First, remember that Adamantite? The first stop is to return to the cave where the dwarves were hanging out, and create the Excalibur sword. This weapon is the second strongest in the game and quite crucial to killing the final boss. I equipped it on my knight and swapped out the Defender sword.Sadly, my ninja was unable to equip the Defender sword.
The next step: stock up on 99 of every item, including Ethers, Phoenix Downs, and Hi-Potions. Not that the party needs them, but it's always good to be prepared. On a side note, the original game did not have any of these items. If you ran out of magic charges, the only solution was to go to sleep. If you wanted to heal, you could buy 99 potions. Except, you had to buy them one by one. The whole thing would take about 8 minutes. Smart people would tape down their A button and go grab a Coke.
Thirdly, buy new spells for the knight and ninja. Once upgraded, knights are allowed to use white magic and ninjas can learn black magic. It's not essential to learn the dinky healing spells. However, the ninja can learn the Temper spell, which is extremely useful against the rematch against the fiends. The spell increases the attack power of one target in combat, allowing the ninja to buff the party faster and let the black wizard focus solely on casting Haste.
Okay, now it's time to go to get Chaos.That strange black orb where you fought Garland at the beginning of the game? Turns out it's a passageway to the basement of the Temple of Chaos. Those random bats? Those are the transformed heroes who last confronted the fiends. The game is all about circles and rebirth. In that same spirit, the game ends where the heroes started.
On the lower level of the Temple, our heroes encountered a strange seal. True to RPG conventions, the most useless item in the game suddenly becomes the most important item. By playing the lute, the heroes break the seal and create a time warp into the past. Back then, the Temple was more pristine, and apparently 4x the current size.
Wandering the halls, our heroes fought Lich, Marilith, Kraken, and Tiamat again. Unlike the first encounter, there's no warning. Each of the bosses occupy a specific tile that the heroes can't help but step on. When they do, the battle begins. This phenomena was later referenced in Final Fantasy IX's Memoria.
Our heroes also found the legendary Masamune in a little corner. The cool thing about this sword (besides later becoming associated with Sephiroth) is that anyone in the party can equip it. I gave it to the white wizard since he's the only one with low attack power at this point.Past the four fiends, the heroes ran into Garland again. He explained that before he was killed, the fiends sent him into the past (now). Then, he sent the fiends into the future so they could send him back again. Hmm... I don't recall the four fiends sending Garland back in time at the beginning of the game. Oh well.
The final battle with Chaos was a lot longer than in the NES classic. He doesn't hit hard, but has more hit points and constantly recovers 9999 HP. Here's where the Masamune and Excalibur swords pay off. The way to defeat him is to deal so much damage to him that he can't heal enough to make up the damage.
The knight spammed Excalibur attacks, the ninja cast Temper, the white wizard cast NulAll and spammed Masamune, and the black wizard cast Haste and Flare.
After about 5 minutes, Chaos crumbled away.
Ending text scrolls. The credits scroll, including names of both the original team and the new team. Strangely, Hironobu Sakaguchi's name is absent. The warriors of light return home as heroes and promptly discover they have no domestic skills and cannot integrate into civil society. Just kidding. Seriously though, what are heroes supposed to do after their adventures?
THE END!
The trip to Leifin was short and sweet. But something felt off. Here was a technological advanced race living in a town that looked like paradise on earth. They wander to and fro in flashy white robes, the kind that only advanced 4D entities would dare wear (See: Star Ocean 3). But the live in a little town.
Either that or you'd have to invite them over and convince them to stay 6 hours in front of the TV as your party wanders aimlessly on the sky bridge.
Not so in the subsequent remakes. The window is now a giant orb a la Zordon's viewing globe that shows a short scene of four colored ribbons of light converging on a center point.
One thing I neglected to mention in my last Final Fantasy Flight entry is what an improvement the ninja class is over the thief. This guy can use all the cool weapons and armor previously limited to the warrior class, making him an much more agile version of the latter. This means the party now has two heavy hitters. With 'Haste' cast, most battles can be ended in one or two rounds.
There was no readily available landing area near Onrac, so I had to land near the desert and walk through the forest.
