I finished my OR4M playthrough of Final Fantasy Tactics today, on November 10th. It had been a while since my previous play session partly because of the monster playthrough of FF1 I've been doing, but the breaks I took during this are nothing compared to my previous FFT variant play.

We had done a large part of chapter 4 already. Our first destination was Eagrose to face Dycedarg. We decided to fight Dycedarg instead of Dycedarg's elder brother.
Objective: Defeat Dycedarg. Zalbaag looks angry.

You can see that I brought my assassination squad here. The Gobbledygook wasn't going to be viable as we'd never be able to get up to the top level of the map in time, but I figured Root Beer Float the Revenant and Ampelos the Behemoth King would carry value against both Dycedarg and Adrammelech.

This battle was tough and it took several attempts. For some I used a regular Behemoth instead of a King Behemoth to make use of Gigaflare, but ultimately Twister was more useful. I had some early runs with a Behemoth but they didn't work out well, especially when Adrammelech got to 100% petrifying each monster.
My confused monsters are attacking each other.
Ampelos the Behemoth King uses Twister against Dycedarg. Proportional damage attacks like Twister and Drain Touch tended to be the best way to beat Dycedarg.
Dycedarg would tend to quickly throw out a Hallowed Bolt and wreck my starting crew. Sometimes I'd try to keep going even if a utility monster like my Cockatrice or Vampire Cat died, but there was an occasion where I reset the fight because Root Beer Float the Revenant turned into crystal. That usually signaled the beginning of the end.
Root Beer Float turned into a crystal.


In brief, one I refocused on emphasizing proportionate damage and exclusively targeting Dycedarg, things went better.
Ampelos' Twister does 993 damage to Adrammelech. Root Beer Float the Revenant is crowned the greatest contributor in our eventual victory.

The battle at Mullonde Cathedral I mostly find interesting for having geomancers. They are pretty nasty on the offense, actually, and it felt like the enemies had rather high HP in general here. The GameFAQs board seems to be full of whispers that among this version's vague balance changes, there's a pretty substantial HP buff given to enemies through chapter 4. Luckily, that doesn't matter when I turn half of my opponents into statues.
A summoner is newly petrified by :)( ygniht drib.
I talked all boastfully but really, this wasn't easy. It was at least three attempts before I got through without Ramza crystalizing because of a geomancer's attack dealing ~200 damage. Even that prior screencap was from a losing attempt.
Ramza says, "Nothing holds fear for me now! Prepare yourself, Folmarv!" We won the battle outside Mullonde Cathedral. Minyas is greatest contributor.

The interior battle is a funny one. To win, all you have to do is get any one of Loffrey, Cletienne or Folmarv into critical status. The problem is that HP buff I was talking about. Cletienne is still the weakest, but he had 673 HP. Proportionate damage is the probable solution but that also requires surviving a serious onslaught from Folmarv and Loffrey.
Loffrey uses Crush Weapon on Ramza to kill him on turn 1.
With some luck and two successful Drain Touches from Root Beer Float, we were able to beat what felt like a tough one on the first try.
Root Beer Float uses Drain Touch against Cletienne once. Root Beer Float uses Drain Touch against Cletienne a second time.
Ramza was named greatest contributor here, which is a total farce.
We defeated the knights templar inside Mullonde Cathedral.

In the tomb area under Mullonde, we had our fight with Zombaag. Honestly, the voice acting for this scene made it legitimately creepy and sad. I've never found these scenes particularly impactful, so... good job, remake.
Encountering zombie Zalbaag is a tragic thing.
I think I was completely brilliant in this fight. The key move was bringing my Mindflayer, actually, who was able to occupy the demons and also cancel some of their spellcasting. It got knocked out, of course, but it certainly bought me some time. Since elements didn't really matter, Reis came along to bring some bulk and higher-powered breath attacks - although, really, someone with Drain Touch or something like that may have made sense, too.
Reis the dragon is going to breathe fire on Zalbaag. We defeated Zalbaag, and for some reason Ramza is the greatest contributor.

After this, I did some propositions/errands (which also results in a few high-levelled monsters). My wandering also triggered the Construct 8 scenes although that doesn't actually matter for my variant play. We needed to go through Goug since Loffrey had smashed my last Mythril Gun.
The bartender pronounces us master treasure hunters, as bartenders do. Ramza says, "Oh, no! Phoenix down-where is the phoenix down!?"
I also did a few battles at Balias Swale hoping to recruit a basic Hydra, but there was no such luck and I didn't want to grind or risk high levels. This did enable me to get a couple new high-levelled monsters, like a nice new Gobbledygook (named Silkbottom Mars) at level 42 and a new Mindflayer (Kleobis) at level 43.

Now we were ready enough (?) for the final sequence. In the Orbonne Vaults level 4, we had what I realized was literally the final "defeat all enemies" battle in the game, against an archer, three knights and two monks. The monks had well over 600 HP, quite a bit more than my dragons and behemoths. Our first few attempts went quite poorly (and I posted about it), but then I decided to experiment with letting the enemies come to me and that went a bit better.
:)( gnyiht drib petrified a knight, which helped.
Petrification and Gigaflare were the big wins for us. I made an intentional sacrifice play by letting :)( yngiht drib the Cockatrice turn into a crystal after a while, and then I was surprised that my Red Chocobo got poached by the enemy archer. I decided not to reset for this since it was the last non-boss battle in the game anyway, which I think was a good call.
Nearing the end of the fight in Orbonne Vaults level 4. We won in Orbonne Vaults level 4.

