Let's Sperg Let's Sperg: Final Fantasy 1 - Vintage JPRG Autism

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
I know I have the Moekuri thread which has been utterly silent for months now, but I guess cute monster girls giving panty shots just isn't enough to get me to really sperg. No, for that, we need a good solid JRPG, something that can really get me to autistically rip it apart...ah-ha! Final Fantasy 1, specifically, the Origins re-release on PS1.

If we want to get my original autism, well, you'll have to wait for the Let's Sperg Pokemon Gold/Silver/Crystal for that.

8SFkeMv.png


I'm using ePSXe specifically so I can capture images. My capture program decided it likes the title bar.

The original Final Fantasy was released in December 1987, just in time for Christmas (literally, it came out on December 18th of that year, so a week before, how nice). The Origins re-release came out in 2002 in Japan, then 2003 everywhere else, and came bundled with the titantic pile of crap that is Final Fantasy 2. I'll be getting to that eventually. This first one allows for you to build a party how you like (in stark contrast to most future installments), and was built on the back of the Dungeons and Dragons tabletop RPG-that's right, the massive world-devouring series with legions of fans that'll argue endlessly on how big Sephiroth's dick is owes fucking everything to Gary Gygax's original magnum opus. Bust out that little factoid when someone's sperging about how great the series is, and let me know the reaction.

Speaking of Party Creation, you get 6 classes to choose from: Warrior (originally Fighter), Thief, Monk, Red Mage, White Mage, Black Mage. The best set up is the one that FF14 uses way on down the line for dungeons-One Tank, One healer, Two DPS. So this basically means you're getting a Warrior and a White Mage, don't even fucking argue, I don't care if you beat the game with one single Black Mage because if you did, you're even more of a sperg then I am.

So, what should your DPS choices be? That depends. Every class has good bits and bad bits, let's go over them now:

Monk: Pro: High damage and evasion. Better unarmed and unarmored, making him a cheap party member. Gets more attacks then he should. Con: Low defense because of the whole "unarmored" thing, meaning if he gets hit once, he is FUCKED.

Black Mage: Pro: EXPLOSIONS! Really, a bevvy of powerful spells to demolish any foe. Cons: Tied to his amount of remaining spell points, fewest options for arms and armor, as squishy as the Monk without the Evasion to dodge like Neo.

Thief: Pro: Incredible Luck stat, meaning enemies get fewer surprise attacks and you get more surprise attacks. Eventually turns into the Ninja and can then use a small selection of Black Magic, which is actually way better then it sounds. Cons: Lowest Damage output of the DPSes, and yes, squishy.

Red Mage: Pros: Does a little of everything, combining solid armor/weapon choices with a good selection of White and Black Magic. Cons: Does nothing well-magic selection caps out at level 7 and doesn't get all the spells the mages do, and can't use all the weapons and armor the Warrior can.

That all said, here's the party:

Urv5EFr.png


Warrior: Named Bruce because of my original plan to name everyone Bruce. I realized that was a stupid plan and would have gotten old, no matter how much you like Monty Python, by the time we get the ship.

Monk: Named @Jaimas because I want the Monk (and therefore, the party) to walk all over any resistance, and I figure someone that speedruns Salt and Sanctuary and visits horrible amounts of rape on enemy teams in Destiny is someone I want on my team.

White Mage: Named Tina because of a healer I made for a D&D group. Technically the White Mage is supposed to be Ambiguous Gender, but everyone thinks it's a chick-hell, I thought it was a chick, even after they class change to White Wizard...maybe Gandalf would be a better name, but I can't get that to fit in the 6 character limit.

Black Mage: It's me. Because I like explosions.

We're also playing on Easy Mode, where stuff is 10% cheaper, it costs 10% less XP to level up, the level cap is 99 instead of 50, and the mages get a shitload more spell points. It's because I want to actually beat this game in something resembling a decent amount of time (10 hours, even if you're fucking around and grinding for goddamn everything).

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We start off in front of Cornelia. Welcome to Cornelia. You actually have to walk on top of those comically small buildings to enter the town, like you're Godzilla rampaging through. At least a visit from the real Godzilla is better than a visit from the Godzilla of Tech Feminism.

Oh, and that thing to the south? It's a dock. We can use them when we have a ship. We don't have a ship yet. That's later.

W8VWzkl.png


As we enter Cornelia, our way back out is barred by a guard-he appears there automatically. There's a guard at every exit, and it's to make sure we actually talk to one before we leave-if we do, we're teleported to the King of Cornelia's throne room, with a cutscene playing urging us to head off on our first heroic quest. However, first things first, and the first thing is an activity both RPG protagonists and vapid blondes share the world over: SHOPPING!

location_cornelia_ff1.jpg


Every city-well, most cities-have a few standard amenities for our intrepid heroes. The first is the Inn and Rez Altar. The Inn lets us pay a flat fee to restore all our HP and MP, and is invaluable. Inns are also our only save points, and I can't remember if the world map lets us save or if we need a Sleeping Bag/Tent/Cottage first. The Rez Altar lets us pay to get resurrections done. Phoenix Down do not appear in this game, and yes, you have to pay for resurrection-not as ridiculous a price as 5,000 GP in diamonds like D&D demands, more on the lines of a few hundred.

There's also the weapon and armor shops. Standard fare. Magic shops are also divided into White Magic and Black Magic shopping. We'll get to those in a minute. Finally, there's the item shop, for potions and antidotes and anything you need. I recommend stocking up on Potions and saving healing magic for battles.

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Final Fantasy 1 has some weirdness for its first installment. Weapons have two stats: Attack and Accuracy (the ACC). Attack is simple-damage. Accuracy, however, not only determines hit rate, but also determines amount of hits. For every multiple of 32, you get an extra attack, meaning sometimes, it's better to go with a weaker weapon if it means getting an extra hit....BWAHAHAHA, I'm just kidding, every good weapon you find in the dungeons increases attack and accuracy by good amounts, so just strap your best shit to the Warrior and tell him to go beat people stupid. Unless you have a Red Mage or a Thief, you don't need to worry about the Attack/Accuracy split.

VabEAut.png


Armor increases Defense, but lowers Evasion-except for certain Armlets found late in the game. This includes shields, I believe. This is why the Monk is best without anything-even a shirt lowers Evasion by 2 for 1 point of Defense. Still useful to put on your Mages, though...anyway, like before, load down your Warrior. He can handle it.

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Now, Magic. Magic has 8 levels of White and Black, each level has 4 options, and everyone who can learn magic can only learn three per level. Also, they have a certain number of points per spell level, each casting of any spell at that level takes up a point. Points are restored by sleeping at an Inn or using a Cottage on the world map. Each level has a couple good ones, and usually one (or more) that suck. You can also see on the side who can learn that spell, with names being greyed out if that class can't learn it.

At level 1, the White Mage wants Cure 1 (the classic healing spell, based off Cure Light Wounds), Dia1 (a spell that fries the undead), and Shield1 (pick a dude and give him 8 points of Defense. Very nice). The White Mage can ignore the Blink spell, which raises her own Evasion by 80 points, and simply isn't as useful as the Shield spell.

The Black Mage wants Fire 1 and Bolt 1 (damage spells) and Sleep 1 (put all enemies to sleep). Focus1 is a bit useless-it lowers enemy evasion by 10, but accuracy is high enough and evasion is low enough that full on misses are not common in this installment. Sleep 1 won't get much use, but has some use.

Now that we're all kitted out, it's time to see the king.

C9RxXzW.png


To sum up the cutscene, and avoid hitting you with a heavy blast of exposition: There's a prophecy that when the world goes to shit, four warriors with crystals in hand will appear. The King begs us to save his daughter from the Knight Garland, who will knock us all down if we're not careful. If we do it, he'll rebuild the bridge to the north.

Swell guy, that king.

Our business in town is mostly concluded-I was one GP short to get Shield1, so it's time to grind. We gotta get to level 3 before we even think about the Temple of Elemental Evil Chaos where Garland is anyway. There's plenty of people to talk to, but they all just beg us to save Princess Sarah, so let's actually be heroic for a change.
 

