This is the final session for this playthrough! It was played on September 30th.


This segment started from the final save point in the Lunar Subterrane. Immediately, I went to take an attempt at Plague. Actually, it ended being about five attempts. I tried various strategies, but I found that my usual "Berserk Cecil and watch him destroy everything" wasn't working anymore because of his Crystal Armor... and even then, it didn't seem like we were getting close. However, given that Plague is a flying enemy, Thief was pretty darn strong in this particular battle. Regardless, we couldn't pull out a win here. I decided to check back after getting a couple of other goodies and possibly gaining a few levels in the process.

I've had some trouble with the Lunasaurs in my youth, but my battle with them went relatively smoothly this time. Palom had just learned Meteo, and it seemed worthwhile to use.
Palom used Meteo! It's super effective!
This made up for some flubs on my part, like Porom ineffectively casting Berserk on Cecil, who was immune. The Lunasaurs have really strong spells, but we managed pretty well here, all things considered. I mean, Thief and Palom were dead at the end of the battle, but other than that, yeah, it went well.

Next, I wandered the route to where I knew the Crystal Sword/Ragnarok would be waiting for me. I hadn't claimed all the chests on the way previously; the best thing that waited for me was a Protect Ring. Maybe partly for symmetry's sake, and partly because Thief is just generally the least valuable party member, I outfitted both Palom and Porom with a Ribbon and Protect Ring each.

In anticipation for my battle with Wyvern/Dark Bahamut, I actually changed Cecil's armor to the Dragon Armor so that he wouldn't be immune to Berserk. We fought him at about level 50/51. He is very strong and fast, and was another boss that I remembered being really strong from playing casually when I was a kid. I started by managing his speed; Thief and Porom used Slow / webs on him twice, and Cecil used a Bacchus on himself to go berserk. After that, Porom was pretty well using Curaga every turn. I realized a while into it - when Dark Bahamut had put Reflect on - that I had a few Light Curtains/Lunar Curtains and that I might benefit from setting up reflect on everyone, so I started to set that up but it didn't end up mattering. It was an oddly stable fight, considering it always seemed like a short, intense damage race to me in the past.
We defeated Dark Bahamut! We got Cecil's Ragnarok sword.

Getting Ragnarok is pretty nice! I thought that might legitimately help with Plague. In the short term, I was also appreciating Ragnarok's crazy damage bonus against undead enemies.
Cecil does 9999 to a Dinozombie.

On this trip, Palom also reached level 52 and learned his final spell.
With Meteo and Flare, Palom's spell list is full.

All these factors contributed to my next battle with Plague going considerably better. With that, we won the Nirvana Staff for Porom, which she could gain from the Lunar Ruins in Final Fantasy IV Advance. It's good, but hardly some grand difference-maker.

We went a little deeper into the Subterrane and reached the battle with Ogopogo, who talks like this:
Ye
Someone on the Project II team must not understand Canadian dialect.

Ogopogo, like Wyvern/Dark Bahamut, is a real onslaught. He is very fast, and often uses strong attacks. Besides attempting to even the odds by managing our relative speeds, Porom was mostly on healing duty throughout. Thief threw some X-Potions, too, which was particularly necessitated since Ogopogo counters black magic with Tornado. Palom's Thundaga spells were doing just over 5000 damage. Thief went down at one point and getting recovered after that resulted in a close call for the entire party, but Porom managed to bail us out.
Porom cast a lot of Curaja. We defeated the beast of the Okanagan.
With that, the game told us we earned the Masamune but we actually gained Asura's Rod for Palom. This offers fairly good stat boosts even compared to the Stardust Rod, and has a considerably stronger itemcast of the Holy spell. It was useful a few times.
Palom got Asura's Rod.

We walked back to the last save point to recover and save after that fairly tough battle, and then went back toward the endboss. These battles weren't too hard, although I started running from Evilmasks after a while just because they felt like they took a particularly long time. We had one battle with Zemus' Mind, which I've never really had trouble with before as far as I remember, but it was awful. After the entire party got confused a dozen or so times I ended up just running away.