Next was the battle with Loffrey. This battle went amazingly well. A few things worked in my favour here: I had Ampelos the King Behemoth and Root Beer Float the Revenant for proportionate damage, I had generally low faith all around to make the casters mostly irrelevant, and I brought my Mindflayer to further disrupt the casters. I even brought my Greater Malboro, resulting in Loffrey's goons having a wide variety of ailments through the fight.
Root Beer Float gets ready to use Drain Touch on Loffrey. A berserk black mage is not much of a threat.
It was very manageable. The eventual victory came down to Ramza shooting Loffrey at a great distance just once with his Mythril Gun.
Ramza trains a final shot at Loffrey. We won in all the Orbonne Vaults.

Now we're into the Necrohol of Mullonde, which... surely means something.
The first battle here is against Cletienne. It was tough. This one might've taken me ten tries, although some of these attempts were short. Each time, Cletienne would start by aiming Flare at my still-mid-faith Greater Malboro, so I'd counter by using Enlighten on it to make the damage far worse. I tried to hang back to avoid the onslaught from ninjas (the other enemies weren't very scary) but I needed to work on offense. The ninjas and samurais all have over 700 HP in this version, so defeating them by direct damage is pretty pointless. Even Choco Meteor only does ~100 damage depending on compatibility, so I needed to rethink this.

One again, the answer was: assassinate! I brought Root Beer Float and Ampelos and made every effort to get them safely toward Cletienne while the rest of the team was essentially a distraction. An early, strong attempt and my eventual win both involved Root Beer Float literally teleporting all the way across the battlefield (bad odds!) and Drain Touching Cletienne on turn 1.
Root Beer Float has also taken a third of Cletienne's HP.
Beyond that, this required some luck. This included a completely bizarre string of epic dodges on Ramza's part that I managed to capture:
Ramza dodges four consecutive physical attacks.
Even though this shows Ampelos missing Cletienne, this was the eventual winning attempt. With Ramza surviving and Root Beer Float camping next to Cletienne, we were able to get another proportionate attack off to win. Er, to almost win. A time mage had thrown Cletienne a Potion, so Ramza also needed to shoot him once at the end, just like with Loffrey.
Ramza trains a shot at Cletienne's face. Ramza is named greatest contributor again, and while he didn't do the most damage he certainly had a role.

You might notice that Ramza's HP was a little low in that last battle. That's actually because Loffrey had broken his armor - a Black Costume - and I had forgotten to replace it. Before the battle with Barich, I replaced it with a White Robe to mitigate the elemental damage from guns and tiamats. I also ditched the Featherweave Cloak since evasion wasn't going to matter much for the rest of the game.
Ramza is using a Mythril Gun, Thief Hat, White Robe and Red Shoes.

Barich seemed like it was likely to be a tough one, but I had the power of iteration! I knew I just needed a bit of favourable positioning and some luck to recruit the terrible flying dragons and this would come together.
Starting the battle with Barich.
I also tried to be strategic without a Tiamat, but I can tell you that it didn't work out. This still probably took fewer attempts than Vaults 4 and Cletienne. I tried really hard to stay to the side that Barich starts on to bring the winged dragons over and keep my party formation tight. Root Beer Float landed a Drain Touch and then spent most of the battle knocked out.
Root Beer Float is planning to touch Barich.
On some attempts, I was greatly helped out by unusual luck on the Tri-Flames and Tri-Thunder.
Six blasts with a 50% chance to hit my Revenant all missed.
Eventually, I ended up with some very favourable positioning where the Greater Hydra and then the Tiamat were directly across the short gap from Ramza and he was able to use Entice on them. (Conveniently, the Tiamat was exactly level 50, if that mattered.) I actually got both - but not the normal Hydra - and it was the Tiamat who eventually killed Barich with a Tri-Flame.
The Tiamat uses a powerful Tri-Flame on Barich. It is somewhat unusual that Ampelos the King Behemoth got greatest contributor here.

This takes us to the graveyard of airships! I wasn't too afraid of these battles because of my assassination team. I went all in on it, actually: the team was Ramza, Boco (for healing), Root Beer Float the Revenant, Ampelos the King Behemoth, and Silkbottom Mars the Gobbledygook. Ramza and Boco were the support, and the other three could all do some heavy lifting.

Honestly, these final three battles all went so easily and quickly that it's sort of hard to elaborate on, but it's really fun to see the big damage numbers. Every member of the team got a chance to shine, that's for sure.
Silkbottom Mars the Gobbledygook is planned to do 999 damage to Hashmal. We defeated Hashmal!

The Ultima fight seemed like it could've been tough because of the Ultima Demons, but they mostly threw out bad spells and targetted Alma (who had reraise status). I also used Ramza's turn to Mimic Darlavon and put a pair of them to sleep successfully twice.
You can see some sleepy Ultima Demons here. We defeated Ultima's first form. See? Defeated.

The second form of Ultima had us on the ropes a bit. It must've used Grand Cross five times, but between Ramza's Remedy and Alma's Dispelna (?) we held together. At one point a Divine Ultima was aimed at Alma and I had Ramza walk over to her and Enlighten her. It lowered her magic effectiveness for future spells, but saved her in the short term, and MP was getting low at that point anyway.

I also found Ultima's final form very fast. It was hard to keep up the heals, but we managed.
Sometimes Bloodfeast worked, other times not. This one worked, dealing 999 damage to the final boss. "The Enemy Is Vanquished - The struggle has at last reached its end!"

We won! This was a pretty good challenge. Someone in my GameFAQs thread about this playthrough said this seemed boring but variant play is always about novel solutions to problems and the monsters really allow for that. Though I'll admit - I probably had at least 50 failed battles through this whole thing. Though I know my decisions mattered, there were points where it felt like it was more of a test of patience in saving and reloading than it was in actual strategic skill.

I had seen wpot's threads and guide about OR4M for literal years, so it was really fun to finally do it, and it's amusing that it loosely coincides with the timing of my FF1 with monsters playthrough, too. This was also a nice way to experience the new version of FFT with a bit of a... guiding framework.

