2037-11-14 04:10 am
Entry tags:

Final Fantasy Challenge Runs

I needed a place to put all the challenge runs I do on classic Final Fantasy games. So I guess this is it. Sullla's site, T-Hawk's site, and Sofis' site are recommended reading, as is the Realms Beyond thread for even more reports by various others.

This will be periodically updated with various posts of mine from that topic, as well as any more runs I do through games whenever I'm bored and feel like doing a new take on a classic game.
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Final Fantasy
- FFZZ Hack Playthrough (v1.5): I | II | III | IV
- The Spellslingers: I | II | III
- Hardworking Capitalists: I | II | III | IV
- Solo Monk [PSP]: I | II | III | IV
- No Items/Potions: I | II | III | IV
- Four Monks [MSX]: I | II | III | IV
- The Iron Fists [WSC]: I | II | III
- No Start Menu: I | II | III
- Solo Thief [FFR]: I | II | III | IV

Final Fantasy II
- The Magicians: I | II | III | IV
- "Solo Monk": I | II | III

Final Fantasy III
- Solo Monk [NES]: I | II | III | IV | V
- Solo Red Mage [NES]: I | II | III
- Solo Magus [NES]: I | II

Final Fantasy IV
- Solo Palom: I | II | III | IV
- Solo Edge: I | II | III | IV
- Solo Rosa: I | II | III | IV
- Solo Yang: I | II | III | IV
- Solo FuSoYa: I | II | III
- Solo Edward: I | II | III | IV

- Solo Cecil [3D] (in-progress): I | II

Final Fantasy V
- Solo Cannoneer: I | II | III | IV | V
- Solos vs. Gil Turtle: I | II | III | IV
- Solos vs. Shinryu: I | II | III | IV
- Solos vs. Omega: I | II | III
- Quadzerker!!: I
- No Random Encounters (FJF '24): I | II | III
- Four Job Fiesta: 2014 | 2023

Final Fantasy VI
- The Nudists (in-progress): I | II | III

Final Fantasy Mystic Quest
- The Cheerleader: I | II | III | IV
- Low Level Game: I | II
- Low%: I | II | III

The Final Fantasy Legend
- Solo Monster: I
- Solo Human: I
- Solo Mutant: I | II

Final Fantasy Legend II
- Robot Party Playthrough: I | II
- Solo Monster: I | II | III | IV
- Solo Mutant: I | II | III | IV
- Solo Human: I | II | III
- Solo Robot: I | II | III | IV

Final Fantasy Legend III
- Low Level Game: I | II | III

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Final Fantasy Renaissance
- Hardworking Capitalists: I | II
- Living Off the Land: I | II
- Low Level New Game+: I
- One Spell Per Levelx4: I

- Solo Green Mage (v1.3.3): I | II
- Solo Evoker (v1.3.3): I | II | III
- Solo Lancer (v2.0.5): I | II | III
- Solo Geomancer (v2.1): I | II | III
- Solo Blue Mage (v2.1.3): I | II
- Solo Dark Knight (v2.1.3): I | II
- Solo Monk (v2.1.3): I
- Solo Trainer (v2.1.3): I | II

(See my gaming playthroughs section for my first four runs of the game, including a mage and physical only party)

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Articles
- FF4: Drop-only Items
- FF5: The Status Bug
- FF Renaissance: Job thoughts
- FF Renaissance: Magic list/thoughts
- FF Renaissance: Weapon/Armor list
- FF Renaissance: Class stats and tables
- FF Renaissance: Elements/Races guide
- FF Renaissance: Poaches guide
- FF Renaissance: Achievements guide
2037-01-19 06:12 pm

Gaming playthroughs

My blogs elsewhere keep exploding on me, so why not throw'em all down in a public place, I guess? To be filled in eventually!

FF4 Unprecedented Crisis: I | II | III
FF4 Playable Golbez: I | II | III

Etrian Odyssey Untold 2
Etrian Odyssey Nexus
Etrian 1 HD
FE Fates Nohr


Final Fantasy Renaissance
- RDM/THF/GEO/EVO: I | II
- DRK/BLU/TRA/BRD: I | II
- WHM/BLM/GRM/TIM: I | II
- WAR/MNK/DNC/LNC: I
2025-08-06 09:46 pm

FFR: Old Magic Lists

L1
- CURE (WM,RM,KN): ST heal, base 32
- HARM (WM,__,__): AoE non-elemental damage to undead, base 48
- FOG (WM,RM,KN): ST +8 absorb boost
- RUSE (WM,RW,KN): ST +80 evade boost
- FIRE (BM,RM,NI): ST fire-elemental damage, base 20
- LIT (BM,RM,NI): ST lit-elemental damage, base 20
- SLEP (BM,RM,NI): AoE status-elemental sleep, +24 acc
- LOCK (BM,RM,NI): ST -20 evade reduction, +64 acc

White: HARM is a nice spell for fighting undead. It's worth noting that CURE isn't as good as you might think: a HEAL potion is just as strong. Still, it's better than FOG in most cases. RUSE is neat, but unless your party composition somehow ends up with a White Mage up front, it's mostly a safety net.

Black: The damaging spells here peak very early: they do count towards PRIMING's buff after class change, however - so you can cast them followed by a stronger one to get extra damage while using less spell charges. FIRE can be a nice cheap way of beating SCUMs in the Marsh Cave. SLEP has some niche uses, but it also will eventually be left behind. LOCK is a terrible spell.

Red: First off, to get it out of the way: don't let SABOTEUR influence your decision-making. SLEP and LOCK are still questionable spells with very limited use. It might be worth holding off until class change for RUSE: a Red Wizard can get decent use out of it against fights like KRAKEN.

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L2
- LAMP (WM,RM,KN): ST heal darkness
- MUTE (WM,RM,KN): ST status-elemental silence, +64 acc
- ALIT (WM,RM,KN): AoE lit resist to all allies
- INVS (WM,RM,KN): ST +40 evade boost
- ICE (BM,RM,NI): ST ice-elemental damage, base 40
- DARK (BM,RM,NI): AoE status-elemental darkness, +24 acc
- TMPR (BM,RM,NI): ST +14 attack
- SLOW (BM,RM,NI): AoE status-elemental reduce hits to 1 or counter FAST, +64 acc

White: MUTE is a highly underrated spell and can shut down ASTOS in particular. The A-Spells have their uses, and ALIT is no exception. They're good against LICH, TIAMAT, and Evoker bosses. INVS isn't that great except in limited parties. LAMP is mostly irrelevant.

Black: TMPR is one of the most powerful spells in the game. Cast this enough and any physical attacker with a weapon (Ozmo doesn't let Monks get buffs) will become a force of nature. ICE is okay but suffers from the same problems as the L1 spells, and there's some uses for SLOW. If you're taking a Dark Knight, you can consider DARK. Otherwise, it draws the short straw.

Red: Most of what I said above applies to the Red Mage. MUTE is good enough to take anyway, you can still consider SLOW, but you should still stay away from DARK short of a Dark Knight - and even then, there's better ways. Don't underestimate TMPR, it'll be way better! Even ALIT can be considered over SLOW: they're about as niche as one another. Absolutely do consider skipping ICE: there's very little long-term benefit.

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L3
- CUR2 (WM,RM,KN): ST heal, base 66
- HRM2 (WM,__,__): AoE non-elemental damage to undead, base 80
- AFIR (WM,RM,KN): AoE fire resist to all allies
- HEAL (WM,__,__): AoE heal, base 24
- FIR2 (BM,RM,NI): AoE fire-elemental damage, base 60
- LIT2 (BM,RM,NI): AoE lit-elemental damage, base 60
- HOLD (BM,RM,NI): ST status-elemental paralyze, +24 acc
- LOK2 (BM,RM,NI): AoE -40 evade reduction, +40 acc

White: HRM2 is a nasty spell that can wreck the undead in the Marsh and Earth Caves. HEAL usually doesn't do enough to be worth it and you get three items to cast it for free, so it's best not to bother with the actual spell. This applies further if you're running them with a Green Mage. You can get good use out of CUR2 and occasional niche use from AFIR.

Black: LOK2 is the odd one out: the elemental spells are massive. FIR2 is great on undead, but LIT2 can help beat the WIZARDs. HOLD is a neat spell that works on most bosses: of the vanilla ones, only LICH and CHAOS can't be hit by it.

Red: This is maybe the first hard level to decide on for a Red Mage. If you have more AoE, you can consider only one of FIR2 or LIT2 - but both is still very good! HOLD is good enough on its own merits. AFIR should be considered if your party has low offense and you have no other source of it. CUR2 can be nice sometimes. Continue to ignore LOK2.

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L4
- PURE (WM,RM): ST heal poison
- FEAR (WM,__): AoE status-elemental -40 morale
- AICE (WM,RM): AoE ice resist to all allies
- AMUT (WM,RW): ST heal silence + resist silence
- ICE2 (BM,RM,NI): AoE ice-elemental damage, base 80
- FAST (BM,RM,NI): ST doubles hit% or cancels SLOW
- CONF (BM,RM,NI): AoE status-elemental confuse, +64 acc
- SLP2 (BM,RM,NI): ST non-elemental sleep, +64 acc

White: LICH's opening spell is ICE2, so pray for good turn order when using AICE against him. It's good against FrWOLFs too. AMUT is irrelevant due to how so few enemies use MUTE, and FEAR is a meme. Unless you're trying to get the Designated Adventurer achievement, PURE is a waste of money. Remember, buying only one or even no spells in a level is perfectly fine.

Black: ICE2, CONF, FAST. All fantastic spells. Stuff over 80HP will immediately wake from sleep, and most enemies by the time you get this will be close to or over this threshold, so don't bother with SLP2.

Red: Unless you're doing some sort of challenge run, it's hard to argue against ICE2, CONF, FAST. If you want AICE for LICH, it's best to replace CONF regardless of SABOTEUR.

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L5
- CUR3 (WM,RM): ST heal, base 132
- LIFE (WM,RW): ST revive with 1HP. Works in-battle with the REVIVALIST trait only.
- HRM3 (WM,__): AoE non-elemental damage to undead, base 120
- HEL2 (WM,__): AoE heal, base 60
- FIR3 (BM,RM): AoE fire-elemental damage, base 100
- BANE (BM,RW): AoE poison-elemental KO, +40 acc
- WARP (BW,RW): Transports party to previous floor. Cannot be used in battle.
- SLO2 (BM,RM): ST non-elemental reduce hits to 1 or counter FAST

White: In my opinion, the hardest spell level to decide for. Every one of these spells has merit and, aside from LIFE, you can give up one of the other three. HRM3 does have the least long-term viability, but the short-term benefits can't be understated. CUR3 heals enough to be a small-scale panic button, and while HEL2 is no longer as good as HEL3, it's still decent.

Black: If you don't have a White/Red/Time Mage, consider saving for WARP for its utility. SLO2 is usually the one to ignore: most of what you'd want to hit can be hit by regular SLOW anyway. Worth noting that any instant death spell used with ELEMENTAL SEAL can one-shot anything that doesn't outright resist instant death. Use BANE and similar spells with it at your own cheesy risk.

Red: A lot from here on out is Red Wizard only: if you're going unpromoted, there's only three options. Absolutely save for LIFE, and FIR3 is good enough that you shouldn't ignore it either. The last slot is a tossup. BANE works with SABOTEUR and is pretty ridiculous, though quite a bit resists poison. If that's too overpowered or the resistance is a problem, SLO2 is non-elemental and can hit anything, though it's niche and single-target. It's usually better to go with EXIT over WARP. Finally, CUR3 is perfectly viable.

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L6
- SOFT (WM,__): Heals petrification. Cannot be used out of battle.
- EXIT (WW,RW: Escapes a dungeon. Cannot be used out of battle.
- FOG2 (WM,RW): AoE +12 absorb boost
- INV2 (WM,RW): AoE +40 evade boost
- LIT3 (BM,RW): AoE ice-elemental damage, base 120
- RUB (BM,__): ST death-elemental KO, +24 acc
- QAKE (BM,__): AoE earth-elemental KO, +40 acc
- STUN (BM,__): ST status-elemental paralyze on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: SOFT is ignorable for similar reasons to PURE: the money you spend on it will never equal the amount you spend on SOFTs, so only buy it if going for achievements. EXIT is fantastic utility, and with enough INV2 stacked, your party is untouchable physically. You can stack it twice as fast with the White Shirt, though it will mean the White Wizard won't get to wear it. FOG2 is also workable, though it takes a lot more castings compared to INV2.

Black: Lots of status here. LIT3 is a spell you can't go wrong with. STUN is a fun pseudo-finisher, though is still subject to status resistances. Of the two instant death spells, QAKE is better: hits everything and works on MudGOLs in particular (which resist the common elements).

Red: Four spells to choose from. It's usually best to leave behind FOG2: INV2 does mostly the same thing except it prevents damage entirely. It can be funny, though. Don't pass up EXIT unless you have a White/Time Wizard.

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L7
- CUR4 (WW,__): ST full heal + status recovery
- HRM4 (WW,__): AoE non-elemental damage to undead, base 160
- ARUB (WM,RW): AoE status/death/earth resist to all allies
- HEL3 (WM,__): AoE heal, base 96
- ICE3 (BM,RW): AoE ice-elemental damage, base 140
- BRAK (BW,__): ST stone-elemental petrify, +64 acc
- SABR (BW,__): Self +16 attack/accuracy
- BLND (BM,__): ST status-elemental darkness on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: As nice as HRM4 is, the undead aren't as common by the time you can access it. ARUB is very useful for covering an unRibboned party member. CUR4 is a fantastic panic button, and HEL3 is solid. If you really want to make room for HRM4, what you should drop is party dependent: ARUB is a relatively safe drop with Red Wizard (gets it anyway), Paladin/Rune Knight, or if you're planning to grind up to level 25+, HEL3 is a safe drop with Green Mage.

Black: Darkness is terrible and so is BLND. It was not the ailment to make a >300HP spell for. BRAK is the most accurate instant death spell. SABR is weird and mostly useful for challenges, since it's self-cast only. You can never go wrong with an elemental AoE, though!

Red: There's only two spells and they're both good!

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L8
- LIF2 (WW): ST revive with full health to one ally
- FADE (WW): Unlike vanilla, AoE Holy-elemental damage, base 160
- WALL (WW): ST resist *most elements
- XFER (WW): ST remove resistances
- NUKE (BW): AoE non-elemental damage, base 200
- STOP (BW): AoE time-elemental paralysis, +48 acc
- ZAP! (BW): AoE time-elemental death, +32 acc
- XXXX (BW): ST death-elemental KO on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: Pop a WALL on your unRibboned party member to protect them against everything but the new elements. XFER is strange and hard to justify except in magic-only challenge runs. FADE and LIF2 are both solid. However, note that FADE is now of the new holy-element. The ultimate Evoker and Spellblade resist it and even CHAOS currently does so. Only the undead are weak to it.

Black: NUKE isn't all that, but it's still a fantastic damaging option for them, especially with other options. The rest is situational: very little resists the Time-element though they're mostly there for fun. Still, unless you're in standard mode, nothing resists anything when ELEMENTAL SEAL is involved. XXXX is more of a memetic finisher for the same reason.

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2025-07-20 08:31 pm

FFR: Solo Trainer Part II

My first stop in the midgame was Gurgu Volcano. There were two new pieces of equipment for Meeko to pick up on the bottom floor of the dungeon. I wanted Meeko to get those before doing anything else.


Scale Armor is something I technically could've used with my Dark Knight: only they and Trainers can use this 32 absorb armor. It's the same weight as and 2 less absorb than the Flame Armor in Gurgu, so it was inferior for Cleese. But it was a very nice boost for Meeko until she could grab the Opal Bracelet.

Meanwhile, the Lava Axe was in the upper middle room. This effectively had 26/25/2 offenses thanks to Meeko's AXE PROFICIENCY. So effectively, 1 attack point and 5 hit% better than the Silver Axe. Still, an upgrade's an upgrade, and it's indeed Fire-elemental. Note that this and the other new axes are currently Trainer exclusive: Warriors and Ninjas don't get to use them. I imagine this will change once Viking gets added, but in due course.

I then got up to level 33 by grinding off the FIREs. This would be good for 4-hits with the Lava Axe, and give Meeko 79 MDef for the Ice Cave – a good start for that. I decided to have Meeko take on KARY from there. No real reason not to.


There was a lot of plinking down going on. She was breaking KARY's defense, it was just slow due to the lack of criticals (until this last hit). Meeko got hit with DARK, but it didn't really slow her damage output. Thankfully, she dodged SLOW and managed to kill the fiend before the fiend killed her.

I went to the Ice Cave after that. No Ordeals yet, didn't think the stuff there would make a huge difference. Meeko had actually gained enough experience from the trip down to KARY that I got her level 34. Then from fighting on the river, got so much more that I decided to get her up to level 35 just so she wouldn't level up in the middle of the dungeon. 83 magic defense would be more than enough to make it through.


These jerks would be the major potential problem. Meeko died to them once, and when they popped up again, I decided to go for some revenge even if it wasn't the smartest move. They aren't humanoids, so here's what having a monster use MAGIC looks like – SPECIAL looks similar. You get a list of their spells and can cast any of them. Just like normally, monsters do not have spell charges, so you can use them however and as often as you like. I had this one zap its friends to death. Ha!

SORCERERs could also be manipulated: it's a shame that their instant death isn't very functional because enemy MDef is so much higher than player MDef. They're also a good example of the anomaly with monster attack damage: they have 1 attack, relying entirely on their instant death to do anything. They can hit for hundreds of damage when controlled. I actually had some comedy here: Meeko took control of one, and then got hit by TRANCE from the other. This freed the other, and they proceeded to run away.


There was another axe here on the upper portion of B1: the Frozen Axe gave a bit more hit% and 3 more damage. Didn't need it for the boss: the EYE fell under Meeko's CONTROL for an instant win, no big deal. No incidents on the way out. Hard to complain about a second try Ice Cave! This got the FLOATER, and opened up the rest of the game.


Something I had forgotten to pick up: Trainer can use the Buckler. This weak shield only has 2 absorb, but it exists. I bought it now that I remembered, because I may as well. I also learned that they could use the Silver Gauntlets here. I thought they were Beastmaster exclusive, but they aren't for some reason. It's weird since they can't use Copper or Iron, but can use this (and even Zeus/Power post-promotion). They're currently the only class that can use Silver but not the others, even after promotion. I'd be buying a Proring shortly though, so there was no need to buy it at this juncture. Off my game, clearly.


The usual goodies were over in the Waterfall. I'll only have Meeko use them sparingly this run. One of the more interesting ones was this new weapon. The Control Whip is unfortunately exclusive to promotion. It has identical stats to the Stun Whip, but if it doesn't kill something, it will roll for a CONTROL on it. It's neat, but if you want to actually use the monsters against the others, keep in mind that it still damages them and that means they will be that much closer to dying at the hands of the other enemies.

My time in there also exposed an interesting quirk of CONTROL that I had a feeling about for a while: the number of hits are based off the Trainer's. It seems to be tied to level specifically: Meeko had 4-hits currently, but monsters were only doing 3. She would later get 4-hits with them at around level 39, even without a weapon. How is this relevant? If I controlled a MudGOL that used FAST, it would not get extra hits. But if I had it use FAST on Meeko and had her attack it would do 7-hits for some reason. Why an odd number? FAST is currently bugged and doubles hit% instead.


Hey, what?! Get controlled, jerk!

The Sea Shrine upper portion was the next stop. Spellcasting items came to the forefront for one reason and one reason only: Mage Staff on GHOSTs. It was either do that or die. And I didn't mind doing that in this specific case. Not going to go all in on them, mind you – I do try to rein them in even when not promoting because otherwise every class homogenizes in the back half of the game. But screw GHOSTs in particular.


I ran the quests from there and entered the next dungeon before lighting the Water Orb. Unfortunately, most of the equipment in the Mirage Tower and Floating Castle duo is Beastmaster exclusive. The Beast Sword, the Bane Sword, the Wyrm Helm and Wyrm Gauntlets (+10 for what they're worth), and they could even get the Dragon Armor! But one exception is this. For a Trainer, this is a 32/35/3 weapon. Basically a better Sun Sword (32/30/2.5)! Meeko was very close to achieving 5-hits with this weapon, and she was so high level that whips weren't making much of a difference with CONTROL, so I swapped over.

Granted, most of her battles still did consist of controlling something then having it kill its friends. But these two dungeons had a lot that couldn't: VAMPIREs, the machines, BADMANs, and GrMEDUSAs. For these enemies, I just had Meeko run. She was gaining experience insanely fast anyway. So fast that she was going to hit the level cap without much extra effort.

The only thing to do in the tower was grab the ProCape and prepare for the inevitable WarMECH. I was prepared to use Defense to fight it. But uh, it was a no-show. Both times I went up. I almost died to SORCERERs somehow despite having over 100 MDef: TRANCE and the MudGOLs behind them were the culprits.


In an earlier challenge, I mused that maybe it was a good thing that the Power Gauntlet's SABR ended up broken because it can easily unbalance the game. The corollary of it is that if critical hits worked as intended like they do in FFR, then maybe it was actually the intended solution. The fiends' defenses are massively high, so Meeko had to rely on critical hits to kill TIAMAT before she killed her. She got a grand total of zero the first try at it. The second, she got enough to win, but was still at critical health when she won. And keep in mind, most endgame weapons don't have a lot of critical hit chance. I'm really not sure how to feel about it.


That just left KRAKEN to take care of. I did pick up the Power Gauntlets just in case. Even without Zeus abuse, the Sea Shrine went fairly smoothly with CONTROL. I continued to just fry GHOSTs on sight. KRAKEN himself also wasn't a big deal. Meeko endured most of his blows and dealt solid damage in return, winning the damage race pretty cleanly.


Just needed to gain the last four levels to reach level 50 from there, which I did by controlling the Blue D spike repeatedly. I wasn't necessarily intending to level cap with Meeko, but it just ended up happening by itself. I dropped a point of STR because it wouldn't have made a difference in Meeko's damage.

My first run through the temple went awful! Believe it or not, Gas Ds were not involved in it. It was just a ton of accumulated damage due to bad turn order. The Earth floor was the worst: three groups of EARTHs all in a row! Even with controlling them, Meeko took a ton of damage when they kept dying immediately. LICH did a big NUKE and KARY got a bunch of licks in.


