FF1 WSC Iron Fists Part I
Oct. 28th, 2019 11:17 pmBlack Belts/Monks had a significant change to them in the MSX version of Final Fantasy 1, as I went over in my previous report. Regardless of the nature of it, it can now be considered for variants that it was not before. That said, there's two with little point: they're mostly inferior to another FIghter for Capitalists, and Living Off The Land gives them like nothing to work with.
So let's look to another variant that was done on the NES version, the Iron Fists. A crazy silly challenge done by Sullla on NES FF1 - to play out by fighting unarmed with non-Black Belt classes who suck at fighting unarmed. Due to the changes on the MSX version, however, Black Belt itself sucks at fighting unarmed. What's more, due to still maintaining the double hits, this gives it a real reason to be used here.

So with that in mind, how does this change the party? Not much. Fighter is still a superior option for defense, White Mage is still wanted for healing, and Red Mage for more healing and further utility. The messed up Black Belt will be a far superior offensive presence over the Fighter.

Except for one thing that I thankfully had the sense to sanity check. While LOCK seems fixed, TMPR and SABR are still broken. Exploring that was the whole point of me wanting to do this challenge on this version. There's not too much point without, though - a Monk will just end up doing more 1-damage hits, and they'd have huge magic defense if you delay your class change for as long as you can. Not too much purpose when you can just stall forever. I could use a bugfix patch, but those tend to change way too much - notably the most prominent one even kills the Peninsula of Power which every official version has maintained!

So we're goin' to the Wonderswan! This was Bandai's foray into the console market, released in Japan in 1999. It was developed in-part by Gunpei Yokoi, the same man who created the original Game Boy. The Color version was released in 2000. It suffered from a lack of third-party support, with most of the games on it being licensed works. However, Square notably gave it support in the form of ports of Final Fantasy and SaGa games - there were even plans for ports of FF3 and Secret of Mana before cancelation. Also it presently has the only Super Robot Wars game with Escaflowne.
FF1 and 2 in particular ended up being the basis for every later port of the game - and Origins in particular is more or less just those versions except on the PSX. Yet they retain a lot as well, unlike GBA onwards.
So Temper and Saber work. If that were just that, there'd still be little reason to play this for repeating such a challenge myself. But the HP of the fiends and Chaos has been doubled in this version. Sure, now Iron Fists would be able to hit harder, but they'll also have to last through fights longer as well. How different would it end up because of those two changes? That's what I'm going to find out.

There's really no reason to take a different party than what Sullla did on this version. While a second Red Mage for more Tempers is tempting - particularly for Chaos, I feel the higher class White spells will be more important for getting there in the first place. Though I'm going to make one minor adjustment to the rules for the Neo Iron Fists: instead of disallowing any spell that targets an enemy, I'll just be banning those that kill and damage. So status spells are fair game in my version of it.
As I write this my copy of Super Robot Wars V for Switch has arrived at its destination. However, that's not where I am right now. I was tempted to go Ange/Jill/Sala/Tusk in yet more anime referencing, also with the hilarity of the only male being the White Mage. But eh. We'll go with the usual sorts of names.

This is the first version of the game that introduces many of the "hooks" of later versions, like being railroaded into seeing the King or various cutscenes in the game. But while the game has something of a modern makeover and bugs have been fixed, the mechanics are otherwise the original, and a number of quality of life improvements are optional: ineffective retargetting, B-button dashing, SOFT/LIFE/LIF2 being usable in-battle, and another more minor thing I forget.
Note that while you can leave some of these legacy options on, just the different engine for the game means you can't perfectly emulate the NES for any particular challenge. For example, spellcasting items can be used without having them in your inventory, although only once per item you have per turn. While I will be leaving these options off, I'm won't and just can't completely follow every aspect of the NES version.
One that still is in play, though: gotta use an inn or resting item to save.

Nothing to say about the early grind. Still more than capable of killing the basic Goblin enemies at the start of the game while taking barely any damage at all. One thing I was quickly noticing were the misses. I was getting a lot of them. I decided to check the accuracy formula, and if there's anything that makes some weapons (or lack thereof) miss more than others, it's not listed.

I fought Garland at level 2 and trashed him. Unlike later versions of the game, on WSC/Origins, no changes/improvements have been made to either him or Astos.

