Game Review: Marie’s Room

Image result for marie's room

Hello everyone, I am the Baumeister, and welcome to my review of a game I picked up on Steam a couple of day’s ago: Marie’s Room.

So, I saw the game as I was browsing around on Steam, and after reading through the premise and some of the reviews, I felt like I should grab it. And after all, as of this moment, it’s free on Steam.  So, simple click of the mouse, and I had the game.

The gameplay is pretty simple.  You walk around with WASD, and holding the left mouse button while hovering over named objects allows you to examine them.  Simple as that.  The gameplay is all about exploration, similar to another game that I’ve played, Gone Home.  However, unlike Gone Home, in which you have the entire house to explore, we only have just the one room to explore.

Like Gone Home though, it’s more about the story than it is about the gameplay.  We’ve got Kelsie, was sent to retrieve Marie’s journal, and instead got warped back to the past.  Here, it’s all about filling out Marie’s journal through exploration.  Not everything will prompt a journal entry, and there are a couple of components that require exploration (including the final piece of the puzzle).

It’s a short game (I finished my first playthrough in roughly about 35 minutes), but its a well done story that I think that everyone should experience.  It ends on a relatively happy note, after doing the final reveal for the story.

If I haven’t said it enough already, go check it out.  You won’t be disappointed, unless you’re an action games kind of person who is looking for blazing guns and glory.  If you are, then this isn’t the game you’re looking for, move along.

Until next time, I am the Baumeister, and I have been, obediently yours.

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Baumeister Plays: Final Fantasy I: Part 13

Image result for Final Fantasy I

Hello everyone.  I am the Baumeister, and welcome back to another edition of my walkthrough of Final Fantasy I.  Last time, we found the Rat’s Tail, which helped our party power up to all new class types, as well as visiting a bunch of towns to find our next objective: find the faerie.  So, that’s where we’re heading now.

Onlak

Travel all the way back to the airship, and head north to the desert.  The desert is pretty short to cross, so head up towards the trees and enter the center of the little sand area that is separated off from the rest of the desert.

Desert Caravan

Head inside the tent, and talk to the Caravan Master.  He is selling a “Bottled Faerie” for 50000 gil.  Go ahead and buy it, and it will kick us out of the shop screen since the faerie is the only item he had for sale.  If we talk to him again, he will sell a “Potion”, “Antidote” and “Gold Needle”.  Since we got what we came here for, we need to head back to the airship and back to Gaia.

Gaia

Head back to the spring, which is east of the castle and follow the pathway until it splits, and head north.  Once there, head into our inventory and go into the “Key Items” pocket and use the “Bottled Faerie”. We release the faerie and she returns to the spring.  Talk to her, and she will thank you for releasing her from the bottle and give you some Oxyale from the bottom of the spring.  She will disappear for a second, and return with some Oxyale.  She tells us “From that water flows an endless supply of air.”  And when we go to examine the Oxyale, it says “Mysterious liquid that creates air.”  Well, it might help us go into the makeshift submarine to go underwater.  So let’s head back to Onlak.

Onlak

Talk to the girl with the submarine (stay to the southern part of town, and head all the way east until we get to a dock).  She will say that she has been waiting for warriors with Oxyale, and ask us to save the mermaids before floating away…ok then.  Anyway, once we are ready, interact with the barrel and take a ride.  We get a cutscene where we sink down to the bottom of the sea.

Sunken Shrine

We start out on the 3rd floor of the Sunken Shrine.  Head up through the pillars, and head left, then up until we find a door.  Go through the door and open the treasure chest inside to find 9900 gil (great way to start regaining gil so we can get those high power white mage spells).  Follow the pathway north to another door, which leads to an empty room, and a set of stairs in the far northwestern corner of the map.  We might come back here later, but for now, head east and go south.  There’s another staircase as soon as we head east, and another empty room.  As we head south, we come across another room with a treasure chest in it.  Open that up to find 2000 gil.  When we’re ready, head through the staircase on the east side.

As we are heading down through this part of the shrine, our team picked up another level.  Up to Lv 25!

  • Maksim
    • HP +7
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +5
    • Intelligence Up
  • Agata
    • HP +6
    • Strength Up
    • Intelligence Up
  • Kumar
    • HP +5
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up

We’re on the next floor, and from the stairs, head south from the staircase and head to the first crossroads (the room to the north is empty).  So head west from here, and go north around the room to find the door on the west side.  Open the one treasure chest in this room to find 20 gil.  Head north from here and head up to the next room, which contains a “Diamond Armor”.  Equip that to the Knight, and head back out of this room back to the junction.  Head west, then all the way south until we reach another room. Enter this room to find a “Light Axe”.  We can equip the Light Axe to Kumar, or we can keep it off of him and use it for the Dia2 spell.  Which we might as well do with those ghosts around.  Head out of this room, and go east.  When the path forks, take the north path to the room with a “Mage’s Staff” in it.  The Mage’s Staff contains a Fire2 effect, which will be perfect again for those pesky ghosts.  Head back to the fork and take the southern path this time going eastward.  There’s a room before the stairs that contains 12350 gil.  Head out of the room, and go down the stairs.

