2024-11-22 02:49 am

FF4 Unprecedented Crisis Part 1

So let's port over a ROMhack playthrough I did. Unprecedented Crisis, a Final Fantasy IV hack. Why this one? Because I'm a sucker for alternate history, that's why. And this hack does have two of the things needed to make a ROMhack tolerable: it's not excessively hard, and it's still the same game at the core. Plus, it's fun to dominantly play through a game; though I have some varianting in mind for it later and after finishing this playthrough.

Because I got a power outage in the middle of this and for some reason did not Ctrl+S to save what I was doing, the start of this probably isn't going to be my best work. Then it happened again, but I did save it. But I'll try my best to get everything back up to speed anyway!


The good news is, the first few parts are almost identical to vanilla. So I don't really need to go over it too much in detail. There's new weapons and equipment, but the main thing to talk about is the differences with characters. Kain is basically the same as his original incarnation - he jumps and he wears armor. Cecil by contrast is quite different. He has his DarkWave ability in this hack, and he also has a Black Magic command! It's very small at the start, consisting of only Blind and Poison (now a Dark-elemental spell that inflicts HP leak), but it's something.


I did a trick called Mist Clip here, just to see if it would still work. This allows you to enter Mist from the right side, which oddly enough, exists and is properly coded You can then access the good items in here immediately. It really didn't affect too much in the end, but was fun to do. Humorously, even without the equipment, Rydia's defenses were still almost as high as Cecil's - 15 to his 16. With it, she exceeded it with 18, and a whole lot of Magic Defense on top of that. Also, worth noting - DK Cecil is no longer very limited in what he can equip. Funnily, you get sent straight to the final dungeon if you try this in later versions of the hack. Speedruns actually exploit this.

Also of note, there are now Serpent Roads in almost every town in the game. However, all of them are sealed off at Mysidia's end, preventing any sort of use of them.


Rydia has lost her White and Black Magic commands. Instead, she only has Summon and a new command called Help! This works similarly to Tellah's Recall command, except it's not completely useless like that is in this version. Instead of randomly using either weak magic he could use anyway, status spells, or rarely Bio, it has a 24/160 chance of using Mist Dragon, Shiva, Ifrit, Ramuh, or Titan, a 16/160 chance apiece of Leviathan or Odin, and a 8/160 chance of Bahamut. She still needs to pay the appropriate MP costs for each spell. And instead of learning spells with the story, she learns them by leveling up. She begins with Imp/Goblin, and learns a new one every fifth level.


Because of this and it just not being hard, there was simply no need to buy anything except for maybe a few consumables before heading into the next dungeon. I'd find some more stuff for Tellah along the way, Rydia was equipped already, and while the new Broad Sword was a stronger option for Cecil, he can't use DarkWave with it in-hand. And he'll be getting the Darkness Sword in the dungeon, too! 100GP saved by not buying it. The Waterway was as per usual, simple. The Fire Rod I got from Mist Clip came in handy for conserving Rydia's MP, as did an Ice Rod found in the cave itself. It also worked when I got owned by Toad.


Tellah is here of course. While he only has half as much MP, he has twice as many spells, including the second-tier Black Magic spells. He came in handy for wiping out groups of elementally-weak enemies. The only tricky group here were the 4 WaterHag/2 TinyMage groups. Mute didn't block the latter's Rasp/Osmose on being hit with magic; they were the only groups who weren't massacred.


In the cave beyond, there's a set of Mythril equipment that allows Cecil to push his defense up past the mages. Octomammoth was a funny fight. For whatever reason, his lightning weakness is gone. He's only weak to Dark, so the best option for Cecil and Tellah were to attack and use Poison respectively. When Rydia's Chocobo did less than 100 damage, I had her use Help! instead and see if I could get anything useful. The result of this was her pulling out Leviathan to massacre the octopus.


Not much to note about the Antlion Cave or Antlion itself - who also had the privilige of seeing Rydia roll the 16/160 for the sea serpent of death before it, for 2576 damage. A couple interesting things: you can't access the treasure room in Damcyan, as the guy never disappears when being spoken to.


Second, there's an interesting and sensible change here to account for the fact that Rydia can't use Black Magic anymore. Instead of being afraid to cast Fire to melt the ice, she's afraid to summon a Bomb to blow the ice up. She learns it all the same afterwards. The nighttime event with Edward is also skipped.

So let's talk about the two new members. Edward is much better than in vanilla. Split is actually viable now, healing around 60-90 HP per use. This is actually the first instance of mass healing you get access to. His Sing command is no longer random, with him being able to use unique song magic. The two he begins with are Defense and Speed, which cast Protect and Haste on all party members respectively. In the Antlion Cave, he learns the Allure song, which attempts to inflict confusion on all enemies. Good for locking down foes, and better than using his weakish harps in the cave.

Rosa's function has significantly changed. Her new class is Archer; she has lost most of her White Magic. What she does have and learn is time magic orientated. Her class ability is Charge, which functions identically to Yang's similar command in vanilla. Furthermore, her Fight command acts as Aim, so there's no need to stress over having to scroll down to the command every single time.


But yes, boom! And a snappy comment to go along with it.


Yang got a pretty significant nerf. Claws, which allowed him to tie elements or racial damage to his attack, are no more. In exchange, he received the Chakra ability, but this is complete garbage. The problems with it are twofold. First, it can only target Yang himself. Second, it heals 1/3 of his current HP. Not maximum, current. So those times you would want to use it - when Yang is low on HP - it's completely useless!

Not much to say about MomBomb. The autobattle sequence with Yang before it doesn't happen, with him kiling those in the cutscene too. The little bombs are easily cleaned up between DarkWave, Kick, and Rydia's Shiva. One of the big changes on the mountain are the Cocatrices, which now actually can petrify you. Edward's Allure song helped stop them before they could get going.


The Fabul battles are easy. The enemies do resist Dark, so I have Cecil use a Mythril Sword I picked up on Mt. Hobs when they're not in use. DarkWave and Kick decimate the ImpCap/Weeper/Waterhag groups, and would even dent the soldiers badly if not for the fact that I want to kill the Generals every time for the extra experience, which isn't a problem.


Small changes throughout it: Rosa and Rydia now show up instead of a generic guard, and Rydia uses a Phoenix Down at the end.


HACK NAMEDROP HYPE. Oddly, you're thrown directly onto the ship after this scene, where you get the Ancient Sword instead of the Deathbringer.


Um. There's something different about this boat ride, but I can't put my finger on it...

So yes, the hypothetical we're dealing with here is, "What if Leviathan never attacked the ship on the way to Baron?" So now we're in Baron with Dark Knight Cecil, Yang, Edward, and Child Rydia. Unlike getting here normally, you can't go to Mist.


But you still need to beat up some guards to get in. Ridiculously easy, of course. The shops offer up another defensive upgrade for Cecil, which I happily snap up to at least do something with my hardearned cash.


The Old Waterway is quite dangerous, with enemies stronger than your party showing up. Edward's Life song that he learned here restores 1/5 Max HP; I generally found Split to be better. At least at the end of it, a special guest comes in from EasyType: the Coral Sword!


You break Cid out of jail by using the Baron Key. I give him Cecil's old Mythril Gear. He has a special skill called Rage that sees him inflicts Berserk on himself.

Cagnazzo is recognizable in pattern, but the fight plays out somewhat differently. You can't startle him out of using electricity (though your only way to would be Rydia with Ramuh or the Thunder Staff and Lit-Bolts, which reminds me, those are now droppable items, along with FireBombs and the new Ice-Balls), so you will have to take them from time to time. But he will eventually lower the water himself. He's weak to ice and electricity without any switching depending on his state. ColdDust and JudgBolt are just as strong as each other here, worth noting, and HellFire for that matter.


He still goes into his shell at the end for increased defenses/evasion. Of course, some attacks deal damage regardless of defenses!

You get the Water Crystal after facing him. But wait, what happened to the guy you fight before him?


Well, because you got here sooner, Baigan was not corrupted by Golbez. He knew about the King being a monster, but he couldn't take action against the sorcerer and Baron's forces. Cecil confronts him about this, but sympathizes with his explantion. Baigan watches over the kingdom in the meantime. Also, the Enterprise has yet to be built here. And the kingdom's boats are useless. So how are we going to get to Troia to protect the last crystal?


With the help of Summonloli leading us to a new dungeon!

At Mist when I'm supposed to be in Mist, I buy defensive upgrades for Edward, which was pretty overdue. The new stuff isn't that much worse for Cid either, so I make the switchover for him, giving him much more magic defense. Yang remains with the strength boosting equipment I picked up in Fabul. Rydia of course, already has stuff from here from before.


A short ways into the next dungeon, Edward becomes a highly valuable asset offensively. The Fairy Harp is like all fairy equipment: extremely strong against giants. Ogres pollute the first screen of this dungeon, so this is a very good weapon. Rydia's Bomb spell was of use here, since most of the threats were smaller groups of enemies with a lot of health, and it charges faster than the elemental spells, too.


They have some nice drops, too. I end up with two of these for free. They're better than the headwear Cecil and Cid were using, so I make a swapover.


The battle against Scarmiglione is moved to here. He only hisses as you walk near the bridge, and it's Yang who senses him here. He himself only has 3000HP. Rydia was one level away from learning Ifrit, so I got her that level, and had her instantly wipe them out. Instead of Bolt, he counters everything you do with Calcify to inflict gradual petrification. My party was in absolutely dreadful shape by the end, like shown here but with Cid 3/4ths of the way there, but no one was fully petrified. Edward did kick it though, due to a Bio spell.


The undead form is also much nastier. Instead of just attacking, he throws in spells, including an opening Quake. Thankfully, Rydia can do her thing with Ifrit. Yang was instantly petrified here, and stayed that way because I selected Phoenix Down instead of Remedy, but this was by no means insanely hard! The physicals did 1 damage to Rydia and Edward, and not much more to those in the front row. They could inflict Curse (halves attack and defense), but still negliable. Also, if you're wondering about the weird way the numbers look, I was trying out a quickstrat for image splicing. Though it works fine on the GBA version, it doesn't so much on the SNES version.


Cutscene! Mysidia learns of the false king, and sends a group - including Palom and Porom - on a diplomatic mission. Then they get attacked by a sea monster just like you do in vanilla, before the twins Warp away. As a random note, despite using the same graphics, this is supposed to be a random sea monster and not Leviathan at all.


It's important to know about this obscure Chocobo Forest if you want to advance. I knew about it, though had trouble finding it. Troia itself has the elemental arrows for sale, but otherwise, nothing too much. In the castle...


Shit goes down. The Red Wings attack, and Golbez is all "going somewhere?" and arrives to personally lay the smackdown on us in a cutscene, with help of the Shadow Dragon. But then Tellah is like "going somewhere?" to him, and attacks.


And because you can't have FF4 without this scene, Tellah's rage unlocks the ultimate spell, and he casts Meteo on Golbez.


Inversion of circumstances. Edward leaves us to stay by the side of a bedridden Tellah in Troia. But Tellah lives! He vows to learn every spell ever and defeat Golbez. Also, the Crystal of Earth hasn't been stolen by the Dark Elf. The Clerics give us it to hold on to, so that Troian lives are not endangered by a second attempt at an invasion.

Tune in next time to watch this hack start to fall apart at the seams!

Next | Index
2024-11-12 11:41 pm

FFR: Solo Geomancer Part III

The questions before diving into the past were this: did I want to go to 50 with this promoted character? I absolutely would for unpromoted. And second, which SAMPLE to take? It didn't take me long to settle on underwater. PRESSURE would be excellent insurance on KARY and KRAKEN, and the snakelady was still weak to water. BUBBLE CURTAIN would be fantastic on LICH, TIAMAT, and CHAOS. Finally, the water floor aside, there wasn't a lot that resisted it. As for levels, I decided no, let's do it at 41 (which I reached for the next strong HP up) and see what happens.


Look at this awful damage. Just look at it! This is why artificial terrain is bad. You could legitimately get just as much damage out of FIR2 or something. It's like CLOSE IN has a much lower multiplier than other abilities. It was thankfully sufficient on some of the water floor enemies (which had the potential to be the biggest threat), but against these menaces and their 200 magic defense? Yeah, it was bad. I just had to hope I didn't run into them.

LICH got off NUKE before I could BUBBLE CURTAIN. Wasn't too tough to kill before the second one at least, but that did not bode well. I was down to half my heal potions before the midway point. Never a good sign.


I actually bumped into the 3/64 slot on the fire floor. They were promptly washed away.

KARY got off a hit before PRESSURE, but she was reduced to uselessness from there. WATERSPOUT dealt with her. And thankfully, the water floor played nice. That was what I was most concerned about. KRAKEN got PRESSUREd before he could attack. From there, CARVE MODEL handled him.


But this was bad. I was down to just 9 potions after claiming the Masmune. I took advantage of a new item FFR added, the WARP stone, which you can claim from Coneria's king after breaking the black orb. Its intended purpose is to let anyone escape from the temple one time without needing one of the vanilla mages or a Time Mage. I instead used it to skip part of the walk back after getting the legendary sword.


Yup, WORMs ran me out, then TIAMAT attacked physically before I could get PRESSURE off. That and BUBBLE CURTAIN did neuter her offense. I just had Guo Pu buff and attack with the sword from here and eventually finished her off.


Here's the stats. And to say it again: just 135HP. I am royally screwed, needless to say.


It was die or do this (and move first which Guo Pu did), and I told the game in no uncertain terms where to shove it. I mean, it was just going to boil down to "run the temple until I don't lose too much health", and without this delicious cheese I'd just end up employing the same strategy against CHAOS I'm going to in the unpromoted game. I just felt like it wouldn't prove anything except that I had the patience to do so. And well, I did - it's just that I have other games I want to play. No need to run it a second time (and probably many more times) just for that.

After all, I was about to run through the latter half of the game a second time!

######


Waterfall was basically the same unpromoted, only that without a water SAMPLE, I couldn't easily kill these things before getting the Defense. They could hit pretty hard if Guo Pu failed enough runs.

Since I didn't take them off the table for unpromoted Guo Pu, he could merrily Zeus through the Sea Shrine just like anyone else. Later on, I could add Mage Staff and Black Shirt (if I wanted to spare the slot) into the mix. Yay spellcasting items!


KRAKEN could still be PRESSUREd. And Defense Sword was in play here too just like anyone else could use. I went with PRESSURE anyway because that renders him harmless sooner: one turn versus three. I defensed up too, because why not?

I got WarMECHed again in the Floating Castle. I knew it was coming, but I thought I could try to get across the bridge in one encounter since I had one a step before going into the bridge. Didn't happen. I tried STARDUST in desperation but nothing got rolled.


TIAMAT could be Bane Sworded just like anyone else could. I didn't need to: I could still mess with her with STARDUST. This doesn't have perfect accuracy, so this was hilarious to see. She stayed paralyzed for the rest of the battle while I tested COSMIC RAYS stacking. Results were unclear, but it made PLASMA do enough through resistance (398 on the finishing blow) together with the bell.

Blessed Bell can still be obtained with Geomancer. However, I found it couldn't be used by Geomancer! I know it could in earlier versions, so this had to be a bug, a silent nerf, or I was wrong. Either way, you really shouldn't be able to trade for it and lock yourself out of bells with the class, so I filed a complaint, heh.


KARY was confused with the Wizard Staff as usual. But she kept breaking out so I just stopped. Defense up for extra safety and attack with Geomancy anyway since even resisted it was a bit more consistent than physicals. I fought fire with fire because it did more than attacking, and got a rare roll to finish her.

Oddly, I was at the end of the game at a lower level than I was with Elementalist: 33 vs 41. Fighting less and trying to figure out a bug will do that. But I went ahead and took him to 50 anyway on the VAMPIREs. It only occurred to me that I should've been listening to a Castlevania soundtrack, but Sonic 3D Blast is a good one too.


Here's what Guo Pu's stats looked like before starting the descent. Could I have gone lower? Yes. Didn't feel like it, though, and I had something extra in mind.

It's ToFR where things started to get different. Geomancer Guo Pu would have one big advantage over Elementalist Guo Pu: spellcasting items, meaning the ability to Defense and Heal Staff. I wouldn't have to worry about running out. However, the huge downside was limited spell charges and being limited to that awful artificial set.


Turns out that spellcasting items really do simply and homogenize things. I had Black Shirt ready for Gas Ds, but none showed up. PHANTOM got killed in two CARVE MODELs. Nothing helped against LICH so I just splattered him with two CARVE MODELs too.


But KARY and KRAKEN's physicals could still be dealt with with Defense. That is the other side of the spellcasting item coin: without them, against KRAKEN specifically, it's just "reset until he doesn't kill you". It's subjective which option is better. But more importantly, so could everything else's physicals be annulled. I didn't even need to bother with that flimsy Heal Staff. Guo Pu simply had enough potions to make it through.


I actually used geomancy against TIAMAT. I wanted to save the big stacks for CHAOS. True, Power Gauntlet exists, but there was a very convincing reason not to use it in this case. I was just past six hours on the game clock when I started the final battle.


I didn't talk about or use the FORGED IN spells very much. They're better suited for supporting a party than a solo Geomancer. FORGED IN IRON increases power and, more importantly, critical hit chance by 10%. This was how I intended to beat CHAOS last time and how I had to this time. CARVE MODEL only does so much, and I'd have to resort to TERRAIN rolling eventually due to only have six spell charges at max. That would be more than enough time for CHAOS to kill him with accumulated damage into a NUKE.


Defense thrice, and once SLO2 didn't land (first try, woo!), that was basically game set. He used a lot of his skills at first; Guo Pu got to resist SWIRL and TORNADO due to a change to the Ribbon in this version that hasn't yet been walked back and might not be. They're now of the water and wind element respectively, and as of 2.1, Ribbon's resistances expanded to include those (not WALL, though). Even if this wasn't the case, I still could've resisted SWIRL by equipping the Water Armlet from the Sea Shrine at least.


The first attack stunk, but then the criticals started rolling in. Actually, he hit for 1220 damage on one swing before CUR4 negated it. But with this, Guo Pu swiftly brought an end to things.

And that's solo Geomancer complete, both with and without promotion. This was one that I wanted to do for a while, just because of how good it is in FFR compared to that awful FF5 Geomancer. It's funny how while it's still very much recognizable in its luck-based roots, just a couple small changes turn a class into a legitimate force of nature. Allowing you to cast geomancy directly is huge, and yet, it kept a shackle on with the limited spell charges. You eventually do have to start rolling with TERRAIN if you want to keep going. It's pretty neat design, and like I said in my job comments - while Geomancer technically has unlimited spell charges, the same can be said about any mage who holds a spellcasting item. Any new class that can break from ITEMS spam is good in my book. I do think artificial terrain sucking so bad and being so prevalent was taking it too far, but the good outweighs the bad here.

I liked the idea of doing a run where I promoted and another where I didn't. Probably not going to do it for every challenge I do, that said. But in this case, they played differently enough to make both runs worthwhile. SAMPLE does a lot to help Elementalist in elemental dungeons, makes for interesting gameplay, and it didn't feel out of place. No terrain really stands out over another, and most have at least one good reason to take them. I personally felt it made for the more interesting run.

Is that it? No, there was still one last thing to do before I could call it a challenge.


EAT SHIT. That said, this took a bit of luck to take it on without PRESSURE's nonsense, even at a higher level. I tried to get STARDUST to land but it never did. It boiled down to Guo Pu not getting ambushed, and then an insanely lucky WarMECH miss on turn 1 after just one Defense use. After three, I used COSMIC RAYS and attacked away with PLASMA. I just had to hope it didn't use NUCLEAR too much, and it didn't.

Okay, now that's it. Don't expect more soon: I have to save Concordia and become the hero Erdrick, and am way overdue with killing the Seven Heroes. My next FFR challenge might be something of a party variety. I have a few different ideas. Thanks for reading, and see you then!

Index
2024-11-12 11:40 pm

FFR: Solo Geomancer Part II

My past three FFR solos didn't promote to complete the game. In the case of Evoker, not much of consequence was added. Green Mage would've gotten a once per floor save point, which is pretty nuts even if you can only use TENTs at them. In the case of Lancer, it was more equipment and a broken ability that invalidates randoms. Those two would've snapped the game apart had I taken full advantage of them. But this time, I was considering it. Elementalist has a small yet big change from Geomancer that really helps the class. But Geomancer without promotion would also be more of a 'challenge' run.

The answer I arrived at was to do both if there was merit, and report both! And there certainly was merit here.


Because after promotion, what are now Elementalists gain a good ability that fixes the problems with geomancy: SAMPLE. No longer are you bound by the set of the dungeon you're in. Instead, you can use the world ability to get a second set of spells! They have their own spell slots (copied from your current max), cannot be refreshed (not even at an inn) without resampling, and cannot be used in the same terrain they're from, for no reason other than sensible balance.

I figured promotion would be the more interesting run to go through as the "prime" run just because of this one ability. The run was otherwise going to be reduced to the usual spellcasting items spam. But to up the stakes? I'm banning them moving forward for Elementalist. Zeus is fine on runs like this for the Ice Cave, but after that? Yeah. Let's go.


So what can SAMPLE do? Take the Waterfall, for example. Actually, in earlier versions of this, it featured the river terrain. This is even worse than artificial if you can believe that: a single target Water-elemental attack, another single target Water-elemental attack, a single target Water and Death elemental KO move in the vein of XXXX, SNARE, etc, and a multi target status heal. With two more Water-elemental attacks in AoE flavor if you get lucky. As you might expect, every single enemy on rivers resist Water, so it is completely useless on them.

