Might as well put these out quick. The faster I get to 2, the faster the pain will stop.
Anyway, on my way back to my ship, I realize I really love the Fire3 spell. It's animation is basically me hurling Proto-Meteor at my opponents, which is great.
Getting to the next city is easy, but also infuriatingly long, more then Pravoca was. You have to sail past Elfheim-and now that the land mass has been blown, you can use the dock to the south of the town if you want to grab spells you didn't get last time. Hug the continent until you come to the last dock we'll see all game, then disembark and head to the town.
Welcome to Crescent Lake. I took this shot further into town as the start location sucks for showing this town off. It's a rather nice place...could settle down, have some kids. It's probably the last "nice" town we'll see for a while, so look upon it and weep.
On to the good shit. The armor shop is selling a bunch of Mithril gear, so anything we're missing can be bought here. It also carries bucklers, a shield that Red Mages and Thieves can use. Best of all, the prices are quite reasonable.
The weapon shop also carries Mithril weapons-knives, hammers, swords, and axes. The axe is slightly stronger than the sword, but is less accurate, and the attack difference is only 2 points, so we'll be keeping our sword. Also, we have full mithril weaponry from all that Mystic Key looting anyway. Didn't think this one through, did you Square?
Anyway, the White Magic shop has several goodies on offer, and even has the upgraded version of Warp1...which was Black Magic. Warp2 is vastly superior, warps us clean out of a dungeon, and isn't even competing for spell points with Cure or Dia spells. It is competing with Stona (cures Petrify, which is basically a KO condition for whoever's suffering it), Shield2 (raises party defense by 12 points, pretty good) and Invis2 (raises everyone's evasion by 40 points). It's best to grab Stona and one of the defensive buffs and leave the last slot open for Warp2 once you class change, as like Warp1, regular White Mages can't use it. Each spell is also 13,000 gil, so perhaps hold off on White Magic and instead check out Black Magic...
(Incidentally, the magic shops are now staffed by the Wizard versions of their respective classes. Why aren't they fighting monsters?)
Bolt3 is on offer, and is a damn near requirement for what's coming next. The rivers of Final Fantasy 1 are teeming with monsters, most of which are weak to Bolt, so grab Bolt3 and prepare for a repeat of Elfheim grinding-that is, a lot of fried kalimari.
Other spells include Reaper (that one Astos killed Jaimas with), which misses so often as to be useless-but hey, the animation is cool, and when it works, baby, it works. Quake is also here, which is a mass death spell, yes, mass fucking death because the quake fucking swallows the baddies. Finally, we come to the humble Stun spell, an upgraded version of Bind from before, but can be quite invaluable in the coming dungeon.
I'll just spoil it: The boss is weak to Paralysis.
There's a bridge northeast of the magic shops that lead us to the circle of prophets. They dispense tons of exposition here if you'll hear it all, but if you're not interested in staying a while and listen, talk to the prophet directly to the right of the one with the fancy hat. That one with the hat is Lukan, who made the original prophecy about the light warriors, i.e. US. He doesn't give us the canoe. His buddy standing right next to him does.
What kind of sense does that make?
He tells you the Fire Fiend has woken up 200 years before it was supposed to, and that's why he gives us the canoe, so we can go kick its ass. We're also told by another prophet that the fiends have marshaled at the elemental shrines, where the crystals lie. Basically, find the fiends, find the crystals. KILL the fiends, relight the crystals.
That's right. No vague hints. No muddy visions. Just a direction, an objective, and the threat of world destruction if we fuck it up. It's a simple story, sure, but it's one that's well told and isn't taking itself incredibly seriously, it knows its a cliche-ridden thrill ride, and is focusing on the "thrill" part of that ride, where every dungeon is vastly different from the last and filled with awesome monsters and sweet loot to beat the crap out if. In many ways, it feels like a DM's first attempt at running a campaign, he doesn't really understand the rules or the settings or what the monsters do, but he's putting his heart into every battle, and when he throws really big monsters at the party, he's doing it in a cool way that makes the party feel like they've beat something that was really tough, and they've had a major impact on the world.
