Jan. 15th, 2024

The game opens up immensely upon the acquisition of the Mystic KEY. Lots of treasure to loot! So time to get looting.


There were two noteworthy weapons to find among the myriad of goodies. The first of these was the Rune Sword found in the Temple of Fiends: 18/15/2.5 offenses, and effective against demons (also called magical) and spellcasters (also called mages). It was the Thief's best weapon besides the Masmune in the original version of the game due to having the highest crit chance of any weapon it could use.

But with that fixed, there was also the Dragon Sword in the Dwarf Cave: 19/15/5 offenses. Stronger in every way except effectivity under certain cases. Comparatively, dragon works on...dragons. Hitting a weakness results in a +4 to the attack part of the damage formula and a +40 accuracy bonus (not hit%!)s; this does not stack in the case of hitting multiple weaknesses (such as Rune vs LICH or Xcalber vs a lot of things). Yeah, even though it's bugged and doesn't work on the NES version, it's still supposed to be just a tiny bonus. These weapons also had +15 to hit% and bumped him up to 3 hits. The Were Sword was also here I guess; same stats as the Rune Sword but effective on werebeasts. Only WrWOLFs and CATMANs fall under this category.


Melmond allowed him to buy a Silver Bracelet, which increased his absorb. He could've technically gotten a free one from the Marsh Cave, but it's not like he had anything to spend his money on. He also went to Crescent Lake to buy a Buckler. 2 absorb isn't much; it's the exact same as the Wooden Shield at the start of the game except that Thief and Red Mage can both equip it (as well as three Renaissance jobs). But any extra point of it counts, especially since there were no spellcasting items to take up room yet. That brought him up to 19 absorb. Certainly not very impressive but still a massive improvement over simply 6.

I figured the next step was to gain some more levels. Another strong HP up before LICH would be nice, two would be better. It would also have the added bonus of increasing magic defense; which is relevant in avoiding physicals on hit. Particularly for the Ice Cave later. The question was, where to grind?

I looked at a few different places for starters. The Titan's Tunnel was pretty crummy: a lot of the encounters were GrWOLFs which paid out poorly and were likely to bolt. Slots 1 and 2 are GrOGRE/OGRE mixes. Even the former had a chance to run at this point. TIGER was the 6/7 slot, and while they paid handsomely, they were also likely to run.


What about near Crescent Lake? It was interesting. TROLLS and GIANTs both had 136 morale and wouldn't start to run until James was level 29. But PEDEs had 111 - they were already fleeing consistently! BULLs only had 124 and also had a chance to run. Slot 4 (encounter 2 after a hard reset) has 1-2 GIANTs, slot 2 (encounters 5-6) has 1-2 TROLLs. Slots 6 and 7 are also TROLL and BULL mixes. I could do seven fights, running from the COBRA/SCORPION mixes, before a hard reset. Could I do better?

I looked at the infamous hall of giants. James could win these fights, but it was sketchy. IGUANAs are one of the few enemies in the game with a decent chance to critical hit, and the GIANTs of course hit hard themselves. Furthermore, the enemy numbers here could vary wildly: 1-2 GIANTs and 0-3 IGUANAs. Not ideal. Especially since there was something better right here.


EARTHs are on spiked tiles in front of a lot of treasure chests scattered throughout the cave. They did hit hard, but it was often less than a GIANT fight dealt and they paid out almost as much. James could usually win one on one; the Rune Sword was also effective against them and gained extra power and accuracy. Best of all, they have 200 morale. Anything with at least this much will never flee from battle without glitches or the FEAR spell being involved. This seemed to be the best thing to fight.

But the problem with both of these? They're in the middle of a dungeon. And Melmond has no item shop, so it's something of an inconvenience to keep ducking back out once I started to run low on HEALs.

One thing concerned me about EARTHs: they have a massive 66 attack. They did 47-113 damage against James' 19 absorb. But if they roll the 0.5% chance of a critical hit or so (or maybe 1%), they could deal as much as 245. The last thing I wanted was for a bunch of high rolls to unexpectedly flatten him after a lot of progress. So for at least the first little bit, the safest option was to loop the encounters outside of Crescent Lake. The town was right next door; James can and did jump into the inn there after every single encounter. And if an accident happened, well, because he was constantly healing and saving, no big deal. He could skip over the first and third fights, fighting a GIANT group in-between and four groups with TROLLs and possibly BULLs after before resetting.

That said on some further testing when switching things around for the sake of variety, EARTH fights paid out a consistent 1536 each time. James earned 19968 EXP in 4:30 there on level 27 (that's four and a half minutes). Then it took about 2:20 to go restock HEALs and get back. Just one test of course, but that's still most of a level in seven minutes. So I tried back near Crescent Lake for around seven minutes at level 28, that gave 17925. So ironically the EARTHs were indeed the quicker thing to grind on despite having to run out frequently! Just less safe because of what I said and the two were comparable anyway.

Though it was moot because GIANTs were starting to run...wait, what? Apparently Ozmo made a coding mistake, probably using the ≤ operator instead of < on the morale check since it should never be less than 80 at 28; it can be 80 exactly though. They and TROLLs would anyway at 29 though, so moot.


I did end up going to level 30. It was just a question of grind now or later, and I figured now couldn't hurt. 34/37/19/34/44 were his core stats. As mentioned, level 30 was a strong HP up level with STR and AGI. I decided I'd either accept max HP with STR, or second max with STR and AGI. I got the former quickly enough; I could live without an extra point of AGI in the long run. As long as three Defense uses brought James to 255% evasion. He remained only 25HP behind max. I probably should've grinded out the last level somewhere safer than Earth Cave B1 so I could try for the best option after using a different slot; you can only select your save slot with a TENT, etc. in FFR if you're setting a save slot for the first time. Something to keep in mind for the future.

Anyway, nothing more to do than run the cave.


- GrOGREs. Run and ignore them.
- 4 WIZARDs. James one shot three one after another. The fourth ran.
- 2 IMAGEs. Chance to strike first. Zoom.
- 2 IMAGEs. Chance to strike first. Zoom. No I didn't accidentally type this twice.

That brought James to the VAMPIRE.


Round 1: James moves first, crits, and kills. Easy peasy. But now could he escape?

- 3 WrWOLFs. Run. 2 of them ran before that.
- Here we go, 3 GEISTs and 3 SPECTERs. Swing, miss! Swing, hit. No proc! Swing, miss. James moves and runs!
- 4 GEISTs and 2 SPECTERs. Swing, miss. Swing...paralyzed. He broke out, got paralyzed on the same turn, then got a turn at 172 health. Paralyzed again.


He ded yo.

Alas, getting stunocked and killed is simply a fact of life in Final Fantasy 1. There's simply no way around...ahahaha. AHAHAHAHAHAHA. Actually, there is. Encounter table, remember? Yes, I'm seriously about to do this. Strap in.


As far as Earth Cave B3 is concerned, encounters slots 4, 5, and 6 are SPECTER/GEISTs, IMAGEs, and COCTRICES respectively. Here's a look at what the encounter table looks like with those removed. There were some stretches where it was possible to avoid seeing these entirely. 186-195 was very good in particular: everything there is either slot 1 (WrWOLF/GrWOLF), 2 (GrOGRE/OGRE), or 7 (MUMMYs). That said, this takes a long while to get up to and is really excessive: I could do all that only to lose at the VAMPIRE.

