Mar. 19th, 2017

Okay, next FFL2 solo report. I'll be tackling the Human this time around. This report is likely going to be a bit more brief than the other three solo FFL2 reports. The reason being that humans and mutants share a lot of mechanics in common. At the most base value, humans gain stats more easily than mutants, with the exception of DEF which they can't build. They don't have abilities, but are able to make use of their MANA stat through spellbooks. There's overall less luck involved with raising them. You don't need to worry about getting just the right ability, just train your stats over the course of countless battles.

As a refresher, the odds of human stat growth - with CONST1 and CONST2 filled in - is (10 + 15 * (EnemyDS -- CharDS)) / 200. This applies to their STR, AGL, and MANA stats. This is a slightly more favorable than what mutants have. Here's the table for equivalent DS level for each basic stat. HP is different, though making a table for every possible value of HP / ((MHP / 26) + 50) is impractical.

So I'm going to do something interesting to make this fun. Maybe several things. But okay! So, when you start a new game, have your main character set and named, and you're ready to go, you can hold down Start or Select as you press A to get into the menus. What's in place of you main party before they're generated?


Well, they're naturally all zeroes in the data. This gets interpretted by the game as party members of the Fungus species, of the Human race, with 0s in all stats, and an inventory full of Hammers. So what you get is a character who looks like a mushroom monster, but is actually like a human in all other respects, complete with the appropriate growth rate. You can keep one of these in your party by switching the main character's position with one of them in the Select menu. Of course, building that character from the ground up is an issue...so here we go!


So here's the solo character of the day, the nameless Fungus. One consequence of this is that you don't get to name the mushroom. When you select your additional party members, the game prompts you to select the class and name of your main character again when you get to the slot you switched it into. So the character has no name this time around. Though that just means I don't have to fight the name boss. I'd go with the female otherwise. She starts off with a bit less STR and HP than the male, but higher AGL and MANA. Plus that flower in her hair is pretty nice.

By the way, one thing I learned from this - the game tracks your characters internally, and the codes/memory addresses that change up a character checks for internal number, not position. Had to punch in a code to petrify the main character. There's also times where the party gets rearranged into this order (such as after defeating Apollo or meeting Dad in Giant's Town), so I had to unpetrify them to move the mushroom into the first slot again. If I didn't do that, I'd have to scroll down to it every time it used a Cure Book in battle.


I took a bunch of the equipment from the other party members - choosing a Human Male, a Human female, and a Robot - and gave it to the Fungus. The most important of these is the Colt from the Robot. It is possible to do this without relying on any excess from the party, but would be much more annoying. So how to gain stats and fight early on?


Simple, by fighting these or Jaguars, hope their Tusk misses like so, and hope the Colt hits - it has fixed accuracy and doesn't rely on AGL. Revive with Odin endlessly until the win is secured. The mushroom gets a HP up after battle. Then do this several more times. Ten, in-fact, each tuned to 5HP for whatever reason. The reason being is that the miniboss at the end, the BabyWyrm, is highly unlikely to miss its Beak. Therefore, the best course of action is to build up the HP needed to survive.

While the total lack of stats would ordinarily make it impossible to deal any damage, being able to use that Colt allows the mushroom to deal damage independent of stats and win those battles in a single shot. If not for that, it would have to use the Bow from the North Cave, dodging two attacks along the way.

There's no point in healing for these grind fights even though it would be possible to take on lone Gangs with enough boosts - I guess the lower current HP does indeed work out to greater odds of HP gain, because the mushroom never once missed out on a gain. With 50HP, that was enough to tank one attack. The question was, would two gunshots be needed to beat it? I had a plan if it was, but...


...it wasn't necessary. The first part of the game completed, with a character built from the ground up, all by itself!


So here's where things stand. Out of the first dungeon with some HP to work with. But the mushroom still has the small problem where all its stats are 0. Is this an issue? Not at all! One of the items I picked up along the way is the Bow. These and martial arts have a damage formula that's independent of stats, and both can boost AGL after battle. The latter in particular are very useful to have, and would be a cornerstone of my strategy for the first few worlds.


The target of choice was a single Gang. It was the most practical to win, due to its low damage allowing the mushroom to deal damage over a period of time. The same 1 Jaguar/1 Spider battle was possible, but it required the same missed attack and two Bow shots to hit.


