Baumeister Plays: Final Fantasy I: Part 7

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Hello everyone.  I am the Baumeister.  Welcome back to my playthrough of Final Fantasy I.  Last time, we got a key, blew up a small chunk of land and arrived in a new area of the map to explore and save.  We are on our way south to the Devil’s Tail and the Terra Cavern.  Let’s go!

Melmond

So, before we get anywhere, before I started this section of the game, I went back to the Western Keep and grinded out for some gil.  When 5 Wraiths and Mummies pop out 1000 gil plus after defeat, it was too tempting an idea to grind for gil to get some of those level 5 magic spells (that Life1 FTW).  And with the grinding for gil, we got a level for everyone out of the deal (and almost got a second level before I decided that I needed to go to bed).  So, here are the levels that I got while making some money killing Mummies and Wraiths.

  • Agata
    • HP +29
    • Strength Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +25
    • Strength Up
    • Agility Up
    • Luck Up
  • Kumar
    • HP +3
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up
  • Maksim
    • HP +5
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up

I believe this is the first level up that Maksim didn’t get a double digit HP up.  Which is fine.  He’s a freaking tank that blows everyone else out of the water and is terribly OP (though, don’t nerf.  We need him since he’s the walking destroyer).  Anyway, let’s head south towards the Devil’s Tail.  So, leave town and start heading south-southwest.  Heading directly south just takes us to the coast, and won’t get us anywhere.  Along the way, we’re going to gain another level (considering I stopped with 30 EXP left for Agata before bed).

  • Agata
    • HP +4
    • Strength Up
    • Intelligence Up
    • Endurance Up
  • Ans
    • HP +28
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +24
    • Strength Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Maksim
    • HP +27
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up

A good thing to note is that enemies are starting to pack status ailment inflicting attacks.  Sleep, Blind, Paralyze and Poison (which we have been dealing with since at least the Western Keep if not further back).  As we cross down over this little strip of land, we arrive in the Terra Cavern area.

Terra Cavern

Man, there are a lot of mountains around here, aren’t there? Head east around the mountains, and then south to find the entrance to the cave.  Make sure we rest up and save before we head inside.

There are so many different paths to take here, so let’s start by heading north.  Enemy encounters seem to come quickly, and like with a lot of other enemies around the outside of the cavern, are out-speeding our team.  Go up and around to find a room with a treasure chest.  Open the chest to find 1975 gil.  That’s a good chuck of change…the most I’ve seen yet in a treasure chest.  Leave the room, and head back to the stairs.  Head west…only to loop around with nothing good but enemies, and some of these enemies hit pretty hard.  And there are a LOT of enemies as we round the corner.  Like, every tile for several steps.  Once we finally make it around this corner (and most likely out so we can go heal after all of those monsters), head directly south from the stairs…but that rapidly leads to a dead end. Turn around and head southeast.  When the path forks, take the westernmost path and go all the way to the bottom.  There’s a room down at the bottom with a couple of treasure chests in it.  Open the treasure chests to find a “Potion” and 880 gil.  Just be careful of the tile right in front of the right treasure chest, it’s trapped with an enemy encounter.  As we head back to the exit, we’re gained another level.

  • Agata
    • HP +29
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +24
    • Strength Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +3
    • Agility Up
    • Endurance Up
    • Luck Up
  • Maksim
    • HP +27
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Endurance Up
    • Luck Up

Head back to the junction, and head to the right this time.  There’s another room at the bottom of this pathway with a couple of treasure chests.  In them are 795 gil and an “Antidote”.  Head up back the pathway and head east.  At the end of the pathway, there is a staircase that we should go down.

We are on the second floor now.  For now, we are going to stay along the northern portion of this floor.  Going along the northernmost path leads to a dead end, so let’s backtrack to the first available opening, and head south, then east.  Continuing following the pathway until we reach a rather large room with three treasure chests.  Don’t forget about the trapped tiles as we open the chests for a “Coral Sword”, a “Tent” and 330 gil.  Return back to the nearest intersection, and head south, then west, and then south again.  Continue going all the way south until we get to another cavern.  Enter to find three more treasure chests.  Open them to find 575 gil, a “Leather Shield” and 5000 gil.  Backtrack towards the first treasure room, and at the first junction from the room, head south.  Follow the pathway all the way down until we reach another staircase to the third floor.

Follow the pathway forward until we get to a junction.  Head right, and enter the room at the end of the short corridor.  Open the chest to find a “Sleeping Bag”.  Return back to the junction, and head north until we meet another junction.  Hang a right, and then head south at the next immediate junction.  Head down the long pathway and at the end of it, we have a small room with a “Potion” inside.  Return back to the second junction, and head west.  There will be a room to the north shortly that contains 3400 gil.  Man, they’re really trying to set us up with some good stuff, aren’t they? Leave the room and continue west. At the next major junction, head south (the room in the north contains only bats).   As we head down this hallway, we get yet another level.  This would be the third this go-round.

  • Agata
    • HP +5
    • Agility Up
    • Intelligence Up
    • Endurance Up
  • Ans
    • HP +4
    • Agility Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +25
    • Strength Up
    • Endurance Up
    • Luck Up
  • Maksim
    • HP +5
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up

The one thing that gets me about this game (besides the lack of Phoenix Downs) is the lack of magical healing items.  Besides sleeping in a Cottage or a INN, there’s nothing that restores MP.  Leveling up only adds an extra point to a random value, it doesn’t actually add another chance to cast spells.  Anyway, at the next junction, hang a right, and there’ll be another room shortly after that. Head inside this room for a chest with 1020 gil in it. Leave this room, and continue down the pathway until we reach the next room, with a blue looking bat in it.  This bat must be important.  Approach the bat, and get ready to fight a Vampire.  At this point, the Vampire should be easy enough to take down.  He gives a good amount of gil during the fight, but more importantly, unblocks our path and allows us to open the chest that contains the Star Ruby.  What is this for I wonder? Exit the door that is on our right, and go up the short pathway until it opens up again.  However, there’s a stone slab blocking our path.

“A stone plate rests on the floor. It seems to emanate an evil force.”  What does this mean I wonder? Do it have anything to do with the Star Ruby? Either way, we have to get OUT of the cave and go ahead and return to town.  Maybe someone there knows where the heck we’re supposed to go.

Meanwhile, either before, during, or after the Vampire fight, we should have leveled up again (especially if one went out and was healing up magic with a Cottage and returned all the way down to the bottom).

  • Agata
    • HP +30
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Maksim
    • HP +27
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +25
    • Strength Up
    • Luck Up
  • Kumar
    • HP +4
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up

Once we’ve returned to town and done some healing (and shopping should you REALLY want that Warrior’s Armor), we find an NPC mentioning something about a Sadda and his cave on the southern end of the land.  Which, we were pretty south already and didn’t see another cave.  Then, another NPC mentions a Titan and a cave.  But, we’ll have to find out next time.

Thank you so much for reading this lengthy (and mostly level-up filled) portion of the walkthrough, where it seems we haven’t gotten much done.  But, next time, we’ll find this Titan, hopefully find Sadda, and maybe make our way through that stone slab at the bottom of the Terra Cavern.  Until next time, I am the Baumeister, and I have been, obediently yours.

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Baumeister Plays: Final Fantasy I: Part 6

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Hello everyone. I am the Baumeister.  Welcome back to my playthrough of Final Fantasy I.  Last time, we woke up the Elven Prince from his five-year nap and got the Mystic Key, and already used it to gain some pretty sweet items (including finally something the White Mage can use).  So, let’s start backtracking to gain even more items and hopefully power up our team either further. Let’s start by heading back to the Western Keep, since it’s close by.