Maybe the best I could do was try to avoid big stretches of these encounters to minimize my chances of running into a stunning enemy. But if I enter B3 after slot 31, I might only have to face one COCTRICE group, one set of WIZARDs (for what they're worth), and one or two undead groups. What if you add B4 to the mix? Well, I'll cross that bridge when I get to it.


So how to do this? Simple: save and exit game outside the cave to get back at the start of the encounter table, reload the save, and soft reset repeatedly when I run into encounters. Once within striking distance, go into the cave and hang around here, and once enough encounters have passed, go in.

So I did just that. My first encounter would be a GEIST/SPECTER mix. With any luck it could also be the only one; I could've delayed by one but I would've ran into undead anyway. But James ran from them before they could move. He was in the little tunnel at the time.

He was just around the bend leading south in the northmost passage when he ran into MUMMYs. These sleep instead of paralyze so they're much less dangerous. Run anyway! In the corridor leading to the VAMPIRE's room, there was a GrOGRE/OGRE mix. Run away.


Get DAZZLED. Then get killed. Welp.

Also, wait a sec. That was off. That encounter slot order was 4-7-2. There is no point on the encounter table where you should be able to fight MUMMYs after a GEIST/SPECTER group.


I cracked it open in FFHackster, just in case. Yeah, the formation guide had it in the right order: Battle 1C is 2-4 WIZARDs. Slot 3. I did some sanity checking; it was SPECTER/GEIST group in slot 3. I then remembered I ran into this before. So I'd just run into another bug/inconsistency in Final Fantasy Renaissance compared to the original game, lovely. The question was, what was where?!

3=GEIST/SPECTER, should be WIZARDs
7=MUMMYs, that's right.
1=GrOGRE/OGRE, should be WrWOLFs
2=WrWOLFs, should be GrOGRE/OGRE

Was it as simple as getting them backwards? I checked a slot 5 encounter, that was IMAGEs. So that was right. It was just those four that were inverted. So I have to change my plans. You may argue that it'd be faster at this point just to try repeatedly. But I'm already too far gone. :) So if 3/5/6 are the slots to avoid instead...


Then this is even easier. There's a big stretch of them early! There seemed to be more to it than this; ARACHNIDs were in slot 5 on B2 for example. But that wasn't important right now. Everything should work out from here.

As expected, the first encounter was MUMMYs before James had even left the lower corridor. He ran before they could move. That was followed by slot 4 in the "step" rooms: it was WIZARDs, 3. None ran, all died in one hit. 3 WrWOLFs and 3 GrWOLFs were next in the corridor on the left side. That brought James to the VAMPIRE again. This was sus: DAZZLE paralysis, then a lot more of ineffective ones. James eventually broke out, resisted two more DAZZLEs, and got the win.

WIZARDs would be again right after, so he healed up after picking up the RUBY. One ran and the other two got one-shot. Another MUMMY group showed very shorly after; James hadn't even passed by the room with 1020G. Ran from them with no trouble. 6 encounters left before the undead show. Should be plenty unless it isn't. I got batblocked in the left corridor. GrOGRE/OGREs in the steps. 2 WIZARDs on the bend...


And safe!


Okay, so can I do that again? For now, I'll assume B4 has the proper encounters. Slots 2/3/5 are the ones to avoid on B4 and slot 2 is the one to avoid on B5. Starting from 44 seems ideal: this kicks off a long string of encounters and by the time I hit slot 3 encounters, I would be in B5. But what about reaching there from B3? There's a big line of dangerous encounters on that floor beforehand.

That said, that stretch is very long. If I go to B3 on slot 44, I should be able to make it through with just one, maybe two COCTRICE encounters. That's 6-7 encounters to make it through B4, which should be enough. Of course, watch the encounters there be wrong too.

So I walked in, a bit later because I derped. Beat the WIZARDs, escaped from the COCTRICEs, then there was a GrOGRE/OGRE group that was no problem. I was headed up to B4 on slot 49. The first encounter should be TROLLs.

And right away, yeah, these are hosed too: slot 4 encounter was IMAGEs. He got stunned, recovered on the same turn, did not get stunned again, and fled the next turn. And encounter slot 6 is next. GrIMP/WrWOLF/GIANT mix. SURELY these are fine, right?


Give me a break, here. It was a chance to strike first though. So this was fine. I kept going, rounding the tunnels for the final northward stretch to the stairs to B5. Slot 1 was next. Should be WIZARDs. They were...


OZMO, SERIOUSLY. Apparently by talking to him, this happened because he used various sources for the encounter slots and picked the "average" between them. I recommended using the monster formation guide on GameFAQs or even FFHackster for verification. Stunned again...


Recovered and escaped. Close call indeed. No more encounters on B4. But that was a slot 1. Another slot 1 is next on encounter 52. And if this is messed up...


ghgfjhdskhkdjgh. THAT IS SLOT 3. 3!!! NOT EVEN THE SAME RARITY!!!! What stupid guides online messed that up?! I mean this is better than IMAGEs, but...okay. Encounter 53: slot 6. Supposed to be MUMMYs. It is MUMMYs. That was right before LICH's room. I am out and up to LICH.

So what weapon to use? LICH has 24 evasion. Accuracy is determined by the formula of (Base Chance + Hit%) - evasion and rolling from 0 to 200; 0 always hits and 200 always misses. The equation in parenthesis is capped at 255. Base chance is normally 168, but if the target is weak to an element on the weapon, 40 is added to the formula. 40 is also added if the defender is blind. The attacker being blind subtracts 40. LICH has nothing that can inflict blind. James should have perfect accuracy with all weapons.

It boils down to extra damage against extra crit chance. Leaving aside the unpredictability of the latter, how does that extra damage shape out? That is to say, would using the Rune Sword over the Dragon Sword work out to killing LICH in fewer hits on average assuming no criticals?

James has 34 STR at level 30. This works out to 17 attack; Dragon makes that 36 and Rune totals 39 with the bonus. Dragon deals 1-32 per hit, Rune deals 1-38. However, there's a lot more rolls of 1 with Dragon. To calculate the sum of consecutive numbers, you use the formula (n÷2)×(first+last), where n=(last-first+1). Then I just need to add the extra 1s to get the average damage per hit.

The calculation works out to 741 for Rune Sword and 528 for the Dragon Sword. So how many rolls would work out to one damage? 39/40/41 for the Rune, so add two extra 1s for 743. 36, 37, 38, 39, 40, 41 for Dragon, so that totals 533. Divide by the range and assuming I didn't make any mistakes, it should be an average of 18 damage per swing for Rune and 16 damage per swing for Dragon. 3 hits each, so 54 vs 48. Divide into his 400 HP, and it means that it will take an average of 8 attacks with the Rune Sword to kill LICH and 9 attacks with the Dragon Sword. That is of course assuming no critical hits. So let's calc those.

Assuming the average, Rune Sword will hit 24 times and Dragon Sword 27 times. We can calculate the odds of at least one critical hit with the formula 1 - (1-Pr)^n, where n is the number of tries and Pr is the odds. 1/40 for the Rune Sword and 1/20 for the Dragon Sword. So the odds of getting at least one critical hit in 24 hits with the former is 45.5358%. And the odds of one of the Dragon Sword's 27 hits being a critical is 74.9655%. Quite a lot higher, and that's just for one crit! Sparing the math and throwing it into a stat calculator, there's a 12.02% chance of 2 and a 2.136% chance of 3 with the Rune Sword. Meanwhile, the Dragon Sword has 39.39% chance of 2 and a 15.05% chance of 3.