Then we got to the final boss, with stats as follows:
Cecil's final stats. Thief's final stats.
Porom's final stats. Palom's final stats.

The cutscene played out as normal, though we ended up with a bit of a surprise when the scripted battle with Zemus began:
I have no idea why Cid is on the moon.
I... have absolutely no idea why Cid showed up in place of FuSoYa on the moon with Golbez in this battle. It's not something I did, at least not intentionally. I assume it's got something to do with a shared character slot or something. It turns out he's rather adept at white magic?

The rest was fine. I kind of thought there was a chance the spectral party members' encouragement would make issues for us, but it didn't. My team's fight with Zeromus was okay; I guess I forgot that true Zeromus' shake animation was a telegraph of Big Bang, which meant I ended up taking a few risks I shouldn't have. I also realized Palom's offensive spells and some itemcasts Thief used triggered Flare counters, but I chose to do it anyway several times.
Palom used Flare.
I actually remembered that Meteo triggered some kind of awful counter, but I didn't remember what it was and I figured it was probably just a counter-Flare like the other spells cause. So, on exactly one occasion, I used Meteo.
Palom cast Meteo.
This turned out to be a mistake. Zeromus counters this with Tornado, which has nasty and predictable results when Big Bang's HP draining attack is in play. Porom's healing was rather invaluable here. Besides the counters, there really wasn't any amazing threat to this battle, and we pulled through pretty well. We didn't even end up slinging any of the 13 or so Elixirs I had saved for the occasion.
Zeromus is defeated!

And with that, although there were a few other minor changes in play, we have beaten Final Fantasy IV using a classic-styled party of knight, thief, white mage, black mage. As I remarked aloud at the end, this was one of the most consistently fun playthroughs I've done in this series. The beginning was rather slow, but other than that it's quite interesting to see how this game is relatively balanced for a more typical 4-person party.

Is there meaning in this? I don't know. Perhaps we'll know one day if I and/or someone else creates a straight up "choose your jobs" hack for this game, which I would love. That ought to be a thing.

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The next "Classic Jobs" run in the Final Fantasy series: Final Fantasy V
The next "Classic Jobs" run that I played, chronologically: Final Fantasy VII


We finished with these last two sessions on September 30th. I guess since it was two sessions I'll break up the description here, too.


We started with Bahamut's cave. We had very little to gain here; Bahamut doesn't actually do anything for us. The only treasures to find contain Genji equipment, some of which is a minor upgrade for Cecil and some of which isn't an upgrade at all. So really, this was about getting a few levels, or possibly a very improbable chance of getting a rare drop like a Ribbon or something.

The forced Behemoth battles were interesting to me as a casual player when I was young, but when you realize that they are basically just physical slugfests where the only real danger is counter-attacks, you can be more intentional about it. I tried involving Thief and even Palom in the first, but I realized Cecil's damage eclipses them so much and the counter-attacks were painful enough that it meant it was quite a bit more efficient for Cecil to do the fighting, Porom do the healing as necessary, and the other two just standing around defending and sometimes throwing out items.

It never really felt like there was danger here, which was encouraging for the next part of the playthrough, as these enemies (DarkSages, Selenes, Red Giants in this translation) are pretty consistent through the Lunar Subterrane. However, I was somewhat nervous about Bahamut himself. It turned out that this concern was unfounded; Cecil and Thief berserked themselves, we slowed Bahamut and used Haste on Cecil, and Palom cast some strong spells. Porom was able to get Reflect active on pretty well everyone and then... we killed Bahamut before he even counted down to zero. Honestly, I'm not sure I've ever straight-up won the damage race against Bahamut in this game! Perhaps I generally focus too much on defense rather than offense. It was a decisive victory.
We defeated Bahamut without being Megaflare'd.

