This was played on April 25, 2023.


Having become so strong, and having made so much progress, I thought it was attainable to beat the game! I wasn't sure, as the end of this game has been pretty hard for me in the past, but I thought it was possible.

I sold anything of any kind of questionable value and bought more things. Before I left Final Town, my item list contained 3 Heal Staves, 4 Flare spellbooks, and 4 Tents among other random things. What I thought about and then neglected to do was get an extra CatClaw or two. I probably should've.

There wasn't really much standing between us and Apollo. I had a bit of an "oh crap" moment realizing this party's configuration absolutely doesn't account for ways to beat Apollo. The battle with Apollo is probably the most interesting in the game, and it's largely scripted. There's more to it than just this, but the fight ultimately works in one of three ways:
  1. You take away all of his HP within something like 15 turns - which is hard!
  2. You last through his onslaught of attacks for those turns, and if Dad is alive, Dad dies and you win.
  3. You last through his onslaught of attacks for those turns and dad is not alive, in which case either you must have enough HP to survive his final explosion or lose.
I kind of forgot that option 3 was a possibility. Of course, that didn't matter, because Apollo utterly rocked me with badly-timed Flares.
Apollo wins

I was legitimately worried that I may not have a path forward at the moment, thinking that I'd need to grind again (yuck) and/or wander back through Odin's Castle for prizes, or something like that. I gave Apollo one more shot, with the key difference being giving Lenn a Flare spellbook and being more careful about when Kril would use her Heal Staff.

Before Apollo's transformation, he tends to use Aegis every turn, so only shield-ignoring attacks are really effective. Lenn doing 800 damage per turn instead of, uh, 0, was a pretty substantive difference. Eventually, Kril got taken out by Flares... but the very next round was when Apollo starts melting, before he explodes. This was our status at that time:
Status before Apollo's melt round 

Note that Kril was our only source of healing, and our HP totals are awful. And then he got Bart:
Apollo got Bart

I didn't think this was going to work out, but somehow it did:
Apollo exploded into goo!
Also I don't think I've ever really noticed Apollo's rather gruesome fourth sprite. That's pretty nuts.

On to the center of the worlds, with Isis! Isis, like other NPCs, had 1 in all stats... but she does have some of the more plot-relevant magi on her, including Masmune, so unlike every other NPC so far she can actually do something some of the time.
what kind of goddess has 1 in stats
And since Isis has Pegasus magi, I chose to swap Kril's Teleport ability with Mirror on a more permanent basis. I kind of doubt it will actually be useful, but better than something entirely redundant.

Battles on the way to the core are all unrunnable - at least I think so. The biggest worry I had as I proceeded was the possibility that Fari didn't have enough weapon uses to reach the final boss. Some of the battles were actually pretty tough and I died a couple of times, but reasonably frequent saves left this feeling pretty painless.

As well, several characters that weren't named Fari continued with good stat growth. I remarked that this is one of those things that's very different when you play with robots: they stop developing in the game's final area. They don't progress their build and stop getting stronger. It felt good that the growth was still occuring, and so frequently.

Early in the first couple of levels, before TianLung, Lenn finally got an ability worth replacing his original Flame/Blizzard/Thunder trio for!: Flare! I decided to move Blizzard down the list since if ice weakness was important I still had an Ice spellbook lying around.
Lenn learned Flare!

We had to fight an awful lot of these non-runnable, high-tier, random battles. We developed patterns for some of them, like having Bart attack stacks of Moaners because of their defensive capabilities while also having Lenn use Flare so as to remove them quickly, and allowing the other characters to target other enemies.

Most other enemies weren't a particular threat: Glooms had some scary death-inducing attacks, but they could be taken out with a single Xcalibr or spell from Lenn. The small number of mage enemies I ran into down here were pretty tough too, using the Wizard Staff against me (successfully, in one case).

I lost to TianLung; in fact, it took three tries due to stacked Tornados. I was taking 1000+ plus damage without an opportunity to heal in between in a game where the maximum HP total is 999; not the fairest setup. I then had a bit of rant about how this game is actually designed for the player to die, unlike more modern JRPGs. Third try, the luck generally went better.

