with centuries of development from early cannons into handheld firearms happening simultaneously with the refinement of plate armor until gun power and ease of use overtook armor efficacy, there's one city that is currently developing full-on pistols with chambered rounds.

This is very likely going to completely upend warfare in Ivalice when these weapons start spreading beyond Goug. The simplified narrative of 'at some point in the 17th century guns just Magically Appeared in Europe and knights and men at arms became irrelevant," which I'm going to assume on a forum like this we all already know is far from the truth, is pretty much what's going to happen here. And this is reflected in the comparative effectiveness of Mustadio vs Archers on both my side and the enemy's!
Being fair, guns might not upend warfare too immediately compared to if you dropped them in that way in real world Europe. After all, Europe didn't have things like "nice gun bro now watch as I jump across the entire battlefield in a single bound, impale you on a lance, then parry all the other bullets coming at me (any that do hit I just Focus Mah Chakras to regenerate)." Or maybe picture how long a squadrom of musketeers in formation lasts when a guy comes along and shouts "KING OF FLAMES BEAR DOWN UPON THE ENEMY, IFRIT!" and they all get incinerated.
So, what can we find in Castle City Zaland? Well, first, a couple of new Errands, though fulfilling them is going to be tricky. We pass by the Outfitter to see if there's any new cool gear, and then check our party roster and-

OH MY GOD WHAT THE FUCK IT'S AN INFESTATION
How the fuck are there so many goddamned chocobos!?

God, I knew I had to be on the lookout for the monster spawning system, but I had no idea just how fast it would spiral out of control. It's not only possible but easy to completely fill up our party roster with goddamned chickens, of the Yellow and Black varieties (so far). There's only one way to solve this mess, and it's mass unit dismissal, kicking them out of our party until-
AHAHAHAHA YES,

THEY BREED FASTER THAN DWARF FORTRESS CATS

And now FunkyEntropy can't blame me for mentioning it because you still stepped face-first on the rake.
Are you fucking kidding me.

Each Chocobo has a sad dismissal message that tells you just how sad and confused and betrayed they are to be getting kicked out.

There is a special circle of gamedev hell for whoever came up with this.

God. As long as we keep Boco in our party, we are going to need to put up with this for the rest of the game, and I don't want to kick out Boco because he is kind of a story character even if we don't really have a use for him. Fuck!
Monster characters aren't even the only ones with sad dismissal messages, try not-quite dismissing some of your actual party members and see what kind of things they say. Hell, try dismissing Ramza, or some of the guest party members.
So Agrias is part of the Lionsguard. The Lionsguard are protector of the royal family. She always mentions loyalty to the Crown, casting it as opposed to loyalty to Duke Larg and Duke Goltanna.

But we know Duke Larg is a creature of Queen Louveria, and that 'removing' Ovelia from the line of succession is meant to secure Prince Orinus's claim to the throne.

So… what's going to happen when the Queen asks Agrias to kill the Princess in the name of the Prince? What happens when the Church does it? How far does Agrias's personal loyalty to Ovelia, as opposed to the Crown and the gods, go?

I suppose we'll find out eventually.
If I'm reading Agrias right, she'd probably be shocked by the very idea and refuse to harm Ovelia. Honorable knight or no, at most she might turn over the princess to potentially hostiles if directly ordered, but otherwise she seems the really dedicated type, not to mention fairly attached to Ovelia.

I could be totally wrong though, you never know, she might betray you right after Mustadio does, and before you find out about how Ladd has been feeding info to Gaffgarion this entire time via the released chocobos delivering messages, all coordinated through Boco.
Also long story short, this is my first time running into enemy summoners and they immediately kill Ramza. I have Gillian Raise him - and, as it turns out, Raise has a chance to miss. Which it does. I'm sitting there staring at my screen and one of the Summoners summons Ramuh again and at this point the battle is a lost cause. I try to finesse my way through (Hadrian has the highest HP of anyone on my team by far and can use Phoenix Downs, I can raise Gillian into a Raise and pick up from there) but the Summoners are still summoning and at this point we get a game over from 'Ramza doesn't get up before the countdown' regardless of Mustadio and Agrias's performance.

So.



That's illegal!?

Enemies aren't allowed to use summons against the player, only the player can do that.
NOT IN THIS GAME BAYBEE

Final Fantasy Tactics, where your enemies can use all the abilities you can, and they also get bonus classes you don't have access to!