Final Fantasy Tactics: The Ivalice Chronicles feels like an excellent version of this game. As for its impact on OR4M, these seemingly very inflated enemy HP values definitely change the way you need to approach the end of the game. It basically becomes all about petrification and the three monster types with proportionate damage. Perhaps that does make it less interesting.
Delita says, "Did you get what you wanted in all of this, Ramza?"

It's still a good way to play this game, I think.

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I played my second session of "Final Fantasy with a party of monsters" on November 7th. Friday nights work well for me right now, I guess!


Although I had recently added WIZARD to the team, I had access to TROLL from way earlier and I thought I should consider that. TROLL is a little bit better than WIZARD for most purposes.
ASTOS, VAMPIRE, TROLL and WrWOLF face an OGRE and some CREEPs.

One thing that isn't very fun right now is that ASTOS and VAMPIRE, as bosses, have incredibly low luck stats. They are essentially completely unable to run away from battles. This sort of sucks when I fight large groups of undead that also resist FrWOLF's Frost attack; they take ages to defeat and sometimes carry some risk.
Fighting a group of seven SHADOWs. It is slow.

Getting the Rod from Sarda was no issue. There aren't a lot of interesting enemies in the Earth Cave or that area, but I replaced TROLL with an EARTH because of the high single-hit damage. I was also happy to eventually find WzOGREs. I fought SPHINXes, too.
Facing a WzOGRE and a GrOGRE. Facing two SPHINXes. FrWOLF has died.
Despite this, I didn't replace the team. Unfortunately, FrWOLF got killed at some point. His 0 absorb rating is really working against him. I gave some serious thought to spot-replacing FrWOLF with the WzOGRE, but that is irrelevant since I don't have any means to revive a monster in the middle of a dungeon anyway. And I never will!
I decided to push through anyway. On to LICH!
"The FIEND's ball cracks open.... An ominous cloud rises, and an evil shape congeals.... It is LICH, the FIEND of Earth." ASTOS, VAMPIRE and EARTH face LICH. LICH is using ICE2.
My plan was to go through ASTOS' spell list, even though RUB and SLO2 were likely to be pretty useless. I wanted to be able to FAST one of my good attackers - namely VAMPIRE - and then throw out FIR2. I may have overthought this as we won rather easily.
VAMP did 2 hits for 166 damage and defeated LICH.

I went and got the CANOE. I also had to restock my heal potions, as we have been going through an awful lot of those lately. Although it was nice to have some choices, I thought the VOLCANO would have the easiest enemies and I knew I'd benefit from a Red D. I replaced the fun-to-use defensive liability that is FrWOLF with WzOGRE.
I didn't have to fight very much thanks to strategic lava walking. I met an R.HYDRA pretty early and used that for a bit.
EARTH hits an R.HYDRA for 102 damage.
The R.HYDRA's Cremate attack isn't particularly good. We also got CEREBUS but it's even more underwhelming.
Eventually, we found our way to the bottom floor where we had guaranteed options to fight AGAMA, Red D and KARY. AGAMA was first. I was pretty impressed with AGAMA's stats and actually switched it in for the Red D.
This AGAMA is blind, stunned and slow. ASTOS, AGAMA, VAMPIRE and WzOGRE face the Red D.
Red D had been a goal for a while - not just because of its general strength, but because Blaze is a particularly strong damaging enemy skill. I quickly put Red D on the team, opting to kick WzOGRE out. Thus, it was ASTOS, Red D, AGAMA and VAMPIRE who faced KARY.
"Is it you, the tinder that defeated the FIEND of the Earth, and disturbed my sleep? I, KARY will now show you the force of Fire, and you shall burn in its flames!!"
I knew that KARY is weak to status element, so while I had ASTOS start his spell cycle with RUB and didn't expect it to work (which it didn't), I thought VAMPIRE's Dazzle might work. And it did. With that, the fight sort of took care of itself.
VAMPIRE successfully uses Dazzle against KARY. The team faces KARY more. ASTOS is using SLO2. It did not work. We defeated KARY!
It seems we won without taking any damage.

Having this team was great as we encountered large groups of enemies, especially undead.
AGAMA uses HEAT against some GEISTs. Red D's Blaze attack is amazing against groups like these COBRAs and SCORPIONs
This built my confidence in advance of heading to the Ice Cave. Sometimes these strong multi-target spells were still the best option even against enemies who resist it, which I guess I also did from time to time when FrWOLF was on the team.
Red D uses Blaze against a bunch of sea creatures.

It's funny having these fire monsters on my team in the Ice Cave. It feels like it should be dangerous, but I think the only enemies here that use ice attacks are the Frost D and FrWOLF. The team was mostly able to mow down the encounters here, especially the undead groups. I was worried about things like SORCERERs' deathtouches but none happened to affect me. SORCERERs have reasonable defenses, actually, plus Trance, so I added one to my team.
ASTOS, Red D, AGAMA and SORCERER face a Frost D. Blaze is incredibly strong.
The Frost D I met wasn't too scary. I checked the stats and Frost D was actually sort of unimpressive compared to the current team, so I didn't swap it in.

MAGEs can be a source of worry, and indeed their elemental attacks are nasty! They have pretty good defenses against physical attacks but they don't handle magic attacks particularly well, so we were able to nearly wipe them with Blaze. I don't know if it was luck or the high, monstertastic magic defense but RUB didn't affect us.
We defeated some MAGEs.
It seemed appropriate for a MAGE to replace ASTOS. Although ASTOS' FAST spell is nice, it takes a few turns to get to, and MAGEs have LIT3 on their second turn! Their defenses are comparable too.

Red D, MAGE, AGAMA and SORCERER vs. EYE was pretty quick and easy.
We faced and defeated the EYE.