Fenrir was similar. I got Tornado'd and killed. The second time I ran into him, there was only one, plus a surprise round, so despite getting whacked with a Tornado we won handily.
Won handily against windy myth tiger

The rest was pretty well without incident. For the final battle, preparation was as follows:
Bart's final setupFari's final setup
Kril's final setupLenn's final setup

I ended up taking the Laser Sword off Bart, actually, and giving him the Glass Sword to give the Laser Sword to Fari. I gave Kril two Heal Staves and decided she'd fully commit to using them pretty much every turn since using Hammer against the final boss wouldn't do much.
I used a Tent so Lenn would have his full 5 natural Flares, so he had 25 Flares total. I said, "It's not like he can live 25 turns."

I played this game with a lot of different parties and setups as a kid, y'know, and I frequently had trouble with the endboss. When you're playing a low-grind game with robots, healing can be pretty hard. It was... kind of weird how easy and straightforward this whole thing was. I was legitimately surprised.

Every turn, Bart would use Xcalibr, Fari would use a CatClaw or Laser Sword, Kril would use Heal Staff, and Lenn would use Flare. In the first two phases, my expectations were reversed from what happened, actually. I remembered phase 1 being hard, but it super duper wasn't. I remembered phase 2 being easy, but sometimes the smasher damage was pretty high!

Now, phase 3 was about what I remembered: big numbers. They were pretty random, although bigger than my Heal Staff numbers on average, I'd say. I was worried at points. We stuck to the plan - because what choice did we have - and we happened to win on the first try! The party even all managed to survive.
Arsenal defeated

Cool! The end of this playthrough was pretty fun! But, y'know, games with random stat growth might be a bit of a headache for this kind of run.

So, what's the result of this challenge? Can Final Fantasy Legend II be beaten with a knight, thief, white mage and black mage? I don't know! When the game is hacked like this, it's not such a cut-and-dry result. Removing the Parasuit is sort of interesting, actually, as it would've made the late game easier.

Also, I feel a bit funny about using the trashcan bug - and yet, I don't regret that. I think it made the run more viable and fun and didn't violate the theming at all.

At times, having firm party roles seemed like a generally really good thing. At the very least, I can certify this was interesting... other than the couple of periods of grinding.The next "Classic Jobs" run that I played, chronologically: Final Fantasy II
This was played on April 24, 2023. Pretty close to when I actually wrote this! It's an actual time-relevant post, for my first time on this site.


After two sessions of pure grinding - totaling probably a little bit over 3 hours - it was time to do stuff.
Okay, I lied. Just a little. To get back into the swing of things after a few weeks off due to family commitments and illness and whatnot, I did one run at the grinding room I did in the last session.

I started by reviewing the party's stats, which started as I left it in the previous session.

Bart has only 32 base strength. This goes up a bit when his giant equipment is on, which also reduces his growth potential. He has a Dragon Helm, Dragon Armor, an Ice Shield, and a variety of swords. He may still put on a Giant Glove when I'm not trying to gain strength, too. Bart also has 34 agility and 14 mana.

Fari has 47 agility (base!) and 23 mana. She has a Gold Glove and Dragon Armor and sometimes slips on some shoes for a stat boost.

Kril has 22 strength, 39 agility (boosted slightly by a Kimono) and 31 mana. She can also wear Hermes Shoes for an agility boost or Hecate Shoes for a mana boost.

Lenn has 25 agility (also boosted slightly by a Kimono) and 49 mana. His 49 mana is his base value; he has had reliable mana growth, which makes sense since his damage carries me in probably a majority of battles. Like Kril, he has footwear options.

Before too long, I did that hilarious part where the Sho-gun has the meeting with Echigoya.
Echigoya: "What is this music?!"Bart: "Hey! You dirty scums!"

Then we fought the dirty scums. I set Fari to slash Echigoya in a single hit, which I thought would reduce the chance of him using crazy weaponry against us. This fight went much as planned (although I still did the thing where I accidentally shielded in a surprise round) and was pretty easy. We got more-or-less the best possible set of outcomes, too. Echigoya dropped the Abacus, which is just a rare, weird flavour weapon but I decided a thief should be able to use it, and the entire team gained useful stats. Bart even gained a rare defense point from using his Ice Shield. Now that's what Hatamoto battles are supposed to be like!