While the result was a failure, another possibility was offered up. Could've bought one of these, but it was nice to get a freebie. Martial arts are a peculiar weapon type. The short of them is, the more you use them (or more specifically, the less uses the weapon has), the stronger they'll get. The final use of a weapon of this class will unleash triple the damage. Note that Robots will always deal minimal damage with these weapons for whatever reason. As an example with numbers, uses 90-85 of the Punch did 0 damage to Gangs. Use 84 did 4, 83 did 8, 82 did 12, and so on.

Once I had a big enough base of HP to work with (over 100), I moved on into the Hidden Ruins. Here, I mostly ran from everything. Damage could pile up on the mushroom really quickly. The fights I did engage in, I brought along several Cure Potions to heal away the damage they inflicted.


At the end was a Power MAGI, meaning I could theoretically have the mushroom start gaining stats in STR (it already had a few points of AGL). However, the boost it offered was so minimal, and I just wanted to keep on plowing through after getting back to this coming back to this after about a year, that I decided to hold off for the time being.


The Rhino massacred the mushroom in a single blow until I added even more HP, after which it was the one that was massacred by a high-powered Punch.


The next world brings about the next martial art for our grappling mushroom: Kicks are stronger than Punches. I bought one and went back to the Base World to power it up.


A new thing I learned about the game, on that note: Ki has extra dialogue if you return to her after finishing Base World, but before defeating Ashura.


I upgraded the mushroom's equipment and moved on to Ashura's Tower. If you'll recall my solo monster, you'll remember how Beetles suck on offense, which obstructed me in the painful early goings. Here I turned it to my advantage. They couldn't damage the mushroom, and I could use them to farm money and lower the uses on the martial arts.

This tower also had several stat potions including a Power potion. However, I have a specific way in mind of raising STR beyond the early levels. So I decided to sit on these as I usually do.


The strategy on Ashura was simple. Though he could massacre me with 6-Arms, if he decided not to, I could murder him in return. I had to reset and go back down the tower the first time, however. I'd saved up a Punch on its last use to demolish Ashura, but it only did 800~, with the new god having 900HP. Ashura could two-shot the mushroom, so I either needed more HP or more power. Grinding the Kick down to a single use did the trick.


The Giant's World had things like single Amoebas which were certainly nice for statbuilding, but also had this. The Geta footwear gives +5 to STR. But no, this - nor the Giant equipment - still isn't what I had in mind for raising strength. And remember, it's the actual value that's used in determining stat growth, not the base value. Having those on can harm my efforts.


Speaking of the Giant equipment, by selling off most of the weapons I accumulated, I found myself able to afford some of it. The armor is what I really want though, and what I need to save up for. The gauntlets are free in the next world, and I can also get a free helmet in Venus' World.


Some of the money had to be spent though, because I needed to make this purchase before taking on the Phagocyts. They appear in way too large a group for a human to properly deal with (4-8), but this fixed-damage weapon makes things go relatively smoothly. Even so, I needed to luck out in them not paralyzing. I was facing the full 8 of them for money purposes. Just took a bit more time for them not to land paralysis or more than one Dissolve, and that was that.

By the way, I decided this is a no MAGI variant, at least for now. Just to make things interesting in some regards.


Apollo's World brought forth a lot of single encounters on the overworld. I took this opportunity to get the mushroom some AGL. As I learned and tested in the previous run, I need to be careful not to exceed 40, for fighting Apollo way later on in the game.

There really isn't too much to say about the world itself otherwise. I'd earned enough for the Giant Armor halfway through to Dunatis, so I went and bought that before fighting it. Two high-powered Punches dropped Dunatis and I mostly ran from everything else in the dungeons. In the Bright Cave, a couple of desirable pickups awaited. The first being the Giant gauntlets I was talking about. The second...


The Revenge Sword!! I've gone over this wepaon before, and using it does give the potential to increase STR without needing anything in that stat. So I stripped down the mushroom and had it do its thing. Fighting single enemies without armor, they would hit it for a ton of damage survivable via massive HP, which would then be sent back twofold. I got it up to 10 STR with the weapon, saving 30 uses of Revenge for later.

I overlooked something in regards to raising STR by the way, but I'll get to that when it's relevant. It's nice to finally give that sword a time to shine, at least.