...Fine, I guess Ramza can have a few unique abilities to himself. As a treat.
What the fuck is a 'secta.'
Just some fictional form of distance measurement or something, I'm sure. Kind of like a Kilometer.
Our biggest source of damage here is Hadrian. By checking elevation ahead of time and moving him into appropriate tiles, it's possible to strike at surprising range, and while in the air, Summons and Aim can't target him.
I wonder if with good timing/Tailwind buffs, you could pull shit like "Hadrian sits in range of the summoners/archers, then jumps between the time they target him and time they actually cast"? Might require some finagling though.
You see, I misunderstood how First Strike works. I thought it was merely a preemptive counter. That you got to attack before the enemy does. And that's part of it…

But if it is successful, First Strike negates the enemy action entirely.

It's iaijutsu. It's literally iaijutsu, the enemy moves towards you with killing intent and you draw before they complete their attack, cancelling theirs. It's insane. No wonder that thing cost 1300 JP to learn, my god.

This isn't quite 'total immunity to close range attacks,' because First Strike has a random chance to trigger based on Ramza's Bravery. But like… It's pretty close. It won't help against arrows, or magic, at least as long as Ramza is still using close range weapons, but… Damn. If I had known that ahead of time, I might actually have tried to take advantage of this while he was briefly an archer.
Oh

Oh see, I never used First Strike back in the day, so I absolutely assumed it was just "Counter but you Counter First", which is a pretty reasonable skill to make expensive because hitting first especially with a strong melee fighter is a great strat to pre-emptively kill enemies.

But nope apparently you just negate them entirely, absolutely wild, Monk continues to be a 10/10 class. Especially since it's Ramza doing this with his good ol' base 70 Brave.
I want guns. I need guns. I crave guns - no, I must be strong. I must keep to the way of the Sword. Guns are lame. This is a universal truth.



Maybe on one character, as a treat.
Fun fact about guns! By default, the only classes that can wield them are Orators... and Chemists, meaning it's one more piece in the puzzle of "why the default Chemist is actually a surprisingly good class despite its low stats growths". Inate item chucking, items don't care about your stats or things like Faith to determine accuracy, Guns also don't really care about your stats, and suddenly despite having mediocre growths you've got a great ranged supporter who can toss healing and status restores as needed while also blasting enemies at a range.
There's a lot of fascinating implications there. Whoever sicced the cutthroats on us in Dorter wasn't aligned with Dycedarg and in fact was getting in the way of his plans. Dycedarg is always three steps ahead, and yet someone he doesn't know is moving unseen, killing his men, and he doesn't like to admit that he doesn't know what's going on.
I took that bit to mean it was Delita/whoever he's working for; Gaffy mentions "bro the guy you sent to kidnap the princess was leading us on a wild chase instead of letting us off her" and all that, while Delita is (as far as we know) actually working to keep Ovelia safe instead.
Then there's the brief mention by Gaffgarion that he's not so stubborn as the Knight Devout - that would be Zalbaag. So clearly, Dycedarg is struggling to get Zalbaag fully onboard with some aspects of his plans. Which ones, and to what extent? At this point it seems foolish to expect Zalbaag could be a 'good guy' - he ordered Tietra's death in cold blood and showed no reaction. But it's possible he might not be down with the level of scheming and underhanded action Dycedarg is up to…?

Also using Dragoon to implode people from eight tiles away is like, really fun. That is also an important takeaway from all this.
Orbital Lance Bombardment is a very one note, and yet very powerful and fun trick to use, can't argue against that. Honestly Jump is probably one of the better secondary skillsets to slap on any physical character even if they don't have the spear x1.5 damage bonus, just because even at low investment it gives them a no-cost ranged physical attack that also removes them from the map for a moment to dodge attacks.

As well, it probably hasn't come up for you yet but apparently a Jumping unit always has to return to their original space meaning nobody can stop in said space... meaning it's entirely possible to "tank" in a chokepoint by having someone stand there, jump, and then have another character in the space behind it, unreachable by melee enemies (or at least I assume it works that way, haven't actually tested this).
 
Here's how Preach and Praise work: Each time you use Preach, the targeted unit's Faith rises by 4 for the rest of the fight… And by 1 permanently. The same is true of how Praise affects Bravery.

So I can just put Gillian through a course of self-brainwashing, frantically muttering prayers to herself until she finally starts to believe. It fails about half the time, but any success permanently modifies her attributes.

We'll make a Beverly Keane out of you yet, Gillian.

One of these days the makers will understand perverse incentives and the misery of grinding in order to get to the point at which your shit works...

This is made up for, however, by Mustadio finally feeling he's in a safe position and can retaliate instead of running away using potions…

…and so he starts blasting.

Mustadio's job is Machinist, and his special ability is Pulling Out A Glock. I don't know if you can see it in the picture above, but he is literally using a handgun to shoot at this enemy archer.



Bro is straight posted up like a ranger with a big iron on his hip, Mustadio may be an engineer but as far as he's concerned the solution to every equation is '.45'

So, what can we find in Castle City Zaland? Well, first, a couple of new Errands, though fulfilling them is going to be tricky. We pass by the Outfitter to see if there's any new cool gear, and then check our party roster and-

OH MY GOD WHAT THE FUCK IT'S AN INFESTATION

How the fuck are there so many goddamned chocobos!?

