I played chapter 3 of Final Fantasy Tactics: The Ivalice Chronicles under wpot's OR4M rules between October 12th and October 19th.

The big Chapter 3 text on screen.

At the end of the previous entry, I said that Neil the Minotaur and Musa the Coeurl might not be on my team for long. Wandering around for some errands indeed got me a reasonably-levelled Sekhret, Thamyris, and so Thamyris joined up. For the moment, there were no other big shifts in my team's composition despite having most of the tier 3 monsters now available.

Chapter 3 starts out with the battle where Orran joins you. If you're lucky, he casts Galaxy Stop or whatever it's called now and you have an easy time. That is... precisely what happened. Ramza started to lower Thamyris' faith and otherwise the battle was a piece of cake.
Was Thamyris really the greatest contributor? I feel like it was Orran.

Next, we did the battle leaving Lesalia where Alma joins us. If I recall correctly, I took a second attempt at this one. It was about a week ago so I don't actually recall perfectly; it may have been because an important monster perma-died or something. I decided to bring a Squidraken for some reason and I don't know if it even got to land a hit.
Thamyris is strong. There's a squidraken here.
Thamyris squished Zalmour.
Thamyris is doing violence against the gods! We defeated Zalmour at Lesalia.

The Ivalice Chronicles version of the game has delightful notifications when the shops get upgraded. I took a walk down to Goug to get Ramza an upgraded gun.
I bought a Mythril Gun in Goug.

Next up was the multi-stage battle at Orbonne. Again, these segments of the game have a pretty neat little map screen which I think looks fantastic.
The battle at Orbonne shows four individual areas where the battles take place.

The first battle, in Vaults - Second Level, was actually kind of hard on my first attempt. My monsters are mostly several levels below the enemies in story battles, given the level 20 cap at the end of chapter 2, and Musa has had some trouble keeping up. Blaster is still very useful when I can set it up! But its utility in these fights made it more apparent that I would benefit from recruiting a Vampire Cat.
I won at Orbonne Vaults Second Level.
On the attempt where we won it was pretty decisive.

The next battle was against Isilud. This also wasn't done on my first attempt. I situated the team pretty badly in formation the first time; clearly it was important to get my stronger, less mobile units up on the walls and closer to Isilud. Instead, I had one of them move toward the summoner, and that generally didn't go well.
We defeated Isilud, though it looks like the chocobo is talking. We defeated Isilud, and Ramza was the top contributor.
On the winning attempt, I treated it much more like the assassination-style battle it is. Ramza shot Isilud and then the monsters got him down to critical. You can see I brought a Steel Hawk - and it was fairly useful, actually, although it was down at the end of the fight.

Next up was exiting the vaults, where we encountered Wiegraf. It's funny, because in perusing the board for this game on GameFAQs, I saw Sharebear420 having trouble with this fight and nobody else seemed to sympathize. It was rough! Now, admittedly, I am operating under a lot of constraints that Sharebear and the other posters don't have. I found that, regardless of formation, Wiegraf would move forward before I could act and use Hallowed Bolt, killing at least one monster and significantly weakening others. This screenshot, for example, was from before my first action:
Ramza and a chocobo are dead.
You can see there are some problems there. Since he can 100% OHKO Ramza before Ramza's movement, I had to set the formation in such a way that he couldn't resist hitting someone else. I would accept him killing a Chocobo and/or Musa the Coeurl, and then hope that Ramza (whose Pisces sign made his gun quite effective against Wiegraf) and the bulkier monsters could pull it out.
An example of the party's state after turn 1, according to the new plan.

What was really frustrating was one occasion where it was barely coming together... and my remaining Malboro had a shot on Wiegraf's back... but couldn't actually attack because a Malboro's Tentacles attack only has a vertical tolerance of 1. It can't attack up stairs!
This malboro cannot attack Wiegraf, standing on stairs in front of it.

Eventually though, it came together. The team was Boco the Chocobo (dead instantly), Musa the Coeurl (dead instantly), Ramza (dead on turn 2), Thamyris the Sekhret, and Typhon the Blue Dragon. It ended up with Typhon as the only unit remaining, just above half health but without enough to withstand another attack from Wiegraf, getting one attempt at an Ice Breath from the front. It had a 75% chance to end the fight, and a 25% chance to be another defeat. This one came out on my side.
This is the turn where Typhon defeats Wiegraf.
What's kind of funny in all this is how amazingly irrelevant Wiegraf's several mages and archers were. They basically didn't matter at all. The other thing that sort of startled me a bit is, at some point after, I checked the tips for this fight from wpot's O4RM guide and it practically just says, "Just beat him.", as if this were super easy! It was not.
We defeated Wiegraf at Orbonne! Eventually.

The next part of my quest would eventually take me to the challenging fights at the end of the chapter, and I knew I'd need some preparation. My monsters were breeding as I walked, and this was sort of an okay way to get higher-levelled units in general. (The generic humans I had been keeping, one of whom was level 4, worked against this effort, but it wasn't too bad.) Despite all the breeding, I still wasn't getting a Mindflayer or a Vampire Cat... but Balias Swale quickly yielded a Mindflayer and a Gobbledygook, which is pretty great.
We recruited Kapys the mindflayer and a gobbledygook.
I figured a Gobbledygook could eventually be pretty important against a boss using its Beastmaster ability, although I also had a revenant now.

I had trouble locating a Vampire Cat regardless, and Musa wasn't having babies. I looked at a couple of guides but finding exhaustive lists of where to find monsters with which chapter it became available was... inconsistent. I ended up just doing Grogh Heights. Kapys the Mindflayer was an enormous asset in this fight, and my Malboro's Bad Breath was amazingly useful at one point as well.
Look how locked down these enemies are! Two squires are asleep, and the thief is confused. We won at Grogh Heights and Boco was apparently the MVP.

I really wanted that Vampire Cat, so after consulting yet another guide - this one by QuMarsh - I went back to Balias Swale. This got really annoying. I got into a really stupid rhythm of starting and resetting battles again and again. Despite reloading being a lot easier than it was in the PS1 era, it's kind of silly that you can't exit a battle from the formation screen.
Repeatedly re-starting encounters in Balias Swale.
It probably took 20+ instances of this nonsense, but eventually we met and befriended Erato the Vampire Cat.
Erato became an ally! Erato joined the squad. He is a nice kitty.

I should say: with all of the breeding and recruiting I've had a lot of monsters. When I get a lot of extras of a species, I eliminate the lowest-levelled ones and in some cases the ones with the lowest brave. I like renaming monsters sometimes to make their names meaningful or silly or just generally more relatable than the default nonsense syllables. One of my kids has walked in and asked to see my team and when he learned monsters could be renamed, he renamed several of my monsters for me.
A whole bunch of monsters, some of which have dumb or amusing names.
If you see monsters being added/removed or possibly just under different names, this is why.
For the most part, I haven't been renaming the core team so I can refer to them with some continuity.

Yardrow Fort city took a few tries, mostly based on how stupid Rapha decided to be. I will say, in the winning attempt (my third, I believe) she also got really lucky with a Heaven Thunder one-shotting one of the ninjas.
At this point I've just about routed the enemies in Yardrow.
Thamyris was too slow to be particularly effective in this fight, but those idle turns meant using a lot of Beef Up. Consequently, when Thamyris went to land the final blow it was for 264 of this summoner's 7 HP. This somehow made Thamyris the greatest contributor.
We won at Yardrow Fort City.

