FFZZ 1.5 [TH/RM/WM/BM] Part I

This is a demonstration of version 1.5 of a difficulty hack of Final Fantasy 1 called FFZZ, and one that is actually well-balanced at that and not at all grossly unfair, unlike certain other hacks. It's been in the works for 7 years with various betas, etc., and this is the final release. I wrote "maybe" at the time, and it indeed turns out it was not the final version. Check it out and whatnot.
Note that all the stuff in this is only applicable to this version. 1.6 changes a bunch of things.

Part because I feel like it and partially to show things off at RB, I went with TH/RM/WM/BM. Hey, no one uses Thieves in vanilla, and this hack actually makes them good. Meanwhile, the changes to the other two fighting classes is mostly balance and equipment, whereas the mages have a lot to talk about in how they were switched up.
Naming scheme? Before coming to Realms Beyond formally, I heard of three people who were primary contributors to this. We need a fourth though, so I suppose crazy Plus C - who had embarked on a Solo, Low Level, Nudist challenge in FF5 at the time - is going to be our fourth man.

Weapons and armor aren't much to speak about at this point. But now let's look at our magic options. They've been switched considerably in this hack, and RM in particular has a lot less options - especially as a RM. The White stuff is mostly self-explanatory. I'd say LOCK (which is now white) actually works, but there's presently a bug that makes it do damage instead of its intended effect. So I guess you can say it really, really works.
Black Magic...FIRE and LIT are now multi-target. RUN! does what it says on the tin. DART is an interesting one - it does single-target damage of the Time element, and is 2.5 times as powerful as FIRE or LIT.
Right now with limited funds, the only spell I get is FIRE for Plus C. Some monster-slaughter later (made easy by the fact that said spell destroys most encounters at this point), he'd add LIT and DART to his arsenal. Sullla would get CURE, HARM, and LOCK. (T)-Hawk is, I would say trickier, but isn't really. Right now, his options are CURE, FOG, FIRE, and LIT. After class change, he can access LOCK, DART, and RUN! as well. While getting the one spell Sulla doesn't bring is tempting, FOG simply increases Absorb by 10 on a single target.

In gathering the funds for this all, everyone hits...almost level 4, and I decide to push them the rest of the way before heading out. Only thing worth talking about: Gr.IMPs now inflict Dark on their attacks. Also note that you can now buy in bulk at shops.


Garland now has AI. The most notable of which is MUTE, which forces us to press on with physical attacks. Still, with DART having done its job of doing high damage on single targets (even given his resistance to the element), this is no big deal.

Hmmm...there's something different about this, but I can't put my finger on it...


Off to Pravoka, and I don't bother stopping by Matoya's Cave along the way. For now, Sulla gets HEAL and SLEP, and Plus gets ICE. I pick up that middle spell for a very specific reason...

Even in vanilla, these guys are vulnerable. Black could've had an easier time with this spell, and much easier if not for the fact that the status is bugged in vanilla and enemies wake up on their next turn. But this hack also has said spell (which is now White magic) inflict darkness. They hit Plus pretty hard and put him to sleep, and due to their high magic defense, the black magic casters were simply chipping away, but we won out in the end.
What about our equipment and the rest of the magic? TMPR actually works in this hack, but it's RW only as far as T-Hawk is concerned. Speaking of, HEAL is now usable by RW, and though irrelevant for us, KN. MOVE cures Stun and Sleep, MUTE, CONF, and SLOW act much as you'd expect.

The seas...are highly dangeous now. PIRATES are now there, and are still pretty buffed in the magic defense deparatment. You can see here how weak LIT is on them.

And THIS...this is just dead. This is a 1/64 encounter, and this is also known as GAZER from the Sea Shrine.
This would've been a reset. But I tried using the LOCK problem to see if I stood a chance...and I did. The deal with it is - the creator was experimenting with making it a damaging spell, but decided against it. He changed the potency back, but not the effect, so now LOCK is a 125 base damage spell instead of reducing evasion by 125. Whatever, we'll run with it - since it's only partially greasing the wheels of time. I don't intend to abuse this on a regular basis. So I guess because he was the only survivor Plus C is level 8 now?


So yeah, I just hurry onto Elfland, and even with that ridiculous chunk of EXP we got, we can barely afford the stuff. For White level 3...CUR2 is obvious, but the rest are all genuinely in-contention for the other slots. HRM2 is base 40, FOG2 increases party absorb by 10, XBAR combines ALIT, AICE, and AFIR into one spell.
Black level 3, QUIK is like a self-targetted FAST, notable because RM cannot get FAST before class change anymore. HOLD inflicts STUN on all enemies. Easy call for BM, tough call for WM, tougher still for RM.
Well, I want both XBAR and FOG2. The WM gets the latter, because the RW can later get FOG3. RM surely wants FIR2. The question then becomes - CUR2 or QUIK? I decide on the latter. They can't hurt us if they're dead!

Possibly just as dangerous as those troll WATCHERs are the R.SAHAGs. They used to be worse - spamming TMP2 (which is now defunct) and overwhelming you in groups of 6. As-are, they're still kind of bad. They use SABR and FAST on themselves, and proceed to kill you unless you kill them first.

Oh well, let's go fight some tough enemies on the Penninsula of Power. May as well. The first one the game serves up are these guys. Two doses of FIR2 and a HRM2 ends them.


I can also fight these with good success. For the former, XBAR to stop the icy assault of the Ice D, and throw out FIR2 and HRM2. The latter, kill the wolves with FIR2 and throw statuses out at the FrGIANTs to cripple them. Other encounters...are not as winnable.

