Welcome back to my Four Job Fiesta, where I have quite a long update because I took a lot of screenshots. Today I get my fourth and final job too! As ever, this run is dedicated to the Child’s Play organisation, which receives $15 if I succeed, $30 if I fail, and $10 for each bonus boss I beat. Since I’m playing the Advance version of this game, I’ve decided to go into the added bonus content, and I’ll also be attempting to beat the upgraded versions of Omega and Shinryu and Enuo, each providing another $10 for Child’s Play.
God help me.
But please consider donating to them yourself!
Today’s update begins with an immediate need for an upgrade to the airship we just got because we can’t fly directly to the fortress in the sky – the Ronkan Ruins, where the Earth Crystal is, necessitating picking up some adamantite from the meteor from the beginning of the game. And a tortoise doesn’t like that very much. The Adamantoise isn’t a huge deal though. He does hit very hard, but it’s nothing I can’t outheal, and he’s weak to Ice, so Spellblade makes him easy prey. I do love filler bosses. With that taken care of, it’s on to the Ronkan Ruins themselves, which are, for some reason a) flying and b) guarded by big badass cannons.
Frankly the cannons are only really a threat if they come in a mixture of Rocket Launchers (whose only attack takes you down to 1/4 of your health) and the above Flame Throwers whose… Flame Thrower… attack isn’t overly damaging. They’re all weak to lightning though, and my Ninjas have a stupid amount of scrolls to throw.
The Soul Cannon is slightly more threatening, and is another potential roadblock. Because I have scrolls to throw at it as well as Thundara Spellblade and White Magic, I can very easily beat it in a damage race though. The Soul Cannon’s gimmick is charging up for about 10 seconds then firing its Beam Cannon. At this stage of the game, it’ll do about half your health and inflict Sap. Always fun. Without reliable ways of exploiting its lightning damage or recovering from its assault, the Soul Cannon can be a considerable problem for Fiesta participants, but one who is still defeatable – I saw one participant exploit the Bard’s Hide ability to dodge the attack since it’s so well-telegraphed and pop out to attack afterwards before hiding again. Clever. The Fiesta really does force creativity sometimes.
The Ronkan Ruins mark another step up in difficulty for the game as a whole, but my scroll-spamming is a major help here. The Ra Mages will cast second-tier spells against you, Ronkan Knights tank your attacks well, Enchanted Fans spam White Wind to heal their groups and Aera against you, Lamias inflict status ailments on you, or will just kill you in one hit with 1000 Needles and then there’s the Hydra and the Ghidra…
These two enemies from the bottom floors of the ruins can really ruin your day (Eh? Ehhhhh? 😉 ) with their powerful Lightning spells, Poison Breath and absorption of elements – especially the Ghidra. They can also take one hell of a beating. I exploited their vulnerability to Confuse and Silence to take them down, though I forgot that the Ghidra is undead, so I could’ve killed it in one hit with the Raise spell. Whatever.
That brings us neatly to the boss, Archeoaevis. He is a dick, with quite high physical defence and four forms. Not that the game actually tells you when he’s going through each form. His physical attacks are mildly painful. Fortunately each of my frontliners has something that gives them a fair chance of dodging (Shields, the Main Gauche, Elven Mantles). He can also confuse characters, so it’s a good thing I have the Esuna spell. Archeoaevis spends most of his time casting Blaze, which of course, inflicts Sap. Again. Yes, this is a trend with bosses. The “gimmick” with the boss is that he uses Wall Change to switch his elemental weaknesses up. He didn’t do this at all during my battle with him. Meaning he stayed without weakness for the entire thing. Cheater. Speaking of which!
I lied when I said he had four forms. The fifth form is where he starts casting the nasty Maelstrom spell, knocking the party down to single digits. Cura spam is my solution. Bartz and Faris do nothing but cast Cura from here while Lenna and Galuf do the heavy lifting. This makes sure that when he does cast Maelstrom, our recovery is quick enough that he can’t take advantage of it and knock anyone out.
Despite the whole killing the boss thing, the Earth Crystal still gets broken for some reason, releasing the seal on Exdeath. Oops. At least Galuf gets his memory back!
Yes, he does this by throwing a question mark above his head away. I love this game. Oh, and then the ruins explode.
But nobody is here for the plot, because now I have my fourth job. The Earth Crystal jobs are a little bland in my opinion. Chemist is certainly overpowered if you know what you’re doing, but it’s not a class I enjoy. Samurai and Dragoon are quite fun to mess around with, but fairly basic. Samurai dodges and throws money at people, Dragoon jumps out of the way of things. They’re good, but not flashy. I didn’t get any of those.