The Yuguewood was actually simple, and was a first try with no issues.
We won at the Yuguewood.

Next up was the three-part battle at Riovanes Castle, where the second and third part are among the most frustrating battles in the game. It surprised me that the first wasn't great either, in part because my monsters kept getting poached!
"Obtained a chocobo carcass!" "Obtained a sekhret carcass!"
This is something I might never have observed in prior playthroughs. Even on my winning attempt, my Chocobo got poached, but it was Dadameia instead of Boco so I kept on trucking. I was very glad to have gone back to get a Vampire Cat, as Erato was able to petrify one archer and keep another stop-locked.
Eratos petrifies a mean archer. This is some kind of midpoint in the battle, but an archer is petrified so that's nice.
Eventually we won. It's funny the way these battles can swing, because often - but not always - it feels like I lose and it's not even close or I win and it's not even close.
We won at the gate of Riovanes Castle.

Unsurprisingly, Wiegraf was a big jerk. This battle generally requires a specialized setup, and with my forced orator job and my level constraints I expected it to be bad. Here was my initial setup for Ramza.
My initial setup for Ramza against Wiegraf.
This was my initial formation. Yes, this Gobbledygook was named by my son. I am very proud.
Formation featuring Ramza, Typhon, Thamyris, Boco and Silk anus pluto.
This would turn out to not be ideal for several reasons. For one minor thing, I should've put Thamyris the Sekhret closer to the action. For another, I forgot to replace Ramza's Item command with Mettle. Despite this, I beat Wiegraf and moved into the Belias phase on my first attempt!
Ramza does 96 damage per shot to Wiegraf. Wiegraf says, "You are... stronger than I had thought..."
This level of success did not continue.
The party is wiped out by Balias.

On my next attempt, I remembered Mettle and fixed up the formation a bit. Ramza even dodged Wiegraf's first Aurablast! I pumped his speed up to 22 or so with Tailwind and shot down a demon or two. The bad part of this was I was pushed up to level 30.
Ramza is level 30, shooting Belias, and everyone else is dead or stone.
The even worse part was that I didn't win anyway because all of my monsters were dead/petrified before Ramza could win regardless.

On the winning attempt, I buffed Ramza's speed but to a greater extent and then - using my brain here - I targeted Belias instead of the goons. Sure, the team took a lot of damage, but this was a damage race. With help from Talaos the Revenant, we won that race!
Talaos the revenant plans to touch Belias for 364 damage. Talaos the revenant seals the deal with another Drain Touch against Belias.
We defeated Belias! Talaos had never even been in a fight yet, but it was the top contributor.

Of course, chapter 3 isn't quite over yet. We've still got the stupid rooftop battle.
Now, I need you to know that I really like this game, but this part was completely idiotic game design. I can't imagine any intelligent player ever who didn't eclipse level 50 who ever beat this battle first try. It's such a fickle battle, and you can't prepare Rapha for it if you wanted to. I truly wonder how this was tested and considered okay by the original developers. It's awful.
I can't imagine with this pre-amble that you would think this was going to go well, right?

Well, it didn't go well.
On a couple of early attempts, Rapha walked down the castle roof, and I thought everything was going to be cool. Unfortunately, Celia joined her there and tore her apart.
Celia is about to destroy Rapha.
This all happened before Ramza could even act. The only control I had over this was boosting his speed by 1 additional point with Hermes Shoes, so I did that.
I've equipped Ramza with Hermes Shoes.
Now I could do things, but it seemed like most of the actions Ramza took made Rapha even more suicidal. Over maybe ten attempts, she was two-shot in so many spectacular ways. I tried controlling the battle using Ramza's orator abilities, but Lettie and Elmdore can't be put to sleep anyway.

Somehow, eventually, Lettie decided to throw (literally or figuratively lol) instead of attacking directly and this gave Erato the Vampire Cat a single shot at Celia. I chose for Erato to use Cat Scratch and, with it rolling slightly on the high side, it was enough to put Celia into critical status and end the fight.
Eratos whacked Celia into critical status. We defeated Elmdore at Riovanes, sort of.
Elmdore's characterization in this part of the game is an awful lot better than earlier versions, by the way. It really makes the point that he's not just a monster, and that in fact he's thankful to Ramza for what happened in chapter 1. I guess he's still monstrous, but reluctantly, and that's sort of interesting.

With that, we're done chapter 3! Those last few fights sure were stupid.
With chapter 4 incoming we have access to a lot of new and interesting monsters now! I'll be starting to recruit some of those soon. In fact, I already started chapter 4 but let's end this entry here.

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I finished chapter 2 between October 7th and 11th. There were some rough patches, but it generally went well. After my first post, I also started a GameFAQs thread related to this.

Sellsword throws his hat because of Ser Gaffgarion.
The start of chapter 2 is odd. I took on Lavian, Alicia and Ladd (sp?) for the sake of doing errands but I also had Agrias and Gaffgarion. Thus, the battles feel not only on the easy side, but you barely notice that most of the characters are monsters. This was the case right away in Dorter the second.
Using tactical view to see the units going up the hill in Dorter. The Wisenkin is attacking a thief. We won. Agrias says, "We must find Lady Ovelia!"

I had a good feeling!
Before continuing, I did a few random things. I made my generics complete the errands that were available early, and then realizing that that swamp that used to start with "Z" was coming up I thought I'd benefit from getting a floating enemy like a Bomb. I popped up to the Zeklaus Desert and recruited a Grenade.
Ramza persuaded a Grenade to join us in the desert. What's that Semele? It's a Grenade, who joined our team!

In Araguay Woods, I thought the beastmastery thing to do was to protect Boco.
Ramza is choosing, "Perhaps we could use it..." referring to Boco the Chocobo.
This was a very simple fight. I brought all non-Chocobo units thinking that Boco should count as a monster on my team. This probably didn't end up mattering as Boco mostly just stayed in his corner.
We won at Araguay Woods.

I went straight to Zeirchele Falls, after changing Gaffgarion's job to "nudist".
Gaffgarion has no equipment on. There's a great big "Betrayal" screen thing when Gaffgarion switches sides now.
As I discussed before, you can't change guest characters' command abilities in this version, so he'll keep Item.
During this battle, one of my kids wandered into the room where I was playing. What was funny was, with Ovelia, Agrias, Delita and Gaffgarion around the fight didn't even look like one where monsters were particularly featured - like, it doesn't even resemble a variant playthrough.
Ramza puts some knights to sleep. Agrias uses Stasis Sword/Judgment Blade on some random knight.
It was fairly easy to keep things under control, although you can see one of my monsters was knocked out. Ramza kept a lot of knights and Gaffgarion asleep for much of the fight.
We won at Zeirchele Falls.

Zaland took two tries. There were some things that went well the first time, but I misjudged how high the Dragon could jump and sort of squandered a couple of early turns that I believe caught up with me. It definitely didn't help that a knight with Geomancy used Carve Model to turn my chocobo into a statue. The second try was fine, though.
Ramza has a petrified chocobo at Zaland. We were victorious at Zaland.

Now, Balias Tor. This one took two tries. Again, getting opponents to sleep to just sway the action economy to our side was key.
Some random picture from the battle at Balias Tor. We won at Balias Tor.