Western Keep

Head to the room in the southwest corner that we couldn’t get into during our first visit to this area, and enter with the power of the Mystic Key.  Inside are chest containing a “Power Staff”, “Falchion” and “Steel Gloves”. There are some Mummies and Wraiths guarding the tile directly in front of these chests, so if we don’t want to fight them, we can just open the treasure chests from the side.  And those tiles are constantly guarded, so it’s a great way to grind for gil. Once we’ve obtained the items from the chests, we can leave and move on to the Marsh Cave to open the four doors that we couldn’t do during our first visit.

Marsh Cave

Enter the third floor, and go all the way down to the bottom of the level.  Starting in the westernmost room, the items are “Silver Armlet”, “Mythril Knife”, and 1020 gil.  Also, be careful as there are a lot of Piscodemons down in these rooms, and like the ones guarding the chest containing the Crown, they hit really hard (I game overed twice during the course of this cave).  Also, people gained levels while trying to get the last treasure chest and back to Elfheim.

  • Agata
    • HP +4
    • Agility Up
    • Intelligence Up
    • Endurance Up
  • Ans
    • HP +3
    • Intelligence Up
    • Endurance Up
  • Kumar
    • HP +28
    • Agility Up
    • Endurance Up
    • Luck Up
  • Maksim
    • HP +26
    • Strength Up
    • Agility Up
    • Endurance Up

Do whatever else that we need to do in Elfheim, then board our ship and head north to Cornelia to open some more doors.

Cornelia Castle

Go up to the northeastern corner of the castle to the two rooms that were previously locked.  Inside the left room is a “Steel Plate”, “Iron Shield” and the Nitro Powder! Inside the right room is a “Crosier”, “Saber” and “Mythril Knife”.  Before we move on to giving the dwarves the Nitro Powder, we’ve got one more area to go to: The Temple of Chaos.

Temple of Chaos

Once we make it to the castle, hang a right and go the northeastern corner of the map.  This room contains “Werebane” and a “Gold Needle”.  Head south from here to the other locked room to find a “Rune Blade”.  There are gargoyles guarding Werebane and Rune Blade, but at this point, gargoyles are pretty easy to handle at this point.  Once we’ve grabbed all of the treasure, head out and go back to the ship and head to Mt. Duergar.

Mt. Duergar

Before we progress the story any further, there’s a door that we weren’t able to open earlier because it was locked by the Mystic Key (which is just before the guy we need to talk to, so plus for us!).  Head there to find a plethora of treasure chest.  From left to right, we get a “Tent”, “Grand Helm”, “Wyrmkiller”, “Mythril Knife”, “Helmet”, “Mythril Mail”, 575 gil and a “Cottage”.  Exit this room, and go talk to our miner that is actually attempting to make some progress on this mine.  He’ll take the Nitro Powder from us, have a little celebration, then blow the southernmost wall to smithereens, which will create us a pathway to continue crossing over the sea! He takes off because the “sea is calling him”, and speaking of the sea calling, we’ll answer it and move right along.  Head back to the ship and take off through the newly opened passageway.  Head northwest to the the dock, and arrive at Melmond. Walk over to the town.

Melmond Town

Welcome to Melmond Town.  Kinda dreary looking, isn’t it? The townfolks mention something about a vampire, and we’ll gladly take care of that here in a little bit.  For right now, let’s explore the town.  The first building from the gate was the INN, which has a 100 gil cost.  Not too shabby all things considered. Moving on, southeast of the INN is the White Mage Shop.

Melmond Town White Mage Shop

  • Cure3: Lv 5: 8000 gil (Restores 66-132 HP. Red Mage, White Mage, Red Wizard and White Wizard can equip it.)
  • Life1: Lv 5: 8000 gil (Revives an ally from KO status.  White Mage, Red Wizard and White Wizard can equip it.)
  • Dia3: Lv 5: 8000 gil (Inflicts 60-240 damage on undead foes. White Mage and White Wizard can equip it.)
  • Heal2: Lv 5: 8000 gil (Restores 24-48 HP to all allies.  White Mage and White Wizard can equip it.)

YES! We FINALLY get a revival spell! Considering that I have yet to find a Phoenix Down (revival item), this will be incredibly helpful in not having to run back to town all the time (plus some Cottages and it’ll be a really long time before we would have to head to town. Exit the shop, and head southeast to the Black Mage Shop.

Melmond Town Black Mage Shop

  • Fire3: Lv 5: 8000 gil (Inflicts 50-200 fire damage. Red Mage, Black Mage, Red Wizard and Black Wizard can equip it.)
  • Poison: Lv 5: 8000 gil (Instantly annihilates foes. Black Mage, Red Wizard and Black Wizard can equip it.)
  • Warp1: Lv 5: 8000 gil (Warps the party to the previous floor. Red Wizard and Black Wizard can equip it.)
  • Slow2: Lv 5: 8000 gil (Slows a foe down, reducing its attacks. Red Mage, Black Mage, Red Wizard and Black Wizard can equip it.)

A lot of good spells here (Warp 1 would have been very handy getting out of the Marsh Cave.  Head north from the Black Magic Shop to the Weapons Shop.

Melmont Town Weapons Shop

  • Crosier: 200 gil (14 ATK, Warrior can equip it.)
  • Saber: 400 gil (13 ATK, Warrior, Red Mage and Thief can equip it.)
  • Long Sword: 1500 gil (20 ATK, Warrior and Red Mage can equip it.)
  • Falchion: 450 gil (15 ATK, Warrior, Red Mage and Thief can equip it.)

Since all the recent found items are all better than this shop, we can ignore coming back here and move right along to the next shop.  Leave the shop, and head right around the town, up and around the stream flowing through town and into the Armor Shop.

Melmont Town Armor Shop

  • Knight’s Armor: 45,000 gil (?? DEF, Warrior can equip it.)
  • Silver Armlet: 5000 gil (?? DEF, Everyone can equip it.)
  • Grand Helm: 450 gil (5 DEF, Warrior can equip it.)
  • Bronze Gloves: 200 gil (2 DEF, Warrior can equip it.)
  • Steel Gloves: 750 gil (4 DEF, Warrior can equip it.)

Holy sweet mother of mercy.  There’s an armor valued at more money than I have ever SEEN in-game.  We won’t be coming back for that…like ever.  Anyway, it doesn’t look like there is a Item Shop here, so we can exit out of here.  But, where are we going? Well, if we talked to some of the NPCs, they are telling us that the previously mentioned vampire is in the Terra Cavern in an area called the Devil’s Tail.

That’ll be our next destination, but that will have to happen next time.  Thank you so much for reading.  Next time, we’re going to the Terra Cavern to take down a vampire.  Until then, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 5

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Hello everyone.  I am the Baumeister, and welcome back to my walkthrough of Final Fantasy I.  Last time, we made it to Elfheim, and got lost trying to figure out where to go next.  Well, we stumbled across this abandoned and dilapidated castle, so why not go inside?

Western Keep

As we enter the keep, we see that there are bats flying around the Keep, similar to what we found in the room in the Temple of Chaos ruins.  The bats are harmless, letting out a “Kee!” as we interact with them.  From the entrance way, I went right, and went up and around until it took me to a junction, in which I went left, then up.  There’s nothing to the north, so we went down the way.  There’s a room, but as we approach the door, it’s locked by the Mystic Key.  We’ve got to be close to getting this key, right? So, we retraced our steps back to the beginning of the Keep, and went straight through the other door.  And there’s a guy here.  It’s a King.  Astos has taken everything that belonged to that castle, and this king asks us to go to the cave in the southern marsh to retrieve his crown, which is supposed to be able to reclaim the castle.  Exit the inner chamber, and the keep, and start heading south.  When we can, head to the coast in the west, and follow the coast down south.  At the southernmost tip in this area, there is a hole.  Enter the hole when we are ready to go.