So how to proceed from here, after getting a Long Sword for traditional STR-building purposes? Well, the mushroom's STR is the equivalent of DS-2, so I want to be fighting DS-3 monsters for a faster increase (instead of these things). Maybe DS-4. The problem is without MAGI, I'm just poking them for feeble damage. Obviously not enough to last through a prolonged fight. I could fight weaker things like this, but would prefer better odds than 1/20.

The answer is to use martial arts to soften the enemy up before going in with the sword. I couldn't fight the DS-4 monsters in Apollo's World right away, but getting 14 STR in Giant's World did let me do so. My goal was 24 STR, where the STR stat becomes DS-4. From there, I could freely have the mushroom equip the Giant gear without penalty of making it harder to raise stats in this world.


With martial arts giving easy AGL and Revenge giving a baseline for STR, only one stat that can be raised on humans remains at zero. Raising MANA in this MAGI-less challenge will have to wait until the very lategame acquirement of the Rune Axe, a STR-based weapon that helps raise that stat...


...except it doesn't require that at all. Hitting an enemy with an elemental weakness does damage anyway, regardless of the character's stats. MANA is nice to have on a human and they actually gain it just as fast as mutants. It's just that they need to use spellbooks to raise that stat. Yes, it is very possible to have a magical human, although for the sake of diversity, I'll mostly have the mushroom here be a physical fighter in contrast with Toma. Though I'll be getting some for defensive and Cure purposes.

The initial punching bag of choice were those Amoebas. These were single enemies that were conveniently weak to a free Thunder book I'd acquired. They weren't the easiest choice, of course - they could restore their health and deal heavy damage with Dissolve - but they were still fairly good to get a foothold and being DS-3 gave the mushroom levels relatively quickly.

Base spellbook damage is equal to MANA*10, so I was able to move onto grinding in Apollo's World relatively quickly. And I'll go over the end result in the next bit.

Next | Index

Getting the MANA stat up wasn't too difficult. Again where I could, I weakened with Punches before moving in for the kill with magic. I eventually started grinding in the cave once I could one-shot things, because groups of Hofuds were common there. This allowed the mushroom to earn some much-needed money.


I actually bought two extra Ice books once hitting 24 (DS-4) and grinded out some more cash, getting a few points more in the process. Notice by the way how easily HP grows. I actually reset some of the growths later on so it wouldn't get too out of hand too soon.

There was nothing really of interest in the Guardian's World except the Sypha weapon. This acts like a shield and a weak STR-based weapon simultaneously, blocking physicals (the ones that can be blocked in the first place) at 100% odds. It does deal piddly damage though, comparable to the weakest STR-based weapon, the Hammer. I never actually used this in the playthrough despite it being there. Probably should've, though.


Magic can be very strong, as the third miniboss in the short Guardian's Base world showed. Even with its extra MANA, the mushroom could be two-shot by this. I actually decided to farm some extra stats and drops off the minibosses. I got two extra AGL points from the first two, a MANA point and a Cure book from this thing, and 25HP and a Magnum from the Commando. A Magnum? You'll see shortly.


Nothing to the Ninja either, because it dropped in two blows from a Gold sword. I farmed out an Ice sword drop. It's only as strong as the Flame swords in the next world, but as I've been over, Ice is a handy element to have. Although that said, these elemental swords only deal added damage plus the chance for an instant kill if an enemy is weak to an element, and don't do less if an enemy is immune.


You can see the Flame sword right here, but also of interest is the X-Kick. While martial arts' time in the sun is over for the most part, the final use bonuses they offer aren't to be underestimated. I bought a couple with intent to use them on Venus at the end of the world.


Venus' World of course brought forth the Hermit. I could use the Magnum to grind STR off it without needing any MAGI (or luck in not getting blocked by Shell). I could win in 1-3 shots, depending on luck with the weapon's wildly variable damage and the Hermit's use of Shell to halve it. And I employed Thunder books to grind MANA (which were a guaranteed one hit kill). I took both of these stats of the mushroom up to 49 before proceeding.


Now I'm really cooking stat-wise. Note that AGL is being boosted by Hermes Shoes, so I'm not as close to the 40 "cap" as you might think. This footwear is actually really handy, because it'll let the mushroom have a total of 50 normally, and can just remove them for Apollo later.