Now, after a short shopping trip for consumables, we were going into the Lunar Subterrane. I didn't remember which of the paths were which, and it ended up that the very first path I picked was the one that went to Pale Dim/White Dragon and what would normally be the Murasame. The main gimmick of this fight is that he uses Slow on the team in response to... almost everything. I reasoned that it wouldn't be worth it to try applying Haste, but I still made Cecil berserk and had him carry the team. His speed definitely was suffering by the end of the fight, which served little purpose other than making it a bit more boring. It wasn't bad.
We beat this thing.
Then the text afterward says, "Received [katana]Murasame!". This turned out to be a lie; I had replaced the Murasame with some kind of special endgame gear. It's funny that this message is hardcoded rather than referencing an actual equipment index. What we actually got was a throwing weapon called Risesun.
We got the Risesun.
This Rising Sun is one of those items I added into this hack to make Thief marginally more endgame viable, but it's based on other FF4-world equipment. This one is based on FF4 Advance (85 attack, 35 accuracy, +10 agility) rather than FF4 The After Years (50 attack, 50 accuracy, +10 agility). This makes it Thief's best weapon, but certainly not gamebreaking since in its source games it was meant to be dual-wielded. Edge would still normally be substantially stronger than Thief is right now.

We proceeded through the Subterrane, fighting nearly all battles. As we picked up Dragon armor that Kain would normally use, I gave everything other than the shield to Cecil, getting rid of the Genji equipment that I had only recently acquired. I fought all of the monsters in chests for the Crystal equipment - mostly quickly replacing the Dragon equipment. As this started to happen, I noticed the turn order changing. I am legitimately unsure of what piece of equipment resulted in a speed differential that seemed to be between Cecil and Porom, but it didn't matter much. While I was investigating, I took some new status pictures.
Cecil's equipped stats at level 47. Thief's equipped stats at level 47.
Porom's equipped stats at level 47. Palom's equipped stats at level 47.

Our equipped stats were changing throughout this dungeon, with Porom being affected by getting a new staff or two, and Palom switching from the Triton Dagger to the Stardust Rod, among other things. Shortly after taking those status images, we gained level 48 which resulted in some spells being learned.
Palom's spells at level 48.
For this hack, I had modified Palom and Porom's spell learning lists to always take the fastest learn rate for those characters... in other words, Palom learns each black magic spell at the earliest level they are learned among Palom and Rydia in all official versions of FF4, and Porom learns each white magic spell at the earliest level they are learned among Rosa, Porom and Cecil in all official versions of FF4. This explains the slightly accelerated spell learning. With that, Palom only has Flare and Meteor left to learn!

After the last piece of Crystal equipment, I found myself running short of time and made a beeline for the bottom save point, fleeing from the rest of the battles. When I saved, the party stats looked like this:
Party status when we reached the last save point for the first time.
Next up: a bunch of hard enemies guarding treasure, and then the final boss.

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In this session we did things through the Giant of Babil, with a bit extra.


We started on the lunar surface for the first time. I opted to skip Bahamut's Lair reasoning that the battle would be tough, Bahamut himself offers no benefit to this team, and the only treasure I was expecting was the Genji Armor which isn't that much of an upgrade for Cecil. Thus, my intent was to rush to the palace and meet FuSoYa, then leave and return to our planet.

The fights were a bit tough at times, though. In most, Palom was the MVP, at least offense-wise. Enemies were pretty strong with normal attacks that did plenty of damage even to Cecil, and Thief's damage was lagging badly now, with him having trouble reaching triple-digit damage to many enemies. Palom won a lot of battles with Bio and other strong spells, including often more than one per battle. Sometimes his Triton Dagger was also useful.

In the Giant of Babil, I was surprised that the average profile of enemies had shifted; Thief (wielding the FullMoon) had no particular issue dealing a few hundred damage to enemies here. The enemies who use Beam and other non-physical attacks did very poor damage, with the Beams often being completely nullified against my mages... something that I don't remember happening so often in the vanilla game. Perhaps this is because the proportions of my party are different. In any case, it was pretty noticeable.
Beam missed a lot.

Both my team and the enemies seemed to have competent offense, but battles didn't often feel way quicker here which I would attribute to higher HP pools. The treasure wasn't noteworthy and none of the battles particularly stood out.