There were a lot of cutscenes around this part. As I said before, a lot of things were easier to understand... or perhaps the meaning was even tweaked. I'm honestly not sure. Ovelia saying, "I was to be the adopted daughter of my late brother" was something I never understood previously.
Ovelia says, "When I heard I was to be the adopted daughter of my late brother, and after-ever in a monstery."
There's also the part where, in other versions, Dycedarg says to Gaffgarion something along the lines of "your head can easily be removed" which I always thought was one of his coldest, coarsest, character-defining lines. It's very different now.
Dycedarg says, "Would it not be prudent, then, to better guard your tongue? There are so many frightening ways to silence a bothersome one."

Well, now it's off toward Goug... with Tchigolith Fenlands next. I had been really mindful of this one coming up, and that's why I really wanted a floating enemy like Semele the Grenade. This still took me over 10 resets because I really wanted to recruit the early Swine.
An early view of the battle starting. This one has no swine. This one has a malboro but no swine.
Again, the restart option was fairly quick but when I picked "Restart the battle" it felt like the seed was always the same. I did this many, many times testing things out. Eventually, I got better luck after going back to the formation screen. That said, even my first battle with a Swine in it didn't go well because I split the team up too much.
This attempt did not go well! The Minotaur is the last monster standing.
Eventually, we got it! Samele's Flame Attack was pretty handy here.
Samele gets ready to use Flame Attack. We've almost defeated all of the enemies. We won at Tchigolith Fenlands.
In addition to getting the Swine, we recruited our first Ghoul here.
We recruited Hylas the ghoul (probably renamed later).

The Goug battle actually took two tries. On the second, successful attempt it was rather decisive. I don't even feel like I was doing anything particularly wrong in the first place, instead legitimately having bad luck.
We won at Goug.
I used Musa the Coeurl again here, which I really enjoyed. Blaster isn't very accurate (yet) but it's really nice when it works.

We crossed the sea to Warjilis and did the Balias Swale battle. We said geronimo to help Agrias, and it was pretty easy. You can see that Musa landed a Blaster to petrify an enemy here.
Musa is protecting Agrias! The minotaur lands a really effective Feral Spin here.

Well, this was fine. Really, though there were a few mis-steps and a few fights that've taken more than one try, I thought I'd attempt Golgollada Gallows.
We lost badly at Golgollada Gallows.
It didn't go well. You can see here that Boco the Chocobo is level 12. I knew I'd need some preparation. I actually spent a fair bit of time levelling, reducing faith and buffing brave at Balias Swale only to realize: I never got an upgraded dragon! Oops. A Blue Dragon would probably be a serious asset.
A picture of most of my team: monsters between levels 9 and 12.

Well... I don't have a ton of options for breeding here. I got rid of some of my lowest-levelled monsters and then... started walking back and forth on the longest safe route in the game.
Walking between Warjilis and Goug.
Gross.
This took a while.
This sucked but it had some other benefits. Every so often a baby monster would be born with a higher level than its parents, so that sort of helped. Eventually, we got baby Typhon the Blue Dragon. I took this new recruit and my other highest-levelled mainstays to Balias Swale for some levelling and br/fa manipulation. I even managed to make use of this old standby grinding setup:
We are facing a Coeurl on Balias Swale where the Coeurl can't cross the water.
My monsters would whack each other while getting cured by Boco, and Ramza would repeatedly lower their faith and then attempt to raise their bravery. Ramza got much closer to the cap than everyone else; I decided we should be done when Ramza had attained level 17. You can see I also managed to recruit a Steel Hawk in this battle.

By the way: I'm fairly sure but not positive that doing this version of the fight before Golgollada Gallows was impossible in prior versions of the game. In this version, you can access the Golgollada battle and escape to approach Balias Swale from the west even before winning at Golgollada. It is somewhat peculiar that this ended up mattering, but it did.

We went back to Golgollada Gallows with our upgraded squad. It went much, much better.
We managed to take out Gaffgarion nice and early. My minotaur utterly squashed this time mage.
Now, Typhon the Blue Dragon is very nice, but everyone truly got their moment in this fight. Musa's Blaster usage was essential. This next screenshot shows two knights stopped and one asleep! It was quite manageable.
Look at all these enemies affected by stop and sleep! Typhon is the MVP! We won at Golgollada.

Next was the gate at Lionel Castle. Check out the fancy screen they added for multi-battle areas.
Oooh, now we know what Lionel Castle looks like!
This battle was tough, mainly because it was fairly essential that Ramza survive his cage match with Gaffgarion.
We lost badly at Lionel Castle Gate.
After finding it too hard when Gaffgarion came outside, I abandoned the idea of having Ramza heal himself repeatedly with Hi Potions and instead trying to put Gaffgarion asleep. The game told me that the odds of this working were over 70%, but I failed five times in a row and went back to the Hi Potions. On this second attempt just having Ramza heal himself instead of going for the Mimic Darlavon, we pulled through.
Ramza came out to heal up some of the monsters. Ganging up on Gaffgarion.
As a part of this, Ramza did eventually get Gaffgarion to have a nap, but it didn't matter too much.
We defeated Gaffgarion at Lionel Castle Gate.

For the interior, I decided to put a Protect Ring on Ramza. You can see he was level 19 here!
Equipping Ramza with a Protect Ring. Formation for the fight with Cuchulainn.
This took two tries, again, in part because my original formation was pretty bad and meant every single monster got put to sleep or condemned. It was hard to recover from. I also originally had Samele the Grenade in there, but Samele seems to have rather bad stats/brave and its damage was super low. I decided to bring back trusty ol' Musa the Coeurl. Regardless, even my eventual victory was a bit close for comfort.
We defeated Cuchulainn.

And with that, we're done chapter 2! I don't have a bunch of tier 3 monsters ready yet, but I think I'd have trouble moving on from these monsters. I've gone easy on the bravery buffs just because of level gains, but also I recognize that it's hard to keep monsters adequately levelled and at some point spending the time buffing them won't feel worthwhile.
My current team, with my marked favourites at the top.
Despite this, I might be a little attached to Boco, Musa, Neil and Typhon! I sort of know that Musa and Neil will need to be replaced fairly soon.

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As I wrote just two days ago, Final Fantasy Tactics: The Ivalice Chronicles was released earlier this week. I took some personal time and sacrificed a bit of sleep to play it, which frankly felt really good. Games are my favourite way to make my brain relax, and it's much more effective when I'm not streaming! Plus, time is at a premium right now and playing FFT on my Switch makes it really easy for me to pick it up and play regardless of how much time I've got, when I can be interrupted (which happens a lot!) or which other systems my kids think they need to use. Consequently, after starting to play it mid-day yesterday, October 4th, I was actually able to put in a few hours before bed last night.

There's a poster on the Final Fantasy Tactics board on GameFAQs - where I'm not particularly active - named wpot, who is at least mildly obsessed with a challenge called MR4M or OR4M. This stands for "Mediator/Orator Ramza 4 Monsters", where Ramza plays the role of the "beastmaster" and leads four different monsters at all times. wpot's posts have caught my attention a few times, and I do mean a few times because I've found discussion of the challenge from May 2013, October 2016, November 2016February 2017October 2017January 2024 and November 2024. Not every one of these topics was created by wpot, but most were, and it's not like having a monster-focused party wasn't explored before May 2013! That quantity of separate board topics is also probably a bit inflated and silly-looking because the FFT PlayStation board used to be separate from the FFT PSP board, and now they're merged. I don't consider wpot to be completely unhinged with regards to this challenge.

wpot eventually created a posted guide to the OR4M challenge for the War of the Lions version of the game. It's great!
My intent is to follow wpot's established rules for O4RM during my inaugural playthrough of this new version of the game, even though with some of the balance changes it may have differences in terms of difficulty, strategy... or perhaps whether it's even possible or not.