Even with bare fists at level 2 this guy is like nothing. And he's supposed to be the greatest knight in all of the kingdom, who struck down everyone who attempted to defeat him before this? Shameful display.

Here's a random aside: the gender of the White Mage? In fact, by the original Japanese script the Light Warriors may all be male. Sarah's (unnamed!) sister uses the term Onii-chan (おにいちゃん) here to refer to your team, which of course literally means older brother, and uses a pluralar form. So there you go. Not sure if it differs in later versions. For the record, the line in NES removes any reference to gender, and later English translations are neutral, though she does kiss them on PSP.

The walk to Pravoka was highlighted by opponents who did not want to stop going after Doc. I had to reset or retreat more than one time due to monsters suddenly ganging up on him, though he'd occasionally come through with the big dodges like this.

Boring, boring, boring. Even Doc could one-shot these guys. You know come to think about it, this game goes in a bit too hard on everybody else besides the heroes being useless.

Very quickly I went ahead and picked up the big working spell. If you've read my report of the FFZZ romhack, or my solo Monk on PSP, you already have an idea of what attack buffing can do for a team
And so the grind began. But I'm impatient and was getting less money than expected.

So are you ready for some 15 tile puzzle?! This version of the game was the first to introduce time ranking and additional rewards beyond 100 gil. This is a handy guide on one simple way to approach them. Or you can totally cheat and grab a solver.

By finishing at all, you'll get the same 100 gil you would on NES. But if you finish in first place in terms of speed, you'll get a bonus of 10000 gil, and two of each consumable item. Obviously, this means you'll want to stall until right before time is about to tick over. It's an excellent way of making money without getting experience and is a staple of low level games, but you can use it in any circumstance too.
So should I really use it? Well, it's nothing you couldn't do on the NES version, really. You'd just be doing it about 100x more. It doesn't help much in the long term, especially in a challenge that will be grinding enough anyway and will become filthy rich by default. But in the short term? It'll come in handy. I'll explain in a bit. Not gonna go too crazy with it. Like I said, I do need the experience too.

I did this twice for a boost of 20k. So with the spoils from that, I was able to fully armor everyone up, as well as buy 99 potions and antidotes.

And here I am about to head into the Marsh Cave at level 4, wielding nothing but bare fists. Yes, I can be a bit rushy, I established that from my very first variant here. But I'm confident I can pull it off! Check out that absurd sleeping bag sprite on the map, too - recall that they're not actually TENTs in Japanese. It looks like a sausage roll or burrito or something.

Do expect this to take a bit, though. So there's little reason to fight on the way down. Even if I was fighting on the way down though, I'd still run from these guys. They already have the potential to stunlock and kill an entire proper party, so the Neo Iron Fists who take forever to kill definitely would end up that way if I didn't peace out.
Didn't take long to get down there at all. I got to the Piscodemons without incident..

Hoo, boy. The max draw. Already however you can see the buffing spell in action. With this, and not a lot of misses as I've been repeatedly getting...

...and uh, not my White Mage getting killed for over his max HP

Damn it!
I'm not giving up! I reloaded and charged right back in there. Had a few incidents of Crawlers being obnoxious with paralysis and having trouble running from Gargoyles, but that's it.

Three of the things. That's better, riiiiii...ugh. I tried, but they kept getting big hits. I died once again.

Next try, two of them! This surely will go a lot bett...err...okay, still alive. I just need to have the idiots stop missing. I swear there really is something that makes you hit or miss more, sheesh.

All right, you miserable mollusk mouthed monstrosities. Look here. I got 95 potions that say YOU DON'T HAVE WHAT IT TAKES TO BRING ME DOWN.

Ha! Told you so! They didn't even go after the very weak Powa, allowing me to heal them up when I was able to. And that's just a taste of what TMPR could've done had it worked on the NES version.

No incidents on the way out, even though there was the potential. Made it out of the cave and saved with a sleeping bag. Good thing too heh, I did get stunlocked and murdered on the way back.

Already I was beginning to notice the team's durability. I had no issues taking this group of Ogres down over a period of several turns. I mean yeah, it's something any party of Fighters could do, but even with minimal offense, they can indeed last for a long while. Especially with item use. This isn't even something exclusive to this version, either: remember, DRINK exists on NES and can be used on any party member.
Here's another fact: although the WSC version of the game introduced the boss themes and a few others, it does not have the ruined castle theme. That came later on in Origins. I actually highly recommend giving the WSC version of the OST a listen. It more or less upscales the soundtrack from the NES, while still retaining the spirit of the original versions. Especially noticable contrasting the dungeon/volcano themes with their Origins versions.