Next floor, and start by heading north into a room with three treasure chests.  Open the treasure chests to find 9000 gil, 1760 gil and a Diamond Armlet.  Equip that to our White Wizard, and head out of this room to the west.  The room to the west holds a mermaid, which talks about turning into bubbles if the light of the sea is lost.  Good to know.  Head north and talk to the mermaids in each of these rooms.  Keep going north and head west until we can turn south, and start checking through each of the rooms.  The first room we come across has three treasure chests containing “Diamond Helm”, “Diamond Gloves” and the Rosetta Stone.  That’s gonna come in handy! Equip the Knight with the Diamond Helm (the Protect Ring is just a little bit better than the Diamond Gloves), and head back through the pathway.  Enter the room across from the mermaid that is surprised about us being able to breathe and open the chest to find 2750 gil. Go south to talk to a mermaid asking us to restore light to the Crystal of Water, then head east to the next room to open the chest with 4150 gil.  Enter the room to the east of this one with a mermaid that says that we are on the top floor, and that the Kraken, which is guarding the Crystal of Water, is on the bottom floor.  In the next accessible room, there’s a mermaid that talks about someone entering the Tower of Mirage, and an “Antidote” in the chest.  South of the room with the mermaid that talks about the Kraken eating the power of the Crystal the longer it’s down there, we find a treasure chest with a “Diamond Shield” in it.  Head two rooms north to find a treasure chest with 5000 gil.  Head north from there to find a room with 10000 gil and 10 gil in them.  I think we’ve gotten all the treasure chests, either retrace our steps to get out of the cave, or use our warp spells to get out of the cave (Warp2 sends us all the way back out to the world map).  Either way, head back to the floor we first arrived at, and instead of taking the stairs in the east, head west and take the stairs we came to earlier.

When we get off the stairs, head west for a few tiles, then head north and keep heading north until we find another set of stairs.  This next room is short, so head through the next set of stairs.  Head east from this staircase, and head south.  The room that we are looping around has nothing in it, so head down the stairs.  On this floor, we are right in front of the door, so go through it and go through this room.  There are two treasure chests in this room, containing 110 gil and 450 gil.  Head through the door in the south, and down the stairs.

Head west from where we entered, and head south when we get to a junction.  Head over to the room on the east side of the next junction when we get there, and enter the room to find two treasure chests that contain 7690 gil and 8135 gil.  Head west from this room, and head north, then west at the next junction.  Follow this pathway until it turns south, and enter the room in front of us.  Open the treasure chests to find 5450 gil, “Giant’s Gloves” and 385 gil.  Giant’s Gloves are a great item, because they allow a user to cast “Saber” on the character that uses them.  Head back to the intersection and head north this time. Enter the room at the edge of this pathway to find a room with a treasure chest containing another Light Axe.  This time, we can equip it to whoever can use it, and move right along.  Head east of here and head into the next room containing four treasure chests.  Open them to find a “Ribbon”, 9900 gil, 7340 gil and 2750 gil.  Head around this room and head north, then west to the stairs.

As we pass through this area, we gain yet another level.

  • Maksim
    • HP +29
    • Strength Up
    • Agility Up
    • Endurance Up
  • Ans
    • HP +5
    • Strength Up
    • Agility Up
    • Endurance Up
  • Agata
    • HP +6
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Kumar
    • HP +5
    • Agility Up
    • Luck Up

Head all the way west from where we enter this area, and head north when the path forks.  Follow the pathway here until the path forks again, and head west (both rooms in this area are empty, explore if we are needing to grind for some gil or exp.  Walk down this pathway and head through the doorway at the end of it.  In this room, go north until there’s an opportunity to head west, then go south until we go through the door.  Follow the hallway until it comes to another room, and enter it.  Heal up and drop a save, then talk to the orb in front of the Crystal.  It’s amazed that we humans have made it this far, and is going to teach us our place.

Boss: Kraken

Alright, another one of the Fiends of Chaos.  Start off by using the Giant’s Gloves on the Knight, let the Ninja use the Gauntlets, Red Wizard cast Haste on the Knight, and the White Wizard can use Shield2.  The Knight can start attacking on his next turn, while the Ninja should just keep using the Gauntlets.  The Red Wizard should start doing some Bolt3 magic if he has any left to spare at this point, while the White Wizard should heal anyone who needs it.  If they need revived, let the White Wizard do so.  With the Knight doing 500+ points of damage after Haste and the Giant’s Gloves casting Saber, the Kraken should go down in no time at all.

Once the Kraken is defeated, the Crystal will regain its power, and we can leave through the portal on the other side of the room.  Do so, and we can get out of this cavern.  Head back into town, stock up, and heal up, and prepare to head back to the airship for our next destination.  We need to find Unne, who has to be in Lufenia, and so we’ll head there, next time.

Thank you for reading through this section.  Next time, we’ll head to Lufenia, and maybe do some side exploration to find the last Crystal and get one step closer to finishing this game.  Until next time, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 12

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Hello everyone.  I am the Baumeister, and welcome back to my walkthrough of Final Fantasy I.  When we last left off, we explored a little bit of the world, and found that we needed to complete a trial in order to prove our valor.  So, since we are still hovering over the Dragon Cave, let’s head northeast and see if we can’t find ourselves a Citadel. But before we go, we may want to go back to Gaia and pick up all the armor that our team can equip so we can stand a chance against the new batch of enemies here.

Citadel of Trials Overworld

There’s a small strip of grass that we can land on near the sea on the northwestern peninsula of this land mass.  Head northeast from the airship, and follow the way around.  The path is pretty linear, going northeast at first, then south and west.  Keep going west until we reach the river, in which we can use our canoe to cross it and continue on.  Eventually we’ll end up right in front of this castle looking building.  Heal up and save before we head on inside.

Citadel of Trials

Head up the pathway until we meet up with a Dwarf.  Talk to him, and he requests to see the Crown (that we happened to have obtained a very long time ago). He teleports away after saying something about sitting on a throne to see if we have the courage to do so…or something along those lines.  Anyway, head through the door in the northwest corner, and walk to the throne…and it teleports us away.