Mostly pulled directly from wpot's guide, here are the rules, the way I'll be following them - which ignores the optional rules:

Rule 1:
Upon reaching the Slums of Dorter battle in Chapter 1 your party must consist of ONLY monsters and Ramza.  Guest humans are allowed while they are mandatory guests – they are mandatory, after all - but nobody else.  

Reis the Holy Dragon is a monster and may be used [...]. Reis the human, however, is human and cannot be used [...]. Construct 8 and the Byblos are 'demons', not monsters, and may not be used.

Rule 2:
All of your units (both Ramza and the monsters) must remain at or below level:
  •      10 during Chapter 1
  •      20 during Chapter 2
  •      30 during Chapter 3
  •      50 during Chapter 4
The challenge gets easier as these limits are approached; I would suggest not leveling intentionally at all until you find that fights are becoming too difficult.  

Rule 3:
Only one monster from each family can be used at a time. The challenge isn't very interesting if you simply use four Chocobos for every battle.  There are a lot of other quality monsters out there and the idea is to use as many as possible!

Rule 4:
High-tier monsters cannot be used early in the game. This helps to further ensure people are mixing things up and preserves the challenge of the early Chapters. Specifically, only the following may be used:
  • Tier 1 monsters during Chapter 1
  • Tier 1 & 2 monsters during Chapter 2
  • All available monsters during Chapter 3 EXCEPT the Red Chocobo, Red Dragon, Cockatrice, and Behemoths
  • ALL monsters (except the Tiamat and Greater Hydra) during Chapter 4
 
Rule 5:
Ramza must act as a "beastmaster" during the challenge. [...] Ramza must be modeled into a beastmaster by using him as an Orator. Orators are relatively normal humans who have Beast Tongue innate and they can therefore naturally 'Entice' monsters [...].  To make Ramza more functional in his support role he is also allowed to learn and equip some skills from the starter jobs: both Item and Mettle are allowed, as are the Squire Reaction/Support/Movement skills. 
However, the Chemist Reaction/Support/Movement skills are NOT allowed as they are somewhat too powerful.  No Auto-Potion!  
 
To be specific, Ramza:
  • Must ONLY fight in the Orator class during story battles. During random battles he may fight as a Squire or Chemist to gain JP (or other jobs as needed to open Orator in the first place). 
  • May ONLY equip Mettle or Item as a secondary skill. [...]
  • May only equip Squire or Orator Reaction skills. Yes, this means only Counter Tackle or Earplug (should even you bother learning them). No Auto-Potion!
  • May only equip monster-themed Support skills (Beastmaster or Tame). JP Boost is only allowed during random battles to avoid gaining too many levels. No Throw Items!
  • Must only equip Squire or Orator Movement skills. So: Move+1 it is! Be glad you have it.
 
Rule 6:
Ramza can equip whatever he likes with the exception of the elemental guns, the Stoneshooter, and the Ras Algethi (they’re too powerful and/or don’t fit the theme).

Rule 7:
Ramza cannot use Entice on humans; a true beastmaster wouldn't want humans on his team [...]. More practically, Entice can make a big difference in some battles and we don't want Ramza to be the star.

Rule 8:
Bravery and Faith modification ARE allowed. Raising a monster's permanent Bravery to 80 or higher is prohibited, however. This affects the challenge level to a degree and, even more importantly, it's boring and it discourages you from allowing monsters to die...which is part of the fun.



And that's the end of the rules! There are two optional rules that generally make things easier or allow more choice, but I'm not going to use either of those.

As I said, I'm intending to follow these rules as strictly as reasonably possible. I don't agree with every aspect of them, like the Stoneshooter being overpowered - I think it's got a good enough tradeoff. I also find the Chapter 3 monster restrictions a little on the arbitrary side, but I respect the intent so I'll go along with these rules as written.

When you start Final Fantasy Tactics: The Ivalice Chronicles, you get a choice of playing the "classic" version of the "The Ivalice Chronicles" version. I wanted to see the new stuff and spot the differences, so I went with "The Ivalice Chronicles".
Choice of the game version. This is showing "The Ivalice Chronicles".
When it describes the version differences, it mostly sounds like modernization and quality-of-life improvements... but it does say "optimized game balance" and that does make me wonder if there will be an impact on the gameplay related to this challenge.

There's also a difficulty selection.
"Select Play Mode" menu, with "Knight" selected.
I went with "Knight", for something close to the traditional difficulty and balance although I don't know the specifics of how any of these work. I didn't want to be too casual, and I didn't select "Tactician" because I worried that my dependence on monsters was more likely to render the game unwinnable on a higher difficulty setting. At wpot's advice, I picked a Pisces birthday: February 19th.
Ramza's birthday is selected as February 19th.

This new version of the game has very nice presentation. The voice acting all sounds pretty same-y, and maybe a little monotone in places where the actors struggle to deal with the weird choice of words, but on the whole I like it. The little animated mouths are fun. I didn't skip too much... especially when I saw a bizarre word or phrase that I really wanted to hear.

For the introductory battle at Orbonne, I literally just had Ramza sit still and wait every turn while my OP friends slaughtered everyone.
Ramza isn't participating richly in the Orbonne Monastery battle.
The new features like the combat timeline were really cool - this is much better than viewing the AT list. Whereas in older FFT, you spend a lot of time pressing select to view help menus and lists and such, most of the information is now onscreen. I wasn't used to this at first, but I sort of came to like it. It doesn't feel too crowded.
The Combat Timeline tutorial is displayed. Delita says, "I think not. If you feel wronged, blame yourself or the Father."

For the next two plot battles, at Gariland and Mandalia Plains, I had to get Ramza moving toward the orator class. The requirements for orator are level 2 chemist to unlock white mage, level 3 white mage to unlock mystic, and level 3 mystic to unlock orator. The formation screen is really nice compared to the original, and I was able to change Ramza's job (and that of some allies) to chemist before the battle started.
The formation screen at Gariland.
This enabled me to unlock white mage right away in Gariland.

I'd use the forced plot battle in Mandalia Plains to grind a bit to unlock mystic (née oracle) and a second random battle there to unlock orator! I got it all done in these few battles, as wpot had prescribed.
Ramza became a mystic at level 4.

The version difference presented itself in a few minor ways this early in the game. For one thing, Reequip/Equip Change now cost 50 JP to learn, whereas in the original FFT it was a completely free ability.
Roger can't learn Reequip because it costs 50 JP.
For another, a chemist is now able to find items as if they have Move-Find/Treasure Hunter without learning or equipping the ability. This actually happened to me twice on Mandalia Plains by total accident.
Sylphie the chemist finds a bottle of eye drops.

Anyway, I unlocked orator for Ramza at the low, low level of 4, and learned Entice.
Ramza learns Entice for the orator class.

I did two more random battles in Mandalia Plains before heading to Eagrose. In the first one, I recruited a Chocobo and a Goblin and in the second I recruited a Red Panther.
Using Entice on Catillus the Chocobo. My first Entice! I recruited Catillus the Chocobo. He would later be renamed "Choco Prime" and then die immediately after. I recruited both a Goblin and a Chocobo.
It was very fun that my first Entice ever was successful, and with 28% odds.
Kampe the panther joined the team in the next battle. Here's the team with my first three monster allies.
Now that I had three monster allies, plus Delita and Argath, I didn't really need so many humans anymore. I'm not really sure how the rules handle carrying generics around to do propositions later so I just kept the humans around barely equipped and unused.