Of course, everything is subject to variance. Even critical hits: you saw both high end and low end ones against ASTOS. But all in all? I settled on the Rune Sword. It was close enough that I felt either isn't wrong. At the end of the day, it boiled down to gambling vs consistency.


Turn 1: ICE2 for 57. James does 87. Solid start. Turn 2: 59 vs a successful SLP2. James woke on turn 3 because he was over 80HP and took a 34 damage physical. No paralyze. Turn 4 was LICH using FAST and James doing 103 on a critical. 151HP left on LICH.


Turn 5: LIT2 hit for 37. James hit for 48. 103 left. Then out came the HOLD on turn 6. James did not recover then or on turn 7, where LICH used a 35 damage FIR2. Then LICH did a 110 damage physical. James remained paralyzed. Next turn, James remained paralyzed. SLOW hit. James still remained paralyzed. 121 damage physical from LICH. SLEP. Woke up. Still paralyzed, but then it finally wore off. LICH did 75.


15 from James, 45 from LICH, and that's dead.

Ooookay. I didn't expect to win this on the first try at least. I am extremely disappointed that the encounter table is still mangled. And I'm pissed about it too.


Sigh, so let's update it with this new information, and giving you another look at this. It's funny how the situation with 44-53 is completely inverted.


And this with some updated info too. From the looks of it, my best shot that doesn't involve a lot of advancing the encounter table may be just going in from a hard reset. It wasn't the most ideal option, but anything better is too far to manipulate. Like that stretch from encounter 204 is promising, but if LICH or something kills James again, I get to advance it like 200 more times again. Maybe something I'd do for the Ice Cave, but not here.

So I gave it a try from a hard reset. I got three encounters before B3. A COCTRICE flock, a WrWOLF/GrWOLF group, another WrWOLF/GrWOLF group, and a MUMMY group got in the way. An IMAGE group attacked steps from the plate to B4 and stunlocked James to death.

I repeated it. This time, James got the chance to strike first against the IMAGEs which were encountered in roughly the same place. B4 served up in order: WIZARDs, GrIMPs and WrWOLFs, GIANTs and WrWOLFs (same encounter slot at 5), then up to B5. ARACHNIDS, MUMMYs, and I was at LICH again. Yeah, this seems right: only two bad encounters. Round 2 against LICH. FIGHT!


James did 85, LICH missed! ICE2 did 77, James did 45. LICH did another physical and missed again! And James did 71. This is a fantastic start: LICH is halfway dead and only barely scratched the surface of his spell order. I felt at this point only a paralyzing physical or James doing no damage would do me in.


Round 4: SLP2, woke up. Round 5: FAST and 41. Round 6: two off a max damage LIT2, ouch. But James returned the favor: 116 damage critical hit! LICH had 42HP remaining.


80 was more than enough. A seven-round fight with six attacks. Above the expected average.

Okay, wow. I was not intending to go into this much detail for the Earth Cave. But I did, mostly thanks to those encounter bugs. Also I realized that I completely forgot the Coral Sword. I can get that later, though.

That led to picking up the CANOE and heading into Castle Ordeals after post-dungeon restocking. This was short enough that I didn't feel the need to manipulate encounters. 4 MEDUSAs, they didn't manage to kill James. Up next was...okay, probably a reset. Yup, SORCERERs are in slot 7 in the teleporter maze. They got James with a OHKO. For that matter, I'll need to watch slot 7 and slot 6 on the floor above.

Actually, let's look at it anyway: assuming these encounters aren't mixed up too, next encounters are 1-4-2-1-1-4-6-6. On F2, this is a lot of ZomBULLs (1 and 2) and a MEDUSA group (4). It's R.GOYLEs (1) and MUMMY/WzMUMMYs (4) on F3. I didn't think that would be enough to make it through before more SORCERERs show up there.


Well, I tried it anyway. And one thing that helps is if you don't get any encounters until a few steps here. ZomBULLs were very dangerous opponents: James survived with only 22HP. One of them ran, but it was one he had weakened.

The MEDUSA group appeared before the pillar to F3. One swung, missed, and James escaped. No surprises before I moved up a floor. So order up here should be MEDUSAs...


And it continues. I'm not sure how to feel about this even though it's to my benefit. Escaped before they could do anything.

Okay, this is bad. Those 1s are almost certainly MEDUSAs. Maybe those 6s aren't SORCERERs, but I hope I don't have to find out. I picked up the Heal Staff after running from the NITEMARE, made it over to the Gold Bracelet, equipped it, and held my breath for the next encounter.


Really? Well, the overworld seemed fine, but the dungeon encounter order is looking suspect everywhere. Still, I'd rather have these things than MEDUSAs: they're supposed to be slots 4 and 5 up here. Actually, James got slept, knocked awake, and was able to run as it all happened on the same turn. That's why I was never scared of them in the Earth Cave.


I encountered nothing else, and was able to pick up the last of the big items here. The Zeus Gauntlet could not be equipped by James, but he could use it to cast LIT2 as much as he wanted. So I put it on over the Cap; a loss of 1 absorb wasn't that big a deal. If I needed it/didn't need LIT2, I could switch it. It's worth noting too: empty slots still work as backpacks.


Unfortunately, ZombieDs are undead and therefore can stun and I ran into two of them. James recovered, but he was still killed.

Well, that sucked. I did a full hard reset and tried again. Slot 3 is supposed to be R.GOYLEs, and that is indeed what I ran into. James ran before they could move, got killed by MEDUSAs, and I hard reset again. Same thing happened. So I instead soft reset, pushed the encounters past 7 (a 7 slot), and moved on.

Encounter 8 is a slot 5 on F2: supposed to be MANCATs, instead MUMMY/WzMUMMY. Not complaining about that. R.GOYLEs were next on slot 3, chance to strike first got me out. Up the steps into another slot 5 and another MUMMY/WzMUMMY mix: supposed to be slot 4/5 but it's instead 1/5. Slot 5, there they were again, escape. Slot 1 was next, and again they were there. But slot 6 was next and I was in the tunnel leading south..........made it to the ZombieDs without another encounter! Now, could I win this time?


Just one. I could've considered Zeus against them last time, but physicals were absolutely the answer now. It hit James for 47, James retaliated for 77. It hit for 54, he did a big 155 critical hit. It hit for 70. He finished it with 96.

That's more than enough for this page. I was trying to be super high IQ for this, and I guess I still can be, I'll just have to adapt if I want to use this in the Ice Cave. But after that, James gets Airship access and won't have to worry about status on hit for the most part.

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So let's talk the Ice Cave. Encounter manipulation isn't exactly practical in there. Most of the slots have something bad in them that could stun, we're talking like it being impossible to find a string where nothing bad will show up. I could at least try to avoid MAGEs and SORCERERs, but gaming the (messed-up) encounter tables entirely wasn't going to happen.

Instead? I was going to grind more. I had previously done this with my solo Green Mage, taking them to level 33 for an effective 84 magic defense. MDef determines the chance for a status to be inflicted on a physical hit: the formula is a 100 - MDef chance to inflict then rolling from 0-200; less than or equal to the resultant number means it inflicts; do this calculation for each hit. Having at least 100 basically prevents them entirely (I'm unsure if FFR still maintains 1/201s; I have been wrecked by them and wrecked things at least once each in vanilla). James at level 30 only had 73; he would need to hit level 44 if I wanted to cut the chance of these out entirely. That would be a lot of EARTHs killed. He was going to have to hit level 50 sooner or later, but there were better ways than this. It still didn't change the fact that it couldn't hurt to level up some more now.

So the question was, where to?