We are in a small room now, so head south and walk through the teleporter.  It takes us to the area directly above it.  use the next teleporter to move to a room where there are two teleporters.  Going through the north teleporter takes us back to the starting portion of this section.  Head back to the room with two teleporters, and head through the southern one this time.  This one leads to the room directly south from here with one teleporter.  Head through that one and we are in a room in the southwest corner with two teleporters.  Head through the northern one that takes us back a few rooms.  Head back to this room, and take the southern teleporter this time.  Walk down the long hallway and enter the next teleporter that sends us into the northwestern room.  Take the western teleporter, and it sends us back several rooms.  So, when we get back to the next room, head through the eastern teleporter.  Head east from where it lands us, and go through the door.  Beware of the trapped tile, and open up the chest to get “Gauntlets” from the chest.  Now, these gauntlets are pretty awesome things.  We can use them to cast Bolt2 on enemies, which will be great for our Thief right now, who can only attack, so that’s perfect. Also, the item can be reused, which will be quite handy with other like items here.  Head through the teleporter directly south of the door, and get warped back again.  Head through the middle teleporter, and get taken back almost to the beginning.  The bottom teleporter sends us to the southeast corner with the stairs.

Head up the stairs, and we’re on the third floor.  Head north up the hallway through the door, and open the chest to find a “Healing Staff”.  This staff can be used in battle as an item to cast Heal on our party.  Which will be so very helpful (I miss having a multi-person healing spell).  Head west to the next open area to find three treasure chests, containing “Steel Gloves”, “Ice Brand” and “Ruby Armlet” in the treasure chests.  Head south to the next open room to find four treasure chests, with one of them empty.  Open the available treasure chests to find “Cottage”, 1455 gil and 7340 gil.  Head east, and open the chest here next to the throne to get the Rat’s Tail.  Weird item, but one of the dragons mentioned that the item that we need to prove our valor can be just about anything.  Head over to the throne to teleport out, but before we go anywhere, we get attacked by a Dragon Zombie.  Treat him like any other undead creature we have faced, and take the throne to teleport back to the first floor.  Head out of the Citadel, all the way back to the airship and fly back to the Dragon Cave.  Find the right hole and back down to Bahamut.

While we were on our way back to the airship, we gained another level!

  • Maksim
    • HP +31
    • Strength Up
    • Agility Up
    • Endurance Up
  • Ans
    • HP +5
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Agata
    • HP +6
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +5
    • Agility Up
    • Luck Up

When we get to Bahamut, approach him and he will exclaim that it has been eons since true heroes have approached him.  He congratulates us on getting the Rat’s Tail, and our party gets powered up.  Look at those sweet new duds! Now, nothing about our stats have changed yet.  But, we just gained a level up on our way back to these caves, so maybe the stats will increase more during a level up (right now, we’re only gaining one point per level up).  But, before we do anything else, we can start equipping characters with better weapons and armor.  Optimize our teams with the best equipment we can possibly give them, and fly off.  We need to equip some spells that we previously couldn’t do so, and equip those who previously couldn’t equip magic.  Once we’re all set, let’s head back to Gaia.

Gaia Town

As we shop around, we should also talk to the NPCs around town.  One of them in the south near the INN talks about a missing faerie.  Another NPC north of INN mentions that the spring in town contains Oxyale, but only faeries can collect it…and we’re missing a faerie.  Talk to the guy in the church courtyard, and he says that he sold a faerie to a traveling caravan.  But, where is this caravan? Maybe we should check out Hawksong to see if maybe, just maybe, they might know something.  As we fly over the land, we see that there’s a town that is wrapped up in a forest, but there’s nowhere to land that is even close enough to get to this town.  So fly to the north of this town to find a tile between the mountains and the forest that we can just barely land upon, and start heading south across this massive forest.  After we get past the lake, head east, then south again.  Keep following this land mass south until we finally reach the town.

Lufenia Town

Hey look, we’re in a new town.  And right off the bat…there’s a problem.  As soon as we talk to the first NPC, we realize that we can’t understand anyone in town.  And they all seem to be asking the same question: “Lu…pa…gamhi…dho?” Whatever that means.  Anyway, since we’re here, let’s see if there’s any shops in the area.

Head north up the pathway, and when it starts to branch out, head west to explore the area, which contains more NPCs that we can’t understand.  The eastern pathway is the same way.  So, there’s nothing here.  Great.  Alright, head back to the airship.  Make sure to keep our party healthy.  Return back to Gaia, and this time, let’s go west.  Head back towards the islands where we found the Dragon Cave, and find that there’s a town on the coast! But, again, there’s nowhere to land nearby.  There’s a tile we can land on that is southwest of the town, so land there and head northeast. Enter this unguarded town when we get there.

As we figure out where we’re supposed to go next, we gain another level! Still only gaining one point per level up though.

  • Maksim
    • HP +7
    • Strength Up
    • Endurance Up
    • Luck Up
  • Ans
    • HP +5
    • Strength Up
    • Agility Up
    • Luck Up
  • Agata
    • HP +26
    • Intelligence Up
    • Endurance Up
  • Kumar
    • HP +27
    • Strength Up
    • Endurance Up
    • Luck Up

Onlak Town

Follow the stone path until it branches, and head north to the Item Shop.

Onlak Town Item Shop

  • Potion: 60 gil (Restores a little HP)
  • Antidote: 75 gil (Cures Poison)
  • Tent: 250 gil (Restores a lot of HP to party.)
  • Cottage: 3000 gil (Restores party’s HP and MP.)
  • Gold Needle: 800 gil (Cures Stone.)

Head out of here, and head east past the church to the graveyard, then head south at this junction to the White Magic and Black Magic Shops.

Onlak Town White Magic Shop

  • NulMgc: Lv 7 Spell: 45000 gil (Reinforces protection against instant death. White Mage, Red Wizard and White Wizard can equp it.)
  • Heal3: Lv 7 Spell: 45000 gil (Restores 48-96 HP to all allies. White Mage and White Wizard can equip it.)

Onlak Town Black Magic Shop

  • Saber: Lv 7 Spell: 45000 gil (Raises own Attack +16, Accuracy +10. Black Wizard can equip it.)
  • Blind: Lv 7 Spell: 45000 gil (Blinds a foe. Black Mage and Black Wizard can equip it.)