Ramza coming back from Castle City Zaland to find himself shoulder-deep in Bird Ass:


There's only one way to solve this mess, and it's mass unit dismissal, kicking them out of our party until-


Are you fucking kidding me.

Each Chocobo has a sad dismissal message that tells you just how sad and confused and betrayed they are to be getting kicked out.

There is a special circle of gamedev hell for whoever came up with this.

Maybe there was a rogue dev who grew up in a family that bred pets and they wanted the whole world to suffer as they did, having to say goodbye to an endless procession of puppies/kittens/birbs. Some real villain arc shit.

Thankfully Agrias makes no comment as to Ramza's eavesdropping. Mustadio informs us that the Northern Sky hasn't reached Zaland, so we should be safe (ah! As if) on the road to Lionel, And Ramza notices Ovelia is doing something with these leaves she keeps picking from the tree.

She's making a grass whistle, and trying to blow it.

She's terrible at it. The sound it makes is less 'whistle' and more 'quack.' She tells Ramza a friend once showed her this, but she never got the hang of it, and Ramza shows her how to do it. The two share a sweet moment, blowing their grass whistles as the camera pans up and away, just as Ramza and Delita once did.

It's a sweet scene, if bittersweet because of the memories it's associated with. It's also a hint that Ovelia's friendship with Alma was probably genuine - Alma shared the same memory with her as Delita and Ramza shared together.

It's a very sweet scene, which is why I'll ruin it by saying without the context that they're supposed to be holding leaves it looks like Ramza and Ovelia are breaking it down with some sweet as fuck beatboxing.

Once back in Zaland, we reunite with the team. They were once again successful and earned a new artifact, the…

Chocobo cannon..?

Is that a naval gun? That shoots live chocobos?

Let's not look up the entry for that one.

Average Ivalician Chocobo:


Meanwhile, Mustadio's gun supremacy continues to be terrible to behold.



That's his range, basically completely ignoring terrain elevation and firing a clean shot at the Summoner, taking her out.

Okay bro straight-up fired through 40-50 feet of solid stone, either he pulled off some Bullseye-tier ricochet bullshit or that's not just a .45 that's some kind of quantum-tunnelling superpistol.
 
I can't help myself anymore:
Ramza: I know I said we would help this man but this position is terrible! It's going to take several turns before we're in position! Hup!
*Ramza parkours up the side of the stairs.*
Hadrian:Hehe, I've finally got it down! Watch this!
*Pole vaults via spear*
Gillian:What-ooooh dammit…I know coin ca't buy me blessings from heaven but you'd think someone else would have been more suited to this…
*walks over to the wall and pulls out a brick*
Gillian:God is good, God is real *WHAM*
Hester: What madness is this!? Stop before you dash your brains out!
Gillian: I need to make room in my head for Piety!
*WHAM* I'm the healer I can fix it anyway! *WHAM*
 
Oohhh, this was a great update. Well worth the wait. I'm glad you got over your indecision and found out how fun the game is once you really can start playing around with abilities.



Mustadio moves towards the enemy Black Mages instead of away from them, instantly takes two spells to the face, and dies before I am able to get my characters in a position to support him.

And that's a game over.

If he goes towards the Arch, Mustadio is in a very excellent position. Mages can hit him in two turns, but archers can't, and knights can't do anything. He can rain down damage and status effects (character build RNG depending) with minimal risk.

If he goes towards the wall, he dies. No if and or buts. This is another case of 'cleverly designed level, but the guest AI sometimes does the stupid thing'. My last challenge run I had to do this one like 15 times, and 10 of those times he ran towards the death-zone, it's a lot worse then the waterfall princess escort, there you at least have non-hostile terrain and overpowered characters if the guest does the stupid.

Most default classes without special gear or abilities have a jump of 3 or 4. 4 lets you jump to the lowest point of the wall, while 3 makes you go all the way to the edge. It is very cunningly and thoughtfully designed to give you options and differences between classes, and letting you tweak options.

(Notably, if you give Agrias spike shoes for this one, she jumps directly from her starting corner and walks into the archway, putting her into the action shockingly fast.)

By the way, I want you to consider some logistics of the Dryceberg/Gaffy talk, assuming you don't spend months in-game doing chocobo incest (again). He somehow got from the waterfall to irgos castle in two days, the same path that would take you at least a full week? For an old guy, he moves pretty fast!
 