Jaimas

YOUR PEACEFUL LIFE IS NO MORE!!
True & Honest Fan
kiwifarms.net
I know I have the Moekuri thread which has been utterly silent for months now, but I guess cute monster girls giving panty shots just isn't enough to get me to really sperg. No, for that, we need a good solid JRPG, something that can really get me to autistically rip it apart...ah-ha! Final Fantasy 1, specifically, the Origins re-release on PS1.

If we want to get my original autism, well, you'll have to wait for the Let's Sperg Pokemon Gold/Silver/Crystal for that.

8SFkeMv.png


I'm using ePSXe specifically so I can capture images. My capture program decided it likes the title bar.

The original Final Fantasy was released in December 1987, just in time for Christmas (literally, it came out on December 18th of that year, so a week before, how nice). The Origins re-release came out in 2002 in Japan, then 2003 everywhere else, and came bundled with the titantic pile of crap that is Final Fantasy 2. I'll be getting to that eventually. This first one allows for you to build a party how you like (in stark contrast to most future installments), and was built on the back of the Dungeons and Dragons tabletop RPG-that's right, the massive world-devouring series with legions of fans that'll argue endlessly on how big Sephiroth's dick is owes fucking everything to Gary Gygax's original magnum opus. Bust out that little factoid when someone's sperging about how great the series is, and let me know the reaction.

Speaking of Party Creation, you get 6 classes to choose from: Warrior (originally Fighter), Thief, Monk, Red Mage, White Mage, Black Mage. The best set up is the one that FF14 uses way on down the line for dungeons-One Tank, One healer, Two DPS. So this basically means you're getting a Warrior and a White Mage, don't even fucking argue, I don't care if you beat the game with one single Black Mage because if you did, you're even more of a sperg then I am.

So, what should your DPS choices be? That depends. Every class has good bits and bad bits, let's go over them now:

Monk: Pro: High damage and evasion. Better unarmed and unarmored, making him a cheap party member. Gets more attacks then he should. Con: Low defense because of the whole "unarmored" thing, meaning if he gets hit once, he is FUCKED.

Black Mage: Pro: EXPLOSIONS! Really, a bevvy of powerful spells to demolish any foe. Cons: Tied to his amount of remaining spell points, fewest options for arms and armor, as squishy as the Monk without the Evasion to dodge like Neo.

Thief: Pro: Incredible Luck stat, meaning enemies get fewer surprise attacks and you get more surprise attacks. Eventually turns into the Ninja and can then use a small selection of Black Magic, which is actually way better then it sounds. Cons: Lowest Damage output of the DPSes, and yes, squishy.

Red Mage: Pros: Does a little of everything, combining solid armor/weapon choices with a good selection of White and Black Magic. Cons: Does nothing well-magic selection caps out at level 7 and doesn't get all the spells the mages do, and can't use all the weapons and armor the Warrior can.

That all said, here's the party:

Urv5EFr.png


Warrior: Named Bruce because of my original plan to name everyone Bruce. I realized that was a stupid plan and would have gotten old, no matter how much you like Monty Python, by the time we get the ship.

Monk: Named @Jaimas because I want the Monk (and therefore, the party) to walk all over any resistance, and I figure someone that speedruns Salt and Sanctuary and visits horrible amounts of rape on enemy teams in Destiny is someone I want on my team.

White Mage: Named Tina because of a healer I made for a D&D group. Technically the White Mage is supposed to be Ambiguous Gender, but everyone thinks it's a chick-hell, I thought it was a chick, even after they class change to White Wizard...maybe Gandalf would be a better name, but I can't get that to fit in the 6 character limit.

Black Mage: It's me. Because I like explosions.

We're also playing on Easy Mode, where stuff is 10% cheaper, it costs 10% less XP to level up, the level cap is 99 instead of 50, and the mages get a shitload more spell points. It's because I want to actually beat this game in something resembling a decent amount of time (10 hours, even if you're fucking around and grinding for goddamn everything).

xn73E3n.png


We start off in front of Cornelia. Welcome to Cornelia. You actually have to walk on top of those comically small buildings to enter the town, like you're Godzilla rampaging through. At least a visit from the real Godzilla is better than a visit from the Godzilla of Tech Feminism.

Oh, and that thing to the south? It's a dock. We can use them when we have a ship. We don't have a ship yet. That's later.

W8VWzkl.png


As we enter Cornelia, our way back out is barred by a guard-he appears there automatically. There's a guard at every exit, and it's to make sure we actually talk to one before we leave-if we do, we're teleported to the King of Cornelia's throne room, with a cutscene playing urging us to head off on our first heroic quest. However, first things first, and the first thing is an activity both RPG protagonists and vapid blondes share the world over: SHOPPING!

location_cornelia_ff1.jpg


Every city-well, most cities-have a few standard amenities for our intrepid heroes. The first is the Inn and Rez Altar. The Inn lets us pay a flat fee to restore all our HP and MP, and is invaluable. Inns are also our only save points, and I can't remember if the world map lets us save or if we need a Sleeping Bag/Tent/Cottage first. The Rez Altar lets us pay to get resurrections done. Phoenix Down do not appear in this game, and yes, you have to pay for resurrection-not as ridiculous a price as 5,000 GP in diamonds like D&D demands, more on the lines of a few hundred.

There's also the weapon and armor shops. Standard fare. Magic shops are also divided into White Magic and Black Magic shopping. We'll get to those in a minute. Finally, there's the item shop, for potions and antidotes and anything you need. I recommend stocking up on Potions and saving healing magic for battles.

4IhVLsC.png


Final Fantasy 1 has some weirdness for its first installment. Weapons have two stats: Attack and Accuracy (the ACC). Attack is simple-damage. Accuracy, however, not only determines hit rate, but also determines amount of hits. For every multiple of 32, you get an extra attack, meaning sometimes, it's better to go with a weaker weapon if it means getting an extra hit....BWAHAHAHA, I'm just kidding, every good weapon you find in the dungeons increases attack and accuracy by good amounts, so just strap your best shit to the Warrior and tell him to go beat people stupid. Unless you have a Red Mage or a Thief, you don't need to worry about the Attack/Accuracy split.

VabEAut.png


Armor increases Defense, but lowers Evasion-except for certain Armlets found late in the game. This includes shields, I believe. This is why the Monk is best without anything-even a shirt lowers Evasion by 2 for 1 point of Defense. Still useful to put on your Mages, though...anyway, like before, load down your Warrior. He can handle it.

nNOFkyg.png


Now, Magic. Magic has 8 levels of White and Black, each level has 4 options, and everyone who can learn magic can only learn three per level. Also, they have a certain number of points per spell level, each casting of any spell at that level takes up a point. Points are restored by sleeping at an Inn or using a Cottage on the world map. Each level has a couple good ones, and usually one (or more) that suck. You can also see on the side who can learn that spell, with names being greyed out if that class can't learn it.

At level 1, the White Mage wants Cure 1 (the classic healing spell, based off Cure Light Wounds), Dia1 (a spell that fries the undead), and Shield1 (pick a dude and give him 8 points of Defense. Very nice). The White Mage can ignore the Blink spell, which raises her own Evasion by 80 points, and simply isn't as useful as the Shield spell.

The Black Mage wants Fire 1 and Bolt 1 (damage spells) and Sleep 1 (put all enemies to sleep). Focus1 is a bit useless-it lowers enemy evasion by 10, but accuracy is high enough and evasion is low enough that full on misses are not common in this installment. Sleep 1 won't get much use, but has some use.

Now that we're all kitted out, it's time to see the king.

C9RxXzW.png


To sum up the cutscene, and avoid hitting you with a heavy blast of exposition: There's a prophecy that when the world goes to shit, four warriors with crystals in hand will appear. The King begs us to save his daughter from the Knight Garland, who will knock us all down if we're not careful. If we do it, he'll rebuild the bridge to the north.

Swell guy, that king.