To TL;DR that last paragraph, Final Fantasy 1 is an earnest young kid that just wants to make you smile with a really fun story.
Canoeing isn't much different from walking, in fact, if you walk onto a river tile (the light blue water), you'll automatically start canoeing. The difference is that there's a ton of kick ass monsters in the rivers, like crocodiles. This is why you need Bolt3, and possibly a Cottage to save your game once you hit Mt Gulg.
Anyway, we have a maze of rivers to deal with. Our destination is where the hand is, in the middle of the blue circle. The world map is a godsend here, use and abuse it. Get to Mt Gulg, and step inside the volcano.
Music: Same as the Terra Cave.
Mt Gulg has a wrinkle: Hot lava. Every step on a lava tile deals 1 damage to everyone. The upside is the monsters aren't as suicidal as we are, and won't go into the lava, meaning no encounters while on it.
Floor 1 has no treasure, while Floor 2 offers a choice: Go straight to Floor 3, or, run around a twisty windy passage to get all the treasure in the known universe. The answer is, of course, to get all the treasure.
Due to encounter spots with "Pyros" (Fire Elementals), Jaimas can now add "punching fire so hard he goes up a level" to his awesome checklist.
Along the way, we find a Claymore, a sword effective against Giants. While there aren't as many monsters in the "giant" class as you might believe, we still fight enough orges and Hill Gigases here for the Claymore to be useful-and it's only 2 points weaker then the Mithril sword, for a 5 point Accuracy boost! Might as well let Bruce use it. Maybe we'll run into a yokai, or something.
The next two floors are...weird. We actually bounce up and down between Floor 3 and 4, with Floor 3 being a confusing maze and Floor 4 just being lava lava lava. Head east on Floor 3 and Southeast on Floor 4, using potions and Cure1 to patch up the booboos from the hot floor. Then head southwest on the second part of Floor 3, and ignore all the detours-they are traps, that will kill you. May want to get a map, though, because my directions aren't perfect.
The second part of B4 is loot-filled, just like B2 was. Plenty of rooms full of dangerous guards and sweet loot, including...
This beautiful thing, the Ice Brand. Since I'm going with the over enthusiastic DM here, I imagine him presenting it to the party like it's the best thing ever: "You've found the Ice Brand, the sword of fire's bane. Its light blue hue hides the deathly chill of winter, ready to cover all in its icy embrace." And right now, it is the best thing ever. Ironically not so useful on the boss, as the boss resists Ice (just go with it), but helpful for now, and is the first sword we've gotten to outclass the Mithril Sword completely. Right next to the Ice Brand is the Fire Shield, "The shield of fire's bane!", and both items are making Bruce's life a million times easier right now.
With Jaimas and Bruce now dealing equal damage, though not for long, it's time to rip and tear on a whole new level!
Feel free to insert tons of ass kicking. Here, I'll help:
Anyway...A Cottage is found in one of the chests, so I decide to leave the dungeon and rest up to restore MP. Tina is going insane trying to keep everyone alive, and I pity her.
Back to Floor B5...
The floor splits into eight directions. Like the Terra cave, we care about a few-two, in fact. We head west to get the Armor of Flame's Bane-I mean, Flame Mail. Which is sweet. Then we head Southwest to fight the boss. The Flame Mail has the protection of Knight's Armor with a hell of a lot less Evasion penalty-to the tune of 20 points worth.
I have nothing clever to add. Let's do this shit.
The Marilith is actually a demon enemy in D&D, which may explain the Ice resistance-those bitches resist everything. The strategy here is simple: Lead with NulFire and Hasting Jaimas or whoever your damage dealer is. Pour on Physical Damage while Tina heals and Angelo does his best to Paralyze Marilith. She's got 1,200 HP to cut through and no elemental weaknesses, so get carving. Or punching. Seriously, it's fine to just buff up Jaimas and let him fuck shit up.
Anyway, two crystals down, two to go. But first things first: We need a new method of moving around, as our ship and canoe combo is about to stop cutting it. We'll be getting to that next time.