It could play havoc here against MudGOLs which are weak to the element, but it was technically a bug (it had no terrain formally set so just carried over the river terrain) and Ozmo put artificial here instead. Why artificial in a damn cave behind a waterfall? Some sort of kink, maybe?

Actually ironically artificial was better to have here just because it gave an AoE for the spike. I failed my first run in because I got a bit too eager with fighting and gained a level. Eesh, thought I had plenty of wiggle room to get in and out and be ready to level after. Made sure that didn't happen the second time.


That said, the Sea Shrine was going to be tougher with my restrictions than it would be for the unpromoted class which I would allow to spam the usual Zeus. Nothing's really amazing to take into here: only the Ocean and Floating Castle terrains have a lit attack, and both are single target. Aquatic enemies resist earth and fire as well as their own element.

So I decided I would take grass terrain inside as I cleared the upper half. This would give me an edge up on GHOSTs, give a non-elemental AoE, and not a lot in the shrine resisted wind so that gave me another attack besides a melee one. It wasn't too much trouble, and I got to the SLAB, Opal Bracelet, etc. and back on the first try.


Guo Pu took the Sea Shrine's own terrain with him into Gurgu Volcano to take on KARY. She was not only weak to the water element, but there was a second spell in it that was helpful: PRESSURE. This reduces the target's attack value by 20%. No save, no roll, it just works. This meant that she went from a base of 40 to 32 and then 25.


Suddenly, her individual hits usually did 1 damage to Guo Pu; I'm pretty sure it's actually stronger than shown because she should have been able to hit for as much as 50 damage on any of her six attacks. Which was still just 13 against Guo Pu's absorb. Maybe she just got unlucky and rolled on the lower end each time.


With this in play and his own offensive spells doing heavy damage, this one became a formality.


I also had business back in the Ice Cave, where I no longer feared to tread thanks to having a Ribbon. What a big difference immunity to status and death elements did, huh? Another elemental bell was here ready to be claimed, that I really didn't care to dawdle around to grab the first time. These all had a specific use later.


I took the Ice Cave's terrain down into the Sea Shrine's depths. The underwater terrain's native PRESSURE would help for GHOSTs and KRAKEN, and the former weren't resistant to water. The ice element meanwhile, would help deal with WATERs. It shouldn't be a surprise that a Water Bell was down here to grab too. PRESSURE was useful in general actually. It definitely reduces attack more than by 20%. I usually threw it up and used TERRAIN to refresh before running from encounters. Against those I couldn't, two shots of water AoE was still enough for R.SAHAGs. There was also this hidden move. It's supposedly poison-elemental, not death-elemental like I thought it would be. Also used by the rare new HADES encounter down here.

I actually died once to WATERs when they did too much damage before I could do anything. I used the Ice Bell instead of the Water Bell to prevent that on the next go.


To further show how great PRESSURE is, this is how much KRAKEN did on the first swing. Ouch.


And this is what he was reduced to after just one. The reason why I say it has to be more than 20% is that he has an attack value of 50. 20% of that is 40, which should be statistically impossible to hit for 1 against Guo Pu's 37 absorb and very unlikely to hit that low on all hits (the range is anywhere from one to two times). But it was. After crippling him further, I healed up with ICEWALL, used FORGED IN ICE several times, and began smacking him.


It still only did like double digit damage, so I tried geomancy instead. Yeah, that did it. And that's without a weakness too, just an elemental boost from a bell. Geomancers can do some scary damage even without getting into the broken nonsense that is their LIMIT.

I gained some levels going up and down the Mirage Tower for two reasons. One was that I was fetching the last two remaining bells. The Wind Bell is on the north side of Mirage's F2 treasure room, and the Thunder Bell was in the upper right of Floating Castle F2. The other was that I was testing a bug: each terrain is supposed to have its own separate spell slots, but in this version, any charges you used in artificial were used in celestial. It didn't happen the other way around. Even Ozmo wasn't sure how that happened.


The Blessed Bell combines the effects of all the other bells into one omni*-elemental boosting package, and also has 20/20/1 offenses. Non-elemental, poison, and time (only seen in Astral terrain accessible with an Evoker) are unaffected, however. It also has a very special secondary effect I may or may not show off. Depends.

Floating Castle had a new terrain, and it was not wind based as you might expect. Instead, it had PLASMA, a single target lit elemental attack. There was also METEOR SHOWER, a multi-target attack. Since it was non-elemental, that meant it couldn't benefit from the Blessed Bell's bonuses and did sad damage. Then there was STARDUST, which inflicted random statuses on all enemies. But the big one was COSMIC RAYS. This was a 30% boost to ally magic damage! After a couple of these, PLASMA was approaching like 2000 damage on the hapless randoms.

If you're curious, the Astral plane has a ST and AoE Time-elemental spell, and clones of STARDUST/COSMIC RAYS as the other two. The two classes have nice synergy in how you can benefit from them sooner, and it just so happens there's a relatively useless summon you can keep around to keep sampling Astral terrain. Wouldn't be seen in a solo, of course.

I grabbed the ProCape and--


--got killed by WarMECH. You must really have a deathwish, robot.

I hard reset and went back up, aiming for encounter 20 to challenge it. Now, every promoted class in the game has a LIMIT skill, a one-time ability. You either need to use an Inn (not a HOUSE) or the Red Wizard's LIMIT to recharge. Not all are created equal. For example, Dragoon's executes an immediate SUPER JUMP and removes tiredness on JUMPs, but it only lasts for three rounds and it still counts air time. It's mediocre. Summoner instantly resummons the last summon. This can be great. Green Wizard gives status immunity. Questionable outside of one superboss you can fight with a Rune Fencer.


This is Elementalist's: GEOSTORM. It's an AoE elemental nuke normally, fairly modest. But with the Blessed Bell? This happens. Not something I intended to use, but if anything deserves it, it's this thing. And that was on the lower end of rolls. I hit him for over 10000 damage once. I don't know if that was a nerf or what. Still, that was--


--yeah, yeah. Knew I was about to screw myself here. I missed the VIT roll on this level, so I couldn't save this attempt. Although if I gain a level, level 40 has a guaranteed STR and VIT gain. So if I do that, then I can murder this thing and get away with it. So I went ahead and did that, returned, hard reset, and went back up ready for murder.


What, you think I need that cheap parlor trick to win? Hah!


Crushed under enough PRESSURE, even WarMECH's physicals were reduced to nothing. Even his NUCLEAR was neutered thanks to BUBBLE CURTAIN, which causes enemy magic/skills to deal half damage. It's identical to Green Wizard's SHELL2.


He used it all of once for a mere 50 damage. With that in place and some buffing with COSMIC RAYS, it was just a matter of using WATERSPOUT until the robot blew up.


Blam. No spellcasting items, no GEOSTORM cheese, just pure geomancy against the big bad robot to achieve victory. I actually had to go back and fetch the ProCape due to where I was on the encounter table. Then I had to stall the encounter table so I didn't get a second one on the way back. Yeah, could've nuked that one with GEOSTORM, but again, level ups.


Against TIAMAT, I tried rolling with STARDUST, and cracked up laughing when this was the result. It's non-elemental, so anything is fair game against this as long as it gets through magic defense. FFR does give certain monsters outright immunities to certain status, but this is limited to CHAOS and original enemies. With her good and confused, I had Guo Pu start stacking COSMIC RAYS. I wanted to see just how high damage his could get. He used all five charges by the time TIAMAT recovered, and unleashed hell.


Or so I thought. That was underwhelming. I took underwater terrain partly because water is specifically one of the elements she does not resist. Maybe it doesn't stack, or she's resistant to water even if the in-game bestiary doesn't say so. Still got her in two casts, but ugh.

Almost there for this. The last part and the unpromoted run are left.

Next | Index
2024-11-12 11:30 pm

FFR: Solo Geomancer Part I

The name 'Geomancer' can send a chill down the spine of Final Fantasy players everywhere. It debuted in the third game in the series and has since then consistently been a frustrating RNG class and always being at the mercy of what's around it. Even in FFT where they're at their best and can always do the same thing as long as they're on the right terrain, it's primarily for its stats and equipment making it an excellent carrier class. Thankfully, while FFR makes them take after the main series, they're a lot better.

What's in a name? Geomancers in canon are said to use feng shui to perform their psuedo-magic. Their Japanese name, Fūsuishi, directly references this. One of the first uses of the term in recorded history is in The Book of Burial, which is commonly attributed to the poet Guo Pu. He is also renowned as a geomancer himself. Why not? I could only think of one fictional character who used it (Mononobe no Futo), but a little bit of a historical reference wouldn't hurt.


Here's the base stats of the class. Geomancer is everything you'd expect out of a magic class: lots of INT and not much of else. This being FF1, it was naturally possible to manipulate growths, and I would do that for STR and VIT at every level up, as well as INT when reasonable in the event that it did not have a fixed growth, and sometimes AGI as well.

Geomancy has no base power provided, but instead seem to scale off level. It can be used one of two ways in FFR. First, you can select one of four spells from the MAGIC menu. These all begin with one spell charge, and they gain an additional spell charge for the first on the list (which is always a damage spell of some kind) on levels ending in 5, and one for the rest on levels ending in 0. Alternatively, you can use the TERRAIN command to use a random one for free. When doing so, there is a decent chance to restore one spell charge for all levels in the current terrain, and around a 5% chance of one of two rare spells specific to the terrain that can only be used in this way.

This one simple change alone does a lot to help Geomancers' viability. Instead of rolling the dice every time, you have a certain degree of control over what is going to happen. A small degree. Do keep in mind their very limited spell slots.


It's worth noting that, aside from a weird bug I ran into later, each different terrain has its own spell slots. For example, I could use the second slot LEAF SWIRL in the forest, then go to the grass terrain and still use the second slot SHINING FLARE. These were multi-targeting spells that respectively did non-elemental and fire damage. At level 1, these weren't enough to consistently kill IMPs, but they usually did at level 2.


Though there are some flaws with Geomancy. One of the biggest being this: the aritifical terrain. This horrible terrain set is used in many different places: the Temple of Fiends (and return), the Marsh Cave, Northwest Castle, Ordeals, the Waterfall, and Mirage Tower. Of the four you can use naturally, CARVE MODEL is simply a ST non-elemental attack. Geomancer later gets equipment to boost certain elements, so this is notably underpowered by comparison. CLOSE-IN is an AoE non-elemental that can inflict darkness. MARBLE ARMOR just boosts party absorb by 20%, and FORGED IN IRON damage/critical by 10%.

The last two don't help a solo Geomancer much. Them showing up in TERRAIN is annoying. But what's worse is the rare spells. CHASM isn't too bad: it's a Stone-elemental AoE that can sometimes instantly KO an enemy. But MIRROR is awful: this, yeah, let's say this inflicts reflect on all party members. You want control of when reflect happens, and it's badly flawed in FFR anyway: half the enemies you'd want to use it on can just decide to jump around in their AI scripts, completely removing the point of it. It works the other way too: you can reflect spells onto the enemies. You can do funny things like killing undead with healing spells. But geomancy can be reflected too. Keep spamming TERRAIN after a MIRROR, and you might just give the enemy a buff.

That said? It's GARLAND I was up against for now. He's the biggest fraud in all of Final Fantasy. It just took a bit of luck with CARVE MODEL and TERRAIN and I won.


Pravoka uses the ocean terrain. It's actually not the worst thing on the ocean due to THUNDERBOLT, a ST attack that can inflict stun (a one-turn paralysis). CALM WATERS heals and sets regen, healing the recipients for 10% of their max HP at the end of every turn. The other two are AoE water spells - a new element added for FFR. There's not a consistent rhyme or reason to what's weak to it besides fire enemies (KARY included), but it should be obvious that anything water-related resists it. The PIRATEs don't count and were easily washed away by this.

That said, yeah. It was hard to be on the water. KYZOKUs were destroyed, and single SHARKs were fried. Everything else was bad and I ran from.


But Geomancy was good enough to play on the Peninsula of Power even at a low level! TANGLEVINE was a multi-target spell that had a high chance of paralyzing stuff. The basic grass set is actually one of the best; the other two are WIND GUST, a solid wind-elemental ST move that GIANTs were unfortunately resistant to, and SUNBATH, a healing spell. Healing spells in geomancy are crazy. At their best, they leave HEL3 in the dust and come a lot sooner.


Oddly, FrWOLFs were the big target again! They were very vulnerable to paralysis (contrast GIANTs who were rarely affected or ZomBULLs who weren't as much) and SHINING FLARE finished them off. I got Guo Pu to level 10 before heading down into the Marsh Cave.


It was the Marsh Cave all right. The strategy on the randoms was to run like hell. The strategy on the WIZARDs was to just use CLOSE-IN and hope they were wiped before me. Oddly, while darkness status is normally unnoticeable, it absolutely made the difference and saved Guo Pu in one try. But it still sucked. I got annoyed after five failed attempts at or after beating the WIZARDs (to say nothing of getting to them) and went back to add more levels. This was supposed to be more of a fun/chill run. I expected to add even more for the Earth Cave and Ice Cave anyway. I got to level 15 for now.

The problem with Geomancer was turning out to be spell charges. While they're technically unlimited through lucky use of TERRAIN, they are at the same time very limited. As a point of comparison, at the level 15 I eventually went in at, the other pure caster classes have 5 charges of level 3 spells and 4 charges of level 4 spells. Red and Blue both have 4 and 3 there respectively. Geomancer is stuck with 2 AoE spells and 3 ST spells.

It didn't take too long after that. One thing I did on my winning run was use CARVE MODEL to kill CRAWLs whenever one (not two) showed. This worked and one shot them each time, but I was out of them by the time I hit the WIZARDs. It was a two pack and a close game, but I made it through. The dangerous fights on the way out were actually GARGOYLEs! Those things hit really hard and killed a few runs on their own. This was not one of them. I saved as soon as I made it out and smirked when I saw I was one step away from another encounter.


That said, if there is one thing Geomancy is good at? Sheer damage on the ST attacks. I was actually flipping a coin (rolling a 1d20?) and trying to see if I could get MIRROR out of TERRAIN. Instead I got a high damaging CARVE MODEL, and a second finished him. First try, no RUBs today.

I bought a Silver Bracelet at Melmond after taking care of the key business, then went to Crescent Lake to grind. My goal was level 20 for the Earth Cave. One of the most fun spells in forests was SNARE. This is supposed to work like STUN, BLND, and XXXX - that is, anything under 300HP that does not resist the element gets hit, in this case, with an earth-based instant death move. Unfortunately, it was bugged and still sometimes missed, and Ozmo couldn't reproduce it so hasn't fixed it.

The Earth Cave had STALACTITE and EARTH EMBRACE and a single and multi target offensive option respectively. They were unsurprisingly in the Earth-element. It's terrible in FF1 and even FFR: it existed solely to make enemies resistant to the QAKE element. Only FFR's RAMUH is weak to the element and, being an Evoker boss, would not be seen here. Despite this, the element is actually solid in the dungeon. COCTRICEs and EARTHs obviously resisted it, as did the VAMPIRE, GAROGYLEs, IMAGEs, and even the rare OOZE. But it would work fine on WIZARDs and even LICH himself.

There were also two support spells here. EARTH BLESSING was another good heal spell, AoE not that it mattered, that increased absorb by 10% as a small bonus. And MINERAL SHELL gave Earthspikes, which causes half the damage dealt to be reflected back at the attacker. Might have to use both against the VAMPIRE.


Waiting for me in this formerly empty upper left room was the first bell of the game. Aside from a special late game one, these weapons universally have 15 attack, 15 hit%, 0.5% crit, and boost geomancy spells of one element. Naturally, the Earth Bell boosted earth spells. By how much? Well, I saw the rare CAVE-IN spell do like 200 to the wolves in here without the bell, but it cracked over 400 with it. So I'm thinking anywhere from 1.5× to 2× damage, or some sort of other potency boost.

The only downside to these is that they only affect one element, and often come midway through their relevant dungeon. Of course, there's ways to make that not as big an issue.

Guo Pu only had 18 luck, which did not give him good odds of running. At his level of 20, he had just over a 50% chance. Instead of trying to win a coinflip against the legions of undead, it often felt better to use EARTH EMBRACE instead. This was enough to one-shot the zombies, if he was lucky enough to go before them or not get paralyzed. No such luck with IMAGEs or COCTRICEs though. It would take multiple castings.


The first time I reached the VAMPIRE, he instantly paralyzed Guo Pu and that was the end of it. I employed spikes as planned the next time, but there was a problem: the buff only lasted two rounds. My luck with dodging paralysis or DAZZLE was going to run out long before his HP, and that's what happened. The third time, I just threw up my arms and used STALACTITE just to see how much it would do before preparing for bell-based violence.


Oh. Well. That works. Got him in two. I had to fight him one more time when I failed my run out, but it went just as well as before.

I gained a level outside, got the ROD, and went back in. It shockingly only took attempts to make it to the bottom from here! It was an insane run that I really shouldn't have won. Guo Pu had to tangle with small groups of IMAGEs and a five-pack of COCTRICEs. I just tried to end them with EARTH EMBRACE instead of trying to run. Between these, a WIZARD group, and a couple MUMMYs, there obviously wasn't enough spell charges. So I actually had to roll with TERRAIN, sometimes against the deadly enemies themselves! He 1v1'd an IMAGE for a while and avoided petrification. Even after this, a TROLL kept critting him at absurdly low odds on the bottom floor. Thankfully, I did survive that and moved onto LICH.


After all the trouble the Earth Cave usually gives me in solos? Going first and instantly killing the boss was catharthic. Like I said, LICH does not resist earth. Strange, but it's true: even in vanilla, I've murdered him with QAKE a couple times in the final dungeon.

Moving onto the midgame, all three of the damn things were horrible! For different reasons that I'll get to when relevant. I started off in Ordeals as usual. This would get me a Gold Bracelet and Zeus.


It wasn't just bad luck in Ordeals, it was the geomancy set. Artificial is horrendous, I can't stress that enough. Geomancy's scaling seems to level out after a point, and not only do these skills not benefit from any elemental bonuses, but they also seem to just be weaker. Not only that, but TERRAIN rolling is equally bad. At least in the elemental dungeons you might get healing or a moderate offensive buff if you want to fight with bells. In artificial? Anything from bad buffs to actually bad buffs.

The first time I made it to the Zombie Ds, they showed in a pack of two. Artifical sucked so bad that Guo Pu just died miserably. Even the second go at them - after a lot of runs failed due to being damaged to death by physicals or FIR2 and the odd MEDUSA petrify - it was a tight win.


The Ice Cave needs no introduction. Besides a single target and multi target spell, it has two others in its geomancy set: ICEWALL was a strong heal and AICE. FORGED IN ICE gives a 20% power bonus and infuses the weapon with ice. Even with changes to the formula made in version 2.1 to make the Spellblade job actually work, nothing here was weak to ice. Unlike the Earth Cave, undead universally resist the ice element, so I had to use Zeus. It was better than trying my luck with running.

Actually, there was an update released partway through this that silently nerfed (not even listed in patch notes) spellcasting items by making them no longer benefit from INT. Strange change after having them work like that for so long. I wasn't about to let that affect this challenge midrun, especially given why it was made, so I stayed on the old version.

But besides the usual suspects, everything else could also be a problem. I actually died a couple times to FrGIANTs and even a GrPEDE because of their ice resistance. I had to either spam Zeus and hope it rolled well or try to physical them down with a lousy bell. The only things in the cave that didn't resist ice were the EYE, SORCERERs, and MAGEs. Yeah, the boss and the worst possible things to be fighting. Actually, I could splatter single SORCERERs nicely with ICE PILLAR. MAGEs could theoretically be silenced by WHITEOUT, but it rarely seemed to proc and their ambush rate was too high. Many attempts made it far. Then one run failed for a novel reason: an unwanted level up on the way. That was the last straw, and I pulled out to go gain some more levels.


After a bit of time on the peninsula, I went down into Gurgu. One nice thing about Geomancer is that they render the party immune to damage tiles if they're the visible character. You also still don't get encounters on them, so it's just a good little bonus. Much like the Ice Cave, a lot in here was resistant to fire. FIREWALL and FORGED IN FIRE were other elemental equivalents. HOTSPOT just did single target fire. MAGMA SURGE was the AoE spell that could inflict burn. Nothing in the documentation says what this new status does. I mean, it's some sort of poison variant given how I saw something die from burn damage, but any other effects? Opacity sucks.

Guo Pu again suffered deaths at the hands of hard-hitting fire-resistant enemies from time to time. My target was way on the bottom floor: the Flame Bell was here. This would boost the damage of SHINING FLARE.

I thought I could fight KARY while I was at it, but she did too much damage and Guo Pu had no way to kill her before she killed him. So it was back down to grab the bell again before going back on the grind. I hit level 28, good for 79 magic defense, before making more attempts at the Ice Cave.


I wasn't encounter watching since it was late, and regretted it: I kept getting MAGEs and SORCERERs. Although now I was high enough level that the latter would sometimes run, which led to a bit of comic relief at least. This actually happened twice.