Our business in town is mostly concluded-I was one GP short to get Shield1, so it's time to grind. We gotta get to level 3 before we even think about the Temple of Elemental Evil Chaos where Garland is anyway. There's plenty of people to talk to, but they all just beg us to save Princess Sarah, so let's actually be heroic for a change.

I gladly accept the role of party FIST.

As it turns out, this is one of my favorite RPGs, and I've actually done a level 11 challenge in it (wherein you class change at level 11). To pull it off:

> Start off
> Buy weapons, 1-2 spells (good luck getting more)
> Go kill Garland
> Bonus: Optionally Get Longsword (saves money later!)
> Level 2
> Go to Pravoka
> Kill Pirates
> Get ship
> Optional: Stockpile attack items, curtains, using 15 puzzle
> Level 3
> Go to Elfheim
> Go to Marsh Cave
> Raid all treasure not nailed down that you don't need to fight for
> Gain one level
> Level 4
> Save before Piscodemon fight
> Fight the encounter with only 2 Piscos to minimize risk
> Level 5
> Get Crown
> Buy Silence and/or Temper at Pravoka or you're a dead motherfucker
> Go to Western Keep
> FUCKING SAVE
> Fight Astos
> Pray to the RNGods that he doesn't TPK your ass
> Level 7
> Get Crystal
> Return to Witch
> Get Herb
> Go to Elfheim
> Revive Prince
> Get Mystic Key
> Raid Elfheim Treasury
> Go to Temple of Fiends
> Steal magic weapons (you can still run from the battles usually)
> Go to Western Keep
> Steal treasure
> Go to Marsh Cave
> Steal everything you couldn't before
> Go to Corneria
> Raid Treasury for TNT
> Go to Dwarf Cave
> Raid cache for more items
> Give TNT to dwarfs
> Can now access outer sea
> If you didn't buy Diara and/or Fira, get 'em now
> Go to Melmond
> Go to Earth Cave
> Avoid temptation to use Corridor of Giants
> Kill Vampire
> Level 8
> Get Ruby
> Go back to Map
> Go to Titan's Tunnel
> Give Ruby
> Raid Treasury
> Use Tunnel
> Visit Sadda
> Get Rod
> Return to Earth Cave after healing up
> One way trip motherfuckers
> Save before fighting Lich
> Survival hinges on you getting Curtains/Nul spells up before Lich can party wipe your ass
> Luck out and win
> Level 9
> Earth Crystal Revived
> Go to fucking Crescent Lake
> Get Canoe
> Go to north continent
> Find the one river inlet you can actually use
> Visit Castle Ordeals
> Run from everything, for it will murder you
> Raid all treasure
> HELL YES ZEUS GAUNTLETS AND ICE SWORD
> Fight Zombie Dragon(s)
> Level 10
> Get Rat Tail
> Almost there
> Rest, recover, save
> Go to Ice Cave
> lol good luck
> Fight temptation to wander off beaten path for Frost Armor, Frost Shield, Flame Sword
> Save
> Fight Evil Eye
> Pray it doesn't murder your ass
> Level 11
> Get Levistone
> Get the fuck out of the Ice Cave
> Travel south to the desert
> Use Levistone
> Get Airship
> Take Airship to Cardia Islands
> Visit Bahamut
> Class Change time
> Enjoy being level 11 in your new class, maximizing stat growth
> Go back to Peninsula of Power or Corridor of Giants
> Level the fuck up
> Fuck up all the monsters that used to call you gay
 

Sable

DANGEROUSLY WAITING FOR MORE 2HUS
kiwifarms.net
Yeah, early level class change is fun- especially considering the later ones had the upgrades have better stat growths.

It's worse when you're OCD and no-one can have different XP.
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
YtqHzd8.png


Welcome to what will be our opponents for 90% of our grinding before we hit up the Temple of Chaos: Goblins! Because what good D&D adventure would be complete without them? After a quick fight with them, we're able to pick up enough gil to grab Shield 1, and also some Nunchaku for Jaimas-I forgot that the Monk takes a few levels to get going, so he gets to whack baddies with a stick for a while.

The fight system is easy enough: Attack is attack, Magic is "pick a spell and cast it", Items lets us use items. Equip lets us mess with our equipment in the middle of a fight, and Flee lets us try to run away-incidentally, a Thief's high Luck lets them run away a lot easier, and if one party member gets away, they all do. So if you feel like being a pussy, grab a Thief.

After we hit level 3 and get a good night's sleep, it's time to go beat Garland up.

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It's not a long walk, and eventually, we hit the Temple. It's crumbling, because of course it is.

If you want all the goodies, head to the left. There are treasure rooms on the left and right, but the ones on the right are locked, and we need a certain "key" item to get in there, eh he he he he...

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"That was so cheesy, I just shat Pepperjack."

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The Temple brings with it a host of new enemies, including our first round of undead. Most undead enemies have names that mark them as members of the shambling corpse brigade, so if you run into a big crowd of them (4 or more), hit 'em with Dia and watch 'em melt.

However, a string of bad luck in getting "Enemy Strikes First!" encounters ends with Jaimas facedown on the tiles, so Bruce lifts 'em over his shoulder and the party books it for town. *Sigh*.

70 gil later...ROUND 2!

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Oh for fuck's sake! I'm not even in the temple, you don't have to fuck me yet! These guys at least have a weakness to fire, so since my Black Mage shares my annoyance with this situation, they die fast and get us to level 4.

Anyway, treasure. We get a leather cap, which goes to our Warrior so he can survive long after everyone else drops. We also get a Potion and a Tent. Sleeping Bags/Tents/Cottages allow us to basically have a portable inn on the World Map, with varying degrees of effectiveness: Sleeping Bags get us some HP, Tents get us all of our HP, and Cottages get us the full treatment of HP and MP. And, they give us a free save.

So, because my party's been beaten up by all the encounters, we take a step outside to camp before fighting Garland. It has essentially been three days since the King asked us to save his daughter, she's probably already been sacrificed to a dark god by now.

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Oh, I guess she's fine. In fact, we interrupted Garland in the process of sacrificing her. Or ransoming her. He says he wants all of Cornelia's riches in exchange for her life, and that can really go either way.

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The Garland boss fight is pretty easy, with no gimmicks aside from the fact that he hits like a truck. He's got 106 HP, so come prepared for a fight. Tina should Shield herself immediately while Bruce and Jaimas pour on the damage, and Angelo should throw whichever he prefers of Bolt or Fire. Enough punishment, and bye-bye Garland.

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After the fight, Sarah takes us home. Apparently, killing a knight and saving a princess means we're totally the heroes of prophecy-I guess taken with the whole "holding the legendary crystals" thing means we just have to be badasses.

The King gets the bridge fixed, and Sarah gives us her Lute when we talk to her. Yeah, yeah, sure, you can laugh about it, but she mentions that Garland took it when he stole her away, so it makes sense to give it to a bunch of people who can kick a whole pile of monster ass if it's of interest to said monsters.

With that, Episode 1 of many comes to a close. Join us next time for: Blind Witches! Pirates! Sailing!
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
I'm afraid I'm not as hardcore as Jaimas himself is-though I can be plenty hardcore. Early class change sounds fun, though, I'll have to keep it on the back burner.

Also, is it better to do all those images as attachments instead of straight images on the page? I get the feeling that they're breaking because I'm posting so many that everyone's bandwidth is being raped.
 

Jaimas

YOUR PEACEFUL LIFE IS NO MORE!!
True & Honest Fan
kiwifarms.net
I'm afraid I'm not as hardcore as Jaimas himself is-though I can be plenty hardcore. Early class change sounds fun, though, I'll have to keep it on the back burner.

Also, is it better to do all those images as attachments instead of straight images on the page? I get the feeling that they're breaking because I'm posting so many that everyone's bandwidth is being raped.

It's not you, the entire subprocess that handles images is fucking up right now.
 

AnOminous

each malted milk ball might be their last
True & Honest Fan
Retired Staff
kiwifarms.net
It's not you, the entire subprocess that handles images is fucking up right now.