Onto Astos! I had no issues with breaking through his defense with this team. One casting of Temper let me deal damage, and since Powa had three, I used the third on Whak. Being slowed was no issue with only having one hit in the first place.

So I could...eventually get horribly killed by his magic? That's not right!
I thought I would be eventually able to push myself over the hump and win anyway, but my party just kept missing and missing until they died from him cycling to his Death spell again and physically killing the other.

I kept trying and trying. There was one time where Tuff ripped out a critical for 54 damage. I had to have been close on that one, but...dead again.
So that's it. I'm taking advantage of my rules tweaking to put this guy in the dumpster.

I had an incident with paralysis on the way back from getting the relevant spells. Don't think I've ever had THIS happen before, heh. But it was more of an annoyance than a real threat to my warriors.

This kinda fits with the spirit in my opinion, which is why I tweaked the rules a bit. The original Iron Fists were about getting up a defensive line and becoming impossible to kill, wearing down the enemy. But what's a debuff on the enemy but another part of the defensive line? One thing to note about MUTE on this and subsequent versions: enemies will no longer waste turns casting ineffective spells and abilities when inflicted by it.
That is once I did get it to hit. Took like two dozen tries. But from there the fight was elementary, even though I had to still hit. And I piled on further by putting the LOCK/Shape (シェイプ) spell to work. This decreases enemy evasion by 10. It's a pretty useless spell most of the time, but the Neo Iron Fists could make use of it here by speeding the fight up.

And he's dead! Don't completely disregard the status spells in Final Fantasy 1. They can be an excellent defensive asset.

The new aspects about this version allowed me to complete this leg of the game in just under 2:30, at level 5 (having gained level 6 from the Astos fight), using nothing but bare fists. Though truth be told? Even though this was partially to avoid grinding hell, I know I can't avoid grinding hell forever. Sooner or later I'm going to have to go to it - knew that from the start going into this. Ship game just let me get by this part of the game quicker so that I can move onto the part of the game where I can actually start getting decent armor and therefore not have to pay as much attention in grinding fights.
_____
With the ocean opened up, that meant access to Melmond and Crescent Lake, and therefore access to the best storebought armors for Fighters. Of course these all cost tons of money, the armors alone are a cool 45000 apiece.

So are you ready for some more 15-tile puzzle?! One good thing about this version, by the way, is that it's MUCH more manageable to do. The default time on GBA and derivatives is 30 seconds.
You need luck and some crazy savant skills to solve in under 30 seconds. Closest I came was around this much. The default first place time on WSC and Origins is two minutes, very manageable. My average time was somewhere over a minute, so I'd have plenty of time to sit back and wait for time to tick up.
Though the later versions also remove the monetary rewards in favor of the new items introduced, and the ones useful for low level and such you don't need to go too crazy to get - in fact, 3rd place for them is still under two minutes. As long as you save the Emergency Exit (skips the Zombie Dragons) for last, since that requires a sub one-minute time, and the default one minute will end up being pushed to 3rd. It's kind of a bad system of prize-rewarding, really. But that's just diversionary talk to spice this up.

After grabbing those armors I made my way to Crescent to pick up mythril gear. One thing to keep in mind about this version: enemy regeneration has been fixed for this version. This meant the Neo Iron Fists had to run or buff against certain enemies, or else it would be impossible to actually kill them.

The Fighters had tons of defense when all was said any done.

And with that, I could head to the peninsula for grinding! I chose here instead of around Crescent due to having more profitable fights and less annoying poison. My objective was level 11. That would get me two charges of Haste. Hit it before too long. There's nothing really to say about the grind. I used Fog to help buff when I had spare turns, having Doc use Ruse on himself too With all this plus Temper, fights were simple if only able to be done one at a time.

Earth Elementals hit hard, as I re-realized when exploring for some of the chests for once. But...thinking about it, the chests here kind of suck. There's a lot of these things guarding them, yet they tend to be just money. And not a lot of it, either. So after the one of these, I just made a straight shot through.

And with this partway through the Earth Cave, I have officially been poisoned 53 times! I guess it can happen after all.