This venture gives me a ton of money. And levels too, I guess, so now we can look at the level 4 spells. Or what's available in Elfland anyway.


ESNA is a useful party-wide healing spell, curing them of basically all negative status that can be cured in battle. INVS is also party-wide, boosting evade by 40. HOLY is new - it's basically a HARM spell that hits anything. Missing from this shop is HEL2.
ICE2 and FAST are what you'd expect, and remember - RM can't learn the latter. Only RW. MEND is like a CUR3 spell on the caster. Not in this shop is BOMB, which is a non-elemental base 70 damage attack.
Sullla gets ESNA and HOLY, Plus gets ICE2 and FAST. As for T-Hawk...I actually decide to skip giving him FAST, since we'll have two uses of it after Sofis becomes a Ninja. Thus, I fill his level 4 spells with ICE2, MEND, and INVS. Other parties with more attackers could well consider holding out for FAST.

Now we're more than ready for Marsh Cave.


On the north route, guarding a Silver Dagger is this spiked encounter. T-Hawk puts XBAR to use to stop the spells, and we wear them down with some of our own. It goes to Sofis, for now. I retreat after this, just because, and come back in refreshed and ready for more.

The cave isn't much to talk about. I get a weapon upgrade for Sulla in this hammer, the Falchon sword (which goes to Sofis, with Plus C taking up the dagger). Before long, it's time for the WIZARDs.

Or WIZARD. And um, a SORCERER
This turns out to be more bark than bite. Sulla has to use ESNA at one point when TRANCE paralyzes everyone but him, but the WIZARD dies quickly. T-Hawk sets up to kill the SORCERER, but Sofis' attacks and Plus C's magic kills him before he can unload,

Yes, this is definitely quite different.

WHAT THE F-no!! Too different! TOO DIFFERENT!!!
That's ASTOS there, who is now capable of being a random encounter (hence the more generic name), and effectively making an early appearance. He shows up a lot more later on, but here, he has a 1/64 chance of showing up. Mercifully, you can run from him here.

Retreat back to town, healing up, and ready for him proper.

RUB got assimilated into WARP which now functions as both, but he opens with it all the same. It misses, unlike that ambush last time where it killed Sofis before we could do anything. I toss out some buffs, including a FAST on Sofis. I want to do the same with T-Hawk, but he gets killed by BOMB which does over 250 damage

But steroided Sofis is a beast, and proceeds to manhandle the DarkELF.

Stats. You can see the new Thief really shines when it comes to Hit%. Hell, Sofis has higher Strength than the T-Hawk at this point, but that can be attributed partially to luck with level-ups. He now actually can run well for us, because that bug got fixed. Speaking of fixed bugs, Intelligence now works, so Red Mage isn't nearly as good at spellcasting as the monochrome mages. What he does bring to our party is heavy armor - but not the heaviest.
And in this version, Red Mage/Wizard has been given some new perks that stop him from being worthless at the end of the game. This is a sign of a well-made hack - actually knowing when something needs to be buffed or rebalanced, rather than just going nerf-happy on everything. Archael.



With the mystic KEY comes looting, but there's really only three finds worth talking about for this party. The Mage Gauntlet is exclusive to mage classes, and has a defense rating of 4. The Bandit Helmet is exclusive to Thief and Ninja, is lightweight, and has a defense of 6. The Dream Staff is the first of many spellcasting items this hack. As a monster basher, it's terribad. It casts SLEP when used in battle, though.
A little later on into the Earth Cave, three more were around. The Sun Staff casting HARM, the Free Staff casting MOVE, and the White Staff casting CURE. Note the latter can only be targetted on yourself, so it's nowhere near as good as the Heal Staff of vanilla.


Competition for spell space in Level 5 is pretty fierce in both ends. CUR3 and HRM3 continue to be as they usually are. LIFE, in addition to its previous effects, can now be cast on undead in battle for a BP of 100! And XDTH is like XBAR, only it protects against Status, Poison, Earth, and Death. Cast both in one battle, and you're protected against everything but Time!
The good news is, one of the only two Time spells is DART. The bad news is, the other is XFER, also known as Dispel or, in this hack, VOID. Which now works and removes your resistances. So there's a small hole...that some enemy groups love ripping open and driving a semitruck through.
FIR3 is the same as usual. WARP, as mentioned before, is now itself and RUB in one neat package. BM can use it before class change. BLZD is a new one. This is a single-target ice-elemental spell with a BP of 90. QAKE does Earth damage on all enemies with a BP of 70.
T-Hawk can only get CUR3 and FIR3 out of these. The rest, save for HRM3, he can only get after class change.


The Hall of Giants is still around, and with petrifying SAURIAs accompanying them, it's not too wise to go in there haphazardly. What is there, however, is a treasure chest!


A well guarded one at that, to speak nothing of the stuff in front. Everyone else had died, leaving Plus to stand alone against this threat - or die trying. Thankfully, two bursts of FIR3 took everything out. He claimed this goodie - though unequippable by anyone in our party until class change - casts TMPR when used in-battle. He WARPed out with his last spellcharge, then made his way back using TENTs.

I didn't show it, but in Melmond, vampires were mentioned. Instead of just a lone VAMPIRE, you fight a WzVAMP, backed up by two VAMPIREs, three GARGOYLEs, and a HELLBAT. Quite a significant upgrade.
That said, this battle is over in a single round. Sofis victimizes the HELLBAT, Sullla slings a LIFE at the head honcho, and the mages burn everything else to the ground. We have our RUBY.
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