My HEAL stocks were so shattered (this is when I got the Masmune) that I was forced to use Defense/Heal Staff after TIAMAT just to go into the final boss at full health! I did do so: better that than dying. I also decided to Defense against KRAKEN, but I didn't against TIAMAT and almost regretted it. It was capped off with a bad CHAOS that finished it off. Well, any time SLO2 lands is bad unless you're a magic class or one that can otherwise counter it.

The next run went significantly smoother. As a point of comparison, I had 40 HEALs remaining at the end, without ever having to Defense and Heal. I still used Defense a couple of times against KRAKEN and TIAMAT. But that was it. It was a much smoother final dungeon, and hopefully, the prelude to a smooth final boss.

Second go at the final fight, I had Meeko Defense twice then start swinging. Still no Power Gauntlet yet. She was at 555HP after those first two turns between a big CHAOS physical and an ICE3, and her first shot did 193. CHAOS LIT3 did 56. Round 4: physical for the text box disappeared too fast, Meeko did 145. SLO2 missed! Meeko did 106. Then 33 as CHAOS missed a physical.

CUR4 reset things and Meeko decided now was the time to start doing real damage: 474 to be exact. 179 followed on the next round, as a CHAOS FIR3 did 39. The next swing did 165, CHAOS finally tried CRACK which of course fell ineffective. 129 damage, and INFERNO did 53. ICE2 did 28, and Meeko did 96. Over halfway now, but that last 957 needs to go fast. Because after FAST, that's going to be NUKE.


SWIRL is now Water-elemental due to FFR changes, and Ribbon resists it. It just did 38 damage. Meeko kept poking for 122.


Then, this! ...wasn't enough. CHAOS used TORNADO for 40, Wind-elemental now. Funnily, in earlier versions, Ribbon didn't resist these two spells. Even when it didn't or that change is reverted, you can still resist them with the new Wind and Water Armlets. In any case, if Meeko can attack once more, that'll do it. This should be it unless CHAOS physicals and does a critical hit.


Yup, done! That was very lucky at the end.

As I wrote in my job comments, the big problem with Beastmaster in FF5 is that you needed to constantly catch new monsters to get a single shot of something. Having the focus be on CONTROL and giving you incentive to use it did wonders for the class concept. Similarly, Relm in FF6 had a similar issue of needing a relic slot to use her control. No worries about that here.

The class is also decent when it's not controlling things. It's above the likes of Red Mage (before buffs), though it doesn't quite reach the level of the dedicated physical attackers. All in all, it's actually quite simple when you boil it down: CONTROL something juicy and beat it up. It's sort of like an instant death spell in that sense. It's pretty effective, too. Though it will be lower level in a party setting (higher than usual with their bonus experience), so you might actually have to weaken things or use whips for longer. I like this one overall.

But speaking of CATCH, it's available on promotion, so let's talk about it briefly. CATCH works on the same mechanics as CONTROL, the only difference being the monster is removed from the field entirely. You can then RELEASE it later in any other battle where there's room to place it, whereupon it works like a controlled monster with no time limit. They're automatically retrieved after battle if they or the Beastmaster isn't dead (the latter of which can cause them to escape or even become an enemy!). It's also possible to CATCH them again to restore their HP (the only way to do so). This is a major change for a solo that would be more interesting to explore from the beginning: i.e. New Game+ where you start promoted and every monster is stronger. Their LIMIT sucks though: it just guarantees the next CONTROL if it can work at all. The odds are so good that it's better to try it twice.

What's next? Probably another vanilla class, or maybe a full party challenge idea I've been floating in my mind for a bit. But immediately: more hot days. Until then, screw summer, and thanks for reading.

Index
2025-07-20 08:30 pm

FFR: Solo Trainer Part I

I hate summer. I also hate broken air conditioners. Stupid thing barely lasted two years! The window ones would be better, if I was allowed to use them where I live. Technically a human rights violation, but we have other things to worry about than fighting it. During a stretch of cool days in July, I decided to get some gaming in. But I picked FFR instead of my Switch 2 like I should've (hopefully it gets something like the Split Pad Compact soon). To be fair, I got it done in two days.

Well, I was hyped up by something, so I decided to tackle the solo Trainer for tangentially related reasons. Just like in later games, they control monsters. It's a little more complicated than that, but we'll get into that as relevant.

There were many names to pull from, but I decided on something of a weird but fitting reference: Meeko, after an Original Generation antagonist from the Touhou fangame, Fantasy Maiden Wars, which was very recently announced to be getting an official translation after being a white whale of the fanslation community for ages! Meeko is a sheepgirl which fit the aesthetic of the class, but she also controls sheep, so she's something of a trainer herself.


Trainers are a physical class: their starting stats are 10 STR, 6 AGI, 8 INT, 10 VIT, and 10 LUCK. They have 7+2 hit% (same as a Red Mage would). I could buy a Chain for Meeko which is always fantastic for any character to be wearing at the start of the game. For now, the only weapon available to her was a Small knife. In due time, however. There's a lot to go over with this class.


The signature SKILL of the Trainer is the CONTROL ability. This compares HP values against level as a check in some way – it was possible to simply overpower them outright without having to weaken them – and allows you to take control of an enemy for two turns. It works similar to FF5 and FF6: the Trainer's turn is replaced with controlling the enemy. You can have them use any spell or skill they would normally be able to access. Their FIGHT attacks are abnormally strong: an IMP normally wouldn't be able to hit another one for this much damage. They also seem to use the Trainer's own hit% in some capacity. Note that other monsters will attempt to attack the controlled one. This won't break it, but they can kill them. Similarly though irrelevant for the solo, ally attacks will leave them untouched.

But wait, there's more! CONTROL also has other perks! A controlled enemy is considered to be defeated. Not only that, but just controlling them awards bonus experience equal to what they normally give out. This can only be earned once per enemy even if you hit them again after it wears off. The only restriction is that it won't work on bosses, the undead, or the new humanoids and mech classifications: no hijacking WarMECH, in other words. (With this class anyway. We'll see what Mechanist has to offer) I have a list of monster types here. The game will let you know if a CONTROL attempt failed due to a dice roll, the enemy being too strong, or if being one of these classes.

All in all, this made Meeko even more durable than most solos, because random battles were technically two against several. Since monsters attacked their controlled brethren, it took some of the heat off her. Naturally, there's nothing to control in most boss fights, but that's where promotion comes in. I'll get to that in a separate run, because it's worth doing it on a New Game+.

I had to go to level 4 to beat GARLAND, because the Small knife is just that weak. Meeko guzzled a couple of HEALs to get the job done.


The exact formula on CONTROL's success is opaque and strange. The in-game text says it's based off character level and enemy HP, and equipping a whip-class weapon adds 25% chance to the odds. However, Meeko could control a CREEP from the drop, but she had to hit a GrIMP once to get past the "Not weak enough" message – I'm not sure what it could be because CREEPs outstat GrIMPs in almost every way. Similarly, the much higher HP SHARKs a little later one could be controlled without hitting them, but a R.SAHAG could not. She would later be able to control GrIMPs right away, so my only guess is there's an invisible stat in play. Sullla speculates that enemy morale might be the missing part of the formula, which checks out with these.

Unfortunately, OGREs are considered humanoids, so no controlling them for massive early experience gains. Meeko bumped into the double OGREs and had to run: thankfully, Trainer has high LUCK and even very high LUCK growth.

Meanwhile, the PIRATEs were easy with a character with Chain. They could only deal 1 damage at a time to Meeko, so she slowly stabbed them to death. This got her enough gold to make her first weapon upgrade.


Trainers have a special ability called AXE PROFICENCY. This gives +10 to the hit% of any axe they wield. So this humble little Hand Axe bought in Pravoka has as much hit% as the infamous Silver Sword! It's a nice bonus and would bump her up to 2-hits once she hit level 6, for a fraction of the price!

Well, I still wanted to cash grind, so now's a good a time as any to talk about the final special ability of the Trainer: the LURE ability. It says it increases the chance of rare encounters appearing. Mechanically? As long as they're your visible character, which is always the case in a solo, they have a 50% chance of skipping over a slot in the encounter table, unless it's slot 7 or 8. This is mostly a tool to help Blue Mages and with their special post-promotion quest, but it makes encounter manipulation much harder.

The obvious immediate effect was that manipulating KYZOKUs was a little more of a pain. Sometimes even after a hard reset, it would be SAHAGs as the first encounter because of LURE. It's going to make getting through the Earth Cave that much harder, and encounter dodging in the Ice Cave inconsistent. No big deal for now.


It didn't take long to build up the funds for this: Elfland has the first whip available. It's a point of attack weaker than the Hand Axe, but as mentioned, just equipping this increases the odds of CONTROL working. It won't increase the threshold they need to be weakened to if existent, but it is there.

And yes, Silver Sword can be used by the Trainer! They get a small selection: Short, Long, Silver, and Glass (a Thief-exclusive new one on ToFR B5 with a gimmick of high attack and no hit%), with Bane and Beast available after class change. It was technically the best beatstick available, but I chose not to get it for Meeko just yet. Maybe not at all: there were better weapons waiting.

Aside from doing the grind: here's another strange situation: Meeko could absolutely play on the Peninsula of Power. What was the best monster for her to face there?


That's right, TYRO! Only in circumstances like these. She couldn't control ZomBULLs (undead) or GIANTs (humanoid), and FrWOLFs were too numerous. But the big dinosaurs showed up alone, so a few smacks and a CONTROL was enough to beat them and earn a huge chunk of experience! This leveled her up twice in one battle (FFR fixes the bug/quirk from the original that makes warriors only get one per battle). Which, both were bad level ups. But it was there. TYRO is also the slot 7 encounter, so it was always guaranteed to not be passed over.


I got Meeko up to level 10 before making my first runs at the Marsh Cave. And yes, you absolutely can use CONTROL on the WIZARDs! Here's the interface that pops up when you have CONTROL active. The numbers in the bottom right are the enemy's HP. I lost this fight when Meeko's victim was beaten down too quickly to do anything. The second go, there were two, and Meeko's WIZARD one-shot the other one.

Aside, there would be a new piece of equipment here if Meeko had a Thief buddy, which is outside the scope of a solo: the Bone Mail. There's no gimmick to this like the FF5 version of the item, It's simply a Trainer/Dark Knight exclusive item that has 24 absorb and 15 weight: effectively a lighter Iron Armor.


And yes, RUN is there and acts as you expect. A trick I had to have Meeko deal with CRAWLs in the cave was try to go for a CONTROL. If it worked, she could force them to escape harmlessly. It's just a shame I couldn't turn them against the skeletons accompanying them. It'd be fun to be on the giving end of the paralyzing strikes for once.

That second attempt that made it to the WIZARDs got out. So that brought Meeko to ASTOS. And a problem. Her offense was fine, but it could be way better. Most physical classes have some sort of difficulty with him due to his 40 absorb. I could have Meeko buy a Silver Sword to help, but it'd only do so much.

So it was off to the peninsula! As I said, the targets of choice were TYROs. The strategy was to hard reset, burn some encounters until the 7th (helped along by LURE), a slot 7, where I could fight the big dino. CONTROL could work right then and there at this level without having to attack! Each one brainwashed was worth 6774 experience! Meeko was leveling up once per battle against them early on into the grind!

Level 11 was worth noting: strong HP and only INT guaranteed to go up. I had Meeko settle for a mediocre growth with STR and LUCK. Mercifully, this was the worst level to manipulate: everything else is easier.


Did Meeko *need* 3-hits to beat ASTOS? Not particularly. I'm sure it was possible at a lower level. But I wanted to get her the levels anyway to better protect against the legions of the damned in the Earth Cave. Also, wow: I wasn't actively manipulating VIT, but it turned out she'd only missed one point of it so far. That surprised me to see. Of course, her max HP was lower than it could be because I was lazy on the strong HP ups.

In fact, she got hit by SLO2 early on into the winning fight, so the higher hit count didn't matter. But ASTOS decided to attack physically a lot, and Meeko eventually whipped him into submission. A win's a win.


After the business with the KEY, there were two things to pick up. Here's the first of them in Melmond. The Stun Whip is an interesting weapon. While the damage was worse than a Silver Axe (25/20/2 for Meeko), it still gave whip bonuses and had the special property of potentially inflicting stun on hit. This is not to be confused with paralysis: stun is a new status for FFR and is more or less a one-turn version of it. In theory, you could stunlock enemies.

Sadly in practice, the Stun Whip never procs its effect. If I had to guess, it's resolving like an enemy's attack with status: that is, comparing against a foe's magic defense. Enemies tend to have way over 100 MDef. Which also means that's another reason you can't turn paralyzing enemies against other ones. Hopefully, the Stun Whip at least is something that can be fixed in future versions.


EARTHs were also vulnerable to CONTROL. They were good to grind on, although Meeko initially had to whip them once to make CONTROL more consistent. For that matter, BULLs and TROLLs in the cave could be hit as well. Humanoid encompasses less than you might expect. I wanted to get Meeko some additional levels so undead attacks weren't just a coinflip as to whether she'd resist them or not. I was already missing Tyson who basically never had to worry about this. Unfortunately as of writing, every new class in FFR only gets a +2 to MDef on leveling up. +4 and +3 are exclusive to Monk and Warrior respectively.

I got enough levels to get Meeko up to 67 MDef. Then I made my first attempt at the VAMPIRE. One trick I did was switching in a Silver Bracelet over the Silver Armor (which was presently her highest absorb bodywear) once I got down to B3 to activate her evasion. Indeed, she ran into two sets of IMAGEs on this venture, and actually managed to dodge some of their swings outright.


VAMPIRE took two rounds. The big potential threat was DAZZLE, but he didn't use it and then he died. She had to get away from some COCTRICEs on the way out, managing to dodge or resist their attacks. The only other possible threat from the floor was a big group of WIZARDs, but all the dangerous stuff left Meeko alone, so she was able to get through.

On going to get the ROD, I had a weird incident with the undead. Meeko got stunned coming back from Sarda's Cave, but the 5 or so GHOULs in the fight all ran. She was eventually able to recover and get away from the GEISTs who remained. It would've only been a minor inconvenience if she had died. I think LURE gave me back to back encounters. One of the problems with the skill, shown in action.

Now it was time to make the run at LICH. She had a number of deaths on B3, not so lucky this time around. Eventually, she did break into B4, only for the stunning death to occur. I decided to have her add a level and went back in. The next attempt made it through to the boss...who went horrible! No criticals and all his status kept hitting! SLOW missed, but that didn't mean anything. It ended as you might expect. What certainly didn't help was her averaging 50 damage a swing: I switched in the Silver Axe because CONTROL wouldn't matter. It would take several more tries from here to get a winning run.

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2025-06-27 05:25 pm

FFR: Solo Monk

Final Fantasy Renaissance includes the vanilla six jobs for use. They tend to be overshadowed by some of the new options for most players - whenever I see someone new pop in, they usually jump for four new ones. I may be one of the few who went for a mix of the old and the new my first go at it. That's not to say they're the same as always: in the Renaissance mode, they're given additional abilities to make them comparable in options to the myriad of new jobs that are included. For example, Thief can run faster, gains the SEARCH ability which provides a steady stream of additional and even unique equipment, and gains the MUG skill which hits 20% weaker but steals up to 50% of the enemy's gold (doesn't reduce the amount you get after battle). On promotion, it can no longer be ambushed as long as it's the visible character and gains the THROW ability, letting it use expensive consumables to deal elemental AoE damage and create weaknesses.

But I did that solo on Classic, and didn't feel the need to go for it again. I went over some of the hypothetical differences at the end of that report anyway. So for my next one, I decided I'd take a look at one of the old classes in Renaissance mode. And I figured, why not the Black Belt for something a bit more relaxed? While the new mode renames it to the Monk (and only in the new mode! It's still the Black Belt in Classic!), it's the same as always: it punches stuff really hard. In fact, that's all it does in the original. Certain sites don't like that, but really: it's all Fighter (and Thief) do before promotion, and that's all it needs to do.

There is one problem with them: their fist damage comes from leveling and gets big spikes from reaching hit% thresholds. They rely on that to keep up with Fighters, and their damage can noticeably fall behind against high absorb opponents. Check out Sullla's table comparing the two vanilla classes. A Fighter with a Silver Sword at level 10 deals 37 damage on 2 hits, whereas a Black Belt with their fists deals 20 on 4 hits. All well and good against 0 absorb opponents. Now let's say you're up against, say GARGOYLEs with 8 absorb. Subtract out of each hit: so Fighter does 29-58×2 for 58-116, Monk does 12-24×4 for 48-96. It only gets worse as the enemies have more absorb.

One flaw with the Monk in FFR specifically is Ozma's strange adamance on refusing to let them get most attack boosts. TMPR and SABR spells, Geomancer's buffs, the Dancer's SWORD DANCE, etc. will all fail on an unarmed character. Only the unique buffs of Warrior and Bard, as well as the usual FAST will work to boost their damage output. Most of these are irrelevant for a solo, though it means no Power Gauntlets even if I wanted to make use of them.

That said? High absorb enemies are rare, and the ones with really high absorb (mostly fiends and ASTOS) can affect even a Fighter. They'll eventually catch up enough, and a Fighter/Black Belt pair still outshines doubles due to weapon selection, though there's naturally more physical attackers available. And even otherwise, with the critical hit bug fixed here, Monks are absolutely going to critical more than anything around. Xcalber will only have 2.5 crit compared to Monks' matching their level. To contrast, the weapons with the highest crit% in bugfixed vanilla are the Vorpal and Katana at 15%. Even some of the new FFR weapons can't match a Monk's fists, and most that do are either a gimmicky weapon type (bows, greatswords, harps) or weaker (like the Assassn Dagger) - and don't get twice the hits that others do!


There's going to be a lot of punching, so why not a boxer name instead of copyright infringement? Though as I said, they can do more than just FIGHT in FFR.

While they have no special abilities out of battle or passively so, Monks have some special SKILLS they can pull out based around chi points. One is needed to do anything. As of now, Tyson could do three things. BOOST was needed to do anything and raised his chi to the current maximum of 2. COMBO uses 1 and executes a physical that deals one additional hit. One means one; that meant fists currently did 3 hits and nunchucks did 2. If an enemy dies, excess hits roll over to the next one. The one problem is that it disallows critical hits: the big draw of a Monk.

CHAKRA used 2 and executes a heal that also cures poison and darkness. The formula on it is opaque but consistent: for example, at level 2, it always healed 33HP on Tyson. This gets split across a party if you have one which makes it pretty useless (mine was healing like 30 at regular endgame levels, and keep in mind that's with a charge turn), but Tyson was able to reap the full benefits.


Here it is in action against GARLAND at level 4. This was way earlier than I should've really been trying, but I was bored of the grind already and wanted to see if I could push past the starting area to get it done faster. It wasn't a sure fire way to ensure GARLAND could never ever kill Tyson short of a critical hit that I'm shocked never happened, but the healing did suffice to buy enough time to eventually kill him.

Getting to Pravoka took some work at such a low level with an unarmored character. I eventually settled for using TENTs to get across. The real biggest problem with Black Belts is their slow start. The other vanilla classes have something: Fighters and Red Mages have Chain, Thieves can run, White Mage can RUSE, and Black Mage can SLEP and also have decent LUCK. Hopefully in a party, you have others to keep them going until they can get training in.


The PIRATEs in Pravoka are normally a pathetically easy fight. 9 against 4 doesn't mean much when they're so weak. Even most solos in FFR have a way to deal with them. Besides just grinding more to reduce his absorb and their hits into nothing, Tyson could use COMBO. This did take a bit of luck with turn order: this was obviously a failed attempt. On my successful one, three PIRATEs moved before he COMBOed them. They were the three that attacked! Rude! However, he moved first and knocked out three more on the next round. Another BOOST, another COMBO, and that was all she wrote.

Next was grinding. I'd gotten away with lower levels so far, but Monk really wants them. Outside Pravoka was ideal. Even though the big crossover point is at level 10, I still noticed some jumps in Tyson's power. For example, earlier on WOLFs (encounter 4 after a soft reset) and 1-2 KYZOKUs were his best bet for making quick strides. SHARKs were troublesome, but once Tyson hit level 7, he could fight them and they were mindlessly easy by level 8. He could also fight OGREs then. Eventually, that big spike came.

So how much to grind for the WIZARDs? Well, they have an absorb of 16. Tyson had an attack of 20, so he'd be doing 4-8 damage across 4 hits. Yeah, I could use a bit more leeway. I moved to Elfland to continue, as Tyson could comfortably fight OGRE/CREEP groups. He could still jump onto the ship and fight SHARKs as well. SAHAGs were also an interesting opponent: it eventually reached the point where a COMBO could wipe out most of a group.

I decided to go into the Marsh Cave at level 13. The correct play against some of the stunning monsters in here was to attack them rather than trying to run with Tyson's shaky LUCK! They could be killed in a single blow. One thing FFR retains about the class is gaining 4 magic defense on each level up. In fact, you can upgrade without worry now: it's still 4 after class change. He had over a 50% chance of resisting a stun. Some connected, none inflicted.


The WIZARDs cooperated right away: they came in a two pack and both died in a single hit. But check out this fight right before! These WrWOLFs caught Tyson in an ambush. He killed two, then had to CHAKRA. One of them got a critical hit and put him in a dire spot, only for him to survive with 1HP!


This was one of the weirdest ASTOS fights I've had. Tyson went in the usual way, the first hit being terrible. ASTOS, however, put up his own fists and attacked physically on four rounds! He did try RUB on the third, but it was ineffective. This battle is always up to critical hits for a physical attacker except maybe Dark Knight. Tyson eventually punched out the dark elf with a 123 damage critical.

Nothing to grab but the TNT. Now, the next thing to do was grind more. Thankfully, this was now much more practical than ever before. How much to go to? My goal was level 24. This would give Tyson over 100 magic defense, which would make him effectively immune to physicals on hit. Everything from the myriad of undead to SORCERERs later on would be rendered inept by this. It'd also get Tyson more hits. 21 was my bare minimum for LICH for that reason, but may as well go the rest of the way. This was supposed to be a more chill run, after all.


The spikes in the Earth Cave were ideal here. Either the Hall of Giants or the EARTHs were viable, but I preferred the latter. The GIANTs come along with IGUANAs, who are one of the few enemies with a higher than normal critical hit chance. It and the randomized group sizes made fighting in the hall a little more volatile than fighting EARTHs.