We grabbed a Heal Staff which will be very valuable for Kril, and moved on to Edo Castle. Edo Castle went relatively smoothly, although I definitely didn't recall the layout very well. The treasure I wanted most in there was the Ninja Glove, which I gave to Fari. Besides being a general upgrade, it also gives weapon resistance. I also got a Body Potion, which Kril drank, as I reasoned keeping the healer healthier was a good idea.

I ran from a lot of battles to preserve some resources, and fought a few. A couple of times, enemies got the drop on me which resulted in some scary situations. A boulder turned Fari to stone at one point, which is scary, but as long as it isn't Kril it's fine.

I also ran into groups with Ninjas. Ninja was a boss a few worlds ago, and I wasn't sure if maybe this battle wasn't runnable. I tried running twice and the enemies were kicking my butt... and I decided to just let it ride to start the battle properly rather than have to struggle through and heal up. So, this was a TPKO! I think it may have been my first since Ashura.
Party lost to a group with a Ninja

What was funny about that was I finally availed myself of Odin's revival services, and then when he revived me the battle was, by the numbers, quite a bit harder. There were more Ninjas and Knights, anyway. But the re-fight was done without incident.

I got the Samurai Bow, which is normally very exciting to me but I am not able to use it by my job-related rules, and then I engaged the Sho-gun. I was really worried about the confusion he inflicted on me using Riddle but confusion really isn't too disabling in this game. In fact, my confused party members never actually worked against me in any way.

Next was Magnate! I was a bit worried about this one. I gave Kril her Heal Staff, as Magnate has a lot of unblockable, full-party attacks. I negected to give Bart an improved weapon like the Dragon Sword so he was using his Flame Sword. I also chose not to give Lenn the Flare book, so he mostly used Thunder. The main obstacle here, really, was that I had very few agility weapons on hand for Fari to wield, and she ended up having to stab him with a Dagger for under 100 damage per turn.
Not a lot of weapons!

Despite this, the battle generally felt like it was "stable" and going well. Every so often, Magnate would get an action in before Kril using the Heal Staff. Bart was knocked out first, followed by Lenn on the next turn. This left the battle as Fari using her 80-damage Dagger and Kril healing. It was slow, but stable. And eventually we won.
Magnate defeated
I realized after beating Magnate that I hadn't even considered my equipped magi. Oh well. It was probably fine.
Then I sold all of my very-useful-but-not-suitable treasures including the Samurai Bow 😥 and geared up, including some new agility weapons for Fari.

I knew Nasty Dungeon was next and I decided to do as much of it as I could, recognizing I could either Teleport or Pegasus magi my way out as needed. I acquired and promptly discarded a lot of treasure, due to inventory constraints and my job-related rules.

List of things I got that I kept or used:
  • Power Potion (on Kril)
  • Body Potion (on Kril)
  • Speed Potion (on Lenn)
  • Magic Potion (on Kril)
  • CatClaw (for Lenn)
  • Elixier
  • Dragon Sword (for Bart)
  • Tent
  • Muramas
  • Defend Sword (for Bart)
  • Wizard Staff (for Lenn)
  • Ice spellbook (random drop from Sorcerer, for Lenn)
  • Arthur Armor (for Bart; not sure if he's going to use it)
  • Vampic (for Bart)
  • Mage Armor (new, hacked-in item replacing Parasuit, for Kril)
  • Sun Sword (for Bart)
  • Tent
  • Glass Sword
List of things I got that I trashed or sold, in some cases with great sadness in my heart:
  • Ogre Axe (invalid with jobs)
  • Dragon Armor (I already have it on everyone that can use it)
  • Vulcan Cannon (invalid with jobs)
  • Laser Gun (invalid with jobs)
  • Jyudo (invalid with jobs)
  • Tank (invalid with jobs)
  • Missile (invalid with jobs)
  • Dragon Helmet (Bart already has one)
  • Samurai Bow (invalid with jobs)
  • Selfix (invalid with jobs)
  • Robe (garbage)
  • Karate (invalid with jobs)
  • Hyper Cannon (invalid with jobs)
  • Gungnir Spear (invalid with jobs)
As you can see... I unexpectedly did the whole dungeon. This was aided by the realization that I might be able to abuse the Trashcan Bug. I had never done this before. I was reminded of this on the 3rd level when I got the Speed Potion. Then I was saying, "some of those things are just money. I'm gonna have to decided at what point I want to go back to town to sell things, or at what point I don't care about money and I'm just gonna trash them. *gasp* TRASHCAN! Hang on a second!"