Marsh Cave

We’re going to start out by going north in this rather deep cave.  After a while, we find a staircase that leads us down the stairs into a open area.  Going all the way down through this section of the cave, we find a chamber.  In this chamber are two treasure chests, containing Broadsword and 620 gil.  But, before we could open these treasure chests, we ended up gaining another level!

  • Maksim
    • HP +29
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +22
    • Strength Up
    • Endurance Up
    • Luck Up
  • Ans
    • HP +26
    • Agility Up
    • Intelligence Up
  • Agata
    • HP +4
    • Intelligence Up
    • Endurance Up

After opening the treasure chests, head back out of this chamber and go north through the cavern.  Towards the top of the chamber, there’s another chamber with a solo treasure chest that contains 680 gil.  Leave this chamber, and head east to another chamber and a fourth treasure chest that contains a dagger, then leave this chamber, head southwest to the stairs and exit this chamber.  Now, head south through the cave to the other end of the cave.  Enter the room, and go down the stairs.  When down the stairs, exit out of any one of the doors.  Head northeast out of these doors to a chamber, but it’s empty.  Leave this chamber, and go south all the way to the bottom of the map.  Enter the doors to the chamber, and find an empty treasure chest. Ok.  Why is this treasure chest empty? I had to look this up to figure out why.  The game is programmed so that if a chest containing a specific item is picked up elsewhere in the entire dungeon, then all like items will disappear, leaving behind empty chests.  While as an item collector I dislike this bit of programming, I do find that it’s an interesting choice that disappears in later installments.  Leave this room, and unless you want to explore more of the cave for empty treasure chests and more enemy encounters, head right and go around the stone pillars.  Head through the large empty room, and down the stairs to the third floor.

Once you get down the stairs, start by entering the room nearest to the stairs and open up the treasure chest containing a “Steel Plate”.  Exit this room, and head east.  Skip the next two rooms and enter the last room on this row.  The treasure chest in here contains 295 gil.  Leave this room and move down to the next row.  Skip this room, and the one directly to the west, and enter the one second from the left (going left to right).  In here is an opened and closed chest.  Open the one chest that we can and obtain a “Cottage”.  Enter the last room we haven’t gotten to yet in this row and open the treasure chest to find a “Copper Armlet”.  Down the next row, and again, ignore the first room in the group.  Head east, and skip this room for now.   Just from the look of this room, it seems important.  Continue east, and enter the next room for a treasure chest with 385 gil in it.  Exit out and enter the last room in this area, which contains an empty treasure chest.  Head south, and investigate the doors, which are another one of those Mystic Key.  In fact, all the rooms on this bottom row are sealed and can’t be opened without the Mystic Key.  Curses.  Anyway, let’s return to the room with all the fancy statues.  Approach the treasure chest to get attacked by Piscodemons.  Take them out, and open the treasure chest to get a “Crown”.  Now, we can retreat all the way back to the world map.

As we arrive back in Elfheim Town to refresh our stocks and heal up our party from the long and grueling journey that was ahead of us, I want to point out something.  Up until now in my playthrough, everyone was gaining experience at the exact same pace.  But, since Ans and Kumar died in the fight with the Piscodemons, there will be times where Maksim and Agata are going to be stronger than the other two.  I knew it was going to happen eventually; I was just making sure I could hold off the inevitable.  Which, almost making it to Lv 10 with everyone at the same pace is pretty good right? Anyway, once we’re done gearing up, head on out back towards the Western Keep.  We have a crown to deliver.  Along the way to the Western Keep, we got some level ups.

  • Maksim
    • HP +29
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Agata
    • HP +24
    • Strength Up
    • Intelligence Up
    • Luck Up

Western Keep

Enter back into the keep, and head back into the inner chamber where the King awaits us.  Approach the king, and interact with them.  Surprise! It’s the King of the Dark Elves: Astos! We’ve been duped! He’s now got the Crystal Eye and the Crown, and wants to be the true Elf King.  It’s time for a battle!

Boss Fight: Astos

So, Astos looks intimidating, doesn’t he? And he certainly can be with his Reaper attack, which is an instant kill against our party. Not so bad if he doesn’t take out the Warrior first.  He also has a lot of magic spells under his belt like Slow2 and Haste, and has a good amount of Evasion (that, or my team still has a major problem with Accuracy.  Either way).  So, I’m using our Red Mage as a magic attacker, who seems to be doing a fair amount of damage compared to all of the other physical strikers.  In fact, in this battle, Ans was the MVP, doing the most damage out of the surviving characters.  Speaking of Ans, he and Kumar both gained a level up out of this fight!

  • Kumar
    • HP +3
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +28
    • Strength Up
    • Luck Up

With the defeat of Astos, we obtain the Crystal Eye.  Now, we can return this item to Matoya! Exit the keep, and head back to the ship, which should still be docked outside of Elfheim Town.  Make sure you heal up and revive everyone before heading back to Cornelia and travel back to Matoya’s Cave.

Matoya’s Cave

Enter the room where Matoya is and interact with her to give her back the Crystal Eye.  In return (not sure if she’s all that gratuitous since she was all “gimme gimme gimme”), we obtain the Jolt Tonic.  Talk to her again, and she unceremoniously tells us to get out.  So, let’s do so and head back to Elfheim.  Think this Jolt Tonic will help the prince out?

Elfheim Castle

Now that we’re back at Elfheim Castle, we need to return to the room in the northwest where the prince is sawing some mighty logs.  As a bright white light envelopes the Castle, the prince opens his eyes.  And he seems to be wide awake already.  He first thinks that he’s dreaming because he sees the four Warriors of Light (our party), and then hands the Mystic Key over to us.  Good! Now we can unlock doors! Our first order of business with the Mystic Key, heading towards the back of the castle to unlock the door that we couldn’t get past on our first visit.  Inside is a “Mythril Hammer”, 400 gil, 330 gil, and “Bronze Gloves”.  Make sure to equip those who can use those items, and exit the castle.

That’s where we’ll leave off for right now.  We’ll start backtracking next time to see if we can’t find that Nitro Powder.  Thank you for joining me on this journey.  Until next time, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 4

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Hello everyone.  I am the Baumeister.  Welcome back to my walkthrough of Final Fantasy I.  When we last left off, we defeated an entire crew of pirates, and gained the pirate captain’s ship.  Before I forget, I’m working on a section for just stuff that we can find in the “Collections” section.  It includes the Bestiary and Item Collection sections.  It’ll save length here, as well as having it all gathered in one place.  Anyway, on with the show.

The Sea

Alright, we are off to our next destination.  Wherever that is.  We really weren’t given much of a destination.  So, let’s go exploring.  Head west (the only direction we can go at the moment). We can go all the way back to Cornelia with the handy dandy port right outside the city gates.  If we head around the coast and go north, we end up at Mt. Duergar.  From port, head west, then south down through the forest.  Go through the mountain pass, and enter the cave.

Mt. Duergar

Well, we’ve entered an underground town it looks like.  Going into the room directly above us, we find a couple of treasure chests, one holding 575 gil, and the other holding 450 gil.  Meanwhile, the helpful person in here is telling us about the dark witch Astos and how they stole the Crystal Eye from Matoya, who we have met before.  If we head out, and talk to the NPC south of the stairs, they mention that they are looking for a Levistone.  It’s an interesting item, and we should keep an eye out for it.  In the room south of the room with all the gil is an NPC talking about Nitro Powder being locked away behind a door in a castle.  Hmm.  I wonder.