Leave this area, and head west to the INN.  Heal up at the INN if we need it (300 gil a night, what a steal), and start talking to NPCs.  Right outside of the inn, we get mentions of the Sky People and a person named Unne who would talk about it, lamenting that he doesn’t have the Rosetta Stone (to be fair, IRL Rosetta Stone programs are expensive).  There’s also a sunken shrine around here somewhere with riches, and a stone slab (the Rosetta Stone maybe?). To the east of here, we’ve found another hint to this faerie holding caravan! It’s the Caravan master’s daughter.  It’s gone west to the desert, specifically the northern edge near a grove of trees.  That’s where we should head next after talking to some more NPCs.  There are a couple of mermaids here (talking about having legs). Head east past the magic shops to find a man named Koppe, who said he saw something shiny (that other people have been mentioning) land near the northern waterfall that he thinks was a robot.  We should head that way at some point.  Talk to the girl in front of the strange looking thing in the water, and find that it is a submarine that she made out of a barrel to save the mermaids.  But, she runs out of oxygen before reaching the shrine.  I feel like there’s something we need that we can get that can aid us along the way…but I wonder what that could be.  Hmmm…

Anyway, after talking with all of our NPCs, make sure that we’re all geared up and ready to head into the desert.  And that’s where I’ll leave up this time.  Thank you so much for reading this bulky portion of the walkthrough, where I made progress to start, and found our way to the next chunk of game.  Until next time, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 11

Image result for Final Fantasy I

Hello everyone. I am the Baumeister, and welcome back to my playthrough of Final Fantasy I.  We have just obtained the Airship, and are now free to explore the world.  So, let’s go ahead and fly around this world and explore!

Airship Exploration

So, first thing to do is head south! That sounds like a good direction to go.  Fly all the way across the sea until we get to a town that is completely isolated off from the rest of the world by mountains.  We are up in the far northeastern part of the map.  Land on one of the grassy tiles and head towards town.

Gaia Town

Welcome to Gaia.  Before we enter any shops, we have NPCs saying something about a town called Hawkwing, with their totally gibberish language.  The first building that we come to in town is the Black Magic Shop, though we aren’t able to buy anything in here yet.

Gaia Town Black Mage Shop

  • Ice3: Lv 7 Spell: 45000 gil (Inflicts 70-280 ice damage. Black Mage, Red Wizard and Black Wizard all can equip it.)
  • Break: Lv 7 Spell: 45000 gil (Petrifies a foe. Black Wizard can equip it.)

Leave here, and head next door to the White Mage Shop.

Gaia Town White Mage Shop

  • Cure4: Lv 7 Spell: 45000 gil (Fully restores HP. White Wizard can equip it.)
  • Dia 4: Lv 7 Spell: 45000 gil (Inflicts 80-320 damage on undead foes. White Wizard can equip it.)

Exit this shop and head to the INN.  It’s 500 gil a stay, which shouldn’t be a problem at this point in time with all of the areas that we can grind for gil.  Once we’ve rested up (or at least visited), head to the combination Weapon/Armor Shop.

Gaia Town Weapons Shop

  • Cat Claws: 65000 gil (22 ATK, no one can equip it.)

Gaia Town Armor Shop

  • Ruby Armlet: 50000 gil (24 DEF, everyone can equip it.)
  • Protect Ring: 20000 gil (8 DEF, everyone can equip it.)

Head to the west, and head north into a wooded area to find the Item Shop.

Gaia Town Item Shop

  • Tent: 250 gil (Restores a lot of HP to party.)
  • Cottage: 3000 gil (Restores party’s HP and MP.)
  • Potion: 60 gil (Restores a little HP.)
  • Antidote: 75 gil (Cures Poison.)

At the very north edge of town is the Church, but we don’t need it at this moment.  Go back to the first set of shops we came across, and go north when we see the witch character with the magic broom.  A little past that is a different set of White Magic and Black Magic Shops.

Gaia Town White Magic Shop

  • Holy: Lv 8 Spell: 60000 gil (Damages foes with divine light. White Wizard can equip it.)
  • NulAll: Lv 8 Spell: 60000 gil (Reduces all spell damage by 50%. White Wizard can equip it.)
  • Dispel: Lv. 8 Spell: 60000 gil (Obliterates a foe’s magical defenses.  White Wizard can equip it.)

Gaia Town Black Magic Shop

  • Stop: Lv 8 Spell: 60000 gil (Stops time for foes, immobilizing them. Black Wizard can equip it.)
  • Banish: Lv 8 Spell: 60000 gil (Sends foes to another dimension. Black Wizard can equip it.)
  • Doom: Lv 8 Spell: 60000 gil (Instantly kills a foe. Black Wizard can equip it.)

We won’t be able to use any of the Black Magic spells from the Lv 8 tier since the Red Wizard won’t be able to use any of them, but all of those from the White Magic shop will be fantastic once we gain the White Wizard ability.  Which, we should probably do, even though I have no idea on where we should go from there.  If we fly south, we can find a giant tower that we probably don’t want to go into yet.  Head west from this tower until we reach a set of islands, with a big hole in the ground.  Let’s head over to the hole and head inside.

Dragon’s Cave

This sounds like it’s a friendly place with the “Town” music playing. So, we must be safe? As a note, all of these directions are coming from the easternmost hole in the island chain.  So adjust if your entry to these caves is different than mine.  Anyway, there are two doors directly ahead of us that we can see. Enter either one of them and we’ll end up in the same room.  Open the three treasure chests to find 2750 gil, 2000 gil and 1455 gil.  The game must really want us to have money or something.  Dang.  Exit through either door, and head west to the next room.  In here are four treasure chests and a dragon!? It’s a friendly dragon at least, talking about those who are truly brave will return with proof of their courage.  Open the treasure chests in here to find 160 gil, 9500 gil, 2750 gil and 1520 gil.  Exit this room, and head out of the cave (going north just loops us around the first room).