I'm pretty sure that's the proxy, and it seems to be handling imgur files particularly poorly. I fairly often use imgur for non-archive stuff in this forum because I don't really like uploading a shit-ton of high quality screen shots to the server for a thread a small number of people will read.
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
I'm double posting, but I forgot: Bonus Content, starting with Music!



This one is the original NES version, because I can't find/record the Origins version.



Some bosses use this theme, while other bosses use another one. I'll point out when we change.

latest


Original Concept Art depicting Garland! As we can see, the original concept (which appears to be a dark skinned abomination) differed greatly from the final product (a dude in heavy armor)
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
Welcome back, Kiwis.

As we leave Castle Cornelia, a short cutscene plays depicting the bridge being rebuilt-possibly so we know where it is, as if we didn't see it as we were walking around the city limits beating up goblins. Luckily, FF1 only has a scant few actual cutscenes, it won't be like some other entries in the series where you can't walk across a room without triggering a 3 minute video.

Looking at you, FF13.

Speaking of cutscenes, I may as well get this one out of the way now:


If the time setting doesn't work, skip to 5:24. Crossing the bridge triggers a little cutscene about the Warriors of Light and their destiny, which has shown up in every version. It does a good job setting us up for adventure and making us feel like we have a grand, heroic destiny and a long journey ahead.

Before we GET to that, however, march into Cornelia and stock up on potions right fragging now. There's a long journey to the next town ahead of us, and Tina's handful of Cure1 spells won't cut it. A Sleeping Bag also wouldn't go amiss.

After crossing the bridge, we take a brief detour north. Along the way, we get acquainted with some new thorns in our collective sides.

niAjMzD.png


We have Ogres (seen above) and Lizards. Each are incredibly fucking annoying. Orges have gigantic health pools (100, if I remember right), and deal lots of damage. Yes, that's right, directly after fighting Garland, we're dealing with multiples of him. The good news is their gil and XP rewards are damn good, making it worth it to stick out a fight-in fact, the fight above resulted in the party collection a shiny new level. Lizards have nearly as much HP, but not nearly as much in terms of rewards, and are best avoided unless you want every drop.

Our detour leads us to Matoya's Cave, a place we don't have to come to for a while, but it's good to know where it is. I think an NPC in Cornelia may talk about her-if not there, then in the next town.

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Matoya herself is looking for her Crystal Eye, which was apparently stolen by nefarious forces. Well, I suppose we may as well get it back-the item gets proper capitalization, so it must be important. While we're there, there's 2 potions and an antidote in some chests to the left. She won't mind if you rob her blind. Also, let's talk to the magical animated brooms.

KWHfCox.png


What he's saying is "Circle and Start", which is a hint to get us the World Map.

iUBTM5E.png


The World Map is strangely useful, as long as you can tell that the deep brown stuff is mountain ranges and therefore impassible. Now that we've gone north all the way, and we can't go any further west or south then we've already been, it's time to head East. I told you it was going to be a long trip.

If the party is hurting from Orges, or another new enemy-the Poison inflicting Cobras-feel free to head back to Cornelia for Rezzes and a stay in the Inn. As we head East, Poison inflicting enemies will become depressingly more common, so grab 5 or so Antidotes if you don't want that stuff killing off your party.

aJ6FWOF.png


Oh yeah, these guys. I forgot about them.

Crazy Horses can appear around Cornelia, and if you find one at Level 1, RUN AWAY! RUN AWAY! Seriously, these guys do not fuck around. They're rare around Cornelia, but have 64 HP and enough attack to put a level 1 Mage in serious trouble if not kill them outright. If you can kill them, however, they explode with loads of money and XP. Seems like every location has a "pinata" style enemy, though they tend to be tough...

With horses wrangled, Shrek's extended family murdered, and Lizards thoroughly avoided (I didn't run into a single one, in fact), we reach the port town of Pravoca. Some townsfolk mention trouble with pirates, but we don't care right now-we're shopping!

White Magic sucks at this level-Pravoca offers level 2 White and Black magic, but a lot of it is garbage. Lamp cures the "Darkness" ailment, better known as Blind, but so few enemies inflict it we're better off saving money. Buy it if you found a lot of Shrek's cousins to fleece 195 gil apiece out of, but otherwise, ignore. Silence seems useful, but most things it would be useful on (i.e. bosses) are going to flat out ignore it. Invis1 raises a target's Evasion by 40 points and is quite useful, it would be my second pick for this level. NulBolt, however, is the crowning jewel of this level of White Magic, as it cuts Lightning Damage in half for the entire party! It's only useful in a few places, but I'll be damned if half damage isn't a useful thing to pick up.

Black Magic gets two good ones. The useless ones are Fog (inflicts Darkness, anything it would be useful on is immune per the FF standard) and Slow1-normally, Slow is great, but in this game all it does is reduce the number of attacks an enemy gets per round, and anything dangerous enough to use Slow on is probably using spells or abilities to blow your party up instead (or, like before, is immune). The good ones are Ice1 (Blizzard, basically) and Steel (raises an ally's attack by 14 points, which is great). All spells at this level cost 250 gil each, so if you're hurting for cash, don't feel bad about leaving the Level 2 slots blank for your mages.

The weapon shop offers some sweet deals for our Warrior, but the good weapons (Broadsword or Battle Axe) are expensive, to the tune of 450 gil (500 in normal mode). We have better options coming up soon, but it might be worth it to grab a Broadsword, as the Warrior is close to getting his second attack.

The Armor shop is the real winner here. The Steel Plate is expensive as fuck (640/700) but totally worth it if you can afford it. The best part is the Leather Shield on offer for cheap, as well as Leather Gloves which all of our party members can wear. If you have a Monk, don't get him any gloves (as somehow, it makes him even less defensible then being naked), but get some for everyone else-every defense point counts!

With new gear in hand, it's time to go talk to the pirates. They're waiting patiently in the Northwest corner of the town.

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Jaimas: "Your name is fucking Bikke? How do you come up with a pirate name that is simultaneously retarded and makes you even less intimidating then your crew's whole compliment of pink bandanas?"

Bikke: "Hey, shut up! We sacked this whole town, what have you done?"

Angelo: "Well, we killed a dark knight..."

Bruce: "We killed Cecil?"

Angelo: "Wrong game, buddy. We also killed a ton of ogres while you guys were in here smoking cigarettes and eating all the pies."

Tina: "Hey, you guys wanna go out for some pie after we get rid of these pirates?"

Jaimas: "Pie sounds good, let's do that."

Bikke: "ARGH! Boys, kill them all and bring me that one's hat!"

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Well, this is a pickle. 9 dudes. It should be noted, the game uses the standard battle music for this fight, so even the game doesn't respect Bikke and his crew. But still, we've got so many enemies, how will we deal with them all?

Angelo: "You know, I've got one I saved up for this occasion..."

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After one round of combat, this is what the field looked like. Two pirates dead, five asleep. At least we know who to punch now. Sleep is broken after one hit, but unless that hit comes from the eternally weak Angelo, these guys will die in one shot-they only have 10 HP each.

Yes. You read that right. These guys are only marginally tougher then Goblins (who have 8 HP), and get beat out by the next toughest things, Goblin Guards at a respectable 16 HP. They can dish out some damage, but unless you're going for a low level run, you're not dying to these fuckers.

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Bikke is remarkably quick to fold after we kick his crew's ass-we don't even get a boss fight with him or anything. He just hands us the deed to his Ship, which is waiting for us outside. This is the fastest you ever get a ship, matched only by how quick you get the magical floating canoe in the sequel-and canoes can only go in certain kinds of water. We're limited instead by how open the world is-we're currently stuck in a land ring that makes getting to other places in the world difficult.

After the pirate battle, we have enough cash to get Angelo the Steel spell, and also get a night in the inn. I did promise Sailing in my last post, so here we are: Sailing!

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Join us next time for: Elf Village! Sea Monsters! Awesome Spells!
 

