[personal profile] freshfeeling
When we last left our team of Red the red mage, Draggy the dragoon, White the white mage, and Minwu the other white mage, they were newly engaged in battle with the Land Turtle at the very end of their first trip into Semitt Falls. This play continued on March 7th and March 9th.

Despite the cliffhanger-styled intro, there really isn't a lot of tension to resolve. Red used Blizzard, Draggy used Fire, and White and Minwu both buffed with useful things like Blink. It did not survive the two offensive spells.
Engaging the Land Turtle. oh look we won
Both red mages and white mages are allowed Teleport, so off the cuff I gave it to Red and he got us out of the dungeon.

With the cash we'd accumulated, I made sure Red and White both had Life and Teleport from Salamand, too. Our spell loadouts were the following, where Draggy just has Fire.
Red's spells after Semitt Falls. White's spells after Semitt Falls. Minwu's spells after Semitt Falls.
Minwu will still be joining us for one more mission, so this isn't necessarily the final state of his stats and spells before he might show up in the postgame.
Minwu is sticking with us for now.

As a bit of an experiment, I took a couple of shots at Mysidian enemies near Altair. It wasn't easy, but we could win. We had some stat gains but this wasn't some kind of level-grinding paradise. The battles yielded quite a bit of gil, though.
We fought some Brains! We beat some Brains!
We fought some Flans! We beat some Flans!
Level 4 and 5 Fire spells made the flan-type enemies fairly easy.
Something funny was that I had just bought some new mythril equipment, and left the body armor off hoping it might help characters develop their agility stats. Thus these enemies were hitting even harder than usual.
Red/Firion with some mythril equipment. Maria/Draggy with some mythril equipment.
I am not sure how to get Guy/White to develop agility. He has a score of 5, having not gained a point ever. Often it seems like Red and Draggy gain agility for no particular reason. I have to think it's probably a consequence of them having some evasion from their shields.

We went to Bafsk and did the dungeon there. It was unexciting.
We fought some Balloons. We got a Pass.

Then Minwu left to help the king, and Josef joined the team. I learned my lesson last year about talking to the king of Fynn so there wasn't a whole bunch of wasted time.
Minwu left the party. Josef joined the party.
Josef, as always, basically totally sucks compared to Minwu. Interestingly, in the postgame I've referred to a few times, you start with Scott, then get Minwu, then get Josef and finally Ricard. It feels like Josef should end up at a similar power level compared to Minwu, but he generally doesn't.

Anyway, the challenge's rule/constraint is that guest characters can only use what they start with... but I'm also fully treating Minwu as a white mage, Josef as a monk, and Ricard as a dragoon. Since Josef starts with "heavy" armor, I took that off him.
Josef is not very well-equipped. Josef's stats/levels.

I actually made an effort to get Josef's HP up by having himself and others beat him up frequently.
Josef punches himself for 78 damage.
We grabbed Josef's snowcraft and kept building Josef's HP. He starts with fairly good stamina and it continued building quickly, so he actually caught up with approximately what Minwu had pretty quickly.
Josef has 484 HP. Red may be smacking him around.

Next, we went to the Snow Cave. We grabbed some treasure. A lot of it was redundant, but tomes and spellcasting items may be useful at some point and other things can at least be sold.
Found an Antarctic Wind in a chest. Found an Mythril Mace in a chest. Found a Blizzard Tome in a chest.

White speak beaver.
White speak beaver.

We encountered the Adamantoise as the boss here. Red's Blizzard spell almost ended the fight instantly. We also needed Draggy's Fire spell.
Josef spots an Adamantoise. Red gets ready to cast a level 4 Blizzard. Blizzard does 404 damage. We beat the Adamantoise.

We also had to fight Borghen before we left. I took the opportunity to capture Josef's monkish stats before he, uh, left the team.
Josef has 639 HP. We defeated Borghen! We defeated Josef!

