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TFCCQuestMedley

A Quest Medley map

Tackle Quests you find upon Chaos Maps, and conquer bosses in tower and caves to earn Crystal shards and unlock party members!

Main Menu description

Quest Medley is a mode introduced in the iOS version of Theatrhythm Final Fantasy and reappeared in the sequel, Theatrhythm Final Fantasy Curtain Call. The successor to Dark Notes, Quest Medleys are randomly generated "quests" where one guides their party through a map to defeat enemies and bosses. There are four classes of Quest Medleys: Short, Medium, Long, and Inherited. They are the main source of the Crystal shards used to unlock characters.

Each class of Medley is unlocked by completing a single one of the next-longest class (e.g. completing one's first Medium-length Medley opens up Long Quest Medleys). Further Medleys are generated by clearing ones of the same class.

Players can attach them to their ProfiCards to share with other players.

Structure[]

Chaos Maps use the Crystal's power to find locations where Chaos power pools. Conquer the bosses which are the source of the Chaos power.

Quest Medley menu description

Every Quest Medley, regardless of length, includes an overworld sequence and a final dungeon, both involving Battle Music Sequences and Field Music Sequences. The Field Music Sequences for the overworld section all use songs that take place outdoors (such as a game's overworld or chocobo theme). In dungeons, songs that take place in caves or indoors (e.g. the Palace background) are used depending on whether or not the dungeon is a cavern or a tower. There will be at least one fork in the path, with different quest elements down each path (for example, a choice between an Aetheryte or a Key). Although there is no backtracking, a quest can be repeated.

HP is not automatically regained during a quest, and curative items will not automatically be used if equipped; the player must manually do so from the map with the Use Item button. Curative abilities still function as normal. If the party loses all HP, they automatically fail in the quest and must either restart from the beginning or the last Aetheryte.

Each song completed adds one in-game "day" to the quest. Each day adds an EXP bonus, for a maximum of twice the EXP (20 days). The day count can be increased by using a Tent.

Types[]

A Chaos Map's level indicates difficulty, while the rarity icon shows the value of its rewards and dropped items. Use both to gauge the relative value of the map.

Quest description

You can explore the Chaos Maps you get from other player's ProfiCards. The maps inherit the data which other players who carried them unlocked.

Inherited Quest description

There are four different types of Quests:

  • Short Quest Medleys involve a small number of songs and have one boss at the very end.
  • Medium Quest Medleys have a greater number of songs and two bosses.
  • Long Quest Medleys have a large number of songs and three bosses.
  • Inherited Quest Medleys are obtained from other players through StreetPass or online play, and can be of Short, Medium, or Long length.

Quests are also categorized as Normal (N), Rare (R), or Premium (P). This indicates the rarity of the loot dropped or found.

Gameplay elements[]

Certain songs in the quest may have special elements or rewards, indicated with an icon over the song on the map screen.

  • Aetherytes function as Save points. If the player fails, they will restart from this point. There is usually an Aetheryte in the final dungeon.
  • Keys appear are available from some songs on the map and come in four colors: Fire, Thunder, Crystal, and Dark. Each color corresponds to a certain gate.
  • Fat Chocobo appears at the end of some FMS.
  • Gates bar certain paths. They can be unlocked by a key of the same color as the quest's aura. Even if the quest is failed, an unlocked Gate remains opened. Gate also remain unlocked if the player replays the quest.
  • Ex Bosses appear on Medium-length quests or longer. They drop rare items if defeated.
  • Airships: In Medium and Long quests, some paths lead to a seeming dead end with an airship icon and FMS. Playing it will skip over much of the map and drop the party near the Final Dungeon. Airships can also be called by the player using Airship Tickets, which can be used anywhere on the map and replace the next stage with an airship FMS. They cannot be used in the final dungeon.
    • First Class Tickets: Skips directly to the final dungeon. They can be purchased with 3DS coins.
    • Economy Class Tickets: Moves the player to a random point on the map. Dropped by enemies in a BMS.

Naming[]

Each Chaos Map has a unique name. The name does not appear to have any bearing on the content of the Quest Medley, with one very specific exception. Rare premium Chaos Maps, denoted by a golden "P", always have a name of the form "A nostalgic trip into a _____ fantasy." Such maps have one of four possible levels (25/50/75/99), and have specific traits depending on what word occupies the space in the name:

Bosses[]

Quest Medleys consist of anywhere from one to three bosses, with the last being the final boss.

On the selection screen, the silhouette of the boss(es) are shown when the player scrolls through available quests and are filled in after completion. The selection screen also shows what three items each boss may carry as well as the reward for defeating them; the three items can be singular Crystal shards or uncommon items, whereas the reward is often anywhere between two and six Crystal shards of a specific color. Although quests can be repeated, the main reward from defeating a boss can only be won once.

The bosses usually appear earlier than normal in a BMS, sometimes as early as the second enemy.

Musical themes[]

The background music of the Overworld is an arrangement of the "Main Theme of Final Fantasy VII". The final dungeon is either "The Crystal Tower" (Final Fantasy III) if the dungeon is a tower, or "Into the Darkness", the dungeon theme from the soundtrack of Final Fantasy IV. When a Medley is completed successfully, "Return of the Warrior" (Final Fantasy III) plays; when failed, an ironic arrangement of the series' Victory theme.

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