Against the Fiends, I decided we were going to give berserk status to both Cecil and Thief and give them Haste. There's something weird about the way the different fiends are represented as forms in this battle, so I wasn't so eager to use the Slow spell on them figuring it was likely to be cancelled partway through... but I knew Cecil's violence was likely to be able to carry us. His damage against Rubicante was less glorious than it was in our previous battle, instead being about 3000 damage per hit, which is still pretty good considering he is using the non-elemental Defender rather than the Icebrand sword. Thief was there too.

Palom was able to hit weaknesses and do lots of damage. Between this and Cecil's potent strikes this battle never really felt dangerous, despite the risk of having half of my team in an uncontrollable state.
We beat Barbaricia and the other fiends!

I went directly to the CPU battle, taking a risk by skipping the save before the next (and last!) vanilla party shift. In this fight, using Berserk was not an option, since character in the berserk state target random enemies. I quickly took out the Defender and then targeted the CPU. Palom had pretty close to nothing to contribute, since his only useful spell that can penetrate a Reflect spell are multi-target, and taking out the Attacker isn't generally a good idea. So Palom used physical attacks, too! It wasn't nothing.
Palom attacks with a dagger for 216 damage.
We played this battle out using the usual strategy and it went as expected.
We beat the CPU.

After this, we had the option to freely roam the overworld, the underworld, and the lunar surface. While I didn't want to go into the final dungeon at this point, I thought I could do some not-very-useful sidequests. But first, I did the obvious useful sidequest!: getting Excalibur. This brought Cecil's attack from 131 to 188. Huge!

While I was in the underworld, I figured I would beat Asura and Leviathan. This does nothing for me, but it does open up Odin and Bahamut... which also do nothing for me. But it seems like it ought to be part of the experience of playing the game with this team. In vanilla, I would normally do these before the Giant of Babil or in some cases before the Sealed Cave. At this point they were easy. With Reflect on Asura and Berserk on Cecil, we trounced her.
We beat Asura.
And then we went into the Leviathan battle without a break! It was a bit harder, actually, since Tsunami is quite a strong attack. However, with a Berserk on Cecil yet again and Palom's strong spells, we defeated Leviathan.
We beat Leviathan.

While I was gathering summoning spells for a character that doesn't really exist, I figured I may as well beat Odin, too. I thought there was a chance this wouldn't be so easy, since you'd normally very likely have Edge and Kain with you. Kain could jump for pretty big damage, and Edge could either throw something or use Blitz, and we don't have that. Thief certainly couldn't bring much to the table. Porom tried to set up the speed differential while Cecil went berserk and attacked. I think this was close; I am glad Palom got off this Thundaga spell when he did.
Odin doesn't like Thundaga in this playthrough any more than he normally does. We defeated Odin!

The Blue Planet doesn't really have much else for us; I parked the ship outside of Bahamut's Lair, which I'll do next time before going deep below the moon's surface for goodies and/or to save the world. I snapped pictures of our current stats before wrapping up.
Cecil's stats at this point. Thief's stats at this point.
Porom's stats at this point. Palom's stats at this point.
This session was played just a couple of hours after the previous one. In this one, we mainly focus on the three underworld dungeons that are available after the Tower of Babil.


I remember having waited to do the Feymarch / Land of Summoned Monsters and the Sylph Cave until after having access to the Float spell most of the time when I had played this game in the past, but the Trap Doors of the Sealed Cave are a bit scary to me... so I chose to push the envelope and do the two optional dungeons prior to the Sealed Cave.

One battle into the Feymarch Passage (as this version names it), Palom learned Blizzaga. The damage from the damage tiles in this area wasn't as bad as I remembered it. That said, going here at all doesn't carry a ton of benefit: while you'd normally come here for the Asura and Leviathan summon spells and perhaps the Samurai Bow, we can't use any of those. The best prizes I expected here were the Defender sword and possibly the armor for sale in town. There ended up being a bit of other benefit, like the Triton Dagger we found in place of the Poison Axe. I equipped it on Palom and kept Thief wielding the Assassin Dagger.