And that was all there was to it: resetting a lot until you get through. When it comes to a FF1 solo, the Ice Cave is not a matter of skill, but a matter of patience and how much you're willing to grind to tilt the odds. Same for the Earth Cave. It's sort of why I'm starting to sour on them, might have to do more party-based challenges. Someone on the FFR server, I believe yusiko, made a remark to the effect that the Ice Cave is the actual final dungeon of a solo. And my fellow soloist Wrolyn says every one homogenized afterward. Honestly, I'm inclined to agree with both. This isn't to say things were going to be smooth sailing for Guo Pu for the rest of the game after this or that it would be identical to every other solo, but this was the last major obstacle.

I was about at the end of my patience for level 28 when I finally got a run that made it through. Way too many were ended on B3 by MAGEs. Actually, twice they jumped me in the tiny room in between the square room and pit room. That's just spite. I actually survived all four RUBs, only to die to the LIT3s when WHITEOUT didn't silence them.

Final dungeon down? Well, there's still the rest of the game to deal with.

Next | Index
2024-11-04 09:16 pm

FF4 Solo Edward Part IV

With 31:21 on the gameclock, Edward was ready to head into the Cave of Trials. Of all the bonus dungeons added in the remakes of Final Fantasy games, I think I like this one the best, although I can admit to not having played FF6 far enough to see how it works in practice. It exists unlike 3, it's not a tedious romp like 1 or 5, and it doesn't make assumptions about what weapons you had your characters specialize in like 2 PSP. It gives each of the characters a chance to shine, gives you some busted equipment and the opponents to unleash them on, and maintains a reasonable amount of difficulty and replay value.


Yang's trial wasn't hard at all. The lesser monks could barely touch Edward, and the same went for the Lunar Titan boss at the end of it. When I let him use his telegraphed Earthquake attack on Edward instead of hiding, it didn't even crack 1000 damage. He starts spamming Crush at the end, the same thing the Demon Wall uses when it gets close. Except now you can have instant death immunity.


Edward's trial is more interesting. You enter a parallel version of Damcyan Castle that has become frozen over.


You obtain the Requiem Harp within. Now this is a ridiculous weapon. The downside is that it imposes a penalty of 5 to all base stats. Otherwise? It's effective on giants and flan (!) and absorbs damage from anything it hits. Look at this madness! I would absolutely use this over the uberweapon in the Ruins if this was not restricted to the trial. The only enemies you can use them on are these things. After defeating them, they reappear, and you need to use the Sing command. This will cause a Requiem effect that will set their souls to rest. You do not need the Requiem Harp equipped for this either.


Sadly, I guess they couldn't have the bard be too supreme. Alas.


Lunar Shiva attacks with ice. Who knew? Remember what I said about Edward's equipment from the Cave of Trials though: it makes him weak to ice. So having them on actually makes him very weak in this fight. Protect Ring overrides this though, and s Edward had no problem with her attacks. She's still weak to fire as well, so Apollo's fiery song melted her in no time.


And this is the reward.

The Harmonious Ring has 15 Def/20 Eva/20 MDf/12MEv. While it confers no bonuses, it changes Edward's Sing to Chant. This causes it to instead cast Protect and Shell on all allies. Were this a later Final Fantasy game, this would be a miniature Mighty Guard. But in FF4, they simply raise the defense stats by a small amount, like a weaker version of the FOG spells from FF1. Still a good piece of equipment just for the raw stats once he has his ultimate armor.


That said, not everything about the Lunar Ruins is great. This floor is full of fixed encounters you have to break through. Or there's a teleporter maze with no encounters and no logic, just randomness. I got this last one all four times I went through the Ruins! Sheesh. Small consolation is that there's far worse in other games.


Cecil's trial is a Paladin test. The more tests you pass, the better of a weapon you receive at the end. If you use the Grimoire you receive after completing a trial, you can reenter it. Since I am not playing as Cecil, I gleefully swiped this Golden Apple to boost Edward's HP a little further. Lunar Odin is the boss at the end. You can instantly kill him by using an electric attack when he raises his sword after Haste. I did this the first and third time, but hid through the Zantetsukens the second time and fought him more legit.


And then the cave bridge maze map showed up. The floors in the Ruins are randomly drawn from a set between trials. I was hoping for this!

Behold, Loki's Lute. This weapon has 150 power and gives Edward a bonus of 15 to his Strength, Agility, and Stamina. Like Apollo's Harp, it is effective on dragons, effectively dealing 4x damage to them. It is also effective on machines, beasts, ghouls, giants, mages, and undead! This isn't every monster type in the game, and some are untyped, but it's still absolutely monstrous. Too bad randoms aren't really worth fighting for me anymore, but in a normal party? Yeah, this is when Edward becomes pretty damn good even at normal levels.


Here I am unleashing it against Ivan Ooze's palette swap. Which, I joke about this sprite because that's who it reminds me of, but this one looks like his 2P color in the Power Rangers Fighting Edition game on the SNES. That pretty much cemented it in my mind.


And the Vishnu Vest on the same trip! This piece of equipment has 30 Def/50 Eva/15 MDf/6 MEv. It gives resistance to fire, ice, lightning, holy, and darkness and a bonus of +10 to STR, AGI, and STA! The low magical evasion aside, this is an excellent piece of equipment that only makes the supreme bard even better.

As for the rest of the trials? Back in. The presence of Ifrit in Rydia's trial was why I stopped short there last time. Being the summon of fire, he takes 1 damage each time from Apollo's Harp thanks to having the immunity bit (same thing that causes Decil to deal 1 damage to undead). Loki's Lute kills him just fine, though. Actually, all of these summon minibosses were just a Hold Down A affair. They were big sacks of HP with little in the way of power.


The same held true for the Lunar Dragon that was the boss of the trial. It retains the gimmick of turning into mist, but the counter was nothing in the off-chance I messed it up. It's holy-elemental, but it doesn't cast the spell. The worst it did was not something to Edward but an occasional 9999 self heal. And all that did was set Edward back a bit. Unfortunately, it is not considered to be a dragon racially, so Edward's damage was only sufficient rather than absurd.


Lunar Asura in Rosa's Trial was absolutely pathetic. She has a much more intricate version of her earthly form that I went over in Rosa's own report. In brief though, I simply had to avoid triggering her Restore or Globe 199 counters. Which, are only triggered when she's hit with magic. The easiest way for any physical attacker to do the fight is to wait until her face turns red and she casts Toad, physically attack her and she'll cast Mini, then she'll get another turn and use Toad again. Repeat until dead. For extra humiliation, I attacked her when her face was white instead. This triggers physical counters (barely hit or hurt) and Curaga castings (didn't heal enough).

Lunar Ifrit uses fire moves, and again, I needed to wait until getting Loki's Lute to take him on. He's most notable because his attacks get weaker as he does. Like instead of charging up for Flame, a maxHP% damage attack, he uses Flamethrower. Which is nothing even to the average party. I swear they got the script backwards.


And while it didn't show up last trek, now it was time for the superboss! It is indeed considered a dragon, so Loki's Lute was belting out 9999 damage each time. If Brach is attacked when counting down to Mega Flare, he goes a little crazy and starts reflecting sets of three powerful magics off a wall he throws on himself. Sometimes he casts Globe 199 too. So I didn't do that and just had Edward hide. The biggest threat were his Scorches, which did insane damage even through Vishun's resistances. Sometimes Edward could survive, sometimes he would take 9999 damage. But unfortunately for the big lizard, Edward could just hide behind those though. I threw on a Silk and Sandals to make things faster; there's an opening to attack between the two Scorches.

The reward is the Hero's Shield. 20 Def/55 Eva/20 MDf/15 MEv, +15 to all stats, and the absorb flag, which turns elemental resistances into absorption. Like, the Vishnu Vest's. Of course it's a shield, so Edward can't actually use it with a harp since it's two handed.


But he can use it with the Assassin's Dagger, a weapon that can be purchased on one of the town floors in the Ruins. This weapon is okay, mostly notable for being able to deal instant death to enemies. This cuts off access to Sing/Chant and Edward has to be in the front row, but with the Vishnu Vest, he has 99% evasion. Is it better or worse? Depends on the situation. Assassin's Dagger is weaker than Loki's Lute, but both shred random encounters in their own way. The Lunar Ruins bosses have no racial weaknesses and certainly aren't going to be instantly killed (by this weapon at least).


But against bosses that use elements? Yeah, I could just hold A here. I couldn't for Lunar Leviathan, but that just meant healing. I mean, you make so much money down here and Edward has nothing to spend it on but Elixirs. It even works on Brach's Scorches, so in a casual playthrough, you can snowball a lot more Hero's Shields after winning one.

The last boss to deal with was Kain's Lunar Bahamut. This is a gimmick fight in which the solo Dragoon is supposed to jump over the Megaflares. Hide worked just as well. As did having absurd stats that neutered it.


Which just left the final boss of the Ruins. Zeromus EG follows this pattern: Big Bang -> Toad+Mini -> Whirl -> Flare -> Drain+Drain -> Osmose+Osmose -> Earthquake+Lightning+Flame. The biggest threat is the combination of HP leak from Big Bang to HP critical through Whirl. Most of my solos had to use the Grimoires you get from beating the Lunar Summons, which inflict crippling statuses onto him. Hey, did you notice he has no Black Hole in this phase? Edward could destroy him by wearing the Hero's Shield since it turned the elemental moves into massive healing. With the Loki's Lute, this was slower. But with too many Elixirs, Edward was unkillable by damage.

Later on, EG will go Tidal Wave+Tornado -> A bunch of physicals -> A bunch more physicals -> Fira+Blizzara+Thundara -> Black Hole. For a desperation phase, this is actually weaker, especially with high evasion. He also counters damage with Absorb, which doesn't absorb anything but does heal his HP. As long as you can outdamage the healing, which Edward could indeed do - he was doing around 4000 damage at worst and EG was healing for around 3000, less he was damaged, there's no problem.


And that was that.

Edward finished the postgame with 40:05 on the timer. It's the natural consequence of lacking massive damage some of my others were able to pump out. He only got good at the very end of the game, which to be fair, is when you're supposed to get him again. Still, that equipment and especially postgame equipment does a lot for the bard's usability. It's kind of funny in a way that Advance Edward still doesn't conform to what a Bard was later established as. In a normal playthrough, he's a glass cannon. Then he takes elements of the Onion Knight or Freelancer class in how he's a late bloomer. His support is basically nonexistent. This actually applies in After Years too: his songs are random and unreliable, but he still has Loki's Lute and Salve can be used with any healing item making him a godlike healer.

He was a fun character to play overall, and one of the ones I was most looking forward to - ironic that it took me so long to get around to it, though. That's 6/12 characters I've played a solo of with FF4. But I think it's time I personally do the only solo you can do without cheats or codes. Maybe with a twist or two to go along with it. Look forward to it in the indeterminate future.

Index
2024-11-04 07:14 pm

FF4 Solo Edward Part III

Each character you can switch into the party at the end of the GBA version and its derivatives gains two pieces of armor from the Cave of Trials that exclusive to them. All provide stat bonuses that can actually put them ahead of the original final five. For Edward, these are the Red Cap and Red Jacket. The Cap gives him +10 stamina and sports 10 defense/evasion, and 12 magic defense/evasion. It lowered Edward's attack compared to the Green Beret with how the multipliers lined up and the stat bonus is whatever, so there's no qualms with replacing it with a Ribbon. Red Jacket meanwhile, gave +15 to strength and agility! Absolutely fantastic.


In spite of this, it was imperative that he did NOT equip either of these when traversing the cave due to a weird quirk in how FF4 handles the fire and ice elements. If you resist one, you're weak to the other unless your equipment also grants resistance to it. This would cause these particular enemies to instantly kill Edward if they were to ambush him. Yes, it's called Blaze, but it's ice elemental. Similarly, he needed to have a Diamond Armlet on in case two Thunder Dragons ambushed him. It meant being vulnerable to Malboros' Bad Breath, but Edward could just confuse them or run.


I eventually made it through the cave; the enemies were primarily from the Underworld dungeons and not too dangerous. This brought Edward to the bosses, and his was the Gigas Worm. This fight is incredibly dull. It only attacks physically and occasionally throws out Vampire, a weak attack that inflicts HP Leak. The physicals were manageable, even with it countering every attack of his own. It was slow enough that he had ample time to heal up. Edward just had to tear through its 55000HP with arrows from the back row and...


Finally, an actual weapon.

Okay, that's underselling it. Apollo's Harp is an incredible salve. 98 power, effective on dragons, and +15 to Strength, Spirit, and Agility! Edward was suddenly up to 133 attack, with full power from the back row. Stronger than any bow/arrow combination he could use. At long last, Edward was starting to get good.


Here's it in action against the Storm Dragon. This damage was a massive step up from what Edward was doing before, especially since it was hitting a racial weakness. The only reason it wasn't doing even more is that it absorbs the fire element of the harp. This works out to halving the damage of a physical attack.


My next stop was the Lunar Subterrane. The Ribbon and Protect Ring were both down there, and both would be excellent additions to Edward's equipment. Just because I had a new weapon doesn't mean the Lamia's Harp time was over, though. Again, both of these enemies would petrify themselves when charmed. Very good for the Selene Guardians anyway, because they used it against Edward if they hung around too long.

Defeating White Dragon was a simple matter of hiding beyond the Maelstroms. Much like Storm Dragon, it resisted the fire element but was still a dragon. To contrast, I was hitting other dragons in the depths for 9999. And after defeating it, Edward reached level 70. The time had come at long last.

First, let's look at his stats at this point without equipment. 42/41/26/28/28. Not that great. But now here's the table of his eight possible stat-ups for his last 29 levels.

~ -1 Str, -1 Agi, -1 Sta, -1 Int, -1 Spi
~ -1 Str, -1 Agi, -1 Sta, -1 Int, -1 Spi
~ -1 Str, ±0 Agi, -1 Sta, -1 Int, -1 Spi
~ -1 Str, ±0 Agi, -1 Sta, -1 Int, -1 Spi
~ +1 Str, +1 Agi, ±0 Sta, +1 Int, +1 Spi
~ ±0 Str, +2 Agi, +2 Sta, +2 Int, ±0 Spi
~ +3 Str, +3 Agi, ±0 Sta, ±0 Int, +3 Spi
~ +4 Str, ±0 Agi, +4 Sta, +4 Int, +4 Spi


Yes. Seriously. While he has four negative possibilities, those last two are downright insane. And I'm free to manipulate these. The only question is, how much of each do I need to maximize those stats?

Well, it's going to come down to some mix of options 7 and 8. So I really only need to focus on AGI and STA. STA needs 73 more and AGI needs 58 more. So 18 levels to max AGI 20 levels to max STA. Not possible...except that's before factoring in his equipment. Both Apollo's Harp and the terrifying weapon he gets access to in the postgame give +15 to AGI, and the latter gives +15 to STA. Similarly, Red Jacket gives +15 to AGI. The Vishnu Vest in the postgame gives +10 to that and STA.

With Vishnu's boosts in play and one of the harps (which will always be the case moving forward), his AGI is 66. This means 11 boosts will be needed at most. So the rest can go into option 8, which should be enough to maximize stamina and will be just enough for intelligence.

The rate of leveling in the final dungeon was as insane as it always was, to where I frequently had to stop and save. It was more imperative than with any other character that I optimized Edward's level ups.


I got the Protect Ring on the way down, which provides resistances to the main three elements in addition to just being an excellent piece of armwear in general. The Lunarsaurs guard the Ribbons. Edward couldn't survive their Bios, so I instead threw up Reflect from a Curtain and laughed as they reflected Bad Breath off it onto themselves. The fight was a formality at that point. The Ribbon doesn't quite do what you would expect: in the SNES version, there were some status ailments it did not protect against. In this version, it now does protect against Sleep and Confusion, as well as the sometimes positive Berserk. As for Paralyze? Tough darts, grind out either a Crystal Ring or Pink Tail for Adamant Armor at 5/6272 odds. Alternatively, get high enough STA so it barely lasts any time.


Speaking of rare odds, I amusingly ran into Flan Princesses without a Siren! I just had to try fighting them. No Pink Tail, not even any other drop out of it, but I didn't get screwed on the subsequent level-up either. I wouldn't be going for it this run either.


Dark Bahamut was simply a slaughter with Apollo's Harp. This is what happens when the enemy has no resistance. For Ogopogo, Edward simply hid past any Tidal Waves. The sea serpent couldn't really do much with its physicals. And as for Plague? Well, Edward had to use archery to kill in time, but not big deal there.


There was a very funny way to fight Ivan Ooze. By hiding at the start and at his fixed Reflect points, Edward could force the monster to heal and haste him instead. It was spite, of course. For that matter, it wasn't going to be much trouble to escape from the enemies down here, either. Since Edward can continue to run while in hiding, it doesn't matter how long it takes.

Back on the planet for more optional bosses. I'd beaten Asura a little earlier by just holding down attack and having her loop Life on herself. Leviathan was the same as the later palette swap: hide behind the Tidal Waves. Odin of course gives a really blatant cue for Zantetsuken.

For the rest of the Cave of Trials bosses, I hid behind Death Mech's Lasers and Globe 199. As usual, Master Flan is the most dangerous opponent. He was fast too, even if I used Spider's Silk. The trick lied in his recasting Reflect: he followed a Thundaga-Flare-Drain pattern, and would most often cast it after the second looping of it. This allowed Edward to dodge the higher damaging spells, until he suddenly started going Thundaga before the recasting (and going right back to Thundaga after). Still, not as bad as Flare.


As for Bahamut? You'd think I'd just hide past the Megaflares, right? Well, you'd be WRONG! It just didn't do enough damage to worth worrying about, so it was just a "hold down A" fight. It even missed Edward outright one time.


So all that was left was to get to level 99. Big Z was going down either way, this was just for convenience's sake. I just fought outside the last save point because almost everything down there was a dragon. Look at these glorious stats. Even without equipment, AGI was still 74 and STA was 98, the other three were naturally maxed.. He is the one of two characters able to get 99s across the board; the other is Rydia and she needs Adamant Armor for it. Edward doesn't even need the Hero's Shield, which Rydia and Kain need to reach the effective max! This man is no longer spoony, but supreme.


Zeromus always telegraphs his Big Bangs by playing a shaking animation before it happened. Edward was just too fast and could dive out of the way consistently. It was funny too: the background just sort of awkwardly shifted in the other direction while no other part of the animation played. The big boss did occasionally throw out another spell, but these were survivable and sometimes just whiffed entirely. Edward was doing around 3000 damage per attack.


And eventually, that was it.

Think that was good? This isn't even Edward's final form. I'll dive into the postgame next time to show how he really gets crazy.

Next | Index
2024-11-03 02:09 am

FF4 Solo Edward Part II

Before I head into the next section of the game, let's talk about the Pig status. It's unique to Final Fantasy IV and a counterpart to Toad and Mini. Toad removes a character's physical and magical capabilities (except for Toad), Mini just removes the physical, and thus Pig just removes magic abilities (except for Pig). So what's the deal? Status priorities. Being a Pig will render a character immune to most status ailments. This does disable a few commands, but Hide (or Edward's other commands for that matter) is not one of them.

The best part? A dancer NPC in Mysidia will gleefully inflict this status on the entire party. I got Edward turned into a pig before I continued into the Underworld, feeling any little bit of help could make a difference here.

The problem with Edward for a while was going to be his equipment. He is unique among the characters not in the final five in that he doesn't get a lot of options for himself. Mages have a similar draw to other caster classes, Yang is fine and doesn't need weapons, and even Cid gets to use axes despite none being available while he's in the party. Edward is stuck with harps (I already have the best one until before the final dungeon), knives (the next one is only seven points stronger than Dancing and way over in the Sylph Cave), or bows. He can use any and all bows, but besides their low accuracy they always suffer from the back row penalty on the Gameboy Advance version. He could go to the front, but with his HP and equipment, this is very suicidal in most scenarios. Nevertheless, I grabbed a set of elemental arrows just in case. Unfortunately, while the PSP version fixes this bug, it comes with another issue: a solo Edward is forced to unhide, critical HP or no. I found that out after humoring switching over and running it back. A tradeoff I wasn't willing to make. I could surmount this eventually. Short term pain.


The Calco dolls could be confused, which made the fight easier. Didn't even need to bother with an hourglass to prevent them from fusing. Golbez followed a distinct pattern with his spellcasting. In this case, I just had to hide past the higher damaging Thundaga to make the fight more comfortable.

Now I could have Edward buy a Rune Armlet. I could've gotten this from a drop in the Tower of Zot, but it would've been a hassle for something that had few benefits in the short term. It gave Edward some extra magic defense, which was always welcome.


I found a hilarious way to die on the first floor of the Tower of Babil: I confused an Evil Puppet, whose script is to cast Reflect on their party. The Puppeteers cast Death on their party when confused. Oops. That aside, there wasn't much to the dungeon. Aside from that hiccup which was easily manageable by confusing them first, nothing was dangerous or did anything bad when confused. The only potential problem were the White Mousse, but Dancing Dagger itemcast beat them if I wanted to.


Lugae at the end was dealt with by using Thunder Arrows on Barnabas. I could then hide until he blew himself up. As for Lugaeborg, he healed Edward's Piggy status. Oh well. He is strictly a magical opponent, so there was no issue with having Edward fight up front. As long as I hid past his deadly lasers, this wasn't a dangerous fight.

There were some annoying encounters in the Elban Cave, but nothing deadly. I was able to buy Poison Arrows here for the first time. Babil 2 was also not too much trouble, although there were some fights that were too much hassle to regularly deal with. Balloons were not one of them as he could just Hide on and wait for them to blow themselves up.