The party returned to Onrac and rode the barrel down into the Sunken Shrine. The first step was to travel to the very top of the shrine and meet the mermaids. They didn't mind that I stormed in and jacked their gil. Traveling northwest, the heroes acquired the Rosetta Stone. It's nice to see that the GBA translation found a more descriptive alternative than 'SLAB.' I'll have to visit Dr. Unne later to get the Rosetta Stone deciphered.
When we left off, our heroes defeated Lich, the fiend of Earth, and Marilith, the fiend of Fire. Two down, two to go.
Traveling back up the river and sailing south, the heroes used the levistone to revive the airship from the bottom of the desert. A small cutscene played, showing the sand literally splitting open and an airship (fully functional) rise up.
I recall that back in the NES version, I relied on these items quite a bit in the later parts of the game because potions were such a pain to accumulate.
Considering every little event in this game thus far has been jazzed up from the original, I expected fireworks and explosions when smashing the slab behind the vampire's throne room. Instead, the slab just kind of disappeared without even a message.
The monsters here was essentially taken from the previous dungeon. There were bands of trolls and some hill gigas encounters. I also encountered ankhegs, which reminded me of the other game I'm currently playing: Baldur's Gate.
I spent some time exploring the channels but in the end got tired of spamming thundara and headed to Gulg Volcano. Just as in the original, our heroes had to walk through pools of lava to get to the bottom floor. The first few floors revealed an awful truth to me: I had just wasted a lot of gil buying mythril equipment that I could have gotten for free. It also gave my fighter a great sword, which was designed to fell giants.
For a moment, I almost didn't get to play Final Fantasy on my flight. You see, my flight was slated to depart at 7:50p on a Friday, so I left work in a hurry and completely forgot to undock my laptop from the workstation. It wasn't until I reached the airport that I realized my backpack felt suspiciously light. With my flight a mere 50 minutes away, I called my girlfriend (who had just dropped me off at the airport) for help. Her kind soul braved the heat wave and tedium and drove all the way back to work, picked up my computer, and dropped it off to me outside Terminal A. I then dashed back through security and made it onto the plane just before they closed the doors.
Behind the vampire's room, our heroes noticed a slab and evil energy emanated from beneath it. Whatever was rotting the earth had not gone away with the death of the vampire. It was still waiting. Try as they might, the slab could not be moved.
I was on a plane next to a crying baby for six hours. It nearly negated the rest of the perks of flying Virgin America.
The Dwarves' Mine has a different name now. It's called Mt. Drurugarsomethingorother. They all have weird Colonial American/Scottish accents. The blacksmith is still there, and he's still demanding adamantium to make the legendary sword, but he's now a blacksmyth. Go fig.
Even back in the NES version, Melmond was a sad, dreary place. Sure, there wasn't much variation in the palette. But the gravestones and NPC conversations let you know that it was time to crap your pants because a vampire was running around killing the villagers. Plus, there was no "clinic," and therefore no way to revive characters without going back to Cornelia or Elfheim.
So I'm in New York this week to visit a client. Of course, this means more time at the airport playing Final Fantasy.
I traveled to the Western Keep to speak with the king. The place was in ruins. He told me that Astos caused the downfall of his kingdom and that he needed a crown to restore his kingdom.
Back at the Western Keep, I healed the entire party, saved the game, and gave the king the crown. Of course, he turned out to be Astos in disguise all along. Ho ho! Classic Final Fantasy twist!
Well, I was dropped off at Ontario Airport an hour before my flight, so that gave me plenty of time to continue the quest to "restore grace" to the crystals.
The possessed brooms were still sweeping the cave, but instead of talking backwards, they now say stupid things like "swish-swish-shisheroo!" Talk about unnecessary.
I live in Silicon Valley and work in the advertising field for a moderate/large internet company. However, my family lives in Southern California. Every so often, I fly out to visit them and use the weekend to drive to Los Angeles and see my orthodontist.
Anyway, I spent the next 20 minutes wandering around Cornelia, grinding on the imps (now called Goblins). Then, I moved my way up to Chaos' Shrine and passed by the Earthgift Shrine, one of the new bonus dungeons in the GBA version. There was a statue of Lich, which is quite the spoiler. But hey, the creators probably didn't care because they assumed everyone who would buy this game already played it before. Insert snide remark about Square Enix rehashing Final Fantasy games to fund its Dragon Quest endeavors.