FFT: Dancing, Teleporting and Stealing Gaffgarion’s Blood Sword at Golgollada Gallows
Just shows you why Chapter 2 is the best. No vicious save trap from chapter 3, and even the cloths break the dancer who gets plus 50% evasion (I got dragonheart to react with reraise to pop back up). If you ever have a monk or brawler, it does help improve squire's fundaments and steal (300 JP aurablast is pointless as it is rewarding to go all in for 600 JP earth slash/shockwave that has far more range, and throw stone at a squire's 90 JP is better for its cost).
A challenging battle rematch vs Gaffgarion at these execution grounds that are a trap (with great dialogue that is skipped if you win too fast though you can't save mid-battle as it is old, but you can skip pre/post battle cutscenes). The bloodstring harp and blood sword (had to save scum so I edited) let you drain health (equip swords ninja is crazy and why that shadowblade hack is kinda pointless for Gaffgarion’s last battle; he is a great character).
I recommend making a save at the last battle of every chapter to enhance replay value without backtracking for the same entry jobs and chapter 1 difficulty spike or 4 having no difficulty as the equipment and special characters are too strong that the bosses don’t even get a turn.
The other dances are 50% successful and may hit enemies you don’t care about (like the time mages who solely annoy, and the health at this stage is low enough for mincing minuet to be killer). Dancer 💃 is a female exclusive debuffing class needing a level 5 geomancer and level 5 dragoon (male version is bard buffs with level 5 orator/summoner).
She lets you reliably get JP once you have a chemistry set going, and shirahadori reaction can block enemies despite charge moves having her sit still. A battle mode can be quickly made in chapter 3 with the cloths, parry and equip shield for higher evasion. Do not bother with 5000 jp fly.
I think the bard is kinda worse (if not going for 3 tile range bloodstringed harp to drain) as they are helpless vs debuffs, bad luck being the only one a support spell buffs, and dead characters though you could use a mime and big damage dealer with both for a funny support team (bloodstringed harp 3 panels away drains life which may help, especially with arcane strength buff from black mage, but lacks the dancer's cloth evasion from chapter 3).
Teleport is pretty crazy (also cheaper than ignore elevation and fly though it failing like 18:04 when going past normal move range isn't a big deal) with archers and white magic rather than straight up cheese tactics (I didn’t use jump, auto potion, mana shield/manafont nor equip heavy armor on monks, who can only have females equip hair adornments for headgear).
It is sad how Agrias starts off level 12 and has only 5 physical attack though she does get a random ability (I lucked out with hallowed bolt in this playthrough) upon permanently joining. You can grind to fix this though basic jobs are more fun and earlier accessed than the end of chapter 2. It is also a surprise that the white mage is the fastest one in the game (see whose speed goes down when class changing).
0:00 Setup (6 move, brawler and placement helps optimize your steal weapon chances).
1:49 Stole Blood Sword (it is worth redoing the battle a dozen times).
2:24 Oh Crap!? Gaffgarion’s Kung Fu is stronger than mine.
4:45 Mincing Minuet (light flashing) consistently chips away HP every few turns.
6:15 Teleport and 10 MP raise are a dangerous mix.
9:22 HP Chip strategy helps weaker characters like Mustadio once they get within range.
13:08 Mustadio’s green beret gets broken (its speed plus 1 gives him plus 1% snipe accuracy)
16:02 Throw is based on movement (6 panels for both).
18:04 Teleport fails.
18:25 Gaffgarion defeated (retreats) with tons of pointless resolves.
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