Within a fairly short span of time, my team had changed a lot. I now had Red D, MAGE, EYE and SORCERER. This group is pretty amazing. It felt borderline cheap being able to throw out XXXX in the first turn of any fight. LIT3 was also absolutely worth the one-turn wait.
EYE uses XXXX against a poor OGRE. MAGE uses LIT3 against a group of river enemies. EYE has turned one of those enemies into stone.

I didn't take more screenshots as I played, but this part of the game felt funny. Normally, getting the airship is very exciting, because you can access high-level magic and Gaia's excellent equipment. For me, strangely, it doesn't do that much! I considered going to Castle of Ordeals, but the only monsters there that I'm likely to actually use are SORCERER and MudGOL, one of which I have and one of which is also in the Waterfall.

So... I just went to Waterfall! I got the Cube. That was fine; it would've been nice to run into a Gas D, but that didn't work out. Instead, I met a whole herd of NITEMAREs. NITEMAREs are normally pretty unremarkable enemies but it actually tended to take my team a good few turns to defeat them.

Next I'll most likely do the entire Sea Shrine. I wonder if I ought to change the team? Red D may not be particularly effective in there.

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On Halloween, I started the "Playing Final Fantasy with a party of monsters" playthrough that I've been occasionally working toward since 2018. I actually streamed a little bit of it previously, and the VOD from that is here, but that day's goal was sort of a mix of adding some last-minute features, playtesting and bugfixing, so when I played on Halloween last night I started anew.

I can't overstate the contribution toward this from FatRatKnight, who I had also been very indirectly acquainted with from some tasvideos threads in 2008-2010 (when I was fairly active there). I ran with this idea originally posted by GameFAQs user KingRamz, actually, but when I said I wanted the characters to behave as monsters it was FatRatKnight who wrote the original (slightly bugged) script to give monsters a "magic list" and "special list" and override stats when characters are initialized to make almost the whole thing possible. I added bits, including making the monsters actually appear in combat, but from my perspective I did the easy part.

Although the script could be implemented in many ways, the specific way I'm using it for this playthrough is starting with the four weakest monsters (as suggested by gameenjoyer) and, for each new monster I defeat, I get to add that monster to the list of monsters that are available to my team. It's sort of a little bit Pokemon-like. I can switch any time outside of combat (although if doing so would lower that character's HP, that happens). I made a little C# Windows app that runs while I play where I maintain the list of monsters I meet and also select which ones make up the party.

Here's the full video of the first session:

The starting party is WOLF, IMP, BONE, PIRATE.
An early battle against IMPs with our party of monsters.
These monsters being so much better on the offense than IMPs might make you think that the start of the game would be easy, but they aren't likely to endure more than one fight. This makes sense when you compare their statistics to the actual starting light warriors, right? Even my best character's hit points are lower than a level 1 black mage, and they aren't wearing armor.

Most of our starting gold went to reviving and inn trips in the early going. The game is set up such that we gain +1 max HP for each monster we've recruited and +2 max HP per level - beyond that, levels have no effect on anything. The reason I added this feature was so that levelling would do something and possibly even provide an option to overcome what might otherwise be a roadblock, and to incentivize encountering a variety of enemies. This is why you see, for example, that my IMP has 12 max HP - because we started with four monsters.

Since levelling doesn't contribute anything other than a very minor HP boost, grinding is not an appealing option. What I really needed to make progress was a monster that was stronger than a WOLF, IMP, BONE and PIRATE, but could reasonably be defeated by my team. There are only a few options near the beginning that can work, and the first we encountered was a MADPONY.
We found and defeated out first MADPONY.
This MADPONY, of course, utterly manhandled the team... but my single surviving fragile little monster guy turned into a MADPONY and was able to make it back to Coneria to revive the team and heal up.

Next, the team of MADPONY, IMP, WOLF and BONE met some GrIMPs. I have never considered GrIMPs really the least bit challenging, but here they are as a serious asset for us.
The team encounters and defeats a GrIMP.

IMPs are pretty much the lowest-damage enemies in the game, but my starting IMP stayed on the team because they have a little bit of an absorb rating. GrIMPs are a little bit better on the offense, but with 16 base HP and 6 absorb! Oddly, this was my best defensive guy for a while. With the GrIMPs we did a little trek into the Temple of Fiends and recruited a SPIDER, who is distantly better than a BONE.
The team of MADPONY, GrIMP, SPIDER and WOLF takes on another MADPONY.

Most of the local enemies aren't very threatening to this team anymore, although only GrIMP has any appreciable defense. It was time to approach Garland! On the way, though, we met a GHOUL! I beat the GHOUL and decided it was worth going back for another heal in Coneria.
MADPONY, GrIMP, SPIDER and WOLF face a GHOUL. The GHOUL has stunned the MADPONY.
FatRatKnight had just been asking me whether status-touch effects are working or not, since I hadn't done that in my recent tests. It turns out that the answer is yes. GHOUL was amazing to have on the team! He's got reasonable HP, 3 hits for 8 damage, and even a bit of absorb. As well, his stun effect was paying off amazingly well. Maybe too well? It certainly made GARLAND easy.
MADPONY, GHOUL, GrIMP and SPIDER face GARLAND. GARLAND is paralyzed.
I decided that I wouldn't actually use GARLAND on my team in this playthrough, just because it seems icky for plot reasons. I'm also not going to use the four fiends themselves. GARLAND won't be missed too badly; although he's got a lot of HP at the beginning, nothing else is particularly good.

Like in my test play, I ran into an IGUANA just beyond the bridge. IGUANAs have always been very unremarkable to me playing this game normally, but here they're quite a strong party member for me.
We met and defeated an IGUANA.

IGUANA, GHOUL, MADPONY and SPIDER then engaged Bikke's crew. Obviously, this was no issue.
Start of the fight with the pirates. We have defeated the lame pirates.
With access to the Aldi Sea, we could meet and join up with some other strong enemies, like R.SAHAG and SHARK.
IGUANA is finishing off a stunned SHARK.