- I could try the Peninsula of Power at this point. Zeus castings will work.
- EARTHs were still viable. Tried and true and all that. 288HP, 66 attack, 20 defense, and pay out 1536 EXP.
- Grey Ws in Gurgu have 280HP, 50 attack, 31 defense, and pay out 1671 EXP. Basically worse than EARTH in every way.
- So what about FIRE? 276, 50, 20, 1620. Not noticably more than EARTH and they can appear in a two-pack for better or worse. They still count as demons/magicals so Rune Sword would offset their decent 42 evade. But could James survive fighting two?
- AGAMA? 296HP and they count as dragons. 31 attack, 74 accuracy and up to two hits, 18 defense, and pay out 2472 EXP. They have a one-in-four chance of using HEAT on any given turn, hitting for 12-48 damage. Ideal on paper, the only problem is the spikes are pretty deep in. So they're not actually ideal.


I went for the peninsula first. Halfway through the 7-minute timer I set to compare it to EARTHs, James had gotten nearly 15000EXP. Yeah, this was way faster. There was going to be one problem: again, enemy morale. ZomBULLs were running, as were GIANTs. This meant that FrWOLFs were the best thing to fight; they have 200 morale. Thankfully, encounters on the overworld have perfectly matched up those in the actual FF1 itself.

Strategy here was simple: just Zeus. Naturally, if there were one or two enemies and I was not fighting FrWOLFs, attacking was better. So let's talk about FrWOLFs. They have a 25% chance of using their special, FROST: 24-96 damage. Otherwise, they have 92HP and 25 attack, hitting only once. 4-7 spawn in slots 5 and 6, so they can either all use FROST and kill James or they could crash weakly against his 27 absorb. Someone on the FFR server recently soft confirmed that spell damage is boosted by (INT÷2)% damage; so, 10% with James' 20. Just meant there was a slightly less chance of taking three hits to kill them.


Still, enemies could run and it was a problem. ZomBULLs have 136 morale, same as TROLLs and GIANTs. Even TYROs could hypothetically start to run starting from level 32 (should be level 33 but, as I found out, enemies running is a bit bugged). So even this spot was starting to become unideal.

Level 33 was noteworthy. STR, AGI, and VIT all were guaranteed to increase. But it was a strong HP up level. In other words, there was absolutely no excuse for not trying for the highest roll possible here. After reaching this, I swapped over to grinding on the FIREs. They, like most enemies found on spiked tiles, have 200 morale. No chance of running from the fight.


This tile was the spiked one; it had the bonus of being near the bottom of a room so there was no chance of getting random encounters as long as I kept going up and down. I bought a huge stack of TENTs and even CABINs (I had the money even though they're two TENTs for over twice the cost; I ended up buying most from Pravoka during my peninsula grind since I didn't feel like going to Coneria where TENTs are at the bottom of the item shop list) to make getting to here and back to Crescent Lake more smooth. Like their palette swap, it was better to use the Rune Sword on them. Higher absorb helped offset potentially fighting two of them, although some of the fights ended up closer than I wanted to...

I settled on level 36. This would get James 85 MDef, or in other words, reduce the chance of being hit by stuns or SORCERER kills to 7.5%. This felt like a happy medium between a ridiculous grind and doing enough to tip things in James' favor. Level 37 would be another strong HP up, but the extra HP wouldn't make much of a difference in the Ice Cave. (Watch as I get killed by the HP difference somehow)


James once got wrecked by SQUINT on the way out to save before a level up in Gurgu. That was insanely unlucky, but I could only shrug. It's a problem here. And since I'm doing solo Thief, I have nothing but time on my hands.

Anyway, I got there eventually, which meant it was finally time for the Ice Cave. Encounters in order, no manipulation:

- WIZARDs. Most ran away.
- WRAITHs. Ran before they could move.
- B2. Undead mix. James took a ton of hits, got stunned, recovered on the same turn, took a ton of hits next turn, did not get stunned again, and escaped!
- IMAGEs/WRAITHs. Took four hits, got out.


- MAGE ambush. Dead.

You asked for it, game...


Okay, so assuming the encounters are correct (and that's a big assumption given what I've seen so far), that was MAGEs on floor 2. A slot 5 encounter. The encounters went 1 or 2, 6, 6, 1 or 2, 5. I can try to work around those at least: MAGEs are slot 5 in B2 and slot 3 in B1. One look at the encounter table relative into what I was running into and yeah: it's still off. Double 6 slots are always preceded by slot 4. So was WIZARDs misplaced there? Were those alleged 6s misplaced? Was I wrong about something? Well, let's try to map this broken stuff out at least a little. Hard reset.

B1 slot 3: COCTRICE/MUMMY. Correct. B1 slot 4: COCTRICE/MUMMY. Correct. Then another slot 3, for a total of three encounters before I got downstairs. Next is slot 6. Should be the undead mix. And, correct! James got through the square room with only one encounter, through the sideroom, then it was back up to B2. Slot 2 should be IMAGE/WRAITH. And they were. So far so good.


Another slot 2 is next. That is MAGEs down below on B3, hypothetically speaking. Instead, I had James run around B2 to pull another IMAGE/WRAITH encounter before jumping in the pit.

The undead tile had only five total enemies. Aaand, James got stunned. Dead? Nope! He recovered and got out cleanly. Next should be Frost Ds, encounter 7 being a slot 7. They were, a two-pack. No problem, not with that much HP. A slot 5 encounter is next. One step from the stairs no less. Should be a FrGIANT/FrWOLF group which is going to force James to fight. But nope! GrPEDE, supposed to be in slot 6.

Upstairs, a slot 3 encounter is next. Know that's a COCTRICE/MUMMY mix, but I get to the hole to the FLOATER before that. There is one step between where I land and the FLOATER/EYE fight on B2. That is hypothetically SORCERERs. So do I take the chance or pull the encounter up here? Simple math said jump in: SORCERERs can appear in groups of 1-3, COCTRICEs can appear in groups of 1-6. The former have 130 morale and the latter have 124, close enough that it means very little. Go down, take the step, nothing. It's supposed to be WRAITHs on B3, so I'm not worried about bumping into them down there until I suddenly am.


Took two rounds to beat the EYE. XXXX fell ineffective against James' greater than 300HP. Chance to strike first against the undead spike. Here comes slot 3.


Is anyone surprised? This lone one failed to deliver an instant kill and James escaped. Two slot 5 encounters were up next which I know now are GrPEDEs so this floor would carry no further threat. Indeed, I walked right through it with just running into one of them. Another slot 5 is up next. So what's that on B1? It could be R.BONEs like it's supposed to be. Or that could be screwed that up too and it could be WRAITHs. Right after that is a slot 1: WIZARDs. They're also in slot 2. Surely, SURELY, both of those aren't maligned? I stuck around and pulled the next GrPEDE encounter down on B2 and went upstairs. And right around the upper left corner of the room with the hole...it was indeed WIZARDs! Perfect. Two ran, one got smacked down. Nothing stopped him in the eight steps from there to the exit. FLOATER obtained!


And so James claimed the airship. I was very close to breaking the game open. Here's an interesting fact about this desert too: the non-side tiles are marked to have no encounters (and to be able to raise the airship on them). This is in fact properly reflected in FFR. One of those obscure details this remake gets right, so nice attention to detail there.