Jaimas

YOUR PEACEFUL LIFE IS NO MORE!!
True & Honest Fan
kiwifarms.net
I'm double posting, but I forgot: Bonus Content, starting with Music!



This one is the original NES version, because I can't find/record the Origins version.



Some bosses use this theme, while other bosses use another one. I'll point out when we change.

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Original Concept Art depicting Garland! As we can see, the original concept (which appears to be a dark skinned abomination) differed greatly from the final product (a dude in heavy armor)

Post-corruption, he looks like that under his armor. You can see more of it in Dissidia.
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
This was my first rpg. I played the first time though with my bestie. It still rocks imho

Agreed. There's a reason it's had so many re-releases, all it's missing is the Steam re-release and the circle of life will be complete. They basically said "let's throw fucking everything into a blender and throw it all at the player", where you can be dealing with a sunken shrine one minute and suddenly have to deal with robots in a flying castle the next. And it is glorious.

Anyway, since I'm here in between episodes and I have no life, I may as well talk about the 15 Puzzle that @Jaimas mentioned.

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What it is is a mother-cunting sliding puzzle. I loathe sliding puzzles. The only one I can stand is the one in RE because it's fucking piss-easy to figure out. Sliding puzzles killed my dog, sending me into a John Wick level rage against them. If all sliding puzzles were to disappear overnight, I would consider it a good start.

Exaggerations aside, the 15 Puzzle is accessed by holding down either X or O on the controller, then tapping the other button 55 times. It exists in nearly all versions of FF1 by using the "Select/Cancel" (so, either A/B and X/O) buttons to access it. You must be on your ship to play it, however.

Completing it gives varying rewards depending on time and version, however, we won't be playing it because I hate it. Luckily, it's entirely optional and doesn't need to be played to beat it, in fact, if you're a casual player, you probably don't even know that it exists.

That's all for this bonus episode, we now return to your regularly scheduled Final Fantasy.
 

Jaimas

YOUR PEACEFUL LIFE IS NO MORE!!
True & Honest Fan
kiwifarms.net
Agreed. There's a reason it's had so many re-releases, all it's missing is the Steam re-release and the circle of life will be complete. They basically said "let's throw fucking everything into a blender and throw it all at the player", where you can be dealing with a sunken shrine one minute and suddenly have to deal with robots in a flying castle the next. And it is glorious.

Anyway, since I'm here in between episodes and I have no life, I may as well talk about the 15 Puzzle that @Jaimas mentioned.

7IEmkkE.png


What it is is a mother-cunting sliding puzzle. I loathe sliding puzzles. The only one I can stand is the one in RE because it's fucking piss-easy to figure out. Sliding puzzles killed my dog, sending me into a John Wick level rage against them. If all sliding puzzles were to disappear overnight, I would consider it a good start.

Exaggerations aside, the 15 Puzzle is accessed by holding down either X or O on the controller, then tapping the other button 55 times. It exists in nearly all versions of FF1 by using the "Select/Cancel" (so, either A/B and X/O) buttons to access it. You must be on your ship to play it, however.

Completing it gives varying rewards depending on time and version, however, we won't be playing it because I hate it. Luckily, it's entirely optional and doesn't need to be played to beat it, in fact, if you're a casual player, you probably don't even know that it exists.

That's all for this bonus episode, we now return to your regularly scheduled Final Fantasy.

If you're playing a Level 11 challenge and lack a White Mage? That shit is our salvation.
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
When we last left off, we got a ship from some pirates who really weren't that tough. Onward, to new adventure!

Sailing works exactly like walking with a few differences: You sail on the big blue ocean and can't go on land, obviously. The ship can only dock at ports, which we've seen a few of so far. The ship can also technically dock when we go to use our Canoe, but that's far into the future. We still have random encounters, but with aquatic monsters instead!

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Back in Pravoca, there's an NPC that tells us of the elven town of Elfheim to the south. Well, it's our only lead, so that's where we've gone. This place also sells Level 3 AND Level 4 Magic, along with some sweet new weapons and armor. We're going to be here for a while, though, as everything we want is very, very, VERY expensive.

The weapon shop has a few good items, but the thing we care about is the Mithril Sword for Bruce. It's got awesome stats, has a cool blue slash for its animation, and costs a whooping 3200 gil. It's a Long-Term Goal.

The armor shop has Steel Plate like Pravoca did, as well as Copper Armlets. Armlets are the only "armor" our mages can wear, and offer solid protection for no evasion penalty. The Warrior gets better stuff, but at least our mages don't get royally ass-fucked like they usually do. The armor shop also offers helmets of the Leather (perfect for mages!) and Plain variety, as well as an Iron Shield.

Shields are funky in FF1, and also in 2. Shields have a chance of flat out stopping an attack in its tracks, causing a "miss" (or 0 Damage in FF2). The Warrior can use all the shields, making him a tanky tank that also enjoys some benefits of the "Evasion" tank by being able to no-sell the occasional attack. Red Mages and Thieves get a smaller shield later on, and Mages can put on a "protect cloak" found in end-game dungeons, so they can finally get on the no-sell train.

Now, Level 3 Magic. Black Magic comes first, because it's here we get our first AoE spells: Fire2 and Bolt2. These spells hit all of the enemies, for a good chunk of damage. We want Bolt2, so we can do a particular grinding strategy. The other two options are Bind, which causes Paralysis, and is useful in a later boss fight, or Focus2, which lowers enemy evasion and is (say it with me Kiwis) useless.

Level 3 White Magic FUCKING ROCKS! Let's see, we get Cure2 and Dia2, the evolutions of already sweet spells, as well as NulFire, which is NulBolt but with fire instead! Also, there's the Heal1 spell, which heals the whole party for a small amount-created before Square decided to let you adjust spells to hit one person or all of the persons. All are good, but we'll be skipping Heal1.

So now, Level 4 magic, starting with White this time. After the great showing at level 3, level 4 is a bit weaker. We get NulIce to round out our Null spell chain, I'm sure he's happy for that (we get one later called NulAll, which is sweet, but that's way the fuck at the end). We also have Esuna and Vox to cure Poison and Mute, respectively. Antidotes are better then wasting time in a fight with Esuna, and Vox only really matters to our Mages-including the one who, if Muted, can't cast it. Still, both of those are better then Fear, which attempts to drive enemies away in terror. It CAN work, but only on packs of monsters that are better suited to frying with your AoE Black Magic. By the way, each of these spells at level 4 cost 2500 gil, while level 3 magic only costs 1000 per spell, so if you feel like leaving Tina's spellbook blank, I don't blame you.

Black Magic, on the other hand, keeps getting hits. There's Ice2, the AoE Ice spell. Then, there's Sleep2, which targets only one enemy but has a higher chance to succeed, and Muddle, which confuses enemies. But the Holy Grail of level 4? HASTE, baby! Haste doubles the number of attacks an ally can pull off in a turn, which, you know, is just fucking sweet.

Haste is the major reason why the Ninja is so badass in the end game. Unlike the Knight, which can only learn White Magic up to level 3, and only a few at that (he can't get the sweet Dia spells), the Ninja can go up to level 4 Black Magic, and can learn ALL OF THEM. He is limited by his intelligence score in terms of how good it is...but Haste doesn't give a fuck how high your stats are, just that you have the points to cast it. Haste up a Knight, a Master, or a Ninja, and watch as everything melts before you.

So obviously, we're getting that. Oh, and some of the NPCs were moaning about how their Prince was in trouble, so I guess we'll go check him out...what, does he need rescuing from the Shrine of Discord or something?

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Actually, Legolas is in a coma, and we need to wake him up. But first, we need to level grind. Money grind, more specifically.

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The strategy is simple. Sail along the coast of Cornelia, as sea monsters typically appear in large packs, and Bolt2 any of them that are big enough. When Angelo runs out of MP, stay a night in Cornelia's Inn, and get back to sailing. The only group this doesn't work on is Privateers, the upgraded versions of our Pirate friends from last episode, but they only have 45 HP and can go down easily. There's also Sharks, that are the Orges of the sea and can appear alongside packs of Sahagins and other monsters, but can be easily put down with repeated attacks.