With a stronger crew including IGUANA, OGRE, SHARK and GHOUL, I thought it might be kind of neat to go to the Penninsula of Power (PoP) / Penninsula NE of Pravoka (PNEoP). My intent wasn't to ruin the gameplay (funny to say when we're so distantly beyond what was dev-intended) but I did want to use interesting enemies and the FrWOLF's Frost ability was interesting to me.

Right away, I pitched a tent for a local save. It took a while to encounter FrWOLF. The first enemy I encountered was one of the strongest PNEoP enemies: TYRO. I was sure we were doomed, but GHOUL actually managed to stun-lock him while the other monsters dealt over 400 damage. We actually beat TYRO!
We stunned and defeated a TYRO.
I said that using a TYRO now would utterly undermine the gameplay. It would be kind of fun to steamroll a large part of the game, but I wanted to keep trying and appreciating different monsters. Thus, I checked off TYRO as available but didn't add it to the team.

I used another tent, and ran into a ZomBULL and two TROLLS. I thought we were doomed, but I actually had GHOUL paralyze the TROLLS at the start of the fight before joining the utter dogpile on the ZomBULL and, although they certainly had us on the ropes, we won!
We defeated a ZomBULL and two TROLLS.
Amazing. Again, I decided not to use these monsters yet. I tried a couple more battles here, but the groups of GIANTs kept crushing me and when I did eventually encounter FrWOLF there were eight of them. That didn't work out well for me. Three super-powered late-game enemies was plenty for now.

I'm sure we're more than ready for the Marsh Cave. On the way, I added lots of other monsters to my team such as ARACHNID, KYZOKU, CREEP, and OddEYE, but my team stayed pretty well the same. In the Marsh Cave, though, I encountered a SCUM. SCUM are interesting: in regular gameplay, you hate them because they have high defense and inflict poison a lot. The poison part doesn't matter, but the idea of leading the team with an incredibly tanky slime boi seemed like a good one. It took a while to beat the SCUM but with GHOUL stunning it there was no risk anyway.
Here's the stats for SCUM the black mage.
GARGOYLEs were also an interesting addition with their high damage potential.
SCUM, OGRE, SHARK and GHOUL encounter and defeat some GARGOYLEs.

I did not defeat the WIZARDs on my first try. I thought I might, but besides SCUM tanking their hits like a champ they could often wreck the rest of the team in an attack or two. I thought GHOUL's stunning attacks would carry us through, but they could not.
My team is trounced against four WIZARDs.

My second attempt was closer, ending with me running out the turns with turbo on while SCUM and the last WIZARD exchanged pitiful damage against each other. It's actually kind of amazing that if the poison status worked on enemies, it would actually have made a useful difference here.
In SCUM vs. WIZARD, WIZARD wins.

For the third attempt, I considered my options and realized that R.BONE is actually pretty great. I swapped R.BONE into the team and we won.
SCUM, R.BONE, GARGOYLE and GHOUL face the WIZARDs. We defeated the WIZARDs and claimed the Crown!
There was no good reason to return to Elfland, so we went up to face ASTOS. SCUM wouldn't do well against ASTOS' magic, so the team was now IGUANA, R.BONE, GARGOYLE and GHOUL.
IGUANA, R.BONE, GARGOYLE and GHOUL are facing ASTOS.
GHOUL kept ASTOS pinned down for the majority of the fight. He did throw out a RUB eventually, many turns into the fight, but it wasn't effective. His SLO2 did effect GHOUL that did actually matter somewhat since it reduced his three stun-touches to one, but ASTOS didn't last long after that.
ASTOS has used SLO2 on GHOUL. We defeated ASTOS!

Of course, now that we've beaten ASTOS, we can become him!
Here are ASTOS' stats on one of my morphers.
This is nice, because it gives us access to our first... well, our first anything-but-a-regular-attack ignoring a super-weak OddEYE's GAZE. Part of FatRatKnight's work is that a monster's next spell and/or special in their cycles appears in battle.
ASTOS gets ready to use RUB on an ASP. ASTOS successfully erases the ASP with RUB.
It also means if I'm willing to go a few turns using relatively bad spells like RUB and SLO2 that I can make use of FAST and some spells that affect more than one enemy.
ASTOS gets ready to cast FAST on R.BONE.
This all works amazingly well. The spell animations work, the in-battle statistical effects are clearly functional, and it's fun. RUB isn't even a good spell, statistically, but I had a ton of fun erasing snakes and sharks and other things.
This SHARK was erased.

Well, now it's time to do the fetch quest. Along the way I picked up several treasures even though most of them are entirely useless. GHOUL actually died facing GARGOYLEs in the Temple of Fiends. GHOUL is... really starting to feel a bit old. It also feels like with monsters' high magic defense values that the stun-touch is coming in clutch a lot less often.

I did a bit of running around, like meeting a GIANT in the Earth Cave and then stumbling into a GEIST nearby. GEIST is a minor upgrade for GHOUL. I needed to heal after the first Earth Cave trip and since Melmond has no clinic I went all the way back to Coneria. While I was there, I figured I may as well take another little crack at the PNEoP. It honestly still didn't go well for my team overall, but it was amusing seeing GIANTs affected by so many status effects because of ASTOS.
GIANTs with Blind, Slow and Stun statuses.
We encountered a group of WYVERNs after a couple of attempts, and we were actually able to beat them.
We fought 3 WYVERNs and lived.
After successful fights, I'd use a tent to save. In less-successful attempts, I'd let the team die to reload my save or even just reset because that was so much faster and easier than returning to town to revive the downed monsters. When I'd reset my script would sometimes go a little crazy.
The script is going crazy because I reset the game.