In the room to the west of the gil room, we find a smith who is looking for Adamantite, the legendary metal.  Maybe if we find it, he could make us something powerful.  Head southwest after leaving the smith’s room, then left at the fork (and down the long hallway) to find a door that is locked with the Mystic Key.  At the very end of the area, we find a man who looks to be doing some excavation here in this area.  He’s looking for the aforementioned Nitro Powder, which we do not have.  So, looks like we’ll have to backtrack to our boat.  Leave the cave, and head back the way we came to the boat.   Don’t forget to heal if you need to.  With Ogres out and about in this area, they can do some serious damage to anybody that isn’t a Warrior.  Just remember to return to an INN for a complete HP and MP refresh.

Sail back down to Cornelia, and this time, head south from there until you reach a port.  We have landed in Elfheim.

Elfheim

From the ship, head south through a thick forest until we get to a clearing with a castle, small village, and a port to the south.  Let’s head right on into the castle, shall we?

Elven Castle

Head north to the fork, then take a left.  Enter the room here to find our Elven prince, who is under a deep slumber.  What I wouldn’t give for a five year uninterrupted nap.  Anyway, as we go out of the prince’s room and take a left, there’s a NPC that mentions a cave where Dwarves dwell.  I think that was the cave at Mt. Duergar.  So we ran into the Dwarves before the Elves.  Oh well. Head back to the entrance of the castle (if we have to, leave and come back), and head right, making sure we go only right and not deviate from the path.  When we can get around the castle walls, head north to the north part of the castle.  The room on this side that we’ve come to is locked and can only be accessed by the Mystic Key.  There’s not a lot else to do in this castle, so let’s head into town.

Elfheim Town

The first building that we come across is the INN.  If you haven’t already done so, head in and rest up your party.  Just be careful, it’s 100 gil a night.  From there, head south to the Weapon Shop.

Elfheim Town Weapon Shop

  • Iron Nunchaku: 200 gil (16 ATK, no one in the party can equip it.)
  • Dagger: 175 gil (7 ATK, Warrior, Thief and Red Mage can equip it.)
  • Crosier: 200 gil (14 ATK, Warrior can equip it.)
  • Saber: 450 gil (13 ATK, Warrior, Thief and Red Mage can equip it.)
  • Mythril Sword: 4000 gil (23 ATK, Warrior and Red Mage can equip it.)

Wow. The Mythril Sword is pretty pricey.  If you really want it, go grind for some gil.  If not, then head west from the INN to the Black Magic shop.

Elfheim Town Black Magic Shop

  • Fire2: Lv 3 Spell: 1500 gil (Inflicts 30-120 fire damage. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Bind: Lv 3 Spell: 1500 gil (Paralyzes a foe. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Bolt2: Lv 3 Spell: 1500 gil (Inflicts 30-120 lightning damage. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Focus2: Lv 3 Spell: 1500 gil (Lowers foes’ Evasion by 10 points. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)

Pretty pricey spells, but nothing nearly as pricey as the Mythril Sword.  We can come back here and stock up on spells later.  Head west from the Weapon Shop to the Church.  Revival here takes 200 gil, but since it’s the only revival option we have right now, we’ll have to take it.  West from there, in the southwest corner of town, is the Armor Shop.

Elfheim Town Armor Shop

  • Steel Plate: 800 gil (24 DEF, Warrior can equip it.)
  • Copper Armlet: 1000 gil (4 DEF, everyone can equip it.)
  • Iron Shield: 100 gil (4 DEF, Warrior can equip it.)
  • Leather Cap: 80 gil (1 DEF, everyone can equip it.)
  • Helmet: 100 gil (3 DEF, Warrior can equip it.)

Stock on the best armors for our team (if we can afford it, of course.  If not, it’s time to hit the grind).  Leave the Armor shop and head north to the Item Shop.

Elfheim 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).

Cottages are going to be super helpful, because they’ll act like portable INNs and heal both HP and MP.  But, at this moment, we can’t really afford it.  So, we’ll head out of here and head to the white magic shop to the north over the bridge.  But wait, there’s two of each magic shops? I’ll go ahead and list each of them separately as to not confuse everyone (including myself).

Elfheim Town White Magic Shop

  • Esuna: Lv 4 Spell: 4000 gil (Cures Poison. Red Mage, White Mage, Red Wizard and White Wizard can equip it.)
  • Fear: Lv 4 Spell: 4000 gil (Drives foes away in terror. White Mage and White Wizard can equip it.)
  • Nullice: Lv 4 Spell: 4000 gil (Reduces ice damage by 50%. Red Mage, White Mage, Red Wizard and White Wizard can equip it.)
  • Vox: Lv 4 Spell: 4000 gil (Cures Mute. White Mage, Red Wizard and White Wizard can equip it.)

Esuna and Nullice would be very good, but super expensive right now.  We’ll move on to the Black Magic shop to do some window shopping.

Elfheim Town Black Magic Shop

  • Sleep2: Lv 4 Spell: 4000 gil (Puts a foe to sleep. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Haste: Lv 4 Spell: 4000 gil (Doubles frequency of an ally’s attacks. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Muddle: Lv 4 Spell: 4000 gil (Confuses foes into turning on each other. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Ice2: Lv 4 Spell: 4000 gil (Inflicts 40-160 ice damage. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)

Ice2 and Haste can be very handy spells.  But, we’ll have to come back for them when we have enough gil (which is quite a while.  We need a LOT of gil here. Return the INN, and go around the building to cross the bridge and go through the graveyard.  Make sure you read the leftmost headstone for a fun inscription.  Head into the other White Magic Shop.

Elfheim Town White Magic Shop

  • Cure2: Lv 3 Spell: 1500 gil (Restores 33-66 HP. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)
  • Dia2: Lv 3 Spell: 1500 gil (Inflicts 40-160 damage on undead foes. White Mage and White Wizard can equip it.)
  • NulFire: Lv 3 Spell: 1500 gil (Reduces fire damage by 50%. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)
  • Heal1: Lv 3 Spell: 1500 gil (Restores 12-24 HP to all allies. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)

I like all four of these spells myself.  Heal1 isn’t the best spell, but it’s the first multi-heal spell we’ve got and can do in a pinch.  There’s not much else we can do here in town, so let’s head back out and figure out where we’re supposed to go next.  Going east to start out, and my party gained another level.

  • Maksim:
    • HP +29
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Kumar
    • HP +23
    • Strength Up
    • Intelligence Up
    • Luck Up
  • Agata
    • HP +4
    • Strength Up
    • Intelligence Up
    • Endurance Up
  • Ans
    • HP +3
    • Agility Up
    • Intelligence Up

Ans got the short end of the stick this time around, while Maksim is now getting two swings in per turn, which is increasing his damage output.  Heading east turned out to be a dead end, so we should turn around and go a different direction.  Heading south puts us directly back at the coast, so it’s west we go.  I’m going to head along the south coast of the area here.  This path quickly leads upwards to a gigantic forest surrounded by mountains that lie to the west of Elfheim Town.  The exit out of this big forest lies to the northwest.  After we exit, continue heading north.  After a short while, we’ve arrived at what looks to be a ruin of some sort.

During all of this wandering around looking for a place to go, we gained another level.

  • Maksim
    • HP +24
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +2
    • Strength Up
    • Agility Up
    • Luck Up
  • Ans
    • HP +27
    • Strength Up
    • Endurance Up
    • Luck Up
  • Agata
    • HP +28
    • Agility Up
    • Intelligence Up
    • Luck Up

Everyone’s got a little bit of luck this round.  Also, Kumar’s HP isn’t helping anyone else out right now.  Hopefully we can find him some better equipment soon.  Making sure that the part is in good shape to continue on, we enter the Western Keep.