Buy everything you can back at Elfheim, then get ready for a very brutal dungeon. I recommend upgrading your Warrior's Armor and getting Copper Armlets if possible, getting the Mithril Sword, and trying to at least fill out your level 3 spellbooks. Haste is great, but can be ignored if you can't grind as much as I can. As a veteran of this entire series, baby, I can grind.
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
Well, I thought this installment might take a bit. Turns out Privateers give a ton of cash and getting 5 of them at once...multiple times...means that even the Mithril Sword is a cheap pickup.

3nRCwoH.png


When last we left off, our heroes were not nearly this badass. I believe I made it to Elfheim at level 5, but grinding out some new gear and spells managed to double their levels. At this point, Jaimas is now way better unarmed and unarmored, so feel free to sell any shirts or nunchaku he was using and leave him a walking shirtless scene.

Maybe that's why the Monk has such a high evasion. All the enemies are distracted by the sexy...let's move on before I come up with more images that can only be removed by a bullet.

Now, we can go to the mysterious empty castle in the Northwest, but the only person their asks us to retrieve the Crown from the Marsh Cave, so let's skip the trip and just go to the Cave. There's nothing blocking us from just going there, and we have a couple Sleeping Bags, so let's get going, boys and girls.

Getting to the Marsh Cave is a rough journey. One must go west from Elfheim till they hit mountains, north til they hit water, west again (slipping through a pass in the mountain ranges), and south until they find the cave.

(I'm told this is an updated version of the original music used for Marsh Cave/Dungeons, but I can't tell. If it doesn't jump to the Dungeon Theme, go down to the "Show More" section and click on the timestamp for "Dungeon". Can't do any better because I can't find the track on its own)

m5CqdEQ.png


Immediately, the path splits into two. There's some goodies on the North Path, so we're going there first, as the way down to B3 and the Crown is to the South.

B2 North has three rooms, one each in the Northeast, Northwest, and Southwest. We pick up about 1,300 gil, a Dagger (a good upgrade for the Black Mage, useless for almost anyone else except maybe a Thief-which I haven't played much with), and a Broadsword (great weapon if the Warrior doesn't have a Mythril Sword). Goodies grabbed, we head down to B2 South.

Before we go much further, allow me to educate you on some very annoying enemies that will appear in the below Spoiler, sorted by Angelo's patented "Increasing level of annoyance".

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Green Slime, as pictured above. These guys have shit for damage, but have an UNGODLY HIGH physical defense score. They're only annoying until you get fed up and throw the Black Mage's Fire2 at it, and find out that physical defense does not translate to magical defense. Only bosses get both of their defenses very high, so if one strategy doesn't work, try another. The Green Slimes also inflict Poison, so, hope you brought Esuna or an antidote! There's a palette swap version, the Grey Ooze (which is more blue, but whatever), that traded the high physical defense for high attack power and no weakness to Fire-they die to just being beat up, making the Slimes far more annoying when you have to use a precious 3rd level spell to kill them.

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Crawlers, pictured above, as well as some varieties of undead in this cave, can inflict Paralysis, which sucks to no end. They do no damage on their own, about 3-5 per hit, but are often paired with enemies that can take full advantage of your Paralysis to fuck your party in the ass, no lube. What's worse is if your party gets jumped by a bunch of paralysis inflicting enemies and goes first, meaning that you get to sit...and watch...as your party is whittled down to 0 hp...3 hp at a time.

Most other enemies in this cave are less annoying. The Shadows can inflict Darkness, and the Werewolves regenerate a tiny 3 HP every round, but for the most part, it's Crawlers, Oozes, and the "Zombie" type undead (the ones that stand upright and look fleshy, unlike most undead) that you have to worry about.

South Cave B2 has several rooms at the bottom of the map. These rooms are all FILTHY, FILTHY LIES. The one on the far right leads to the way down, the other three have empty-yes, EMPTY-treasure chests. Don't waste time, just head for the exit to B3.

Marsh Cave B3 is best described as a grid of 16 rooms, several empty, and some with treasure. You know, what happens when your DM gets lazy and just wants to do a loot fest ("you kick open the door and kill the goblin, now take his stuff"). Make the top left room "Room 1" and number them from left to right, top to bottom, and follow along with me:

Room 1: Has a Steel Plate. Future editions of this game would apparently replace the Steel Plate with a Phoenix Down-not Origins, Origins is hardcore and that's how we roll!

Room 4: Contains 295 gil.

Room 5: Contains a Copper Armlet, for those of you who passed them over in town, at least you can give one to your fragile, fragile healer.

Room 6: Contains a sweet Cottage, which is perfect for the next part of this episode.

Room 10: Contains the Crown, but see below and don't just walk up to the chest.

Room 11: Contains more gil.

Every other room is empty. "But wait, Angelo, what about rooms 13-16? Surely they're not all empty?" Well, they aren't, but we can't go there yet. Those rooms are locked, and we need the key item I mentioned WAYYYYYYYYYYYYYYYYYYYYYYYYYY back in the Temple of Chaos segment to open the doors.

So, why not just march up to the chest? Simple: Encounter Spot. Encounter spots are unique to FF1-sort of scripted encounters that occur when we step on a particular spot. In this case, we get Piscodemons.

A56hW25.png


These guys do not fuck around, and you shouldn't either. You can encounter anywhere from 2 to 4 of these bastards, so I rolled obscenely lucky. Heal everyone up as much as you can before stepping up to the chest. They resist just about everything you can throw at them, except Thunder-and even then, have enough Magic Defense that even that isn't a great option. Still, throwing Bolt2 at them while Jaimas and Bruce do their thing is enough to take them down-they only have 84 HP, less then the Sharks and Orges you've already fought. If you run into 4 of them, you're in trouble, but the same strategy works. You can always Haste up your Warrior if you really need to, if you grabbed it. Steel (the attack boosting spell) is also a good option. The Piscodemons offer a strong attack as their only form of damage, and while it's enough to knock Angelo down to half his HP, @Jaimas did 83 damage in one shot.

Yes, one HP shy of killing a fucker in one hit.

Once the battle is concluded, GET THE FUCKING CROWN FROM THE CHEST. Most other FF games have the monster jump you when you open the chest, not FF1. You still need to open the chest, and if you walk away, you have to fight the Piscodemons again. That makes the encounter spots different from the usual chest monsters-the fights are repeatable, for easy level/gil grinding if you find one too your liking. Anyway, get the crown, leave.

Once you get out of the cave, use your newly acquired Cottage to save your game and restore all your lost HP/MP. This lets us head straight for the Western Keep instead of making a long trek back to Elfheim to heal at the inn. Head to the Keep, and down a few potions before talking to the King.

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He turns out not to be on the level.

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Bruce: "Hang on dude, we just killed the things guarding that crown, and a whole host of other monsters too. My sword is died so many different colors from hitting a lot of baddies."

Astos: "But I have the Crystal Eye and the Crown!"

Angelo: "And what do they do together?"

Astos: "...uhhh...something...magical?"

Tina: "I think the Crown's just jewelry, and the Crystal Eye only helps if you're too blind for Lamp to help."

Astos: "Enough of this humiliation! DIE YOU WORMS!"

XOTaKcU.png


Astos is actually a pretty tough fight. He has 420 HP and plenty of attack, but that's not the worst of it. He comes packing all the tricks that Angelo's been enjoying-namely, a liberal use of Fire2 and Bolt2, as well as Slow2 and Sleep1 (both of which work way better on your party than any monsters). He also has Fog, which is less useful even against your party (as Darkness really only hurts Bruce and Jaimas). He's also got Haste if he decides to go more Battlemage on your asses, and to round out the pain, he also has Reaper.

What's Reaper? You know it better by the name given in future sequels: DEATH. That's right, this fucker can drop an instant death hit on you, and while it's likely going to miss, when it DOES hit, you've got problems.