The Vampire managed to paralyze Tuff, but that just made me throw all the buffs onto Whak. It didn't take much to do him in.
Anyway these spells are really freaking good. So brb running it back to this point with two Red Mages instead.
Next | Index
So let's look to another variant that was done on the NES version, the Iron Fists. A crazy silly challenge done by Sullla on NES FF1 - to play out by fighting unarmed with non-Black Belt classes who suck at fighting unarmed. Due to the changes on the MSX version, however, Black Belt itself sucks at fighting unarmed. What's more, due to still maintaining the double hits, this gives it a real reason to be used here.

So with that in mind, how does this change the party? Not much. Fighter is still a superior option for defense, White Mage is still wanted for healing, and Red Mage for more healing and further utility. The messed up Black Belt will be a far superior offensive presence over the Fighter.

Except for one thing that I thankfully had the sense to sanity check. While LOCK seems fixed, TMPR and SABR are still broken. Exploring that was the whole point of me wanting to do this challenge on this version. There's not too much point without, though - a Monk will just end up doing more 1-damage hits, and they'd have huge magic defense if you delay your class change for as long as you can. Not too much purpose when you can just stall forever. I could use a bugfix patch, but those tend to change way too much - notably the most prominent one even kills the Peninsula of Power which every official version has maintained!

So we're goin' to the Wonderswan! This was Bandai's foray into the console market, released in Japan in 1999. It was developed in-part by Gunpei Yokoi, the same man who created the original Game Boy. The Color version was released in 2000. It suffered from a lack of third-party support, with most of the games on it being licensed works. However, Square notably gave it support in the form of ports of Final Fantasy and SaGa games - there were even plans for ports of FF3 and Secret of Mana before cancelation. Also it presently has the only Super Robot Wars game with Escaflowne.
FF1 and 2 in particular ended up being the basis for every later port of the game - and Origins in particular is more or less just those versions except on the PSX. Yet they retain a lot as well, unlike GBA onwards.
So Temper and Saber work. If that were just that, there'd still be little reason to play this for repeating such a challenge myself. But the HP of the fiends and Chaos has been doubled in this version. Sure, now Iron Fists would be able to hit harder, but they'll also have to last through fights longer as well. How different would it end up because of those two changes? That's what I'm going to find out.

There's really no reason to take a different party than what Sullla did on this version. While a second Red Mage for more Tempers is tempting - particularly for Chaos, I feel the higher class White spells will be more important for getting there in the first place. Though I'm going to make one minor adjustment to the rules for the Neo Iron Fists: instead of disallowing any spell that targets an enemy, I'll just be banning those that kill and damage. So status spells are fair game in my version of it.
As I write this my copy of Super Robot Wars V for Switch has arrived at its destination. However, that's not where I am right now. I was tempted to go Ange/Jill/Sala/Tusk in yet more anime referencing, also with the hilarity of the only male being the White Mage. But eh. We'll go with the usual sorts of names.

This is the first version of the game that introduces many of the "hooks" of later versions, like being railroaded into seeing the King or various cutscenes in the game. But while the game has something of a modern makeover and bugs have been fixed, the mechanics are otherwise the original, and a number of quality of life improvements are optional: ineffective retargetting, B-button dashing, SOFT/LIFE/LIF2 being usable in-battle, and another more minor thing I forget.
Note that while you can leave some of these legacy options on, just the different engine for the game means you can't perfectly emulate the NES for any particular challenge. For example, spellcasting items can be used without having them in your inventory, although only once per item you have per turn. While I will be leaving these options off, I'm won't and just can't completely follow every aspect of the NES version.
One that still is in play, though: gotta use an inn or resting item to save.

Nothing to say about the early grind. Still more than capable of killing the basic Goblin enemies at the start of the game while taking barely any damage at all. One thing I was quickly noticing were the misses. I was getting a lot of them. I decided to check the accuracy formula, and if there's anything that makes some weapons (or lack thereof) miss more than others, it's not listed.


I fought Garland at level 2 and trashed him. Unlike later versions of the game, on WSC/Origins, no changes/improvements have been made to either him or Astos.

Even with bare fists at level 2 this guy is like nothing. And he's supposed to be the greatest knight in all of the kingdom, who struck down everyone who attempted to defeat him before this? Shameful display.