The first stop on the northern continents was to pick up the BOTTLE at the Caravan. I then went to Gaia to pick up the OXAYLE and to have James buy himself a ProRing to replace his well-worn Gloves. It is the best arm equipment in the vanilla game; matching Opal Gauntlets' 8 absorb but with 2 less weight. It also gives immunity to the death element. And what do you know, I'm headed to the Waterfall where there are PERILISKs hanging around.


I actually had James fight some of the encounters in here. It was a short dungeon and it cut off some of the grinding by doing it along the way. There is exactly one unrunnable encounter in here: the slot 8 (1/64) Gas D. I had just turned the game back on, so there was zero possibility of one of these appearing. It was a leisurely walk to obtain the treasures waiting within: the Ribbon being the biggest of them. This replaced the Cap and gave resistance to all elements in the game. Then there was the Defense sword. James couldn't equip it, but could use it as an itemcast for RUSE. Three or four of these, and he was effectively invincible against enemies that primarily physically attacked. Lastly, there was the Wizard Staff. Less good but still with some niche use, this casts CONF when used as an item. It's not fully reliable, but it can be clutch in a few situations.

Level 36 was another strong HP up with a VIT roll being necessary as well. It took some resets to get the perfect level here; I actually saved on a different slot with one HP off max, but I gave it a few more tries and eventually got what I wanted within a few tries. Since I grinded it out at Gurgu and was right there, I felt that I may as well tackle it now.

Even if I wasn't doing it with a Ribbon, there was little to write home about the fiery dungeon. The encounters are far simpler here; the only particularly dangerous things are the possibility of a slot 8 Red D on the final floor or PERILISKs (if you do it beforehand): supposed to be slot 5 on B2 and B3 alike. The treasure in here is mostly inferior and not worth picking up. There is of course an Ice Sword, Flame Shield, and Flame Armor, but James could use none of that. He couldn't even use the Giant Sword found in B2, notable for still being weaker than the Silver Sword (let alone the Ice Sword) except for hitting humanoid enemies effectively and having 20 hit%. So it was a simple trek through that I still somehow managed to almost die in because I thought James could 1v2 some R.GIANTs without Defense.


KARY is an absurdly easy boss. Three Defense Sword uses ensured she was unable to touch James. The Ribbon protected against her FIR2, DARK, and HOLD spells; the last spell there and her 50 defense being why I didn't try to do this sooner. And, of course, she is infamously vulnerable to the status-element. This meant CONF out of the Wizard Staff. I just had James enjoy the show as she did herself in, reapplying it as necessary.


That led James to the Sea Shrine. Here you can see one of the only dangerous encounters in here. You can't run from GHOSTs. They hit hard, so that meant Defense. This happened before I could make it to the Mage Staff, the FIR2 casting weapon. So instead, I made things a little faster with the Wizard Staff instead! Actually, this was insanely lucky and/or possibly another FFR bug: they're supposed to be resistant to status like all undead, but I got through to two of them anyway at stupidly low odds. They do have low MDef though, which is only relevant in the vanilla game for doubling magic damage or using non-elemental or time-elemental status spells on them.

I was a little worried that unrunnable encounters would push James up to level 38 before I could leave the upper floors of the Sea Shrine; the ever-important Opal Bracelet was of course there as his ultimate armor in Classic mode. Thankfully he managed to make it out just before. I grinded out the level (STR and VIT) and started off to the bottom. Level 39 just had INT missing in the SAIVL table. Not something to sweat. It was also when James would hit 4-hits, so I fully intended to have him fight enough to reach it along the way. But there was a very special treasure waiting in the depths of the underwater dungeon.


Behold, the Power Gauntlet. This item casts SABR when used in combat. It raises attack and accuracy by 16 each. The spell and therefore the weapon were bugged in the NES version, and therefore useless. But it's been fixed in FFR. Earlier versions of the game prior to the 2.0 release did not allow you to stack castings of it (or the Dancer's SWORD DANCE) despite all subsequent remakes of the game letting you do so and letting you stack a similar attack buff that the Renaissance-exclusive Geomancer can apply. Nevertheless, there remains two flaws with this. The first is that in FFR, unarmed warriors cannot receive these buffs (they still can with the Geomancer one though). The second?

I'll get to that in a bit. Amusingly, James did roll INT on level 39. There were a few more fights before KRAKEN, not enough to threatened to push him anywhere close to beyond that.


I realized while typing this up that I had still forgotten the Coral Sword. It is effective against aquatic enemies, of which KRAKEN is included. I rectified that when I could, but hey, I guess I didn't need it. The boss himself has 50 attack and can hit up to 8 times. 3 Defense sword uses meant he was hitting no times. The battle was effectively won at this point. James rolled some critical hits and got it done faster.


Anyway, here's the other problem with the Power Gauntlet. It's broken in a different way. As I mentioned in my Capitalists report, I honestly feel that restricting it to one cast each of SABR/TMPR was a very good idea from a balance perspective. The real problem I had with it is that FFR Renaissance mode and balance don't exactly walk hand-in-hand, so this felt like a bit of an arbitrary limitation. I would be restraining from using this for the most part, just to keep at least a little bit of the challenge. Fun fact: in the earliest 2.0 release, there was no upper limit to how much this could stack. You could reach tens of thousands of damage if you spammed it enough; but now, there's a limit of 255 each of attack and hit%.

A funny thing happened when I was grabbing the Coral Sword, better late than never. I ran into eight ARACHNIDs. No reason to fight so I ran. James failed to run. Because all of them moved and ran before him. I snorted at that.

That just left Mirage Tower and the Floating Castle to conquer, as well as getting to level 50. I could easily beat the game at a lower level than that, but I wanted to get an achievement in FFR 2.0 while I was here, so I figured I may as well go all the way.

The Thor Hammer was on Mirage 2F, an alternative LIT2 casting item. So let's talk about item slots, because I feel like it. James has four slots for weapons and armor. One of the former is always going to be his weapon, and two of the latter are always going to be Ribbon and Opal Bracelet. So what about the other slots? No spellcasting item can be equipped by a Thief. Any spellcasting armor will therefore take up a slot. Between the upcoming ProCape and ProRing, the former should be taken off first: it has more weight than the ProRing (and is in fact the only shield to have any weight).

Weapons:
- Defense Sword: This should be a mainstay. RUSE is very good and helps prevent damage.
- Bane Sword: This has some use; there are certain enemy groups that can just drop dead to waving this around, not just TIAMAT.
- Light Axe: This is inferior to the Mage Staff except in two cases: LICH 2 (not weak to fire) and WzVAMPs (which can use AFIR). All other undead enemies are weak to fire and FIR2 ends up with more effectivity.
- Thor Hammer: One of the elemental weapons. Few enemies resist LIT.
- Heal Staff: This isn't something to have on all the time. It's fantastic for healing with the defense sword, but that isn't going to happen every battle.
- Mage Staff: One of the elemental weapons. Fire hits the most enemies for weaknesses, but a lot also resists it. That said, most of them are the fire/water enemies.
- Wizard Staff: There are better options than confusion.

Armor
- White Shirt: INV2 is inferior to RUSE on a solo.
- Black Shirt: ICE2 is stronger than the other two elemental spells and can hit things like Gas Ds and WATERs into their weakness.
- Heal Helmet: It's an armor-ish Heal Staff and all the same applies.
- Zeus Gauntlet: Another LIT2 slot.
- Power Gauntlet: Broken busted.

Of course, predicting the order of encounters and switching in what I need for each would be the best option. But FFR is screwed up on that front as established, so for the purposes of this run, w-e-l-p. That said, in this solo, I'm at this point running from most of everything I don't have to fight when not grinding (and not solo, there would be enough slots to spread them around). So I can boil it down into unrunnable encounters.


