FFTA Speed Run Part ⑨: Hidden Vein, To Ambervale & Over The Hill (BOSS: Ritz)

Channel:
Subscribers:
6,660
Published on ● Video Link: https://www.youtube.com/watch?v=bXKNUJDvvms



Duration: 4:39
1,966 views
12


It took a bit longer to finish this segment because of the nature of the last two missions shown here. However, it wasn't the hardest part, nor the most luck-reliant.

In Hidden Vein, this team fights together for the last time. As you can see here, Fighter and Gladiator can't hurt the enemy at all, Marche fails to instakill a Moogle with Holy Blade in spite of the intense 15 minutes of grinding during the last segment, and Assassin together with Bishop essentially do the mission alone.

I didn't use Chroma Key here, because you'll spend too much time running in both direction to reach all the enemies. That, and the Blue Mage is immune to sleep.

This was the only part of three to require as many resets as it has become typical for this playthrough. The fact that you often get killed before it's your turn is annoying. The Bishop is especially fragile.

I got a yellow card for breaking the Copycat law but it's no big deal.

I got a Masamune here and later a Gastra Bow. Sorry for saying that it happened in the previous segment, because it really happened here. I did a lot of missions on the same day so I got it all mixed up.

I didn't need to rerecord To Ambervale many times, but I was forced to open state as early as the time when I placed the symbol on the map because I wanted to get a good item from the mission. I wanted either Orichalcum or Masamune, so what I did each time was 1) open state, 2) do everything quickly until the mission starts, 3) save state, 4) do the mission exploiting save states to see if the weapon offered is worth going for, 5) if not, return to 1 and repeat until you succeed.

Once I saw an Orichalcum offered, I beat the mission tightly on the first recording (but not on the first attempt).

Fighter and Gladiator have been fired. Better fighters will be hired for the final battles. Marche waits because he can't reach the enemies before the battle should end.

Assassin must kill the panther on the opening turn; if not, reset. When it's the moogle's turn, Chroma Gem must be cast. Red Spring is not as good because some enemies have great resistance to instant death and petrification, so sleep is necessary not to make the chances so faint.

Once again, Assassin and Bishop save the day.

In the next mission, killing Ritz ends the mission. However, this is hard to achieve in a speed run because various enemies block the path to her both early into the battle and once she has revealed herself.

I gave the Assassin the recently acquired Gastra Bow and turned Marche into an Archer, giving him a Perseus Bow (I didn't have anything better...).

In a nutshell, none of the two units can reach Ritz on their first turn so they just move in waiting for her to move closer. The Viera has a 50% chance of connecting a normal ranged physical attack, whereas Marche should perform a long-ranged Beatdown. Experience has shown that Ritz is not likely to be reachable on the second turn, so Archer Marche is preferable to Pally Marche with an Excalibur/Thief Marche wielding an Orichalcum.

Surprisingly, once I managed to get another Masamune as the mission award, I had a perfect run on the first attempt.

Overall, this seems like a very short, quick segment.

FINAL BOSSES NEXT.







Tags:
final
fantasy
tactics
advance
gba
ffta
speed
run
speedrun
rpg
game
boy
marche
montblanc
moogleboss
fighter
gladiator
black
mage
assassin
gadgeteer
bishop
petrify
break
materite
now
exclamation
mark
viera
summoner
white
red
elementalist
sniper
hidden
vein
to
ambervale
ritz
shara
over
the
hill



Other Statistics

Final Fantasy Tactics Advance Statistics For MoogleBoss

Currently, MoogleBoss has 831,209 views for Final Fantasy Tactics Advance across 90 videos. His channel currently has around 10 hours worth of content for Final Fantasy Tactics Advance, or 4.11% of the total watchable video on MoogleBoss's YouTube channel.