But now here comes Rubicante. This was going to suck for many reasons. First off, he effectively has 32999HP (he technically has 34000, but he dies under 1001 and shows a unique message if he somehow lands on that tiny threshold). He counters the attack command with Fira, counters fire magic with Life on your party, and though irrelevant, counters summons with Blizzara on himself. Which heals him if his cloak is up. If it's down, he's about to cast Scorch, which could deal over 2000HP. Close to double Edward's max HP.

With just Spider's Silk, Edward could attack with the Dancing Dagger's itemcast and immediately go hide, healing as needed. This cut out the threat of Fira, but it was painfully slow. There had to be a better way. Okay, a better way that didn't involve using one of my precious Hermes Sandals.

Well I tried to find stuff in FF4kster, but it didn't have the right version of Rubicante in it. But I managed to find this guide which gave some helpful insight and showing me what I had figured from initial testing.

The fire fiend follows a strict attack pattern: Cloak off -> Nothing -> Scorch -> Cloak on -> Physical -> Cloak off -> Nothing -> Scorch -> Cloak on -> Nothing -> Double physical -> Nothing -> Nothing -> repeat. And indeed, Edward had time to attack then hide before the Scorch with just Spider's Silk. This let him use Ice Arrows instead. And hey, there's a nice spot to bow back out after that double physical. It's just, there's no cue of it, and, you know, arrows don't deal full damage from the back row in this version of the game.


I figured out a good rhythm pretty quickly. Have Edward wait in hiding until the second cloak off with the double physical. If I lose track, it's obvious by the delays in the cloak being closed where I am. When the sound effect finishes, count to seven. Unhide, use a Hi-Potion, attack, hide. His damage was all over the place, but it was way way more than the Dancing Dagger itemcast. Repeat, and hope menu lag doesn't screw me over.


It did once, but with this, the fight was entirely down to execution. I had the ATB speed turned down to 6 to give me some leeway. But it thankfully didn't take too long.


This opened up the sidequest dungeons, and neither area was very pleasant for Edward to be in. The Evil Dreamers in the Sylvan Cave were nearly unbeatable. They came in massive groups and spammed Fira. The Bog Witches were as annoying and not dangerous as always, though hilariously cast Mini when confused. The other enemies were less of a problem, they just took forever to wear down. Even Malboros: their Bad Breath simply didn't work. How status immunity functions in FF4 (at least in earlier versions) is that if you're immune to one part of a multi-status attack, you're immune to it all.

At least there was the Mage Masher to pick up. A stronger melee weapon than the Dancing Dagger, finally. Though at this point, it was better to use bows. The Elven Bow was here too. Both weapons did extra damage to mage-type enemies.


Similarly, the Land of Summons had plenty of enemies that could ruin Edward's day, especially on an ambush. Thankfully, there were plenty that could be wrecked with confusion as well. That Lamia's Harp turned out to be way more useful than I thought. I had him equip a Diamond Armlet to make the Thunder Dragons less of a problem. I could probably have beaten the bosses at the end, had I been willing to use Elixirs. I picked up the Yoichi's Bow from the town, grabbed a stack of Angel's Arrows, and went off to the Sealed Cave.


At least the doors were not going to be a problem: Edward could smoothly duck past the Ninth Dimensions. He usually did have to deal with the enemies that popped out of the door at low health though. Actually used an X-Potion against the Yellow Dragon at the end.


For the boss, Spider's Silk, Hermes Sandals, then fire away with Yoichi's Bow + Angel Arrows. I was concerned about this, but apparently there was nothing to worry about. Its physicals were infrequent and manageable, and Edward killed it long before it got close to him. Resources well spent.

Edward was level 56. That was really suspect for getting through the Giant of Babil, especially the Elemental Lords fight. Once I did get through that though, he would finally gain actual equipment. And once he got beyond level 70, business would really start to pick up. And there was a fantastic grinding spot on the moon. The first floor of the Cave of Bahamut had plenty of Dark Sage and Selene Guardian encounters. They were prime bait for the Lamia's Harp: once they were charmed by Edward's music, they would gleefully petrify themselves. Worst case scenario, this would help get me through the Giant. But I got him up to 60 at first, keeping an extra save just to be on the safe side.


Edward pretended he was Rosa for this battle, attacking the elemental lords with the appropriate arrow that they were weak to. I made sure to have him hide through Scarmiglione's Curse as well as Rubicante's Firaga and Scorch. I used Spider's Silk on both phases of the fight (Cagnazzo/Barbarricia is considered a different enemy). Because Rubicante was entirely magical, he could fight up front for extra damage. Cagnazzo had no attacks worth hiding behind.


For Barbarricia, I had Edward pop back out after Maelstrom. Then he had two turns to attack or heal before having to hide past Ray. It was insanely slow going though, entirely because I somehow had Ice Arrows on instead of Holy Arrows. I even bought Holy Arrows just for this fight. Do not ask how that happened, because I am equally as unsure. Only thing I can think of is that I did this fight when distracted and groggy. Hey, it still worked.


Meanwhile, the CPU was a time where Edward's low HP was a boon. The Attack Node's laser is tuned to 10% of max HP. Edward simply shrugged it off. The only potential problem could've been running out of Hi Potions, but I had enough to make it through.

And now finally, it is time for what the Pixel Remaster does not want you to have, despite being based off the GBA version and making plenty of other changes to the games against its mission statement to be faithful to the originals, especially blatant with FF1 which isn't anything like the original at all.


With all this done and ready to head into the Cave of Trials, Edward's gametime is not looking too hot. But not about how long you take after all, it's about how well you do. And okay, Edward has been functional at best up until now, but his ascension is close at hand.

Next | Index
2024-10-30 05:16 pm

FFR: Poaches (draft)

This is a list of materials that can be POACHed from monsters when an Archer or Ranger kills them with a melee attack. If a monster has multiple drops, you only receive one at random. They are grouped by sprites; note that while there are two dragon sprites, both have the same set of drops.

FANG:
Exclusive:
Imps, Pedes, Snakes / Nonexclusive: Ankylos, Catmen, Chimeras, Creeps, Gators, Hydras, Ochos, Nagas, Sharks, Snakes, TIAMAT, Tigers, Tyros, Vampires, Wolves, Worms

ASH:
Exclusive:
Ghosts, LICH, Mummies, Skeletons, Zombies / Nonexclusive: PHANTOM, ZombieD, ZomBULL

BLOOD:
Exclusive:
Squidmen / Nonexclusive: Giants, KARY, Ogres, Snakes, Vampires

EYE:
Exclusive:
Big Eyes, Beholders, Medusas, / Nonexclusive: Giants, KRAKEN, Ochos, Ogres

GEL:
Exclusive:
Slimes / Nonexclusive: KRAKEN

HIDE:
Exclusive:
Horses, Sahags, Trolls / Nonexclusive: Anklyos, Bulls, Catmen, Chimeras, Gators, Hyenas, KARY, Tigers, Tyros, Wolves

SCALE:
Exclusive:
/ Nonexclusive: Dragons, Hydras, Nagas, TIAMAT, Worms, Wyverns

TAIL:
Exclusive:
Fish, Scorpions / Nonexclusive: Bulls, Dragons, Lizards, Hyenas, Manticores, Sharks, TIAMAT, Tigers, Tyros, Wyverns

TONGUE:
Exclusive:
DarkElves / Nonexclusive: Creeps, Lizards

WING:
Exclusive:
Coctrices / Nonexclusive: Chimeras, Dragons, Manticores, Wyverns

#####

By family...

- Anklyos: FANG, HIDE
- Beholders: EYE, (PHANTOM: ASH)
- BigEyes: EYE
- Bulls: HIDE, TAIL, (ZomBULL: ASH)
- Catmen: FANG, HIDE
- Chimeras: FANG, HIDE, WING
- Coctrices: WING
- Creeps: FANG, TONGUE
- DarkElves: TONGUE
- Dragons: SCALE, TAIL, WING (ZombieD: ASH)
- Fish: TAIL
- Gators: FANG, TAIL
- Ghosts: ASH
- Giants: BLOOD, EYE
- Horses: HIDE
- Hydras: FANG, SCALE
- Hyenas: HIDE, TAIL
- Imps: FANG
- Lizards: TAIL, TONGUE
- Manticores: TAIL, WING
- Medusas: EYE
- Mummies: ASH
- Nagas: FANG, SCALE
- Ochos: FANG, EYE
- Ogres: BLOOD, EYE
- Pedes: FANG
- Sahags: HIDE
- Scorpions: TAIL
- Sharks: FANG, TAIL
- Skeletons: ASH
- Slimes: GEL
- Snakes: FANG, BLOOD
- Spiders: FANG
- Squidmen: BLOOD
- Tigers: FANG, HIDE, TAIL
- Trolls: HIDE
- Tyros: FANG, HIDE, TAIL
- Vampires: FANG, BLOOD
- Wolves: FANG, HIDE
- Worms: FANG, SCALE
- Wyverns: SCALE, TAIL, WING
- Zombies: ASH

- LICH: ASH
- KARY: BLOOD, HIDE
- KRAKEN: EYE, GEL
- TIAMAT: FANG, SCALE, TAIL

- No drops: BROOMs, Elementals, Gargoyles, Garland, Golems, Hades, Pirates, Sentries, Warriors, WarMECH, summon bosses, blue mage pets (including ZoneEATER)

Index
2024-10-29 11:44 pm

FF4 Solo Edward Part I


(art by sutei (giru))

The original spoony bard himself, Edward (originally Gilbert) Chris von Muir is the prince of Damcyan and the series' first named Bard character after the class's debut in the previous game. Far from the soaring supportive heights the class would become in later games, Edward as the Bard class in FF4 is a weak character in battle, and some would give him flak for not being a super hardened badass in plot either. At least later releases including this one would do a lot for the guy, particularly The After Years where he is a cunning mastermind (one of the few bright spots on that mess of the game).

He has three abilities and two of them are bad: Sing and Heal. The first of these requires a harp to be equipped (in 2D anyway) has a 25% chance each of inflicting silence, charm, sleep, or nothing. Unless he's a toad, in which case it will always use toadsong. It's by far the most useless incarnation of the ability in the series. Even the 3D versions let you manually choose and gives more spells, as does the After Years to an extent (which unfortunately still keeps randomness). And Pixel Remaster makes it a group cast. Heal (aka Salve) debuts in this game and splits a Potion between the party for pitiful healing. 3D again and even the After Years fixes this by letting you use multiple copies of a healing item all in one turn. Noticing a pattern here? Heck, the After Years even changes Hide to Escape. Functionally identical, just with a less cowardly descriptor more befitting of his character.

Hide has the most use and takes him out of battle until he chooses to return; it triggers automatically when he is in critical health unless alone. Because of a quirk in the coding, a solo Edward on low HP will always be forced to return even if he triggered Hide manually. Also, a solo Edward will be forced to return on the PSP version regardless. Unlike FF5, bosses in FF4 do not use MP (the stat exists but it's calculated based off their HP and is only used for the purposes of Osmose), but he can at least avoid certain telegraphed attacks. This command is better in the 3D versions where you can give it to Rosa or Edge and have them attack with Aim or Throw. Here, you're limited to running, returning, waiting, or effectively passing the turn by defending. In this version, the autohide can be used to trigger the Psycho Edward bug, mixing its invincibility with the berserk status. However, it still doesn't work without a party, so it's outside the scope of this variant.


Here's the guy's stats at his starting level. Not very impressive to say the least. While the butt of many jokes with low stats and questionable skills, this meant this was going to be a very interesting challenge!

There was not much to write about the early portions of the game. Even for a character as weak as Edward, the enemies were simple enough. Not even the Mist Dragon was a problem, with weak physical attacks and plenty of time to heal up when it was in its mist form.


An interesting property of the Dreamer's Harp that Edward starts with is the ability to put things it hits to sleep. Naturally, as the designers were in a bit of a mood, status ailments are universally prevented from working on most boss fights. The soldiers were one such fight. I had Edward hide until Cecil kicked it, bopped him out after the general gave the order to attack, and put him to sleep. The soldiers never attack without orders (and commit suicide if the general goes down). This earned him a nice chunk of experience.


Here's a rarity for you, and actually maybe one of the only times I made use of the Sing command in the playthrough: as a counter to the Gigantoads turning Edward into one. It's a toggle much like the spell itself, so Edward flipped himself back to being human.

Octomammoth is an interesting fight: the more times it is hit, the slower and stronger it gets. Still, from the back row, this was manageable damage. I just had to use Potions.


A numerical weapon upgrade was in the Antlion Cave. This instead has a chance of inflicting confusion on a hit. You might be thinking to yourself that this is better, and in any other game in the series, you'd be correct. However, two quirks about FF4 make that not necessarily the case. For one, sleep is not dispelled on a physical attack, whereas confusion is. So Edward can continue to pummel opponents while they're helpless and sleeping. Second and stranger, confused enemies instead run a different script. This does not necessarily mean attacking their own party. The Tiny Mages in the overworld outside the cave are a particularly rude example. Charm them and they'll respond by casting Death on your party! This meant taking a little more caution in what random encounters I used it against. Against bosses, it was obviously the better choice.

Like the Antlion. It uses Counter Horn whenever struck with a physical attack. This might seem like it would make the fight a huge hassle, but from the safety of the back row, its attacks were pitiful even on Edward. It was simply a matter of not overextending myself too much.


Mom Bomb on Mount Hobs only performs physical attacks until she takes sufficient damage. Then she swells up, performs an explosion attack, and splits into six lesser bombs. It should be noted that enemy AI is unusual and prone to bugs when there are no valid player targets in FF4. This was not one of those cases: Edward could simply sit back and watch as the mom and her children all fruitlessly blew themselves to the underworld.

The captains in the Fabul Gauntlet are another example of an enemy that does not behave how you would expect them to when charmed. They instead continue to order their troops to charge. Dreamer's Harp worked just fine and indeed prevented the troops from attacking.


The most dangerous encounter on Mount Ordeals were the Liliths. They counter physical attacks with Slap, which paralyzes. And if you confuse them, they start using Entice to confuse you right back! There were also groups of seven zombie type enemies. It was far better to simply Hide then run against them.


Scarmigilione was a simple matter of hiding past the Drains, then killing some of the zombies. When I was down to one, I went after the boss to prevent him from going into his own attack routine. Every hit still meant a Thunder, which necessitated healing. The undead form simply does poisoning physicals. No problem and no strategy but to attack and heal periodically. Same for the Dark Knight.


Before heading to Baron, I took a sidetrip back to Mist to buy a Dancing Dagger for Edward. This weapon is slightly stronger than the Lamia's Harp, at the cost of needing to be in the front row (FF4a has a bug where back row doesn't matter and will either always or never be applied, but I don't exploit it). However, it can be used as an item unlimited times to cast a psuedo spell with a power of 40 and a multiplier of 8. As a point of comparison, level 1 elemental spells have a power of 16 and level 2 elemental spells have a multiplier of 64, with the multiplier determined by (stat)÷4+1. It's sufficient, but the way spell damage is calculated in this game means it can also just suck.

I just used the revive Cecil strategy for Yang, meanwhile. He has too much HP and you prove little by depleting it all with a solo. In Baron town, Edward was able to upgrade his equipment a little. There was trouble down in the Underground Waterway named Hydras. If these landed their Entangles, it would paralyze and likely kill Edward. I ended up running from them, only to encounter like seven all in a row. Sheesh.


For Baigan, I destroyed the left arm because it can entangle. I then hit the right arm with Dancing Dagger itemcast once before doing the same for Baigan. The former act gave a safety buffer in case the right arm used Self-Destruct before I could move again. Edward couldn't survive that even at full HP, since his just sucks. I couldn't kill both arms because he simply regenerates them, but killing one was just fin.

It was Cagnazzo afterwards where the hell began. The first phase is a simple dance: gather water, Tsunami, Haste self, repeat. It's that second phase where things get difficult: Cagnazzo will bolster his defenses (technically evasion) and heal himself for 531HP with Restore. My previous soloists had ways around this. Most could just outdamage it, although I had to hunt for a semirare drop in Rosa's case. Even with Hermes Sandals and Spider's Silk to tilt the speed odds in his favor, Edward could not deal enough damage to overcome this. And there was no reprieve in an item drop. Edward could use Bows, but they're inaccurate.


So welcome to FF4's own Penninsula of Power, and also one of the weakest ones out there. This can be found north of Mount Ordeals; you can't reach there on a Chocobo and have to walk by the mountains. The enemies here are the same as the ones found around Troia and Mythril. In other orders, the next story area after I cook the turtle. Still, it was as decent a place as any. Lamia's Harp on the the Hell Needles permanently disabled them: they would spam Needle on themselves, unable to break from it. Confusing Treants made them counter with Peck, petrifying their own party.

Still, I had to save after every battle. A back attack could be very fatal. No, going in the front wasn't an option either: FF4 (and 3) uniquely have ambushes: back attacks without switching rows.


I got up to level 41. Edward now had more attack multipliers, especially with help of a Twist Headband, and a bit more offense. I hoped this was enough...


...and it was. I still needed to use Hermes Sandals and a Spider's Silk to tilt the odds in my favor, but the roadblock was down.

I went to Eblan Castle next for the glory of it. Most of the strong monsters in boxes fell to charming shenanigans, although I lost once against the Mad Ogres when they kept attacking themselves, and multiple times against the Steel Golem and Skuldiers when the former (the only thing that COULD be confused) kept attacking itself rather than its allies. I ended up using Bomb Fragment items to deal with the skeletons.


There was a funny glitch if Edward talked to himself: the player Edward was forced to look left.

Edward had little trouble over in the Magnetic Cave. Cait Siths in particular were very vulnerable to confusion, assaulting their allies and themselves with Blaster for paralysis or even instant death. I could also stun the Mindflayers with it, making them 'attack' Edward with Scan.


As for the Dark Elf himself, his damage was manageable in the first phase. I simply popped a Hi Potion after every Tornado while attacking with the Dancing Dagger. Edward fell into the back row and used the Lamia's Harp when the Dark Dragon came out due to its physical attacks. Just had to heal every now and then.

In Zot, the Ice Lizards cast Blizzara when confused. This healed them. But it was also very effective in eliminating the slime monsters that sometimes accompanied them.

For the Magus Sisters, Dancing Dagger itemcast was the order of the day. It did enough, and physicals happen in the fight. This and a mistimed Fira eventually beat Cindy. The other two cast spells afterward, but Edward still had up a reflected Reflect. Sandy was the first target because of Berserk in particular, and she died before it hit. Then I finished Mindy.


Against Barbarricia, I had a relatively foolproof strategy. Pop a Hermes Sandals, and after Rosa and Kain kick it, do the following. Pop out after the elemental lord uses her Tornado/Ray combo. Attack or heal if needed, taking a physical before popping back in. I had to have Edward in the back using the Lamia Harp; the Dancing Dagger just missed if used as an item, and I'm pretending the back row bug doesn't exist. This was doing absolutely pitiful damage, but it was slowly getting the job done. My only concern was running out of Hi Potions or if Edward was knocked into critical - the damage from the physicals was highly erratic. I won comfortably before any of that happened.


This is pretty rough so far, relatively speaking. I had to use two sandals and a silk to get through; I can farm the latter at least, but the haste shoes are limited in the 2D version. Hopefully I don't run out. 11:11 game time to finish off the Overworld section of the game. But it's not about how you start, it's about how you finish. And I can promise that Edward is going to finish strong, if nothing else.

Next | Index
2024-10-27 01:08 am

FF3: Solo Magus Part II


Bahamut's Cave had more threatening enemies; particularly the Lamia Queens which could cause a softlock situation. The big dragon itself was the first of many enemies that resist everything and anything, just because. A lot of endgame FF3 bosses do that, and hey: it affects physicals apparently, and the endgame ultimate weapons are elemental. Have fun.


Erase came to the forefront in the infamous Cave of Darkness dungeon. This is a long and winding place filled with splitting enemies with magical resistances. It wasn't action economy efficient, but thankfully, FF3 isn't a game that demands that. I actually did have to Warp out once because I ran out, but played a bit more efficiently and used Erase more aggressively the second time.

The boss just uses physicals. Couldn't win the damage race.


Dorga and Unne were annoying, mostly for the former casting Brak2 on the second part of his spell cycle. Luckily, it could both miss or he could fail to use it, and fell in three turns. Unne was the more interesting one: she used Wall as her second spell. This reflects one spell back at the caster. Unfortunately, using one of the cave's Barrier to cast it on yourself and reflect the spell back doesn't work in FF3. Luckily for Jasper's purposes, Quake goes right through that. (Unluckily, so does Brak2, so I couldn't use them on Dorga either). I just needed to Hi-Potion to avoid her follow-ups.

It was time for the final dungeon gauntlet. I knocked off Titan at the Earth Crystal without incident. This is when you would formally unlock Magus. And in a regular playthrough, it would get obsoleted shortly. Yeah, bad job unlock pacing problems.


By the way, probably should've mentioned this sooner, but running is awful in FF3. It has an incredibly low success rate (unless the Thief's Escape is used), and the runner's defense is reduced to 0 for the turn. This means you can't escape problematic enemies, conserve spell charges as a mage, etc. and just trying can be more dangerous than actually fighting. Yet another reason this game sucks for variants.