I never know what to do with Dragoons. Jump is great, and Dragonheart is pretty sick too, but it doesn't seem to combo particularly well with other skillsets. It also drives me a bit nuts that spears only stab in cardinal directions rather than diagonally.
So, Guns. A very interesting weapon type, as you've noticed they have really good range (though straight shots like crossbows, rather than arcing like bows) and pretty solid damage, but their weaknesses are two: First, the only class (other than Mustadio's Machinist) that can equip them innately is the Chemist and Orator, with Orator being the job that can purchase Equip Guns to let other jobs use them, and 2nd is the solid damage: It's good, but it's static, being based entirely on the weapons own power, with no effect from character stats, so a decently leveled character in a job with good speed and physical attack can hit much harder with a bow than with a gun.
Guns do leapfrog ahead again when a new model comes out, though. Ups and downs.
See, figuring out when exactly Alma was at Orbonne has always confused me.
In the first chapter Alma talks about how they are going to some school for noble girls, so why would she say she's also cloistered away her whole life at a monastery if she's put there after Ziekden?
Monastic education, I suppose? It wasn't too uncommon for noble families to send their girls (and sometimes excess boys) to monasteries to be educated by nuns in the 1100 - 1500 era. We're just not super sure what they were being taught, unfortunately.

Theology, sick-ass Princess Magic, illuminating fancy texts? Math and such?
 
Great update, as usual. For my part, I see Dycedarg as more of a "ordering my brother's murder won't interfere even a little with me enjoying this fine vintage" kind of guy.

Also, check out Mustadio's active job abilities. They do not disappoint.
 
So, those Black Chocobo's you ended up dismissing Omi, they're actually really good on the battle field. Well I suppose you'll eventually run into one in an encounter and find out the hard way I guess.

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Also I'm going to advocate for Ramza's squire class. It has one more ability that is a diamond in the rough. And that skill is 'Steel'

It raises Brave 5 points a usage and unlike Orator's version, it's a guaranteed success. Short term it doesn't seem like much. Long term is pays so many dividends. Great skill.
 
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…they can use Phoenix Downs.

FUCK.

Of course they can. The entire premise of this game is that both sides operate on a layer of mechanical parity. I can use all the same standard jobs that my enemies can. They can use the same magics as me. If I can summon, they can summon. If I can cast Raise, they can cast Raise.

But fuck me, introducing enemy Summoners and enemies able to raise downed enemies in the same battle is a little fucking much.

This isn't a hard-coded thing by the way. While there are exceptions, for the most part the 'secondary skillset' of enemies is random, even on story battles. So this interaction could have happened sooner (or later) depending on randomness.

I think there is some sort of biasing to stuff like magic secondaries on mages, but I could be wrong. (It's alot more annoying when a white mage has black magic secondary, while a knight with black magic you actually want him to use his shitty spells often enough)

Item is a pretty annoying secondary. Worse then black magic white mages. Come to think of it, I don't think you've fought any chemists since the first battle in chapter 1? Or squires I guess. Squires are basically bags of XP and JP you punch, but chemists would be super annoying, it's wise the game hasn't put them in the game much. As a secondary, having to move right beside someone gives you options to cut them off from doing the nasty.
 
First off, yeah, we are indeed in a full 'civilization reborn after the collapse of the glorious ancients' scenario, they had airships and robot servants and machine guns, they were a straight up fantasy civilization.
Normally I'd say "Man, I wish there was some historical fiction of the war with a twist like that" but honestly, would it be better than what we're seeing here? Besides, Temeraire isn't the right time period, but scratches a similar itch.
So, Guns. A very interesting weapon type, as you've noticed they have really good range (though straight shots like crossbows, rather than arcing like bows) and pretty solid damage, but their weaknesses are two: First, the only class (other than Mustadio's Machinist) that can equip them innately is the Chemist and Orator, with Orator being the job that can purchase Equip Guns to let other jobs use them, and 2nd is the solid damage: It's good, but it's static, being based entirely on the weapons own power, with no effect from character stats, so a decently leveled character in a job with good speed and physical attack can hit much harder with a bow than with a gun.
Interestingly, that's about how I planned to handle guns for any tabletop game I run; high but static damage without any external modifiers. Glad to be vindicated by a decades old game.
The plot is already the consistency of pea soup. FFT maps are too small for a fog of war.
 
Guns are basically like super crossbows - they fire in a straight line like crossbows but have vastly superior range and do very consistent damage. Guns are also great because of how they do that damage. Specifically, they ignore the wielders stats entirely and do damage based exclusively on the power of the gun. IIR the formula is WPxWP so a gun with WP of 6 will always do 36 damage...except as modified by the Zodiac system.

Dragoons are also awesome. As you have discovered, @Omicron they are basically rods from God delivered right into the lap (or rather, noggin) of your unsuspecting foes. They do excellent damage from across the map, and ignore pesky things like shields. All while being incredibly tough to put down thanks to their high HP and ability to equip shields.
 
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