2015-02-15

2015-02-15 09:10 pm

FF3 Solo Red Mage (NES) Part I

Been sitting on this one's start for a while. A year, to be exact. In the name of stupid challenges, I figured I may as well proceed with more Final Fantasy III NES.

The Red Mage/Red Wizard is much as you'd expect if you've any sort of experience with FF1 and/or FF5. He's capable of using White and Black Magic from Levels 1-4. Very disappointing Vitality. I know this one can be done on the remake, as my friend has done it. Or gotten close to it. Can it be done on the original? Let's find out.

That one guide I talked about at the end of solo Monk, the really crappy one? It had simply this to say on the Red Wizard: "Possible, but lots of leveling will be needed. Worse than Fighter, better than Onion Kid." It does not cover either of those two classes in the guide. It also suggests that both will need "insane amounts of leveling early on to complete", from Black Mage's description. Ha! We shall see, my friend.


Did you know that in many of the translated Final Fantasy games, due to characters that combine combinations of L and I into one character, you can name a party member Ulillillia? The infamous stat maxer felt as good a namesake as any for a Red Wizard. That said, he himself would probably want to be a Monk, because HP carries over between classes and Monk most easily maxes it out.


Ulillillia got a basic set of spells, then went off to fight this. This thing guards the W.Slayer, a strong earlygame weapon that is Red Mage exclusive. Not too difficult from the back row. He then into Jinn's Cave. The opposition, unlike with Solo, was a bit more managable.


He could also use Cure to damage the legions of undead in here, as well as heal himself.


Jinn wasn't an issue. Ulillillia ran out of 50ish damaging Ices against him, but had no issue. I forgot exactly how it went, besides that.


Level 2 Black Magic was available in the next town. Bolt is Bolt - a spell that does electrical damage! Blind turned out to be worthless, but little did I know at the time that Venom would become a very valued spell...


About a year later according to the timestamps on that last image, and here's where I started playing again. Aero is a level 2 White Magic spell. It deals wind-elemental damage to enemies.


Do note that FF3 is much like FF4 in spreading around spell damage. That is to say, a spell's power is divided by the number of targets, rather than half as you might expect from other games in the series. This generally makes it more prudent to single-target if you can kill in one hit.

Ulillillia got away from Bahamut on the first try.


Another thing to note. While weapons don't work while mini, shields do. Still, I equipped a Burning Staff through the next dungeon and used it to use Fire instead of using spell charges.


Big Rat was a still an issue until I added a couple levels. After that, Ulillillia could just heal up. He still threw out the attacking items, as they dealt more damage than his spells, but he wasn't in for pain after they ran out.


Up the Tower of Owen, he got silenced by these PutiMage enemies. I hadn't bought EchoHerbs, so he had to go without. Which wasn't too big a deal, since his spells were weaker than his physical attack. There were a few cases where magic may have been desired support-wise, but it wasn't strictly necessary. I did find some later on in the dungeon, but chose to hold onto them for the time being. Besides, he might just get muted again after.


Also in the tower, Ulillillia found his ultimate weapon. Yes, so soon. This right here is the strongest weapon a Red Wizard can equip in this version of the game. The Tyrving Sword is, much like the Wightslayer from before, Red Wizard exclusive and deals respectable damage for this point. That's one good thing about the remake: classes are much more diverse in both utility and equipment options.


I did use an EchoHerb before Medusa so magic would be on the table, but Ulillillia's physical fighting skills turned out to be the best option on her. He pumped around around 200 damage on average, while she did weak hits and failed to inflict petrification. This one didn't take too long.


In the Dwarves' Cave, the only notable incident was a run-in with these guys, stunlocking my character over and over and over until he finally broke out. I ran into Boulders, but avoided their petrification. Unlike Medusa, theirs is quite accurate and instant instead of gradual. Strange how the random encounters can be far more dangerous in that regard!


Guzco himself was no big deal. Ulillillia equipped an Ice Shield. This also takes a cue from FF4, and though it unfortunately makes him weak to ice attacks, he is quite sturdy against fire ones. I was a bit silly though and did not save enough spell charges for Exit. Luckily, the walk out was fine.


Bombs in this game are like in FF2: they only explode if they're below full HP. Going into the front row and attacking physically was the best strategy! This was especially screwy in the Flame Cave, where he'd encounter bomb enemies alongside slime enemies. He beat the latter with magic, then moved up front to take down the former. Oh, and I did remember to move to the back every time.