The best way to do it was to come in off a hard reset. The first three encounters are BULLs, ASPs, and BULLs, which aren't that troublesome. COBRAs in the cave could be similarly annoying since they also have a high critical hit rate. They once nearly killed Tyson when he was coming back from the Hall before I was doing this, but thankfully, he got a run off.


Once Tyson hit 21 for 6 hits, his damage got wild. I went to the Peninsula of Power for the last two levels, and he did just fine there. Big case in point though, he still got hit with a blind from a SHADOW on the walk back from that last grind session in the Earth Cave. No, no, not leaving him open in any way to prove what sort of point? Here were his stats once he hit that level, for what they're worth.


It was cathartic running into the undead down here. I just smiled, had Tyson BOOST, and killed them all with COMBOs. The VAMPIRE fared no better, being slain in a single punch even as he got a swing of his own in. The one threat was his DAZZLE, but it didn't happen.

Needless to say, Tyson made it in and out the first go. Going back in, the only threat could've been WIZARDs ganging up on him, but they were few in number the two times they did show up. That brought him to LICH.


It basically went like the Mike Tyson fight in Punch-Out!! - one hit and the fiend was down for the count and not getting back up.

No sense in hesitating, Tyson moved onto the next contender from there. There was nothing to do in Gurgu Volcano except head straight to the bottom. KARY survived two rounds with Tyson because he didn't critical, but he did close to her full HP in damage on the third. Another knockout.


And in the Ice Cave? The same undead were harmless like in the Earth Cave. And these weren't scary at all. SORCERERs have absolutely no attack: even a mage can tank them. The catch is their instant death on hit, but with over 100 magic defense, Tyson wouldn't be hurt. The only thing they could hypothetically do was delay things with TRANCE, but they weren't doing damage to Iron Mike. That left the only threat from the cave being large groups of WIZARDs, and MAGEs. Encounter tracking made sure I didn't run into either: I had to run around B2 for a bit to draw out a slot 2 encounter, but those undead were harmless.


With the Ribbon available from the Waterfall, the question remained whether to use Tyson's natural defense or to go with armor. Unless you're doing an armorless solo challenge or FFR's New Game+, the answer to that is virtually always going to be yes. In fact, let's do the math: armorless Black Belts have their level as their absorb. The highest combination of absorb you can get with armor is Opal Bracelet (34) + Ribbon or Cap (1) + Proring (8) - no ProCape for them. They'll need to be over level 43 for natural armor to surpass it, and 33 if you're only giving them a Gold Bracelet. Way higher than you'll ever reach normally. Though their high magic defense still makes them a decent candidate to go without a Ribbon in a full party.

That's all I got from the Waterfall, by the way. No spellcasting items on this run, full stop, whether I promote or not. Speaking of, was I going to? Yeah. It's good for demonstrative purposes. As I mentioned too, Masters still gain 4 magic defense per level up in FFR, so there's no disadvantage to doing so like in the original game (where that's all it actually did for them: they gained no new equipment options).


A bit ahead of time, I got level 32 the no promotion run later. This is a good grinding spot, the only problem being it's deep in a dungeon making it hard to manipulate stats. These two spaces to the left of these chests always have a single AGAMA, which are relatively harmless foes.


The Master gains some new abilities upon promotion. First, it can hold up to 3 chi and will start out with 1 chi at the start of every battle, effectively letting you use COMBO once for free. It also gains a new ability: COUNTER. Despite the name, this is closer to Hamedo from Final Fantasy Tactics. If an enemy physically attacks the Master, they have a chance to cancel the attack and perform a 1-hit physical attack in return. It's not reliable, but it's nice when it happens.


Besides their LIMIT which I'll get to, they can unlock something new by completing a fight in Ordeals. So I may as well show the new skill they have in the chi menu. CHI BLAST...kind of sucks, as you can see here. It uses all chi and its damage scales based on VIT and chi used, but I've seen it do 100 damage and 310 damage on the same kind of enemy.

This fight is normally done solo (or if you have multiple Masters, with all of them and the number of enemies scales appropriately), so it was nothing unique in that sense. There were two new enemies to see here. STATUE is exclusive to this fight. It has 300HP, resists most elements for what it's worth, and can cast CLOSE-IN: same as the Geomancer's ability, it's non-elemental. It was the highest priority target, because that damage did add up. OIL is nothing special and appears in some Evoker areas: 255 absorb that won't matter because of critical hits, and can cast INK.

This fight unlocked the CHANNELING trait: every time Tyson defeated an enemy with a FIGHT or a COUNTER, he would gain one chi. It doesn't work if he killed them any other way, including COMBO. Because fights are usually over fast in parties and it requires stuf to die, it's not amazing. But it was nice to have against randoms in this solo.


That just left the rest of the game. Nothing to talk about in the Sea Shrine: even the dreaded GHOSTs could be defeated before they got going. COMBO had reached the point where it was regularly cleaning out groups of enemies because of the Monk's sheer power. I didn't even bother with CHI BLAST because COMBO was so much better and more reliable. There was no reason to grab the Power Gauntlet even if I wasn't taking spellcasting items off the table for not being able to use its SABR. Then at the end, KRAKEN got off a critical hit and one shot Tyson! That's not how it's supposed to go! He returned the favor on the next run: 1088 damage on 8 hits, 3 of which went critical. I was hoping to test his mettle against HADES, the new WarMECH-esque encounter on the path leading up to him, but I couldn't coax it out after a few tries and didn't feel like going back after.

It was sort of bizarre playing through the game without opening many treasure chests. But then, Tyson had nothing to grab. Black Belt is the only class in vanilla that cannot use the ProCape, and that property carries over to FFR. It gets joined by the Lancer and Dark Knight classes, but strangely, not the Archer. So it was just a straight shot up to TIAMAT and--


Pft. COUNTER stopped the ambush, epic. Nice try, game.


I gave the robot the death it deserves. I may as well show off the LIMIT with this shot. Every promoted job has one, and they can only be used once before returning to an inn (or using the Red Wizard's LIMIT used on them). They're not all created equal, but this one stands above most of the rest: FOCUS STRIKE performs a physical attack, except all the hits are critical. It's pretty nuts and second only to the Elementalist's in raw power. Random trivia: this used to be the top level chi skill, and CHI BLAST was the limit. Definitely a good replacement.


That did mean that I couldn't use the LIMIT for TIAMAT. Not that I was going to: Tyson didn't need it to clean her clock. Just like before, a single punch knocked her out. KARY was the only fiend that Tyson didn't kill in one round.

Those last few dungeon treks got Tyson up to level 39. I wasn't even actively grinding, I was just playing the game and fighting every encounter. They weren't dangerous: even the few that were could be killed before they killed Tyson. The real danger would've been running and failing too many times, then dying because of it. He could certainly win at this level, but this was about sending a message:


Namely, I was curious if a FOCUS STRIKE at max level could one hit kill CHAOS. One thing I was noticing is that it seemed to be slightly weaker in terms of power: I don't have the formula so I can't prove anything, but like, when the damage between a FIGHT sometimes isn't too far behind that with far less crits, it makes you wonder. It's a slight balancing decision if so.

One nice thing about this solo that made it so relaxing is that there was really no stress to manipulate stat growths. I did go for AGI and LUCK where I could, but otherwise, the damage is entirely determined by leveling and VIT was gained every level. Black Belt is guaranteed 999HP at level 50 no matter what you do or how bad your strong HP growths are. As of 2.0, FFR caps HP growth there. So I went to Mirage and had Tyson beat on some Blue Ds. I went up to test his damage output against WarMECHs for the final few levels (as the above damage numbers indicate). Yeah, I think a OHKO should be possible on CHAOS: I just need to get lucky.

So with Mike Tyson now in his prime, off I went through the final dungeon. There's really nothing to say. Having COMBO available for free once per battle let Tyson clear out groups relatively well at the start. He could then clean up the rest without incident. The five bosses also died in a single punch. I even fought KRAKEN a few times to try to show off a trade of blows, but when he did finally move first and attack with a physical, it was only for 326 damage. Tyson then did over 2000. How's that? The dungeon might be more of a problem with Monk who has to charge up first, but even so, he could survive with bloated HP. CHAKRA exists and healed like 268HP per go, so stalling to save on potions was more than possible in lieu of a Heal Staff.

No need for a Masmune here, it was just off to CHAOS himself. I used FOCUS STRIKE and...

...yeah, I had a feeling. Also, somehow I didn't save the image even though I remember taking it, and it wasn't in MS Paint which I use to save the print screen captures I take. Imagine it doing 10 hits, 10 criticals, and around 1890 damage though. Just short.


But it was never going to be difficult, and the second blow was actually a technical one hit knock out. These numbers are why I get the sense that FOCUS STRIKE is a little nerfed compared to FIGHT, but I could've just gotten consistently unlucky each time.


Of course, I ran it back for the actual OHKO, just because I could. He even killed CHAOS before he could move! Compare the damage between the two attacks. Something's certainly up with FOCUS STRIKE and/or the Monk's FIGHT damage. Oh well, it's done.

This was a nice, chill solo. But there's a reason I chose this one to explore first amongst the original jobs: the chi mechanic is the most substantial battle change to a vanilla job in Renaissance mode. It gives a job that could do nothing but FIGHT and ITEMS actual things it can do besides.

Honestly? It's nice, but more often than not in a full normal party, Monk is still going to do what it does best most of the time: picking a target, picking FIGHT, and watching it drop. COMBO is nice once it promotes due to the free use, but the BOOST turn suffers from action economy problems. CHAKRA is horrid in a full party because the healing gets split. If you want them to heal for some reason, you're better off using a Heal Helmet or Staff. And CHI BLAST wasn't worth using in the first place. They can get just as much out of a spellcasting item used twice. The LIMIT is delicious cheese if nothing else, though your mileage may vary on if that's a bad thing or a good thing.

Being solo, however, let some of these mechanics come to the forefront. There's no need to worry about action economy when COMBO is efficient, even when you have to charge it before promotion. FIGHT can kill two enemies in two turns, but COMBO can get more than that if you're strong enough. I got plenty of use out of CHAKRA throughout the game, mainly early on. I wonder if using it solo was the intention with it? CHI BLAST remained a royal disappointment. A bit of a shame, I was expecting it to be good with grinding. Still in the end, it adds some variety to the class. It made a relatively easy solo even easier. One meme on the FFR Discord has been Solo YOLO: to complete the game without saving, which means no game overs. It's been achieved only with two classes: Dragoon by a few thanks to its absurd SUPER JUMP ability, and someone pulled it off with Monk after making it through the tough early game. It's not an achievement in the game though.

Aside, the real way Monk can benefit in FFR is in its New Game+ difficulty: you start promoted, enemies get stronger, and give more experience/gold. I don't really like the mode, but others do and they can really take off here.


I did keep the save file for pre-promoted Monk, but I decided, it's not going to change much to do that. It's on the table if I change my mind later, we'll see how I feel. Thanks for reading!

Index
2025-05-08 02:25 pm

FFR: Solo Dark Knight Part I

There are many jobs in Final Fantasy Renaissance that can be considered the worst. Thief is still limp wristed, but brings utility to the table with SEARCH. Green Mage is a slow-roller in a rocket tag game, but brings so much defense that it can set the pace. Evoker forces you to fight superbosses and is also a slow-roller due to the charging gimmick, but the utility spells are ridiculous if nothing else.

Dark Knight is also way down there. Let's start with the stats: the growths are horrendous! It has fixed STR growths up through level 6. It then gets growths on 8, 10, and 12, before gaining a point every odd level up to the cap. AGI growths are every even level up through 22, and every odd level from 23-43. These sound fine, but STR in particular is bad for a physical class: even Thief gets more fixed STR! Dark Knight has a higher minimum due to a higher base, but that's still telling. As for the other stats? VIT is fixed on 3 and 6, LUCK is fixed on 6 and 13. That's it. There are no fixed INT growths, bad news when this job can use magic.

The way you're supposed to make up for it is with its CONSUME BAT ability after promotion, which allows them to kill a bat NPC and gain a stat boost depending on where they are. The flaws with this are twofold: first, you need to backtrack to take advantage of these, which is a massive timesink. Second, if you run multiple Dark Knights in a party, only one can take advantage at a time. This is just a "funny" way of papering over its horrendous growths. Or maybe balancing: from stuff I read, I sort of get the impression that Ozmo started with this ability then worked backwards from there.

That's only part of the problem, though.


Negative hit%? You're looking at the gimmick of their one and only weapon type, Greatswords. These have good crit chance and unusually high attack - this starting one had 18 power and 10 crit% - at the cost of low (actually in all but one case outright negative) hit%. The good news is the number of hits is floored at 1. The bad news is it's number of hits that gives you the big damage spikes in FF1. Combined with the possibility of missing, which is much more likely with that negative hit%, and you have a very inconsistent damage dealer. At least they gain 3 on a level: they have the same 5+3 as Black Belts/Monks.

Now, there is one thing they can do to tilt the odds: if an enemy is inflicted with darkness, they gain 32 hit%. They have a near-guaranteed way of inflicting this after class change while dealing damage, but otherwise, you need to spend turns better spent on just attacking. Speaking of, they're also immune to the darkness status, for the few times that comes up (practically: SHADOWs, WzOGREs, NITEMAREs, and maybe KARY).

It gets even worse for this class: ambushes! To calculate the odds of an ambush, you take the first party slot's (AGI+LUCK)÷8, plus a random number between that and 100, then subtract the enemy formation's surprise factor. If the result is less than or equal to 10, it's an ambush. If it's over or equal to 90, it's a preemptive. It should be no surprise that the class with like no LUCK and shaky AGI is going to be ambushed a lot. Then there's running. For that calculation, you compare LUCK to a random number between 0 and (Level+15). So Clesse with his 4 LUCK has a little less than a ¼ chance of running at the start of the game and short of manipulating growths it's only going to get worse from there. While a lot of classes are in a similar boat, they have much more fixed LUCK growths. This class is wildly gimmicky in all the wrong ways!

With all this, I named the character after John Cleese, the actor who portrays the Black Knight in Monty Python and the Holy Grail. The Black Knight is famously incompetent and yet very persistent. Things that would describe the experience with this character well.


Here's one of the problems of the job on display: even though Cleese could wear Chain, IMPs still roughed him up badly simply because he kept on missing attacks. Just about any other dedicated physical job could kill one per round. Not him.

The other problem of course was all the stat resetting. It was utterly miserable, all that needs to be said. I hard focused in on LUCK, because this job needed it.


For GARLAND, I had Cleese employ BLOOD WEAPON for the first time. This special ability causes the Dark Knight's physical attacks to drain half the damage dealt for the next two rounds. The action economy is normally a problem, but it can be nice for a solo. There are still three things to be aware of: one, it can only drain as much HP as the target has. So no dunking an IMP for like 50 and getting 25 back, you only get 8. Second, you can still miss. When Cleese did so mid-battle, I gave up and just attacked and won. Third and though irrelevant here: it won't drain against the undead or mechanical enemies.

Oh yes, should restate that Dark Knight can use magic. Their low INT makes them poor in comparison with all other mages now that it works, but spells did the job when it didn't work before and some of them are INT agnostic. They get two per level. The two in Coneria were SLEP and BIO - a weak Poison-elemental spell with 10 base power. FIRE and LIT both have 20. It can sometimes inflict the status of the same name, dealing 3-18 damage per turn to an enemy. But it's just sort of there.


Against the PIRATEs, I had Clesse use SLEP. It did a good job of keeping them incapacitated. Being asleep or paralyzed removes evasion from the hit formula, so it increased his chances to hit a bit. He kept missing, because of course. For the record, the accuracy formula is (168 + Hit% - Evade). Hitting a weakness or the enemy being blind adds 40, being darked subtracts 40. You have that expression out of 201 chance of hitting.

The two L2 spells available here were DARK and PAIN. Far from the murderstatus it is in FF8 or murderdamage it is in FF10, this instead targets an enemy and damages it for however much damage the Dark Knight took the previous turn. It's bad in a party - attacks get spread, and putting your Dark Knight first is a recipe to get ambushed a lot (unless you pair it with a Ninja to prevent those). It goes up to questionable in a solo due to the fact that enemies have so much more health. But it has some fun niches, such as the fact that it always goes first.

My next goal was to raise a bit of money. It just meant KYZOKU grinding. There were two purchases waiting for Clesse in Elfland.


This was the first of them. It's effectively FIR2/LIT2 with a chance of a rider effect and in a different element. A very bad element, but one that would suffice for killing groups that don't resist it. Such as KYZOKUs. Instead of flailing around, Cleese could cast magic and wipe them in 1-2 blasts. I quickly made the money back and purchased the Silver Greatsword. It has 40/-15/10 offenses.

With this new weapon, Clesse had 51 attack. And only 5 hit%. It's interesting to compare this to say, a Fighter at the same level. Clesse does 51-102 damage before absorb. A Fighter with a Silver Sword will have 2-hits at 36 base, effectively dealing 72-144 damage against a 0 absorb enemy. The rift between the two only widens as the game goes along. Now, with darkness involved or against high absorb targets? It's a bit of a different story, especially with Greatswords' high crit%. But I went over the problems with darkness, and high absorb mostly means fiends and ASTOS.


Oh yes, here's a rare shot from my grinding. It's rare to see this message in vanilla: poison does 2 damage per turn, possibly due to a bug. It's replicated in FFR because it's ambiguous. There were no ways to poison an enemy in FF1 (and even if there were, surprise surprise: it was bugged), so the only way you could ever see it is if a party member ends up poisoned with 1-2 HP.

Some more grinding later, and I was ready for the Marsh Cave. It took several tries. Sometimes it was the stunning undead. Other times it was missing the WIZARDs. They resist both the poison and status elements, so Cleese could only attack. I made use of BIO2 against CRAWLs on the way out, as it was often enough to get a kill over trying to run. It gave him a much higher chance of escaping, in other words.


One advantage Cleese did have is that he was functionally immune to ASTOS' SLO2. One hit is still one hit, and he hit more than hard enough to consistently punch through the dark elf's absorb. He also had HOLD to lock him down. It didn't hit with the one spell charge Cleese had, but RUB also missed. So I shrugged and had him attack, and eventually won.

That gave the Mystic Key. There wasn't much to get with Cleese, just the Iron Helmet and Iron Gauntlet I guess. Dark Knights can't use shields, not even the ProCape. But what was in Melmond was even better than any treasure.


Say hello to what used to be the best greatsword in the game, right here to buy. Bastard Sword is the only one with positive hit%. It may be only +10, but you take what you get. This used to be better before 2.0, since it had 35 power (though only 3 crit%). It was arguably the best in the game back then. Whatever the case, it was finally enough to get up to 2-hits. In fact, it would get 6-hits at level 50. Just ignore the fact that Masmune gets 7-hits at level 47.

The other contender, the Cobalt Greatsword was in Crescent Lake: 47 power and -10 hit%. It's also the strongest an unpromoted Dark Knight can get. I tend to use it anyway, because the other ones carry a harsher hit% penalty and don't get that much stronger. Which one I preferred depended on whether or not I could get 2-hits with Cobalt. Which, would be in exactly one level.

If you want some numbers as an example: right now, Cleese had 61 damage with Cobalt and 39 with Bastard. So Cobalt did 61-122 on 1 hit, and Bastard did 78-156 on 2 hits. With higher accuracy, of course. Enemy defense does muddy things: against one with 10, Cobalt does 51-112, and Bastard does 58-116. One ding later though, and Cobalt was preferred. Even with the lower accuracy, it was worth the tradeoff.

Compare to Fighter: 39 damage at the same level with the Silver Sword, and 3 hits. 87-174 against a 10 absorb enemy. Yeah. Though conversely on LICH, a Silver Sword Fighter does 1-38 damage on each of their 3 hits. A Cobalt Dark Knight does 21-82 on each of their 2. They're much more likely to deal good damage, even before critical hits. If there is one thing they are good at, it's beating up the fiends.


It's around this point of the game where Dark Knight starts to pick up. Even in a party, getting Bastard makes a huge difference.

Oh yes, more spells were available now. L4 which were back in Elfland (Cleese didn't have the money or the spell slots) had DRAIN and BLEED: these both did 20% of a target's MaxHP, 10% if they're a boss only in the case of DRAIN (reflect presumably lets you hit them for full with BLEED), and absorbs it as healing. It can only drain as much health as an enemy has, and it doesn't work on mechanical or undead enemies. It's still okay on the fiends. BLEED only targets allies so it was useless. L6 was RUB and STUN, but only the latter could be used by Dark Knight.

L5 had BANE, but Dark Knight couldn't use it. There was also BIND. This spell stops the enemies from running if it hits. There are very few practical uses for it: one being if you're on New Game+ where experience yield is massively increased but enemy morale stays the same, and you're using a Blue Mage that wants the enemies to stick around. Otherwise? When have you ever cursed an enemy running away in FF1? Maybe in a solo when you're grinding very hard? I mean, I guess that's the use here...

Now the Earth Cave. No way in hell I was doing that with this class without some more magic defense. So it was over to Crescent Lake to grind. Once Cleese hit level 18, I switched him back over to the Bastard Sword. They're close enough in power for now (41 vs 63) that I preferred having 3 hits to technically slightly more. Even 10 absorb didn't change much.


I also made a purchase I rarely ever make. Steel Armor is, as T-Hawk put it best, a sucker's trap. In a normal party, this 45000G buy isn't worth it: it lasts from now until you get Flame or Ice Armor. Nothing in the Earth Cave, Ordeals, or Volcano/Ice Cave hits hard enough to warrant this chunk of extra defense over Iron Armor. Solos can make use of it. This did mean putting off some of Cleese's magic purchases, but they weren't a big deal.

I decided to grind a bit on EARTHs like I did with James the Thief. Cobalt was actually the better option here: Bastard did 22-62 on 3 hits. Cobalt did 44-108 on 2. This is a genuinely interesting thing about this class: sometimes, you'll want to switch weapons around depending on what gets the most hits. The mid/lategame ones in particular are very close in power. And against bosses, Bastard's advantages disappear.


The same logic applied to the VAMPIRE: Cobalt was better. It actually got one-shot the first time I reached him. Then Cleese died to a nine-pack of undead. It was close: that insane defense actually saw him get the chance to recover several times, he just never moved before getting stunned again. I encounter rolled to 31 before going back in since that's a good undeadless stretch. There were still so many encounters that an encounter with them showed up anyway: four. Yeah, made it out just fine and they held off until he was up the stairs.