Anyway... it didn't take too long to encounter some FrWOLF friends. This time, I met just four of them! This seemed pretty attainable.
We encountered four FrWOLF enemies and I defeated some of them. One is stunned. We defeated a pack of FrWOLFs!

Having FrWOLF on my team was so cool! Literally, lol.
FrWOLF uses Frost against some GrIMPs and a WrWOLF.

My first crack at the Earth Cave wasn't super great. A pack of stunning undead decimated the team.
ASTOS uses FIR2 against a bunch of undead.
An EARTH then took out GIANT before the VAMPIRE.
This EARTH clobbered by GIANT.

By moving ASTOS into the front, I encountered one of the funny issues with monsters. Despite having all of these interrupts and GUI features and whatnot, this is still the original Final Fantasy for NES without bugfixes. Consequently, the running behaviour is still super bugged. Characters at the top of the party can run reliably if they have luck over 15, and their odds are obviously low for low luck values.

In FF1, monsters don’t have luck. For a few stats, like intelligence and agility, I was able to get actual, official stat values from later releases of the game, but not for luck. The way I determined monster luck values is based on the fact that luck mostly affects escape chances and low morale monsters are more likely to escape. Thus, the value is derived from a formula, which I believe is this: Luck = max((204-morale)/2, surprise chance)
A consequence of this is that bosses and a lot of late game monsters have very, very low luck statistics. Astos can't escape.

I really wanted to escape a battle with a bunch of COCTRICEs since just ASTOS was alive, but there was no way. He had to just blow them all away. Amazingly, he didn't get petrified, but perhaps that's just because of monsters having such high magic resistance.
ASTOS defeats a pack of COCTRICEs by himself.

ASTOS was actually able to defeat the VAMPIRE single-handedly...
ASTOS is casting FIR2 on the VAMPIRE. ASTOS defeated the VAMPIRE!
...but since he can't escape from battles he got destroyed in a battle with four GrOGREs on the way out.
ASTOS was defeated by GrOGREs.

Our next attempt went much better. The whole team made it to the VAMPIRE and I said aloud that the VAMPIRE could one-shot FrWOLF or GEIST. Isn't that exactly what happened on turn 1?
The VAMPIRE knocked out FrWOLF on turn 1.
The rest of the team won without issue, and we managed to make it out.
We defeated the VAMPIRE.
On the way out, VAMPIRE finally replaced GEIST/GHOUL. As well, I realized that I had been foolishly ignoring some other rather potent monsters like WIZARD! VAMPIRE and WIZARD have excellent attacks.
VAMPIRE does 92 damage to a BULL.
The team is like... a bunch of early-game bosses and their canine companion.

When we left, we only had 12 heal potions remaining. We went back into the Aldi region to restock, and I decided to be done for now. Next time, we'll finish off the Earth Cave for sure.

Index | Next >
I worked through a large portion of chapter 4 on October 25th and 27th, 2025. As noted in the prior entry, I'd already done a little bit of chapter 4 recruitment including getting a Behemoth, a King Behemoth, and a certain Holy Dragon. The Behemoth had also proven itself quite useful so far.

The first stop was Daguerra Pass.
It's the map at the start of chapter 4, with Daguerra Pass highlighted.
Oddly, I don't seem to have taken a single capture of this battle. It took three tries, I think? Often Ramza would go down a bit early when I positioned him aggressively to put some of the heavier units to sleep - it was a nice idea with a big potential payoff, but if anyone stayed awake it would generally mean Ramza was done for. The team I brought was Ramza, Boco, Erato the Vampire Cat, Thamyris the Sekhret, and Typhon the Blue Dragon. The low faith of this core group made the threat of the enemy black mage negligible.

Once again, I was bemoaning not having certain monsters: it was clear that a Cockatrice might've been an asset for this fight.
I did a couple of battles at Balias Swale, where I'm not even 100% sure what I was looking for - maybe a Hydra - when I encountered a Cockatrice and made friends with it.
Ramza made a bird friend. Rhakios the Cockatrice joined us.

The walking around trying to get tier 3 monsters and dropping the lowest-levelled ones again resulted in an abundance of monsters. This, again, resulted in an abundance of my kid renaming them for me. Rhakios the Cockatrice, unfortunately, became 1)(: ygniht drib.
My monsters have delightful new names.
My favourite was that an empty space is considered a valid name, and the Guildmaster thought it was fantastic.
The bards will be singing John Cage's 4'33".

Bervenia Free City was a rough one on my first attempt. I thought it would be easy with a Cockatrice, a Red Chocobo and a Behemoth all being able to use unblockable attacks at any height, but it turns out when you've got a squad like Melly's it isn't so simple. Still, this only took two attempts: the thing I had to remember was to not rush so that I could draw Meliadoul toward my team.
Minyas the Behemoth blasts Meliadoul with Gigaflare. We defeated Meliadoul at Bervenia.

Finnath Creek is one of the rare mandatory battles that's still very randomized. I didn't get any kind of optimized setup.
This is the start of my battle at Finnath Creek.
This was a battle with three Red Chocobos, a Black Chocobo, a Chocobo, and a Pig. Three reds is not ideal. I could've reset to the map and gotten something better, but I chose not to. This is interesting because even though this took me about four tries, it was always this same setup, as if the random seed were preserved. I decided I really wanted to beat this exactly the way the game presented it.

The first step on the better attempts was Ramza using Entice on a Red Chocobo.
A Red Chocobo is working for us now!
The Mindflayer always got knocked out on turn 1 and Ramza mostly went down shortly after, so then it was a matter of getting my powerful monster squad to beat these enemies before the rest of the team bit the dust. Given we had a new Red Chocobo buddy, this wasn't actually that bad. Thamyris mostly dealt with the Chocobo and Pig entirely by themself.
Thamyris does 207 damage to a Pig.
So can a Blue Dragon, a Red Chocobo, and a Behemoth take down two Red Chocobos and a Black Chocobo? The best answer I've got is... eventually.
We won at Finnath Creek. Atropos the Red Chocobo joined us.