This version of the game sort of still has random encounters; if you're on a combat space and you select it, you can choose for a fight to happen at all... and if you cross a space and a random battle pops up, you've got the option to just leave. This ended up being somewhat abusable to keep my levels low enough for chapter 1 without the awful, time-consuming process of resetting the original FFT game.

I did Sweegy Woods/Siedge Wield with my new monster squad and my guest characters. There were Bombs, but I failed to recruit them before my team slaughtered them and Ramza didn't have Item on.
My starting formation with a Red Panther, Goblin and Chocobo for the Siedge Wield.
I did a second battle here immediately thinking it would be an asset to get a Bomb on the team, and instead in the random battle there was... nothing useful. I had noticed in the pause menu that there was an option to exit the battle and return to the world map, so I tried that out. It's literally just a cost-free escape option. Amazing. I had been worried as I don't believe I'd saved before this low-reward battle popped up.
The game provides an option to Return to World Map from mid-battle on any of your characters' turns.
With another crack at it, I got a battle in Siedge Wield that included Skeletons and a Wisenkin/Minotaur! Now that's useful. I was able to recruit both, although this battle ended up quite on the chaotic side. At some point I guess my Chocobo died? But it had laid an egg so I didn't even notice until later. I realize now, from these screenshots, that the original Chocobo died in the previous battle. I guess I hadn't grown very attached yet.
A new battle begins in Siedge Wield with a Skeleton and a Wisenkin. Many, many allied monsters. Some may be dead. We recruited a Skeleton and a Wisenkin.

Now Ramza had a Goblin, a Skeleton, a Red Panther, a Chocobo, and a Wisenkin as allies before the first real battle of this (or nearly any other) challenge format for this game. I was level 6 though, so I knew I'd need to do fewer random battles to stay under the cap.

Time for Dorter! While this is often sort of a wake-up call fight in this game, it wasn't too hard for us. Our Chocobo and Wisenkin allies were both very tough. I knew I could take advantage of the Chocobo's mobility... and in fact, since you save quite a bit of money by not outfitting humans and fighting multiple random battles I had bought Delita and Argath both some Battle Boots, so crossing the battlefield was pretty easy.
A starting formation for the Dorter battle.
Speaking of Delita and Argath though, here's a funny thing about this game version: You cannot change a guest character's job or equipped job ability. Delita and Argath are both squires with Item no matter what. It doesn't matter too much, but it's a change I noticed.

The Chocobo used its mobility to climb up toward the archer, supported by Delita and Argath, while the Wisenkin, Skeleton and Ramza crossed the bottom. The Skeleton got hit with Fire eventually but otherwise it was very manageable.
Skeleton has hit an enemy black mage with Thunder Anima. My Wisenkin ally drops the enemy knight. We won at Dorter!

This takes us to the sand ra-a-a-a-ats. It was a good fight - on the easy side. The Chocobo supported Delita and everyone else blocked up the door where Argath starts. It was great.
We won at the Sand Rat Cellar.

Next up, Thieves' Fort or whatever it's called. This one actually took me three tries. Milleuda was pretty mean on a few occasions with Rapid Fist/Pummel. Ramza had been saving up to learn Mimic Darlavon as his second Speechcraft ability, so it was fun and useful to put some of the enemy thieves to sleep. The victory was a bit squeezed-out, though, with Ramza dead and the Chocobo and Wisenkin ganging up on Milleuda to end the fight with about one round of leeway.
We won the battle against Milleuda.
I happened to learn during this stormy battle that my Skeleton's Thunder Anima wakes up sleeping opponents. I was under the impression that it behaved more like a magic spell, so this was disappointing.

I stripped Argath before he left. In Lenalia Plateau, Mimic Darlavon was again sort of the MVP move. Keeping some of the enemies down managed the threat level and allowed my Wisenkin and Chocobo to do their best work. The first Mimic Darlavon came in clutch stopping a Fira spell that Milleuda's black mage friend was aiming at us.
Three enemies, including Milleuda, were bored to sleep. Bullova the Wisenkin is going to punish this sleeping black mage. We won against Milleuda.
I don't know if it's the translation or the voice acting in this new version of the game, but I find the plot easier to follow and the characters easier to understand. The ones the game wants you to like, like Milleuda, feel more likeable, and the despicable ones, like Dycedarg, feel more despicable. I've been enjoying the general presentation a lot.

Next was the windmill battle at Fovoham. This one didn't go well at all. I believe I needed four runs at it, and after the first two I actually adjusted my formation a bit to make my monsters more effective.
Wiegraf says, "Ha! No spoony bard could spin a sweeter tale!"
It generally started out well enough, but Wiegraf had a nasty habit of targetting Ramza with a Cleaning Strike/Split Punch that did more damage than Ramza's max HP. This happened in three battles. There were also an annoying number of times that my Wisenkin ally was insta-killed by Northswain's Strike/Crush Punch.
Wiegraf uses Cleaning Strike to hit Ramza for 90 damage.
Each time, with Delita being unable to learn Phoenix Down, the only option left is for every monster to full-out attack Wiegraf to see if they can end the fight. Eventually this exact methodology is what worked, with my Skeleton bringing Wiegraf into critical HP and ending the fight. This is one of those scenarios where the in-battle dialogue will bring a character from 0 HP to 1 HP, I think, but this battle was already over.
Wiegraf gives a farewell speech after having his HP reduced.

I thought carefully about options before heading the next fight at Fort Ziekden. After all, after Ziekden I'd lose access to some of these areas. I'm glad I did this, because there are Dragons in Lenalia Plateau! I escaped one fight where there were no useful enemies and then recruited a new Dragon buddy.
We recruited a Dragon here! I think this was on its first try, too. We recruited Aigyptos the Dragon.
I also did one extra battle in Fovoham and there were squid fellas and eyeball guys. I got a new eyeball guy but I'm not sure whether it'll be useful or not.

Anyway, onto Ziekden! I had one false start where I quickly realized I had left Ramza in the squire class after the random battles I was just doing. I won on the second try, but there were a lot of close calls! We had some good luck with putting the enemies to sleep, in some cases cancelling some nasty spells! Others were less avoidable.
I did a move here a few times where Ramza was being targetted with a black magic, so he would use his recently-learned Enlighten ability to lower his faith and then stand beside the caster, who would substantially damage themself while Ramza survived. Then my Chocobo would go over to him and use Choco Cure. It was great.

This is also the first battle where Ramza's Beastmaster ability mattered, at least somewhat. My Wisenkin was able to use Beef Up, and my Dragon used Tail Whip a few times which did pretty great damage on at least one occasion.
The Dragon had used Tail Whip against Argath.
It was the Dragon who eventually took Argath down.
The Dragon defeated Argath.

With that... we're all done chapter 1 already! Wow, this sure seems to be moving along a lot faster than my last Final Fantasy Tactics playthrough! We didn't violate any rules, although many of us were around level 9.

This is pretty fun so far! I'm appreciating the differences between the different monsters and I can see how their varying expendability is going to change the way I play. It's still possible that the rebalancing in this version will throw me a nasty curve ball, I suppose.

Here's the team thus far:
The team! Ramza, 6 generic humans, a Goblin, 2 Red Panthers, a Chocobo, a Skeleton, 2 Wisenkin, a Coeurl Cat, a Floateye, and a Dragon.

Index | Next >
This is probably the most blog-like post this blog has ever had thus far.