There was one more piece of business on B3. I decided I'd at least peer at it for playthrough/demonstrative purposes. The Crimson Greatsword is off in the far corner and unassuming on the surface. Its stats are identical to the Steel Greatsword in Pravoka: 27/-25/10.


However, the weapon has a hidden property: if you use BLOOD WEAPON, physical attacks will drain the full damage done instead of half. The skill still has the problem of action economy, it has low power, the accuracy penalty is the second-lowest, and it's in an out of the way corner of the dangerous floor. But it is the first weapon a Dark Knight can find in a chest, for whatever obscure challenge it's worth. I actually did survive and make it back after picking it up, so it's there if I need it (I never did).

Before grabbing the ROD and heading down to fight the first fiend, I decided I'd take Clesse up to level 24 at least. That would mean 3 hits with the Cobalt Greatsword. Didn't take too long on the Peninsula, which was the quickest place. He didn't have much trouble. Even 4 ZomBULLs he could simply beat in a straight up brawl most of the time.


I had a wonderfully blessed second dive into the Earth Cave. I ran into two big undead groups on B3, but each time was on a chance to strike first. I idled before B4 because the next encounter was slot 2: undead. But it took a ton of steps to lure the encounter out. Either you can't get encounters near the ROD plate or I just got a super lucky roll that I had to burn. I passed through B4 in three encounters, which saved Cleese from having to fight COCTRICEs. Still, another slot 2 was coming up: still IMAGEs on B5. And: chance to strike first!


LICH used ICE2 for 58, while Cleese bashed him for 176. Cleese moved first on the second round for 233, and that was it! Told you they were good at killing the fiends!

I decided I'd go into Gurgu next, just to get rid of the heavy Steel Armor. There wasn't much to get in the dungeon as usual, with the notable exception of the Flame Armor. Red D was a little scary, but I got it done in two shots.


KARY is of course weak to the status element. One HOLD and she was locked down. This was only his second attack, but ouch all the same.

Ordeals wasn't too tough. I died to SORCERERs and MEDUSAs a few times, below average luck for myself, but it wasn't anything I couldn't handle. Ice Cave, I didn't take any pictures of. There is literally no strategy but maybe game the encounter table and hope for the best. I didn't bother with it this time and never really paid the price. I wasn't counting either, I think it took like 20 tries?

Now. I was sort of indirectly challenged by Wrolyn to finish at a lower level than his solo unpromoted Dark Knight, which was around the 30s. I never care for level when it comes to solos. However much it needs or I feel like, that's what I go for. I do these for fun and informative purposes. I certainly can do it if I want, and I decided I'd up the stakes to eradicate all doubt: sure, I'll get it done lower level. Without itemcasts. Or a Ribbon.


I have basically nothing to write about this, because it was so boring. Dark Knight doesn't much much in the north without promotion anyway: it's just the usual stuff everyone gets and the BLND spell. A guaranteed (not actually right now because under 300HP spells are bugged) chance of darkness is not great. Cleese hit RUN and hoped for the best, everywhere. The highlight of it was getting a random encounter Blue D twice when going up Mirage. Which, like a lot of unrunnables, was a reset. Also, I could do this at the Waterfall!


There were tons of unrunnables in the Sea Shrine so that took a bunch of attempts. I actually settled on beating two GHOSTs when clearing out the upper level. LOBSTERs got me twice because low level on a solo is stupid - I could otherwise just hit Zeus once or twice and win. KRAKEN got me once before I hit HOLD and had done with it. The same worked on TIAMAT, and it was the same story actually: Cleese died the first time, paralyzed the fiend the second, and beat her down from there.

Before heading into the past, I went back into the Earth Cave to retrieve the Earth Armlet. This would help stop CRACK. It plus the Flame Armor were about the only difference that I could make with throwing Ribbons off the table.


Well, I went up to 99 attempts before I even got to LICH. Most of them were ended by running into Gas Ds: there was nothing Cleese could do except die to them. After that, he had to get through PHANTOM: with all sorts of status moves, this was another roadblock. It didn't help that Cleese was simply not getting lucky rolls against the thing. Quite a few were ended by Zombie Ds, and surprisingly: BADMANs were also a problem. Nine of them could hurt bad and sometimes kill. I reached the Earth floor several times, but kept getting killed by GrMEDUSAs. I got excellent use out of BLOOD WEAPON against FrGIANT/FrWOLF groups, though.


Once he finally made it to LICH for the first time? Poor rolls, then a ZAP! ended it.

Okay, maybe that was taking it too far. Let's get a Ribbon and this over with. Still no spellcasting items to prove my point, unless I hit another 99 failed attempts. Restart the count.

1. Without its instant death, PHANTOM is nothing. 4 Zombie Ds are still a problem, though.
2. Nor are Gas Ds with BLOOD WEAPON up. It took me 99 tries to even get to LICH before, and this try? I got to him and beat him. Think Ribbon makes a difference? KARY got hit with HOLD after two tries. BLOOD WEAPON and kill. I had an annoying encounter with WATERs, and KRAKEN was a joke in the wrong ways: all three remaining HOLDs missed, but he kept not attacking physically, so I still won. But then TIAMAT did two physicals, and that did kill.
3. 4 Gas Ds still hurt.
4. 4 EARTHs, lifesteal couldn't keep up
5. 4 Gas Ds
6. I just do not care, double run fail against Frost Ds my ass
7. Double HOLD miss against KARY and double critical killed
8. Paralyzed both KARY and KRAKEN. Made it to the Masmune, but kept getting low rolls on TIAMAT and killed from there by a big critical.
9. 4 Gas Ds
10. 4 Frost Ds and double run fail
11. 4 Gas Ds
12. Dead to KARY when the HOLDs wouldn't take
13. Survived Zombie Ds with 11 HP. Eventually dead to KRAKEN
14. 4 EARTHs, lifesteal couldn't keep up
15. KARY double physicalled before I could do anything
16. KARY
17. KARY
18. 4 Gas Ds
19. 4 Zombie Ds
20. KARY
21. 4 Gas Ds
22. 4 Zombie Ds
23. 4 Gas Ds
24. A big crit on KARY let me STUN her. Then 4 WATERs killed.
25. KARY
26. LICH almost cycled to NUKE and killed me. KARY went fine. Insanely lucky KRAKEN where he hit Cleese for 459 only for HOLD to land! I hit a PAIN, then two strong attacks for the victory! Got the Masmune, then made it through TIAMAT thanks to the attack rolls going nicely.

On round 1 of CHAOS, he started out with a 297 damage physical as Cleese used BLOOD WEAPON. ICE3 for 51, then Cleese hit for just 116. LIT3 also for 51, followed by Cleese hitting for 82. Reupped BLOOD WEAPON as CHAOS did another physical, I think for 133.


At this point, it was clear this wasn't happening. I survived for a bit thanks to DRAIN, but SLO2 hit as well and that was the end of that.

You get the idea. I stopped keeping track of exact failures here. KARY and KRAKEN were responsible for most of the deaths, but 4 Gas D resets weren't that far behind. Any unrunnable really. It's a big problem with no spellcasting items. I actually did get killed by LICH occasionally. I was encounter watching enough to not get SORCERERs at least.

Second time I got to CHAOS was try 72. He opened with ICE3 for a nice 69 damage. Then LIT3 for 37. Then SLO2, which...missed! I used BLOOD WEAPON, right as he used CUR4 literally as fast as he could've. He then used a physical for 239.


Cleese hit harder. His next attack did 346. That was it: the only thing that was going to stop me from here was a massive physical from CHAOS. His next one did 183. Then he used CRACK.


And here's DRAIN. This did 200 damage each time to CHAOS, restoring exactly that much to CLEESE. Since he was under 1000 and nowhere near the next CUR4, it was literally down to just using Cleese's five charges!


He actually did physical a lot from here, but never got the massive crits of his own.

Anyway, there. I proved my point and now I just hate myself. I could've beat it easily if I did use spellcasting items (Defense) for KARY and KRAKEN in particular, but logic left my brain for the sake of never being bugged by that again. :P Luckily, that's what the "with promotion" run is for. That said, it wouldn't be very different without these self-imposed extra restrictions: just easier and more enjoyable. And Cleese would have been higher level. I know some people might enjoy it, but it's just not something for me even if I can do it.

Next | Index
2025-05-08 02:23 pm

FFR: Solo Dark Knight Part II


The promoted run is absolutely going to be more interesting, and not just because I'm not spending 90% of it running from stuff. Much of what the Dark Knight gets in the second half of the game is exclusive to their promotion, the Deathknight. It's not necessarily good or very exciting, but it's there. Much like my Elementalist run, I'm sticking to no spellcasting items for a promoted job to up the stakes rather than being brainlessly masochistic. Having actual HP should make it not hurt as much against KARY and KRAKEN.

The Deathknight gains a bunch of new abilities. The first is SOULEATER, a decently strong move that hits all enemies at the cost of 20% of their max HP. It pairs nicely with their unlockable ability, MISERY, which increases damage the lower their HP. It's a really cool concept that encourages risk/reward.

Undead are healed by SOULEATER, for around the same damage they would've taken. However, the move also has a special secondary effect: everything that's hit by it will be inflicted with darkness, the undead included. Which may seem pointless, but remember: Dark Knights get an extra 32 hit% against enemies inflicted with this. The odds of infliction are very high. The only thing immune is the superboss you can only fight with a Spellblade in the party. It also inflicts tiredness afterward, which prevents the use of SKILLS - which includes BLOOD WEAPON, so you can't just use it and get to healing off the damage right away.


Besides the added spells that most magic jobs get, they also gain the CONSUME BAT ability. This allows them to kill any bat NPC and gain stats from them. Here it is in action. Every floor in the game with a bat has a fixed set of growths from eating them. It was better to get VIT boosts sooner rather than later!

There's a lot about the Dark Knight class that I actually like in spite of it being bad, but this isn't one of them. This is really just a way of papering over their horrendeous fixed stat growths. If you run multiple in the same party, only one can benefit from each bat. On the other hand, in a solo like this, you can see some pretty insane stats. Like I said, the biggest problem with it is that you have to go back to all the dungeons that have them. It's a massive pain. I avoided using it on my casual playthrough between that and because I was unaware of their stat growths and thought it'd break them.


After eating the LUCK bats in the Northwest Castle, the Waterfall was the logical second step, but for more (and less) reasons than usual. The first time Cleese reached the spike tile, there were seven COCTRICEs! Bad turn order meant he ended up a statue. The second time had just one, plus a horde of MUMMYs! I countered by using the Deathknight's LIMIT, DREADSPIKEs. This causes them to absorb a portion of physical damage taken from enemies, up to 50% of the character's max. This kept Cleese's health up while I whittled the enemies down.


Despite not using Defense, there was still the Ribbon and this interesting goodie to be picked up. The Coral Greatsword, as you might expect from sharing the name with a similar weapon, is effective on aquatic enemies. It is exclusive to the Deathknight. It's a mere three points of attack stronger than the Cobalt Greatsword and five points of accuracy lower. This is a pattern with the late game greatswords: lower accuracy for slightly higher attack.


He also got his revenge when the spike spawned eight COCTRICEs: here's SOULEATER in action. It seems to be like a magical attack in some capacity since it had a chance to double. The biggest problem with it is the health drop. Just this one mini dungeon used up over 50 HEAL potions because of liberal use of SOULEATER. I'll really need to weigh whether it's worth it to use it or not. You cannot drop this willy nilly without support. Which thankfully includes its own BLOOD WEAPON, but you still need to consider whether the missing health will be bad for the next encounter.

From there, the next destination was the Earth Cave for the rest of the VIT bats on B2. The third and fifth floor had STR bats, and the fourth floor had AGI bats. No longer a problem to tread thanks to the Ribbon. After getting through there, that just left the Marsh Cave. It had LUCK bats on the first two floors, and INT bats on the bottom.


Here's Cleese's stats after the great bat eating adventure. Well, almost the whole adventure. You can gain a total of 23 STR, 15 AGI, 14 INT, 23 VIT, and 24 LUCK if you're diligent enough. Ironically for having the worst in the game, a Deathknight who manipulates AGI and LUCK can have the highest combination of them (which determines ambushes and preemptives) and can actually become the only job in the game with a guaranteed run chance. Even the Thief has a tiny chance to fail a run.

As you can see too, level 28 is when he got 4-hits with the Bastard Sword. He had 58 damage with it versus 85 across 3 hits with the Onyx Greatsword: a weapon purchasable in Gaia with 52/-20/15 offenses. Onyx did 225-480 to 10 absorb enemies, Bastard did 192-424. But if we're using Cobalt for the higher hit%, that's 210-450. Yeah, not that big a difference.


That just left these guys. You can eat them too, even after you find out they're sentient. They're very special: the Sky Warriors give a strong HP growth when eaten. It is the same as an actual one in every way: 20-25 HP at base plus VIT÷4. You can get the most out of them by eating them later, but getting a strong boost sooner is also very good. I know that some soloists in the New Game+ difficulty eat one or two and save the rest for later. What about Cleese?

Well, let's think about this. He's level 28, and I intend to go all the way here even if I don't have to. He has 6 strong HP growths left to gain. He has 487HP right now. Worst case (no further VIT gains), that's 336HP from VIT and 120 from strong HP. A total of 943. So no matter what happens, Cleese is guaranteed 999HP with these. He'll gain 185HP if I eat them now - no reason not to manipulate the maximum amount of a strong HP growth. If I wait two levels and get two VIT growths, that'll be 190. That felt like the best idea.


I went ahead and filled in Cleese's spell list after this, except for BLEED (which Cleese could not use without a friend to drain) and BLND. BANE, RUB, and XXXX are as you know them: instant death spells of various kinds. Deathknight isn't as good as using them as some of the other classes in FFR due to their low INT (and I hadn't been focusing on Cleese's), but they're there and nice. I talked about BIND before, but I had a plan for it. ABSORB is a new one: it targets an enemy and steals a buff from them (or according to Wrolyn, doesn't actually steal it, just copies it). It's pretty niche because very few enemies use them in the first place.

EN-DARK is a new one you can get from the Lefein shop. The Death element in vanilla existed only to be resisted by enemies. Even in this fan remake/expansion, only CARBUNCLE is weak to it. However, as the description says, anything not resistant to the element will have a chance to be instantly killed. Notably, only LICH among the four fiends resists death. It's neat against them, and that's about it. Notably, this is Deathknight exclusive: the Spellblade doesn't learn this one.

Oh yeah, their spell charges cap at 6. Worth pointing out.


I got the levels Cleese needed, then moved to activate this quest in Onrac. Just like the guy says, your Deathknight will need to take 1000 damage in the same battle without dying (Final Fantasy Renaissance does include means to revive during battle). SOULEATER self-damage does not count. This requires good setup against the right enemy. Something like an ANKYLO could definitely deal damage, but for the solo Cleese, that would kill him faster than HEAL potions could restore it.


Yum. Actually, it looks like this could get even higher than the 25+(52÷4)=38 it was normally: I only found this out by sheer coincidence. Thankfully it was on the second bat, so Cleese only has 1 less HP than he should. Which is still 4 more than I expected.


Anyway, I settled on ZomBULLs to achieve the quest. 40-80 attack with one hit on Cleese's 41 absorb was more than manageable. They also had a decent but not high chance of missing. Their morale was the only potential problem, so here I am getting actual use out of BIND! Only in variants.


A message appears in battle once you've achieved the condition, so there's no need to count manually. I swung around to do the BOTTLE quest before heading back to pick up the MISERY trait before going into the Sea Shrine.

Heading up let me test balancing SOULEATER with BLOOD WEAPON for the first time. It wasn't always practical in the Waterfall because MUMMYs exist. GHOSTs still exist here though, so Cleese still had to be careful. Can't use either of those on them! Can't run either.

It took three attempts to make it to the bottom. GHOSTs killed one attempt. I tried DREADSPIKEs, but it could not keep up with the damage they were dealing. WATERs were the other culprit. Cleese used SOULEATER, which it wasn't enough for a kill, so he got killed. I learned from my mistake and had him use BLOOD WEAPON and attack the next time. That eventually brought him to the bottom floor.


Uh, wow. I have never seen KRAKEN attack that much before. I had the sense to use DREADSPIKEs against him, but then he got a massive critical for over 650 damage. EN-DARK went off on turn 2, but Cleese died before he could attack on turn 3.

The next attempt died to GHOSTs again. Am I going to have to encounter watch? They're slot 4 on B2 and B4. For the record, WATERs are slot 5 in B5, slot 6 in B4. But with BLOOD WEAPON, even the max draw wasn't dangerous. They were back then, but now Cleese had the HP to get around them.

The second attempt at KRAKEN, I just had Cleese use EN-DARK and go. KRAKEN again kept physically attacking! It did not proc on the second turn, but on the third...


That wasn't formally instant death, but it effectively was. See how you like it, jerk!


One last dungeon left. This guy would normally have a funny reaction if you talked to him after eating the Sky Warriors: "YOU DID WHAT?" It didn't show up here. Maybe it only does so if you eat them after you've gotten all the orbs? Oh well.

Cleese could use the Dragon Armor in Mirage Tower. With ProRing later, he would have 51 absorb, the highest he could get. Not being able to use shields hurts the Dark Knight's tanking abilities. One bit of design that I like about Final Fantasy Renaissance is that nothing really obsoletes the Fighter/Warrior in that respect. They're not the be all end all of party leaders anymore, but they're still the best at soaking hits. They also are the only ones to have 3% MDef growth - Monk still gets 4%, but even all the new jobs get 2%. The three heavy armor classes that were added have problems: Lancer and Dark Knight can't use Shields, and Spellblade has low HP. The Viking job class is one that's scheduled and will probably change this when and if it pops up, but they're likely to not be as good on offense.


Sitting in the eastern room of F2 was this horrible weapon. The Buster (great)Sword is a reference and massive joke of a weapon. It has 60 attack, the strongest of all greatswords. It also has 20 crit%. The massive problem is that it has -30 hit%.

Let's math this: Cleese has 97 damage on 3-hits with the Buster. 87 on 4-hits with the Coral. Let's say WarMECH shows up, or he's fighting TIAMAT, both with their 80 absorb. Buster Sword will deal 51-342 damage. Coral will deal 28-376. More variance, but it's much less likely to do less than it is to do equal or more. And that's just on bosses with very high absorb. On 10 absorb enemies (it's a good average, which is why I've been using it), Coral would do presently 308-656 and Buster would do 267-552, a lot worse! Crit chance throws a wrench into things, but you still get one more roll with more hits. Buster will be better than the other strong greatswords at certain thresholds: levels 20-23, 31-34, and 42-45. A Dark Knight should go with whichever gives the most hits.


TIAMAT was absolutely wrecked by the first swing of the battle: 889 damage! I then tried to do a stylish finish with XXXX - this spell instantly kills anything as long as it is under 300HP and not resistant to the death element, and she fulfilled both conditions - only for it to not work due to an outstanding bug. After trying several more times and eventually landing a STUN, I finished her off. Ugh.


Of course, I was going to pick a fight with WarMECH. It struck first for 302, then did 267. Cleese nearly one-shot it with sheer damage. Which allowed for this little bit of humiliation. It nearly killed Cleese with the next physical, but didn't get the job done. Cleese was now level 39, without having gone out of the way to grind after the midgame except for those extra two levels before eating the Sky Warriors, which partly made up for running a lot in Ordeals anyway. That said, I didn't feel the need to gain the rest of the levels. Into the final dungeon!


If this were not a solo challenge, Cleese would have a special weapon to pick up in the very first room of the past Temple of Fiends, as long as he had a Ninja buddy along to use its SEARCH ability. The Chaos Greatsword is a weak weapon on paper: 30/-10/30 offenses, so it seems like a greatsword version of the Vorpal, etc. However, much like the Crimson, it has a hidden property: increasing the odds of EN-DARK's KO landing. Because EN-DARK is a gimmick, so is the Chaos Greatsword. Its main purpose is unlocking a hidden achievement for making use of its special property.


After the non-promoted run, it was very cathartic to run into a group of FrGIANTs and FrWOLFs on F2 and just SOULEATER the lot of them. It's amazing how less deadly the fights in here were. With so much more HP, KARY's hits went from killing in two to being harmlessly healed. Same for KRAKEN.


So let's talk about the big awesome sword. Like every class in the game, Dark Knight can use the Masmune. While it's not as likely to critical as the Greatswords, it still had 56 power to, say, Onyx Greatsword's 52. And of course, +50 hit%. It was kind of jarring seeing that massive hit% spike. Suppose Cleese hypothetically hit level 42 here. Buster would do 1-100 damage on each of its 4 hits against CHAOS. Masmune was going to do 1-92 on each of its 6 hits. That math doesn't change too much at the current level.


TIAMAT doesn't have that much more, and she got cut to shreds. This was certainly a victory set in stone, but I wanted it to be a big win. Might get killed in the process, but oh well. Let's go!


My idea was to stall until FAST, use ABSORB, then use it to utterly wreck CHAOS. Even if SLO2 hit, that should counter it. The stalling didn't go very well. Actually, I discovered a neat property of ABSORB here: it was absorbing CHAOS' status immunities! That's pretty sick actually. If it isn't intentional, it should be - even if it doesn't actually remove the buffs from them. Especially if it does though: it'd give it a fun niche. But finally, he used FAST and Cleese was able to ABSORB it!


Then he got NUKED to death. Yeah, saw that coming. And wow, nice bug. Negative HP. I think (and later got confirmed) this happened because DREADSPIKES was active at the time. Only a flesh wound indeed.

Not too much trouble to run back a second time. But SLO2 hit this time, and ABSORB actually missed. Cleese could still do heavy damage, but got killed by a CHAOS critical. On my third run, Cleese actually ran into enough unrunnable encounters that he hit level 42. So I tried Buster against TIAMAT for kicks. First hit? 4 hits, 200 damage. Blah. Second one was like 1200.


Switched Masmune back in for the third attempt at CHAOS. I failed again in a way: I was stalling more aggressively, making an active effort to keep Cleese healed. I used DRAIN and also set up darkness for later. I used BLOOD WEAPON and went to chip him. Except then Cleese went crazy, hit for over 1100 damage, and killed him right there. No, no. We're going to get this done RIGHT.

The fourth attempt went very well. CHAOS barely used physicals, and Cleese was able to keep up. I hit SOULEATER's darkness. Eventually, CHAOS used FAST and ABSORB hit! I pressed FIGHT and prepared for this epic hit.