The best strategy to deal with him is to have Tina crack out the Nul spells to reduce a lot of his offensive power, while Angelo Hastes up both Bruce and Jaimas. Bruce and Jaimas do their thing. If you spent some time actually getting all those spells/items, you should also be a bit over-leveled for this: Many walkthoughs suggest levels 8-9, while my party is at 12.

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High levels, however, won't save Jaimas from eating Reaper in round 2.

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Victory awards us the Crystal Eye. Hey, wasn't someone needing one of those?

Join us next time for: A chain of deals! A magical Key! Less "goddamnit, Jaimas!"! EXPLOSIONS!
 

Jaimas

YOUR PEACEFUL LIFE IS NO MORE!!
True & Honest Fan
kiwifarms.net
Well, I thought this installment might take a bit. Turns out Privateers give a ton of cash and getting 5 of them at once...multiple times...means that even the Mithril Sword is a cheap pickup.

3nRCwoH.png


When last we left off, our heroes were not nearly this badass. I believe I made it to Elfheim at level 5, but grinding out some new gear and spells managed to double their levels. At this point, Jaimas is now way better unarmed and unarmored, so feel free to sell any shirts or nunchaku he was using and leave him a walking shirtless scene.

Maybe that's why the Monk has such a high evasion. All the enemies are distracted by the sexy...let's move on before I come up with more images that can only be removed by a bullet.

Now, we can go to the mysterious empty castle in the Northwest, but the only person their asks us to retrieve the Crown from the Marsh Cave, so let's skip the trip and just go to the Cave. There's nothing blocking us from just going there, and we have a couple Sleeping Bags, so let's get going, boys and girls.

Getting to the Marsh Cave is a rough journey. One must go west from Elfheim till they hit mountains, north til they hit water, west again (slipping through a pass in the mountain ranges), and south until they find the cave.

(I'm told this is an updated version of the original music used for Marsh Cave/Dungeons, but I can't tell. If it doesn't jump to the Dungeon Theme, go down to the "Show More" section and click on the timestamp for "Dungeon". Can't do any better because I can't find the track on its own)

m5CqdEQ.png


Immediately, the path splits into two. There's some goodies on the North Path, so we're going there first, as the way down to B3 and the Crown is to the South.

B2 North has three rooms, one each in the Northeast, Northwest, and Southwest. We pick up about 1,300 gil, a Dagger (a good upgrade for the Black Mage, useless for almost anyone else except maybe a Thief-which I haven't played much with), and a Broadsword (great weapon if the Warrior doesn't have a Mythril Sword). Goodies grabbed, we head down to B2 South.

Before we go much further, allow me to educate you on some very annoying enemies that will appear in the below Spoiler, sorted by Angelo's patented "Increasing level of annoyance".

latest


Green Slime, as pictured above. These guys have shit for damage, but have an UNGODLY HIGH physical defense score. They're only annoying until you get fed up and throw the Black Mage's Fire2 at it, and find out that physical defense does not translate to magical defense. Only bosses get both of their defenses very high, so if one strategy doesn't work, try another. The Green Slimes also inflict Poison, so, hope you brought Esuna or an antidote! There's a palette swap version, the Grey Ooze (which is more blue, but whatever), that traded the high physical defense for high attack power and no weakness to Fire-they die to just being beat up, making the Slimes far more annoying when you have to use a precious 3rd level spell to kill them.

latest


Crawlers, pictured above, as well as some varieties of undead in this cave, can inflict Paralysis, which sucks to no end. They do no damage on their own, about 3-5 per hit, but are often paired with enemies that can take full advantage of your Paralysis to fuck your party in the ass, no lube. What's worse is if your party gets jumped by a bunch of paralysis inflicting enemies and goes first, meaning that you get to sit...and watch...as your party is whittled down to 0 hp...3 hp at a time.

Most other enemies in this cave are less annoying. The Shadows can inflict Darkness, and the Werewolves regenerate a tiny 3 HP every round, but for the most part, it's Crawlers, Oozes, and the "Zombie" type undead (the ones that stand upright and look fleshy, unlike most undead) that you have to worry about.

South Cave B2 has several rooms at the bottom of the map. These rooms are all FILTHY, FILTHY LIES. The one on the far right leads to the way down, the other three have empty-yes, EMPTY-treasure chests. Don't waste time, just head for the exit to B3.

Marsh Cave B3 is best described as a grid of 16 rooms, several empty, and some with treasure. You know, what happens when your DM gets lazy and just wants to do a loot fest ("you kick open the door and kill the goblin, now take his stuff"). Make the top left room "Room 1" and number them from left to right, top to bottom, and follow along with me:

Room 1: Has a Steel Plate. Future editions of this game would apparently replace the Steel Plate with a Phoenix Down-not Origins, Origins is hardcore and that's how we roll!

Room 4: Contains 295 gil.

Room 5: Contains a Copper Armlet, for those of you who passed them over in town, at least you can give one to your fragile, fragile healer.

Room 6: Contains a sweet Cottage, which is perfect for the next part of this episode.

Room 10: Contains the Crown, but see below and don't just walk up to the chest.

Room 11: Contains more gil.

Every other room is empty. "But wait, Angelo, what about rooms 13-16? Surely they're not all empty?" Well, they aren't, but we can't go there yet. Those rooms are locked, and we need the key item I mentioned WAYYYYYYYYYYYYYYYYYYYYYYYYYY back in the Temple of Chaos segment to open the doors.

So, why not just march up to the chest? Simple: Encounter Spot. Encounter spots are unique to FF1-sort of scripted encounters that occur when we step on a particular spot. In this case, we get Piscodemons.

A56hW25.png


These guys do not fuck around, and you shouldn't either. You can encounter anywhere from 2 to 4 of these bastards, so I rolled obscenely lucky. Heal everyone up as much as you can before stepping up to the chest. They resist just about everything you can throw at them, except Thunder-and even then, have enough Magic Defense that even that isn't a great option. Still, throwing Bolt2 at them while Jaimas and Bruce do their thing is enough to take them down-they only have 84 HP, less then the Sharks and Orges you've already fought. If you run into 4 of them, you're in trouble, but the same strategy works. You can always Haste up your Warrior if you really need to, if you grabbed it. Steel (the attack boosting spell) is also a good option. The Piscodemons offer a strong attack as their only form of damage, and while it's enough to knock Angelo down to half his HP, @Jaimas did 83 damage in one shot.

Yes, one HP shy of killing a fucker in one hit.

Once the battle is concluded, GET THE FUCKING CROWN FROM THE CHEST. Most other FF games have the monster jump you when you open the chest, not FF1. You still need to open the chest, and if you walk away, you have to fight the Piscodemons again. That makes the encounter spots different from the usual chest monsters-the fights are repeatable, for easy level/gil grinding if you find one too your liking. Anyway, get the crown, leave.

Once you get out of the cave, use your newly acquired Cottage to save your game and restore all your lost HP/MP. This lets us head straight for the Western Keep instead of making a long trek back to Elfheim to heal at the inn. Head to the Keep, and down a few potions before talking to the King.

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He turns out not to be on the level.

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Bruce: "Hang on dude, we just killed the things guarding that crown, and a whole host of other monsters too. My sword is died so many different colors from hitting a lot of baddies."

Astos: "But I have the Crystal Eye and the Crown!"

Angelo: "And what do they do together?"

Astos: "...uhhh...something...magical?"

Tina: "I think the Crown's just jewelry, and the Crystal Eye only helps if you're too blind for Lamp to help."

Astos: "Enough of this humiliation! DIE YOU WORMS!"

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Astos is actually a pretty tough fight. He has 420 HP and plenty of attack, but that's not the worst of it. He comes packing all the tricks that Angelo's been enjoying-namely, a liberal use of Fire2 and Bolt2, as well as Slow2 and Sleep1 (both of which work way better on your party than any monsters). He also has Fog, which is less useful even against your party (as Darkness really only hurts Bruce and Jaimas). He's also got Haste if he decides to go more Battlemage on your asses, and to round out the pain, he also has Reaper.