There are some things that have been happening that are impacting me quite a bit, as well as the state of this site and my ability to play games, and I thought I'd just comment on some of it. Maybe we can all consider this a form of venting.

First of all, I work at a college in Ontario, Canada. Right now, the college support staff are on strike, and this is having a rather nasty impact on myself and other people I care about. It's an odd situation where the root cause is a lack of funding - which you could reasonably say is caused by our provincial government. You can also go ahead and blame the federal government, since they more-or-less quashed international student recruitment as a supplementary revenue stream. Thus, this whole issue is very much a non-partisan thing, since it's all levels and multiple parties causing the problems. The root causes of the strike absolutely cannot be addressed without revisiting the funding model so it's rough, as strikes go. My friend GamerDad talked about it nicely here.

Part of what this strike action is doing is causing issues with me getting to work. Getting into the office is taking roughly an extra hour daily. I still have to parent, so I can't "gain time" by going to work early, and I still have to run my household and/or take kids to extracurriculars when I get home. So what's going to give? Either the quality of my work, the quantity of my sleep, or my flexible time. So far it's a mixture but all of it is leaving me in a very unpleasant state. I have things I want to do, like programming projects related to variant runs (like the monster party) that I can't find the time for, and I generally feel like I'm running on empty.

Summarizing the above, the first thing that's happening is, due to local politics, I'm feeling crappy and have no free time. There's no clear end in sight but it will very likely wrap up before the end of 2025.

The next thing that's been happening lately is Imgur has gotten stupider. The auto-moderation got out of hand about a month ago and the users sort of protested, and things weren't looking good for the site. A fair number of users were leaving, although things seemed to settle in the last few weeks. Then, more recently, in response to a UK privacy law, Imgur stopped serving images to the UK entirely. I sort of knew the site was a sinking ship but this is sort of a breaking point for me.

Every gameplay image on this site to date - probably around 1500 images - is currently hosted on Imgur (yet another idea I more-or-less yoinked from sirsystemerror). At some point when I can manage the time, I'm going to be gradually migrating everything to a new platform. I think I've picked the one I'm going to go with but I won't name it here since (a) it could still change and (b) that platform will probably be enshittified eventually, too. Regardless, it'll take some time to get this site reorganized and hopefully still show images to people in different parts of the world.

Anyway... what is next?

The Final Fantasy Tactics remaster came out this week and I've got my copy but haven't started yet. When I can, I'm going to play it, but I'm not going to stream it mostly because of the aforementioned time constraints. My intent is to play a M4RM/O4RM variant, off the bat! I'll still document that but without video. It might be on the slow side... but honestly, probably still not as slow as my last Final Fantasy Tactics playthrough!

I hope I'll be able to do some other variant thing before the year is out. The idea backlog continues to grow.

Although it isn't variant play, I think I might also do a little write-up of some of the other games I've spent any substantial time with since the image transfer from the Switch 2 actually seems kind of dope. This year I've played a bunch of Mario Kart World, Xenoblade Chronicles X, and mostly recently, Theatrhythm Final Bar Line.
I concluded this Side Quest Challenge playthrough on September 6, 2025 - although I guess it was actually September 7th in the end.


I haven't really noted it, but in addition to doing these write-ups as usual, I've also been posting to this GameFAQs thread throughout. It's not bustlin', but there have been some reactions and a small number of new quests. Between the prior session and this one, we've ended up with six new quests... meaning we now have quests to unlock every single weapon, armor and spell in the game! Many of the new ones didn't have the "stories" that all of the older ones did, but that's okay.

I started out with some wandering around in lava to lower our HP. This was intended to make it so that Vivi was the only surviving character, although had some other effects, too.

Title: If You Can Dodge A ___
Author: Diamond_Dragon (2020)
Story: As their journey progresses, the party's thief has made some evasive actions that will be included in tales throughout the ages. The more party's black mage sees this, the more they think they could use magic to manipulate an enemy's evasive techniques.
Requirement: The black mage must be alive when a physical attack misses the thief while the thief is in critical (kneeling) HP.
Unlocks: (b)Focara

Since I had all the characters so low and Vivi in good condition, I just wandered up to a clump of Goblins and had Locke dodge them with critical HP.
Vivi and Locke are finishing off Goblins after an epic dodge. The screenshot is kind of washed out because it happened during a critical hit.
I did not end up actually buying the Focara spell.

Title: Hey I Can Use That Too
Author: hawkeyerules (2020)
Story: The black mage watched as the party's white mage cast (w)NulShock on the party and thought how wonderful it would be to use lightning as a damaging spell. They started reading all the tomes of magic that they possibly could and still found nothing. He did, however, learn that Matoya had knowledge that preceded the books. It seemed like if someone would pay Matoya a visit and run an errand for her, they could cast (b)Thunder with the best of them.
Requirement: With (w)NulShock unlocked, starting from Matoya's cave with a character who can cast (b)Thunder leading the group, fight and kill a solo Shark, a 5 Buccaneer formation and finally a 4 Goblin formation.
Unlocks: (b)Thunder

This one I had been sort of putting off since very early on. Normally, you'd be able to do it as soon as you got the ship in Pravoka! At least in prior versions. With the new encounters the way they are, there's no such thing as a "solo Shark". However, the right kind of pedantic idiot could, in theory, parse the phrase "fight and kill a solo Shark" as "fight and kill a Shark on your own"... right??? I mean, I'd already beaten tons of Sharks, and even White Sharks. I decided if I could do this whole thing with Vivi solo, it would still meet the requirement... so that's what I did.
Vivi kills a solo Shark..? And its two Sahagin Chief friends. Vivi solos 5 Buccaneers.
I did not end up actually buying the Thunder spell.

Title: Mage's Inner Strength
Author: Liguar82 (2019)
Story: The master of dragons is said to bestow a great gift on those who prove their courage. Hearing these tales has stirred a sense of courage within the party's black mage.
Requirement: With only the black mage alive, enter the Citadel of Trials and proceed to open the treasure chest that contains the rat's tail (whether or not the tail has already been claimed), and then return to Bahamut and speak to him.
Unlocks: (b)Saber

This is why I actually had Vivi in a solo state. Vivi didn't like running into dinosaur enemies, but other than that it really wasn't too bad.
Vivi is pretty weak at the Citadel of Trials. Vivi speaks to Bahamut... again.
I did end up getting the... usually not-so-useful Saber spell. I thought it might help with another quest.
Vivi learns the Saber spell.



Title: Turn Some Blind Eyes
Author: FreshFeeling (2019)
Story: After Matoya has restored her sight, she becomes keen on the study of semi-magical optometry so that things like this don't happen again! But to proceed with her research she will require some anatomical samples to learn more about the nature of blindness.
Requirement: After successfully completing Ableism Awareness or The Sound of Nature, defeat at least two Bigeyes, two Deepeyes, and two Evil Eyes.
Unlocks: (b)Blind

Next, I decided to go into the Sunken Shrine to finish this. No real notes! It was strange that I had never encountered Deepeyes nor Ghosts. I made a point to run into both for the sake of the bestiary.
We beat up some Deepeyes and Ghosts. Only Cecil and Locke are alive.
During this stupid trip, I also tried to get the team into a duo state for the Fork Tower quest, and that's why the team looks, y'know, a little on the rough side. I did not end up actually buying the Blind spell.