And that’s where we are going to stop for this round.  Thank you as always for coming round and reading through my content.  Until next time, I am the Baumeister, and I have been, as always, obediently yours.

Baumeister Plays: Final Fantasy I: Part 3

Image result for Final Fantasy I

Hello everyone.  I am the Baumeister, and welcome back to my walkthrough of Final Fantasy I.  Last time, we finished off Garland, the first boss of the game, which lead to us finishing off the first section of the game.  Let’s move right along!

Cornelia: Across the Bridge

Alright, so left off on the bridge with that cutscene and title card, so let’s continue moving on forward.  If we take the western path across the mountains, we can see a odd looking structure bordering the water.  Could it be a dock? Possibly. Hard to say actually.  Anyway, by wandering around and exploring this area like I did, our team should have leveled up to Lv 4.

  • Maksim
    • HP +28
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +22
    • Strength Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +22
    • Strength Up
    • Agility Up
    • Luck Up
  • Agata
    • HP +23
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up

Well, at least everyone can live a little longer with that boost in HP points.  Stats still went up by one.  As I’m writing this on a blind playthrough, I’m wondering if the stat increases are only going to be by one? I guess I’ll find out as we get higher in level. Also, as an observation, the experience gain in this game is ridiculous.  Sitting at Lv 4, my team needs over 600 points of experience to make Lv 5.  Crazy.

As we continue exploring north past the docks, we come across a cave.  Let’s go check it out shall we?

Matoya’s Cave

So, as we enter the first door we come into after we enter the Cave, we come across a wizard figure with all of these brooms sweeping around (reminds me of Yen Sid and his brooms from Fantasia).  He goes on about not being able to see without the Crystal Eye (and tripping over the chair in front of him as he passes by).  After his little scene plays, we are free to run around and talk to the brooms, which are attempting to communicate with words.  There are three treasure chests on the far left side of this room, which contain two Potions and an Antidote.  Just be careful when travelling up here.  There are some very mean Ogres around the cave that can hit for some major damage, and Cobras that can poison you if they connect.  Since there’s nothing more left to do here, head back down to where the pathway splits and head right.  Walk for a quite a ways, until we venture over into a new part of the world.

Pravoca

We have just taken our first steps into a new area.  Certainly feels like the last area, doesn’t it? Once we get the ability to, we need to head south.  And just before I hit the town, I gained another level. Lv 5!

  • Maksim
    • HP +28
    • Strength Up
    • Agility Up
    • Endurance Up
  • Ans
    • HP +3
    • Agility Up
    • Intelligence Up
    • Endurance Up
  • Kumar
    • HP +24
    • Strength Up
    • Intelligence Up
    • Luck Up
  • Agata
    • HP +28
    • Agility Up
    • Intelligence Up
    • Endurance Up

So our mages increased their magic power, while the Warrior and Thief both increased their physical power.  Plus, both of our mages also started to build up charges in their Lv 3 magic pool, and we don’t even have Lv 2 spells yet.  Walk into the walls, and we have finally arrived in Pravoca Town.

Pravoca Town

Well, looks like there is some trouble in town, according to the first NPC that we come across.  As we head right, the first building we come across after the square is the Church.  Nothing doing for us there since our party is still living (though, it’s 80 gil to revive people here at the moment), so we move right along to the White Magic Shop in the north east corner.

Pravoca Town White Magic Shop

  • Lamp: Lv 2 Spell: 400 gil (Cures Darkness. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)
  • Silence: Lv 2 Spell: 400 gil (Prevents foes from casting spells. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)
  • NulBolt: Lv 2 Spell: 400 gil (Reduces lightning damage by 50%. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)
  • Invis 1: Lv 2 Spell: 400 gil (Raises Evasion by 40 points. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)

Buy whatever spells you would like to, and let’s move on.  Exit the shop and head south to the Black Mage Shop.

Pravoca Town Black Mage Shop

  • Ice 1: Lv 2 Spell: 400 gil (Inflicts 20-80 ice damage. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Fog: Lv 2 Spell: 400 gil (Blinds foes with heavy fog. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Steel: Lv 2 Spell: 400 gil (Raises Attack by 14 points. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Slow 1: Lv 2 Spell: 400 gil (Slows foes down, reducing their attacks. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)

Again, buy whatever spells you want to (or skip until after weapons and armor have been acquired), and let’s move right along to the next shop in town: the Weapons Shop.

Pravoca Town Weapons Shop

  • Hammer: 10 gil (9 ATK, Warrior and White Mage can equip it.)
  • Broadsword: 550 gil (15 ATK, Warrior and Red Mage can equip it.)
  • Battle Axe: 550 gil (16 ATK, Warrior can equip it.)
  • Scimitar: 200 gil (10 ATK, Warrior, Red Mage and Thief can equip it.)

Weapons will be a good thing to get right now, so equip those who need them, and move right along.  Going up from the square, we come to the INN.  Here, a night’s rest is now worth 50 gil.  It should be worth it if you haven’t healed since you came over from Cornelia.  Heading west from the square, we need to be careful and not interact with the shady looking characters just yet.  In the southwest corner, there’s the item shop.

Pravoca Town Item Shop

  • Potion: 60 gil (Restores a little HP.)
  • Antidote: 75 gil (Cures Poison.)
  • Sleeping Bag: 75 gil (Restores a little HP to party.)
  • Tent: 250 gil (Restores a lot of HP to party.)

Leave the item shop, and head for the Armor Shop to the northeast of the Item Shop.

Pravoca Town Armor Shop

  • Leather Armor: 50 gil (4 DEF, Warrior, Thief and Red Mage can equip it.)
  • Chain Mail: 80 gil (15 DEF, Warrior and Red Mage can equip it.)
  • Steel Plate: 800 gil (24 DEF, Warrior can equip it.)
  • Leather Shield: 15 gil (2 DEF, Warrior can equip it.)
  • Leather Gloves: 60 gil (1 DEF, Everyone can equip it.)

Equip everyone (whether or not one needs to grind to get the gil for it all), and let’s get ready to talk to the characters in the northwest corner.  (Here at this point, I went to go grind for gil.).  During all the grinding, I gained another level for the team.

  • Markim
    • HP +27
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up
  • Ans
    • HP +28
    • Strength Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +2
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Agata
    • HP +26
    • Intelligence Up
    • Luck Up

Kumar got the short end of the stick with the HP, but got all of his skills boosted.  Meanwhile, Agata took the short end of the skill boost.  Once we are all set, go over to the pirates and enter dialogue with them.  Bikke, the great pirate, sets his minions upon you for a battle.  And by that, I mean 9 of them.  The one good thing is that they have very little HP, and low attack, so they are a pushover to get through, as long as we can actually hit them.  After we defeat his pirate minions, Bikke completely changes his tune, and gives us his ship.  Now we can go over the water to move on wherever we want to go! But, thanks to some helpful NPCs, tell us where we need to go next.  Over the sea, to save an Elven Prince from a spell.  Is this the same one that holds the Mystic Key that we need to unlock some doors? Only time will tell.  But, before we go, leave town and hop on our boat. Yay, we’re now on the waves!

And that’s where I’ll leave this adventure at.  Thank you so much for continuing on our journey with me.  Next time, we’ll sail across the sea and go save an Elf Prince.  Until then, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 2

Image result for Final Fantasy I

Hello everyone, and welcome back to my walkthrough of Final Fantasy I.  Where we last left off, we had geared up and were about ready to set off into the world.  Exit town through whatever exit we wish, and we can begin our journey northward to the Temple of Chaos.

Overworld to the Temple of Chaos

Alright, we are ready to move on and get into some combat! On the overworld and in dungeons, most enemy encounters come in the form of random encounters (which will become a staple off the series).  There will be occasions, mainly boss fights and other scripted encounters, where the enemy will be on the overworld map.  Speaking of random encounter, here comes one now.