Bright side, the Ultimate Rod was here. And what a terrifying ultimate weapon it is. For damage? Uh, no, it's a magical job's weapon. For boosting damage? Doesn't have any and they don't work anyway. But it can inflict gradual petrification on a hit. Two procs and an enemy is dead. There's few if any random encounters this doesn't work on. There's many similar weapons in the game, some accessible much earlier. Single target only, but nice for conserving spell charges.


After passing through, I moved onto Forbidden Land Eureka. Technically option, but it has the ultimate weapons, the ultimate jobs, the ultimate magic, and other stuff available. One of these is the Ribbon, guarded by a weak monster. Unfortunately, it has some holes in its defenses in FF3, but the status and elemental resistances it still gives are still very welcome.


Thankfully, there was a healing spring at the end of Eureka. The L8 spells are exactly as you'd expect: Flare deals massive non-elemental damage and will be the offense of choice on bosses who are immune to all elementals because Good Game Design from now on. The debuting Meteo deals massive non-elemental damage to all enemies. And Death is bad. Not for the reason you'd expect, though: instant death is fanastic, it just has to share space on L8 and other instant death spells do the job just as well.

And yes, I wasn't joking. You unlock the Sage job here. The magic jobs you unlock in the Ancient's Labyrinth would be replaced almost as quick as you got them in the NES version. 3D stuck it there and gave it little spell charges and the inability to use stronger summon effects as a balancing measure, and Pixel Remaster just gave them less in comparison with the other jobs but still plenty. Yet in a casual on the NES, there's little reason not to upgrade here.


I tore through the bosses here without incident. The only one of note was Amon, the Hyne palette and AI swap, and only because he was the only one I fought before getting L8 spells. Had to do some weakness searching, but got the job done.

Had to go back and restock on Hi-Potions before heading up Sylx Tower. I wasn't sure if level 65 was going to be enough, but we'll see.


Here's an enemy being petrified by the Ultimate Staff. I would be getting a free heal after the boss at the top, but it still didn't hurt to do this. More important was to save on potions, which I could do so by employing the Drain spell. Healing around 2000 a shot wasn't bad by any means.

Xande at the top is straightforward: he uses Libra on one turn, and a strong spell the next. Gives plenty of breaks to heal if needed, but I damage raced him without incident without having to.


Also, check out the Magus' hilarious dead sprite in the unwinnable fight after. Fun reminder, there was supposed to be a save point up here. But some tester complained it made the game too easy. And the developers obliged them, possibly out of spite. If I could slap anyone in the game industry, it would have to be that person. Because wow.


This sent Jasper to the final dungeon. But now behold the worst boss of the Dark World gauntlet: 2-Head D. All it does is attack. With 255 attack and up to 32 hits. This is ridiculous, especially against a solo. Your only defenses are the Safe spell (including from very limited TurtlShells) or being in the back row.

It has 29000HP, so Jasper was going to run out of HP far sooner than him. This meant using Elixirs. There are only 23 of them in the game; one which can be used in a plot event. To get more, you need to encounter the Dragons, this game's WarMECH equivalent. Actually more like the Iron Giant equivalent, since you're going for a drop off the rare enemy. I'd done it before, but it takes ages and you're not guaranteed. You could even get Onion equipment instead! The problem is doing this with Jasper is that he uses magic. Can't really effectively hunt them, not even with soft resets.

I got by him once, only to die to one of the other bosses trying to be conservative on the Elixirs, which I would need more of for the final boss. Yeah, this is bad.

So with this, I decided to grind, specifically to level 78. That was when Jasper would hit 9999HP. Which is sooner than Monk, believe it or not. As utterly bizarre and backwards as it seems, it's just how NES FF3 was balanced: later jobs have higher stat totals. I did so in the Salonia Catacombs, because some of the enemies there have a tiny chance of dropping TurtlShells. Not as much as they could though, because of more bad coding. I ultimately got none.


Here were Jasper's stats at this point.

I still lost against the dragon the first time I got back when it moved first before I could heal. That's rare at least, but still another reason why this boss is so horrible. I had made a savestate at the beginning of the Dark World though; absolutely nothing to be proven by making the run up Sylx that many times, just tedium.


I successfully beat it the next attempt. The rest was going to be fairly straightforward. Ahriman and Echidna both cast Meteo as part of their routines. It just meant staying well-healed; like in FF1, enemies in FF3 have a clear order in which they cast their spells. So it was predictable, in other words. Cerberus meanwhile just spams a weak Thunder attack repeatedly. Didn't need to use an Elixir against that.


The final boss uses FlareWave every turn. The damage was much more manageable and less volatile than the dragon needless to say. It was a simple matter of attacking and healing as necessary; DarkCloud could sometimes move first, so I just had to be aware of that. I had plenty of Elixirs to spare at this point...


...so it was just a matter of time.


So here's something fun for you. When searching for Japanese sites for the original version of FF3, I failed to find much of anything. Was hoping there would be some hidden documentation on some of those. But I did find this site, literally translated to Masterpieces to Kusoge. FF3 surprisingly passes the test, but there are a lot of issues in there that are very true. To contrast, FF2 passes as well and it basically says that a lot of the perceived problems with it boil down to misinformation, which results in shooting yourself in the foot, which led to even more misinformation. Having played both original versions, I can say this is indeed the case.

Final Fantasy III is a game riddled with problems, and I can say that with nostalgia filters off, because I have nostalgia for it. Some of it is rooted in the game design itself: the freedom of the job system is weakened by the constant demand to use certain jobs. Or not being able to strategy/status your way out of fights. Even FF1 lets you do that sometimes. If there was any game in the series that needed that fix of a remake, it was this one. If you're going to play it, play one of those. Even the 3D versions which have their own set of problems.

But anyway, Solo Magus. It's pretty good. I wasn't really challenged until the very end when FF3's bad game design really started rearing its ugly head. Solo Black Mage which is more kosher is similar, just without the level 8 spells (forcing Bio against bosses) and weaker spells and health.

So why go this far out of spite? Because Onion Knight's stat growths are laughable. They're effectively an anchor for your party unless you either grind to unreasonable levels: contrast, none of my solos have ever reached the levels needed, or get the Onion equipment, which either requires finding and fighting those infamous dragons or using the item upgrade glitch. Add in limited equipment options, and yeah. It'd honestly be better to leave them dead and have your actual characters get more experience, especially on the Pixel Remaster the fiesta is technically designed for where you can't glitch your way out of it. Furthermore, the "later jobs are better" balancing screws you over a lot more than it does elsewhere. While I do like the idea of Onion Risk in a FF3 fiesta as an analog to the infamous Berserker Risk, it should be optional. Not forced. Hence my names of the dead characters. And I willingly did four Berserkers so, yeah. I'd rather subject myself to a FF3 solo than have to use Onion in a party. Solo Onion included, but I'll cross that bridge when and if I get there.

Though, these side-fiestas are always like this, no special options, so. But the one next month (November 2024) is Final Fantasy Tactics, and I'm definitely interested in that one. If I feel like a playthrough of a longer game.

Index
2024-10-27 01:05 am

FF3: Solo Magus Part I

The Four Job Fiesta holds side-events on months where it's not active, and the October 2024 one was Final Fantasy III. Unfortunately, the game forces a so-called Onion Risk upon you, a chance of that thoroughly useless job on any job roll unless you grind to levels even solos would gawk at. And getting hit almost made me lose all interest on the spot. It was intended for Pixel Remaster, which I wasn't paying for yet because I'm waiting on mods that don't exist (even if FF3 is the best version of it), so I was always intending to do it not there.

Well, three options. One, play on 3D, where the job is still bad but becomes a weird omnicaster with no stats so it can at least do something. Two, just keep the job dead when the time comes. Possible. Three, item upgrade glitch. Didn't think of it in enough time. Or four: do a solo (or two). Hey, it says to use four jobs and only those four. Using one totally counts.

My selection was Monk, which I'd already done. Thief, hey neat. Onion Knight itself, I wasn't feeling that masochistic yet. Or Magus, a black magic caster. Of course you can tell what I went with from the title.

FF3 is not a well-balanced game. Many jobs exist as straight-across upgrades of the others, like in FF1. But even in the later versions, Magus, or Warlock as it is called in the fanslation, or Majin as the original Japanese calls it, stands ahead of Black Mage in almost every way. As far as NES is concerned, they can use L8 magic and get more in every stat except STR. Later versions change this up and notably give them far less VIT that BM. Still, the big difference is that Magus can use level 8 magic whereas Black Mage cannot. BM does get more low level charges on later versions and can equip more weapons, but big deal.

Actually, on an idle note: in order to use this class this early, I need to stack the cheats. It's not just enough to unlock all jobs. You ordinarily need capacity to change to it, and the level to change to it as well! Normally, you cannot become a Magus until level 30. Easy to bypass of course.

So name? Well, let's use the official name here as a basis. How about Caspar, one of the three biblical magi? But for personal reasons, we'll tweak the name to Jasper, one of its alternate spellings.


One problem with Magus in the early game is equipment selection. They can't use a weapon until the Mythril Rod, which isn't immediately available. Certainly, it wasn't appearing in the first dungeon. This meant sending Jasper to the back and attacking everything with fists. Luckily, even Land Turtle fell to flailing fists while not being able to do enough damage in return.

Another oddity about FF3 is that purchasing spells besides Pure is locked behind the first dungeon. Mercifully, the game has Cure, Ice, and Sleep able to be picked up along the way. Sucks to be players who get magic jobs first in a fiesta, that's all you get.


Here's Sleep in action against the Griffon (sic) monster-in-a-box. Status is in a truly bizarre spot in FF3. It's incredibly potent against random encounters, up to and including being able to wipe out individual enemies with instant death at will. But against bosses? They're immune to any and all, reducing them to just damage rushes with healing if you have it. I believe this and FF4 are the only games in the series that are like this. It's just another reason why it's not really suited for challenge runs.


Sealed Cave wasn't much of an issue, and Ice handily dealt with the boss at the end. There was potential poison problems because I forgot to stock up on Antidotes, but I cleared it before it could prove a problem.

I was able to access the Mythril Rod in the next town, although physical attacks had already passed their prime for Jasper. No reason not to have two of them though, so I picked them up.

As another reminder, when you cast magic on multiple enemies in FF3, at least on the NES version, the damage gets split between them, rather than only doing half damage. The only other game in the series where this is the case is Final Fantasy IV. And uniquely for this game, you can choose to single out certain kinds of monsters with your castings. This poses a unique challenge and generally lowers the effectiveness of mages against groups of enemies. You know, what you would want to use them against? Small wonder it eventually got dropped from the series. At least spells that target multiple enemies by default don't suffer this restriction in both games, but the first such spell would only show up much later on.

This presented some interesting strategy, at least: balancing group-casts with single casts to try to remove threats as quickly as possible.


There was little to worry about in the mini gauntlet, not with a full caster class. There was little threat to Jasper in the back row, and since he was in a caster class, he remained a threat. I continued to fight the whole way through. I picked up the level 3 spells in the Viking base and used them to destroy the Big Rat.

Now for a problem. The Tower of Owen requires you to be a frog to enter it. Unlike in all other games in the series, Toad is a White Magic spell. What I did for Tozus, and indeed, what the Fiesta recommends is turning someone into a relevant job to do that. Problem is, that also kills spell charges. There was a way around the conundrum at least.


Two, in fact: one of the enemies in the tower can cast Toad. However, their accuracy with it seemed abysmal. The other was to grind out a Maiden's Kiss drop from one of these then have someone else do the change. I went with this. It took a while, until like level 21 in fact. Well, more levels help, right?


These PutiMages (the things in the back) were the most annoying opponents on the way up. It was equally impossible to buy EchoHerbs yet, and they could inflict Mute. I had Jasper counter with some status of his own to shut them down. Against Medusa at the top, Jasper just killed her with spells as her petrification missed.

Opening up the outer sea also gave access to a major equipment upgrade. Jasper was able to grab the Scholar equipment from Castle Argus. In spite of its name, it is indeed usable for other classes and provided him with a good defensive upgrade. Of course, it opened up level 4 spells as well.

The Fire Crystal arc went very smoothly. I beat the bosses with spells before they could beat me. Ice3 on Salamandr could do over 1000 damage, killing him in two hits.


There were some annoying encounters in Hyne's Castle that could threaten to stunlock me. Or softlock: some couldn't kill from there. Poison was effective, and Jasper was often fast enough to get it off before they could stun him. Hyne himself was felled in two Fire2 casts. Didn't get a chance to change his barrier. Not much to write about the trip through either.

One problem: job unlocks are tied to plot flags! I noticed this earlier, like the crystals not giving jobs, telling me not to use NESticle to play this game, or the guy walking in and telling me they were burning the village early, but they were harmless. But this time, the main overworld was already unlocked. A bit of fidgeting later and I relocked most of them, allowing me to continue properly.

Lit2 handled the randoms in the Water Cave. Ice3 for the boss: Kraken is weak to both elements, and technically does worse against electrical damage. But the higher base on Ice3 is more effective.


The Sewers were easy as always. I was concerned about Goldor, who heavily resists magic, but Ice3 still did damage. The bigger problem were the Nightmare enemies in his manor, another type of enemy who could stun/softlock. Still, the dungeon was short enough that they didn't get a chance to appear or ambush often.


With the infamous Saronia ahead of me, I decided to grind in the Ancient Ruins rather than on FF3's own Penninsula of Power. There were smaller groups of enemies there. I reached level 40 on the enemies within before going after the big bird. Even the enemies here could just be kneecapped with status.


Garuda is an infamous roadblock boss, intended to be fought with the Dragoon class' Jump and a lot of praying. I'm finding out though that he isn't all that in solos. They simply have too much HP for him to be a threat and can just damage race him. Jasper was no exception to this.

I could access armor and weapon upgrades at this point; unfortunately, the damage boosting properties of the elemental rods are broken and don' work. The magic upgrades come hard and fast after this point: I could grab level 5 spells from Saronia's magic shops (previously closed), level 6 spells were in Dorga's abode, and level 7 spells could be accessed in his village after a short jaunt through the Magic Circle Cave, another mini dungeon that was of no issue for Jasper. Erase would be the most interesting of these: it's like XFER/Dispel in the first two games in how it removes enemy resistances! Except 1) it actually works in this game, and 2) it still won't hit bosses because you can't have anything like that in FF3.


Besides which, the third tier Bolt and Fire spells show up, Bio debuts in the series (non-elemental here), there's Warp (instant death and a more versatile Exit spell in one). Level 7 had Drain, Brak2, and Quake. Since the last spell targets all enemies by default, yeah. It just cooks them. Jasper did only have 12 spell charges for it at this point however. Small problem, but it would be overcome in time. Brak2 is another menace of an instant death spell. Drain would be nice if it worked on bosses but it doesn't.

I went to the Saronia Catacombs for some grinding and the glory of optional bosses: Odin. His infamous Atom Edge special just deals manageable damage in this game, so it didn't take too much effort. I actually suffered a wipe my first go at the dungeon when Jasper got petrified. Oops. Luckily, the offending enemy got killed every single time after that.


It is worth noting that the earlier spells still had plenty of use, since they scale. Here's one such example in the Undersea Cave, another optional dungeon.


And yes, not joking. Instant death is ridiculous in this game. I tore through the Temple of Time dungeon alternating between those and Quake, other spells when I needed them.


These enemies in the deeper reaches of the Ancient Ruins could split themselves. Something to note about this, if you target all enemies (even with a spell that hits everything) and they do so before the action resolves, the spell will not hit them. This was problematic. I countered it with status to shut them down.

Lake Dol, in contrast to my previous two trips down into it with solo characters, was shockingly easy. The key was that Jasper could outspeed and instantly kill the problematic stunlocking/softlocking enemies with a Quake or Bolt3. Leviathan was boiled with Fire3. Yeah, surprisingly not weak enough to electricity and not resistant to fire either.

I'll somewhat arbitrarily split things up here.

Next | Index
2024-09-24 06:07 pm

FFR: Elements and Races

This is a small reference for the elements in Final Fantasy Renaissance and enemies weak to them, in particular the new ones that were added.

- With weapons, hitting a weakness will effectively add 4-8 damage per hit after defense. A Spellblade/Rune Fencer will deal double damage on top of this. Hitting a resistance has no effect.
- With damaging magic, hitting a weakness with a spell will increase the spell effectivity by 1.5 times and increase the chance of doubling. Hitting a resistance will instead lower it by half and reduce the chance of doubling to zero.
- With status magic, hitting a weakness will increase the chance of doubling. Hitting a resistance lowers the chance of hitting to zero.
- Status attacks from enemies or the Deathknight's EN-DARK will only hit if the enemy is not resistant to the element. The Rune Fencer's tier 2 EN-spells are unaffected by this.
- Certain enemies can absorb elements in FFR: these are all elemental summons and RubyGOL.
- Poison and Stone were one and the same in vanilla. They've been disentangled in FFR, but only COCTRICE and CARBUNCLE have different resistances.

Fire:
- Weapons: Flame Sword, Lava Axe, Xcalber
- Spells: FIRE, FIR2, FIR3 / SCORCH, HEAT, CREMATE, BLAZE, INFERNO / IFRIT:HELLFIRE / EN-FIRE
- Geomancy: SHINING FLARE / WILL O' WISP / BURNING SANDS / HOTSPOT, MAGMA SURGE, FIREWALL, FORGED IN FIRE, (LAVA BURST, CONVECTION)

- Armor Resistances: White Shirt, Ice Armor, Dragon Armor, Ice Shield, Ribbon, Fire Armlet
- Other Resistances: AFIR, WALL, FIREWALL, LEVIATHAN (favor)

- StAtk: IFRIT, PHOENIX
- Weak: Blue D, BONE, BROOM, CREEP, EARTH, Frost D, FrGIANT, FrWOLF, GEIST, GHOST, GHOUL, GrMEDUSA, IMAGE, JELLY, MUMMY, OIL, OOZE, PHANTOM, R.BONE, SCUM, SHADOW, SLIME, SPECTER, TROLL, VAMPIRE, WRAITH, WzMUMMY, WzVAMP, ZOMBIE, Zombie D, ZomBULL / LICH, SHIVA
- Resist: AGAMA, BigEYE, CARIBE, FIRE, FrGATOR, GATOR, Grey W, GrPEDE, GrSHARK, IronGOL, JIMERA, LOBSTER, MANCAT, MUCK, MudGOL, NAGA, NITEMARE, OCHO, OddEYE, PERILISK, R.GIANT, R.GOYLE, R.HYDRA, R.SAHAG, Red D, RockGOL, SAHAG, SeaSNAKE, SENTRY, SHARK, STATUE, WarMECH, WATER, WIZARD, WzSAHAG / BAHAMUT, CARBUNCLE, CHAOS, GILGAMESH, IFRIT, KARY, KARY-2, KRAKEN, KRAKEN-2, LEVIATHAN, PHOENIX, TIAMAT, TIAMAT-2

Ice:
- Weapons: Ice Sword, Frozen Axe, Icepick Knife, Xcalber
- Spells: ICE, ICE2, ICE3 / FROST, BLIZZARD / SHIVA:DIAMOND DUST / EN-ICE
- Geomancy: ICE PILLAR, WHITEOUT, ICEWALL, FORGED IN ICE, (FREEZE, ICE STORM)

- Armor Resistances: Black Shirt, Flame Armor, Dragon Armor, Flame Shield, Ribbon, Ice Armlet
- Other Resistances: AICE, WALL, ICEWALL, IFRIT (favor)

- StAtk: None
- Weak: AGAMA, CEREBUS, CHIMERA, FIRE, Gas D, Grey W, JELLY, NITEMARE, OOZE, PERILISK, R.GIANT, R.HYDRA, Red D, SCUM, WATER / FAIRY, IFRIT
- Resist: BONE, EARTH, Frost D, FrGIANT, FrWOLF, GEIST, GHOST, GHOUL, GrMEDUSA, GrPEDE, IMAGE, IronGOL, JIMERA, MANCAT, MUCK, MudGOL, MUMMY, OIL, PHANTOM, R.BONE, R.GOYLE, RockGOL, SENTRY, SHADOW, SLIME, SPECTER, STATUE, VAMPIRE, WarMECH, WIZARD, WRAITH, WzMUMMY, WzVAMP, ZOMBIE, Zombie D, ZomBULL / BAHAMUT, CARBUNCLE, CHAOS, GILGAMESH, KARY, KARY-2, LICH, LICH-2, PHOENIX, SHIVA, TIAMAT, TIAMAT-2

Lit:
- Weapons: Bolt Sword, Xcalber
- Spells: LIT, LIT2, LIT3 / THUNDER / RAMUH:JUDGMENT BOLT / EN-BOLT
- Geomancy: THUNDERBOLT, PLASMA, (THUNDERSTORM)

- Armor Resistances: Red Shirt, Opal Armor, Dragon Armor, Opal Shield, Ribbon
- Other Resistances: ALIT, WALL, TITAN (favor)

- StAtk: None
- Weak: BigEYE, CARIBE, Frost D, FrGATOR, GATOR, GrSHARK, GUARD, JELLY, LOBSTER, MUCK, NAGA, OCHO, OddEYE, R.SAHAG, SAHAG, SeaSNAKE, SeaTROLL, SENTRY, SHARK, WzSAHAG / LEVIATHAN, KRAKEN
- Resist: Blue D, EARTH, IronGOL, MANCAT, MudGOL, OIL, OOZE, RockGOL, SCUM, SLIME, STATUE, WarMECH / BAHAMUT, CARBUNCLE, CHAOS, GILGAMESH, KARY, KARY-2, RAMUH, SHIVA, TIAMAT, TIAMAT-2, TITAN