OZMOOOOOOOOOOOOOOOO. I thought this was because of SOULEATER and made another testing run, but no. It just doesn't work. In fact, he didn't even get an extra hit from darkness! I guess it only works with Greatswords despite not saying as such in the description? All that swag for nothing! A pair of 1000+ damage swings ended it either way.

Well, that was a run. The promoted version was definitely a lot more fun than trying to fool around with low level. It's why I do these: for fun!

I still feel that the Dark Knight is one of the worse new jobs in Final Fantasy Renaissance, but despite that? I like it overall. The low hits/high damage and crit gimmick is pretty interesting. My initial impression was that it's similar to Monk in how it's more of a late bloomer, and I feel that assessment is a correct one. There's also the investment aspect of having to run around old dungeons. But unlike Evoker, you aren't actively punished with superbosses to make the class function. There's nothing wrong with creating a weaker job, as long as it's fun or interesting, and Dark Knight definitely hits on the interesting. Compare with stinkers like FF5 Geomancer that barely give you any options.

It's actually probably the most unique new job in that sense. A lot of new jobs feel derivative - for example, Lancer being a less tanky Fighter with JUMP (though Fighters get their own things!) - but because of the gimmicky weapons and spells, there's nothing quite like a Dark Knight.

It was a fun solo run as well, especially with BLOOD WEAPON. It's not great in a full party, but it was able to shine in a solo. And balancing it with SOULEATER after promotion was also cool. I was expecting it to be harder than it was, but really: the only difficulty was the tedium in stat resets. Those low growths and having to make up for it with bats is the one part of the job that I don't really like.

Another one I can add to my list. Not sure what's next, but I have a few ideas. Thanks for reading.

Index
2025-03-27 09:32 pm

FFR: Solo Blue Mage Part I

According to Ozmo in an interview, the Blue Mage was one of the most obvious picks for a new job to add to Final Fantasy Renaissance. These wielders of monster abilities have appeared in various forms throughout the series from 5-11, with more sporadic appearances later like in Stranger of Paradise and in various side-games. It was one of the jobs I was most looking forward to playing, having saved it for my second casual. It ended up disappointing, I hate to say it. Hopefully, this solo report will at least be fun and interesting! It was one I wanted to do anyway for a while.


I was tempted to name this solo after the Lone Ranger, but I decided on Shanoa instead. Hailing from the Castlevania series, she dresses in blue and uses abilities obtained from monsters. Felt like a neat place to reach into.

Blue Mage is very similar to Red Mage in terms of equipment, with both having a good equipment draw (including Chain). They are also similar statistically, although Blue is guaranteed an INT growth on every level up and has higher averages. Considering INT boosts spell damage by (INT÷2)% and adds (INT×2.5) to spell accuracy, getting a point of it every level is a very good thing.


Also, fair warning: don't expect to see classic Blue Mage spells in their skillset like White Wind, Goblin Punch, or Mighty Guard. There are 26 enemy skills in vanilla Final Fantasy 1 and the FFR Blue Mage gets 24 of them spread across their eight levels of magic, for better or worse design. The only two unavailable to them are INK and TORNADO.


Because most of the enemy spells only show up later in the game, FFR scatters these "trainers" throughout the game to give your Blue Mages the opportunity to learn magic much sooner. A good bit of design sense for the most part. The monsters will ambush you and immediately use their spell. There's one in a very dumb location, but I'll get to that one when it's relevant.


This was not a carbon copy of the regular enemy CEREBUS. It had 96HP compared to the standard's 192, and less stats in general. It seemed a lot less likely to use SCORCH later in the battle. I had to get Shanoa to level 2 and have her chug some HEAL potions during the battle to survive this, but with that, she obtained her first spell.

Now, there is one big flaw with FFR's spell learning that I should mention before going any further: there is an element of luck involved. See, you only have a CHANCE to learn a spell. This is apparently lifted from FF11 (a favorite of Ozmo's) and is extremely stupid. No other game in the series puts Blue Magic learning up to a coinflip, for very good reason. The only ways to improve your odds are by leveling up or by using their LIMIT after promotion. Hopefully, Shanoa being a solo character would prevent this from being a frustration, and being the only target helps too. It's only a minor annoyance for these trainer battles, but there are some spells which you can only learn from random encounters.


There! First spell learned! SCORCH is as basic a spell as they come, and the first of five fire-elemental AoEs in the game. It has a base effectivity of 14. As a point of comparison, the FIRE spell has 20. So it's weaker, but hits everything. It would be good enough in the Marsh Cave at least.

There was a second spell to pick up that was too difficult as-is: the guard near the Mystic Key locked rooms had a NITEMARE. Again, this only had 100HP. It was much more difficult to beat for far less, though: it still got 3-hits which could easily destroy Shanoa. Not only that, but the spell it uses is SNORTING, a single target spell that inflicts darkness. Darkness is not a good status in FF1. It increases accuracy and helps the Dark Knight in FFR, but it wouldn't have a big effect. I was just at the point where it was enough to cause problems though, and unlike CEREBUS, the NITEMARE could use SNORTING in the battle.


It took a few attempts to make it over to Pravoka. Once I was there, though? Area of effect spells are not something you would normally have access to in vanilla FF1 at this point. Some classes in FFR do, and Blue Mage being one of them, Shanoa ended it on the first turn. Even if it weren't for this, Chain made all their attacks deal 1 damage.

Now, there were two L2 spells I could access at this point. A man in Pravoka offered to let me fight a BigEYE for the FLASH spell - hey, I guess there's a familiar one here after all. As you might expect, it inflicts darkness on all enemies. It had 101HP. Shanoa could actually defeat it because it didn't hit hard, but I wanted to keep the spell menu sorted.

Meanwhile, over in the Dwarves' Cave, there was an AGAMA with HEAT available. This one has 148HP, and unfortunately, it had a small chance to use HEAT afterwards. Shanoa couldn't win this. Not yet.

So it was time for a Silver Sword grind. KYZOKUs were the target, of course. This would also gain some levels, which would help out.


While trying to reset for stats on level 7 - the game was being unusually stubborn to give me a 1/4 STR gain - Shanoa ran into a lone OddEYE on the ocean. I immediately took advantage: I had her cast SCORCH for little damage, and as I hoped, it used GAZE! This paralyzed her, and once she recovered, she knocked it down. Another one learned!

GAZE cannot be learned through an NPC trainer. It is a L1 status-elemental spell that inflicts paralysis on one target with a +0 accuracy modifier. Compare to HOLD at L3, which has +64 accuracy. It's worse, but at a lower level and paralysis is deadly no matter where it comes from.

The proper level came shortly after that, and Shanoa got her sword.


What a difference, and sheesh! Calm down! This easily got her the spell. HEAT's base effectivity is 24. I beat the NITEMARE for its spell. I doubted I would ever use SNORTING, but it's the completionism that counts. I forgot about FLASH for a while.x

Elfland had even more NPC monsters to fight. The elf near the magic shops brought out a R.HYDRA with 91HP. Its CREMATE has a base power of 48. Compare it to the L3 FIR2 which has 60, and this is a little sad. It can still get the job done, however. It hurt Shanoa bad, especially considering it used it again in the battle, but two swings from the Silver Sword brought it down.


The Elf Castle had two more. Someone throwing out an EYE might seem scary, but all it uses is STARE. Few FF1 players have likely seen this: it's used exclusively by EYE, and only after GLANCE, SQUINT, and GAZE in its skill script. For something that requires you to drag out a fight against the thing, it's nothing special. 34 base power and non-elemental. It's hard to find a use for this: there are enemies who resist most elements, yes, but that's what the Blue Mage's sword skills are for.


I had to gain another level before going to my next destination: there was one more in the castle, but there was no problem with letting this one sit, permanently if need be. Because that destination was the Peninsula of Power!

FrWOLFs FROST is identical to CREMATE in power, just in the ice element instead. There is also no NPC that uses one, so I may as well grab it now because I can! CREMATE blasted the dogs away. My winning run was pretty sick: two of them survived, so it was down to turn order. One moved...and missed! Shanoa finished them off from there and got her shiny new spell.


That nearly got her another level. And on the way back, she hit 1 to the next level exactly. With that, I couldn't help but do a bit of flexing by gaining that level from the second NPC trainer in the Elf Castle. He carried a MANTICOR. These battles always give 1GP and 1XP.


I normally hesitate to call anything useless. Even things like FEAR have their purpose in weird variants. But STINGER really pushes the line. It targets all enemies and inflicts poison. In NES FF1, poison damage is not percentage-based. It instead deals 2 damage per turn. This spell is also L3! This is absolutely not worth it! I didn't even write its HP down, I think it was eighty something?

One more was available, in the Northwest Castle. It was the first of the Dragon Sages, just a flashy title for the ones who carry around dragons. Unlike some of the previous enemies, this one is indeed an unnerfed Frost D: as far as I can tell, it had 200HP exactly the same. Taking on an enemy from the midgame was going to be tricky. But I had a plan for this one.


They are not immune to the status element. Once I landed a GAZE, that was it. A few swings brought it down. And better yet, Shanoa learned its spell on the first try!

If you were worrying that Blue Magic is simply worse versions of Black Magic, let BLIZZARD ease your fears. It is L4 and has a base power of 100! ICE2 only has 80. This is a fantastic spell when the enemies don't resist it.

That was everything I could do before the Marsh Cave except maybe grind a bit more for it if I wanted. I was going to anyway for the Earth Cave just to help against the legions of the damned in there, and I'd be leveling on the Peninsula. But I decided I'd try to make it through before that. I got Shanoa to level 11 since she was close enough to it, and went in.

The first go was one of the strangest Marsh Caves I've ever had. I ran into four BONE/CRAWL groups, and Shanoa survived three of them (including once when the CRAWL got to attack). The last one finally got her, unfortunately. The second attempt ended at the WIZARDs. The third somehow died to spiders and slimes. I was fighting throughout the cave, because this was a character who could get stuff done.


The strategy against the WIZARDs was to use BLIZZARD. They may resist the ice element, but it's strong enough to take chunks out of them anyway, potentially enough to do it in two blasts.

The way out was very quiet. I was actually hoping to encounter some stunning undead: this was one character where I wasn't as worried about them. If Shanoa went first, she would simply end them with CREMATE. But it was all GARGOYLEs and other stuff that were easy to beat. Some finally did appear on B1, but it was on a chance to strike first. I went for the guaranteed RUN instead of the guaranteed kill for some reason.


ASTOS one-shot Shanoa the first go at the battle. She one-shot him the second time around. Fair is fair.

I didn't bother going back to the Marsh Cave for the Silver Bracelet. Sometimes I'll try if the character needs the money or in party setups, but that Silver Sword was otherwise the last piece of equipment that Shanoa needed to spend money on. She wasn't going to be buying her magic, just items and the BOTTLE.


Melmond had two new NPC trainers: one with a PERILISK and one with a SAURIA. They appeared to have standard stats. Both used an instant kill move that were the remaining L4 spells: SQUINT and GLANCE respectively. The former is death-elemental KO, the latter is stone-elemental petrify. After a lot of resets to resist the instant death, I got the first of these then used it after more resets to get the second. Note that in FF1, Poison and Stone were one and the same. They've been disentangled in FFR, but this only affects two enemies: CARBUNCLE (weak to death and not poison) and COCTRICE (resists stone but not poison). So, basically irrelevant.

If it's between the two, GLANCE is preferred due to its +5 accuracy bonus. And uh, it's actually always going to be GLANCE: almost everything that resists one resists the other. The things that only SQUINT works on are COCTRICE, Frost D, WIZARD, and both KARYs.


Something entirely new was waiting for me in Crescent Lake. ZoneEATER cast SWIRL, a spell that was originally non-elemental and exclusive to CHAOS. In FFR, it has the new water element and the same 128 base power. It was weak to the time element, which I had no means to exploit. So instead, I just one-shot it with GLANCE.


Oh, wow! I wasn't expecting that! There's another NPC trainer in Crescent who owns a PHANTOM. Its GLARE is yet another instant death attack, this one in the time element. In the original game, it existed solely to be resisted by CHAOS: nothing else did. A small handful of extra ones in FFR also do, but they're class exclusive. You can one shot anything else as long as you beat a magic defense roll. I was just fooling around trying to beat it with CREMATE and fully expecting to demonstrate the infamous "Needs more data" message that tells you when you fail the ability learn. But Shanoa learned it. She doesn't actually have the spell charges to cast it yet because it's L6, but it's there for when she does.


One advantage of playing this character is that I could actually do better than usual down here. Most classes would have to hit RUN at the sight of the undead hordes, COCTRICEs, etc. Shanoa could instead attack them. CREMATE wiped out the zombie type enemies (IMAGEs occasionally survived), BLIZZARD beat the COCTRICEs. I even had SWIRL to wash away WIZARDs! This was better than risking a run attempt that might not even work.

It's still the Earth Cave though, so it still took multiple attempts to get through. Turn order is still a fickle thing. And the first time I reached the VAMPIRE, he DAZZLEd and killed Shanoa on the spot.


Ah, here's that horrendous piece of game design. On my winning run no less! VAMPIRE hit Shanoa with DAZZLE, which she resisted before killing him. Then there it is, no DAZZLE for her. The next opportunity to learn it would be in Mirage Tower. At least it's no big loss: it's a L6 spell, status-elemental with +32 accuracy. It's just a stronger GAZE, and still not as good as HOLD (and it's higher level).

After making it back, I went and got the ROD after refreshing. There was a big one waiting in the Titan's Tunnel behind the eponymous monster!


JIMERA uses an ability called STONE. This was originally known as POISON on the NES version, and was renamed to not be identical to the Gas D's infamous breath attack. It hits all enemies at +5 accuracy and attempts to inflict petrify on them! And with the improved spell accuracy, it has a strong chance of working indeed. This spell is absurd, and it's L5! If you know when to employ it, it's one of the best spells in the Blue Mage's arsenal.

Why 1HP, by the way? Should've mentioned it earlier, but if you die to an NPC monster, you don't game over. You just get booted back to the map with everyone at 1HP. JIMERA could be GLAREd at, but it was also weak to SWIRL. I had to do this a couple of times because of an unexpected and suboptimal level-up. One time after, I did get the failed to learn message. Keep in mind that Shanoa was level 16 here, having long since started to learn L5 spells. The odds of learning a spell are completely opaque, by the way.

So it was back into the Earth Cave after gaining level 17 and making sure it was a good one. My first attempt that made it down to B4 was a weird mirror of my first attempt at the Marsh Cave. This time, it was four COCTRICE groups that showed up. Three were frozen to death until the fourth finally got her.


I took this shot a little later. This guy is massive bait, and who I was alluding to earlier when I said most of the NPCs with monsters were in sensible locations. There's a reason why I showed Shanoa being one-shot by the ZoneEATER's SWIRL: BLAZE has the same 128 power. Remember, they move first in an ambush, so you can't set up AFIR to protect against this in a party setting, which will end up way in the hole on healing. And you may just fail to learn it, because of wonderful game design!

There is a VERY good reason why you don't have to put up with this in any* official game in the series. I know Ozmo loves his FF11, but no. This is one piece of game design that should've stayed there.


And for a solo, it meant spending more time on B4 than necessary. He is not worth it! Especially when I can just kill LICH instantly with GLARE! I was actually surprised at how quickly the Earth Cave cooperated here. My second attempt that made it to B4 made it through, fourth or fifth overall. Not going to complain!

Well, Blue Mage has been doing all right for itself so far. Level 17 is fairly low for a solo at this point. But of course I'm going to get more levels for the Ice Cave, and for spellcasting/learning purposes.

First leg of the game down. Click over to see what's next.

Next | Index

*FFT. Certain high-level magic can be learned Blue Mage style if an enemy caster hits you with it, but you can of course learn it naturally. But Ultima and Zodiac, which are exclusive to this, are guaranteed learns. So it's fine there. Not fine here!
2025-03-27 09:30 pm

FFR: Solo Blue Mage Part II


Oh yes, I forgot about this guy. Not that it changed anything. Gas Ds use the infamous POISON, a L6 spell which has 136 base power. It hurts even more coming from a Blue Mage in FFR due to INT now giving a boost to damage.


I went for Gurgu first out of the midgame dungeons, and I had to approach it in a bizarre way due to levelups. First, I had to descend and fight the Red D: the spike tile in front of the Flame Armor is a far more convenient place to obtain BLAZE. It's weak to Ice, Water, Poison, and Stone. I fought it with the newly acquired spell for kicks.

I then had to go right back up because KARY would've given a level. I grabbed the Ice Sword on the way out. What a difference it made! Shanoa's physical offense had been faltering lately, but this was enough to get her up to 3 hits. Her physical attacks had been starting to lag, but this boosted them right back to being good.


The snakelady has an infamous weakness to the status element. One GAZE and she was under Shanoa's spell. The newly added water element is also a weakness of hers. It took three of them because the second rolled very low.

Ordeals was unusually rough. It's usually too short to be of any threat, but things kept popping up and killing Shanoa. She even died to the Zombie Ds twice when they rolled paralysis on their physicals before she could move! I also could've lost by leveling up, but that was on one of the Zombie D deaths. Of course, it brought forth the usual goodies. One thing worth noting: spellcasting items no longer benefit from INT because of a weird conclusion made of an unrelated issue. Though Zeus was still good in the original, so it doesn't affect much.

That brought me to the Ice Cave. Level 21 was really pushing it for a solo character. Shanoa has plenty of win buttons, but the problem was the threat of leveling up. 26 and 32 were my potential level goals: this is when she gains 5 and 6 L5 charges respectively. Higher is naturally on the table: it's the Ice Cave after all. The Peninsula was the right place to be: BLAZE destroyed the ZomBULL/TROLL groups and were the first encounter after a reset.

I don't have any pictures, but it was a fourth try Ice Cave. Can't ask for much better! On the winning attempt. I ran into the slot 7 on the first floor, aka the same as the spike trap. It had a full 9 pack and Shanoa BLAZEd them into oblivion before they could move. I got away with a CREMATE plus HEAT on one of the undead encounters that followed. Made it through the spike, and had an "um" moment when I bumped into random encounter Frost Ds. I wasn't sure what to do. I tried GLARE, and it missed. They just used physicals. I hit run and it worked. It alerted me to exactly where I was on the encounter table though: 24. I cautiously stalled on B1 instead of charging forward mindlessly: that would've seen me run into MAGEs and SORCERERs! Instead, Shanoa had to fight through WIZARDs (Zeus, one group nearly killed her) and a MUMMY/COCTRICE mix (thankfully few in number). I went down when a pair of slot 1s were slated. The EYE got GLAREd at, and I indeed just had two R.BONE group encounters. I had to get through one more MUMMY/COCTRICE mix (slot 4, SORCERERs on B3), and that was it! I'll take a bad Ordeals and smooth Ice Cave any day!


And after that? Shanoa had to get level 27. This was a strong HP level that needed STR and VIT. I actually took a suboptimal STR+25HP growth here instead of fighting for the 1/96. And yeah, good strong HP levels are more important than VIT if it's somehow between the two: you gain VIT÷4 HP per level up, but a strong HP growth ranges from 20-25. It adds up, and one point is worth a lot more than a quarter of a point. Shanoa had only missed 2HP from it so far.

I would not be class changing in this run or exploring a run with class change. Blue Wizard gets three things out of it: besides the usual new equipment still comparable to what's available on Red (Defense being a notable exception, gotta wait till Mirage for an upgrade), their LIMIT is to make the next spell they use cast with double accuracy and guarantee learning on the next they're hit it. CONVERGENCE doubles the power of a multi target spell in exchange for making it hit only one opponent. Nothing worth exploring.

After running the Waterfall for the obligatory Ribbon, I could start hunting L7 spells. A man in Lefein south of the magic shops could be spoken to without the SLAB and carried a Blue D. I tried instantly killing it but it was being stubborn, so I had Shanoa sword it to death instead. THUNDER has 152 base power. Compare to ICE3 which has 140. Without weaknesses involved, lit is generally a better element than ice: a lot of what resists it also resists ice anyway, only Blue D, OOZE, and SCUM are exceptions across normal monsters.


Sand Ws carried CRACK: earth-elemental and +16 accuracy, adding yet another instant death spell to Shanoa's repitoire. It's tied with GLARE for the most accurate, though it's in a much worse element at the cost of hitting everything. And the final L7 spell?


Hahahahahaha. HAHAHAHAHAHAHAHAHAHA.

TRANCE is every bit the horror you know it as: non-elemental paralysis that hits everything. While it doesn't have an accuracy bonus, it benefits from INT and it works on absolutely anything in the game except the Spellblade superboss and most of the Evoker ones - which Shanoa didn't have to worry about. Everything else, including CHAOS himself? Not safe from TRANCE. Instant death physicals are naturally not included with this, but when you look at a fair chunk of the Blue Mage's skillset, they can compensate for that with spells.


Now it was just a matter of clearing out what's left. I grabbed the SLAB from the upper floors of the Sea Shrine, grabbed the CHIME, and went into Mirage. This weapon is worth talking about. Shanoa actually couldn't equip it; it's exclusive to Blue Wizards, Beastmasters, and Rune Knights. It has 30/30/2.5 offenses, identical to Sun Sword except being 2 points weaker. However, it's effective on beasts. What FFR defines as a beast is "anything that isn't undead, humanoid, or mechanical". It can deal a touch more damage. Shanoa had to use the Sun Sword itself, which got her to 4 hits. While I was there, I was finally able to pick up DAZZLE, leaving only the L8 spells to pick up.

But before that time came, there was the final two fiends. I mostly ran from everything in these two dungeons, fighting only when I had to. BLIZZARD did a great job of demolishing WATERs.


This spot onwards to KRAKEN's room is very special. I'd be coming back to it later.


For KRAKEN, Shanoa used Defense thrice and GLAREd at him.

Again, I ran from everything in the Floating Castle. I counted so I didn't run into WarMECH. Yeah, I'd be fighting the thing: NUCLEAR is absolutely a Blue Mage spell. Just not yet. I picked up the ProCape for added defense.


TIAMAT was GLANCEd at. No need for a Bane Sword, she's just as weak to the stone element.

Now, I could easily beat the game at this point. Shanoa is a solo at the top of her class. But there were still the L8 spells left to grab. The two options were to get to level 50, or sacrifice stat growths. I chose the latter to make for more of a challenge. First up, heading back into the castle.


Beating WarMECH took some luck. Thankfully, the second encounter was not an ambush. Defense thrice, then I had her stall with Heal Staff until NUCLEAR came out. It eventually did. The question was how to beat it from here.