Battle

Alright, so here’s the battle screen.  On the right is our party, while the enemies appear on the left.  There are five options we can pick in battle. They are:

  • Attack: Physical damage with equipped weapon
  • Magic: Use equipped spells
  • Items: Use items like Potions, Antidotes, etc.
  • Equip: Change equipment as needed during battle to fit the situation
  • Flee: Run away. As stated before, this is based off of luck and agility stats, so the thief will have the best chance of fleeing.

For now, just choose attack.  Especially in my case, where I don’t have any offensive magic.  For the most part around the castle, all one will find is the Goblin enemy.  As long as the attacks hit, most of the characters will able to wipe out the goblins in one shot.  After the battle, we will gain experience (the number on screen seems to be the amount of experience per person.  So for example, if there are five goblins who give 6 EXP each, dividing it equally among the four party members, we get 7 EXP.) and gil (if a goblin drops 6 gil per enemy, and using our example of five goblins, then we’d walk out of the battle with 30 gil.)  After the battle, we can go back to the “Collections” page, and see that we have a couple of options opened up to us: “Bestiary” and “Art Gallery”.  Checking out the Bestiary, we can see that there’s an entry on “Goblin”.  Also, check out the “Art Gallery” section for some original artwork for the game.  Right now, all we have there is “Goblin”, but you still should check it out.

Goblin

  • HP: 8
  • ATK: 4
  • DEF: 4
  • MAG. DEF: 16
  • Weakness: None
  • Resistance: None
  • Gil: 6
  • Exp: 6
  • Defeated: n=how many individual creatures you’ve defeated.

While in battle, there are three different ways one can start out the battle.  One way is going in as equals; the second way is that our party can have the advantage (pre-emptive strike), while the third is our party going last (Enemy strikes first).  Also, I do like the touch that the backgrounds of the battle change based on what tile we are standing on (grassland vs forest).  I would recommend running around Cornelia until the team has at least reached Lv 2.  That way, we can move on and take on some of the stronger enemies in the north.  Speaking of Lv. 2, here are the stat increases my team received.

  • Maksim:
    • HP +28
    • Strength Up
    • Agility Up
    • Endurance Up
  • Kumar
    • HP +26
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up
  • Ans
    • HP +27
    • Strength Up
    • Endurance Up
    • Luck Up
  • Agata
    • HP +26
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Luck Up

Right now, it looks like all the stats that went up did so by 1 point.  Maybe that will change as we get further along in the story with higher levels increasing stats higher.  Let’s hope so anyway.  As soon as we go up the peninsula, the enemy types start to get diverse and a little stronger.  Also, as we level up, our base experience will go up, but our health won’t replenish, so we will have to back to the INN.

Make sure you go back to Cornelia Town and buy the magic that we want to equip for our mages, and some healing items for when we run out of MP.  When we are ready, continue going north until we reach the Temple of Chaos and head inside.

Temple of Chaos

Man, this place sure has seen better days, hasn’t it? Inside the dungeon, there are new enemies to take on, as well as some rooms to explore.  Going left directly after leaving the stairs, there’s a room that contains a “Leather Cap”.  Make sure to equip it to the one who can use it the most.  In this case, I gave it to Agata which boosted her Defense a whole whopping point.  Going north from here leads to a identical building, but this one has two treasure chests, one containing a “Potion” and the other containing a “Tent”, which will be helpful if your HP is running low and don’t want to take the time to run all the way back to town.  Grabbing these items will open up the “Item Collection” section in the “Collection” page.   Following the path east, we come across another room, with a locked door that we need the Mystic Key for.  The room to the south of this one (southeast corner) also requires the Mystic Key, which means we will have to come back to this area later.  So, we must continue forward.  Also, we should have leveled up at least one more in this area (assuming we fought all the enemies of course).

  • Maksim:
    • HP +25
    • Strength Up
    • Agility Up
    • Endurance Up
    • Luck Up
  • Kumar
    • HP +25
    • Strength Up
    • Intelligence Up
    • Endurance Up
    • Luck Up
  • Ans
    • HP +2
    • Agility Up
    • Intelligence Up
    • Endurance Up
  • Agata
    • HP +3
    • Strength Up
    • Agility Up
    • Intelligence Up
    • Endurance Up

Stats still went up by one, and there’s a huge difference now in health between the attack classes and the magic classes.  Don’t forget to go and heal whenever we can (and when we level up) to keep our HP up to full as best we can. Also, if our characters faint, we have to head back to town.  When they die, they move to the bottom of the list, so be careful and reorder as necessary.  Once we are ready, head back to the starting staircase, and head upwards to the doors.  Go through the doors, and we found a girl who is sleeping (fainted?), a bunch of bats and what appears to be our knight. Approach and hit “X” to go through some dialogue that explains the knight’s motivations, and how we can’t stop him.

Boss Fight: Garland

Alright, it’s our first major boss fight of the game.  He hits pretty hard (doing about 12-13 points of damage to the Warrior class equipped with the best armor we can buy), and has higher defense than most of the enemies that we have fought at this point, and a rather high evasion skill (that, or my team can’t hit the broadside of a barn. Either way really).  After several rounds of physical attacks, he will eventually go down, giving us a fair amount of EXP and gil.

Once the boss battle is over, we get another scene in which we talk to Sarah, and take a return trip back to the Castle for yet another scene.  The King is forever in our debt for saving his daughter, and truly believes that we are the Light Warriors and sets us upon a task: to rekindle the light of the Crystals.  As promised, he builds us a bridge (man that’s fast).  If we talk to Sarah, she gives us a Lute.  That is found in our “Key Items” pocket, so it’ll be important later.  Now, that we’re done in Cornelia, we can move right along to the next area.  Leave, and talk to the NPCs if you wish (there’s one that mentions that the Lute “can destroy the door to the source of all evil.”…whatever that means.  Again, I’m sure it’s important, or else it wouldn’t be in the “Key Items” section.

As we leave the Castle, we get a cutscene with a bunch of the King’s workers building the bridge across to the next area.  After the cutscene, leave the castle.  Stop off and finish up with any business that you wish to accomplish in town, and then head towards the bridge.  As you get on the bridge, the game will go into a cutscene.

“And so their journey began. As warriors of light, the four youths faced a staggering mission and a stormy destiny.  The four crystals they carried remained a mystery to them…In ages past, those crystals had radiated a dazzling light.  The time for heroes is at hand.  Darkness must be banished so the light of peace can illuminate the world once more.”

Well, there’s our official game open.  We must have completed the introduction then.  Well, good for us.  Onward we go!

And that’s where we’re going to stop for this section.  Thank you so much for reading.  Coming up next time, we’ll start in brand new territory; ready for our next adventure.  New enemies, new items, and a whole lot more questing will be on our docket.  Until next time, I am the Baumeister, and I have been, obediently yours.

Baumeister Plays: Final Fantasy I: Part 1

Hello everyone.  I am the Baumeister.  Welcome to my first game walkthrough.  Ever since I first started playing the Final Fantasy series in 2004, I was hooked on the game series and this style of RPG in general.  Recently, I wanted to collect editions of every numbered game in the series, minus XI and XIV (since I’m not a fan of MMORPGs).  After a recent spree, I have all but four of the major games.  But, enough about that, we’re going to dive in to the first of the Final Fantasy series.

Image result for Final Fantasy I

Introduction

 

Before we get right on into the game, I am going to disclose to you, dear reader, that I am going into this game with a high degree of blindness.  I’ve gone about as far as taking one lap around the outside border of the Chaos Ruins, which took about 45 minutes to an hour of time.  That’s about it. This isn’t going to be a complete run with finding all the items, grinding to find drop percentage after beating enemies.  This is going to be me going through the game, getting everything I can.  I hope that you bear with me as I roll right along through the game.  As a heads up, I am playing the Final Fantasy Origins version on the PS3.