Next up, we went to Kashuan Keep. We quickly encountered Gordon.
Gordon joined the party. Gordon's stats when he joined.
Gordon makes Josef look like an absolute champion. He doesn't appear in the postgame so I don't particular care to strictly align him to one of this challenge's jobs. However, it happens that his starting equipment all conforms to the dragoon job, so we can consider him a second, very bad dragoon if we want.

Kashuan Keep was a bit of a ramp up in difficulty, sort of. Enemies like Ogre Mages had some actual potent spells, including status effects.
Battling Ogre Mages who use Fog and other spells. The Land Turtle appears as a regular enemy here.
There were also a lot of drops from fights.
One fight dropped a Mythril Mace and a Mythril Helm. Another fight dropped a Blizzard Tome and a Blind Tome.
None of my characters will ever be able to learn Blind, but we can use this tome to cast it if it'll be particularly useful sometime. It's also worth some cash.

The Werebuster is a nice find.
White equips the Werebuster mace.

We received both a Golden Shield and Golden Armor here. After I had both, I gave the shield to Red and the armor to Draggy so that they'd both benefit from poison resistance.
Red is using the Golden Shield. Draggy is using the Golden Armor.

I got to the Red Soul in slightly better condition than I had in my last FF2 playthrough.
Gordon says, "...!?" White Guy does 63 damage to the Red Soul.
The gimmick with this fight is that it attacks with magic, and contrary to most bosses to this point it absorbs elemental magic so you really need to use physical attacks. We had a lot of trouble even dealing damage with physicals though, even from Draggy! It ended up being White's new Werebuster that actually pierced its defenses most effectively.
We defeated the Red Soul.

With that, we collected the Sunfire. We can use this to destroy the Dreadnought.

But first... we're gonna screw around a fair bit. I realized I never really exploited the huge offensive potential of the Teleport spell. I recalled that you can fight a Captain when you enter the Dreadnought, but there are also infinite Captains in Fynn. I went up to Fynn for a bit and just... bullied Captains with Teleport.

I happened to get a Curse Tome (which Draggy can use; only her second spell), a Toad Tome (which Red can use) and a Flame Bow (which nobody can use but it's worth some money).
We got a Curse Tome. Red attempts to turn a Captain into a toad.

Hm. If I can survive this, maybe I could go grab some spells and other goodies in Mysidia. I already proved I could fight at least some of the Mysidian enemies...
It would be really nice to grab a Holy spell for White, after all.

In addition to fighting flans and other enemies with mid-levelled elemental spells from Red, I used Teleport and Toad in a lot of fights. This was rough at times, but fairly manageable.
White casts Teleport on Killer Mantises. Red casts Toad on a group of Werewolves.
We were starting to get lean on resources when we made it to Mysidia. The scariest part of this was absolutely the Cockatrices! Our Esuna spells aren't actually high enough level to cure stone status, so we needed to use Golden Needles. We had another Cockatrice encounter right when we got to the town, so this was our status as we entered:
Red is fairly weak, and Draggy, White and Gordon are statues.

We got fixed up, and we grabbed every spell we were eligible for!
Shopping for spells in Mysidia. Red's spell list, with Barrier added to it just now. White's spell list, with Barrier, Wall, Swap and Holy all just added to it.

It sure would be nice to spend some money on equipment, but I was pretty low on cash at this point. I sold nearly all of my unused equipment, including the Ancient Sword, my Flame Bow and one of my two Blind Tomes. With that, we got Thief's Gloves for my three core party members. I also fought a couple extra little encounters to be able to afford a Flame Lance.
We bought some Thief's Gloves. Draggy evaluates a new Flame Lance.
I thought Thief's Gloves all around were a really good buy. In this game, agility is sort of a god-stat, and having more agility helps build the stat. I wonder if it might help White gain more. We'll see.

This game allows a sort of limitless grind for those who want it, and it's sort of tempting to just get everything I want from Mysidia now! But I'll be back in a while. The team is already relatively overpowered, so I chose to go back north to Altair.

The trip back was tough at times, but not nearly as bad as the way in.
The party defeated... something. A bit narrowly.

Here are our stats outside of Altair, with the Dreadnought as our next destination.
Stats before Dreadnought. Probably a bit on the high side!

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