When I said everything in the base game except CHAOS is vulnerable to the time element, I meant everything. In the vanilla game, WarMECH would be protected from this anyway due to having 200 MDef, which due to the buggy formulae means most status spells will never hit anyway. But in FFR, INT works. And even after I discovered a massive failing/copying from Gamecorner which lists magic defenses in percentages which Ozmo copied over causing everything to have halved MDef, he adjusted the formula so things could still be hit with status about as consistently as before. Hence, an instantly scrapped robot.

It's also worth 32000XP, so Shanoa couldn't keep maintaining her level manipulation. NUCLEAR is the most easily accessible of the L8 spells. Its 160 base power makes it a weaker NUKE (200). Still a nice option, especially if you don't want to go in on instant death. The only flaw is being a L8 spell, and you might not reach that in normal gameplay without grinding.

Next up was INFERNO. This spell used to be exclusively found on CHAOS. There are two other enemies that use it in FFR. One of them is PHOENIX, who is exclusive to Evokers and out of Shanoa's reach. The other, I had to go back into the Sea Shrine in that little area I showed. From the end of that big room on B1 to the portal out, you have about a 1/100 chance (apparently) of running into something new that can use this skill. It doesn't follow regular encounter table logic: it just shows up and doesn't even replace the next encounter.


The first time, Shanoa died to LOBSTERs. The second go, she leveled up due to too many WATERs. But I kept going and the big guy eventually showed his face.

HADES has 128 attack, same as WarMECH, but only hits once. He has 800HP, and is weak to holy (a mostly nonexistent element in FFR; exclusive to Spellblade's EN-HOLY and Dragoon's Holy Lance) and water. And getting GLAREd at still kills him, of course. He usually uses ABYSSAL DARK. Despite the name, this is poison-elemental. Geomancers can sometimes use this as a rare spell here, and it still hurts through resistance. It can take a while for him to use INFERNO, but it popped up quickly enough in this run.

INFERNO is the fifth and final fire-elemental spell. It checks in with a power of 192, the strongest spell that a Blue Mage can cast (and still weaker than NUKE), as long as it's not resisted. I've seen this hit for over 700 damage on targets weak to it.

After that, I advanced the encounter table about...oh, a hundred times or so. Then it was off to the past!

There really wasn't much to write about the trip through the temple. I played conservatively, sometimes taking a pause to Defense/Heal Staff through battles instead of using potions. I also ran from a lot of fights. Gas Ds were a no show. PHANTOM got slashed down, and the fiends were all hit with GLARE. Even KRAKEN, who I just killed before he could move instead of futzing with Defense.


Yes, here it is: IronGOL. The eighth slot (1/64) encounter on the final floor of the game! The first time this appears on the encounter table is 129. For the first and last time, I used the Blue Mage's ability: SKILL LURE. This increases the odds of the Blue Mage being targeted by a skill, and doubles the odds of them using it. It's of dubious use, especially for a solo. The second part of it was convenient here: IronGOLs only have a 1/8 chance of using TOXIC, so this sped things up.

For all the hell to find it and worse to lock it into your save, and for being a unique skill on the rarest enemy in the entire game, TOXIC is nothing special. In spite of its name, it's a death-elemental attack that hits everything and inflicts death. Do you remember what I mentioned about SQUINT vs. GLANCE? Exact same story here with STONE, right down to STONE having +5 accuracy. You can kill Frost Ds on the march back in with it, but you can kill them with INFERNO too. This is no Masmune. It isn't even a Glass Sword.

If you're wondering, by the way: TORNADO has a skill power of 128, same as the L5 SWIRL and BLAZE. Wind-element, naturally. INK is functionally identical to FLASH: same darkness, same +24 accuracy modifier, same status-element.


Oh yeah. And I wanted to lock it in. I got the encounter so early that I didn't even go for the Masmune before heading back. It wasn't like I was going to use it much on the way. Here's TOXIC in action against some Grey Ws on the Fire floor. Again, Shanoa was able to instantly splatter the fiends on the walk back. She had to use CRACK on LICH because of running out of L7 spells. Yeah, irony: the earth fiend is not immune to earth. I used the WARP Stone FFR provides if you talk to King Coneria after breaking the Black Orb to make it out once I was through the elemental floors.

Unfortunately from there, the temple became extremely uncooperative. I guess I got insanely lucky on that back and forth. KRAKEN resisted GLARE twice and killed Shanoa, KARY resisted GLARE thrice and killed Shanoa a couple of times, PHANTOM once got a double critical and nearly killed Shanoa. I once tried to outsmart KRAKEN and Defense once, but he hit twice and killed Shanoa. I even had a CHAOS loss, and a moment where I tried to get too conservative and too looking for the right Heal fight and ended up dying.

Eventually, things lined up again. Shanoa would still want the Masmune, which took her to 5 hits. CHAOS resists all elements - even the new wind, water, and holy ones! He also resists silence and confusion for what it's worth, as well as a few oddball new ones. She couldn't quite kill CHAOS with just NUCLEARs, so she had to sword him. Before that, TIAMAT just got instantly killed. No worries.


Here were Shanoa's stats. Higher level than I was intending to be at at the end, but it's sort of what happens when you frequently fight because you can (and go back and forth through the temple). I think she gained around 8 levels just because of L8 spell hunting.


Like I said, CHAOS is not immune to TRANCE. The first try, I got very unlucky and CHAOS hit SLO2 before it landed. He stayed paralyzed forever as Shanoa plinked him down with NUCLEAR and single hit slashes once she ran out of those. She TRANCEd him again as he recovered, but he broke out quickly. I'd used too many L7 spells on the water floor and she was out. CUR4 happened and that was it.

This time, it happened nice and early (but not before a bit critical from him). He stayed paralyzed as Shanoa worked him down. She usually did around 200 damage a FIGHT, but did over 500 on a critical. He eventually did recover, but it was too late.


I dropped a NUCLEAR as a stylish finish.

This was a pleasant solo to play through. I was expecting one on the easier side, which it was when the game wasn't being ridiculous. Blue Mage has strong options for handling groups of randoms, and can just delete any boss in the game except the final one with a snap of its fingers. And when spells fail, it still has swording to fall back on.

Of course, that's the thing about Blue Mage: while it has some damaging spells, it has a ton of instant death and that's where it shines the most. Things really get ugly with its LIMIT involved. If that's not your style, you're likely to be disappointed in it. This can be circumvented a bit by changing class: CONVERGENCE does a lot for their single-target damage output. Compared to the Black and Red Mages, its damaging spells are weaker in the early and late game (without that skill being involved), but stronger in the midgame. However, they don't bring the support spells that those two classes can bring. Black is even better at status and instant death: their spells are more accurate and they get a skill to ignore resistances.

Overall, it really is sort of a variation of Red Mage. As a solo, I'd say it was easier, especially if we're talking about a Red Mage that goes unpromoted. But I feel Red is better in a party setting. Especially with the new trick it gains post promotion. It doesn't mean that Blue Mage is a bad class. It's solid, and it does well even without the L8 spell hassle (at least WarMECH is easily to manipulate). Your mileage may vary on it being limited to FF1 spells. I think it was the right choice, though: deviating from the original list would take it further away from being a FF1 expansion. Still, if STINGER disappeared in particular for TORNADO, I don't think anyone would miss it.

I've ranted enough about the coinflip on learning spells too. It's bad. All that needs to be said.


Still, there it is. A full spell list, and one I saved too.

I still need to finish all the games I mentioned in the previous report...funnily enough, I started this because I was too amped after getting 100 hammer rally in Mario & Luigi Brothership. Too much else distracted me, like a Super Robot Wars R playthrough (also Y hype!). One bit of progress at a time. Thanks for reading. May or may not do more before Samurai and Machinist drop. We'll see!

Index
2024-11-26 12:03 am

FF4 Playable Golbez Part III


Let's take a look at the man in black's stats to start out with. Lowish AGI and WIL comparatively, but good STR, VIT, and WIS - some of which is boosted by equipment. He had all of the damaging black spells except for Flare and Meteor, which he would be learning. As for equipment, he came in with a full set of Genji Gear and a Midnight Sword: 115 power and 75% hit, and boosted WIS by 3. He could use other swords beside Dark ones. Speaking of, the Deathbringer was off-limits even though the others could be used.


Besides Black Magic, Golbez has two commands. The first of these is Dark(Wave), the same as Dark Knight Cecil's. At this point, it wasn't that great. The other is Pressure, which attempts to inflict paralysis on all enemies. Earlier versions of the hack apparently gave him Taunt, another one of his abilities from The After Years, but the hack maker felt it was underwhelming, so it was replaced with Dark.


I defeated Odin without incident. But that's just the problem with this hack. Golbez only becomes playable at the very end. I mean, it was the most sensible spot for it if not the only sensible one. But still, I was only going to get to play with him for the final dungeon.


I picked up the Excalibur and found this Sylph selling items. CallShop was a new one. It allowed me to buy X-Potions, HiEthers, Elixirs, Cottages, Whistles, Sirens, CallShops, or Artemis Arrows at will. Supposedly there's Perseus Arrows in the game, but I never ran into them. They're supposedly in "Eblan Items", wherever that is. Probably some weird spot I never checked.


During the trip down the Subterrane, I acquired various pieces of Ebony equipment for Golbez. The gauntlets resist the three basic elements and gives +5 to STR, AGI, and WIS as well as resisting attacks from zombies. The armor resists poison, gives +5 to WIS and WIL, and resists spirits and zombies. The helmet also resists the three basic elements and gives +3 to WIS and WIL. And the shield? +3 to WIS/WIL, resists blind, mute, pig, mini, frog, and berserk.


The Ebony Sword was guarded by the White Dragon, replacing the Murasame. I thought he might be able to do heavy damage to the boss - it absorbs Holy and is therefore weak to Dark because of a quirk in FF4's coding; much like Fire and Ice, except only on the SNES version. But turns out that Golbez' dark swords aren't dark-elemental.


There was a new boss to fight. The Shadow Dragon was in a random chest guarding the Dragoon Lance. All it ever did was Demolish, so I could simply outrace it with Phoenix Downs. The formerly rare weapon helped against some of the dragons down here. The Dragon Whip was also in a different chest.


A Hummingway near the save point allowed for a quick return to the Lunar Whale. There was also a shop near Wyvern.


I beat Plague with the timer on 00. It strangely dropped a DarkMttr item. I could use these in battle, but they otherwise had just as little effect as they did in the original game.


Lunarsaurs only go berserk if you fight them, so I just used magic and jump attacks.


Finally, I got one of these. The hack changes these to be the uncommon and rare drops as well, so it's not that ridiculous to get anymore. Unfortunately, it was also nerfed and doesn't give as much defense. It's also worth noting Pink Puffs can be dangerous, but the hack lets you gain immunity to their berserking, which helps. Oh yes, and don't try to stock up. No matter how many tails you have, the guy takes them all and only gives you one Adamant Armor.

With Golbez and Cecil having excellent armor, they were lower priority. So I decided to give it to Rosa. Making your healer tankier is always better. I passed the Minerva to Rydia in turn. In this hack, it gives +15 to all stats, resists paralyze, and gives resistance to some enemies. The most important thing about the Adamant? Don't go back on your choice. Because of more SNES bugs, the elemental resistances turn into weaknesses after it's removed. In turn, I gave her Ribbon to Kain instead.

There was also an Artemis Bow available for claiming. More rare stuff made not so rare.


Uh oh. This is definitely not Ogopogo.


This was the Darkside. It had 65535 HP at least (might've regenerated) and cast a barrage of high-powered magic. Golbez couldn't do more than 1 point of damage with his physical attacks. He'd learned Flare though, so I had him use that. This was legitimately more dangerous than Zeromus, sheesh.


I only barely won: even with Adamant, Rosa got wiped out by a Flare for over 6000 damage. Rydia was the last one standing. She moved and used Bahamut, finishing it off.


Golbez's memories completely return after the battle, and whatever this is talks to him before giving him the Dark Eternal sword. Simply called Eternal in the menu, it had high stats and that's about it.


Ogopogo was instead moved to the second crystal floor, guarding a second Minerva. If I knew that was there, I would've given the Adamant to Golbez instead.


Edge gets to use Meteor. Instead, he gets mocked for being a mere human of the Blue Planet.


One change in the revival sequence: you get different things rather than just energy from the various characters. Unfortunately despite the text, Golbez can't use the Crystal.


There was really nothing to Big Z. Golbez and Rydia nuke him, Cecil attacks, Kain jumps, Rosa heals. His Big Bangs kept getting nerfed by the spells due to another quirk.


Smooth clean win.

Rydia insults Edge again after with the usual line. Inconsistent writing or tsundereshit. You be the judge. It still ends with Golbez deciding to go with Fusoya, feeling he cannot return to the planet. And the rest of the ending is the same.

Well. What's my verdict here? It was okay. I wouldn't call this hack incredible, but it's not bad either. That RydiaxEdge stuff was annoying, but most of the rest of the rewrites were fine. Really, this is sort of a problem with FF4's plot structure not being conducive to letting Golbez join at any point except the last minute. You'd have to like, rewrite it entirely for him to break out early and them have Zemus or someone become the active threat instead for him to be around sooner, or have used the GBA version so there's a postgame instead.

Very mixed feelings about the balance changes. Personally feel they shouldn't have been a part of the hack, but at least they didn't go out of control hard mode and weren't too noticeable unless you were combing the data like I was. Some of it was definitely questionable in any case, like how Shadow summon is technically a worse Death. That said, I liked the new equipment and making it so there are no rare drop items. Definitely the worst part of FF4, especially given how few of them are worth it. Well, mostly: there's a new one, unless I didn't find the fixed locations. Onion Sword drops from Breath and Mind (aka the last room of the game before the final boss) at slots rare/ultra rare. It has 200 power, boosts all stats by 10, casts Pyro when used as an item, and can only be used by Decil (?!), Pecil, Kain, and Golbez. Not too big a difference maker.

All in all, I was kind of underwhelmed here. But hey, wanted to do this forever, and I finished it. Hopefully, it was an entertaining enough read!

Index
2024-11-25 07:27 pm

FF4 Playable Golbez Part II


Heading into the und--wait a minute, what? Rally-ho??? Was the hack maker a big FF9 fan or something, because that is not what it is in any other game. It's instead Tally-Ho later on in Tomra.


I managed the Rydialess against Golbez! Pig bought me the time. Always fun to do. I don't see why she gets to level up, though. There was a change in the cutscene after: instead of a magic hand, Golbez himself rises and takes the crystal himself before poofing.


Unfortunately, the Warp glitch was fixed in the hack. Surprisingly, no Dwarf Axe available to buy in the castle. But there were some new weapons for Rosa to potentially use. Punisher was one such treasure in the castle (or was it in Zot?) that was an okay weapon that cast the Ninja spell Bind when used as an item. Flail was interesting: low accuracy and power, effective on reptiles, giants, slimes, and mages, and could stun things. I just kept her with a bow.

In Babil, ice weapons shredded most of everything. One problem with Rydia, by the way: she hadn't learned any new black magic aside from the tier 2 spells she learned in the event. The hack frontloads her magic, although actually eases up once she starts learning them again. It's the big problem I'll have to contend with in solo Rydia. It was definitely a relief to get Bio a little later!


You ancient beings might find this weird, but a scientific society...I forget the whole of what I wrote there. But yeah. I before E is a damn lie.

Lugae went a little screwy, but it was fine.


At the end came the next big change: instead of Cid going on a suicide bombing run, he drops a Bomb Ring off the Enterprise! He subsequently rejoins the party. Doesn't help with the maintenance though, ha. His men complain that he was lazing at home.

There were a lot of Wrenches to pick up in the Eblan Cave, and even for sale. They definitely replace Shurikens. And give off a funny mental image of some mechanic just dropping them or something. I also bought a Morning Star along the way. Same as the Flail, but stronger. Felt ideal for Rosa for now, those racial bonuses go a long way.


Edge has a different palette for some reason. He looks the same in battle. Unlike in vanilla, he gets toasted before he can use fire on the fire fiend. Rubicante's personality changes to be more arrogant.


The scene afterwards changes; as I mentioned, Golbez replaces Edge. Cid mocks Edge, to which the ninja replies that Rubicante is his to defeat. Kain is like "are you mad?!" and Edge boasts about being a ninja. Rydia tells him to shut up: they lost many friends, and he just cares about his boasting? This gets Edge to apologize, and Cid to mock him more. Cecil points out there's more to this than some vendetta. Cid asks Rosa to heal him to shut him up, Edge also demands it. Rosa gets annoyed but does so. Edge does say his thanks and says he'll scout ahead. He says he'll race us there! Rydia tells him to be careful after he's gone. Cid still doesn't like him.

Instead of him doing a ninja trick, he digs a way inside that the party uses.


The Dwarven Hammer was in the four Mad Ogre chest. Seemed to be effective on giants. Thought it'd be thrown, so I had a fight where Cid was in the back row, oops.


Conveniently, Rosa learned Cure3 steps before reaching the bosses of overworld Babil. The King and Queen still fight, with Edge talking during the scene. However, it's Rydia who gets especially pissed after; Rubicante in turn responds that not even Shiva can pierce his cloak of flame.


When it's down though, she wrecks him pretty bad.


Wow, rare sight! I actually triggered Rubicante's death message! This only happens if you knock him under 1000HP without going to 0. It's very precise.

Afterwards, Edge offers to join, but the chancellor and our party tell him to go help his people in the caves. He does so, but still says he's going to go after Golbez. Rydia is a lot softer to him in this scene, compared to canon where she doesn't really give a damn and tolerates him at best. Did the hack dev ship them or something?


It turns out in this hack that the airship in Babil was stolen from Cid's designs. And he was going to name it the Falcon anyway. It still can't fly over magma.


Going into the infirmiary in the Dwarven Castle reveals that Edge didn't sit still for five minutes before falling into the underground and ending up here somehow. Cid mocks him some more, he claims to be learning about the dwarves, and Rydia defends him again. Sheesh. Cid at least uses this to make him help with the airship remodeling. Though, there's a hint that Rydia's sweet talking is intentional to manipulate him, but even that's out of character.


Over in Tomra, there was new stuff in the shops. Besides the Monkey Wrench which just seemed to be a stronger thing to throw, there was a purchasable Elven Bow and Silence Arrows which would normally be in the Sylph Cave. ColdSnap replaced the Chain Whip: the same power except ice-elemental and casts Flood.

It actually looked like all the ninja magic was scattered as itemcasts. Blitz and Flame cast their own spells, already mentioned Punisher casting Pin, a staff I haven't seen yet casts Smoke, and Mirage Staff was actually the ninja version. Neat. Also, apparently I missed a LOT of itemcasts. The hack gives no indication. But a short list of some that I did miss

- Legend Sword casts..."Staff". I assume this is the same Poisona spell the vanilla things uses. It was replaced with the Basuna Staff which casts the Mythril Staff effect instead.
- Flame/Blizzard Spears have Fire2/Ice2 respectively.
- Actually, Dagger and Air Knife also had the Dancing Dagger itemcast (as would an upcoming one). So there really was no difference in the Mist Clip after all.
- Orhalcon on Mt. Ordeals, meanwhile, used Fire1 instead.
- Nocturne Harp had Poison as an itemcast.
- Most hammers seem to have Quake as an Itemcast, just like Gaia Hammer. Exception being the base Wooden.

Anyway, one problem with heading to the side-dungeons: Rosa hadn't learned Float yet! The hack had messed with learn levels on her, too. She was set to learn it on level 33. Which, actually is only one level later, but point's still the same. Cure3 is another example: 31 vs 28.

My solution was to go in anyway. All I could really do. Wasn't too bad to go directly to the land of summons. Cid itemcasting hammer and Rydia itemcasting Blitz Whip messed up most of the enemies here.


Heh, nice lore tweak here. I assume it's assuming to Flayer?

I tried to fight Ashura with cunning, but it didn't work. So let's talk about ATB mechanics. I'm not sure if this is how it works on later versions, but SNES is totally screwed up. First, an agility anchor is determined. In the vanilla game, this will always be Cecil. If there are multiple, the first Cecil in party slot order is used. If he is not present, the first in party slot order is used. The game takes the anchor's agility×5 and divides it by the character or monster's agility, rounding down and setting it to 1 if either AGI stat is 0. That's how many ATB ticks must pass before they can act. Ashura had a Relative Agility (RA) of 1 with Cecil's current AGI of 24, and everyone else had an RA of 5 (in fact, he will always have an RA of 5 unless he hits 0). He would need to hit at least 27 AGI to slow her down.

So it was into the Sylph Cave. Rosa learned Float for the last battle of it, so damage tiles weren't a threat. The treasure room had a ton of stuff: a Power Shirt (only usable by the girls for some reason), Rune Staff (can't critical, makes sure anything else can't critical because of bugs, bad), Mist Rod (damage boosting!), Zeus Gauntlet (renamed Giant Gauntlet).


But then the last chest suddenly started playing boss music. These things hit stupidly hard, and could use Bad Breath. I tried reflecting it, but it had no effect, unlike the trick to mess up with the Lunarsaurs. Actually killed me once. They seemed to be weak to fire, so Rydia could nuke them with Fire3. Didn't have the Flame equipment though, otherwise Kain would've been able to destroy them too.


Eventually, one fell, and then the other. And this was the reward. Could it be...?


...not gonna lie. This is pretty badass. However, that's all I can really say in its favor. It's effectively a worse Death or Break spell: 40MP vs 30 or 2, 4 casting time vs 2 for both. Higher accuracy, but it hardly makes a difference. It's also single target only.


With Reflect on Rosa, the only thing left to do was deal with the ATB problem. And there was one thing Cecil could use that I had that boosted his AGI over the threshold: the Dancing Dagger! Better still, taking it off did nothing, it's only initial AGI that matters. So he could...well. It was just Rydia attacking with Titan and Kain jumping with the Dancing Dagger. So he was on healing duty.


I used Ashura to buy myself some time to slow Leviathan. She still used FF2 US's odds; i.e. no chance of Protect, even though it is now a White spell. After that? Just attack and heal. Fire3 was the spell of choice for Rydia here. It did the most damage out of all her offensive options. Still would after this: Tsunami has 40 power, tier 3 black magic has 64. Same cast speed, too. Summoning magic is really best on random encounters, but they're still MP inefficient. Especially here where she could spam Blitz for nothing.