I actually found out in this that there's an additional advantage to the mushroom that isn't found in ordinary humans - attacks like Touch cannot absorb HP from it. Didn't know that. Well, it's not a huge factor, and it's too late to go back now.


The Ancients' Volcano served up the Mage staff. I actually found that the mushroom had use for this - it is one of the few ways for a human to deal damage to all enemy groups. In the meantime, I was lowering the number of uses on an X-Kick. I got no AGL boosts through this dungeon, good in the sense that I want it low. But not too low, because you do need that to hit.

Speaking of hitting, the mushroom was hit with blind in this dungeon. But it didn't seem to affect the accuracy of martial arts and I was having it use only those and rarely magic, so I just kept going, only getting Eyedrops once back in the city.


I used two full-power X-Kicks on Venus to slice her HP up, then finished her with a swipe from an Ice sword. She did kill the mushroom the first time by confusing it with Charm, but wasn't so lucky the second time around.


Naturally, the first thing I did on reaching the Dragon Circuit was purchase this bad boy. Even if it reduces the STR bonuses I get by equipping this, I could always pull the Giant stuff back out for boss fights if I need to.


The new armor immediately went to work in the circuit itself, assisting in the defeat of the Adamants. With high MANA and the Ice spellbook, defeating the enemies blocking the way was no problem.


I picked up a Dragon Sword in Edo, as well as a Flare Book, just in case. The former is the strongest STR-based weapon money can buy. I mostly ran away from battles in this world due to most encounters being numerous groups of enemies. Unlike Toma who could just Flare or P-Blast them away, the mushroom had to take them out one at a time, and sometimes needed multiple shots to get the job done. A few (Gae Bolgs) were even immune to the elemental magic, although those ones could be assaulted physically.


I also found out there's very slightly more to being a human mushroom than things like Touch just not draining HP. These Mosquitoes were killing themselves on my character, as if it were undead or a god-class enemy!! I guess I have a Godshroom. Again, too late now, let's just laugh about it. Similarly, human mushrooms are immune to D-Beam (an attack that deals damage to humans and mutants).

It does make sense in a way though and reveals an interesting way about how those attacks work: I'm guessing it's reading the class of the target to determine what those attacks do. Since a Fungus is usually in the plant family, it's immune to D-Beam and deals drain reversal on certain attacks, despite this mushroom being a human functionally.

I picked up some of the usual goodies in the ship, although all of it but the Hecate shoes would be sold.


Getting into Edo Castle was kind of tricky due to how Knights could put O-Ice onto everyone with their shields. I was fighting a group of three of them and five Stonemen. They could even defeat my character just by piling up damage. I could've just grabbed a Thunder book, but eventually won by taking out the Knights first - they could be taken out in one blast, if they don't get a chance to use the shield, the protection doesn't go up. It's one place where I really should've used Sypha - wipe the Stonemen on the first turn, then use it repeatedly to lock the purely physical Knights down.


The Ninja Gauntlet was in the castle of course, so here's what the mushroom's setup looked like. Giant Helmet adds to its defense, Dragon Armor gives elemental protection, the NInja Gauntlet gives O-Weapon, and the Hermes shoes give +10 AGL, which was helpful in having attacks land without building the stat itself up.


Sho-gun is always an easy fight. Even when he confused the mushroom with Riddle, he couldn't do much. I used the opportunity to lower the number of uses of a Jyudo I'd purchased. It's pretty cool - it's just like Whirl in how the enemy gets thrown up into the air, and if it dies from the attack, it doesn't come back down.


I fought a Dolphin too to further lower it, but ran into an unexpected problem: martial arts can in fact miss. The living statue kept on hitting the mushroom with Blitz to send its AGL into the tank. Damaging it wasn't a problem between this and the Ice spellbook, and its attacks could be outhealed. The problem is I had only a few uses of the latter left, so I needed enough Jyudo to land before they started missing constantly.


Unfortunately, due to O-Change (and therefore O-Weapon), the damage it dealt on Magnate was very disappointing.


I had two plans for Magnate. The first of these was to go in physically. His attacks were not a problem - as long as I was prompt on healing. Cure very cleanly outpaced Tornado, so even if he used it repeatedly, the mushroom could survive forever as long as its Cure book lasted. The problem with physical attacks, which did around 300 on average, was this. 39 AGL wasn't enough for the attacks to consistently hit, but they weren't consistently missing either. The only question is whether the Cure book would be able to last through the fight...