After we get out of the cave, get back on the airship and head west to the next hole in the ground.  Which, for me, is northwest of the island I started at (it’s a little island with just an entrance to it). Head inside and talk to the dragon, and that’s all there is to do in this cave.  So head out of this one, board the airship again and head west.  Be very careful on this next island, as there is only one place to land on this next island, and a lot of the river foes that we dealt with in the last area are abundant here.  Head into the cave and go west when we enter.  Follow the hallway around into the room, where there’s a couple of dragons and three treasure chests.  Open the treasure chests to find 10 gil, a “Cottage” and 500 gil.  Head out either door, and back out of the cave.

Back to the airship we go, and north towards the next hole.  There are two holes on this next island, so we are going to go through the south hole. Go down the long passageway and go down the stairs.  Head through the door and go through the widening room.  We are in Bahamut’s, the King of Dragons, chambers.  Approach him, and learn that if we want to prove our valor, we need to bring back a token of it.  Whatever that means.  Not even sure where we’re supposed to go for that.  Head back out of this chamber, and go all the way outside and into the northern hole on this island.

There! We finally know where we have to go.  Talk with the second dragon we see in the hole we just entered, and he says this:

“We dragons have a tradition: To prove one’s courage, enter the Citadel of Trials in the northeast, and retrieve a token from within.”

So, let’s get through the rest of these caves before we head out. There’s nothing else in this cavern in terms of treasure chests, so head west to the last island.  Head through the door that we can see on screen, and open the chest that contains a “Tent”.  Head out of this room, and head south to find another room with another two treasure chests containing 575 gil and a “Gold Needle”.  Leave this cave, and head back to the airship.  Enter the ship, and get ready to head northeast.

That’s all I’ve got for you this time.  Thank you, as always, for reading this monstrosity of a walkthrough.  Come back and join us for the next installment, in which we are going to tackle this Citadel of Trials and earn our token of valor.  Until then, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 10

Image result for Final Fantasy I

Hello everyone.  I am the Baumeister, and welcome back to another edition of my walkthrough of Final Fantasy I.  Last time, we reclaimed the Fire Crystal from Marilith, and have returned back to Crystal Lake Town after stocking up on provisions.  Let’s go talk to the sages to see exactly where they recommend we go now.

Crescent Lake Town

Head back to the circle of Sages, but there’s no new information that can be gleaned from them.  Leave the circle and head towards the Weapon Shop, and talk to the blue-haired person near the wall.  He says he’s been looking for the Levistone for 10 years, and the cave to the north of town might have something to do with it (but won’t go or else his wife will go berserk).  So, leave town, and head back to the boat.  Head north to the next port, then follow the mountains south until we get to another river.  It’s time for another river crossing.  Follow the winding waterways first north, then west until we can travel southwards to another river landing.  Rest up after making landfall, and ready ourselves to head inside.

During the course of finding this cave, we gain another level up.

  • Maksim
    • HP +6
    • Strength Up
    • Endurance Up
    • Luck Up
  • Ans
    • HP +5
    • Agility Up
    • Intelligence Up
    • Endurance Up
  • Agata
    • HP +5
    • Intelligence Up
    • Endurance Up
  • Kumar
    • HP +24
    • Strength Up
    • Endurance Up
    • Luck Up

Ice Cavern

Once we are inside, head east from the stairs across this wide corridor.  Follow the linear pathway down until we reach a staircase.  There’s a pathway to the south from this staircase, but it’s blocked off by a bunch of ice crystals.  So, let’s head down the stairs and move on.

Downstairs, head west and south…or head south, then west.  It’s just one big pathway around a large center area.  Either way will lead us down to the next staircase.  Not much going on for this place yet.

This floor…has about three tiles of travel.  Head back towards the next staircase, which is heading upwards.  Follow the pathway around until we head into a room.  There are two treasure chests, and a shimmering object in between them.  There are some cracks in the floor that we should avoid as we try to get to the treasure chests.  Just really be careful when fighting the Dark Wizards.  They are extremely tough enemies that can wipe out our entire party, and are worse when they come in numbers.  However, they are only guarding the right treasure chest, which contains a  “Shirt”, so we can avoid them if we want (unless we want to be a completionist).  The treasure chest on the left hand side is a “Flame Sword”, which will come in handy here in this frozen cavern.  Once we’ve collected treasure chests, step on any of the cracked parts of the floor to fall down to the bottom.

We find ourselves in a room after we’ve fallen, so head out the door into the cavern.  There’s a door off to our left, but the only way over to it is crossing those crystalline spikes.  So, let’s cross them (taking a point of damage per tile), and head through the door.  There are two treasure chests in here to open, which are guarded by a White Dragon.  Inside of them are a set of “Ice Armor” and “Mythril Gloves”.  Before we head back through the trapped tile, make sure that someone is equipped with the Ice Armor, then head on back through the spikes to the junction.  Head south, and take the right path when the spikes spread out.  Head all the way down to the bottom of this chamber to find another room with six treasure chests in it, which contain 7900 gil, 5454 gil, 180 gil, 12350 gil, 5000 gil and 9900 gil.  That’s a LOT of money, and I welcome it.  Leave this chamber, and head east, and north from the chamber to another staircase.

Head through the door directly above us, and head this room, picking up the treasure chests (“Potion” in the first room we come to and 10000 gil in the room to the south) along the way.  Head east after we pick up those chests, and head south to the doorway.  In this room, there are three treasure chests.  Open those up to get 9500 gil, a “Sleeping Bag” and an “Ice Shield”. Equip this to anyone who can use it, and move on down the hole (yes, there is a set of stairs in the northeast corner, but we’ll use those later).  We’re now in an area where we can reach the shimmering object. Drop down a save, just in case, and approach the object.  Meet the Evil Eye.  With the team as high as we are (Lv 21), we should be able to hit it hard and quick.  But, be careful just in case it goes faster than the rest of our team.   When it’s defeated, open up the chest and obtain the Levistone.  Fall down through any of the cracks in the floor, and head all the way back through the cavern to where we found the Ice Shield.  Head up the stairs, and look, we’re free! Now what? I’m sure someone in Crescent Lake should tell us where we’re going, right? Maybe the guy who told us about this cave in the first place.  Head back to the ship, and head back to the Crescent Lake Town to heal up and stock up.  Since no one’s dialogue has changed, it looks like we’re on our own from here. Head south from port, and go towards the mouth of the river.  We can enter rivers from the mouth thanks to our canoe, so do that and head towards the sand.

