FFL3 Low Level Game Part I
Dec. 1st, 2014 12:00 am
Having done variants of the first two FFL games on the Gameboy, I decided: let's complete this trifecta. SaGa3 is to Final Fantasy as FF2 is to SaGa. That is to say, they're more like the series being compared to rather than their own. In fact, the team from FFMQ worked on FFL3, explaining many of the graphical and mechanical similarities. There's also a DS remake of this as with SaGa2 which does give it SaGa mechanics (and a kickass rock soundtrack), that I own a cart of. Completely out of my native language, but I like it and finished it anyway. So now, I play through the original.
The flavor of variant today? Well, I was stuck on this one for a while...no transformation is actually easy, solo runs aren't that bad despite a GameFAQs board dweller by name of DragonAtma's enthusiasm over them to the point of thinking someone asking for Gameshark codes wanted to do a solo run. And thinking solo anything-but-human/mutant/robot were probably impossible only for someone to prove him wrong on the Cyborg and Beast's accounts (Monster proved impossible, or at least highly improbable).

So anyway, I was stuck on a challenge and names for a while. Then when listening to a track from the remake, Youtube delivered the answer to me: we're doing a low-level game. Something I couldn't do in the remake, since it uses SaGa mechanics. But I do like the Japanese names, so we'll use those as our naming scheme.

Since this is a low-level game, we can just run from everything. Well, if the enemy would let us, anyway. The formula is partially based on level. Luckily, we have an overpowered babysitter by the name of Myron (Melrose in the Japanese version), who's immune to basically everything that gets thrown at him at this point, AND if all our party members are dead, he can clean up and rake in some important cash for preparation purposes.

Because this is not the remake, the first dungeon does not have any boss waiting for us. In that, the boss is a giant boulder enemy.


But shortly thereafter on the overworld after some plot, there is. The WaterHag can actually hurt Myron signficantly. It has 480 HP, and is open to Ice attacks, getting hit by molotov cocktails from Dune, and Myron's axe.

This one took a while...and it was also important for everyone but Myron to be dead at the end. Can't be gaining experience when it's not necessary, after all.

Before I make for the past, I decide to take Myron on a rampage for money.

Ummm...a LOT of time later, some of actually is attributable to the random encounters never popping, and a lot of which is tied to everyone having to die before he could win, and we're ready.

With this, we buy this set of equipment for everyone. Napalm are the aforementioned molotov cocktails. They're a consumable weapon, doing decent damage to anything that gets in the way.

However, I make a miscalculation in this regard...the next boss is Lara, a possessed mutant/esper who is immune to these molotov cocktails. I have to go back and get some real weapons. Damage with these is determined by a simple formula, according to a game mechanics guide on The FAQs.
Damage = skill x (WP + Att. + Agi.) - Def.
Skill is 1 in most instances, but humans get 2 on everything. With this in mind, the best weapons turn out to be the Razor Whip for Dune and Shiryuu, and Psi Knives for Polnaref and Milfi (which they get 2 on). Still, the question of how to stop her killing me arises.


And to answer that. While Lara isn't hampered by the elements, the same can't be said about status. She's vulnerable to blind AND poison, so a good opening round later, and she was missing all her spells and taking poison damage each turn. Didn't take too long after that for her to fall.

We got our first bit of forced experience out of this, but we also have a new 5th party member to absorb experience.

Just in time too, as here comes some freaky worm from the abyss to play with us.
This turned out to be a tricky boss to figure out. Dogra's two witches are basically fodder. But he attacks with a variety of nasty moves, including the paralyzing Bite, D-Beam which does decent damage, WindUp which does even more, and Stench which is relatively painless but lowers defense.
I first went in by buffing up Lara with Shell (probably better to call it Protect) and trying to have her solo the boss with Lit1. This didn't work out too well...while it did around 190 every time, WindUp did too much damage, and I had to rely on dodges. I needed to retreat and buy some Cure2s.