...which it did.


The second way to go about the fight was to emulate a mutant and go in with Flare. The mushroom actually turned out stronger than Toma somehow - he was able to get Magnate in eight uses of the book. I officially used the physical method, though.

So that's that. Turn the page for the final part of this report.

Next | Index

I finished off the mushroom's HP growth shortly into the Nasty Dungeon, with it ending with 1017 natural. This allowed me to sell off the two Body potions and free up precious inventory space.


I plucked a few things from it, in addition to that Body Potion I didn't need after all. The first of these was a Dragon Helmet, which offered up O-Para. There was the Parasuit of course. And finally, the Gungnir. It does massive damage to one group on enemies. Limited-use, but that's giving this to Robots in ordinary settings and what the unlimited-use XCalibr later on is for.

And this variant. I can get use out of it here.


Odin was a difficult fight until his underlings were down. Getting over that initial rump was very tough. The OdinCrows could be decimated with one blow, but Slepnir took two. Surviving these first few rounds took many tries especially with Odin's urge to use his own Gungnir repeatedly.


I had to use the Dragon Armor instead of the Parasuit in this fight, due to the presence of thunder-elemental attacks from Odin. I also wore the Hecate shoes due to AGL not being a factor, and to increase the potency of Cure.


Once they were down and the mushroom's HP was in the safe zone, the fight was all but won from there. Odin's Gungnirs hurt like hell as you can see, but they couldn't two-shot the mushroom, and are more than outhealed by its Cure. For the mushroom's own part, its Gungnirs were going just over 400 to Odin.


Minion was roadkill, and it certainly helped that it kept using Flame. Even if it had used Tornado, it would've been a simple affair to outheal. And I've officially completed the no MAGI sub-variant.


So these Sorcerors in the Final Dungeon presented a problem: Stone and Thunder were their two favorite attacks, but a human can't actually protect against both at once. Remember, Parasuit only gives O-Fire, O-Ice, and O-Change - a wearer is vulnerable to electricity. Dragon Armor does protect against it, but the only piece of equipment that gives O-Stone is the Arthur Armor, which can't be equpped at the same time.

I decided that the mushroom was better off with the Dragon Armor here. After all, Stone can fail to work, but Thunder being used when it's not immune to the element always dealt a ton of damage.


The mighty XCalibr was waiting in the dungeon as well. This is a fantastic weapon and is effectively a Gungnir with infinite uses. Either weapon does base damage to one enemy group equal to (STR -- 70)*15+1050. In other words, even limp-wristed characters will act as if they have 70 STR with this weapon, and ones with more than that will deal even more damage.


Speaking of which, I used this weapon and countless resets in the first floor of the Final Dungeon to get the mushroom's STR up to 72 against these DS-9 enemies. I did the same with MANA and Flare books - although robotic Ridean enemies could be dropped with Thunder Books. This grind was annoying and I probably should've done it in the opposite order because of those Sorcerors (the extra MANA would mitigate the success rate of their Stone), but I got it done in the end. Which is what counts.


Following the soft restriction I put on this challenge, I fought WarMach with XCalibr instead of Flare. This was pretty straightforward - the big thing to watch out for was NukeBomb of course. As long as I didn't get one-twoed by the attack and was careful to keep the mushroom's health high (Cure was healing over 700 at this point with the bonus from Hecate), there was nothing to it.


More interesting things I learned in this playthrough: you can still go to Bright Cave and see well with TrueEye when all your MAGI are stolen.


Apollo was easy, as was the plan. Going last every turn means lasting through this fight is 100% consistent. I snuck in a STR upgrade at the very end by using XCalibr on the turn where this happened. Another thing I learned: whoever says his MAGI is not perfect is variable, depending on whoever is alive. Same goes for the text before the battle. Both kinda weird, considering most parts of the game call a certain character in dialogue (like the fourth insulting Venus or the first's reactions to his father).


Next up was the last stat grind in the first area of the Central Shrine, taking STR and MANA to 101. Even though I only intend to really use the former, I'm boosting the latter for posterity and defensive purposes. I thought about raising AGL too, but decided there's little point at this stage of the game.