The battle outside of the church in Zeltennia was kind of hilarious. I knew it would be easy, but with Ignore Height on Vampire Cats and Red Chocobos and with a flying unit, not to mention Gigaflare hitting arbitrary heights, I knew we'd be able to hit Zalmour very quickly and very hard.
Zalmour gets bonked by a meteor. Zalmour gets round-1-Gigaflare'd. We defeated Zalmour and it was downright silly.

Beddha Sandwaste was surprisingly easy. I will admit I got lucky with an early Mimic Darlavon. I've also kept my faith very low on my core units, so Barich himself wasn't very threatening at all. My Chocobo cleared most of our poison on turn 1, for what that's worth.
We got lucky in the early going against Barich.
With Barich being mostly irrelevant and half of the other enemies indisposed, I actually completely ignored Barich and gradually took out every single other enemy.
So many enemies are affected by sleep and/or stop.
For a change, this one was a very easy first try.
We won handily at Beddha Sandwaste.

At Fort Besselat, I chose the South Wall. I did this without being very informed, I just vaguely remembered doing it before. (It turns out, I notice now, wpot strongly recommended doing the North Wall, and also said that Beddha Sandwaste is exceptionally tough.) Again, the multi-battle map was really cool here.
The multi-battle map for Bethla Garrison.
This south wall went really well. Between Erato the Vampire Cat and 1)(: ygniht drib the Cockatrice (sigh), we had a pretty big collection of statues.
The Cockatrice with the worst name in history is badass. There are multiple petrified enemies.
Perhaps I got lucky. Everyone survived! Thrived, even!
This terribly-named bird is about to end the battle. Hooray for 1)(: yngiht dirb !

The sluice battle did take more than one try. Ramza getting hit with charged shots by the archers was pretty nasty, resulting in some attempts that I cut pretty short. Gigaflare was very important here, as was Erato's Blaster. Again, the low faith on several of my units helped a lot: when someone trained a Firaga on Typhon, he would just stand next to them so the caster would incinerate themselves.
We opened the sluice.
A thing that surprised me was that the battle ended when I defeated the last enemy instead of waiting for me to press the switches with Ramza.

Chapter 4 is very long. Really, the end of Fort Besselat is as much of an act break as there was between chapter 1 and 2 and between chapter 2 and 3. A lot of things happen.
Delta says to Goltanna, "No man would wish to see you king!"

Now we're proceeding to Limberry. First on that route was Germinas Peak. I didn't bother taking a break for any special preparation, although I generally bought the new items when the outfitter got an upgrade.
Germinas Peak was fine. I was worried about the archers getting up high and sniping us, but I actually had a few of my more acrophiliac units hog the high ground and somehow that worked out well for me. The petrification helped.
We had a good fight in Germinas Peak. We defeated the bounty-seekers at Germinas Peak.

Next up was Poeskas Lake. This was fine. I decided to have Ramza Entice one of the Revenants and I'm sure that helped a lot.
The Cockatrice with the bad name petrified this summoner.
It was actually a somewhat close call - 1)(: ygniht drib was going to die on their next turn, but I prioritized ending the battle, and it worked.
The end of the battle at Poeskas Lake was a somewhat close call. We won at Poeskas Lake.

Okay, Limberry. I was dreading this, actually. The first attempt did not go well. Similar to Meliadoul, I figured the right approach might be drawing the enemies toward the team. I brought a Revenant as well, which ended up being useful. With a Drain Touch, two Choco Meteors, and a Feather Bomb we were able to get one assassin down.
We defeated Celia outside Limberry.
What was really weird here is that Ramza was listed as top contributor. He literally got affected by Shadow Stitch before his first turn and never actually took a single action. It is unclear how "Greatest Contribution" is determined but somethin' fishy's going on.
We won! Ramza is showing as the top contributor despite doing nothing.

I knew that to beat Elmdore, I was likely to need some proportionate damage and an offensive focus. Gigaflare, Feather Bomb and Choco Meteor are all delightfully unblockable. I thought Twister could be an asset, so I brought my King Behemoth. This took two tries, though, since my first formation was stupid, and when I set up the second time I accidentally picked my Behemoth instead of the King Behemoth but I decided to give it a whirl anyway. This turned out to be a good thing.

Sadly, this 549 damage Bloodfeast didn't work. Would've been cool though! And the odds weren't even that bad.
Silk anus pluto. the Gobbledygook tries to feast on Elmdore's blood.
With the team on the ropes, I had options with Ramza. The best path was going to be reviving whichever monster could most effectively end the fight. I figured if I revived my Behemoth, who was coming up in the turn order, he'd get one more shot of Gigaflare.
Ramza plans to revive Minyas the Behemoth.
This happened to be exactly enough firepower to take out Elmdore.
Minyas's Gigaflare is projected to beat Elmdore. We defeated Elmdore.
This battle is normally one of those ones that I know has a very different... curve to it. I sort of dread it, trying to find an approach that'll work. Needing just two tries where one failed immediately due to stupid formation choice is pretty awesome, really.

I didn't think the undercroft battle would be harder - and it wasn't - but it also took two attempts. My team included a King Behemoth, a Revenant, and a Gobbledygook here. I was really, really leaning into abuse of proportional damage as the key strategy.
Ampelos the King Behemoth aims a Twister at Zalera and his goons.
With Nightmare affecting Ramza and generally putting him to sleep, it wasn't easy to use Twister or Bloodfeast. Meliadoul and Boco held off the enemies who were behind us while anyone else who could manage to stay awake was on the offensive.
Of course, what this really means is that Root Beer Float the Revenant was running the show. Root Beer Float did over 2000 damage in this fight!
Root Beer Float the Revenant ends the fight using Drain Touch.
Look at Zalera's funny little animated mouth at the end!
We won, and Root Beer Float was appropriately named the MVP.
We beat Zalera and Root Beer Float was the greatest contributor.