During the course of our travels to the desert, we gained yet another level!

  • Maksim
    • HP +30
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +5
    • Strength Up
    • Intelligence Up
  • Agata
    • HP +6
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Kumar
    • HP +4
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Endurance Up
    • Luck Up

When we get to the middle of the desert, go into our “Key Items” and use the Levistone.  A cutscene will happen where the sands will part and a great flying ship will arise out of the sands.  Behold! The airship! Able to travel over areas with the greatest of ease, we can now skip most random encounters.  Board the airship, and that’s where we will stop for this portion.

Thank you so much for reading through this part.  Next time, we can fly around the world and explore places that we aren’t able to get before now.  So, until then, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 9

Image result for Final Fantasy I

Hello everyone.  I am the Baumeister, and welcome back once again to my walkthrough of Final Fantasy I.  So, in the last edition, we finally cleared the Terra Cavern and restored power to the Earth Crystal.  Then, we got lost.  So, I had to look it up, and we had gone the completely wrong way.

Sea

So, when we last left off, we were up around a new area in the northeastern part of the map, and there didn’t seem to be a port in sight.  That’s because there wasn’t.  How are we supposed to get up there? Anyway, head all the way south, back to where were with Pravoca, but continue heading further south from there.  There’s going to port inset on a peninsula to the south of the last port we landed at, and lo and behold, we are in a brand new area.

Crescent Lake

Well, we’ve landed in a new area, with new and scarier looking enemies.  Follow the strip of land that we can walk on south than west.  It quickly opens up to a large wooded forest, and in the middle of it is a large lake that is shaped like a crescent.  Makes sense why the area is named the way it is.  There’s a town in the middle of it, so head around the lake to it’s opening and enter the town.

Crescent Lake Town

Welcome to Crescent Lake Town. The first building directly ahead of us is the INN, and we might as well take advantage of it since it’s right there.  It’s 200 gil a night to stay, but since it’s so easy to earn gil at this point, 200 gil is not a lot to worry about it. There’s also a Church here that will resurrect fallen party members for 400 gil. From there, head left to the Item Shop.

Crescent Lake Town Item Shop

  • Potion: 60 gil (Restores a little HP)
  • Antidote: 75 gil (Cures Poison)
  • Tent: 250 gil (Restores a lot of HP to party.)
  • Cottage: 3000 gil (Restores party’s HP and MP.)

Stock up on items and head north between the Item Shop and INN and head into the Armor Shop.

Crescent Lake Town Armor Shop

  • Mythril Mail: 7500 gil (18 DEF, Warrior and Red Mage can equip it.)
  • Mythril Shield: 2500 gil (8 DEF, Warrior can equip it.)
  • Buckler: 2500 gil (2 DEF, Warrior, Thief and Red Mage can equip it.)
  • Mythril Helm: 2500 gil (6 DEF, Warrior can equip it.)
  • Mythril Gloves: 2500 gil (6 DEF, Warrior can equip it.)

Buy the equipment that will best defend our characters, and exit the store.  Head north from here and enter the Weapon Shop.

Crescent Lake Town Weapon Shop

  • Mythril Knife: 800 gil (10 ATK, Warrior, Thief and Red Mage can equip it.)
  • Mythril Sword: 4000 gil (23 ATK, Warrior and Red Mage can equip it.)
  • Mythril Hammer: 2500 gil (12 ATK, Warrior and White Mage can equip it.)
  • Mythril Axe: 4500 gil (25 ATK, Warrior can equip it.)

Get the Mythril Axe to increase the Warrior’s damage output (which should be crazy strong at this point), and head back outside.  Cross the bridge to the east and enter the White Magic Shop.

Crescent Lake Town White Magic Shop

  • Stona: Lv 6 Spell: 20000 gil (Cures Stone. White Mage and White Wizard can equip it.)
  • Warp2: Lv 6 Spell: 20000 gil (Warps party out of dungeons. Red Wizard and White Wizard can equip it.)
  • Shld2: Lv. 6 Spell: 20000 gil (Raises party’s Defense by 12 points. White Mage, Red Wizard and White Wizard can equip it.)
  • Invis2: Lv. 6 Spell: 20000 gi (Raises party’s Evasion by 40 points. White Mage, Red Wizard and White Wizard can equip it.)

Buy which spells that we would like to have for now, and head out and next door to the Black Mage Shop.

Crescent Lake Town Black Magic Shop

  • Bolt3: Lv. 6 Spell: 20000 gil (Inflicts 60-240 lightning damage. Black Mage, Red Wizard and Black Wizard can equip it.)
  • Reaper: Lv. 6 Spell: 20000 gil (Instantly kills  foe. Black Mage and Black Wizard can equip it.)
  • Quake: Lv. 6 Spell: 20000 gil (Calls an earthquake to swallow foes. Black Mage and Black Wizard can equip it.)
  • Stun: Lv. 6 Spell: 20000 gil (Paralyzes a foe. Black Mage and Black Wizard can equip it.)

Right now, the Red Mage can’t buy anything.  So, head out of the shop and head around the buildings and go east through the small little forest.  Standing there are a bunch of old me in a circle.  Talk to the odd man out, who’s named Lukin.  He talks about prophecy and the path being set.  Going clockwise from him, each of these sages mention something a little bit more.  The sage that is standing at 7:00 states that there are four Fiends of Chaos seizing the four elemental forces.  Well, we’ve already cleared out one of them (if we consider the Lich to be a Fiend of Chaos).  Two up from him mentions that the four Fiends have gone to the four element’s altars.  Defeat the Fiend, place the Crystal on it, and the Crystal will regain it’s brilliance.  The one that is two characters to the right of Lukin mentions something very interesting.

