Feb. 26th, 2015

Time for one last trip through the Final Fantasy Legend with a solo character. Mutants are more of what you would expect from traditional SaGa. After every battle, they have a chance to learn a new ability or have one of their stats raised. This is how they work in the original. They're somewhat different in the WSC version, able to "upgrade" their abilities. Not a lot of data on them there, but they're generally less random. They're also known as Espers in the Japanese version.


For that reason, Kyra Tierney is our solo character today. She's an Esper in Phantasy Star IV. Four letters, it both works and fits.

As with Sada, Kyra started off with a Saber that she sold off to fund the purchase of a Rapier, Gold Armor, and Gold Gauntlet. She also got an Ice spellbook. Stealth is an ability that allows you to get surprise attacks.

A few battles in the field saw her gain one point of Agility, and eventually, 4 points of Mana! She would gain two more over the course of this before gaining her first ability.


ESP is one of the game's most notorious abilities. Namely, due to it being extremely unclear what it does. It certainly doesn't help that it's the most common ability for Mutants. You see the message, "Char used ESP" and that's it. Well, what it does is serve as a shield of sorts, increasing the user's evade. Fairly useless for a solo character, especially on these Lizards who actually couldn't damage Kyra through her armor. She did gain four more Mana points of it from this.


This was enough to two-shot the P-Frog Bandit with Ice. He got one turn, which he wasted on P-Skin. This meant the return of the King Armor. Kyra got another four points of Agility walking back. On the way to King Sword's Castle, ESP changed to Mirror.


What this one seems to do is increase evasion. Better than ESP for a soloist, but still does not increase it nearly enough to validate using.

King Sword wasn't a problem, and after the battle with him, Kyra obtained one of the game's best abilities.


Armor, unlike what we've seen so far, is very clear as to what it does.


It maximizes defense. This means even Genbu couldn't hit through Kyra's defenses. Note that the value cannot exceed 99 this way. Except the only problem from fighting him was Gas. Kyra still had only 52 HP, and a couple castings of that would end her quickly. I had to go out and gain more stats...


A bit more leveling later, and Kyra was able to beat him. Not through extra HP - she was only up to 63 - but by having 22 Mana. This was enough so Gas did no damage against her! It's like in the original Pokemon games, where your mana/special stat serves as both a means of offense and defense. She was thus able to move onto the tower


Only to run into Slimes and die horribly. With this, I had no choice but to reset and gain some more stats for Kyra. Didn't really want to do it, but I saw no other option.


Keeping a close watch over Kyra's abilities was critically important during this, lest I lose something useful. Such as Power, which is much the same as Armor, except it boosts Strength to the maximum!


I settled on 300HP as a baseline to move on. Mana ended up a lot higher than desired. Had to do a lot of resetting when I lost some abilities in favor of bad ones. There's lots of those out there, like Stench and Electro and - though I never saw it - xFire, which actually gives a weakness to the element. Kyra had lost Stealth in favor of Power, but regained it. Similarly, she lost and regained Armor a few times. It's even entirely possible to have multiples of a skill.


So Genbu for real. Thanks to Stealth, Kyra was able to get a surprise round. Made an easy fight even easier.


One final look at her before ascending the tower. Over the course of the world of continent, Kyra had gained 267HP, 10 points of Strength, 6 points of Defense, 28 points of Agility, and 90 points of Mana! Sadly, stats cap at 99, and HP at 999.


Sure, Slimes were still painful to deal with, but now, Kyra had a lot more HP.


Due to 99 Mana, the Big Eyes and Magicians were harmless to Kyra. They weren't priority targets whenever they showed up in groups; she preferred to off the other enemies first.


Silver Armor is better than Gold Armor, so Kyra made the upgrade. She also got her hands on some Wands here. They're slightly stronger than spellbooks, and have more uses to boot!


I didn't remember this place with Sada, but did with Kyra. This place sells Silver Gauntlets and Books, which function as a HARM spell. Not too helpful, due to the low number of undead in this game.


See, this is why I had to save often. Kyra's Ice spell disappeared in "favor" of Stench. This worthless ability lowers enemy strength by a low amount. Not worth using.


Random picture: what is this Octopus doing?!


The next battle in that room where the BLUEKEY is offered an interesting switch from Armor. Burning is a counterattack move. I unfortunately didn't get a chance to see how much it did, as the Octopus outside was unable to damage Kyra through her armor, and it was replaced by ESP after. Reset!


Keeping Ice was important due to these enemies. Wand is fire elemental, and these Shrimp (along with the Pirhanas outside) resist that element.


The Azure Dragon was useless. Kyra was already immune to his elemental spells and Strict due to her high mana. And his physical was rendered worthless due to Armor. Once she cast it, that was that.

Kyra gained an additional Power ability, but lost one of them for Forseen, which prevents surprise attacks. They're uncommon enough that I didn't mind resetting and fighting Seiryu again.


Stat checkup. Kyra gained around 50HP (need to remember to take a picture of the ability screen, not the equip screen!!), 22 strength, 1 defense, 13 agility, and her final 3 points of Mana. I bought her a couple of Cure Books for healing in the Tower and moved onto the next set of floors!


The Medusas were not deadly to Kyra, who could ignore their stone gazes like a champ. Again, she needed to save uses of Ice for the enemies immune to her Wands.


Luckily, just as she run out of uses of Ice, she hit this side-room in the tower. A random hospital/inn to replenish HP and abilities!


The P-Knife was also obtainable here. A basic melee weapon, except powered by Mana. I never actually used it besides here.


Of course, the World of Sky dished up the Dragon Armor again, making Kyra even more immune to magic than she was before.


Better still, but for now something merely on the horizon, was the Hidden Town's magic shop. Stone and Death books are quite potent in this game, though I skipped them for now. Flare books live up to expectations. It hits all enemies for around 400 damage each at max Mana.


There were two items of note in prison. A free Death book, and a Revenge Sword - which somehow ended up in jail. The latter will be fun to employ later, though I never actually ended up using the former.


After Armor, Byakko's Sword was doing weak damage to Kyra. Her Wands did a lot more to him, so she won out.

Solo Mutant is a bit more involved than Solo Monster (which was just prepare the right monster and go in) and Solo Human (which was prepare for the game and beat it). To compare, there's 70 images in this report vs. 48 for Jed's and 38 for Sada. And I tried pruning them too, but there's just too much to talk about! A bit too much for one page, so I've broken it into two parts.

Next | Index

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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