Poison
- Weapons: Acid Sword, Xcalber
- Spells: BIO, BIO2, BANE / STINGER, POISON / EN-BIO
- Geomancy: POISON MIST, (SINKHOLE, BOTTOMLESS BOG, ABYSSAL DARK)

- Armor Resistances: Red Shirt, Aegis Shield, Ribbon
- Other Resistances: APOIS, ARUB, WALL, Green Mage (RESIST POISON)

- StAtk: ARACHNID, ASP, CATMAN, GrNAGA, HADES, LOBSTER, MEDUSA, MudGOL, NAGA, NAOCHO, OCHO, PEDE, SCORPION, SCUM, SHADOW, SLIME, WrWOLF, WYVERN, WzMUMMY / BAHAMUT
- Weak: Red D / CARBUNCLE, TIAMAT
- Resist: AIR, BONE, EARTH, EVILMAN, FIRE, Frost D, GEIST, GHOST, GHOUL, GUARD, HADES, IMAGE, IronGOL, JELLY, MANCAT, MUCK, MudGOL, MUMMY, NITEMARE, OIL, OOZE, PHANTOM, R.BONE, RockGOL, RubyGOL, SCUM, SENTRY, SHADOW, SLIME, SPECTER, STATUE, VAMPIRE, WarMECH, WATER, WIZARD, WRAITH, WzMUMMY, WzVAMP, ZOMBIE, Zombie D, ZomBULL / BAHAMUT, CAIT SITH, CHAOS, FAIRY, FENRIR, GILGAMESH, GOBLIN, GOLEM, IFRIT, KARY, KARY-2, KIRIN, LEVIATHAN, LICH, LICH-2, PHOENIX, RAMUH, SHIVA, TITAN, UNICORN

Stone:
- Weapons: Xcalber
- Spells: BRAK / GLANCE, STONE
- Geomancy: (CHASM)

- Armor Resistances: Aegis Shield, Ribbon
- Other Resistances: ASTONE, ARUB, WALL, Green Wizard (RESIST STONE)

- StAtk: COCTRICE
- Weak: Red D / TIAMAT
- Resist: AIR, BONE, COCTRICE, EARTH, EVILMAN, FIRE, Frost D, GEIST, GHOST, GHOUL, GUARD, HADES, IMAGE, IronGOL, JELLY, MANCAT, MUCK, MudGOL, MUMMY, NITEMARE, OIL, OOZE, PHANTOM, R.BONE, RockGOL, RubyGOL, SCUM, SENTRY, SHADOW, SLIME, SPECTER, STATUE, VAMPIRE, WarMECH, WATER, WIZARD, WRAITH, WzMUMMY, WzVAMP, ZOMBIE, Zombie D, ZomBULL / BAHAMUT, CAIT SITH, CARBUNCLE, CHAOS, FAIRY, FENRIR, GILGAMESH, GOBLIN, GOLEM, IFRIT, KARY, KARY-2, KIRIN, LEVIATHAN, LICH, LICH-2, PHOENIX, RAMUH, SHIVA, TITAN, UNICORN

Earth:
- Weapons: Tremor Sword, Xcalber
- Spells: QAKE / CRACK / TITAN:GAIA'S WRATH / EN-STONE
- Geomancy: SNARE, SANDSTORM, QUICKSAND, SUNBLEACH, STALACTITE, EARTH EMBRACE, (BURNING SANDS, CAVE-IN, TREMOR)

- Armor Resistances: Earth Armlet, Ribbon
- Other Resistances: ARUB, WALL, FAIRY (favor)

- StAtk: None
- Weak: RAMUH
- Resist: AIR, BigEYE, Blue D, CARIBE, CHIMERA, COCTRICE, EARTH, EYE, FIRE, Frost D, FrGATOR, GARGOYLE, Gas D, GATOR, GHOST, GrANKYLO, Grey W, GrMEDUSA, GrSHARK, HADES, IMAGE, IronGOL, JELLY, JIMERA, KYZOKU, LOBSTER, MANCAT, MANTICOR, MUCK, NAGA, NITEMARE, OCHO, OddEYE, OIL, OOZE, PERILISK, PHANTOM, R.GOYLE, R.SAHAG, Red D, RockGOL, SAHAG, Sand W, SCUM, SeaSNAKE, SeaTROLL, SENTRY, SHADOW, SHARK, SLIME, SPHINX, STATUE, VAMPIRE, WarMECH, WATER, WORM, WRAITH, WYRM, WYVERN, WzMUMMY, WzOGRE, WzSAHAG, WzVAMP, ZOMBIE, Zombie D, ZoneEATER / BAHAMUT, CARBUNCLE, CHAOS, FAIRY, GILGAMESH, GOLEM, KRAKEN, KRAKEN-2, TIAMAT, TIAMAT-2, TITAN

Status:
- Weapons: Xcalber
- Spells: SLEP, MUTE, DARK, SLOW, HOLD, FEAR, CONF, STUN, BLND / GAZE, SNORTING, FLASH, DAZZLE, (INK)

- Armor Resistances: Ribbon
- Other Resistances: ARUB, WALL

- StAtk: CRAWL, GEIST, GHOST, GHOUL, GrMEDUSA, GUARD, IMAGE, MUMMY, PHANTOM, SPECTER, VAMPIRE, WRAITH, WzVAMP / CHAOS, LICH, LICH-2
- Weak: KARY
- Resist: AIR, BONE, EARTH, EVILMAN, FIRE, GEIST, GHOST, GHOUL, GUARD, HADES, IMAGE, IronGOL, JELLY, MANCAT, MUCK, MudGOL, MUMMY, NITEMARE, OIL, OOZE, PHANTOM, R.BONE, RockGOL, RubyGOL, SCUM, SENTRY, SHADOW, SLIME, SPECTER, STATUE, VAMPIRE, WarMECH, WATER, WIZARD, WRAITH, WzMUMMY, WzVAMP, ZOMBIE, Zombie D, ZomBULL / BAHAMUT, CAIT SITH, CARBUNCLE, CHAOS, FAIRY, FENRIR, GILGAMESH, GOBLIN, GOLEM, IFRIT, KIRIN, LEVIATHAN, LICH, LICH-2, ODIN, PHOENIX, RAMUH, SHIVA, TITAN, UNICORN

Death:
- Weapons: Xcalber
- Spells: RUB, XXXX / SQUINT, TOXIC / EN-DEATH
- Geomancy: DROWN

- Armor Resistances: White Shirt, ProRing
- Other Resistances: ARUB, WALL

- StAtk: None
- Weak: CARBUNCLE
- Resist: AIR, BONE, EARTH, EVILMAN, FIRE, GEIST, GHOST, GHOUL, GUARD, HADES, IMAGE, IronGOL, JELLY, MANCAT, MUCK, MudGOL, MUMMY, NITEMARE, OIL, OOZE, PHANTOM, R.BONE, RockGOL, RubyGOL, SCUM, SENTRY, SHADOW, SLIME, SPECTER, STATUE, VAMPIRE, WarMECH, WATER, WRAITH, WzMUMMY, WzVAMP, ZOMBIE, Zombie D, ZomBULL / BAHAMUT, CAIT SITH, CHAOS, FAIRY, FENRIR, GILGAMESH, GOBLIN, GOLEM, IFRIT, KIRIN, LEVIATHAN, LICH, LICH-2, ODIN, PHOENIX, RAMUH, SHIVA, TITAN, UNICORN

Time:
- Weapons: Xcalber
- Spells: BURST, DIM, MUDDLE, BURST2, DOOM, STOP, ZAP! / GLARE
- Geomancy: ASTRAL BLAST, NETHER BLAST, (VOID, CAVERNOUS MAW)

- Armor Resistances: Black Shirt, Ribbon
- Other Resistances: WALL, Time Mage (RESIST TIME)

- StAtk: FENRIR
- Weak: ZoneEATER
- Resist: BAHAMUT, CHAOS, GILGAMESH, ODIN

Water:
- Weapons: Tidal Sword
- Spells: SWIRL / LEVIATHAN:TSUNAMI / EN-WATER
- Geomancy: SPLASH, RAPIDS, DROWN, TIDAL WAVE, STORMY SEAS, WATERSPOUT, WATERFALL (SINKHOLE, BOTTOMLESS BOG, QUICKSAND, SUNBLEACH, TORRENT, DELUGE, WHIRLPOOL)

- Armor Resistances: Ribbon, Water Armlet
- Other Resistances: AWATER, RAMUH (favor)

- StAtk: None
- Weak: AGAMA, ANKYLO, CRAWL, FIRE, GrANKYLO, GUARD, HADES, JELLY, JIMERA, MUCK, MudGOL, MUMMY, OOZE, PERILISK, R.ANKYLO, R.GIANT, R.HYDRA, Red D, RockGOL, SCUM, SENTRY, SLIME, STATUE, WzMUMMY / IFRIT, KARY, KARY-2, PHOENIX
- Resist: BigEYE, CARIBE, FrGATOR, GATOR, GrNAGA, GrSHARK, HYDRA, LOBSTER, MANCAT, NAGA, NAOCHO, OCHO, OddEYE, OIL, R.SAHAG, SAHAG, SeaSNAKE, SeaTROLL, SHARK, WATER, WzSAHAG / BAHAMUT, CARBUNCLE, CHAOS, GILGAMESH, LEVIATHAN, KRAKEN, KRAKEN-2, RAMUH

Wind:
- Weapons: Gale Sword, Tempest Spear
- Spells: (TORNADO) / FAIRY:WHISPERWIND / EN-AERO
- Geomancy: WIND GUST, SANDSTORM, (WIND SLASH)

- Armor Resistances: Wind Armlet, Ribbon
- Other Resistances: AWIND, SHIVA (favor)

- StAtk: None
- Weak: BigEYE, EYE, GARGOYLE, Gas D, GEIST, GHOST, GHOUL, Grey W, IMAGE, MANTICOR, MUCK, OddEYE, OOZE, Sand W, SHADOW, SPECTER, STATUE, WATER, WORM, WRAITH / LICH, LICH-2, TITAN
- Resist: AIR, EARTH, GIANT, GrNAGA, GrOGRE, MANCAT, OGRE, OIL, R.GIANT, WzOGRE / BAHAMUT, CARBUNCLE, CHAOS, FAIRY, GILGAMESH, PHOENIX, SHIVA, TIAMAT, TIAMAT-2

Holy:
- Weapons: Holy Spear
- Spells: FADE, EN-LIGHT

- Armor Resistances: None
- Other Resistances: None

- StAtk: None
- Weak: BONE, GEIST, GHOST, GHOUL, HADES, IMAGE, MUMMY, PHANTOM, R.BONE, SHADOW, SPECTER, VAMPIRE, WRAITH, WzMUMMY, WzVAMP, ZOMBIE, Zombie D, ZomBULL / LICH, LICH-2
- Resist: RubyGOL, STATUE / BAHAMUT, CHAOS, GILGAMESH

#####

And here is a list of enemy races. Certain weapons and arrow magic can deal extra damage to them. More are included than in the vanilla game.

Aquatic:
- Effective: Coral Sword, Coral Greatsword, Xcalber, TAIL SHOT

- Monsters: BigEYE, GrSHARK, LOBSTER, NAGA, R.SAHAG, SAHAG, SeaTROLL, SeaSNAKE, SHARK, WIZARD, WzSAHAG
- Bosses: KRAKEN, KRAKEN-2

Dragon:
- Effective: Dragon Sword, Xcalber, Dragoon (DRAGON KILLER), SCALE SHOT

- Monsters: AGAMA, ASP, Blue D, CHIMERA, COBRA, FROST D, FrGATOR, Gas D, HYDRA, IGUANA, JIMERA, R.HYDRA, Red D, SAURIA, SeaSNAKE, T REX, TYRO, WYRM, WYVERN, Zombie D
- Bosses: BAHAMUT / TIAMAT, TIAMAT-2

Flying:
- Effective: Xcalber, WING SHOT

- Monsters: AIR, BigEYE, COCTRICE, EYE, FROST D, HADES, OddEYE, PERILISK, PHANTOM, Red D, WYRM, WYVERN, Zombie D
- Bosses: BAHAMUT, PHOENIX / TIAMAT, TIAMAT-2

Giant:
- Effective: Giant Sword, Xcalber, LEG SHOT

- Monsters: FrGIANT, GIANT, GrIMP, GrOGRE, IMP, OGRE, R.GIANT, WzOGRE
- Bosses: GOBLIN

Humanoid:
- Effective: Xcalber, HEAD SHOT

- Monsters: BADMAN, EVILMAN, FrGIANT, GIANT, GrMEDUSA, GrOGRE, GUARD, KYZOKU, MEDUSA, OGRE, PIRATE, R.GIANT, SENTRY, VAMPIRE, WzOGRE, WzVAMP
- Bosses: GARLAND, GILGAMESH, ZARLYON

MagicBeast: (sic) aka 'magical' or 'demon'
- Effective: Rune Sword, Arcane Lance, Xcalber, SPIRIT SHOT

- Monsters: AIR, BROOM, CATMAN, EARTH, FIRE, GARGOYLE, GHOST, GrMEDUSA, IMAGE, IronGOL, MudGOL, NITEMARE, PHANTOM, R.GOYLE, RockGOL, RubyGOL, SHADOW, STATUE, VAMPIRE, WATER, WIZARD, WRAITH, WrWOLF, WzVAMP
- Bosses: BAHAMUT, CAIT SITH, CARBUNCLE, FAIRY, FENRIR, GOBLIN, GOLEM, IFRIT, KIRIN, LEVIATHAN, ODIN, PHOENIX, RAMUH, SHIVA, TITAN, UNICORN / LICH, LICH-2, KARY, KARY-2

Mechanical:
- Effective: Bolt Sword, Ancient Knife, Xcalber

- Monsters: GUARD, SENTRY, WarMECH

Regenerative:
- Effective: Flame Sword, Lava Axe, Xcalber

- Monsters: CATMAN, HADES, JELLY, PHANTOM, SeaTROLL, TROLL, VAMPIRE, WarMECH, WrWOLF, WzOGRE, WzVAMP
- Bosses: PHOENIX

Spellcaster: aka "mage". There are some differences from vanilla here — things that didn't use spells were removed and those that do were added.
- Effective: Rune Sword, Magemsh Knife, Rune Harp, Xcalber, THROAT SHOT

- Monsters: EVILMAN, EYE, FIGHTER, GrANKYLO, GrNAGA, HADES, JELLY, MAGE, MANCAT, MudGOL, NAGA, PHANTOM, R.GOYLE, RockGOL, RubyGOL, STATUE, WzOGRE, WzVAMP
- Bosses: ASTOS, BAHAMUT, CAIT SITH, CARBUNCLE, FAIRY, FENRIR, GOBLIN, GOLEM, IFRIT, KIRIN, LEVIATHAN, PHOENIX, RAMUH, SHIVA, TITAN, UNICORN / LICH, LICH-2, KARY, KARY-2, KRAKEN-2, TIAMAT-2, CHAOS / GILGAMESH

Undead:
- Effective: Flame Sword, Sun Sword, Lava Axe, Light Axe, Ash Harp, Xcalber

- Monsters: BONE, GEIST, GHOST, GHOUL, HADES, IMAGE, MUMMY, PHANTOM, R.BONE, SHADOW, SPECTER, VAMPIRE, WRAITH, WzMUMMY, WzVAMP, Zombie D, ZOMBIE, ZomBULL
- Bosses: LICH, LICH-2

Werebeast:
- Effective: Were Sword, Xcalber

- Monsters: CATMAN, WrWOLF

Boss:
- Bosses: ASTOS, GARLAND, ZARLYON, ZoneEATER / BAHAMUT, CAIT SITH, CARBUNCLE, FAIRY, FENRIR, GOBLIN, GOLEM, IFRIT, KIRIN, LEVIATHAN, ODIN, PHOENIX, RAMUH, SHIVA, TITAN, UNICORN / LICH, LICH-2, KARY, KARY-2, KRAKEN, KRAKEN-2, TIAMAT, TIAMAT-2, CHAOS / GILGAMESH

Beast: This is not an actual classification in the bestiary but rather a special case for one weapon. Anything that is not humanoid, mechanical, or undead is considered to be a beast and will take effective damage from this.
- Effective: Beast Sword

Index
2024-09-17 09:47 pm

FFR: Solo Lancer Part III


So with that in my rear view, first stop: the Waterfall. The Ribbon and Defender were here, both very important items. Along the way, Mario hit level 23, which gave him 4-hits, 3-hits while jumping. Here you can see me unleashing it against the 1/64 (slot 8) Gas D encounter in the cave. This is just as unrunnable as the groups of them in the final dungeon. That said, I was still having Mario fight everything he could. I was still having him gain levels, just not going out of my way to grind. Also because sometimes just fighting was the safer option than risking running. That R.BONE death is proof of that.

I ran the BOTTLE errand and descended into the Sea Shrine. Of course, the undead here simply kill you: two of my attempts to get to the upper floor resulted in deaths by GHOSTs. I grabbed the Mage Staff to hopefully deal with them when the time once again came. In the mermaid village, Mario was able to claim the Opal Bracelet. This was his best armor: a Dragoon would be able to use the Dragon Armor in Mirage, but not a Lancer. Otherwise, it has the same absorb as the Flame Armor, just with less of an evasion penalty. And Ribbon provided elemental resistances anyway.

Thankfully, the opposition as I went down into the depth was fairly easy; i.e. only one set of GHOSTs. A set of two showed late into B2, but they failed to kill. Barely, eesh. I picked up the Power Gauntlet and proceeded to never use it.


And on B1, there was a new weapon for Mario. The Trident is an interesting weapon: it has less attack power than the Platnum, but significantly more hit%. 15/50/9 offenses to be specific. I didn't feel like mathing out which was better in the moment, but from the numbers I was seeing, this at least wasn't worse. So I kept it on.


I played KRAKEN safe by using the Defender three times before starting the attack. He wasted his turns on INK, then it was too late to stop Mario. The first JUMP did around 650 and the second settled it.

Mirage had the Holy Spear to claim, but I learned at that moment that this is Dragoon exclusive. It had 30/30/6 offenses and is generally considered to be the Dragoon's ultimate weapon: its higher attack value generally results in more damage than the Trident. And the Tempest in the Floating Castle only 35/15/6 and a property of making JUMP attacks never fail (miss?). It's small enough of a bonus that the extra hit% is usually preferred. The Tempest also turned out to be Dragoon exclusive. Same for the Wyrm armlet and helmet, which I already knew about. And with ProCape out as discussed, the only thing to get here was the Black Shirt for itemcasting and a free ProRing: 8 absorb is the best on anything short of the Wyrm Gauntlets (10, Dragoon/Beastmaster only thus far) and anyone can use one.


I arrived on the bridge shortly after encounter slot 24, so there was no chance of a robotic ambush. Mario jumped on TIAMAT a couple times and brought an end to it.


Here were Mario's stats before heading into the final dungeon. Yeah, I didn't feel like I needed to bother with grinding to 50 for this solo. Might help or even be necessary for some, but the only thing it would do would be making it even easier and heavily reducing the chance of a KRAKEN death.


There really wasn't much to write about the Temple of Fiends Return. On physical only battles, I had Mario use the Defender thrice and wave the Heal Staff around until he was fully healed to save on potions in the first part of the dungeon. It was slow, but the way to go. PHANTOM, LICH, and KARY all died in one JUMP.


KRAKEN would be the only dangerous part, and he used his first two actions on LIT2 and INK. So he that was it. There were no threat of SORCERERs on the Air floor where the encounter table was at, so that meant claiming the Masmune.

And yes, JUMP works at full power with the Masmune. You just stab them like you're a supersoldier with a god complex assaulting a flower girl. Sadly, it doesn't show up on the sprite like the lances do. It works without a weapon too, I guess in that case the Lancer just jumps on them like...well, Mario. It sports the same +50% hit as the Trident and is naturally much stronger, so there was no reason not to switch over. He one-shot TIAMAT with this!

I forgot to take a screenshot of Mario's stats heading into CHAOS, but I'm pretty sure from his HP he was level 34. The gametime was like three hours and twenty minutes at most.


Mario jumped over the first attack and landed for...uh, yeah. That's why TIAMAT got one-shot and I missed the picture there. CHAOS landed an ICE3 and a physical, but this was game over.


After a swing on the tired turn that did a little over 100 damage, the next attack brought an end to the challenge and unlocked the achievement for completing a solo on Renaissance mode.

And that's the solo Lancer! Compared to some of the other classes in FFR, including some of the old ones that got new things, it's wonderfully simple and straightforward. There's nothing more to it than attacking, and it does a fantastic job of doing so. JUMP in particular is fantastic at breaking through the fiends' defenses, to say nothing about NG+ or idiots like the Evoker summons (often superbosses for the point they're encountered). With the critical hit bug fixed, being able to crit on demand stands out a lot more. Between that and high defenses, this is a powerful class indeed, if evident by never having to go out of my way to grind at any point - though the Ice Cave sure tested my patience as usual.

Just don't make any mistake from this report: JUMP has some flaws that didn't affect the soloist. For one, it takes two turns to resolve. The high power on it mostly makes up for the action economy issue, but it is still an issue. It can't benefit from FAST either. And in a full party, the others will be left to take the hits that would've been aimed for the jumper. Like I mentioned, they're not a replacement for a tank despite being durable: they're a wrecking ball best suited for slot 2.