Ice Shield made Salamander a non-issue. His Flame was neutered, and his physicals were as strong as bug bites.


In Castle Hyne, the W.Slayers occasionally came out again. They were more damaging on the undead enemies than the Tyrfings.


I was a bit annoyed to find that Libra doesn't detect enemies' weaknesses. Made the Hyne battle stupider than it should've been, but it only took a few guesses to beat him.


Mass-damage came in handy in the Water Cave. Most of the enemies in here are naturally weak to lightning, so it was the element of choice despite my using Ice in this image.


Kraken is not weak to lightning, but otherwise routine. Attack, and heal as necessary. No problem.


Nothing to note in the Sewers, except this fun stuff. Goldor's Mansion was a bit more annoying than it was for Solo.


Goldor himself was tricky. His magical resistance called for physical fighting, but soon, I ran out of Cure2. HiPotions were still around, of course, but I couldn't outheal his damage with those. Then I got the idea to use dual Ice Shields. Any Ice2 was going to hurt, sure, but Fire2 would hurt a lot less. And that opened up a possibility to heal up gradually. It took a while and some luck to get this one down, but soon, it was done.

A quick first part of the game. But after this, the Red Wizard begins to outlive its usefulness. The other magic classes move ahead where it gets left behind. Or so the story goes. Whether or not it matters remains to be seen.

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2015-02-15 09:10 pm

FF3 Solo Red Mage (NES) Part II

With airship access back, as before, I decided to gain some levels before heading to Salonia and Garuda. The peninsula/horns of power was again the place to be. Ulillillia had a nasty trick up his sleeve: confusion! It could be unleashed on everything, and they would often kill or heavily damage each other. He could clean up with spell from there. The Death Needlers were, as before, a non-threat and could be physically dealt with.


I also found a weird bug: if he confused the Ion enemies and they used Quake, glitched graphics would appear. Sometimes it would act like he was using Quake, or one of his dead mini frog friends. It could even bleed into the menu!


Okay, so I may have gone a bit overboard on the leveling. But it was easy, and this gave him twice the hits and HP. It got me set for everything to come.


Garuda was a snap with this. Ulillillia didn't even have to heal once, he just hacked away and the big bird went down.


All the item-casting staves were purchasable in Salonia, including two new ones. Golem boosts Strength by 5, but it still comes out weaker than the Tyrfing. It uses Break. Rune Staff uses Blizzaga as an item and has no other special properties.

The trip to Dorga's cave was easy because of the same. Ulillillia could stick in the front row and fight without too much danger, and it was the most effective way of dealing damage too.


And with a magic class, Magic Circle Cave was no problem. I put him in the back row with two Ice Shields, despite the fact that it would open him up to the MageFlyers' Ice spells. The DarkKngts and DevilHorses were zero threat. The bugs were really the only problem, and they could be Aeroed down. In fact, it was so easy, Ulillillia Exited out at the end and ran it again, just for kicks. The second go, I had him try multi-targetting spells. That worked even better, to the point of where I stuck around until he hit Level 52.


I should've done this before, but it made little difference for Magic Circle Cave: buy Black and White Robes from Salonia. They're interestingly enough, the strongest mage armor in the game in terms of defense value at 20. They're not the strongest armor that Ulillillia can equip, but they are the second-strongest. Even after that, their stat bonuses make them a nice option at times


I decided to run some damage tests in the optional Undersea Cave. I already knew that I want to equip BlackRobe for most dungeon running and WhiteRobe for bosses where I don't need magic, but it helped to get some numbers. Numbers that are slightly skewed because he was leveling a bit as he went along, but all the same, here they are.

Ice3 on Aegirs:
WhiteRobe: 816, 832, 973, 1152, 800, 735, 784, 1001, 1136, 984
BlackRobe 1224, 808, 1008, 1071, 1161, 1125, 1197, 944, 1152, 1134

Cure on self:
WhiteRobe: 531, 477, 396, 567, 423, 441, 387, 495, 396, 423
BlackRobe: 368, 448, 416, 472, 424, 424, 368, 392, 400, 472

Cure2 on self:
WhiteRobe: 1449, 1602, 1548, 1332, 1512, 1170, 1572, 1332, 1296, 1368
BlackRobe: 1112, 1208, 1000, 1192, 1384, 1016, 1325, 1384, 1328, 1296

Speaking of the cave, I had him take several trips in and out to sell the loot he found. Ulillillia went up to Level 58 in the process. Sadly, all of it but the consumable items and a Diamond Ring were useless to him: he couldn't equip the rest of the Diamond equipment, the Reflect mail, or even the Aegis Shield. Bad news on that last one. Hopefully Dorga plays nice when we get to him.