Because there are four Power potions in the game, I only needed to take STR to 89. Fighting groups of 1-2 enemy types was the way to go. XCalibr has a nice advantage when fighting Musashis - they can't counter this attack. Flare of course took care of whatever popped up when grinding MANA. It went up to 92 like it did for Toma, I retrieved the last Magic potion, and used them.


While I was in the Nasty Dungeon, I also took the time to retrieve these. Vampic might be nice against enemies I can hit with it, especially if I do take the time to grind AGL after all. Hyper of course instantly kills things.


Oddly, TianLung and Fenrir were two of the toughest bosses in the whole variant. I needed to stick with fighting a single one. I had to use Dragon Armor against TianLing becuase it could use Lightng, but did use Parasuit against Fenrir. Of course, neither protected against Tornado, which both really loved using. I even failed against single TianLung encounters multiple times due to double Tornado - can't do anything against two 600+ damage attacks in a row.

That's one disadvantage of low AGL - high could potentially react to this, although due to turn order varying greatly (see: a 41 AGL character being able to go before a 99 AGL somtimes), even this is inconsistent. They have 94 and 80 respectively, for the record. TianLung took three rounds - both have O-All, so XCalibr was doing less damage than it would normally. Fenrir took more due to its regeneration, although was oddly more cooperative in eventually allowing me to beat it. Of course if I really wanted, I could've flipped them the bird right back and Hypered them both to death.


I ran into Haniwa again down there while trying to get through the maze. I fired the Hyper Cannon and, well. Shit just got real. Unfortunately to show this off and finish in style, I would need to grind out more AGL. I'm not horribly in the hole on that unlike with the mutant and this is a very compelling reason to do so, but it doesn't seem time-efficient to do this. I don't need this to win.


Fighting Arsenal with magic was nearly identical to fighting it with Toma, so I won't show that. The only differences were not being immune to Smasher! and having 44 AGL with Parasuit on, meaning the mushroom would occasionally go first. This wasn't as disruptive in this fight, however - because Smasher! was still doing fixed physical damage, and Launch the Smasher does random damage.


Physical equipment before going in.


Strictly using physical skills...unfortunately, this jerk does have O-Change, meaning weapon damage was halved. The cannons took two shots of XCalibr and gradually repair themselves once destroyed. You attack them in order, but cannons retain their damage even if one in front of it is repaired. So the idea was to weaken them down so I could beat them 1-2-3-4. It took several turns to do this, and it was probably a better idea just to use Flare even for this phase. But it's possible, and I'm showing another way to do the fight.

It went like this: attack seven times (weakens Cannon4), heal, attack five times, stall/heal, attack three times, stall/heal, attack once, heal, attack four times, and next phase! Oddly, I found attacking eight times in a row sometimes did work, but then I'd die instantly to Smasher! the next turn.


I went in with full Giant's gear and Geta, so the Smashers were doing over 290-380 damage apiece. This could've been halved with O-Weapon, but I went with the full-on offensive option. Unfortunately for Revenge, which I'd saved up, this only inconsistently outdamaged XCalibr due to the variable damage. So I stuck with the latter, alternating using it and healing every turn.


As for the third phase, it was simply down to whether Arsenal would one-two the mushroom or not. When it didn't, the battle was won.

That's three out of four solo FFL2 challenges in the books now. If we're disregarding the impossible parts of the solo monster challenge, I'd put the solo human as easier than that one, but noticeably harder than the solo mutant. For the most part, the two challenges are identical - especially if you want to go full-magic with the human. However, not being able to attain O-All even via equipment or having any of those nifty abilities is a distinct handicap. While they can gain STR, using it at most puts them even with MANA-users. And of course mutants can gain natural DEF to become even more invincible.

The no MAGI part of the variant was interesting, and aside from the early goings where stat gains relative to damage done are difficult, really didn't have much of an effect. It also made the transition to not having any after Minion a lot less jarring. Still, their benefits really can't be underestimated, as I've shown off before.

One left, and I've saved the best for last. But there's one more thing to do here. One more thing to cover here. What if I actually had grinded up all that AGL to abuse the Seven Sword? What if I had on a Parasuit so the mushroom was rocking 116 STR and AGL? How much damage would I be able to do to Arsenal then?


Yeah.

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