Still, if you're looking to get a solo done for the in-game achievement, it's hard to go wrong with Lancer or Dragoon. Is it the easiest solo? Mm, depends. In New Game+ it's unquestionably so. But you can make a case for Monk, Red Mage, or Time Mage as well in a standard New Game with promotion. The first also just destroys stuff and gains tons of MDef, the second can do everything, and the last is notably immune to paralysis and has FLOAT to lean on for a bit of reprieve, as well as SET TELEPOINT nonsense later on.


So one extra thing: here's SUPER JUMP in action. Nine undead? Try ZERO UNDEAD. I had to do this to unlock another achievement for talking to the dragon in Onrac after promotion, killing 100 enemies with JUMP attacks, and returning to him. This gives the Leaping Boots, which would take up that fourth item slot for a Dragoon and causes JUMP/SUPER JUMP to go and resolve first in a round. Not necessarily the best since luck can cause them to dodge more attacks, but it can wipe randoms before they can move. Yeah, this makes a solo Lancer that promotes/Dragoon laughably busted in the late game.

Of course, you only get it late (and only get one set if you have multiple), but NG+ also has the REPEL item which drives away weak encounters. So you can just ignore all the stunning undead anyway!

Thanks for reading, and let's hope the new classes - Spellblade and Archer - in the next version are fun to play!

Index
2024-09-17 09:44 pm

FFR: Solo Lancer Part II

So now for the big one. I gamed the encounter table once. Can I do it again in the Ice Cave? Not really. B1 has a COCTRICE/MUMMY mix in slots 3 and 4, and undead in slots 6 and 7. Doable. But B2 is laughably impossible to game: slots 1, 2, 4, and 6 are some combination of IMAGEs and WRAITHs. 3 is SORCERERs, 5 is MAGEs. Only slots 7 and 8 are safe, being a FrGIANT/FrWOLF mix and Frost Ds respectively. As you might expect, there's no string of those in the encounter table, let alone any convenient for two rooms. As for B3, MAGEs are in slot 2, WRAITHs are in slot 3, and SORCERERs are in slot 4. The best you can do is be aware of what's coming, and get as high MDef (grinding) as possible.

So nothing to do but go ahead.

Attempt 1: First encounter is WIZARDs. Zeus them down. Second verse, same as the first. Down the stairs. Next is six IMAGEs. I think I'm on encounter 29 here? Of course the first attack stunned. They could barely hurt Mario, so it was a question of whether he would be able to break out and run. He got two run attempts which failed. He eventually did after like five minutes, being down to 170 health. Very lucky there. Next was WRAITHs - yup, encounter 30. He got right out of there on the first turn. So now that I know where I am, I can potentially avoid some of the bigger nasties. Didn't matter because the next undead encounter right before the hole killed him.


Attempt 2: WRAITHs which I ran from. COCTRICE/MUMMY group which got fried. Then a FrGIANT below! Nice! Thanked it with a JUMP. Then a nine mix of IMAGE/WRAITHs. Which I somehow escaped from. I ran into MAGEs in the tiny room and somehow survived that too. Next is a slot 7: safe to make it through the hole room since that's, again, a FrGIANT/FrWOLF. Gained a level from it and onto the undead spike. Eight enemies. Mario ran after the first swing. Slot 1: R.BONES. I made it upstairs before the next encounter, WRAITHs. It's a COCTRICE/MUMMY mix upstairs and I got a chance to strike first. The EYE used XXXX then died. Undead spike part 2: a nine mix.


This time, Mario was not so lucky. Broke out twice, but re-stunned once and failed to run the second time.

You get the idea from here on how encounter counting works. So from here on out, it's just what killed me and anything interesting.

Attempt 3: Dead to COCTRICE turn order.
Attempt 4: MAGEs on the floor below.
Attempt 5: COCTRICE turn order. It even got a crit. Rude.
Attempt 6: WRAITHs right away.
Attempt 7: Again.
Attempt 8: COCTRICE turn order.
Attempt 9: WRAITHs. Can't even make it through the first room anymore!
Attempt 10: A SORCERER mix was coming up on B2. I was right at the entrance, so I had a choice: risk it, or risk a COCTRICE/MUMMY group above. I went ahead because there were a chance of less, pulled the full three and died right away.
Attempt 11: Chance to strike first against WRAITHs, eat it! SORCERERs were coming up again. This time, Mario ran right away. Then died to the WRAITHs in the next encounter.
Attempt 12: No I am not sitting through a nine undead encounter that stunned right away, go to hell.
Attempt 13: Two IMAGEs on B2! I went for the throat here, feeling it was the better play. They indeed died. Still, got killed by WRAITHs in the hole room.


Mario has 55 MDef. That means every undead attack is a slightly rigged coinflip in his favor as to whether or not he resists the paralyze, bird stone, or brain suck. He gains 2 per level, so it would be a lot of grinding I hadn't really needed to do yet to try to stack the odds in any appreciable fashion. And as I said, sometimes it was better to fight and kill rather than to try the run. Especially solo SORCERERs: a close to 100% chance of escape (over its corpse) if Mario gets to move vs a less than 100% chance.

Attempt 14: WRAITHs room 1.
Attempt 15: COCTRICEs room 1.
Attempt 16: COCTRICEs room 1.
Attempt 17: WRAITHs room 2.
Attempt 18: Two COCTRICEs survived Zeus room 1 and of course they'd yet to move.
Attempt 19: WRAITHs room 2.
Attempt 20: Undead spike rolled eight. Very dead.

Mmm. I'll cave in and grind some levels after the hundredth attempt. That seems the breaking point of "okay I tried but even I have limits".

Attempt 21: MAGE ambush room 2. Blanked on the encounter table for a second, could've had R.BONEs upstairs instead.
Attempt 22: SORCERERs in the hole room. It isn't exactly safer to dodge them: the small room in-between is 2-6 WRAITHs. They by contrast come in packs of 1-3; you can sometimes survive a paralyze versus a KO, but neither's pleasant.
Attempt 23: I did something creative on 2 WRAITHs/2 IMAGEs in room 2: kill the WRAITHs because the IMAGEs couldn't deal damage. Then may as well kill them too. Then same situation as above ended it.
Attempt 24: COCTRICE ambush room 1.
Attempt 25: COCTRICEs room 1.
Attempt 26: Two WRAITHs room 1.
Attempt 27: Too many COCTRICEs room 1.
Attempt 28: Eight undead room 2.
Attempt 29: Seven undead room 2.
Attempt 30: A lone SORCERER in the hole room landed a TRANCE and kill.
Attempt 31: Nine undead room 2.
Attempt 32: Dead in room 2 to undead again.
Attempt 33: Undead in hole room.


Time to change strategy: I recalled the Berserkers challenge that T-Hawk and Sullla both did (aka armorless). The former at least first tried it. So what if I tried to go for evasion? Mario would have +23% with just a Gold Bracelet on. It was worth a try to give me a little more odds.

Attempt 34: Didn't work.
Attempt 35: COCTRICEs.
Attempt 36: But the evasions never came.
Attempt 37: Undead in the hole room.
Attempt 38: Nice Frost D in room 1. Then undead room 2.
Attempt 39: COCTRICE ambush.
Attempt 40: Nine undead room 1.
Attempt 41: Too many COCTRICEs.
Attempt 42: I made it to the undead spike again finally. Nine damned undead. I flipped the game off in disgust. Then Mario moved first and ran. GrPEDE and R.BONE encounters followed.


Then this happened. That was six failed run attempts. Technically a misplay on my behalf, but screw it, executive decision: grinding from the first time I reach the undead spike after 50. Don't like having to do it, but this is even worse.

Attempt 43: Undead in room 2.
Attempt 44: Undead in room 2.
Attempt 45: SORCERERs hole room.
Attempt 46: COCTRICEs room 1.
Attempt 47: Undead in room 2. After two instant escapes.
Attempt 48: Nine undead in the spike.
Attempt 49: Two SORCERERs landed TRANCE. Then they didn't kill and got killed. Then the undead happened, again.
Attempt 50: Want to know what spite is? One COCTRICE survives Zeus, it's one that doesn't move, and it lands petrify.
Attempt 51: On the clock now. This one ended to undead in the hole room.
Attempt 52: COCTRICEs room 1.
Attempt 53: SORCERERs room 2.
Attempt 54: See attempt 50.
Attempt 55: COCTRICEs room 1.
Attempt 56: The rare nonlethal MAGE ambush after losing track of encounters in room 2 again! Was this a good omen, or did that burn a bunch of luck? I reached the undead spike, and this would not be an instant reset and off to grind because I got chance to strike first. Okay, stop and think. Next is encounter 184: slot 1, R.BONEs. I swapped the heavy armor back in and this time, Zeused their boney asses into the ground. Encounter 185: slot 4, SORCERERs. Strip, not even the Gold Bracelet. There's three: TRANCE, miss, TRANCE, miss, successful escape! Encounter 186: slot 1 again. That'll be WIZARDs up above, which I made it to. Armor goes back on and Zeus. Slot 187, slot 2: that's undead in the EYE room, MAGEs down below, and WIZARDs up on B1. The answer was obvious: pull the encounter before dropping down, hitting level 22 in the process.

HOWEVER, the encounter order from here goes 1-2-7-2-7-2-1-2. This is very dangerous. If I can survive the EYE and undead spike, I'll almost certainly have to fight one set of MAGES. So do I stall? No. Slot 7 on B1 is the same big undead mix from the spike. For that matter, slot 2 on B2, if I want to run around that tiny 1x2 strip, is an IMAGE/WRAITH mix. I have to risk it.

The EYE used XXXX and died. Okay. Switch in Gold Bracelet for the spike.


A six-pack. Paralyzed...recovered with 294! And ESCAPED!


Okay, okay, okay!! Encounter 188: R.BONEs. Chance to strike first and I'm out. Right here. And I make it upstairs before the MAGE encounter!!!


Nice glitch. But slot 2: WIZARDs. Heavy armor is already on and Zeus.


I don't like where this popped up. Encounter 189 is slot 7: the big undead mix here, the same as the spike. Did I have to risk it?


No! I could go back down to B3 and pull an encounter: slot 7 down here is 1-2 Frost Ds! With the Flame Armor, I wasn't afraid of these things! It was even a chance to strike first, so there was zero issue! With this I ran for the stairs, fighting one last set of WIZARDs on B1 before encounter 191, which would've been another slot 7.


And Mario survives the Ice Cave without having to grind after all! Let this serve as how useful encounter watching can be: twice in that winning run I stopped or even backtracked to avoid a deadly encounter. There were still a lot of luck factors involved in this clear, but I was able to eliminate at least some of it with this. It may not be the easiest or quickest thing to do, but sometimes, it can save your run.

Next | Index
2024-09-17 09:43 pm

FFR: Solo Lancer Part I

There were still some achievements to knock out in FFR before the next version update, coming back to it after half a year's break. One of them was to do a solo on Renaissance Mode. Two of the new classes stood out that would be simple enough and could earn me achievements at the same time: Lancer and Blue Mage. Because I didn't fancy hunting for IronGOL during a solo run to get the achievement for learning all Blue Magic, Lancer it is!

The Lancer is as simple a class as it gets. It has one command to keep track of: JUMP. This takes the character out of battle for a turn and executes an attack with one less hit than a normal FIGHT, where all hits are critical and (from observation with the numbers) with heightened attack. It then inflicts Fatigued status, which prevents it from being used consecutively (and probably lowers evasion). Were I to promote it to Dragoon, it would notably gain SUPER JUMP to hit all enemies in the battle at once. This makes solo Dragoon the easiest in the game even (especially) on New Game+. Other than that, it is very comparable to the Fighter: its SAIVL growths are one-to-one identical except for not getting as many strong HP ups or MDef, and wears heavy armor; although the Opal equipment remains exclusive to Knight. They also cannot equip a shield: even the ProCape is off-limits to them! In that sense, they're actually more comparable to the Black Belt/Monk: a wrecking ball, not a tank.


Everyone calls their Lancers Kain. I wanted something different. Aranea from FF15 came to mind, but really. A guy who jumps on others as his primary means of offense? It's a him!


A fun aspect about solos that Ozmo implemented into 2.0 with the ability to choose empty slots: you get alternate dialog acknowledging that you're not playing with a full party. It ranges from just changing to a non-plural form to funny to straight-up mean, especially the fountain and well quotes.


GARLAND is still a fraud, by the way: a JUMP and an attack knocked him down. At level 2. Sara was very ungrateful to the solo.


Mario ran into the dreaded double OGRE encounter on the way to Pravoka. And he won: a JUMP for each of them, and he survived long enough to do so. Got him a nice chunk of experience. The PIRATEs were laughable with a heavily armored high HP character.

I grinded cash with KYZOKU resets before heading into the Marsh Cave, not for just supplies, but for a Silver Spear. This costs 4500 gold and sports 25/15/3.5 offensive stats. It's basically a Silver Sword for the Lancer. Funnily enough, this would get replaced by a slightly better weapon on B3 of the Earth Cave, but it was far better than any other weapon available now. This brought Mario to level 5.


By going into Marsh Cave from a hard reset, I could get an ideal encounter draw for traversing the cave: there was only two encounters with stunning undead, starting with a ZOMBIE/GHOUL mix at the start of the cave. It was very surmountable, either with luck or fighting them. It was the WIZARDs that were problematic. Here you can see a flaw of JUMP in action: it can miss! I believe it effectively performs an attack with 32 less hit%. Needless to say, this encounter got scuffed despite rolling the minimal draw of two. The ones with four of the fish-things were especially rude: they all moved before Mario, reducing him to critical health before he could do anything.

It was my fourth attempt at them that made it through: a three-pack. The first one fell easily enough, and I had Mario attack the second. However, they reduced him to critical health at this point, so it was completely up to turn order! He landed...and the WIZARD did not move! One more turn, a FIGHT...he goes first! CROWN claimed. I had him mostly run throughout the cave both in and out, but he fought a SCORPION group on the way out; there weren't that many and they were simply too dangerous to leave to simple run chance. Similarly, I had him JUMP on a CRAWL on the way out instead of just running.


On the other hand, ASTOS was a first try fight. Mario went before the RUB, and his JUMP hit. That was the end of it right there.

After doing errands with the KEY, it was off to the Earth Cave. This is one of the biggest obstacles for a solo character, and I actually feel it's worse than the Ice Cave sometimes. It's longer and you're lower leveled for it. As I was clearing out the top two floors, Mario hit level 14. This bumped him up to three hits, or two if he was JUMPing. The damage spike was even more noticeable than it would be for a standard character (except Monk): there were times when he was failing to one-shot BULLs just before this. Now? They were being overkilled.


Here's the Arcane Spear. It has 26/20/3.5 offenses, and is effective on Magic Beasts - known better as magical in AstralEsper's mechanics FAQ. This was going to be Mario's weapon for a while: the next upgrade in Crescent is only better by one point of power, and the next direct upgrade is way off in Mirage Tower. Actually, the ones on the northern continent may be Dragoon exclusive! Guess we'll see.

Of course, Earth Cave B3 is actual hell. Stunning undead are in tons of encounters. Despite this, my first death here came courtesy of WIZARDs. It was a four pack, turn order was bad, and a missed JUMP sealed Mario's fate. The VAMPIRE is a problem too: the first time i got there, he just used DAZZLE and went right into massive physicals.

There's only three ways around this for most characters. One, smash your head against the wall until it works. I did this for a bit, then I got an undead ambush on the way back that gave me no chance. Two, grind to boost magic defense. Boring. I actually hadn't gone out of my way to grind levels at all so far (the cash grind was something different!). Third is to game the encounter table. It's entirely deterministic: a table of 256 encounters. I tried this before with my solo Thief on Classic, failing because FFR wasn't true to the NES encounter table. But it's fixed now.

I was bored. So yes, I seriously went in on encounter 186. It was worth a shot. This gave me ten battles to get through the floor, defeat VAMPIRE, and get out. Long story short: it worked. Game gave little leeway with the encounters though. It was only because they stopped coming at the very end that I was able to make it through.


As part of restocking, I purchased the Steel Armor. This is normally something you should never ever do in a casual playthrough. The boost it gives over Iron Armor is absolutely not worth the price tag. Instead of buying this for 45000G, you could spend 48000G on six level 5 spells for your mages. Or, spend it on anything else besides a piece of equipment that will be obsoleted in Gurgu or the Ice Cave. In a solo, however? Yeah, the defense boost is worth it.

One nice thing that lined up here from that earlier stunt: I was now in the encounter 216-225 range, another fantastic stretch with no stunning undead or COCTRICEs to deal with. It was a leisurely stroll through the floor as a result. When I reached the stairs to B4, I was on encounter 224. This would give me three to make it through B4 before killer encounters showed up. Only thing to do was march forward.

The encounters went WIZARD, WIZARD, TROLLs...and I was not close to the stairs at this point. So I tried a creative strategy: switching to Silver Armor to try to increase evade with its lesser weight. It turned out not to be necessary, because Mario got through that floor without further encounters. The ones on B5 were safe, so that brought him to LICH.


The game tried to give me a massive heart attack by having the boneman open with a physical attack that paralyzed! Luckily, Mario instantly recovered and took an ICE2. Then he jumped up and did 388 damage!! LICH moved before him on the landing turn...


...and then Mario moved after with a fight, settling things. Phew! And all this at level 16. Dragoon NG+ may be pretty infamous amongst the FFR community for being an easy solo, but Lancer is no slouch itself.

With that out of the way, I made my way over to Crescent Lake to pick up the CANOE. There was another equipment upgrade here, the Platnum Spear. However, it was only a single point of power stronger than the Arcane Spear, so I stuck with what I had for now.

Of the three midgame dungeons, I settled on Gurgu Volcano first for a few different reasons. One, it was easy, which would allow Mario to gain some levels along the way. Two, I could get a free Silver Helmet and Silver Gauntlet here for a small defensive upgrade. And more importantly, the Flame Armor would add an extra safety net in the Ice Cave.


It was very smooth sailing through the volcano. I beat the Red D on B5 without incident, hitting level 20 in the process, then moved onto KARY. The best thing about JUMP is that critical hits partly ignore defense: they're effectively the sum of two identical attacks where one does not factor it in (the formula is specifically (A...2A) + (A...2A - D, both A values are the same). The fiends in particular have a lot; the snakelady here has 50, for example. JUMP just says "screw that" and smashes them into a fine mist.

With the Flame Armor, I was able to sell back the Steel Armor. I went ahead and bought Platnum Spear at this point. No reason not to.


Ordeals was the next stop here. The Zeus Gauntlet has a good chance of wiping groups of COCTRICEs, providing yet another safety net for the Ice Cave. There were some other useful items here. The encounters in here were very tame; I had all of one (ZomBULLs) throughout the maze room. Only a MEDUSA group in the last room was any dangerous, and Mario escaped from it. I got the Gold Bracelet, Heal Staff, and Zeus Gauntlet here, avoided getting stunned by a Zombie D, and got out first try.

Also, this bears repeating: empty slots work as item banks. So you're not handicapping yourself by not using corpses instead. Speaking of, since Mario could never equip a shield, he was not handicapping himself by putting Zeus there despite not being able to equip it. Well, there is one special slot for Dragoons, but a Lancer would not be getting it.

But the Ice Cave is next, and I have a lot to say about it, so we'll page break here.

Next | Index
2024-09-13 01:22 pm

Down the Original Tree in HD, Postgame 2

B1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2


Here's the new sword in action with Shocker against one of the FOEs of the stratum. It was kind of jarring to see it do significantly more damage than the actual physical hit itself or even what a formula would've done.

One of the quests wanted 150 items in the compendium. Already done. Another wanted three Tri-Colors, mineable from B26. Finally, one concering the so-called legendary songstress of Etria, who can be heard in the depths of the forest. I'm given a Vox Stone and asked to go on a tile hunt. It's in B24, with no easy elevator access. This gave a free Angel Harp (Troubadour accessory) and a new daytime song for the town.

So B27 is the infamous pitfall maze, and B28 is mostly one giant mass of damage tiles. The way to get around this is by watching the FOEs, as they never walk over the pits. You'll need the Survivalists' Owl Eye to do this because the Alchemist's sucks and lasts only one step, even if it is global compared to the limited range. But Sunflower had used all but one of her SP and it's very limited in scope.


So I raised one of the farm team up! Farma could use the sword same as anyone, so that helped him. At the very end here, I innovated the Songbird Dojo: this FOE will summon two white blood cells to battle periodically. On Picnic, he could splatter them in one hit each and collect a cool experience payout each time.


There was nothing really do it, just a slow and methodical grind. Could I have looked up a map? Well, yes. I actually did at the very end in order to fill in the blanks in spots where FOEs never tread. But that would be no fun.

Farma had Multi Shot to contribute, but I otherwise mostly ignored battles. Everyone was at 70 anyway and as long as I had all the drops, I was good for 100% completion as far as the game is concerned.


When all was said and doneand the upper part was mapped, everything looked about like this. Next was to take the farming team and head to an unmarked area to access some special gathering spots. There were two in an isolated room of B28 and one in the southeast corner. More stuff which made the ultimate TP boosting accessory.

Two quests resulted from a peek into B29: one was to find the innkeeper's pet. This is a tile hunt you are given like no information about, not even the name of the innkeeper. But you do get the name of the pet. It's on B26. There were hilariously chances to fight a superpowered mouse enemy in an event instead. Just all damage at least. The second was to find a monster that accosted an elderly man on a stroll. It's simply a Clover, no problem. One of the game's rare monsters.