That brought me into the Sealed Cave. Unfortunately, the reflect trick didn't work anymore. What the hell?! I don't see why this of all things needed to be nerfed. I'm not even sure what happened; they don't resist KO. Maybe a change with enemy spells on an internal level? But the hack did make them mechs, so Cid could do some real damage. Reflect was still good to stop their Disrupt, but I had to have Cecil use the Dancing Dagger for those AGI related reasons I mentioned.

There was one final hammer in here for Cid, along with the Flandango Sword. The usual Light Sword as well. I had Cecil use that due to its higher accuracy.


Sure enough, Demon Wall was a mech too. It was a bit close, but got it done before it started Crushing.


And the scene on the way out is changed. Instead of Kain being remote mind controlled again, Golbez personally shows up to do it. Then he fails, so he just uses Pressure - status resistances be damned - walks up, and grabs it.


Yeah, this guy ships them. I hate it. Like, this is Playable Golbez. It did advertise some rewrites, but before it was just sprucing up some of the more poorly worded parts. This is changing things entirely. Ugh.


Edge naturally didn't speak during the Yang sidequest. No one did in his place. With Throw on Cid who was about to leave the party per Cecil's request to gather everyone to help just in case, there was no point in a knife/spoon as a reward. So instead, Sheila gave the Assassin Dagger as a reward. I saved Odin for later...


The scene with meeting Fusoya mostly implements extra canon text, such as namedropping Cecilia (Cecil's mom and namesake). However, Zemus is a scientist in this hack. Okay then.

Fusoya came with 50% more MP. With him, I noticed that compared to its casting time of 0 in the original game, Flare had a cast time of 3 here. Probably deserved it. Still the best black spell to cast. His Regen got buffed: restored 100HP per tick and no longer locked him down for the duration.

Nothing different in Bahamut's Cave. He fell no problem.


Kain's initial equipment on his third rejoining was scattered around this room in the Giant. The Firebute was in the Last Arm chest. Nothing to the bosses in the giant. Gungnir was changed to be lightning element, which helped against Cagnazzo and the mechanical enemies.


There's massive changes to the scene after. It goes mostly the same except for explicitly pointing out that Golbez's mind control was briefly shaken after Tellah's Meteor. Then Edge shows up for vengeance. Rydia talks him down. Golbez is prepared to accept his fate, but only after he stops Zemus.

Edge is ready to beat him down. Fusoya sense great potential and invites Edge along. He's startled, but goes along with it. Golbez begs to be taken along, but Fusoya refuses: Zemus already controlled him once, it could not only happen again, but could happen to Cecil too.


They leave, Cecil says it's time for them all to go.

Golbez is again prepared to answer for his crimes. However, Kain of all people sticks up for him; after all, he was controlled as well. Cecil can't really remember his brother from when he was young, and Golbez had his memories stolen (canon). He acknowledges being forgiven but doesn't think the rest of the world will agree. Cecil has a better idea: come with them to the moon. That will be his chance to redeem himself, and they need his help. They'll stop Zemus from taking them over with the power of trust. And besides, Edge and Fusoya are the ones who really need help. There's no bit with the girls being shoved aside and staying.


Ran a little long on this part. But now, it's finally time. No minor appetizers. The actual draw of this hack starts next time.

Next | Index
2024-11-25 01:57 am

FF4 Playable Golbez Part I

Decided I was overdue on playing this FF4 hack: Playable Golbez. This hack makes, among other modifications, a few story edits here and there culminating with letting you play as the man in black himself at the very end of it. I needed something chill the day I started it anyway. (And then I mostly spent time on something that will only be relevant later)


Not too sure about these text changes so far from the opening scene. They aren't terrible, this being the botttom rung, but they could be worse I guess. There were also some map changes; one I noticed was beds being in the Baron prison cells. Just flavor so far.

Like most hacks of the SNES version, commands like Decil's Dark Wave were available. Although there were elements of FF2us in there; namely, keeping simple Remedys as a catch-all healing item, though they were way more expensive.


Speaking of expensive, I did the infamous Mist Clip, picking up a Dancing Dagger by selling an X-Potion in town as well as getting the good equipment from Rydia's house. Because I felt like it.


I first started to notice changes when making my way through the watery pass. First, Rydia actually learned more than the three White Magic spells she did in vanilla. I already knew these would still go away later, though. Tellah also had more spells to start with: Scan/SIlence/Cure1 on White, and Poison/Drain/Toad/Sleep on Black.


More interestingly was Tellah's Guess/Recall. In the vanilla game, this is sad: 15% each of a basic tier 1 spell or toad, 5% each of Break, Bio, Tornado, or Death (which can be amusingly multicast even if the original spell doesn't), and 20% of nothing. 3D improved it to focus on elemental magic (and still 31% of Toad) and even let him pull rare spells out of it, keeping it after Ordeals. Here? I peeked into the editor to see what was up. 20% each of Slow, Hold, or Pig. 5% each of a tier 2 spell. 15% for Break, 10% for Death. It doesn't seem able to fail. Still gimmicky, but nice to gamble on.


There was also the first new instances of new equipment. Believe it or not, vanilla FF4 does not have a basic dagger weapon. This hack added it. Even if I didn't Mist Clip, I wouldn't use this. More amusingly was the Hades Shield. Decil infamously doesn't get a shield upgrade in the Watery Pass compared to getting one for all his other equipment pieces. He does here.

Octomammoth is never a big deal, and was less so with Dancing Dagger. I tried to get a Bolt2 out of Guess, but Tellah just used Slow followed by ineffectual spells. Stupid FF4 not letting you status bosses (except Slow)


Oh, neat. I always thought it was kind of absurd everyone died in Damcyan. There were significantly more survivors in the hack, one soldier saying that the King ordered them to stand down so they'd be spared. I like this change. Also, hey! Just handing you one of the summoning items! These are some of the game's ultra rare drops and really are not worth the trouble for the effort you need to get them. For example, Goblin is weaker than Chocobo. Would this hack change that?

A quick look showed it was 8MP to Chocobo's 4MP. Poking the data showed it had 6 power instead of 4 and the same casting time.


Anna is still among the dead though. Edward's Song had no changes. Antlion Cave was also very similar. With Goblin and Dancing Dagger doing around 400 damage each, Antlion fell easily.


Mt. Hobs had a treasure trove to be picked up. First was the Bomb spell, another one of Rydia's rare summons. It deals damage based off her HP. Then there was the Air Knife. Wind element aside, this was very weak and not worth using, especially because of the third weapon: the Silver Harp. Its power put it just below the level of strength of the illegal Dancing Dagger! It seemed to be both fire and holy elemental. On top of that, it was effective on the same undead enemies all Silver weapons in the vanilla game were. Suddenly, Edward was my best damage dealer!

Speaking of, Rosa was not. I thought here damage on Cocatrices felt low, so I checked and the wind element was indeed removed from arrows. Wind instead seems to be the domain of spears. I'm not sure what to think about that change. It's bad, but why?


Big change in Fabul: I haven't been bringing up shops much, but they have been changing. Here though, the Demon dark knight armor was removed and put in Fabul's treasure rooms instead. Good thing I went to look instead of directly into the gauntlet.


Oh yeah, neat change: Red Mages are in! They would appear scattered around various parts of the game moving forward. Also scholars were in FF4 to begin with, but there were more of them too.


Really? This isn't the luck I wanted in my life, game. I normally wouldn't be able to get this here, but the hack lets these items drop from anything. Said gauntlet was otherwise vanilla. After all that, I could pick up the Cocatrice summon from the treasure room in the throne room. Though Rydia wouldn't be able to use it.

Tiny change in Mysidia: the now Red Mage at the entrance hits Cecil with Mini instead of Toad.

Palom's Bluff returned. And Porom's Tears was modeled after the PSP version, inflicting mass confusion instead of effectively doing nothing.


There was another new knife heading up Mt. Ordeals, but that wasn't important. Scarmiglione was the same as always. But there was a pretty big change with Tellah: contrasted with before, now he was missing some spells! In the original game, he only misses out on Holy, Quake, Flare, and Death (despite the fact that he can Recall Death in the original). The hack did give him Death here, but removed access to tier 3 elemental spells and Tornado as well. He also lost access to Cure4 and Life2. Interesting rebalancing that was going to make the game more difficult.

The Paladin equipment already was questionable in vanilla, but the hack nerfed it while keeping it the same price. As an example, Paladin Armor gives 11 defense in vanilla, 8 defense in the hack. It was already preferable to use the Gaia Gear or Karate Gi which give evasion and stat buffs, but this just makes the decision even more of a no-brainer. Still got the shield since it's cheap and there's nothing else to fill the slot.


Oh, that's a bug all right. Pretty sure this didn't happen in vanilla, either. Looks pretty sick at least, especially compared to his ugly original sprite. Speaking of bugs, there was another one the hack introduced: you could no longer choose your target with Slow. Not even sure how this happened: all the hack seemed to do in the data was change it from split to single target.


Wow, speaking of the gi, it went way up in price in this hack. Still bought Yang one. Probably good balancing, but also a little unneeded? It's like this hack is making a half-hearted effort to do that while also making things easier. I think I prefer that to going all in and ruining things, at least.

Nothing to note in the Old Waterway until the Ancient Sword. Somewhat infamous in the vanilla game, it's weaker than the Legend Sword Pecil starts with. It can inflict Curse on a hit, but 1) it's questionable, 2) it comes at the end of a dungeon and bosses can't suffer it, 3) the next dungeon bans swords. EasyType actually outright replaces it with the Coral Sword, which shreds Cagnazzo. No luck here, it maintained its lower accuracy, so I still stuck with the Legend Sword.


Ha, I see what the hack creator did there. Wrong twin saying it, but still, much more convincing line. I definitely noticed Tellah's missing spealls against the two Baron Castle bosses. Usually, Cagnazzo could be near instantly destroyed. It was a much slower fight with Bolt3/Ice3, but I wouldn't say more difficult: still had more than enough healing to deal with it.

More minor changes: the Black Mage in the tower instead uses Toad instead of Pig. More sensible to use different Black Magic I guess? Also I haven't been mentioning it, but a lot more characters call Cecil by name. Scarmiglione and this little girl in particular.

Now, in Troia came the first major story change. So far, everything had just been text alterations that simply boiled down to rewriting things. Cid's atrocious accent aside, it simply existed - it was not bad fanfic material, but a few lines aside on both sides it never stood out either. Not anymore.


Edward still wants to fight with Cecil. Instead of giving a Twin Harp/Whisperweed, he uses a special technique and projects a shadow of himself with the Twin Harp, effectively rejoining the party! The bad news is, the hacker either didn't know about the shadow party (how SNES works with characters who leave and rejoin), couldn't find a way to implement it (Unprecedented Crisis does and it uses the same tool), or intentionally made him rejoin at level 5. He points this out in the text, saying that he might be rusty.


I took him with me to Eblan to gain at least a few levels instead of rushing directly into things. If you ever have problems going here early in any version of the game, by the way? Just have Tellah multi-cast Break. If he gets it off, everything dies.

Two changes I noticed along the way: Cid had the Throw command. Edge never joins the team, so I guess this makes up for it. And instead of the Blood Lance, a Killer Bow was in the castle. This would be nice for the Magnetic Cave.


I could buy a Wrench in Agart. No one could equip this, however. I assumed it was a flavorful Shuriken change to go with Cid's new ability to Throw, and didn't buy it because it was 5000 gil a shot.


Two new weapons were in the Magnetic Cave. The Nocturne Harp was stronger than the currently unusable Silver and could poison. The Mirage Staff itemcasts Blink. Neat.


I switched Edward back to the Silver Harp for the Dark Elf fight to take advantage of Holy weakness. Result: he was on par with Cid and Yang. Poor Tellah, though. With his tier 3 spells and Tornado cut off, he couldn't do more than 1 damage to the boss. I instead had him use Slow. Didn't take long.


Zot was pretty vanilla. Surprisingly, a couple enemies dropped Sirens and I even got a Dark Sword. Also, Edward "leaves" the party. With Cid's Throw ability, I was able to sneak in some extra damage against Barbarricia while she was spinning.

This has been a hack all right so far. It's a ways off until the main draw of things, but it's good to see there's stuff to tide things over in the meantime. So check back later for the next part.

Next | Index
2024-11-22 02:53 am

FF4 Unprecedented Crisis Part 3


So with Kain in our party, do we switch Porom to the back again? Oddly enough, she is about as capable with the Fight command as Kain is, so he gets to stay in the back and use Jump, while Porom gets to swing her hammer. He can also equip the Throwing Axe if I really do need the Fight command (if Jump is too slow, I guess). Also, check out this freaky quirk when landing.


Some of her survivability goes up when I pick this bad boy up. Despite an unassuming name, the Armlet, in addition to a +10 Vitality bonus, protects against physical attacks from every single enemy race in the game. Its only downside is that it can't be equipped by any class that wears armor. It was also possible to send Edge back and have him rely on Shruiken, but I decided that there was more to keeping him in the front row than there was to putting Kain there. I also got a Blk.Cowl drop as a bonus for him, a floor before I'd get it normally.


Nope, this hack does not let you have Alerts. Lame.


I think I briefly touched on the Steal glitch in my Solo Edge report, so here it is in action. Despite the novelty, it wasn't worth it for Porom to do this when her Mystic Hammer was extremely powerful on its own. Similarly, when I got a Rune Staff/Silence Staff drop further in, she remained with the hammer.


The biggest problem when climbing the Tower were those BlackCat enemies. Hit them with a nonlethal attack, and they counter with Blaster, to either paralyze or instantly kill a random party member. Things like Edge's throwing, Kain's jumping, or Palom's Bio/Quake could bypass it, though.

So we climb up the floors of the tower. Lugae is not there to obstruct us, leaving us free to proceed behind him to the basement floors behind him (from Babil when you're entering it from the Eblan Cave). Yeah, I'm not sure how that works either.


One time it was worth it to switch Kain in, though: these Mad Ogres were weak to the Ogre Axe I'd picked up. Knowing they were in this box, I made the switchover for this one battle.


Lugae is waiting before the Crystal Room. He wasn't that difficult. Porom could dismantle the robot with her hammer, and the others' damage was not to be sneezed at as well. I was able to quickly move on to the second phase of the battle.

This whole bit is one big speedrunning reference. Lugae underflows the robot's MP to cast Meteo, which would actually be funny and pretty par for ROMhacks if he cast the real one and not Zeromus' which is basically harmless. And similarly, if Barnabas explosion from lack of oil kills everyone (it's no different than before), forcing you to kill both at the same time. Then he uses the attack you glitch in to kill the final boss instantly in the 64 door glitch category, the Grenades' Chain Reaction. Which is dubbed upt Co because menus, and is called that here too because references. For whatever reason, this does not instantly kill you. No damage race before doom either. Wasted moments...


Similarly, Lugaeborg was just a giant beatdown. He got off one nasty Laser due to his inflated HP, but without Sleeping Gas counters to worry about, this was probably slightly easier than it would be in vanilla.


The scene before this is weird. Golbez places a Crystal down, then just walks up to you and attacks. It's actually pretty similar to his Dwarf Castle incarnation from vanilla. Two key differences being you can resist the paralysis (Kain and Cecil's Viking Helmet/Power Gauntlets allowed this), and there's no Summoner to show up to save you. Regardless, I was able to inflict heavy damage on Golbez between Cecil using the Avenger, Palom using Bio, Edge physically attacking and hitting his Light weakness, and Porom and Kain both attacking physically.

From here, it was a race to see if I could outrace his Demolishes and counters on being hit. I didn't bring enough Phoenix Downs, so this was a tight thing. Cecil continued to chip away while Kain and the others played revival duty, throwing out damage when all was right.


And a final Quake ended it, the encounter coughing up one hell of a drop. Cursed Ring, by contrast to vanilla, has its elemental absorption built-in, and only has a penalty of -5 to all stats.


What the FUCK? I beat him! And I beat his dragon! Why the fuck am I the one face down on the ground? Fuck this ROMhack. I'm not putting up with this garbage. We won. What's on the other side?


This room! Oddly, it is actually set up to have an exit back, unlike its vanilla counterpart. The door there is also functional. And it leads...


Um? Hello?


I can't put down any crystals. The altars don't even respond. But I can go in the middle to repeat the scene where I get sent to the Underworld, though without any ill effects other than having to go up the tower again.

Anyway, with that BS and winning a battle I didn't know you weren't supposed to win and yet was coded with those drops and yet was not coded with anything to either branch off into an alternate path or explain why you're suddenly facedown on the ground out of the way, the game REALLY opens up. We're told to find our friends and save the world! Just like in FF6, except not really! There's also a few other quests you can do, and a primary one is finding the Floater.


So I can finally go to Mysidia. Palom and Porom encourage him to see the Elder, who has forgiven him by this point for his being deceived. Though Cecil has yet to forgive himself, the Elder says to climb Mt. Ordeals to become a Paladin. It seems I can't get in, though...also, I need to find a Floating Stone to raise the Lunar Whale, because wishes/prayers are DEAD. Where is it? They have no idea, so we need to look.

Also, the Serpent Road is here, but it's apparently being haunted by evil spirits, so I still can't enter it. At least I have some sort of explanation now!


Baron seems to be the only other place where I can make headway that doesn't involve part members, and I can do that with a new airship. Apparently Red Dwarf is a reference, and that's the kind of thing that's okay - subtle but fitting in context. This is stupid and forced, though both at least keep with the theme of FF3/FF4 Airships coming from popular culture...

So this Floater. Hm. Maybe it's in the Ice Cave, because it's there in FF1?


Oh, fuck me dead, it is. King Santos gives it to the twins as a present.

Anyway, this unlocks the moon and Mt. Ordeals. Class change is optional in this hack. Well. I was orignally going to do this part of the game as an "as I explored it" kind of style, but I felt this flowed better and is more informative. Okay, so you can sort-of freely choose your party from here on out in the game. Because of cumbersome engine limitations, you can't add a character without losing one first. So I'll talk about how to obtain and lose every character and their advantages and disadvantages.


- Paladin Cecil: After getting the Floater, you can go to Mt. Ordeals. Cecil will have to fight a Zombie/Ghoul/Revenant group five times on his own. He'll lose whatever equipment he has on after class changing of course, but if you have a Flame Sword and some throwaway equipment, it's perfect. You face the Dark Knight at the end as usual, and then you're given one final test: to protect others, namely the rest of your party in a battle against the DarkMist. Honestly, Cecil (who still spawns at Level 1!) is the one who needs protecting here.

Go for it, or not? The obvious disadvantage is having to build him back up again, as well as losing access to some of the Dark Swords like Blood and Avenger. Dark Knight Cecil is still viable. But if you're not going to use Porom or Tellah, Paladin Cecil is very good. Like Dark Knight, he learns a variety of White Magic, and way more than he does in vanilla. This includes Cure3.


- Losing Kain: Go to Bahamut's Cave on the moon. The enemies in it are as dangerous as they always are, but you at least don't need to fight Behemoths. When you reach him, you face him with Kain alone. He greets Kain as the son of Ricard, and offers to take him up as an apprentice if he wins. To win, you simply jump over his Meganukes when they're at one; it's basically the Dark Bahamut battle from FF4a. Also in a fun glitch, Bahamut gives you a screwed-up message if you go back talk to him after.

Kain will automatically dispose of a boss if you lose him in this way, which is both a bad and a good thing. He can equip heavy armor (including the Dragon Armor found in Bahamut's Cave, which protects against the main three elements), can physically attack from the back row albeit with a few problems, and with his spears can deal air, fire, ice, lightning, and holy damage, as well as dealing racial damage to Mechs and Dragons with the Gungnir and Dragon Lance respectively. He can also equip axes, doing racial damage to Giants, Slimes, Reptiles, and Mages. He's extremely solid.


- Losing Palom/Porom: To lose the twins, you try to enter the Serpent's Road. You'll fight the EvilWall, who is weak to Light and despite starting really close dies really quickly. When you win, they petrify themselves to stop the wall from closing in further.

With Rosa and Rydia's abilities nerfed, they're the only characters to carry the full compliment of Black and White Magic respectively besides Tellah. Porom as you've seen is a capable front row fighter with hammers, dealing high damage on Mechs and Mages, as well as being able to hit with the Fire and Lightning element. Palom has his magic to rely on. Both good characters.


- Losing Edge: If you go to the Cave of Eblan, you'll find it infested with robots. The path that ordinarily leads to the castle's secret underground living quarters now leads to the Giant of Babel, where a surviving Lugae is. You fight the CPU at the end, and Edge leaves you to be with his people afterwards.

While Edge's Black Magic isn't too hot, he can throw things. Ashura, Kotetsu, and Murakumo can deal Holy, Dark, and Air damage respectively. Triton Dagger can deal Ice damage. Most interesting is the Assassin's Dagger. It doesn't seem to be anywhere in the hack from what I can tell, but it deals racial damage to Dragons, Reptiles, Giants, Slimes, and Mages, and may instantly KO a target. Fantastic weapon. Edge does suffer from low HP for a character that wants to be in the front row. He's also the only character who can't equip the White Robe, Dragon equipment, or Protect Armlet; he can't get resistance to the three basic elements. To him, the best defense is a good offense.

So oddly enough, I feel I want to keep this party. It's extremely solid, aside from the weirdness of Kain being in the back row.


- Obtaining Rydia: Speak to her in the Feymarch. You'll fight an upgraded Mombomb (explodes into GrayBombs and Balloons, or if she's strong enough, can outright kill it!) and the Baron Guards from her perspective and alone, both easy fights. She'll see her village being burned from her perspective, see the future, then join you - also because Cecil is the closest thing she has to family now.

Rydia continues to learn summon spells. Of the ones you haven't seen and their levels, 30: Mist/35: Flayr/40: Titan/45: Bird/50: Levia/55: Asura/60: Odin/65: Baham. The strongest is the last one at 60 power (and is even cast instantly), with Titan being 40 and Leviathan being 35. Rydia seems to shine at wiping out groups of enemies with her summons, but Black Magic seems stronger on single targets, like in FF5. To compare with some power numbers, Ice3 and friends are 64 power (and comes much sooner for Palom!) and Flare is 100 power. She can ignore Reflect with anything, which Palom only has Quake for.

Unlike what is claimed, she doesn't become a master of magic at any point to my knowledge. Her big flaw is the lack of any instant cast magic that's worthwhile up to Bahamut.