I was surprised as how easy it was. I waffled about doing this, worrying that it may undermine the challenge - and, like, it did - but ultimately I did it out of interest, justifying that ultimately it was kinda the same result as grinding (which sucks). If you think that invalidates the run, then I guess that's just, like, your opinion, man.

With the newly-boosted agility, Fari was scarier than ever. While I didn't max everyone's agility, Fari's did end up at 99. At least she definitively has her niche, now! That agility boost definitely made finishing Nasty Dungeon more viable, with a damage increase for some characters and our run success being boosted as well.

Throwing out so many goodies was hard to me. At one point I bemoaned not having the Lloyd's Beacon spell from Might & Magic: World of Xeen which allows you to set a spot you can teleport back to later. Really, I ought have complained about not having that game's Item to Gold spell, which allows you to sell anything on-the-spot. I said, "It's gonna be fun making a little write-up of this for my blog, talking about picking up Samurai Bows, Missiles, Hyper Cannons, Tanks and being like, 'Fighting back tears, I discarded the contents of each chest, holding out for one Mage Armor and an Arthur Armor that I'm not sure I'm actually going to use, all while getting a random encounter every four squares on average'."

Next is Odin's World. I chose not to take a break to sell things as I didn't want to spend ages travering maps and I knew I had the weapons I needed. Instead, I elected to skip every single chest in Odin's castle and reasoned I would come back if it seemed like it would be useful later. Thus, we made a beeline for Odin. These were our HP totals entering Odin's World:
Stats entering Odin's World

Odin actually got a surprise round against me, during which Bart was dispatched by his animal friends. I also forgot to give Kril the Heal Staff again. Fari targetted and took out Sleipnir in two attacks, while Lenn took out the OdinCrows using his Ice spellbook. The battle seemed generally stable, when for some reason I said aloud, "Now, Gungnir is pretty crazy. If he takes out Gungnir, somebody dies.". ~1 second later,
Odin took our Gungnir and then somebody died



But about two rounds later, we won regardless.
Defeated Odin with two party members down

At this point, I really wanted to rush to get Xcalibr, which I thought was pretty realistic. We ran right through the Minion battle. Minion wasn't much of a roadblock, although I remember that fight being rather different than it actually was. I remember them being weaker, like kind of a non-boss-thing, and I remember there being two of them (which makes a sort of sense, since Apollo summons two giant chickens in the cutscene). The battle was sort of uninteresting, anyway. Nobody died!

In Final Town, we bought Bart some Ninja Gloves and finally let go of our Giant Gloves, and went onto the Final Dungeon. There was nothing particularly noteworthy here, besides one part where Kril got petrified. As our healer, this sucked! I ended up realizing that Elixiers can heal status effects, but Tents can't, so that's an interesting minor distinction between them. We picked up some things that don't do us any good, like a Karate, a second Arthur Armor, and a Robe (?).  Then, finally...
We got XCalibr! This changes everything. 
I was very excited for this! Given its strength, reusability, and ability to hit groups, this was going to radically improve the way our combats are conducted henceforth.

Quickly after that, we ran into WarMach.
WarMach - defeated 1.
It went well! It threw a lot of missiles at us, but with Bart's Xcalibr, Fari's crazy agility, Kril's Heal Staff, and Lenn's early death due to missiles, everything worked out nicely!

I gave Kril the Heart magi and saved up for the final stretch!

<< Start | < PreviousIndex | Next >
This session was played on March 25, 2023.


The big plan for this day's play was to check out Echigoya's ship at the docks. Having seen some recommendations about key grinding locations, I knew that other than Hermit (who I thoroughly exploited in the previous session) the next best place to grind was in Echigoya's basement, which opens up after his trial immediately after going through the ship. There's a room with repeatable battles of a reasonable rank, and my goal was to get there so that my characters would be less weak.