Title: Quest for Healing
Author: gameenjoyer (2019)
Story: Legend has it that those who are proficient at healing can wield a powerful item that can heal at will.
Requirement: One character must deliver over 1000 points of healed HP in a single battle without themself or any of his allies dying before the battle is over. This healing may occur from either spells or potions. Note that only actual points of healing count.
Unlocks: (e)Healing Staff

Between the duo runs for the Fork Tower quest, I had an opportunity to heal massive amounts by having Lenna and Vivi both at 1 HP.
The party when I swapped between the two duos.
I happened to be near Pravoka so I ran into weak little groups there. Lenna got killed on the first attempt, but the second one worked.
Entering a battle with terrible HP values. Hey, we're all healed up! And there's only one Wolf left.
In this battle, Lenna healed a total of 1185 HP.

Title: The Fork Tower
Author: FreshFeeling (2019)
Story: The Mirage Tower is said to have a link to a tower in another world where the strongest magics have been sealed away from evil forces. Only cooperation between those who have mastered the physical arts and those who have mastered the magical arts are said to be able to access these abilities.
Requirement: "In two separate trips from the entrance to the Mirage Tower up to the teleporter guarded by the Blue Dragon:
  • one party may only access the Fight and Run commands
  • one party may only access the Magic and Run commands
These two parties must be separated such that characters who are alive on one trip are dead throughout the other trip. For example, one might be a duo Knight/Ninja and the other might be a duo White Wizard/Black Wizard."
Unlocks: (b)Flare, (w)Holy

This FF5 reference is one of my favourite cross-game references that I made among the older quests, although it might be a tad on the easy side for such good rewards. Given that its so late in the game, I suppose that doesn't matter. Cecil and Locke went first, with no real issue.
Cecil and Locke duo'd the tower using on Attack and Flee.
Followed by Lenna and Vivi, using only the Magic and Flee commands. It was hard to help myself from using spellcasting items, actually, especially when I wanted to cast Fira and the Mage's Staff was available. It took me three attempts to just avoid accidentally using items!
Lenna and Vivi fighting the Blue Dragon.
With that, we unlocked Holy and Flare! These ones we actually would purchase.

Title: Meltdown
Author: nesplayer (2025)
Requirement: Face a Death Knight and allow it to use Flare. Any party members who can learn (w)Dispel must survive the attack.
Unlocks: (w)Dispel

This is one of the brand new quests. We ran into a Death Knight shortly after the two teams, uh, reconvened in the Flying Fortress. I had been leaving Locke at 1 HP hoping he might be able to help us unlock Protect Cloaks, so he didn't survive the Flare... but Lenna did!
We got Flare'd by this Death Knight!
I did not end up actually buying the Dispel spell.

Title: Dimension V
Story: If your Black Wizard can escape the space station in Dimension V, they should learn how to warp their enemies to an alternate dimension with such wonky gravity that they won't be able to return.
Requirement: After doing class change, access the "window" in Flying Fortress 3F. Either turn your display upside down or use operating system features to flip the display. Exit the Flying Fortress without using Teleport or Exit. The Black Wizard must survive the trip.
Unlocks: (b)Warp

Looking at the window on Flying Fortress 3F.
This was... about as hilarious as I expected. Since I'm playing on PC, I changed my monitor settings to be upside down. This didn't rotate my stream, so I had to set that up separately.
Playing through at least half of the Flying Fortress upside-down. We're near the exit of Flying Fortress 5F, upside-down.
It wasn't too hard to get used to in terms of controls, but conceptually I wasn't used to it. I kept just laughing at how silly it was. The fights were easy, too, and I stuck around long enough to beat several Spirit Nagas for another quest that I didn't end up finishing. I was kind of hoping to run into WarMech, but that didn't happen.
Party stats as we finish Dimension V.

Title: Mechanical Analysis
Author: nesplayer (2025)
Requirement: Talk to the 3 robots in Mirage Tower and each of the two banks of computers in the Flying Fortress.
Unlocks: (a)Diamond Shield

I had gradually been doing these things during the last few quests, and after exiting Dimension V I quickly re-entered the Mirage Tower to talk to the B1 robot that I had skipped.
The computer panels say, "...analyzing TIAmat... no known WEAKNESS..." This was the last robot I needed to talk to for this quest.

Title: The Shield of Perseus
Author: FlamingXP (2025)
Story: Perseus has apparently grown old and taken up residence as one of the sages in Crescent Lake. He can allow you to use the Aegis Shield, but only after a worthiness of its gifts has been shown.
Requirement: Defeat 3 Medusas or Earth Medusas using the (b)Break spell. If a character with (b)Break or a character who can use the Aegis Shield are slain or petrified, start the counter back at 0. After beating 3, report to the Circle of Sages.
Unlocks: (a)Aegis Shield

I had tried to do this in the prior session, and even marked this complete, but it turns out I didn't since Cecil had been petrified. Well, I petrified some Earth Medusae earlier - and just lacked the spell charges to finish because I used Blizzaga so much during the Fork Tower.
I used Break on two Earth Medusae.
When I returned to talk to the final robot, I ran into another group of Medusae. Vivi used Break, and neither Vivi nor Cecil were petrified or dead. So it's actually complete!
Vivi uses Break on another Medusa.

At this point, I was seriously considering whether to rush the endgame or not! There really were not that many quests remaining. I decided I ought to do some shopping, which resulted in me fully filling out everyone's spell lists.
Lenna's full spell list. Vivi's full spell list.

There was one more quest I thought would benefit me that I could get done nice and easily.

Title: Mass Healing
Author: nesplayer & beege_man (2025)
Story: There has to be a more efficient way to heal...
Requirement: Get hit by a dragon's elemental breath weapon, then have a single character use a Potion on all four heroes while the rest of the party does nothing. Then win the fight.
Unlocks: (a)Healing Helm

Another White Dragon uses Icestorm on us... again.
I feel like I've been breathed on by White Dragons a lot in this playthrough. It didn't take long to run into one in the Cavern of Ice, and then the quest was easy from there.

Okay... on to the game's final area!
Entering the portal into the ToFR!
This wasn't quite the end of our questing regardless. There was nothing too unusual at the beginning. We got to encounter Jimera/Rhyos and Purple Worms for the first time. Phantom was easy, but I was a little surprised by the treasures he was guarding.
Phantoms treasures were a Dry Ether and an Elixir. Hey, it's a Purple Worm.

Title: Mass Harming
Authorbeege_man (2025)
Story: There has to be a more efficient way to harm...
Requirement: Encounter a group of at least two Dragon Zombies. Defeat them without using regular attacks, spellcasting items, or any magic spell other than Dia.
Unlocks: (w)Diaja

Using Dia (and nothing else) against a pack of Dragon Zombies.
This was actually really easy. We were absolutely not going to be buying Diaja, but I guess it's nice to be done another quest.
 
Title: Proof of Worthiness
Author: gameenjoyer (2019)
Story: Legend has it that, at some point in the past, a weapon of great power existed that could be wielded by anybody who could prove themselves worthy to wield it. Prove yourself worthy, and you might be its next wielder.
Requirement: Defeat at least 120 of the 128 monsters in the game (note that second version fiends count as unique from first version).
Unlocks: (e)Masamune

While I didn't actually grab the Masamune yet, I quickly perused the bestiary before Lich and realized the only enemies I hadn't met yet were WarMech, Iron Golem, and the five remaining bosses. I was already done this!
The end of the bestiary, which is nearly complete.