Pre-game Intro

“A great darkness shrouded the world. The wind died. The sea raged. The earth began to decay. Only a prophecy kept hope alive in people’s hearts: ‘When darkness veils the world, four warriors of light shall come.’ And after journeying far, four young warriors did at last appear.  In the hands of each rested a mysterious crystal…”

We get two parts to the pre-game intro.  We get a CGI game where a warrior wielding a sword fights a dragon.  The warrior (possibly our warrior) has one of the four crystals.  Then, after that, we get the lore above as the camera pans over the world.

Starting the Game

After hitting start, and selecting the difficulty (in this version, there’s an option for an “Easy” difficulty), it takes us to the new game screen.  Here, we can choose the name for our characters and their classes.  Now, there are a LOT of ways of doing this.  There are six classes to choose between the four characters.  Those six classes are:

  • Warrior: “Powerful fighter and weapons expert”
  • Thief: “Agile rogue with nimble fingers and precise attacks”
  • Monk: “Warrior monk strong in both body and mind. Fights best unarmed.”
  • Red Mage: “Dabbles in both white and black magic.  Also a decent fighter.”
  • White Mage: “Mystic specializing in white magic to heal and protect others.”
  • Black Mage: “Deals great damage to foes with black magic. Physically weak.”

There are some people who will be like “you should have used that party, or this party.  What in the &*#@! are you doing?!” My answer to them is: it’s my playthrough.  If I end up with a really bad party, then I’ll have to suck it up and deal with it.  Anyway, speaking of my party.  I have a random name and number generators up and ready to go.

  1. Agata the White Mage
  2. Kumar the Thief
  3. Maksim the Warrior
  4. Ans the Red Mage

There we go.  It may not be the best party, but it may not also be the worst party either.  I think an all white mage or all black mage party would be the worst.

Anyway, we find ourselves right outside of the city, and I feel it’d be a perfect time to explore the menu screen so we can get familiar with it.  To do this, hit “Triangle” on the controller.

Menu Screen

Alright.  So, on the left side we have our four characters, and a whole bunch of numbers beneath their name, class and level.  We’ll come back to those.  On the right side, we have four separate boxes.  The top box has seven options to choose from (which we’ll get to here in a second), the next box looks to be a location box (current location: Cornelia).  The third box has a listing of Gil (400), time played (example: 0:03), and Steps (stps) taken.  The last box contains four grayed out crystals.  Hmm.  So, let’s take a look at our options.

  • Items: Where we find all the items that we will pick up or buy on our journey.  Three major options: “Use”, “Sort” and “Key Items”.  Use is exactly as it sounds.  We select the item using “X”. “Sort” will sort items in specific ways.  But, since we don’t have any items on us at the moment, there’s nothing there.  “Key Items” will hold the most important items that we will need to carry (and not lose).  To select those options, tap “Circle” once to get up to those options.  Tap “Circle” again to go back to the menu (and out of the menu).
  • Magic: So this is where all the numbers come from.  In this game, there are eight levels of magic one can have.  Starting out, we have no magic spells, but our mages have a 2/2 charge on their Lv1 spells. Don’t worry, we’ll find some later.  Note: Our thief and warrior do not have access to magic.  Tap “Circle” to access the “Use” and “Drop” parts of the menu.  Both do exactly what they sound like.
  • Equipment: This is where we can equip all our party members with gear to help them defeat enemies easier.  Once we select a character, there are five options.  Weapon (WPN), Shield (SHD), Helmet (HLM), Armor (ARM) and Gloves (GLV).  Not all characters can wield every weapon, and as stated above, the Monk does better without any weapons.  If we tap “X” on “Equip”, we can choose the individual slot and equip items from there.  But, since we don’t have any equipment, we can’t do that.  If we “Circle” back to the top, we can choose “Optimize”, which will give us the best possible equipment our characters can wear, and “Remove” will take all the equipment off.  Note on the bottom right, there are four stats: ATK, ACC, DEF and EVA there, with arrows pointing to the right.  When manually assigning equipment, we can see just how much our stats go up.
  • Status: This is our stats screen.  On the top is our character, class, level, current EXP and amount to next level.  On the left hand side is our Health (HP) and our various MP slots.  On the right is our various other stats that determine how well we do in battle.
    • STR: Strength: How hard one can hit during battle.
    • AGL: Agility: How fast one is.  Helps determine attack order in battle.
    • INT: Intelligence: Determines how powerful spells are in game.
    • END: Endurance: Helps reduce damage, but cannot be raised by any armor buffs.
    • LCK: Luck: Helps determine if we can run away, among other functions.
    • ATK: Attack: The stat that actually governs how much damage one can possibly do in battle.
    • ACC: Accuracy: How often one can land a blow in battle, as well as how many times one can attack in battle.
    • DEF: Defense: Based on what armor is being worn, determines how much damage can be taken per hit.
    • EVA: Evasion: Determines how often we can be hit physically.
  • Formation: Can decide where we want to put our characters in terms of battle.
  • Memo: An option in certain ports of the game where we can do a temporary save of the game, just in case it’s been a while since the last hard save.
  • Config: Options menu.
    • System: Customize the game system between Default and Custom
      • If we tap “X” while “Custom” is highlighted, we can select some of the Extra Settings.  All of these options are defaulted to “On”.
        • Auto Target: “If a targeted foe has been defeated, the next attack will be redirected.” Switch between “On” and “Off”.
        • “Circle” Dash: “Hold down the “Circle” button while moving to accelerate.” Works great in towns and dungeons; switch between “On” and “Off”.
        • Battle Support: “Allows use of Life1, Life2, Stona and Gold Needles in battle.” Switch between “On” and “Off”.
        • Button Info: “Displays information on button usage during battle.” Switch between “On” and “Off”
    • Cursor: Default or Memory: either returns to the top of the line, or stays exactly where we left it.
    • Text Speed: number 1-4, the lower the number, the faster the text speed
    • Window Color: Can set the window color using RGB values.  Values go from 0-31.
    • Controller: Can set how we want the controls to be.
    • Sound Output: Set between Stereo and Mono.
    • Vibration: Whether or not the controller vibrates.
    • Screen Adjustment: Can adjust where the screen sits on our screen.
    • Collections: What we’ve collected over time.  Since we’ve been sitting here analyzing the screen to start out, there’s nothing here.  There are four slots all with grey question marks.  We’ll check this out later on in the game.

So, with our team, we have a wide variety of stats going on here.

  • Agata the White Mage:
    • Lv. 1. 0 Current EXP with 40 to Next Level
    • HP: 28/28
    • MP: Lv. 1 2/2
    • STR: 5
    • AGL: 5
    • INT: 15
    • END: 10
    • LCK: 5
    • ATK: 2
    • ACC: 5
    • DEF: 0
    • EVA: 53
      • Currently a bad attacker, but high intelligence to cast spells, as well as a decent evasion stat.
  • Kumar the Thief
    • Lv. 1. 0 Current EXP with 4o to Next Level
    • HP: 30/30
    • MP: 0/0
    • STR: 5
    • AGL: 10
    • INT: 5
    • END: 5
    • LCK: 15
    • ATK: 2
    • ACC: 5
    • DEF: 0
    • EVA: 58
      • High agility and luck will help us run away from battles should we need to.
  • Maksim the Warrior
    • Lv. 1. 0 Current EXP with 40 to Next Level
    • HP: 35/35
    • MP: 0/0
    • STR: 20
    • AGL: 5
    • INT: 1
    • END: 10
    • LCK: 5
    • ATK: 10
    • ACC: 10
    • DEF: 0
    • EVA: 53
      • Already a tank with 10 attack, and can take some hits as well.
  • Ans the Red Mage
    • Lv. 1. 0 Current EXP with 40 to Next Level
    • HP: 30/30
    • MP: Lv. 1 2/2
    • STR: 10
    • AGL: 10
    • INT: 10
    • END: 5
    • LCK: 5
    • ATK: 5
    • ACC: 7
    • DEF: 0
    • EVA: 58
      • Kind of a jack of all trades here.  Endurance is low, so they won’t be able to take as many hits.