Here's a list of almost all the non-boss ones in the game; only IronGOL and WzSAHAG/R.SAHAGs are not shown on this list. Of these, none are relevant for the Floating Castle. They're either single enemies or not here. But the Temple of Fiends Return...there's lots of unrunnable groups that I'll want to switch James' items around for. Also check that unused multiple Blue D group. Would've been scary if it was actually in the game.

All this meant is that I switched the Zeus out for the Buckler for the time being. If I wasn't going to be using it at all in the tower or castle, I may as well get some extra absorb.


That said, I found a funny way to fail my first time up the tower. I found some WzVAMPs, and figured, may as well kill them for a bit of experience and because I needed them in the bestiary. The thing I didn't count on was being closer to level 41 than I expected: James could not beat TIAMAT or the Blue D without leveling! And 41 was a doozy, as discussed.

This is a strong HP up level with STR and VIT needed. Assuming an equal distribution of the possibilities for extra HP gain, I was looking at two one-in-fours and a one-in-six. A one in ninety-six. Uh, yeah. That's a little too crazy for me to try to achieve, even if I'm doing solo Thief. I was prepared to give up one HP here, maybe two if it took too long. Needless to say, he failed to gain the right stats when I tried to.


So I did some grinding. Mirage itself seemed ideal paper. Remember that the first three encounters after a hard reset go 3-4-3. On floor 1? Those 3s are VAMPIREs, appearing in a group of 2-5. 200 morale, die easily to the Mage Staff, and pay out 1200EXP each. On floor 4? Ahahahahahaha. You see where this is going, don't you? They are supposed to be VAMPIREs, but they're instead CHIMERAs. I knew about this earlier from dungeon trekking earlier: the VAMPIRE group is instead stuck on slot 5. Well, it's still an okay spot. Might be better than the Sea Shrine. I would in fact use a grind pattern here later on, but let's not get ahead of ourselves too much.

The first time I got a STR/VIT level, James rolled the minimum amount of HP. Oh, come on. I'm playing Solo Thief. I have more time on my hands than that. So I reset and tried again. I got two more from here that were 21HP gains, including one that was a perfect level except from that (in other words, INT roll included). I also got a perfect HP roll with STR but no VIT. That...no. Not that either. He would lose 1HP overall in the end, offsetting the failed VIT gain.


Then to my shock and delight, I got an absolute perfect level: STR/VIT rolled, perfect HP, and even INT. Sick! That just left level 46 as the last strong HP up to manipulate. A VIT/AGI level; I was comfortable skipping AGI there for a perfect HP if need be. NOW I could move on; there was plenty of buffer and only killing a WarMECH or too many things would result in a similar problem to before.

There were four chests to pick up in the Floating Castle. First was the infamous Bane Sword. This had plenty of other use besides TIAMAT, not that I needed it to kill her. On the same floor was a Heal Helmet, nice for those rare times I can't have James hold the Heal Staff. The Black Shirt on the southeast room in F2 cast ICE2 for the strongest offensive option whenever it's not resisted, and the ProCape on the east side of F3 was the best shield he could use. I picked them up along my trip through.


Speaking of WarMECHs. I was still counting my encounters, and for once I knew this one was coming, slot 20. I got to the bridge on encounter 19, and even stuck around to lure it out when I got to the door with only one battle on the bridge. I just wanted the screencap. No ambush and I escaped from this little stunt without a single HEAL used. You better believe I'm going to scrap it later. That was another reason to reach level 50.

But before that point, it was time for TIAMAT.


Turn 1: Defense. But before that, TIAMAT hit for 88. Turn 2: THUNDER for 44, and another Defense. Mmm, that should do it, I think. James attacks...okay, maybe I should've considered the Bane Sword or Power Gauntlet here. But TIAMAT missed on her physical.

All up to critical hits then. Gamba! 224 on round 4. TIAMAT swung and missed again. She opened round 5 with a POISON for 53. James did only 4. Round 6: she swung and missed. 4 hits, 4 damage. Round 7: swing and a miss, 4 hits, 6 damage?

Well it's not like anything but accumulated skills can kill James. He again did 4 damage on round 8, and TIAMAT missed. She hit for 42 on round 9, as I used Defense again just in case that happened. 4 hits/11 damage on round 10, physical miss. 4 hits/10 damage, BLIZZARD for 41. I am getting very lucky with her using physicals and very unlucky with critical hits. BLAZE did 47, 4 hits/10 damage. 4 hits/5 damage, swing and a miss.


You get the idea at this point. James eventually rolled another critical for 203, but by then he had been reduced to 232HP. No more came. I tried chugging potions when he was at critical health: HEAL has better effectivity than the Heal Staff (16 vs 12), and it worked for a while, but it was a teeter-tottering stalemate and bad rolls eventually led to death. My working theory is that was all the bad luck from that perfect level up were coming back to haunt me in a mildly inconveniencing fashion.

I had another rude encounter surprise on the trip back up when I did a hard reset: I was counting in my head and bumped into the MudGOL/SORCERER group on F4 on encounter 13. Supposed to be slot 5, showing up when slot 6 is supposed to. But yes, this illustrates something else: the amount of steps between encounters can vary. Sometimes you'll find a pattern like how I was able to semi-consistently reach the GrOGRE/OGRE group in slot 7 when looping encounters down at Elfland, but other times you'll get results like this. Now, the first trip up did start from encounter 2 rather than encounter 1 (since I went up after getting the level), but I still ran into far less encounters this time. No chance of a WarMECH even accidentally, in other words. As for them, they tried a TRANCE but I escaped and James had 95 MDef at this point anyway. Encounter 14, slot 2, GUARD/SENTRY. Up to the bridge. Encounter 15, slot 5...


Supposed to be GrNAGA/AIR. But see above, plus chance to strike first. There were AIRs steps before the door (also in the wrong slot) before I could go again for round 2. Sticking to my somewhat aggressively showy plan of no Bane Sword and no Power Gauntlet.


Defense, THUNDER for 56. Miss, Defense. Defense, miss. Miss, 263. Miss, 4. 71, POISON for 41. 10, BLIZZARD for 38. Miss, 7. BLAZE for 40, 4. THUNDER for 54, 10. POISON for 55, 70. 12, miss. Miss, 4. 6, BLIZZARD for 40. BLAZE for 44, 4. 10, THUNDER for 40. Miss, 4. Miss, 53. These are pretty astonishingly bad criticals whenever they're happening. Another later into the fight after I stopped keeping track of them would do 213, but yeah. This was also a dead run.

James only has 45 effective attack with the Dragon Sword. TIAMAT has 80 defense. Without boosts from the Power Gauntlet or just instantly killing her, this fight was entirely determined by critical hits. Well, if I'm being silly, nothing to do but keep throwing myself against the wall. So I just went up after a soft reset, got the Bane Sword, Black Shirt, and ProCape again, and--


Okay, I deserve this after all that encounter manipulation talk and then just throwing it out the window. This was genuinely unexpected unlike the last one; though I did have that sinking feeling when I got my first encounter hence managing to pause and turn down the game speed enough to cap this ambush message. Slot 7 and 8 seem to be constants at least, so this was my bad.


Made it out alive, barely. Uhh, so is this encounter 34 or encounter 37? Because if it's 34 and I get three more on the bridge, that's another one. I was morbidly curious and pulled two more encounters to check, it was 37 and it wasn't even close to giving me three more on the bridge. I would've laughed if the SORCERERs in slot 39 killed me at stupidly low odds, but they didn't.


