[personal profile] sirsystemerror

Stat check. 56HP. Umm...may need to go level that soon. 5 strength, 5 defense, and 4 agility. Not a very productive world of sky, but it is a very short one. Still, I moved onto the tower anyway.


This is an obnoxious-to-reach item (the clouds keep swirling you around), but worth it. It's effectively a Blood Sword type weapon, draining HP out of enemies and HP out of you if you target undead. Not the most useful weapon, especially when Kyra can just demolish groups, but it's handy on a few bosses.


Nasty enemy group right here. This was actually Kyra's first death. Armor actually came in handy here on repeat appearances of it to reduce the oncoming physical damage.


Kyra was able to pick up a P-Sword in the castle after fixing the flooded/dried-out worlds. The strongest magical weapon she can swing. She proceeded not to use it ever because other options were superior.


Heh, got a problem here. The Atom Ants attacking Sayaka are immune to Fire. Kyra reset, swapped to a Stone book and petrified them.


Really not too much to this world up to the Power Plant, aside from Ice Crabs being the first of their kind where the Wands did work. Speaking of, that's where I ran out of Wand uses. I decided to switch Kyra over to Stone Books at this point.


Machine is immune to the status, unlike in FFL2 and 3/256 chances in FF1, but Vampic worked well on it. Kyra handled her offense and her defense in one neat package with that weapon. I stocked up on some more Stone books before heading into the Skyscraper...


Um, oops? Buruburu and Stonemen are immune to petrification. The latter Kyra could at least Ice, but she had to run from the former. I wished for something a bit different to Ice...and got my wish granted when it was replaced with Forseen. I reset at that. That aside, Stone handled the entire dungeon and tower romp ahead, instantly killing enemies.


Suzaku was, as usual, useless. Armor made sure his Beaks were bug bites that Vampic could recover, and Kyra was immune to Blind and Flame.


Stat checkup. Not counting how much I gained this time due to general laziness.


xFire showed up for the first time in the fourth section of the tower, ugh. Reset that pretty quick. But then Heal appeared in that slot instead. This is a really nice ability that I decided to keep; essentially a Cure spell!


The Glass Sword and a Flare Book were two fine pickups in the tower. I also grabbed the Nukebomb, as it has a use.


Unfortunately, I ended up losing the Armor ability in my rush. The good news is, it's at least not too big a concern at this point. The bad news is, Burning is pretty useless. You actually need to be hit/hurt for it to trigger, and it doesn't work on enemies that resist fire. At this stage of the game, Kyra could just blow enemies away with Stone, and most of those that she didn't she had better options for damaging anyway.


Ashura was a huge problem. He could easily one-two Kyra. Revenge came into play here, able to dish out twice as much damage as he dealt with 3Heads and 6Arms. Still, the low HP was killing me. The only way around it was to Door back to the first floor and gain some stats.


So I went ahead and did that. I lost Power in the process, though regained Armor. P-Blast certainly would've been helpful earlier in the game: it's weak, but it hits all targets in the battle.


Because of the screwy semifixed RNG, I had a perfect strategy for Ashura. The play-by-play.
1) Ashura 3Heads, 429. Kyra Revenge, 858
2) Ashura Flare, 287. Kyra Heal, heals 305. (311)
3) Kyra Heal, heals 297. Ashura Blind, no effect
4) Ashura 6Arms, 429 Kyra Revenge, 858
5) Kyra Flare, 367. Ashura is dead!


The Sun Sword was again the weapon of choice for the true tower, slaughtering the revived Ssu-Ling instantly. Hey, it's their fault for being undead. The other strategy was to Flare away while they did nothing in harmful in particular. The trip up the true tower was quiet because of this, though I did have to make several trips.


In addition to the legendary Arthur Armor (which boosted defense by so much, I actually needed to unequip Kyra so she could continue gaining natural defense), this nameless Shoe (Kong Ming's Shoes in the Japanese version) boosts Mana by 10. This can be used to exceed 99. Note that if Kyra triggered any Mana gains while wearing it, her overall Mana would drop.


Here's the two possible final setups. Kyra had 31 defense without equipment, for the record Because of Heal, Vampic isn't necessary - it was just there for no good reason. Again, her stats are actually 109 here. While it would have an expected effect on Glass Sword, making it do 10 more damage, Flare behaved...oddly. It always did around 380 damage when I had the 109 Mana setup. Nice and consistent, but ew. Band is there to protect against Light and Repent. Why the Nukebomb?


Creator fully recovers all his health at low HP. I'm not exactly sure how much: I suspect around 500 remaining of however much HP he has (4867-4896). This, along with some damage manipulation, can skip things in the worst case scenario, if turn order doesn't work.


I fight him with the Glass Sword first.

Kyra 424, Creator nothing, 424 total damage
Kyra 517, Creator nothing, 941 total damage
Kyra 516, Creator Light, 1457 total damage
Kyra 505, Creator Light, 1962 total damage
Kyra 384, Creator 112, 2346 total damage
Kyra 589, Creator 125, 2935 total damage
Kyra 443, Creator 238, 3378 total damage
Kyra 513, Creator Repent, 3891 total damage
Kyra 472, Creator 287, 4363 total damage
Kyra 533, Creator defeated, 4896 total damage.

That lined up really nicely with her moving first every turn. I checked, and that was below the threshold to heal. Wonder why he didn't recover immediately?


And here's the magic fight.

Flare 381, Creator nothing, 381
Flare 383, Creator nothing, 764
Flare 383, Creator nothing, 1147
Flare 383, Creator Light, 1530
Flare 380, Creator Light, 1913
Flare 385, Creator 105, 2298
Flare 381, Creator 121, 2679
Flare 383, Creator 238, 3062
Flare 382, Creator 246, 3434
Heal 339, Creator Repent
Heal 358, Creator Repent
Flare 384, Creator 287, 3828
Flare 384, Creator Repent, 4212
P-Blast 230, Creator 298, 4442
Nukebomb 594, Creator defeated, 5036

Kyra had to heal there, because she was at too low HP.


Then...ummm. Okay, this is just typical FFL. What an appropriate way to close out. He only took 4896 damage in the physical fight, yet died. By testing around after this, I found he would recover if I used Flare on the second-to-last turn (380, 4592 damage taken). Okay. But so then he definitely has more HP than what he had in the physical fight, as he recovered after 4363 taken, and died after 4896! Another Flare would be 4976 damage taken, but he didn't die from there, either.

It gets even weirder: sometimes with repetition, he uses Repent instead of Flare as Kyra hits him for 472. He then subsequently survives the 533, uses Flare on the next turn for 287, then the next hit finishes him off with a 547 damage hit. Even weirder, P-Blast (206) and Flare (367) from here kills him. What's going on here? Wonder what's causing this? Did he somehow hit himself with Flare? Who can say? Don't believe me? I recorded it. The only possibility is that it's Repent's doing. But then by how much does it heal him, and how much HP does Creator really have?


Who knows? Actually I know now: he can start with different amounts of HP, just off from his max. But he's dead twice over. All three solo class challenges in FFL completed.

The guide on GameFAQs touted this as terrifying in the endgame, and highly recommended taking advantage of the Gameboy Advance's fixed RNG after reloading to max out your stats ASAP. It wasn't as bad as I was expecting from that. Thanks for reading.

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sirsystemerror

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