“The Fire Fiend has long slept within Mount Gulg, a volcano west of this town.  But now awakens 200 years before prophecy foretold.  Destroy it before it destroys everything else!”

Right below him (the guy immediately to the right of Lukin) congratulates us on defeating the Earth Fiend and gives us a Canoe to go stop the Fiend of Chaos in Mount Gulg to stop the destruction! Now that we’re gotten stocked up on, and we’ve gotten a new method of transportation, let’s head out to Mount Gulg.  So, exit town, walk past the entrance of the lake, and head south until we end up on the water.  Follow the river westward.  Along the way, we find some new enemies (including the Ochu, a pain in the butt).  On the trek through the river, my team gained another level!

  • Agata
    • HP +26
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +5
    • Strength Up
    • Agility Up
    • Intelligence Up
  • Kumar
    • HP +29
    • Strength Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Maksim
    • HP +6
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up

Be very careful as we transverse this intricate system of waterways because there are a lot of very strong enemies that can wipe our entire party currently if we aren’t careful.  In the end, we need to be northwest of Crescent Lake.  The rivers will eventually lead us to a forested area surrounding a lake surrounding a volcano.  Make sure that we’re all healed up, and head inside.

Mt. Guig

Remember the game “The Floor is Lava” that we used to play as a kid, and has made a gigantic comeback in this world.  Well, we’re playing this game now.  Except we have to walk on the lava.  And it hurts.  ‘Cause there’s no way around it.  Anyway, head west across the lava (which deals 1 point of damage per step), and when we can exit the lava pool, head north and down the stairs.

On the second floor, the entire pathway is laced with lava, but there’s a door immediately to the north.  Head through it and go north.  When the opportunity presents itself, head west and open the treasure chest to get a “Mythril Helm”.  We’re finding quite a bit of these Mythril items, even though Maksim is the only one that equip them at this time.  Head south from here through this little winding bit of maze to get to a treasure chest that contains 1520 gil.  Man, this game really wants to make us rich, doesn’t it? Head back to the treasure chest that had the Mythril Helm in it, and back to the first pathway that we came up, then head north.  Head up through the opening in the wall and take the right path.  Open the treasure chest we come across to get 4150 gil.  Go back to the opening and west this time, and open this chest to find a Claymore.  As we head back towards the lava flow, we gained another level.

  • Agata
    • HP +5
    • Strength Up
    • Intelligence Up
    • Endurance Up
  • Maksim
    • HP +31
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Kumar
    • HP +27
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +5
    • Intelligence Up
    • Endurance Up
    • Luck Up

Head back to the chest with 4150 gil in it, and head north. When we have to turn, do so and head all the way down.  Follow the path to the pair of treasure chests.  Inside them are 795 gil and 750 gil.  Head south from here and follow the winding path until we get to a room with a vast amount of treasure chests in it.  Open them to gain a “Potion”, “Tent”, “Mythril Helm”, “Mythril Gloves”, 1760 gil, 1520 gil, 1975 gil, “Antidote”, 1455 gil, “Mythril Shield”, “Mythril Axe”, and “Potion”.  Head back the way we came to the dual gil chests at the top of map, and take the second southern path out of this area back to the lava.  Heal if we need to, and then head all the way to the left (don’t go through the door, it leads to a dead end), and head on down the stairs.

There’s a lot of lava down here, with very little safe spots.  So we need to make sure that our party stays healed as much as possible.  Head right across the lava and go down the stairs.  We’re on the next floor, and it looks to be entirely made of lava.  Head southeast across the lava to a pair of stairs that are going up? Head up them and we’re back on the third floor in a completely different area.  Head south, west, south and then west again until you reach another staircase.  Head down it to be back on the fourth floor.  Head through the door a few tiles from you to open chests that contain a “Gold Needle” and 2750 gil.  Leave this room and head south, then west into the next room.  This room contains a single treasure chest with 1760 gil.  Leave this room and continue heading west on this path to another room with five treasure chests! Open them to obtain an “Antidote”, 7340 gil, Flame Shield (gonna be super helpful in here!), Ice Brand (also super helpful!), and 880 gil.  Equip both of those to our Warrior, and head back to the pathway and head south this time.  Enter the room at the next junction, and open the chests to get 10 gil and 155 gil (cheap room).  Head east at this junction and follow the pathway to the next room which contains 2000 gil, “Cottage”, and an empty chest.  Remember that in this game, if we pick up an item in this chest, any other similar items that are not on the same screen will disappear.  Head back to the last junction and head south, than east until we get to another room.  Enter this room for a “Staff” and 1250 gil.  Head south here and down the stairs to the fifth floor.

As we explore this floor, we gain a level up to 20!

  • Maksim
    • HP +28
    • Strength Up
    • Agility Up
    • Endurance Up
  • Ans
    • HP +5
    • Strength Up
    • Luck Up
  • Agata
    • HP +26
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Kumar
    • HP +4
    • Agility Up
    • Luck Up

It’s like spokes on a wheel, but with some scary faces on them.  Start by heading south to find an empty room.  Head out of here, and head east when we get a chance. There’s a room here that has a treasure chest in it, but it’s empty now.  Head north from the junction and turn east when we can.  This room has another single treasure chest, and it’s empty as well. Go north again and head northeast when we hit the junction.  This room also has a chest with nothing in it.  Head west from here, but the next two rooms have absolutely nothing in them.  Head south from the northwest room, and this room actually has an openable treasure chest, which contains a Flame Mail.  Exit this room, and head south.  Heal up and make sure everyone is geared up.  Interact with the red orb to interrupt with Marilith’s slumber.  She wakes up, and we head into battle.