Here's a random aside: the gender of the White Mage? In fact, by the original Japanese script the Light Warriors may all be male. Sarah's (unnamed!) sister uses the term Onii-chan (おにいちゃん) here to refer to your team, which of course literally means older brother, and uses a pluralar form. So there you go. Not sure if it differs in later versions. For the record, the line in NES removes any reference to gender, and later English translations are neutral, though she does kiss them on PSP.

The walk to Pravoka was highlighted by opponents who did not want to stop going after Doc. I had to reset or retreat more than one time due to monsters suddenly ganging up on him, though he'd occasionally come through with the big dodges like this.

Boring, boring, boring. Even Doc could one-shot these guys. You know come to think about it, this game goes in a bit too hard on everybody else besides the heroes being useless.

Very quickly I went ahead and picked up the big working spell. If you've read my report of the FFZZ romhack, or my solo Monk on PSP, you already have an idea of what attack buffing can do for a team
And so the grind began. But I'm impatient and was getting less money than expected.

So are you ready for some 15 tile puzzle?! This version of the game was the first to introduce time ranking and additional rewards beyond 100 gil. This is a handy guide on one simple way to approach them. Or you can totally cheat and grab a solver.

By finishing at all, you'll get the same 100 gil you would on NES. But if you finish in first place in terms of speed, you'll get a bonus of 10000 gil, and two of each consumable item. Obviously, this means you'll want to stall until right before time is about to tick over. It's an excellent way of making money without getting experience and is a staple of low level games, but you can use it in any circumstance too.
So should I really use it? Well, it's nothing you couldn't do on the NES version, really. You'd just be doing it about 100x more. It doesn't help much in the long term, especially in a challenge that will be grinding enough anyway and will become filthy rich by default. But in the short term? It'll come in handy. I'll explain in a bit. Not gonna go too crazy with it. Like I said, I do need the experience too.

I did this twice for a boost of 20k. So with the spoils from that, I was able to fully armor everyone up, as well as buy 99 potions and antidotes.


And here I am about to head into the Marsh Cave at level 4, wielding nothing but bare fists. Yes, I can be a bit rushy, I established that from my very first variant here. But I'm confident I can pull it off! Check out that absurd sleeping bag sprite on the map, too - recall that they're not actually TENTs in Japanese. It looks like a sausage roll or burrito or something.

Do expect this to take a bit, though. So there's little reason to fight on the way down. Even if I was fighting on the way down though, I'd still run from these guys. They already have the potential to stunlock and kill an entire proper party, so the Neo Iron Fists who take forever to kill definitely would end up that way if I didn't peace out.
Didn't take long to get down there at all. I got to the Piscodemons without incident..


Hoo, boy. The max draw. Already however you can see the buffing spell in action. With this, and not a lot of misses as I've been repeatedly getting...

...and uh, not my White Mage getting killed for over his max HP

Damn it!
I'm not giving up! I reloaded and charged right back in there. Had a few incidents of Crawlers being obnoxious with paralysis and having trouble running from Gargoyles, but that's it.

Three of the things. That's better, riiiiii...ugh. I tried, but they kept getting big hits. I died once again.


Next try, two of them! This surely will go a lot bett...err...okay, still alive. I just need to have the idiots stop missing. I swear there really is something that makes you hit or miss more, sheesh.

All right, you miserable mollusk mouthed monstrosities. Look here. I got 95 potions that say YOU DON'T HAVE WHAT IT TAKES TO BRING ME DOWN.


Ha! Told you so! They didn't even go after the very weak Powa, allowing me to heal them up when I was able to. And that's just a taste of what TMPR could've done had it worked on the NES version.

No incidents on the way out, even though there was the potential. Made it out of the cave and saved with a sleeping bag. Good thing too heh, I did get stunlocked and murdered on the way back.

Already I was beginning to notice the team's durability. I had no issues taking this group of Ogres down over a period of several turns. I mean yeah, it's something any party of Fighters could do, but even with minimal offense, they can indeed last for a long while. Especially with item use. This isn't even something exclusive to this version, either: remember, DRINK exists on NES and can be used on any party member.
Here's another fact: although the WSC version of the game introduced the boss themes and a few others, it does not have the ruined castle theme. That came later on in Origins. I actually highly recommend giving the WSC version of the OST a listen. It more or less upscales the soundtrack from the NES, while still retaining the spirit of the original versions. Especially noticable contrasting the dungeon/volcano themes with their Origins versions.