Proceeding through the final dungeon, we encountered Lich II. I was sort of surprised at his defenses.
Lich takes 155 damage from a melee attack.
Also, unfortunately, he landed a Warp spell on Cecil early in the fight. I tried to avoid using many resources, figuring he probably only had a couple hundred hit points, like the original. This made it take longer than I'd normally like... but, hey, he didn't use Flare!
Fighting Lich without using a lot of spells. We defeated Lich II.
Later, I checked Lich II's status in the bestiary, and was surprised even further.
Lich II's stats in the bestiary.

I used Cecil's death as an opportunity to try to unlock Protect Cloaks by saving his life with a last-minute heal, but in the course of this I just utterly wasted about 5 or 6 of Lenna's level 5 white magic charges casting Life on him repeatedly. It did not pay off. We also grabbed a Protect Cloak in this interval, but we couldn't use it.
We got a second Protect Cloak.

I ramped up how seriously I was going to take Marilith; I started the fight with Cecil and Locke each using the Defender twice and Giant's Gloves twice. After that we just used standard violence and it didn't feel too dangerous.
Buffing up against Marilith. We defeated Marilith II!
Here is how Marilith II's stats appear in the bestiary:
Marilith II's stats in the bestiary.

We did similar with Kraken, although I realized I could also make use of Haste. Like with Lich II, I was surprised at his defenses, as he was only taking a few hundred damage from most of my melee barrages even after the buffs. Perhaps I didn't stack them enough? We won regardless.
We dealt 325 damage to Kraken. We defeated Kraken II!
Here are Kraken II's stats from the bestiary:
Kraken II's stats as they appear in the bestiary.

When I went down the stairs, I made a beeline for the Masamune.
We got the Masamune!
I decided to put it on Cecil; it really may have been stronger on Locke, but I didn't think about it too hard. It made a difference! Cecil's damage against Tiamat II was radically higher, and Tiamat II went down pretty quickly.
Cecil does 1655 damage to Tiamat II.
It is somewhat surprising that this fight seemed maybe the easiest given Tiamat II's enormous HP glow-up. Check out these stats:
Tiamat II's stats in the bestiary.

Yikes! Well, that did leave me feeling prepared for the final boss.
In the NES version, you actually talk to Garland multiple times, so I thought I'd have another chance to heal up when I interacted with him. I wasn't in bad shape though, so it wasn't a big issue.
What is Garland doing in a place like this?
As you might expect, I started with buffs! I through up tons of Defender/Ruse effects, stacked some offensive buffs on Cecil and Locke, and even put NulAll on Cecil so he would avoid earth- and time-based attacks.
Buffs at the start of battle.
This didn't go amazingly well at first, as Chaos' physical attacks were doing around 300 damage before he used Haste on himself. He actually killed Cecil once in the early going. I had to think about whether I was going to let Lenna revive him in battle or not, because in a few respects I've tried to keep the gameplay close to the original version's features - for example, ignoring the new consumable items. But I said something like, "I guess I'll accept that this is the game I'm playing" and revived Cecil and buffed him up a second time.
Cecil or Locke did 1968 damage to Chaos.
Lenna used a few Protera casts when healing wasn't needed, which I thought might soften the nasty physical attacks. I occasionally had Vivi use Flare, but that was only doing ~450 damage so I mostly decided he was better off using healing itemcasts. Both Cecil and Locke were doing well over a thousand damage with buffed physical attacks. It made me think this game might be quite hard with a pure mage party.
Late in the battle, there was a lot of itemcast heals.

Oh, we still had one more quest we could do!

Title: The Ultimate Trophy
Author: FlamingXP (2025)
Story: What better reward could there be for defeating the final boss than a shiny, new pair of Iron Nunchuks?
Requirement: Defeat Chaos ;)
Unlocks: (e)Iron Nunchaku

We defeated Chaos! This is a little snippet from the ending text crawl.
 
What a wonderful trophy it is!
I was wondering about Chaos' actual buffs in this version. It is clear they were there, but I wasn't counting my damage numbers. It turns out the bestiary offers no help with this:
Chaos' stats in the bestiary.

So, how about this playthrough? It was fun! It was actually like, very fun. It had very few points of actual challenge though. Still, if I'm a person who says I like variant playthroughs and constraints to experience familiar games in new ways, this delivered to an incredible extent. I'd like to extend a big thanks to the GameFAQs Final Fantasy board of past and present for all of the side quests.

Which ones did I not manage to get to?
The list of unfinished quests. There are just 9 of them.
  • Bringer of Fear was just too hard to count, even though I bet I finished it by accident. If the prize - the Fear spell - were better I might have cared more.
  • Protect the Weak is one that I may have done incidentally and not realized it or recorded it. Toward the end, I made a conscious effort to get it done a few times and it just really didn't work out. The prize was Protect Cloak.
  • Sight Unseeing was added right at the end, and while I love the idea, I wanted to get things finished that night when I played and I had no idea how long it would take. The prize was Invisira/INV2, which is actually really good (certainly better than Stona). If someone really wanted me to do it, I could still try.
  • Witness the Cure was added at the end. It seems that they swapped the Rakshasa/Catman's spell list so they use Curaja instead of Cure, so it may actually be impossible exactly as written. The prize was Curaga.
  • The Time Mage Sequence, it turns out, is impossible in Pixel Remaster even though it can be done in all prior versions. This is because the Evil Eye can only be found in the Cavern of Ice once. Too bad. The prize was the Stop spell, which is very unimportant.
  • High Wizardry was just casting a whole bunch of black magic spells. The prize was the Wizard Staff, which really doesn't matter at all. It wouldn't be hard at all to finish, just a bit time consuming and I'm unlikely to make use of its reward.
  • White Robe at the Bazaar is a weird one. I beat all of the required Spirit Nagas and Chimera, and just needed to defeat 5 more Crocodiles... but with their general rarity heightened by the changes to the mapping of encounters for river enemies, it was going to become a hassle. The White Robe is a good item, but Lenna was using the Diamond Bracelet at the end anyway, so it didn't matter too much.
  • Diamond Legacy is a relatively recent quest where part of it was quite specific about visiting the lake above the waterfall. That is impossible in Pixel Remaster, so it's marked abandoned. The prize was intended to be Diamond Gloves, which are more-or-less never useful.
  • Finally, Hard to Forge Adamant was my ticket to Excalibur! The only part I was missing was WarMech. As I said toward the end, as much as I would've liked to fight WarMech - and I did spend some time looking - I didn't want to go all in on that because it could've been 5 minutes or it could've been an hour.

It's hard to say which quests were "good" and "bad". Quests of the style, "go to place and kill [x]" or "kill [n] of [x]" were absolutely the most boring, but that doesn't make them bad. The solo quests were interesting, but cumbersome to set up. I liked the idea of quests that forced different party members into the lead. I am just glad they were somewhat varied. As stated above, it was fun overall.

It's also worth a note that this was my first playthrough on the Pixel Remaster version of this game. It's strange what they did for this release. It's very, very inauthentic to the original versions... but it's a heck of a lot better than Dawn of Souls in terms of difficulty and balance. I do like this version, but I think Final Fantasy Origins remains the version of Final Fantasy I'd recommend to someone who wants an authentic experience but with better visuals and a touch of QoL.

The team was fine, and certainly the best makeup with the nature of this "challenge". I played almost the entire game with 0.5x experience and still had levels well beyond what any casual player would need to beat the game. It was bound to happen given the number of extra trips and enemies I had to beat for quests, so I can't really comment on the changes to the experience curve.
Final stats, with levels ranging from 43 to 45.
Anyway... this was fun!

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