What's Reaper? You know it better by the name given in future sequels: DEATH. That's right, this fucker can drop an instant death hit on you, and while it's likely going to miss, when it DOES hit, you've got problems.

The best strategy to deal with him is to have Tina crack out the Nul spells to reduce a lot of his offensive power, while Angelo Hastes up both Bruce and Jaimas. Bruce and Jaimas do their thing. If you spent some time actually getting all those spells/items, you should also be a bit over-leveled for this: Many walkthoughs suggest levels 8-9, while my party is at 12.

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High levels, however, won't save Jaimas from eating Reaper in round 2.

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Victory awards us the Crystal Eye. Hey, wasn't someone needing one of those?

Join us next time for: A chain of deals! A magical Key! Less "goddamnit, Jaimas!"! EXPLOSIONS!

HEALING FIST HAS FAILED ME; BRUCE CARRY ME BACK TO THE CLINIC POST-HASTE

Also I'll confirm, same theme in Marsh Cave in all versions.
 

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
HEALING FIST HAS FAILED ME; BRUCE CARRY ME BACK TO THE CLINIC POST-HASTE

Also I'll confirm, same theme in Marsh Cave in all versions.

I've been getting insane strings of awful luck since starting this LP, I guess the universe knows I'm doing it for Kiwi Farms and wants to see me suffer for your guys' amusement. Really, only getting 2 Piscodemons was like, my one break. Seriously, if I could actually take video (ePSXe crashes when I launch OBS for some reason, so I can't do video), I would put together "The Incredible Botchamania!" and show you all just how often both sides miss-what I said in the OP about full misses being rare has been proven wrong. Because I taunted the universe.

Reaper/Death has a very low success chance, but today, it hit. Luckily, only about five monsters have it, and we just killed one of them. Most enemies that have it won't use it...oh fuck, Evil Eye's going to spam it at me now, isn't he?
 

Jaimas

YOUR PEACEFUL LIFE IS NO MORE!!
True & Honest Fan
kiwifarms.net
I've been getting insane strings of awful luck since starting this LP, I guess the universe knows I'm doing it for Kiwi Farms and wants to see me suffer for your guys' amusement. Really, only getting 2 Piscodemons was like, my one break. Seriously, if I could actually take video (ePSXe crashes when I launch OBS for some reason, so I can't do video), I would put together "The Incredible Botchamania!" and show you all just how often both sides miss-what I said in the OP about full misses being rare has been proven wrong. Because I taunted the universe.

Reaper/Death has a very low success chance, but today, it hit. Luckily, only about five monsters have it, and we just killed one of them. Most enemies that have it won't use it...oh fuck, Evil Eye's going to spam it at me now, isn't he?

Evil eye? Dude, you have Mindflayers in that dungeon.

There's actually about 15 enemies in the base game with instant death effects, counting bosses. Thankfully Rings of Protection grant immunity, as do Ribbons.
 
Last edited:

AngeloTheWizard

Bringer of amusing Let's Sperg threads
kiwifarms.net
Evil eye? Dude, you have Mindflayers in that dungeon.

There's actually about 15 enemies in the base game with instant death effects, counting bosses. Thankfully Rings of Protection grant immunity, as do Ribbons.

I'd say don't remind me of shit that comes later, but after some of the bullshit other games in the series pull, Mindflayers are cute and cuddly kittens. At least by then you have Level 5 Magic and the eternally useful Raise spell.

Anyway, welcome to the most tedious episode in this Let's Play. All that questing we've done so far? All of it was just a lead-up to a chain of deals. Oh yes. While not as infuriating as, say, the Biggoron Sword, it's still a lot of tedious sailing around. Here's how it goes, working backwards to our starting point:

1: You need the Nitro Powder from Castle Corneria, but the door's locked and you need the Mystic Key from the Elven Prince.

2: Legolas is asleep, so you need the Jolt Tonic from Matoya.

3: Matoya is blind without her Crystal Eye and can't help you til you get it back.

4: Astos has the Crystal Eye, but doesn't even tell us he has it until we get the Crown from the Marsh Cave.

5: To even get to Astos and the Cave, you need the Ship which you get in Pravoca.

6: To get to Pravoca, you need to rebuild the bridge and you do that by saving Princess Sarah.

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At least half of this chain has been done through good old fashioned adventuring, which mitigates the boredom of sailing around the world and occasionally pausing to let Jaimas feed the Sharks a knuckle sandwich.

Anyway, head north, back to Matoya's Cave. Your ship can somehow sail right underneath the bridge, and there's a small dock close to Matoya's little hideout, making the walk pretty short.

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Matoya is nice enough to give us a powerful potion: The Jolt Tonic, described as being able to wake anyone up. You see, FF1 doesn't subscribe to the idea that killing the one who lays a curse negates the curse, you still have to remove the curse. So, we have our next objective, return to Elfheim and hand the Tonic over.

Insert much sailing and tedious random encounters here.

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Add "we're just given awesome stuff" to the list of perks enjoyed by the Warriors of Light.

The Prince hands us the key now that he's awake. Where do we use this key? Basically everywhere! The major castles and dungeons we've visited up to this point all have doors that were locked, so now's our time to go and crack them open, and enjoy the sweet, sweet bounty of epic lootz!

Elfheim has a back room that can only be reached by staying outside the castle and hugging the right wall (right as in direction, not "good") until you reach the storeroom. It has a pair of Bronze Gloves, a Mithril Hammer, and some gil.

The Western Keep has a small room with three chests, all of which have annoying encounter spots with powerful undead types in front of them. Unlike in the Marsh Cave, you can easily go around and open them from the sides. There's a Falchion (a downgrade if you have Mithril Swords), a pair of Steel Gloves, and a Power Staff in the Western Keep. I will not make a "it's so bad" joke for the Power Staff, as it is kind of shitty, as are all weapons the Black Mage can use.

Back in the Marsh cave, only rooms 13, 14, and 16 have good stuff in them. Ignore room 15. Room 13 boasts a Silver Armlet, room 14 has a Mithril Knife, and room 16 has a pile of gil. ALL of it is guarded by a combination of Anacondas and Piscodemons, but since you've already kicked Astos's ass, these guys come easier. The chest in room 14 can be accessed from the right side without incurring the wrath of badass guards, in case you really don't want to fight-you pussy.

We are now done with the southern part of the land ring, and never have to return unless we want to teach Bruce Cure2 (hint: We do, but that's later).

We head to the Temple of Chaos next, as our ultimate goal is in Castle Corneria, so might as well take the detour first. The east corners house some good stuff, like the Rune Blade (slightly worse then the Mithril Sword but does more damage against spellcaster enemies), Werebane (same deal, but against enemies with 'Were' in the name), and a Gold Needle. The guards here are Gargoyles, which were slightly annoying random encounters back in the Marsh Cave, meaning it's nowhere near as tough as the Marsh Cave's extra goodies.

In Castle Corneria, we find: A bunch of crap weapons (including an extra Mithril Knife), armor you already got back in Elfheim, and...

r613NNZ.png


Nitro Powder, best described as "a Micheal Bay special".

There's one last place to visit. A blink-and-you-miss-'em NPC in the Elven Castle mentions a bunch of dwarves living to the west, and their cave is in fact on our World Map as West of Cornelia. Sail Northwest from Cornelia to find the closest dock, then walk to the south to find them.

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Just for funsies, the Dwarves won't care if we steal all their shit. You can come here before getting the Mystic Key and get these two chests, which have about a thousand gil between them, but you can't access the motherlode without the Key.

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What do we get WITH the key? A ton of awesome stuff. Highlights: A Grand Helm, the Wyrmkiller sword (the Rune Blade but with a bonus against dragons), and a set of Mithril Mail (less defense then steel plate, but not as much of an Evasion hit). Now that we've stolen everything that's not nailed down, let's deliver the Nitro.

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The results? Earth-shattering. Loud boos are heard from the audience

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Sailing west through the canal brings us to Melmond, and brings this episode to a close. Next time! Rotting earth! New Magic! Vampires!
 

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