My very specialized characters are an interesting bunch. Bart the knight is a somewhat effective tank and a moderate damage dealer. His tanking has been improved with his Dragon Helmet and Dragon Armor as well as his access to shields. Fari is an excellent damage dealer, except that she can only really strike a single target with a CatClaw or Laser Sword. Kril heals and can't really effectively do anything else, and Lenn has loads of group-targetting elemental magic that makes him borderline essential in a lot of random battles. They could all stand to be better in some regard, except perhaps Fari who is really a one-trick pony.

An early battle on the ship was a harrowing one, because of this:
Fari got StoneGassed
I was really worried about petrification; it hadn't happened yet, as far as I remembered. I was so excited to have Kril's Heal ability... but I didn't remember that for some stupid reason, Heal is only usable outside of battle. Why? Oh well. It is still nice to actually have a solution for this unfortunate and improbable situation. Heal was also handy for curing blindness a few times here.

That man has bananas! Arrest him!

I was realizing that Lenn's Flame and Blizzard abilities have aged pretty poorly. While it's really nice to have so many elemental attacks that target all enemies, and his damage is fairly good, they are quite a bit weaker than single-target spell abilities or spellbook abilities. Getting something like Flare or P-Blast sure would've been great.

Before Echigoya's trial, I tried going to his shop one more time before it closed down permanently. I grabbed a Flare spellbook... just in case.

With that, we triggered the trial and went into the basement of Echigoya's shop. My grinding goal was to get everyone's primary stats to about 40. I thought that the room full of Hatamotos would actually have Hatamotos as enemies, but it didn't. Still, it was easy-to-trigger screens full of same-ranked enemies that were steps away from a town where I could rest, so I made use of it... for about two hours.

The fights were different, and not really all the same difficulty. Knights, for example, had some pretty strong sword-based attacks and a good chance of using shields that blocked Flame and Blizzard. On the other hand, Knights appear as a single stack of enemies, so Thunder can handle them fairly quickly. Similar could be said of Gazers; they had nasty attacks but the stack could be taken out more quickly.

Y'know, thinking about this after-the-fact, I kind of wonder if I was grinding in the wrong place all along. I would much rather be fighting actual Hatamotos.

These enemies were tough, but at least the building was literally next to an inn. There was a lot of back-and-forth and it happens that eventually, while I was streaming, an old acquaintance of mine was chatting with me and that allowed it to go by a lot faster. Stat gains were made but otherwise it wasn't particularly eventful. The new HP totals were like this at the end:
Even newer stat gains just dropped!
That seems quite a bit more comfortable! Especially the money. Golly.
We're probably reasonably prepared to finish Edo now. That will happen next time.
This session was played on March 18, 2023, after a roughly 1-year break. Whoops.


I thought that getting back on the train in Edo without really remembering what I was doing in the game would be tricky but it really wasn't that hard. I think in all my GameFAQs posting - recently mostly in Final Fantasy riddle topics - I had stumbled though some conversation about useful spots for stat gains in Final Fantasy Legend II and I figured I could use some of that inform this playthrough and get 'er done.

I also had happened to have had a long run of several lengthy Switch games since the previous year to explain the absence. Darn this company remastering all my formative years.

Since the Hermit in Venus' World respawns on the same spot each time you enter his room, and has the same rank as Edo enemies while always appearing alone, I decided to go grind Hermit for a bit. This is a slow and boring process but it worked. I bought a lot of inexpensive, low-quality weapons to waste in these fights so that I could grind longer and with less expense. As a bonus, I remembered to remove some of my stat-boosting armors that had been hindering growth; I still intended to use these down-the-line, but for stat grinding it made sense to take them off.

I was really trying to get the whole team's agility up - other than maybe Fari, who was fine - so they could act more quickly and hit more reliably. There was a great battle where I had Bart using a Rapier, Fari using a Psi Knife, Kril using some kind of flail and Lenn using a Dagger, such that I was kind of aiming them toward those agility gains. With the battle down to a single Wh.Belt enemy, it was taking ages to take him out. When it finally happened though, Bart, Kril and Lenn all gained agility and Fari gained HP. It was glorious.

I did several "cycles" of Hermit grinding, getting the fully-rested party into the sewers and then fighting Hermit and occasionally other enemies until I was out of uses of Cure and Thunder. It is hard to make this sound interesting, although I can at least reiterate that it seemed to work.