- Obtaining Rosa: Go to Bahamut's Lagoon. You'll see her trapped by tentacles, and then you have to face Octosoul. It has an 8-hit combo (laughable with Paladin's inherent Cover), and after using Search, will follow it up with the EvilWall's Crush. Oddly, she's the only character whose quest you can start without getting a WARNING. If you refuse her after the batlte, you can't get her.

Rosa can hit Mages and Dragons for racial damage, and can hit for all six elements. Her power is a bit on the low side, however, as aside from Yoichi Arrows, none of them have any attack value. She can't equip armlets with this setup, and staves are hardly acceptable damage-wise. Does get a decent selection of White Magic, at least.


- Obtaining Yang: Go to the Mythril Mines, which are a new dungeon with an original design! Most of its enemies are from the Sealed Cave/Ice Mines. Yang apparently went off to find the SeaRuby to cure the King of Fabul's poison, which randomly seemed to happen during the Fabul raid and only came up now. Beat the uncreative repeat palette swap Sealion near the end to obtain the SeaRuby, whose only real trick is a BigWave. The Thor Hammer is also in here, pretty useful hammer.

Yang punches stuff for consistently high damage, but has no elemental or racial properties with his fists due to the lack of claws, so his damage is a bit too consistent. As we went over before, Chakra is booty butt. Probably the worst character because of it. Two things of recruiting him or at least doing the quest and making him disappear forever, though: you receive the Save the Queen from the King, a neat Paladin sword that is weaker than other options but gives +15 Agility, and if Edge is in your party, she'll tell Yang to give the Cleaver to his ninja friend. Nothing that you'll miss, but still nice to have.


- Obtaining Edward: That body will finally be out of the way, so you can go into the basement of Damcyan Castle to find him with Anna, or rather an evil spirit possessing her corpse. He'll play music to calm the spirit while you beat it up and try not to get destroyed by its status magic. After Anna thanks you for freeing her, tells Edward to go out and love the entire world.

Edward performs as well as he would as if it were the postgame in GBA, getting the fantastic Loki's Lute that deals racial damage on every race in the game. There's also the Blood Harp for absorption, the Requiem Harp for Holy (and Spirits), and Apollo's Harp for Fire (and Dragons). His harps do require a double grip which limits his use of armlets, which is a bit unfortunate. He can equip the White Robe for the resistances, but remains quite frail.

His later songs kind of disappoint. Dirge (25) damages and may inflict Count on all enemies, Magic (36) recovers ally MP, Image (49) adds Blink to all allies and is definitely useful, Angel (64) is the same as Ciriatto's, and Final (81) restores all allies HP/MP, at the cost of an ungodly charge time of 15 and getting to level 81 in the first place.


- Obtaining Tellah: Go to the Magnetic Cave. It's a much shorter dungeon than in vanilla, being only three rooms including the final one, but still has its gimmick. Beat the Dark Elf at the end to obtain him and have him learn all spells in the game. The biggest problem from the battle against him is Tellah himself and his variety of high-damaging and instant kill spells.

Despite his status as a magical jack of all trades, Tellah has two huge flaws. The first is Edge syndrome. The other characters will have leveled up in the meantime due to being part of the shadow party, but Tellah will rejoin at a mere level 20. This is compounded by his not really gaining a lot of HP/MP until like Level 40. He needs a lot of investment to be worthwhile but can do Palom and Porom's jobs if you get him. Not at the same time and with a stat deficency, but at least the latter is something you might really want.


- Obtaining Cid: After getting the TARDIS, speak to him in the Dwarves' Castle. Beat the Ship'sAI boss, which more or less acts like Ivan Ooze from vanilla with all the Reflect business.

Cid uses Hammers and Axes, wears heavy armor, and has a truckload of HP. His attacks can be of the three basic elements, as well as being effective on Mechs and Mages. He's a bit of a one-trick pony, but the high HP and heavy armor (Dragon equipment) helps a lot. He's solid on his own, though not as tanky as Kain or the Cecils due to inability to equip shields with his hammers.


There's interactions between characters as you go through with these. For example, if you have Telllah when getting Edward they'll acknowledge each other, Rydia will make a smart remark about a Rat's Tail before Kain fights Bahamut

There are a couple other side-quests not linked to anything. You can retrieve the Adamant from the Mythril Mines to obtain the Ragnarok from Kokkol the Smithy. You can also fight Odin, to learn a bit about Cecil's history and how he adopted him as a child. He'll comment on whether or not you changed classes, acknowledge Kain and Rosa if either is there, and bestow you his late wife's sword, Excalibur, after a battle.

And a few other item locations...
- Air Knife: Damcyan Basement.
- Sage's Staff: Mt. Ordeals.
- Break Blade: Magnetic Cave. Is notably not magnetic.
- Venom Axe: Magnetic Cave. Is magnetic!
- Defender: Giant of Babil.
- Yoichi Bow: Giant of Babil.
- Gungnir: Giant of Babil
- Thor Hammer: Mythril Mines
- Muramasa: Mythril Mines
- Blood Harp: Mythril Mines
- Triton Dagger: Mythril Mines
- Slasher: Mythril Mines.
- Apollo Harp: Lunar Passage
- Holy Lance: Lunar Passage
- Murasame: Lunar Passage


Anyway, I checked out class change. I was able to use the speedrunning method of grinding to get Paladin Cecil back up to speed, though I used MacGiants instead of D.Machines because Porom could one-shot them; the D.Machines are strangely not machines. This also levels up everyone but Tellah, should I change my mind on this party, since they'll get all that experience as well - unsplit!

Let's finish what we started. So you go to the moon and are welcomed by Golbez, who sics the Eight Archfiends on you. This was a fun fight, with most everyone able to do heavy damage to everything in it.

If you got rid of Kain, he automatically kills the Shadow Dragon here. Since I did not, I had to fight it, and blew it away extremely quickly (and got another Cursed Ring!). Then it's Golbez himself, who wasn't too difficult. His counterattacks and DarkHoly were painful, but nothing I couldn't manage.

What happens next varies depending on whether you class changed Cecil or not. If you did, you kill him for real. Zeromus shows up, explains this is really an asteroid you're on instead of a moon, and all the hatred including your own for Golbez summoned him. If you did not, Golbez does not die. He begs for mercy, explains he has awakened an evil spirit, and you send him to face whatever his fate may be in Mysidia. Also either way, you can't turn back, because this hack loves its "you can't go here" triggers. At least there's a shop at the entrance to the Lunar Subterrane.

Instead of being able to talk, the Moon Crystals simply say what they are: Time, Space, Matter, Energy, Infinity, Singularity, Spirit, Mind.

(I didn't finish the report, but did the hack. One big change: the Crystal Armor/Demon Armor, depending on whether you upgrade Cecil or not, is found from the Lunar Subterrane bosses. Zeromus is the same as usual except Paladin Golbez shows up to make him vulnerable if you don't change class, but there's something special for beating him with a solo Paladin Cecil: an extra dungeon where you find FuSoYa, who turns out to be Zemus, who turns out to have created Lavos from Chrono Trigger. Winning as solo Dark Knight, meanwhile, gives a New Game+. There's a Let's Play though if you want to read that)

Index
2024-11-22 02:52 am

FF4 Unprecedented Crisis Part 2

Last time, Cecil and company managed to reach Baron without their ship being attacked at sea. They defeated the fake, drowned king Cagnazzo in time to save Baigan, but due to an airship shortage, had to go through the Misty Mountains to reach Troia, defeated the blighted despot Scarmiglione on the way there. There, Golbez attacked and defeated them, only for Tellah to attack and defeat him. The old Sage survived the casting of Meteo, in this history.

So now what do we do? The hack gives no hint of this. Go to the Magnetic Cave and try to protect the crystal by hiding it there, similar to The After Years? Nope. We're not allowed into the Magnetic Cave, with the game pushing us back for no discernible reason open entry. Do we go to Mysidia and climb Mt. Ordeals to become a paladin? Nope, the latter is blocked by fire, and the former Cecil refuses to enter out of shame. Agart? Mythril Town? All you'll find there are places to shop.


No, instead you have to go to Eblan. Here, you meet up with Edge, and an out-of-character Rubicante. In this hack, he really did experiment on Edge's parents, instead of it being Lugae and Rubicante being disgusted with that. This is where the hack starts to diverge from "alternate history" into "reimagining", and this is the first of many questionable changes for the sake of being changed that some ROMhacks have a bad habit of doing. Luckily, I like ROMhack deconstruction about as much as alternate history, so here we go.


As for Edge himself, he lost his unique Ninja magic for Black Magic with an elemental focus, including Tornado which now does Wind damage. Due to the makeup of your team at the moment and the loss of Boomerangs as a weapon type, that's what he's most useful with in the now enemy-laden castle - though Tornado is the only useful one, since the only others are the level 1 elemental spells and Fire2. As a random note, don't quite understand how, but Ninja is coded in an interesting way to replace a Black Magic command set for him specifically.

There are still some trapped chests, but only lone Stalemen are in these, which Cid can shred. They guard various pieces of Flame equipment. Finally, the random encounters around the castle itself are a bit weaker, being from Troia's set instead of Eblan


Rubicante is in the basement. I equipped the Flame Shield and Flame Armor on Cecil and Cid respectively - they protect against fire in this hack instead of ice. The ones in the front row attack, Rydia summons Shiva if the cloak is open (2000+ of his 10000HP! Which is a bit less because of a death message) and Bomb if not, and Edge is pretty much an item bot.

I make use of a neat trick here: remember how in my Solo Rosa challenge, I mentioned that Rubicante will revive your whole party if you hit him with fire? It works that way in this hack too, and I took advantage of this when people went down. All in all, it wasn't a difficult fight. He's implied to retreat after being defeated.

############

I promised a hack that drastically went down the drain in quality, and so I shall deliver.


So beyond Rubicante is the Cave of the Eblan's living quarters floor. Yang leaves you in order to lead the armies of Eblan. The enemies in here are from the same part of the game as they would ordinarily be, and are a bit painful. Which makes you wonder why he replaced them on the overworld and not here. Nothing really of note in the shops, aside from Shruikens being 100GP apiece. I pick up a good stock of them for Edge's use.


So you go through, and then you end up in the enemy stronghold: the Tower of Zot. Which is somehow the Tower of Babil in this complete with the Babil music, but it has the same enemies as Zot. Enemies that are weaker than the ones in the cave leading there. Why he felt it necessary to do this fusion, I have no idea. Rydia learned Sylph during this excrusion, but the treasure really wasn't much to talk about.


The Magus Sisters weren't hard at all. They only got a chance to get off a single Delta Attack, between Cecil/Cid's attacks, Rydia's Bomb summon, and Edge throwing Shruikens, before Cindy kicked it. Sandy did throw out a Comet, but Mindy and her fell shortly thereafter.


In this hack, instead of there being mind control, Kain is just pretending to be loyal to Golbez. This bugs me in a bit of a weird way, though I'm not sure why


Barbariccia is up next. Somehow, Rosa tricked her into untying her, overpowered her, and tied her down in her place. Cecil fails to notice until he's untied Barbariccia, because I guess all blondes look the same, and so Kain teams up with us to take her down. She was an easy fight. In addition to Kain's jumping, Edge's throwing as in my solo challenge with him could pierce through and deal damage. Rydia's Sylph is Wind-elemental, and also worked to deal with her effectively.


Hey, stupid ROMhacker! When you write dialogue like this in an attempt at humor, get your facts straight! There's two moons in the sky in the world of FF4! Faulty dialogue - or more commonly, reference-laden, especially just for the sake of making a reference - is one of my biggest pet peeves with ROMhacks. In less crazy news, apparently the tower does leads to the moon, rather than summoning a giant robot or anything. But yeah, I was watching a friend play this before I got here, and my exact reaction was

[06/29][00:50:17] "The moon. As in, the one in the sky."
[06/29][00:50:30] bluntness aside, THERE'S TWO OF THEM :^)


All right, so we go back down. To the floor where you entered, there was a locked door. You can enter it with the Tower Key, and it leads to a Crystal Room. By the way, it's possible to encounter enemies from the second version of vanilla Babil in the brief walk between there and the crystal room. I got a preemptive here, so it wasn't that big a deal, though.


And suddenly, Rosa? This scene has some of the strangest original dialogue so far, not counting any forced references. Rosa goes around greeting everyone; kissing Cecil, saying hi to Cid who wants her to call him Grandpa for some reason, thanking Kain for being a spy, acting motherly to Rydia, meeting Edge, and generally acting cutesy. Also, I guess how she did it was she wooed Barbariccia into playing some hardcore BDSM but then ran off, the same Barbariccia who's implied to want Kain, but okay.

We get ready to go to the one and only moon by placing the Crystals on their respective altars, when suddenly, it's not working! What could be missing? Rydia guesses Heart, and I reach through the internet and strangle the ROMhacker for that stupid reference. Golbez reveals the second set of Crystals and the Underworld, and I guess in an act of being too demonstrative, drops us in a trapdoor to it. We somehow lose Rydia during this, ending up at the base of the Tower of Babil.


We can't go in there because Kain stops us, but we can go to the Dwarves' Castle, where Palom and Porom somehow ended up in after casting Warp on the ship earlier. The Dwarves offer them as help, and for once, the ROMhacker does something good with Cecil's reaction to them being Mysidian. Cid leaves us to help upgrade the tanks, and also a random airship lying around. It's red, and it's from the dwarves, so the twins come up with the name the Red Dwarf. So in the course of a few dungeons, our entire party save Cecil has been replaced.


So Porom is an interesting character. She can strangely equip Hammers now, and needs one to use her new ability, Bonk! It has a 25% chance each of casting Arise, Haste, Blink, or Esuna. While of questionable use, it's at least leagues better than the original Cry. Her defenses are still low, as is her attack multiplier, so this is more of a cute gimmick than something you can really rely on. They're also two handed, so you'll give up an armlet if you use it.

Palom has been given his Bluff command back, renamed Focus. Unlike his sister, he has nothing drastically special equipment-wise. So he has to do what Black Mages do best instead. Both of the twins suffer from Edge syndrome - they come at a much lower level than the rest of your party would normally be at.


With the Airship, you now you get a choice: the Feymarch, Bahamut's Lagoon (GET IT??? :D :D :D) - which replaces the Sylph Cave, or the Ice Mines - which replaces the Sealed Cave. This is where the game starts to get a bit more open-ended, ridiculously hard, and also quite hilarious in the wrong way. Each of these has a crystal, and props for actually giving them locations which vanilla and even The After Years is noticeably evasive on; they likely just ran out of time and never bothered to explain it. They house the Shadow, Holy, and Ice Crystals respectively, with the Dwarves' Castle having the Bolt one.

As for easily-accessible shopping, the castle doesn't have much of anything. Some of the stuff in Tomra is ridiculously expensive. I decide to skip out on most of it aside from grabbing some Ice Arrows for Rosa, due to a shortage of money and hoping I'll be getting even better stuff in the various dungeons.


Also, as it turns out, King Santos of Tomra is literally Santa Claus. Dwarves say Lali-Ho. He says Ho-ho-ho. Since when does Santa live in the geographical equivalent of Hell?!


I decide on the Feymarch first, to check out that last shopping locale. And it is brutal. You have no access to Float, and you're fully expected to cope with it by buying a billion healing items, soldiering through, and opening the menu every few steps over the damage tiles under penalty of having to run from random encounters. That are very capable of one-shotting some of your party members, because your equipment and levels aren't anywhere near what's practical for these enemies. Having to catch up the twins doesn't help this much, either...


I can cope, though. And the best part about coming here is, I get this thing from a trapped chest. The five Warriors in guarding it weren't a big deal, and fell to DarkWaves and Tornados. Here's Cecil's stats with it on. Though it has a penalty of -5 to every stat, it is extremely powerful and quite accurate.


Rydia takes Yang's role of being saved by the Sylphs, who have relocated here due to their cave being taken over by a reference. The boss, who attacks after you get the Shadow Crystal...


Not only is it a palette swap of Scarmiglione, it's the exact same fight! There's a bunch of Zombies, there's him in the back, he counters every time you hit him (with Stop), and he orders the goons to attack with RedFeast. Except they are way too powerful and leave my party completely crippled after just one of them. Apparently, these repeats may be in-part due to engine limitations making it difficult to insert new AI routines...but still.

I can't seem to kill him before he can get it off, and when I do kill him to stop those attacks, I still have to deal with the vicious Reapers. They have a ridiculous 6000HP, which Demi can at least cut into, but their physicals alone hit hard. So I have no choice but to turn back and leave Ciriatto for later.


The Lagoon's enemies are somewhat more manageable. Most interesting was a trapped chest with this guy in it. He actually was kinda like a mashup between FF1 Astos and his appearance in this game. He opened with a Fire2/Lit2/Ice2 combo, and would throw out Death and a party-wide Slow as part of his script. While I didn't have the equipment from later on in the cave that would deal insane damage to him, this wasn't too difficult an encounter. Each Shruiken throw did 1000 damage in particular.


The Avenger was the prize from the Wizard fight, but also in the same room of six was this thing. The Mystic Hammer was enough that Porom could actually do semirespectable damage when fighting in the front row. Specifically, it's extremely effective on mechs and mages - which included the ToadLady enemies and her TinyToads (speaking of, Cecil's and the twins' equipment helped stave off that and the Malboro's Breath). It can randomly silence on a hit, and gives a +15 to Wisdom and Will. The Rune Bow also was highly effective.


Completing a trifect was the Mage Masher, guarded by this ugly-looking thing. Flame Sword, Fire Arrows, and Fire2 took care of it quite handily.


A Rubicante palette swap who goes by Draghinazzo was the boss here. He even restores your health. He claims to be a prophet for Bahamut, but a slip of the tongue and we get to fight him.


He hits like a goddamned truck, but then again, so does Cecil with the Avenger. It seems the sword is Dark-elemental. Because of it, this one didn't last too long. He opened with Holy to flatten someone, then closed his cloak and used Blink. Had Edge and Palom attack to disperse it. His only other real move was a double physical combo concentrated on Porom. If I had Bio on Palom, this would've been a total stomp.

The Black Shirt and White Shirt were in the chests behind him. They were an interesting choice. The Angel Robes the twins had on do give +5 to Wisdom and Will (as well as Vitality), resisting Mute, Pig, and Toad. The others give +15 to their respective stat, and the White Robe resists the basic three elements. Seems situational.


I went to the Ice Mines next. It is literally the Ice Cave from FF1 in layout. Good creativity. The encounters here seem to be easiest of the trio, but their payout and the encounter rate are both low.


There was another Wizard-in-a-box here. It took 3184 from Edge, 2322 from Porom, then flopped over dead. The Chaos Blade was the reward from this, another Dark Swrod for Cecil, but the Blood Sword was coming out stronger even factoring in the stat drop.


Interestingly enough, the same Warp trick as would work in FF1 to get to your destination works here, though I explored the lower floors anyway. There was a huge cache of gold down there and an IceBrand.


Sheesh, now he's even recycling dialogue and circumstances on the palette swaps. Or making fun of himself/engine limitations.


The latest palette swap, Alichino, was a straightforward affair. His Ice3s hurt, but were not really lethal. When he raised the ice (with another stupid reference), he did throw up Reflect, but it didn't stop Cecil's Flamesword or the two Fire Arrows Rosa had on her, both of which could do over 1000 each. Despite getting owned by the Reflect, this one was a simple affair. And Palom and Porom find the real king alive and well in the ice after the battle.


Now for this guy proper. A couple of Yaguu Darkness and some extra attacks did indeed kill him before he could order the RedFeast brigade. I decided to get a few more levels beforehand, on seeing what was waiting when testing Bio for curiousity purposes later. And holy crap, Harm did not disappoint. Despite this, it was still better to do this than to save the Yaguus for later.


And naturally you fight undead Ciriatto too. He opens by telling you to hear the song of the fallen angel, uses Angel song on you, and reduces everyone to critical HP. Luckily, Porom had Cure3, but she was still my primary damage dealer with Harm, making this really awkward. Rosa's Holy Arrows did 1600. The first time, I got smacked by DarkWave and killed off from there. The second time, I prepared for it.


With a few Palom Focused Fire2s (for lack of anything better, he wasn't weak to it), thrown Shruiken or Edge attacks, and healing potions when needed, I got the kill. He had 16000 HP total.


So back to the Castle. I do a bit of inventory management, and unequip Rosa because she leaves. Cid upgraded the tanks, and even used the Bolt Crystal to generate an anti-Warp field. But then the Red Wings attack, Cid's fortification is put to the test, and Rosa leaves to help for some reason. Now, it's known that FF4 actually was indeed going to have two sets of archfiends. Calcabrina is one of the remnants of this, named after one of the Malebranche in Dante's Inferno much like the rest of them and the archfiends here. Is it finally time for its sort-of official promotion?!


Of course not! Meet Malacoda of the Thunder. She'll be able to bypass the electric barrier stopping Golbez from just Warping in and taking the Crystal. Now see? In-universe references are the kind of thing you should go with.


Meanwhile, we still do need to deal with those...that one doll. It's ridiculously easy. Palom's Bio and Porom's regular attacks could do over 2000 damage. It has 10000HP, and accomplished nothing significant before falling to pieces. It even had its HP run out.


Then Golbez shows up, beats us down in a cutscene because he's a cheater, takes the three Crystals we garthered, only to fall prey to his only other weakness besides Meteo: getting literally stabbed in the back by Kain! Malacoda shows up, and now we have to fight her.
.

As with the last three, this is the same deal as with her palette swap. She goes into a spin, Kain needs to Jump on her to get her out of it. This was really annoying at first, because she used Magnet to Stop him. She also hit Porom with it, which was dangerous and forced me to heal with HiPotions with everyone else, and Palom, who had been Focusing to power up his Ice2s while waiting on Kain. It seemed she had an Ice weakness.

I reset and got Kain a Blizzard Lance, but it didn't contribute anything other than heightened offense - his Thunder Spear was perfectly capable of hitting her due to a Wind weakness from her floating (weaknesses override absorption when it comes to physical hits). After a while of fighting, her 30000HP was all gone.


So status report? Golbez has 7/8 crystals, but it's useless without the last one we hold. Because Cid is an engineer and Rosa is a fucking badass and heavily damaged their airships with nothing more than her bow and sharpshooting skills, they get to lead the frontal assault on the tower. Meanwhile, everyone else will enter, using Kain's knowledge of the tower's layout, Edge's Ninja skills, Palom and Porom's magic, and Cecil's pretty face, and take back the rest of them!

Next | Index
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.

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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.

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