The box encounters were no problem. Ulillillia had a fun solution to the splitting monsters: confusion stops them from splitting when attacked. And he could actually outright stunlock an enemy by alternating Conf and attacking.


The Temple of Time was also leisurely. Dirai are weak to Wind, so Aero was used against them. Diamond equipment protects against lightning, so the M.Chimera's Thunder attacks were laughable.


Ice3 actually did more damage than physical attacks to enemies on average, but of course, it's something of a limited resource. Less limited than in FF1. Still, spell charges are there to be used, so I pulled out the mass-targetting against groups of enemies. I also was able to clean out my inventory of some of those horns after this.


If you've read and/or remember my Monk report, you'll recall how much these Azraels gave Solo grief. Ulillillia wasn't having any of their crap; Mute prevented them from using their Split and that was that.

Honestly, I'm surprised. Status spells have a reputation of being useless in Final Fantasy games, due to not working on bosses and regular enemies dying too quickly for them to be of any use. While the former does hold true in this game, the latter does have merit.


That was also on display against the split-when-hit enemies a bit further in. They don't split when magic hits them. I'd forgotten to bring along the spellcasting staves due to their being weak, taking up inventory space, and forgetting they were in this cave too, but Ulillillia could poison them, slap on Ice Shields, and wait for their life to leak out of their bodies. Of course, a mix of attacking and multi-target magic worked as well...though they have fairly hefty magic resistance.


I rectified that for the next dungeon, but they turned out to be as useless as I thought. Even the Golem Staff - which casts Break - wasn't as effective as I hoped it would be. I don't even think it was having an effect.

I also got another accidental upgrade glitch here, albeit one more traditional than completely scrambling my inventory and that I caught right away. Through Hi-Potions, my W.Slayers became Shiny Swords. Read up here on the technical information behind it if you're interested. Though it doesn't contain info on like, what happened with Solo. I mean, I got a Chocobo summon there, value FF. There's no way that should've happened, let alone values going to 99 or 13, and spawning ?s, Holy Lances, and Hellclaws out of nowhere.

Anyway, Cave of Darkness wasn't too bad...or so I thought. Ulillillia occasionally would use Venom and attacking with Ice Shields from the back row on larger groups, and a variety of strategies on the smaller ones. It was grueling though, and I actually ran out of spell charges halfway through.


So I took Ulillillia through the summon dungeons to gain some levels. Odin's was easy, though there were enemies who had Brak2 spells better left muted. Odin himself was even easier. In the back row with duel Ice Shields, the Red Wizard could only be touched by his weak Atom Edge special, which did around 400-500. He slung out Ice3s, doing over 1000 apiece, until Odin croaked.


These guys gave Solo a hard time, but this character had a solution for that: Venom! Even if they stunlocked him with their sleeping Glare, as long as he got it off, Ulillillia would be fine. I get into a situation early where he's stunlocked and they can't actually hit him though. After 20 minutes of running the emulator on turbo, I reset and put a new piece of the puzzle in: don't equip the Ice Shields until after Venom is up, to increase the chances of being hit.


The exact same strategy worked on Leviathan: stay in the back row with two shields, and cast magic against him. He went down without incident.


See, this is why we play challenge runs, for this kind of satisfaction! Saw my strategy play out to perfection here. I was back attacked, and decided to dive into the back row. Ulillillia was smacked around, but that's good - he was hit out of sleep. He got the Venom off, and then slapped on shields. It didn't matter he was at 11HP! The enemies weren't killing him from here! He may have been sleeplocked, but the poison was doing its job. And he eventually won the battle!


Ha! I could turn the Grenades' Explode against them with confusion!


No such luck against Bahamut, who resists elemental spells. Still, throwing up dual shields was great when it came to healing - they even reduced MegaFlare's damage. Not a hard fight at all. Also, notice how the spell is slipped into your inventory before the fight.


This is what getting stunlocked looks like. Good thing you step out onto the world map to fight Bahamut, so you can save.


Back in this cave. Hellhorse, Vassago, Garb, and Sirenos monsters could be reliably one-shot. Though Haniel, Balfrey, Cronos, and DeathClaws could not. If there were two or more of the latter on the field, he would throw out Confusion or sometime Sleep to get some whacks in without them splitting. The Venom option was also around. Between this all, he had more than enough resources to make it all the way.