Finally, I topped up on shopping around the various worlds and headed back to Edo to investigate Echigoya's ship. I bought a Dragon Helmet for Bart at Echigoya's shop, too, replacing his strength-affecting Giant Helmet. Having beaten up crabs for like 90 minutes, my HP totals looked like this now:
New HP totals just dropped
We'll start by heading to the docks next time.
This session was played on or around March 14, 2022.


I started out saying I wanted to finish Ashura's World - clearly, I meant Venus' World, which is where we were starting this time. Bart died in the very first battle; these enemies have interesting new ways to occasionally clobber us, like the Obakes having a strong, draining Touch attack and the WereWolfs having the Surprise ability. I honestly have no idea how that interacts with Fari on my own team also having Surprise.

I went through the village of scamps, if that's what it's called, and wandered around seeking another random piece of dialogue I had internalized from this game over the years for no particular reason:
The things in the sewer are nice and clean!

The Hermit enemy in the sewer is a popular grinding spot, since he respawns and is a higher-ranked enemy. I really ought to have stayed here longer. My singular first battle against the Hermit did indeed result in some fairly good stat gains.

The Chafer enemies here were pretty strong on the offense with their Gas attack. I ran through Kril's Cure spells quite fast, to such an extent that a prolonged grind wasn't really viable here right away regardless. I ended up equipped Kril with a Cure spellbook I had found to stay topped up; the book versions of spells are always a little bit more effective than the mutant-learned versions in this game anyway.

Then I ended up reloading a recent save when a battle against 1 Mephisto and 3 Phantoms who were found in a chest resulted in this:
Fari is the only one left alive
I didn't take the battle seriously enough in the first place, really, just relying on Fari and Lenn for damage and having Bart pick arbitrary things for the sake of stat growth. This battle went badly a second time, too. The third time, a surprise round allowed me to get rid of the Phantoms before they could do anything and the rest was straightforward. However, besides allowing you face some strong enemies I don't think you actually gain anything from this trapped treasure chest, so when I accidentally triggered the battle again I just backed out entirely.

In the other Magi-filled treasure room I got luckier with the trapped chest, with a single Mephisto and a single Phantom. That was no particular issue and resulted in nice HP growth. Slightly further on, we found a Giant Helmet. As with the other Giant equipment, this offered huge short-term bonuses to Bart's defense and strength at the cost of his longer-term growth... but that's future Bart's problem!
Mucho del gianto!

Now it's time to go to the second volcano level in the span of just a couple of worlds. In a way, you want to complain about the game's lack of originality, but how many games have you ever played that have at least one volcano area that have two volcano areas? It's really quite amazing.

Unfortunately, this volcano was boring, battle-wise. From about the mid-point I just kept running into big stacks of Champgnos (volcano-dwelling French fungus) where the only really, viable solution as having Lenn cast Thunder twice. The battles were long and same-y and we gained some stats.

The characters were very much embodying their archetypes by this point, I realized. The knight could deal damage and was the most defensive by far, Fari the thief had high-agility enabling favourable encounters and high spike damage on single targets, Kril the white mage is pretty much pure support and Lenn has limitations but is generally the best damage-dealer. Although it wasn't designed this way, it is cool the extent to which this game allows for this sort of class specialization.

I decided to take one run at Venus. I had found a Flame Shield in the volcano which I realized might be an asset. Fari is dealing awfully high damage with her Laser Sword now, so I expected the battle with Venus to go well as long as Fari lived.

In the battle, I ended up literally picking the same actions every turn. Bart used the Flame Shield, which is good defensively in general but in particular I wanted to intercept Venus' Flame spell. Fari used the Laser Sword, which consistently dealt over 400 damage except when it missed, which it did once or twice. Kril used the Star out of lack of anything better, given our lack of healing demand. Lenn used StonGaze. I seemed to recall that Venus was vulnerable to Stone although I wasn't sure if maybe that was more likely with the Stone spellbook or what.

Nobody died until right near the end of the battle, when Venus killed Lenn in a single attack - so when I said there was no demand for healing, there literally never was. About 95% of the damage I dealt came from Fari's Laser Sword, which also ended the fight
Venus fell

With that, we finish Venus' World and get the Aegis magi, among others. I thought Aegis might be a neat option in certain scenarios.
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