Anyway, I am warning you. Pull it a third time and you suffocate.

THUNDER for 44, James hit for 11. I forgot to cast Defense, whoops. Too rattled by that WarMECH and my countermeasure to think right. She hit physically and James hit for 11 again. I got it up over the next 3 rounds; James was at 508HP after that. 6 damage, 4 damage, 213 damage, woo!!! 11 damage yet again. 4 damage.


340 damage!!!! 17 damage. 4 damage. 12 damage. 282 damage!!!! 4 damage. I did some math at this point and think this is a win, she has 81HP left. I could actually just spam Mage Staff at this point for safety.


But instead I used the Bane Sword. If I deserved that WarMECH, then she deserved this. She was at low health anyway.

Well, 9 more levels to gain. Then it's off to kill a robot followed by a trip to the past. See you on the other side of the break!

Next | Index
Not much left to do here. Let's get right into it.


I did a grind pattern in Mirage after all. The first four encounters were 2-5 VAMPIREs (Mage Staff), 1-3 CHIMERAs (Black Shirt), 2-5 VAMPIREs, then 2-5 GUARDs (Thor Hammer). Then I went upstairs and fought two more 2-5 VAMPIRE groups. This was insanely fast and every single encounter paid out thousands of experience; I actually spent more time trying to get optimal level ups than I did getting there in the first place.

46 was the last strong HP up. I skipped AGI here, and once again got the max amount of HP. James ultimately didn't drop a single point of it since I started paying attention. Gaining VIT and HP rolls absolutely do make a difference. Thief's average level 50 HP is 660, and it can have as much as 866 at max. To contrast with Sullla's run which I looked at after, his solo Thief ended with 814. As a more extreme example showing the power of VIT grinding, Aleph my solo Evoker ended with 586HP. But Tandle who did it with NG+ Summoner ended with 715HP. Pretty noticeable. It might seem like going for a large strong HP up doesn't matter, just remember that's only true until it does matter.


Achievement earned, and here's his level 50 stats. I skipped the last level of VIT since it wasn't going to affect anything. The most important thing was max STR. 46 attack is pretty pathetic for a level 50 physical character, but it's the best Thief can do until the second to last room in the game.

Now time to hunt a robot. I will be using the Power Gauntlet here. As you can see above, James' has 46 attack. WarMECH has 80 defense, the same as TIAMAT has. So it's basically critical hits or nothing. You saw how bad my luck on the fiend was. The machine shows no mercy, especially to me across all my challenge runs, so it's only fair that I do the same, right?


The battle started out with Not An Ambush which is always good to see. WarMECH hit hard the first turn even through Defense, and again through two stacks. But after the third, it was never hitting James ever again unless it used NUCLEAR. 80-320 damage with 48 accuracy. The chance of magic dealing double damage uses the same formula as status spells hitting; so in this case: 148 + 48 - 113. So around 41.5% of hitting in the upper range.


James used the Power Gauntlet twice and began the attack. In order, he did: 124, 168, 204, 172. The problem: WarMECH is a regenerative enemy with 1000HP. So it was healing 50 of that at a time. The good news was, it kept on using its physical attack instead of NUCLEAR at a 25% chance. I wondered how long that luck would last, so I had James use Power twice more. WarMECH continued to just spam physicals, and James did another attack.


Now we're tal--


--king??


That's it? That was enough??? It shouldn't have been. Unless in FFR, a regenerative enemy only recovers 2HP at a time instead of 5% like it does in later revisions. It's unclear how much it was supposed to in the original version; the 2HP at a time thing comes from AstralEsper's speculation and how poison deals 2HP at a time. So what gives? And what was with that insane luck with not seeing NUCLEAR?

I genuinely had to test that. Was it a bug like how Frost Ds in earlier versions weren't using BLIZZARD? Hard reset, climb up, wait until encounter 20 again.


Okay, I did get insanely lucky. Jeez. I was right here though so I fought it again. It actually used four in a row just to drive the point across, all low rolls thankfully. Again, I used three Defense Sword RUSEs and two (and only two) Power Gauntlet SABRs.


I'd say that now no one can say I was just lucky the first time, but well, I still was. One hit did half the thing's health. That's kind of the big problem with the solo Thief in vanilla: it is damned into using critical hits to damage some of the late game bosses. Given what just this spellcasting item alone did though, is interesting to think about how differently the challenge meta in FF1 would have been if TMPR/SABR worked as intended. Basically every single one that lets you use it in the first place would've been much, much easier in the late game. Maybe in a strange sense, the game turned out better that way.

Anyway, like I said, screw that (mostly). Final dungeon time, and you better believe I'm going to watch my encounters (and probably get boned by FFR anyway).

With that and prep I got to the black ORB on encounter 22 (had two encounters after the robot).

Encounter 22: slot 2. 1 WORM on the upper floor, as it's supposed to be. Defense 3 times and kill it with Bane Sword out of spite when it hits through two Defense stacks. Encounter 23: slot 4. On F3, this should be Gas Ds. It is instead MAGEs/FIGHTERs. Just run. A slot 7 is next.


And that's the first time I've seen a slot 7 encounter be wrong. I was caught unawares here. Anyway, James moved first and killed them all with the Bane Sword. You might think the POISON-spewing dragons would not be vulnerable to poison, but they are. I can't take credit for this one, that was Wrolyn. I am still surprised this works given they're supposed to have 200 MDef; another bug? FFR's in-game bestiary lists all monsters as having only half the MDef they're supposed to, but this could be another situation like with crit rate where half of what is listed in most guides is technically correct. Still, this is funny and cathartic.


Next was PHANTOM. Three Defense uses and the battle was over: unless 1/201 odds are still a thing in FFR, it could never hurt James ever again. He hacked it up and moved on.

Encounter 25: slot 1. ZombieDs. No! Frost Ds and FrWOLFs. Still, the strategy was relatively unchanged: I just had James use the Mage Staff first to wipe the dogs, then use Defense thrice, heal back to full with the Heal Staff (which I had switched in over Bane Sword) before polishing the giants off. Encounter 26: slot 4, ZombieDs. Defense, heal, kill. Down to ground level, slot 2 is up next. Will it be WORMs or Frost Ds? It was Frost Ds, the wrong thing, on a chance to strike first. Just run.


Earth floor time. The unrunnable encounters here are EARTHs in slots 5, 6, and 7. Slot 1 is next: incorrectly GrMEDUSAs. Slot 4: incorrectly MudGOL/RockGOL. Run from both. I ran into EARTHs correctly on slot 6 after this. Convenient: right before LICH. HEALs are for drinking, but there's no reason not to use the Heal Staff while here.

I switched up James' equipment before LICH: Light Axe and Rune Sword go on.


James started out with a 98 damage hit. LICH did a physical for 27, excellent. The Thief did 131 next. LICH did another physical for 30. Huh? Then the NUKE showed: just 165. James retaliated with 125. LICH used his third physical of the fight for just 45 damage. James did 85. Stylish finish with the Light Axe which did 180, the screenshot of which failed to properly save. Actually, if I have to do this again, this might be optimal.

I switched Dragon Sword back in, as well as Thor Hammer. Up next is another slot 6: supposed to be AGAMAs. But it could be multiple FIREs knowing this so far. I used some HEALs because of it. But it was AGAMAs, so I just had James run. One encounter fire floor, so it was just over to KARY.