Onto Astos! I had no issues with breaking through his defense with this team. One casting of Temper let me deal damage, and since Powa had three, I used the third on Whak. Being slowed was no issue with only having one hit in the first place.


So I could...eventually get horribly killed by his magic? That's not right!
I thought I would be eventually able to push myself over the hump and win anyway, but my party just kept missing and missing until they died from him cycling to his Death spell again and physically killing the other.


I kept trying and trying. There was one time where Tuff ripped out a critical for 54 damage. I had to have been close on that one, but...dead again.
So that's it. I'm taking advantage of my rules tweaking to put this guy in the dumpster.

I had an incident with paralysis on the way back from getting the relevant spells. Don't think I've ever had THIS happen before, heh. But it was more of an annoyance than a real threat to my warriors.


This kinda fits with the spirit in my opinion, which is why I tweaked the rules a bit. The original Iron Fists were about getting up a defensive line and becoming impossible to kill, wearing down the enemy. But what's a debuff on the enemy but another part of the defensive line? One thing to note about MUTE on this and subsequent versions: enemies will no longer waste turns casting ineffective spells and abilities when inflicted by it.
That is once I did get it to hit. Took like two dozen tries. But from there the fight was elementary, even though I had to still hit. And I piled on further by putting the LOCK/Shape (シェイプ) spell to work. This decreases enemy evasion by 10. It's a pretty useless spell most of the time, but the Neo Iron Fists could make use of it here by speeding the fight up.

And he's dead! Don't completely disregard the status spells in Final Fantasy 1. They can be an excellent defensive asset.

The new aspects about this version allowed me to complete this leg of the game in just under 2:30, at level 5 (having gained level 6 from the Astos fight), using nothing but bare fists. Though truth be told? Even though this was partially to avoid grinding hell, I know I can't avoid grinding hell forever. Sooner or later I'm going to have to go to it - knew that from the start going into this. Ship game just let me get by this part of the game quicker so that I can move onto the part of the game where I can actually start getting decent armor and therefore not have to pay as much attention in grinding fights.
_____
With the ocean opened up, that meant access to Melmond and Crescent Lake, and therefore access to the best storebought armors for Fighters. Of course these all cost tons of money, the armors alone are a cool 45000 apiece.


So are you ready for some more 15-tile puzzle?! One good thing about this version, by the way, is that it's MUCH more manageable to do. The default time on GBA and derivatives is 30 seconds.
You need luck and some crazy savant skills to solve in under 30 seconds. Closest I came was around this much. The default first place time on WSC and Origins is two minutes, very manageable. My average time was somewhere over a minute, so I'd have plenty of time to sit back and wait for time to tick up.
Though the later versions also remove the monetary rewards in favor of the new items introduced, and the ones useful for low level and such you don't need to go too crazy to get - in fact, 3rd place for them is still under two minutes. As long as you save the Emergency Exit (skips the Zombie Dragons) for last, since that requires a sub one-minute time, and the default one minute will end up being pushed to 3rd. It's kind of a bad system of prize-rewarding, really. But that's just diversionary talk to spice this up.


After grabbing those armors I made my way to Crescent to pick up mythril gear. One thing to keep in mind about this version: enemy regeneration has been fixed for this version. This meant the Neo Iron Fists had to run or buff against certain enemies, or else it would be impossible to actually kill them.

The Fighters had tons of defense when all was said any done.

And with that, I could head to the peninsula for grinding! I chose here instead of around Crescent due to having more profitable fights and less annoying poison. My objective was level 11. That would get me two charges of Haste. Hit it before too long. There's nothing really to say about the grind. I used Fog to help buff when I had spare turns, having Doc use Ruse on himself too With all this plus Temper, fights were simple if only able to be done one at a time.

Earth Elementals hit hard, as I re-realized when exploring for some of the chests for once. But...thinking about it, the chests here kind of suck. There's a lot of these things guarding them, yet they tend to be just money. And not a lot of it, either. So after the one of these, I just made a straight shot through.

And with this partway through the Earth Cave, I have officially been poisoned 53 times! I guess it can happen after all.


The Vampire managed to paralyze Tuff, but that just made me throw all the buffs onto Whak. It didn't take much to do him in.
Anyway these spells are really freaking good. So brb running it back to this point with two Red Mages instead.
Next | Index