Hekaton was a joke with dual shields from the back row slinging spells. He never once hit Ulillillia.


Dorga was again a problem. Luckily, in spite of his not being able to two-shot him, Ulillillia has an advantage that Solo does not: magic defense. It still took several tries, enough so that I'll fully disclose I reloaded a savestate from the start of the fight instead of running the cave again every time. But he eventually missed two Brak2s and that was that. I also found it best to just keep attacking instead of switching to shields as I had done so in that image. Better to get the fight over with sooner than risk more Brak2s.


Notice a problem here? It would be, if not for Unne's predictable AI routine. She always went WWind, Wall, WWind, Blizzard. Ulillillia just had to heal before the Blizzard, and keep attacking.

So, uh, yeah. Not as bad as I was expecting, really, except the Cave of Darkness. All that's left from here is the endgame. And that will certainly be a challenge, I have no doubt about that. How much of a challenge remains to be seen.

Next | Index
2015-02-15 09:10 pm

FF3 Solo Red Mage (NES) Part III


I forgot how the Titan fight went, but I believe it was simply kill him before he killed me. Thankfully, he has low magic power, so Flare doesn't hurt too badly.


The Ancient's Labyrinth was a pain, and several enemies needed to be Silenced. Among them were this guy and a Great Daemon enemy, who summons Unne Clones repeatedly. They use similar attacks to the real deal, meaning those WWinds are suddenly very dangerous. Especially when there can be up to five of them in the fight at once!


The good news is, there's Crystal equipment here! Ulillilia can equip it! For a game that is very stingy on what classes that can equip, Red Wizard being able to use these is nothing short of a miracle. The helmet in particular was very welcome, as he'd been using the Mythril Helmet for most of the game.


It was a pain...a real struggle to get through. But once I hit this guy and landed the poison, I'd have a Ribbon to play around with. Making things a lot easier, except when Slepnirs here become involved. Their Toad spell seems to override immunity to it.


But after this, it was smooth sailing. Getting back wasn't too hard, I just had him start in the front with Tyrfing and Ice Shield. If one of these guys showed up, use dual Tyrfings and kill him ASAP. If not, fall back and start attacking. Meant a lot of row correcting since the switch sticks after battle, but this was the best way through.


I took Ulillillia up and down Sylx Tower after this, only using 3 HiPotions in the process. He encountered no dragons along the way. Besides the jerks at the base, the only real threat were the Qum Qums, which he moved into the front row and attacked for. Everything else couldn't touch him. I then went for Eureka and its bosses.


Amon was easy. He was first weak to lightning (took two guesses), then both his WallChanges resulted in a Fire weakness. Kunoichi was even easier. Physical besides her MindBlast special, neither of which could hit.


Now, General actually could hit. It wasn't for much, mind you. I would've had Ulillillia use the Magic Shield strategy, but every enemy from here on out resists every element in the game, because good game design. In any case, I was hitting more often than him and could heal, so as slow as it was, he would eventually seal the deal.


Ulillillia had to be in the front row for Guardian due to his Cure2, though kept the sword and shield setup. That aside, he was no big deal. Scylla, he needed to use all four of his Barriers for, but she fell too. Hopefully, I don't regret using them!! Although the only boss coming up where they might be desired is Echidna.


Hey, guess we know where a solo game tends to end up if you only get the levels you need. That said, that sucky guide says that White Mage can win at level 70ish, but Black Mage and Monk both "need" 99. They both need a lot of Elixirs and Turtle Shells, allegedly, too. Ulillillia the only "possible" Red Mage has gotten this far without use of a single Elixir, and hasn't had too much trouble.

But yeah, I think I'll be fine!!

Maybe.


Okay, screw this guy. Seriously. I can't stick out in the back and defend either, since he resists all elements because good game design. In the meantime, I decided that one way or another I was going to kill a dragon. And I did so by turning on autohold, turbo, and running back and forth at the top floor while listening to music.


This started up as I found one. This Green Dragon has 10000HP, which doesn't matter as it died in two Breaks due to having no immunity.

I ended up fighting three of them in the end. He gained 885600EXP in the process of searching for them, hitting Level 82. Oh, and I did savestate at the top floor. Nothing to prove by making that walk a second time, since nothing was going to kill Ulillillia and he was going to kill them, eventually. With 24 in stock, I moved forward.