Her physicals do hurt, so three Defense uses was in order. Again, I was able to confuse her with the Wizard Staff: she is not weak to status this time but she's not resistant either. Again, she did herself in, though James did help with a big critical of his own.

Black Shirt and Thor Hammer come in for the Water Floor. WATERs should be next. Should being the operative word: it's a LOBSTER/SeaSNAKE/SeaTROLL mix. On a chance to strike first. Zip! Encounter 34, which is slot 7. It's just GrSHARK/BigEYE, and is in fact those. Chance to strike first, poof. A slot 1 up next: should be WATERs and are. Defense thrice, Heal to full, Black Shirt - they're weak to ice, not lit.

As KRAKEN was up next, I had James put the ProCape back on as well as the Coral Sword. Any extra point of absorb will help before I can get Defense up.


KRAKEN moved first with...LIT2. 21 damage. Defense 1, Defense 2, and he used a physical for 130, but it was too late. It was all missed attacks and weak LIT2s from here on out. Easy victory.


A slot 2 was next on the air floor: supposed to be WORMs, instead RockGOLs. If you want proof of how in-control I felt despite all this encounter slot mangling: encounter 37 is slot 7. Or, the infamous SORCERER encounter. I wasn't scared of them: their instant kill physicals could no longer defeat James since he was over 100 MDef. The three all ran from the fight anyway.


Then it was time to claim the ultimate weapon for anyone who doesn't punch stuff. Any and all classes can use the Masmune. It was a massive, massive offensive upgrade. He lost no crit% from this weapon compared to the Dragon Sword and got a fifth hit.

Next slot was 1, this turned out to be the VAMPIRE/WzVAMP group in FFR. Should be a GrSHARK/SHARK group and should actually probably be AIRs. They did show up next in slot 4: I guess that one can be filed under a bugfix. Then the NITEMARE/EVILMAN group, where it was supposed to be in slot 5. Maybe the only dangerous thing here at this point if the latter somehow cast twice at 25% odds and use NUKE, but it was a chance to strike first so it didn't matter.


TIAMAT wasn't even worth writing about at this point. I did still use Defense three times because of what happened with my solo Evoker getting one-shot by her physical criticals. Speaking of, dayum. He would do 832 right after. Though I would've liked to see these after.

Nothing else was in the way, so that meant only CHAOS stood between James and victory.


Round 1: Defense. CHAOS used ICE3 for 44. CHAOS then used a physical for 181. This is why you still might want to Defense here. A third time as CRACK fell ineffective.


James' first attack was 5 hits/123 damage. CHAOS used INFERNO for 86. Then SWIRL for 176. Then James just said "lol" and smashed off close to half his health. He did 157 on the next turn. CHAOS used LIT3 for 42. James did 128. CHAOS missed a physical. Still, 314 health is suspect.


Heh. Speaking of 314.


Oh, screw you.


I knew this could happen and I came prepared with a countermeasure that I intended to use only in this situation. He used TORNADO, then a physical, as I used it twice. James swung for 78 damage, then CHAOS used CUR4. Still not giving up. I used some more, and chugged HEALs.


But it wasn't enough to survive a high-rolled NUKE. James was sent blasting off again.


I just rampaged through the temple. No need to think too hard about it, just kill everything and use HEALs liberally. I still had 17 of them left by the end; no Heal staff needed (although LICH not using NUKE helped that). And really, I was encounter counting just for demonstrative and showy purposes. Going through as usual worked just fine too. It didn't take me long to make it back to the big boss, though something funny happened that I wish I caught: I had another slot 7 encounter on the air floor. I just hit run because why wouldn't I? James failed to run at like 1/65 odds. That is insanely rare on a high-level Thief. The battle ended there anyway because all the SORCERERs ran instead. Told you it wasn't scary.

CHAOS, take 2. ICE3 for 63, Defense cast 1. CRACK, Defense cast 2. INFERNO for 57, Defense cast 3. Sticking to no Power Gauntlet unless SLO2 hits again. THEN I will try. CHAOS missed a physical, James did 90. SWIRL for 246, sheesh. That was close to max damage there. James did 111. CHAOS misses a physical...


...and James does 514. That's more like it. Turn 7: 167 from James, CHAOS misses another physical. Turn 8: TORNADO does 144, James does 172. Out comes LIT3 on turn 9 for 37, James does 102. Then 164 on the next turn. 680HP left, and here comes SLO2...


Ineffective! But CUR4 is on the way, so James is not out of the woods just yet.


Except he said "screw that noise" and put an end to it on turn 11.

That was certainly a challenge of all time. I uh, definitely got a little deranged there, didn't I? This was my first time using encounter watching, a very advanced strategy in challenge running, but I wasn't expecting it to be foiled by FFR's inaccurate coding. Hopefully it's something Ozmo is able to take a look at in the future, but I'd understand if it's a hassle to fully fix. It is insane, no doubt. But then again, there's nothing else you can really do to help with solo Thief. The class has nothing going for it but FIGHT and the usual ITEMS command that every class can use. I'll probably use it again in future challenges, just on a much smaller scale.

Some other assorted comments: the crit bug being fixed complicated this compared to doing it on NES. And yeah, I'm still not sure how to feel about the Power Gauntlet. It's a game breaker. No regrets about mostly ignoring it at the end of the day. The challenge wasn't as painful as I thought it would be, but make no mistake, that grind before ASTOS was horrid. Can you really blame me for encounter manipulation with the grinds? I've done it before. Anyone who's used the KYZOKU trick has done it before. But it was fun figuring out where and how were the best spots. As usual, things became less involved after getting the Airship; it can't be understated how much of a game-changer Ribbons are.

That said, FFR is always changing, so this run won't play out the same way if done on a different version. Like the Power Gauntlets being reined in on earlier versions, or if that encounter slot placement thing gets fixed. Maybe enemy MDef if that's actually not intended either, but it's less noticeable with this class compared to one who can use status.

Now, what if I was to do this in Renaissance mode? Well, I'll leave that to someone else, but there would be only a few changes. The Thief is still the same limp-wristed and inferior physical attacker as it always is. It gains the MUG command, but it doesn't need money. The SEARCH ability would be a moderate game-changer in the following ways:

- A Scimtar can be obtained in the Temple of Fiends, giving a minute boost sooner and saving a bit of cash you probably have tons of anyway.
- The Med Cap can be obtained in the Marsh Cave (in 2.0), giving 2 absorb while being heavier. And poison immunity if you're allergic to PUREs for some reason.
- The Spirit Cap can be obtained on Earth Cave B4 (also in 2.0). This is a bit late; most of the way through the second dungeon with lots of stunning undead, but it renders a lot of the threat of the Ice Cave irrelevant. Same for the Slime Cap in the pit room in the Ice Cave: encounter table gaming can help for knowing when to swap it in for COCTRICEs.
- The biggest thing would be the Assassn Dagger, which can be obtained in Castle Ordeals. Its 16/20/30 offenses blow anything else Thief can use (Masmune notwithstanding) out of the water and turn it into a passable physical force.
- Fire and Ice Gloves in Gurgu/Ice Cave can be found for minor resistances before the Ribbon is obtained.
- A Red Shirt can be obtained in Mirage to cast SLO2. Inferior to using the Defense Sword, but it exists I guess.
- It can get the Diamond Bracelet in ToFR for 42 absorb at the very end of the game.


Achievement obtained. I'm certainly taking at least a couple weeks break from FFR after this, though. There's plenty of other games I'm really overdue in getting around to. But I'll spoil the name of the other Classic Mode challenge I have in mind: martial mages. Until then, thanks for reading.

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