Final Fantasy II Classic Jobs Part II
Aug. 2nd, 2023 02:37 pmThis second session of forcing job archetypes into Final Fantasy II was played on August 1, 2013.
We did start with some issues out of the gate. Most of my testing of my job-forcing script had never taken place through the title screens, so I really ought to have anticipated that this might not work well. I restored my progress from a save state and it worked well. We were truckin' by about the 3-minute mark.
The Bafsk tunnels are pretty simple. Every so often I would still have my party members attack themselves to boost their HP and stamina. I felt like our HP was doing okay with the exception of Maria, who was still just over 100 HP.
The next part wasn't great; I was completely stuck not knowing what to do when I returned to Altair, going back and forth between Altair, Salamand and Kashuan Keep some three or four times looking for Scott or someone to help me get the torch for the Sunfire but I couldn't trigger the way forward.

I forgot that the king in Altair - and only the king - offered any hint of what to do next, and I had thought the king was unconscious. There's kind of a long segment of me frustratingly travelling around and fighting very low-levelled encounters with little in the way of gains before I actually looked it up. I don't actually make real progress after the Bafsk tunnels until about an hour into the stream.
Eventually, the king tipped us off to the Goddess Bell, and we went to Salamand. We recruited Josef - but not really - and this didn't seem to impact the party's statistics at all the way that Minwu had earlier. We got the snowcraft and went to the snow cave or whatever it's called. It was nice to see some new enemies, including the really cool sprites for Icicles and Dual Heads.

Treasure in this game so far pretty much sucks. It's almost always something that was buyable already, in some cases quite a while ago. I kept going for treasure chests and it was usually pretty disappointing. Ah well. At least the inventory is essentially unlimited in this version of the game, and it's things I can sell to profit from later. This cave does give us something interesting in the Ancient Sword, though; this was quite useful against some high-defense enemies.
Deep in the snow cave, I got to see another delightfully screwed-up cutscene, courtesy of the parts of my script that set character identities:

This makes about the same amount of sense as the original. It's one of my favourite parts of this game.
From there, it was on to the Adamantoise. As with the Land Turtle previously, Scott and Minwu buffed, Leila kind of tried to attack, and Maria did the real work with spells.

Not long after that, we encounter the second boss of this dungeon, Borghen. We approached that fight pretty much the same way, but given his lack of huge elemental weakness and his tendency to cure himself it took slightly longer.

With the Goddess Bell, I went back to Kashuan Keep. I met Gordon (who certainly didn't alter my stats), and collected lots of pretty nice treasure for a change. Minwu really liked acquiring the Werebuster! The music is really good here, and the battles were a touch more challenging and interesting. There are quite a few large formations and high-defense enemies (e.g. Land Turtles and Adamantoise as normal encounters), so Maria used up all of her MP by the time we got to the boss. I was really grateful that rather than being one of the "highly resistant to physical attack" bosses like maybe every boss so far, it was essentially the opposite.
I was trying to conserve MP by the end and attempted to run from battles, but I never actually succeeded. At all. I even used a Blizzard tome from my inventory as an item to cast against an Adamantoise toward the end to find a way to end that battle. I didn't think running from a turtle would be hard.
I won some tomes from enemies here, including a Warp tome and a Sleep tome, so those were spells I was finally able to teach Maria. I don't really think either will be particularly useful.
Note Maria's MP total having defeated the Red Soul:

We teleported out and re-entered to light our newfound torch. With the Sunfire attached to Egil's Torch, we're now able to go and destroy the Dreadnaught. I saved in Altair.
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We did start with some issues out of the gate. Most of my testing of my job-forcing script had never taken place through the title screens, so I really ought to have anticipated that this might not work well. I restored my progress from a save state and it worked well. We were truckin' by about the 3-minute mark.
The Bafsk tunnels are pretty simple. Every so often I would still have my party members attack themselves to boost their HP and stamina. I felt like our HP was doing okay with the exception of Maria, who was still just over 100 HP.
The next part wasn't great; I was completely stuck not knowing what to do when I returned to Altair, going back and forth between Altair, Salamand and Kashuan Keep some three or four times looking for Scott or someone to help me get the torch for the Sunfire but I couldn't trigger the way forward.

I forgot that the king in Altair - and only the king - offered any hint of what to do next, and I had thought the king was unconscious. There's kind of a long segment of me frustratingly travelling around and fighting very low-levelled encounters with little in the way of gains before I actually looked it up. I don't actually make real progress after the Bafsk tunnels until about an hour into the stream.
Eventually, the king tipped us off to the Goddess Bell, and we went to Salamand. We recruited Josef - but not really - and this didn't seem to impact the party's statistics at all the way that Minwu had earlier. We got the snowcraft and went to the snow cave or whatever it's called. It was nice to see some new enemies, including the really cool sprites for Icicles and Dual Heads.

Treasure in this game so far pretty much sucks. It's almost always something that was buyable already, in some cases quite a while ago. I kept going for treasure chests and it was usually pretty disappointing. Ah well. At least the inventory is essentially unlimited in this version of the game, and it's things I can sell to profit from later. This cave does give us something interesting in the Ancient Sword, though; this was quite useful against some high-defense enemies.
Deep in the snow cave, I got to see another delightfully screwed-up cutscene, courtesy of the parts of my script that set character identities:

This makes about the same amount of sense as the original. It's one of my favourite parts of this game.
From there, it was on to the Adamantoise. As with the Land Turtle previously, Scott and Minwu buffed, Leila kind of tried to attack, and Maria did the real work with spells.

Not long after that, we encounter the second boss of this dungeon, Borghen. We approached that fight pretty much the same way, but given his lack of huge elemental weakness and his tendency to cure himself it took slightly longer.

With the Goddess Bell, I went back to Kashuan Keep. I met Gordon (who certainly didn't alter my stats), and collected lots of pretty nice treasure for a change. Minwu really liked acquiring the Werebuster! The music is really good here, and the battles were a touch more challenging and interesting. There are quite a few large formations and high-defense enemies (e.g. Land Turtles and Adamantoise as normal encounters), so Maria used up all of her MP by the time we got to the boss. I was really grateful that rather than being one of the "highly resistant to physical attack" bosses like maybe every boss so far, it was essentially the opposite.
I was trying to conserve MP by the end and attempted to run from battles, but I never actually succeeded. At all. I even used a Blizzard tome from my inventory as an item to cast against an Adamantoise toward the end to find a way to end that battle. I didn't think running from a turtle would be hard.
I won some tomes from enemies here, including a Warp tome and a Sleep tome, so those were spells I was finally able to teach Maria. I don't really think either will be particularly useful.
Note Maria's MP total having defeated the Red Soul:

We teleported out and re-entered to light our newfound torch. With the Sunfire attached to Egil's Torch, we're now able to go and destroy the Dreadnaught. I saved in Altair.
< Previous | Index | Next >