Oh, and on that note, I forgot to get the first one. They're on specific parts of B10, particularly three tiles on the southernmost part of the room before the boss.

B29 itself is the infamous teleporter maze. After seeing the new jelly here was another one immune to physicals, I went back and switched in Allium again. With him and chasers, I made short work of all the enemies on the floor. The only problem was navigation. There is literally nothing to this but trial and error. Stalker was really nice to have here, cutting back on the number of battles significantly.


B30 was when they officially ran out of ideas and just made a bigass winding path. Yet another enemy here resisted all physicals, all the more reason to keep the Alchemist in. There was nothing to it but going forward and killing everything in my way. Songbird FOEs periodically showed up and died in one turn.

I eventually made it to the part before the end, where there was a shockingly convenient shortcut and another healing spring.


Three quests popped up here. One was to fix an elevator on B21. This featured a ton of spider enemies who quickly fully bound my party, but not before I got up Immunize and knocked off half their health. Some Theracia As got Larkspur and Allium back in the game and finished them.

Next up was to find the so-called legendary bird. Jt starts with a long story that has more lore in it than all the other quests put together about a young orphan who stole a piece of meat and ran into the forest when seen. The owner found him and wanted to give him a bigger piece, but he ran again until the owner caught up. They had a laugh until monsters showed up, but then the bird showed up and asked for the meat. It ate it and drove the monsters away. And with literally just that to go on, I have to figure it out. Your only hint is that the boy ran into the forest, so SURELY it's early on, yes? No, it's at the very bottom. Just a horrendously obnoxious venture back to the entrance area. Got some expensive jewels out of it at least.

Last one was another ingredient hunt: made from Stiff Hide (a wolf), Sticky Goo (stratum 2 gels), Gumthroat (Treefrog), Tendon (Immoa), and - for some reason - Drywall (B21 mine). Pretty easy, and they all cooperated.

This unlocked the last quest: to find some ancient relics. As usual as of late, given no information about where they are. There's one each on each floor of the sixth stratum and they were unmarked when going through the first time. Interesting "spot what this is" lore but that's it.


Before the superboss I had to fight my way through the dragon clones, a weird thing that only this game and its remake ever did. They're supposedly the last defense the core has. Considering it's, yknow, the superboss, it hardly needs them. They even take the full two weeks to respawn like many FOEs do, so you can just (have to actually) thread out after beating them. They're so much weaker than the dragons themselves the only thing worth talking about is that it took a while to get their drops.


Etrian Odyssey superbosses are normally about finding ways of smashing the game and therefore them into tiny little pieces. Can't do that here without Picnic mode, and I have enough dignity to go after this thing on Expert.


But like many Etrian superbosses, the pattern is at least very predictable. For one, it flips if you have ten or more buffs. With Immunize (boosted all the time thanks to Axcela IIIs) covering the defense, that left Trumpet out in the cold. He was replaced with Rotheca. I pulled out some Bravant IIs and bought some more.


It uses elemental nukes on set turns: it opens with a fire one and uses it on every 5x+1 turn. The volt one is used on 4x+1 turns, and the ice one is used on 6x+1 turns. If multiple meet the qualifications, fire will superscede ice and volt, and ice supercedes volt.

At one point, it pulled out a move that bound everyone's everything. I had Immunize up though, so I just used Theracia As and kept going. Besides that scare, its physicals were manageable and it never pulled out its murder move which it can do depending on the situation. There's ways to play the AI around it, worst case.


In the end, it fell. Pretty lucky fight all things considered, but I'm not going to complain.


And maybe the town because apparently the only reason to ever come into the labyrinth is to discover the mysteries. You know, not farming the resources or adventuring for the thrill of it or anything. Hey, at least Primevil can regenerate so the core isn't permanently dead.


That's it for Etrian 1. All in all, they had to start somewhere, I guess.
2024-09-11 02:37 pm

Down the Original Tree in HD, Postgame 1

B1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2


Several quests opened in the postgame, and there was still one outstanding one I didn't do. They were all preludes to superboss fights in some way. The first was to face the Wyvern and win in three turns or less for its conditional drop. No problem. The second was to find all the Ankhs in stratum 5. Just tedium. Another was this weirdo invisible maze on B18 that makes no sense and isn't follwed up on. But I used the chance to take on another secret boss, which I think is unlocked by this.

Before doing so, I took Allium and got the Alraune's conditional. Just swapped to using Blazer and Flame when she was low.


Manticore is guarded by a lot of (weak) stratum 5 FOEs. Its gimmick is status: all it can really do is throw it out and try to kill you with them. Theracia Bs just said no as I rapidly wore it down.

Conditional is to kill in under 10 turns. And winning a diceroll, because of course. Note that qualifying for this drop and missing it does not disqualify you from getting the normal drop (which is another diceroll), so you don't have to stall until turn 11.


I still had some levels to gain, so it was straight to hell. What a lovely first encounter too. Thankfully, I learned these white blood cells do not petrify you immediately in the original game. They have to take damage first. In fact, one of them defied 1st Turn? Tried to. I thought those bugs were fixed in HD?


The most annoying enemy down here were the crabs who were immune to everything short of electricity. Not even picnic mode changed this. I dealt with them by having Trumpet imbue Sunflower with electricity and have Larkspur chase it, which could kill one a turn. Their conditional was to kill with pierce damage. So long as Sunflower got the kill, it worked.

After a bit of exploring B26, everyone but Protea hit level 70. I leveled him the rest of the way solo on picnic. With this done, I was as ready as I could be for the elemental dragons.


I was a little surprised to find they still use their original names, given they updated a lot of other stuff to their modern versions. The icy Drake was beyond a pointlessly long winding maze on the secret side of B15. I actually had Trumpet learn Stalker here: he had the SP to spare, and not like he was going to be using much else. The opposition was just boring 5th stratum enemies.


You either need shenanigans or just a Protector's Wall skill to survive their elemental breaths, but Drake is particularly nasty for being able to inflict instant death. It also has a buff that reduced damage by 1%. It can be locked out with a Leg Bind, dispelled, or overwritten with a debuff, however. The first option wouldn't be very viable on the original game, but the HD release introduces accumulative anti-resistance: the more you fail to land a bind, the more likely you are to land it. Sunflower had a lot of spare SP, so she could learn the skill to inflict it. Mostly, it amounted to letting Trumpet deal chip damage instead of spamming dispels.

Other than its buffs, its entire repitoire is ice based, and the rare physical wasn't doing that much through immunize. So with Protea using Ice Wall every turn there was nothing it could do. Eventually, its 35000HP was depleted.


The fiery Wyrm was in the Wyvern's nest, who was evicted from it and moved to B9 as a result. Right in the same position, up to and including allowing an easy preemptive against the thing. I brought my Ronin here for a change of pace. It can do a lot. It didn't do a lot. Only problem was it got off a physical AoE before I got off Immunize; I instead used the free turn for extra damage. Still not fatal and I recovered easily enough.


I needed to go to the elevator activator on B21 in order to fight the next boss on B25. I warped out after. Dragon the Electric Dragon loved spamming its electric move, although it at least had other options. I didn't bring my Ronin this time because it also loves to dispel buffs. This meant a quick 1st Turn Immunize and resetting Bravery every time, though every time it reset buffs, it just used its electric breath next turn anyway. With Protea blocking that, it didn't take long until--


--really? The rare drop? Well, I was going to say, next up is an RNG manipulation involving a solo Medic taking them on in Picnic mode, but I guess that's one less I have to do.


So I went and did that to unlock this sword. It's pretty insane: +20 to all stats and usable by everyone. Obviously not the best idea for everyone because it locks out weapon skills. But Protea and Larkspur both used swords. So did Huangshan. And Troubadour, Alchemist, and Hexer all don't make use of weapons if you really want to go nuts. Naturally, this is only practical on HD: these are super rare drops from superbosses otherwise with no way to manipulate them on DS hardware.

Next it'll be through hell to the final challenge.
2024-09-11 02:36 pm

Down the Original Tree in HD, B21-B25

B1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2


So right next to the Geomagnetic Pole in B21 is a Mining Spot with materials that can be sold at a premium. Very good stuff, needless to say. I made back the money from the Meteor Axe and then some: getting up to 400k after other expenditures, including some Landshark exclusive armor with a big STR boost.


While exploring the ruins of ancient Tokyo, I bumped into another FOE. Immunize plus strong attacks with strong weapons put this one to bed quickly. I didn't fight the boss in the way yet, instead just let them stand there.

Because several quests opened up between this and a brief peek into B22. The first of these was the last of the solo quests, and gave a bit of backstory into the guildmaster. It all but says his party was wiped by a Sickwood and he lost and eye and somehow game mechanics did not apply there. So now I have to kill one solo for reasons. There was no follow-up on it before or after.


Besides being terribly weak and spamming poison that Huangshan could shrug off, she could recover damage with Drain even if it was any threat.

Two wanted materials I couldn't get yet. One wanted me to get some offerings for a fallen adventurer, who probably died to a Venomfly ambush on B1, or was just buried there for whatever reason. Just a fetch quest. And one concerned a mysterious girl who lives in the marshes of the second stratum on B7.


Yeah, you can see what a mess this is. This is also part of why I picked up Healing Touch. In the original DS release, this is a crummy skill that can restore up to 50% of max HP outside of battle only with a ten point investment. Here? For just three points you can have an on-demand full heal outside of battle.


Guaranteed ambush aside, I came in with boosted Immunize which instantly shut her down.

Condition is to not kill with fire. Which was already done and resulted in Troubadour's ultimate armor. I'll have to return with Alchemist to get her normal drop.


Then these two got in the way on a bridge. Allslash rapidly brought them bought to their knees. I could use Trumpet to cancel the Ronin's buffs. The Hexer kept missing her debuffs which helped, though I notably had to doublecast Immunize since she canceled it.


However, the dungeon itself for all that it is was pretty obnoxious. Lots of winding paths and dead ends. It took me four or five trips to get through and activate the elevators. I even kept pushing several times a little further past 60 items only to find I had longer to go than I expected. The enemies were for the most part similarly bland. Muskoids were the only thing of any danger, if they got off sleep before I could kill them. It all made for even more grinding. Had to happen sometime.

Even the quests didn't have much going on with them for the most part. Two wanted ten Angel Wings and Gold Furs respectively!! Thankfully I learned the former was not just a drop, but also something I could just take. Another concerned a noble who was having trouble sleeping, which needed a Hexer with Torpor. After that, another quest unlocked where I had to fight some fifth stratum FOEs on B1. No big deal.


Once I finally reached B25, it, too, was just kind of a mess to map? By the end of it I was starting to get really sick of the Desouler bear FOEs, which hadn't been a threat from the first time I saw them. But the real pricks were the Armorolls. Very physically resistant, very common, and could show up in packs of five. I eventually used the Troubadour's elemental infusions to get it done.


Relatedly, I got the Ogre FOE's conditional to kill it in two turns. Took some setup with the backup party due to being physically resistant.


Except backup no more. I actually got so sick of the rollers wasting my time that I booted Protea out of the party for Allium! The rest were nearing 70 anyway and it wouldn't be too much trouble to get him there. With the elemental chasers learned by Larkspur, I could clear encounters turn 1. Then find one to stall on to recover TP, but that's nothing new. It had another practical purpose too: there was one more new FOE down here that wanted a kill with non-physical damage. So that got it done.

But before long, I came to the final boss door, where the massive plot twists that are now commonly known are elaborated upon, and the importance of human curiosity and greed are emphasized. I thought about it, I looked up the stats...


...then I went right in with this party. Etreant is more convoluted than the previous bosses. In particular, he does not like buffs. Five or more, including any party AoE, and he flips his shit, dispels them, and follows up with a big nasty AoE next turn. Except I can just recast, instantly even thanks to first turn. The other thing that went into this is that he could use a move to prevent physical attacks.


The fun thing is that Blazer doesn't count as a physical attack, and naturally, neither do Alchemist formulae. With those two working in tandem, and Sunflower doing her thing when she could, I was slowly but surely wearing down the boss. And I could just keep regenerating TP for the party.


He eventually died. The end.

But there's a postgame. Let's do that.
2024-09-11 02:35 pm

Down the Original Tree in HD, B19-B20

B1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2


There were actually two FOEs who had to be dealt with by binding them completely. So here's the second one. And yes, tying up a whip-using female, make your own joke. Both were very weak to binds anyway, and were annoying in how they could inflict curse and panic respectively. Really noticing this party's frailty compared to the main one, even without Immunize. Might be an armor issue? Or that the main party can kill before they can move issue? Not that they had problems killing either: Alchemist can pull its weight.

Okay, that second quest now. I ran into another problem here: it wanted you to kill three Sickwoods on B17. Problem was, they were dead!! I needed to respawn them by having a level 1 character sleep for a few days. Actually, I eventually did a lot of sleeping and gathering to get a special piece of equipment in stock that is unfortunately both 50 of a material and out of my price range for now. Helped make some money back though. Shoutouts to money.

I then went through B18. The FOEs were actually a bit tougher with the main party, but it's still not saying much about them. The first one was in the way for crying out loud, you're expected to fight these. A lot of them. In a bit.


One of the quests from stepping into B19 involved fighting a bunch of palette swap frog FOEs. One of the two could curse and was really fast which was obnoxious. 1st Turn and stalling when needed solved them. The others only poisoned and died in one turn like a lot of fights were at this point.

The other was to find a giant bird's limb to make medicine. I thought this was the Ammoas, but it was actually the regular Moa FOEs. Easy to kill and I got the drop first try. This led to a second one that needed a take item from B18. Just sent in the gatherers as usual. Finally, I had to go and get one of my characters petrified for a quest. The fairies on the left side of B18 could do this. He was not automatically unpetrified, and buying a Theracia B was cheaper to heal him than asking the doctor at this point.


B19 was just this big expanded version of B17. I was able to fight the Redbeaks here, but it took me a while to get the Red Beaks. Nothing more to it.


Prior to reaching B21, this boss will respawn if all the FOEs on the floor are not dead. However, that is exactly how you can abuse it to grind: Picnic mode plus decently leveled characters can tear it down easily. And the FOEs will aggro, but can never reach you or enter the battle. I used this to get the B-team up to level 70.

Thought for a minute about retiring them, but it's definitely not worth in Etrian 1: back to level 1 for just 6 extra skill points and a mere +3 in a stat that's dependent on the class being retired. Even with Picnic grinding available, that's a bit much for little return. Especially considering many classes struggle to figure out what to do with leftover skill points.


Needless to say, they also got the rare drop along the way.


As I said, the gimmick of this floor is that you have to kill everything on it before fighting the boss. In HD at least, it seems you can leave the dungeon in between it? One of the ones that got in the way on the murder massacre stayed dead. But in the original, you had to do it all in one trip: at least you could leave the floor. It got hectic sometimes, but I kept everything under control. But I reset once when the boss Kool Aid Manned into the fight and killed the two FOEs in the process. Wanted drops, so. Yeah. Next time I remembered to keep a suspend save just in case.


And uh, bought this for next time. Like I said, I was close to the money farm, so it didn't matter.

The boss itself was a nothingburger. Only two interesting things: I had actually used Trumpet's force a bit earlier to regenerate TP. He had recovered enough to use it on turn 2, so it led to the interesting situation where turn 1 was Bravery and turn 2 was boosted Bravery. The bird also landed petrification on my Medic, but he still got experience, which is all I cared about.


Then enter one of the silliest design decisions: it implies you can go forward, but changes its mind and says you have to go back. Then all the way back down. Boring.
2024-09-05 06:38 pm

Down the Original Tree in HD, B16-B18

B1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2


I had three quests to do after this. One was to just buy an accessory I'd already gotten the materials for and hand it over for a different one. Another wanted me to get the drop from those tortoise FOEs. Which I couldn't do because they hadn't yet respawned! The other involved going to the next stratum. At the back end of the conveyor maze (something no Etrian really lets you map without being creative) that is B16, I unlocked the Hexer class.


Comes absurdly late, but at least Etrian 1 HD lets you picnic train. So it was finally time to do that with the leftover classes; I needed to for certain drops and quests anyway. Whip Dark Hunter, Sword Dark Hunter, Ronin, Alchemist, Hexer. I simply took them through the labyrinth killing everything in the way, but especially FOEs. I got Fenrir's common drop and Cernunous' rare drop while I was at it.

I used the infamous Frog Dojo after this. The Forest Frog enemies in the third stratum can summon allies. You can kill up to 30 of them in a single fight and earn a huge chunk of experience all at once. It's not particularly dangerous either.

I tried another method by briefly peeking into B17 to go to the Moa Dojo! I like the Japanese wiki description of this: "If you're not satisfied with frogs, head to B17F. Huge Moa has opened a Moa Dojo." Same story, tougher enemies (Immoa in English), doesn't matter, picnic mode. It gave out more and Destruction Begets Decay plays instead, but it's a little more annoying and they seem a bit less likely to summon. So shrug. It was also possible to set up an overnight autogrind with help of the game's walking, autofire, and a Medic with Patch Up. Maybe later.

(Maybe the funniest one on the JP wiki: abusing the fourth boss, which will infinitely respawn as long as FOEs exist and you haven't gone to B21 yet. But that was just on the original.)

They all reached level 48, just for the hell of it and it was the same as my main party. I got these guys up because there were some quests that needed them! A level 20 Ronin first of all. Along the way and gave me a katana I'd already bought...


The chefs were out in force for the quests that were available! One was way outstanding and wanted an Alchemist with Fire Formula learned. This directly led into another quest where I was asked to get the conditional drop of Firebird. This requires a kill with fire damage. I'd actually already gotten it; see, using an Alchemist here is total bait. Anything with a fire component counts. I used the Ronin's Orochi since it was convenient. Another wanted two Musks from the golden deer in B16, a bit annoying due to low drop rates.

There was also a long overdue one where I needed five Insect Eyes, the conditional drop of the stratum 1 butterflies that required a kill with magic. I could finally do it now, which unlocked a second, requiring the Toxic Barb from the Assassin FOE. I thought by now the ones in the hidden area of straum 2 would have revived. Have to wait a bit more or advance time, it seems.

There was one more I couldn't do yet: needed a Fish Fin, a Dry Peach, and a Red Beak. I could get the first from enemies in stratum 3, but the peaches were exclusive to chopping on B18 or Sickwood FOEs (chumps) and Red Beaks were from...wait for it...Redbeaks. A B19 enemy.


While I was thinking of it, I bought the Golem and got the conditional drop, which wanted an instant kill. Ecstasy from Whip Dark Hunter when at low HP is about the only reliable way to do this, so that's what I did. Said conditional made the Meteor Axe, another postgame piece of equipment.


FInally, a series of two quests asked for a solo FOE kill. One involved the bears in the second stratum. There's a shortcut you can use to easily jump one from behind. I used Sword!Dark Hunter for this, since Drain is pretty much tailor made for these. Or I would've if I thought about using her for it and didn't uncharacteristically spend my skill points. I'll be sure to rectify that for the next one. The second was to fight a crab in the third stratum. This was a bit tough: you have to spend one turn in a battle right next to the spawn point, then win or run from it. But I could also set up for a free turn. I settled on Alchemist (!) here and popped a Stonard II that I had to boost his defense. It was enough to prevent a 2HKO. But it turned out to be irrelevant because he made some dodges and could 3HKO.

With all that done, I moved on with the plot. After a ton of stressing from unrelated things and trying to figure out, yeah, I should probably spend some skill points.


Now the bigass downside of this purchase is that it makes my financial situation a bit precarious for a while. This is part of why I picked up Healing Touch, however: a free full heal out of battle for just 3TP plus Immunize can invalidate inn costs for a bit if I need to. And really, there was not much else to spend on for now: there was a new axe I could buy, but I could wait on that. I would simply have to ride it out until the fifth stratum, then I could start raking in the cash.

B17 was a wall maze. Mostly annoying to deal with, and the enemies weren't that much different than I was used to even on Expert. I fought the second of the plant enemies on B18 by following a certain path through the floor. Need to go back for the first.


A big chunk of B18 was a big open area, with a hidden passage needed to be found in order to advance. Also Roningirl and Hexergirl acting suspicious a tile away after telling us that. Considering there was only one part of the map not against the map limit, it was easy to search for. Got a couple level ups mapping it out. The other downsides of the big bad bow purchase is that the forest folk resist pierce, and that Sunflower is so fast that she can outspeed Bravery, even when I boosted Trumpet's Songs to max leevl. On the other hand, Allslash wiped most encounters pretty cleanly. I had to bail eventually since the bag was full.

Two quests came out of it, both from the Carpenters Guild. One wanted me to get three Hard Shards and five Steel Chips for a mere Steelsword. The weapon Larkspur was already using. I had five Hard Shards and three Steel Chips! The other wanted me to kill three monsters on B17.

I took the farming party to gather the goods. And hey, I had like 24k now! I instantly blew it on a katana for the Ronin that I had previously gotten from fighting Royalant again and getting her rare drop which was just a diceroll. I had a plan, you see. I stopped on the floor right before a FOE with a conditional. That conditional, kill while fully bound. The Ronin could easily do the killing part with that katana. Whip Dark Hunter and Hexer pulled off the binding part.


Except...okay then. I guess I have to deal with that. Hit the limit right before the fight too. Stupid Nintendo coding.