FFT - Level 1 Random Reclass MBO - Part 19: Bethla Garrison II

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The second part of Bethla Garrison, and unlike the first it's the same regardless of whether the player went south or north earlier. The height disadvantage is probably the most enormous in the whole game, giving the enemy Archers effectively unlimited range until we climb all the way up, but the most important characteristic is the unique map objective - you need to end Ramza's turn on (for some reason, I misremembered it as being "Ramza on one switch and one other character on the other") the two squares to activate the sluice and end the map.

Though it's actually not necessary to hurt any enemies as long as we drive the Knights away from the switches (going solo Ramza makes them leave the switches when prompted, but a lv. 1 Knight Ramza won't be doing much in this challenge run), this is easier said than done with our restrictions. Since the Knights take time to crystallise, it's a good idea to just remove the rest of the enemies from the field so that they don't get in the way later.

The RNG I got for this fight was:

15 Ramza - Knight
13 Crono - Monk
13 Lenneth - Priest
14 Mitsuru - Geomancer
13 Ryu - Archer

I knew right from the start that Chantage (definite article apparently not necessary prior to 'Chantage' because you can get several in this game...) would be going to one girl, and I decided on the Geomancer rather than Priest due to her potential to stack PA better, but the main reason was probably Priest's decent offence with magic (by no means anything hot however).

I honestly don't know what a struggle this would've been without Chantage. This accessory enabled Mitsuru to climb one side all on her lonesome, not needing any input or support, letting me lead an army of four against those ludicrously bulky, evasive and deadly Knights. Hurting these dudes is hard with attacks often missing, and a single swing of the sword is borderline OHKO against lv. 1 hit points. I activated Equip Armour on the Monk (Crono) just so that he could take a swing and support the team more effectively.

I tried to employ Weapon Break to try to cripple the Knights' offence. It only worked on one of them though, and he could still easily pick off weakened characters and just go and 2HKO the Priest, so some reviving and healing with Hi/X-Potions was a necessity. I couldn't break the other's Knight sword at all, but he made it easier for me to guide him to his end by hiding underwater where I could slowly chip on him with my Archer.

Mitsuru was supposed to solo all the enemies on the west side of the fortress, so she went in barehanded with Martial Arts and Squire's skillset for Accumulate. The idea is that PA matters the most to barehanded attacks (though it matters a good deal for nearly all weapon types in this game) so by repeatedly using Accumulate (and dying, just to be revived by Chantage) she eventually reaches such a level of offence where she can... just 2HKO some enemies, barely, but it's still good enough and just what I needed.

Unlike Mitsuru, the others could well crystallise if left unattended, so that's the main reason why I try to get every foe killed. Otherwise, Knights critical for 286 damage and Archers connect 20-30% accurate attacks (and I guess they will do just that after time).

Orlandu joins the party after the map with his broken ass weapon and class. He's level 1, too. Technically, the RNG could give me a class compatible with swords, making him highly useful, even overpowered, but I'd prefer to continue using the party of five that I've been raising and just not bother with Orlandu at all. He gets fired, though I do keep Excalibur and the other goodies. Might come in handy in a certain RN scenario.







Tags:
fft
final fantasy tactics
ps1
llg
low level game
level 1 challenge
challenge
moogleboss
random reclass
mbo
mandatory battles only



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