Boss: Marilith

Since Marilith is the ruler of fire, I think the first course of action would be to cast NulFire, and for good measure, Haste on the Warrior.  The Warrior, while equipped with the Ice Brand, should do a ton of damage.  I would also recommend using Shld2 to boost the entire team’s defense.  However, the poor Thief isn’t going to be any good here.  Keep attacking with him to give him something to do.  Otherwise, just keep attacking and healing until Marilith is finally defeated.  A scene happens where we power up the Fire Crystal, and celebrate.  That’s half of the Crystals down.  Head up to the teleporter so we can get the heck out of here.  Heal up as soon as we head outside, and head back towards Crescent Lake.  Rest up and stockpile anything that we’ve burned through in our travels in the volcano (that…was unintentional).

That’s where we’re going to leave off this time.  This is pretty lengthy, but we’ve made some major progress in the game.  Next time, we’ll figure out where we’re going next.  Until next time, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 8

Image result for Final Fantasy I

Hello everyone.  I am the Baumeister, and welcome back to my walkthrough of Final Fantasy I.  When we last left off, we had just gotten to the bottom of the Terra Cavern, only to find that there is a stone slab in our way, blocking our path.  We also found out that we needed to find a couple of caves.  One with a Titan in it, and another with a man in it named Sadda.  So, let’s go adventuring in more of Melmond, shall we?

Melmond

Well, we’ve already went south; north and east are blocked off by the sea; so it’s west we go.  Head all the west until we get to the coast, then head south down the coastline.  The cave is at the very bottom part of the accessible part of the map. Make sure we’re all healed up and head inside.

Titan’s Cave

Head north around all of the rocks and talk to the giant stone creature blocking our path.  He asks for the Star Ruby in exchange for getting out of our way.  Hand it over (and he’ll chomp it down) and walk off screen.  Thank goodness we didn’t have to fight him.  Once he’s done walking away, head south down the pathway and head into the room at the end of it.  Inside are four treasure chests containing “Mythril Helm”, 450 gil, 620 gil, and a “Great Axe”.  Make sure everyone’s equip with the best armor they can, and head on north to leave this cave.  We exit in a completely different area, so start going along the pathway until you get down to the cave, and enter it.

Sage’s Cave

Enter the cave, and start walking through it.  The first room we come across contains nothing (really. It’s just a bunch of pots.  It’s not like Legend of Zelda…we can’t pick up pots), but the second room contains Sadda, the man we’re looking for! Go up and talk to him.  He says that the Vampire was just a servant of the real evil blocking the power flow of the Earth Crystal.  He hands us the Earth Rod! That sounds like a very important, stone-shattering item.  So, let’s go back to the Terra Cavern and smash us some stone!

Terra Cavern Revisited

Alright, we’re back at the stone slab that was blocking our path.  Once we are right in front of the stone slab, we have to go into our Key Items pocket and use the Earth Rod.  There’ll be a couple of flashes and the stone slab will disappear, leaving behind a set of stairs.  Not long after we make it downstairs, we start gaining more level ups.

  • Agata
    • HP +25
    • Agility Up
    • Intelligence Up
    • Endurance Up
  • Ans
    • HP +24
    • Intelligence Up
    • Endurance Up
  • Kumar
    • HP +4
    • Strength Up
    • Agility Up
    • Luck Up
  • Maksim
    • HP +27
    • Strength Up
    • Agility Up
    • Endurance Up

Go down the stairs, and start heading north, including ignoring the branching pathway when we get there.  There’s a room that we can go in there with five(!) treasure chests! Open them up to find 1455 gil, 5450 gil, 1520 gil, “Staff” and 3400 gil.  Head back out of this room, and take the other pathway (the western one).  Head northwest along the many chambers until you find the exit.  But, before we head down those stairs, we need to head all the way south until we find a room with another grouping of treasure chests.  Open them up to find a “Tent”, 1250 gil and a “Mythril Shield”.  Head back to the stairs and go through them this time to the next floor.

Go up through the opening as soon as we come off the stairs.  Follow the path as it winds through this floor of the cavern.  Make sure that we are all healed up and ready to go before we walk through the door (since I’m using the Origins release, I used a Memo save.  Wouldn’t hurt).  Walk through the door and approach the orb.  Once you interact with the orb, it comes alive and becomes a large and menacing creature.  It is the force that is withholding the power of the earth, and will launch into battle.

Boss: Lich

I think this is the largest sprite for a boss fight that we’ve had to fight yet.  Anyway, let’s get a hurting on this guy.  He uses a lot of spells that can do some pretty good damage. I used Haste on Maksim to do some major damage, while I had the magic users do some damage with Fire and Dia.  After some heavy hits (the Rune Blade will help here since it hits hard against spellcaster class enemies), the Lich will go down.  After we defeat the Lich, we power up the Earth Crystal with our own (held by Maksim in this case), and celebrate for moving ever closer to our objective.  Head around the crystal to the glowing thing, and once we step on it, we are warped outside! Hooray for freedom! Head on back to Melmond and heal up.  But, what are we going to do next? I went back to the Sage’s Cave to talk to Sadda, to see if he has anything to say (after all, he’s the man who knows everything).  Well, that was pointless.  Maybe we should take to the open sea.  There’s still a lot of this world we have left to explore after all.

Hop back on our ship, and head south along the coastline.  Continue following the coast until there’s open ocean off to our left.  Cross the ocean that way until we find ourselves near a port in a mountainous region.  We’re back in Pravoca, but in this case, a completely different part of the region.  Follow the mountain path west and north, and we end up back in Pravoca Town.  Head back through the mountains to the ship, and head north, but stay close to land so we can find a port to set on to.  We’ll eventually come across a new area that is heavily wooded.  Follow the east coast of this land as it changes from forests to mountains.  There doesn’t see to be a port in sight.  I think I’m lost.

I’m going to end this here so I can look up where I need to go next and meet you back here next time.  Thank you for reading all of my ramblings this time around.  Until next time, I am the Baumeister, and I have been, obediently yours.