Oh, and just to repeat, that sucky guide tells you to savestate when you run into one and kill it. And reload and try to kill it in a different way if it drops a piece of Onion equipment. Seriously. I'll just quote it.

Once you meet a Dragon, save in a savestate, and kill it. If it drops an Elixir, you can leave. If he drops an Onion Equipment, load the state and kill him differently(refer to me and OnionKid2002s FEOK FAQ).

Yeah. What the hell.


Zande wasn't too bad. Ulillillia went to the front row with his swords. He needed to use a couple Elixirs and I believe some Cure2 on the side, but it was otherwise this fight was not that big a concern.

Full disclosure: I did use savestates in the Dark World, but only before the start of each crystal guardian fight. I only needed to do reloads on Echidna (which I reloaded from the top of the tower for) or if I messed up the menuing and triggered a bug, but still.


There needs to be a way around 2-Headed Dragon. The only thing I can do is use TurtleShells: guess I unfortunately need them after all. By checking the memory at address 7598, I found I actually only needed nine of them for Ulillillia to reach near the ceiling, ten if I want him to hit it. I gave myself the five extra ones rather than going down and farming, because enough of this game is enough. I also tested White Shirt vs. Crystal Armor, and the amount of healing was nearly identical, thus I went with the higher defense option.


Then attack from the back row with sword and shield, and for god's sake, don't go into the equipment sidebar! The moment that happens, a bug triggers, and all the bonuses from Protect and Haste vanish. Otherwise, heal with Cure2 as needed, and use Elixir when low on health and out of magic.

I got him down to 18330 when I had to use my first Elixir, and 6669 for the second. Tedious, but easy with the right tools. Unlike every random in the Dark World which was simply tedious but easy.


Cerberus was easy, using one attack repeatedly which Ulillillia resisted. It only did 500-900 each time. The Red Wizard had enough Cure2s left so that he didn't need to use another Elixir.


Its regular-enemy palette swap, Garm, was notable for being one of the few things that could threaten Ulillillia here. A Mute could solve it, though.


I have 5 GodsWines, having gotten one as a drop somewhere. Ulillillia can use three max, and it quickly became clear that due to this thing's Drain spell, he wasn't going anywhere without at least one. Check out this thing's spells, which it uses in order.

Quake-Brak2-Drain-Meteo-Death-Flare-Drain-Meteo

I had to play Echidna carefully. Cure2 was out of the question: its damaging spells deal way too much, and there's too many of them in a row. The big black spells could do 2500-3500, and Drain could do 2000 at max. I played to the routine as best I could. In the end, after several tries, I ended up winning. After using eight Elixirs! Only 12 left. Hope I have enough.


Luckily, Ahriman was MUCH easier. Ulillillia only had to use one Elixir here, though I yolo'd a bit more than I should've, as shown here. Here's the spells it uses.

Meteo-Flame-Quake-Blizzard-Meteo-Thunder-Quake-Cure2

Meteo hurt as before, Flame and Blizzard were fun tickles that did single to double digit damage, and Quake and Thunder hurt, but did less than 1000.


So this is it. Level 83. Ulillillia has 11 Elixirs left. Is that enough for DarkCloud? He slapped on the Crystal Gear, because the boss uses nothing but FlareWave. Better to have the extra magic defense. He guzzled the three wine, and...


Umm...guys? I think I'm going to be okay, and that farming those Elixirs from the Dragons wasn't necessary. He traded blows with DarkCloud as it FlareWaved him repeatedly.


And indeed, in the end, Ulillillia finished the beast with six in stock.


Summary of this? Screw Cave of Darkness, and screw the entire endgame sequence. Two instances where my usual tactics failed, and I was left with the usual problems. I thought Ulillillia was going to have problems at the end, but it really didn't materialize. Even though his offense was low, it really didn't matter on the randoms when they could never damage him! A sword and a shield, what a novel combination. Cure2 was often enough for healing whenever it was needed, and being able to equip the Crystal equipment helped!

Stronger weapons could've made a difference in one or two places, especially on bosses, but either way, plinking from the back row was the way to go. Weapon selection in this game is quite limited, not just in what you can get but what jobs can equip. Kind of a shame, really, but one that didn't bother Ulillillia as much as it could've.

I might try one of the later crystal jobs next in this game, unsure which one. But man. The last dungeon run of Final Fantasy III was not well thought out at all. They're way too long, there are no save points in this game, and the bosses resisting all elements is pretty stupid. Everything else was worth it. But I might have to move onto the remake soon enough, because the gameplay in the original can only be taken so far.

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