I was worried about some of the enemies here, but it really wasn't too bad. Palom was able to change some enemies to pigs, and many were subject to the Assassin Dagger's instant death effect. I enjoyed changing Arachne enemies into pigs, which helped since we don't have Float. My favourite transformation was this one:
Perfect flying V of pigs. We defeated the five fell pigs!
These five piggies were in the treasure chest guarding the Defender sword. Turning them into pigs didn't do too much for me, honestly, since their regular attacks are their most dangerous feature... but the flying-V formation of pigs looked hilarious.

We didn't fight Asura or Leviathan here, since we had nothing to gain, so we raided the chests, shopped at the stores, and then left.

Next was the Sylph Cave. This place doesn't have a ton to offer us either, but I was curious about whether the Mute Knife/Mage Masher might be useful for Thief or Palom. We did two trips and opened every chest. There's one path that takes you to where Yang and the Sylphs live, and that doesn't have too many damage floors, and we did that first. There wasn't really much to report about that. We fought most of the ToadLadies/BogWitches we encountered even though those fights took ages just on the off chance that they could drop a Ribbon. No such luck!

When we took the other path, the damage floors are a bit more ubiquitous, and the final area has six trapped treasure chests entirely surrounded by damage tiles.
Our stats before the trapped chests. The trapped chest area.
Amid all of the damage tiles, I said, "It's going to be so dumb... when the second I'm about to leave... she gets level 35 and learns Float. I have no idea if level 35 is Float, but just based on kind of the idea of [...] just how stupid it would be, I know it's going to happen".
This ended up almost being the case. After the second of the six treasure chests, Porom gained level 35 and it did happen to gain her the Float spell! The second chest I opened also yielded the FullMoon weapon for Thief which was a pretty substantial upgrade.
Porom learned Float at level 35. The FullMoon is a very nice upgrade!

Most of the other treasures were consumables; nothing exciting. So after selling some things and making use of the Dwarven Castle's Fat Chocobo, we went to the Sealed Cave. Most of this cave is running into TrapDoors who kill someone and otherwise are not challenging. Thief was considerably stronger in this dungeon with the FullMoon equipped, particularly against the many bats who live here. Even the TrapDoors we were mostly able to take out before they could either kill a second person or transform, which grants a very generous 7500 experience points per person. We were levelling frequently here and the team felt strong, which was nice.

Partway through, I stopped to inspect my mages' spell lists.
Porom's spells at level 37.
Porom only needs to learn Curaja, Arise (Life2) and Holy. She actually gained Curaja very shortly after, before we left this dungeon.
Palom's spells at level 37.
Palom just needs Death, Weak/Tornado, Flare and Meteo. Some of those are going to be a while!

I thought the Demon Wall battle might be a real toughie! I mean, this party is pretty close to the normal party but replacing both Edge and Kain with Thief, who is weaker and has no useful abilities. I had Palom using Bio, and my plan was to set up a big speed differential using Slow and Haste and then Berserk Cecil and Thief (in that order, of course!). It took a while to implement and I wasn't sure I was going to be fast enough to avoid being crushed to death... but it worked out with a bit of time to spare.
We defeated the Demon Wall with no crushes!
We were just about going to have to start healing the petrification.

We got a drill to exit the underworld, we traded a tail to get some ore and gave that to a blacksmith, and we prayed for a Big Lunar Whale. We saved there before travelling through space.

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Both this session and the next were played on August 25. This one happens to start with the Tower of Zot, and proceeds through just after Rubicante.


At this point in the game, gaining levels is quite significant. It particularly affects my mages' MP pools. Since we're starting at the Tower of Zot, it was noteworthy because I didn't want to be reckless with Palom's MP using Fira and Bio to clear enemy encounters faster. Consequently, many of them felt slower than they probably should've been, or would normally be. (This has been the case for the entire playthrough thus far, really.)

The Flamedog that guards the Flame sword was a worry, mainly because Cecil was wearing Flame Armor and thus has a fire weakness. That said, one Blizzara finished it off awfully quickly.
Palom does 3410 damage to the Flamedog.