Once again, beating Zalera is a pretty substantial act break. We're over halfway done chapter 4, and that's a nice time to stop, I'd say. Here's a look at most of the team:
The top of the party list, with the favourited members, Boco the Chocobo, Erato the Vampire Cat, 1)(: ygniht drive the Cockatrice, and Minyas the Behemoth. Some of the lower slots in the team, including Root Beer Float the Revenant, Dardanos the Cockatrice, Ampelos the King Behemoth, and Typhon the Blue Dragon among others.

I expect that in the next update, we'll beat this game.
It may or may not take place before Halloween this year, when I plan to finally start the Final Fantasy 1 Monster Party playthrough I've been talking about for ages!

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I started chapter 4 of my OR4M playthrough based on wpot's rules on October 18th. It was a fairly small start, but I guess I did enough that it might be worth summarizing now, especially considering how much material there is in chapter 4 of this game.

Chapter 4 opens up the map considerably, and by OR4M rules it also means you can use literally any monster other than the two higher tiers of hydra (I think they are Greater Hydra and Tiamat in this version). Right away, I noticed I now had access to Bervenia Volcano. I happen to know this is a good source of a few monster types, including Behemoths!

On my first trip in, I happened to encounter Aithon the Exploder and his skeletal pals. I managed to recruit him.
I recruited Aithon the exploder.
I've had Semele the Grenade sitting around at a pitiful level for ages hoping I'd get an Exploder, since AoE is pretty rare among monsters, but it hadn't come together yet. It was actually pretty excited for this guy. I promptly dismissed my Grenades.

On my very next time entering the volcano, I met Minyas the Behemoth! Behemoths are pretty great. I was excited for this, too.
Minyas betrays his skeleton friends. We recruited Minyas the behemoth.

Amazing. I also had my generics running errands all around Ivalice, and this had my monsters breeding more. As before, this is a nice opportunity to get more monsters at competitive levels and, in some cases, with better brave. While I am allowed to modify my brave and faith, spending a ton of turns on this isn't viable since it would creep Ramza's level too high.

Amid all of the errands and whatnot, I went to Goug.
Besrudio and Mustadio are talking about an iron sphere.
This started a chain of events related to Beowulf and Reis, which is nice, because Reis is usable as a Holy Dragon. In the Ivalice Chronicles version of the game, these new events are all nicely indicated on the map. In this new version, Ramza still orders milk, so I guess that wasn't just some wonky mid-90s censorship.
Bartender says, "Good day to you. Might I interest you in a drink?". Ramza replies, "Mayhap you might. Have you any milk?"
Beowulf joined us and we started the Gollund Colliery events.
Beowulf joined us seeking the holy dragon.

My monsters utterly crushed the battles in Gollund. I had the Behemoth pinning down a chemist and casting Gigaflare at one on a higher ledge. Finally, this is an attack that can hit arbitrary heights, and huge areas, and it casts instantly! This felt amazing.
Unsurprisingly, Minyas was the greatest contributor.

I hadn't remembered that the second colliery fight had a couple of hidden monsters in it! I really wanted Ramza to recruit the King Behemoth here, because why not? King Behemoths are a little better than Behemoths statistically, and their Beastmastery ability is Twister which can be really nice against bosses. This seemed like a good opportunity.
Ramza attempts to recruit a king behemoth.
That said... this was not an easy recruitment. Bad zodiac compatibility meant that Ramza was given a 20% chance to recruit this creature. I am sure he had to attempt it over ten times. At least the rest of the battle was very manageable. Beowulf kept coming close to killing the King Behemoth, too, requiring my chocobo have to cure it. I even aimed some Blasters at Beowulf! Those didn't end up working.
Eventually, it came together, with the King Behemoth as the last enemy on the field.
We won, and Minyas was the greatest contributor. We recruited Oiax the king behemoth. He's gonna need a new name.
Yuck, this guy is going to need a new name.

The next battle was fine. The chemists were annoying but Erato the Vampire Cat petrified one of them early on. Gigaflare was the MVP.
We won at Gollund Colliery part 3.

For the underground battle in the colliery shaft, it was... weird. I thought I planned well, but it turns out Behemoths can't jump well and thus Minyas had some trouble contributing.
The formation for the battle in the shaft.
The Ahrimans here managed to inflict doom on both Ramza and Minyas. Reis didn't need a whole lot of help, though, and what was needed Boco and Erato were able to provide. Erato was able to inflict stop on the demon, which was pretty cool.
We won at the Gollund Colliery part 4!

With this, we permanently recruited Reis and Beowulf! Beowulf we'll never use again, but Reis is pretty neat.
We recruited Beowulf and Reis.
There's an optional rule in wpot's guide that you can uncurse Reis and use her as an alternate beastmaster. I am going to choose not to do this.

I noted in the shaft battle that Reis' breath attacks were awfully strong. I compared her stats to those of my blue dragons: their MA stats were in the low 20s, but Reis' is 31!
Reis' stats, with 31 magic attack.
Despite having Reis the Holy Dragon on the team, I'm still looking forward to having a Red Dragon. I haven't recruited a Red Dragon, nor any the other newly available monsters yet other than Behemoths. The other new chapter 4 monsters are Red Dragon, Red Chocobo, Cockatrice, and Hydra. I should be able to get a Red Chocobo with relative ease nice and soon at Finnath Creek, so I might just wait for that.

We've done lots of preparatory tasks for chapter 4, including a significant part of the side quest chain. The rest of the side quest chain, like Worker 8 and Cloud, aren't actually very useful for us, so I might just skip all of that. Next time I play I'll actually get into the chapter 4 story battles.

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