Alright, with all of that nonsense out of the way, let’s move right on where we are at right now.  We are currently sitting outside of this decently sized town surrounded by a forest with what appears to be a castle to the north.  For now, we are going to head towards the castle.  To move, use the “D-Pad” on the controller.  Move up to the castle to move on.  If we start off in town, however, there will be a guard standing at the exits of town, and will automatically send you into the throne room of the castle.  For this walkthrough, I walked into town first, then got escorted to the throne room to the King’s Chambers.

Castle Cornelia and Cornelia

We automatically get dialogue as soon as we get transported to the castle.  After our party proves that we are the “Warriors of Light” with our crystals, we get tasked with saving the King’s daughter, Sarah.  Sarah has been abducted by Garland, a knight that once served the King of Cornelia.  He is hiding out in the Temple of Chaos, which is to the north.  Our true goal is elsewhere, so the King makes us a deal: we save his daughter; he builds a bridge so we can be on our way. Once we regain movement, we can be on our way to explore around the castle and talk to various people in the castle.  The NPCs in the castle don’t have a lot to say, but we can talk to the Queen who implores us to get her daughter back.  However, a place of interest to note here in the castle is on the 1st floor on the northeast side.  You have to loop around the castle to get to it.  When interacting with the doors, it will tell you “The door is locked with the Mystic Key.” Ooookay, but how do we get the Mystic Key? Well, if you talk to either one of the bearded men in this area, they’ll tell you:

“Our ancestors sealed weapons away here and left the key in the elven prince’s keeping.  He was to guard it until the Light Warriors came.”

Well, whoever this elven prince is, I’m sure we’ll have to meet him eventually.  After all, that’s already a major tease to give us these locked doors with promises of something good behind them.  Anyway, after that’s done, head out of the castle to the overworld, and then walk into (on) town.

We are now in Cornelia (and will actually explore it).  Ignore the Inn for now (we’ll come back to it here in a bit).  North of the Inn are four buildings that we are going to want to explore.  Starting with the southeast of the four buildings, it’s the weapon’s shop.  Since we have absolutely zero equipment, it wouldn’t hurt to get outfitted now? Shops have the same basic layout.  There’s a “Buy”,”Sell” and “Exit” options.  When we go into buy, we can see what is being offered by the shop, how many of those items we happen to carry, and in the case of the weapons and armor shop, whether or not the equipment that they are selling is better or worse than our current equipment.

Cornelia Weapon Shop:

  • Nunchaku: 10 gil (12 ATK, nobody in the party can equip it.)
  • Knife: 5 gil (5 ATK, Warrior, Thief and Red Mage can equip it.)
  • Staff: 5 gil (6 ATK, Warrior, Red Mage and White Mage can equip it.)
  • Rapier: 10 gil (9 ATK, Warrior, Thief and Red Mage can equip it.)
  • Hammer: 10 gil (9 ATK, Warrior and White Mage can equip it.)

Choose which weapons we want to equip our characters, and leave the shop to enter the Armor Shop.

Cornelia Armor Shop:

  • Shirt: 10 gil (1 DEF, everyone can equip it.)
  • Leather Armor: 50 gil (4 DEF, Warrior, Thief and Red Mage can equip it.)
  • Chain Mail: 80 gil (15 DEF, Warrior and Red Mage can equip it.)

Make sure that if we haven’t done so, to equip everyone’s equipment.  An interesting thing to note: the heavier the armor, the lower our evasion stat gets.  So, for example: Maksim’s Evasion stat went 53 down to 38.  Moving right along, we’ll head to the northwest corner of these stores to the Black Magic Shop.  There’s only two options here: “Buy” and “Exit”.

Cornelia Black Magic Shop:

  • Fire 1: Lv 1 Spell: 100 gil (Inflicts 10-40 fire damage. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Sleep 1: Lv 1 Spell: 100 gil (Puts foes to sleep. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Focus 1: Lv 1 Spell: 100 gil (Lowers a foe’s Evasion by 10 points. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)
  • Bolt 1: Lv 1 Spell: 100 gil (Inflicts 10-40 lightning damage. Red Mage, Black Mage, Ninja, Red Wizard and Black Wizard can equip it.)

Huh.  I wonder what those other three classes are. Do we become them later on in the game? A question to ponder for sure down the road.  Anyway, since we currently have only 140 gil, we should probably move right along to the last shop in this quad: the White Mage Shop.

Cornelia White Mage Shop:

  • Cure 1: Lv 1 Spell: 100 gil (Restores 16-32 HP. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)
  • Dia 1: Lv 1 Spell: 100 gil (Inflicts 20-80 damage on undead foes. White Mage and White Wizard can equip it.)
  • Shld 1: Lv 1 Spell: 100 gil (Raises Defense by 8 points. Red Mage, White Mage, Knight, Red Wizard and White Wizard can equip it.)
  • Blink: Lv. 1 spell: 100 gil (Raises own Evasion by 80 points. White Mage, Knight, Red Wizard and White Wizard can equip it.)

Well, since we currently don’t have any healing items, it makes sense to buy Cure 1 for our White Mage.  Note that we can only buy three skills per level.  Which is a drawback for the Red Mage, since they can only have three of either level skill, whether it is Black or White.  But, since we have a White Mage, we can convert our Red Mage’s magic slots for Black Magic. But, we’re going to need to grind to get all the magic for our characters.  Crossing the bridges in the northeast corner of town, there’s a church.  Here, if our a member of our party dies in battle, we can come back here (and for a fee of 40 gold here), we can revive them to 1 HP.  It’ll be really beneficial to stop here first before hitting the INN so we can make sure the recently revived party members are back up to full health.

Below the church is the item shop.  Here we can buy curative items that we can use during battle (or only on the overworld in the case of the Sleeping Bag).

Cornelia Item Shop

  • Potion: 60 gil (Restores a little HP.)
  • Antidote: 75 gil (Cures Poison.)
  • Sleeping Bag: 75 gil (Restores a little HP to party.)

As stated above, Sleeping Bags are only good on the overworld map.  It would be beneficial during the course of grinding for gold that we pick up some Potions and Antidotes, since Cure only has 2 charges on it at the moment.  Now, we can head for the INN.  To our left are the beds that we will be sleeping in when we stay here.  To the right are a bunch of bearded men.  These four men will give your more advice about certain aspects.  Going clockwise from the upper left corner:

  • Equipment
  • Items
  • Monsters
  • Magic

Talk to them if we wish to learn more about those topics.  Whenever we’re ready, talk to the innkeeper and say that you want to stay.  This is important because sleeping (at least, in an INN, as far as I’ve tested so far) will allow us to save.  I would recommend doing as much saving as we can when we can.  After all, the INN can be kinda pricey after a while.  Once we’ve saved our game, we walk out of the INN and start off right outside.

And that’s where I’m going leave it for today.  Thank you so much for making it through this read to the very end.  Hopefully that we’ve gotten a majority of the technical stuff out of the way, we can move right along through the game.  Until the next part, I have been the Baumeister, and I have been obediently yours.