My final job is the Dancer, probably the least powerful of this bunch, and certainly the most flimsy. Dancer doesn’t have much defence or good equipment options. There are two big gimmicks here – the ability to equip the Ribbon headgear, protecting against nearly all status, while also providing a nice all-round stat buff and the Dance command. This has a 25% chance of confusing an enemy, 25% chance of draining HP, 25% chance of draining MP and 25% of doing 4x normal damage. A bit too random for my liking to be honest. Offensive equipment is also limited to knives, which are rather weak, and only do full damage from the front row (same with Dance), so I can’t stick the Dancer in back for protection without sacrificing damage output.
I can still definitely beat the game with this setup, it’s just going to take slightly more strategy now. Which is a good thing in all honesty. Anyway, now that I have all four jobs for my four characters-
Oh, right. Galuf leaves for now. Umm…
Well, no matter. I go to Jachol Cave again to do a little ABP grinding. Bartz becomes my Dancer for now, Lenna goes Ninja and Faris is a Mystic Knight. All eventually get White Magic as their secondary, and believe me, that’s necessary.
That’s the post-grind. Now then, the party wants to go find Galuf, so getting to his world requires… something with the adamantite and the meteors I dunno it isn’t explained very well. This requires three filler bosses! One of which causes my first party wipe, so I end up fighting them all twice. I forgot to save before each, yes.
The Purobolos are first, and are easily dispatched by throwing two scrolls at them. Their gimmick is that upon dying, each Purobolo will cast Arise, which revives all the dead ones. However, killing them all at once means they all cast Arise while still technically alive? I don’t really get how it works, but it means they fail. If you can’t kill them all at once though, they only have enough MP to cast Arise once each and have about 2000 HP, so it’s still not too hard a fight. Unless they blow up on you while they have high health. They didn’t though, so meh.
Titan is slightly more problematic. He hits HARD and has adequate defence. The biggest threat is his Earth Shaker ability, which he’s using in that third screenshot. It damn near kills my whole party, so Cura spam is a must. Apparently I could’ve really trivialised Titan by going back to the North Mountain and Confusing a Gaelicat, so that it would cast Float on my party, nullifying Earth Shaker. Oh well. Titan’s big dick move is that he casts Earth Shaker when he dies as well, so if you kill him with less than full health, you’re gambling. It took out Bartz both times I did this fight. At least after the fight, Titan is nice enough to submit to our will and let us summon him… But I have no Summoner.
The Manticore is the last of the three filler bosses and he is a complete tool. Titan but with more options and no way of trivialising him with a Float spell. The Manticore will attack physically, but he’s more likely to use Aqua Breath, which is exceptionally painful and Frost, which isn’t quite as bad, but inflicts Sap.
I do manage to come out on top the second time around, but only through patience and Cura spam. You may be noticing patterns in my boss strategies and Square’s techniques for making bosses painful. But with that, all three meteorites are cleared and it’s off to Galuf’s world.
I took this for two reasons. Firstly to show off Sword Dance, which is the Dancer’s best way of dealing damage without a subcommand and to show the Pao. When you land on Galuf’s world, you land on an island you can’t move from. Progressing the story requires using a Tent. These Paos, the only enemy you’ll find here will always drop Tents. Game design! I could farm these for a while, but that feels unnecessary. I didn’t cap it, but I actually had Dancer Bartz beat the Abductor you’re supposed to lose to here. He confused him with Tempting Tango and then drained the life out of him. See, Dancers are awesome. Sometimes. But the plot intervenes and makes me open a chest full of knockout gas instead so I can get captured, meaning it’s Galuf to the rescue!
I probably should’ve given Galuf both Moonring Blades as soon as he found the party’s equipment and stuck him in back, but it really wasn’t necessary, especially since he had White Magic as his secondary. This came in handy against everybody’s favourite FFV character.
Gilgamesh! Galuf set up Protect on himself, watched Gilgamesh bounce off him and beat him for a while until Gilgamesh declared that he was letting me go this time. Gilgamesh is a great example of this game’s silliness and he only gets better. I love him. After that, Galuf gets the party out and I swap around the jobs a bit to let everyone get some experience in a class they either haven’t used yet. Bartz is a Ninja for now, Galuf goes back to White Mage, Faris starts getting Dancer experience, leaving Lenna in Mystic Knight.
And that’s it for now! Next time is my favourite part of the game – The Clash on the Big Bridge! Stay tuned!