This still wasn't enough - the others did have to pitch in, or she'd run out of MP. So I bought Aero for Polna and Milfi, which did around 90 damage. This still wasn't quite the right strat - I did need Shell, otherwise when it came down to Lara, she'd just die. So Polna donned a Shell spell and used it to buff up Lara.

That did it.


Now we get a whole lot of stuff available to us in an underwater city. New armor! A new bomb we can throw that is non-elemental! Elixirs which can also revive! I spent forever getting money the first time, and wasn't in the mood to do it again...

We simply spend almost all our money, have more money than we have stolen from us..

And presto! No need to waste my life cash grinding with fifth party members any longer. Well, maybe not for a while and hopefully not, anyway. It's an exploit, sure, but I just want to get on with this. All we're really doing is greasing the wheels of time.

In the present version of this city, we find even better stuff, as well as TNT. The formula for these fixed damage weapons are Damage = skill x WP - Def.
Skill is 4 in the case of most guns and cripplers. In the Psi gun's case, mutants get a bonus of 2x Magic. And humans can use the Poison Gun with skill 8. Skill is 4 in the case of every other fixed weapon, including these bombs. We stock up and head up the South Tower, which has a layout very similar to the North Tower.
Most of my dungeon travel consists of saving past everything, since I can't run from most random encounters. Death just gives you the chance to retry, but it means nothing if I can't ever run.

Ashura makes his third appearance in a row. And he is kind of a jerk. He too, brings two cronies, and can basically kill us in one hit. Luckily, he has some non-fatal actions, including defending - which many enemies have - and missing.
Our strategy? Bomb the Lizardmen and hope three members survive. Then keep healing with Elixirs while blowing stuff up. Amazingly, I got this to work on the seventh try, with everyone surviving, and got an important bonus as well.


This is meat from the Warriors that were with him, that Milfi eats to become a fairy. Compare her stats. Not all an improvement, but the important part that isn't shown is oQuake.

This is very important on the next boss we need to face down (after restocking, of course), Chaos. He seems to always open with Quake, which is a total party wipe at these low levels...short of resisting the attack or it missing.
The strategy is simple, but luck-based. He needs to miss someone on the first Quake. Then Milfi and whoever's left can go for Elixir revivals until both go through without dying. Then we toss out TNT and hope he cooperates. Took a good dozen attempts at the battle.for this and everyone to survive, not counting battles where Quake killed everyone but Milfi at the start. Of course, this is assuming you completely forget about the Guard command...which I did. I actually did so for a while. That would've ensured only two party members got hit.

Polnareff actually ran out of TNT, but luckily, I had some Grenades in stock so he could keep at it. Before long...

It was done. One of the hardest bosses in the game, felled by low levelers.


But now, here's what makes non-humans/mutants so weird in SaGa3 Gameboy. See, what you become is based on a table of elements and your level. But after leveling up, you may randomly transform into a new monster. So now Milfi is something completely different from what she was. You can't just stay one thing...which is idly what the aforementioned someone ran into as a problem when trying a solo monster.
Random third-hand quote on the subject, while we're here:
"Not sure how true this is, but I once heard that Kawazu said in some interview that he makes SaGa games so labyrinthine in their mechanics on purpose. His reasoning is that every time he plays his -own- game, he wanted to be surprised. On the surface, this comment seems harmless, but when you really think about how games are made... it must take a hell of a lot of complex coding to create something functional where the creator itself has no idea of the expected result."
There's a definitive method to the madness, though. On analyzing it, I figure this might not be as damaging as I feared it might be (and again, didn't think of Guard as an option for pulling through), and decide to press on. In before I overlooked stuff and get ruined horribly for it...and in before I overcome it anyway, since no amount of pain has stopped me yet.


One last weird-mechanic thing worth noting to close off this first part...you can only gain one level at a time. We SHOULD be level 9 or level 10, but because of this restriction, we're only level 4. And yes, this does mean this technically isn't the lowest level game possible. I'm probably a masochist, but I'm not that much of a masochist to go for that. Making sure everyone survives every fight with forced EXP works in a way.
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