The battle with the Magus Sisters felt very different from vanilla, maybe obviously. Normally, you'd have three great physical attackers who could go after Cindy despite her having Reflect cast on her. Here, it pretty much ended up being Cecil's responsibility. I attempted to have Palom Boast and then use strong spells on Cindy between when her Reflect spell had faded and was re-cast, but that didn't work at all. It was slow, but it worked out.
We defeated the Magus Sisters.

The battle with Valvalis/Barbaricia was also very differently balanced for us. In normal play, you would have four strong attackers, a white mage, and no offensive mage... and one of the attackers is able to stop Barbaricia from spinning. While she's spinning, she's got a different moveset and very high evasion. Actually, what I didn't know - because it's not normally observable - is that Barbaricia is also magic immune while spinning! That didn't stop me from trying, and I had Palom Boasting and Boasting and throwing out tons of Bio and Thundara spells, all of which had no effect. Even Porom's Slow spell and Silk Web items had no effect.

This battle was rough; she spun the entire time, and our only real damage ended up being Cecil, whose sword strikes were not particularly effective here. I thought equipping Thief with his Boomrang may be effective, since it's an anti-aerial attack, but that barely did anything. Our only saving grace was that Barbaricia's moveset is almost entirely single-target attacks. If Cecil didn't pull it out when he did though, we were perfectly likely to have run out of healing resources.
We defeated Valvalis! Again. This screenshot was taken from the VOD.

We proceeded to the underworld and quickly advanced to the Calcabrina fight (still written as Calbrina in this hack). I won, though the merged doll really hammered the team, only for my hack to effectively freeze during the Golbez fight, where interestingly instead of a black screen we were just permanently paralyzed in the battle.
Golbez used HoldGas! It's super effective!
I really wanted to hotfix the whole thing so we could beat him somewhat legitimately, but I couldn't figure it out fast enough, so I ended up just once against removing the Golbez fight from the event instructions entirely.
In retrospect hours later, I realize it was probably just caused by the way Shadow Dragon is programmed to use Demolish on specific characters who aren't present in the battle. Oh well.

Anyway... this also meant we had to do the Calbrina fight again. I thought the best strategy was to hold fire and have Palom Boast his wisdom up to max and then cast a strong spell to kill them all at once.
Strong Bio spell! Damage from the strong Bio spell.
Unfortunately, this wasn't quite as potent as we needed, causing the Brinas to die and the Cals to remain. We tried to finish them off quickly but couldn't quite manage it, and they still formed Calbrina. Of course this fight was pretty easy given Palom's maxed wisdom.
Another strong Bio spell. 3325 damage from Bio.

Against Barbaricia and Calbrina, I was definitely noticing it was hard for Porom to keep up with the healing. I was hoping that she might learn Curaga, and I kind of wondered if Rosa would normally have it at some comparable level (she doesn't). I was worried about going into the Tower of Babil without it, so I gained a level intentionally but it didn't grant Curaga. Oh well. Every level counts quite a bit at this point.

The Tower of Babil wasn't too bad, really. Palom's MP pool is now large enough that it frequently makes sense to throw out an -ara spell or Bio in random battles in order to accelerate the random battles. Chimeras were a bit tough, at least when they hit Cecil (who was still weak against fire attacks) with Blaze. At least they can be defeated quickly. We were able to solve this elemental issue when we grabbed the Ice Shield and Ice Armor here.

Dr. Lugae was pretty easy; once again, my strategy was mainly based around using Boast to cast high level spells, but having Cecil berserked was also an asset. His final form's Laser attack is a nasty one; early in the battle, he used Laser to deal 1600+ damage. Late in the battle it seemed like he was going to destroy Porom with Laser, but then I recalled that Laser is one of many attacks in this game that does damage proportionate to the caster's HP. When I saw his Laser deal just 45 damage I knew he was a gentle breeze away from defeat.
Healing was tough against Dr. Lugae. Your Laser ain't so good now, eh?!?!?

We walked out, got Cid's workers to provide us with a hovercraft hook, did a little bit of shopping in the Cave of Eblan, and proceeded into the other half of Babil. Shortly inside, we got Thief's next upgrade from the trapped chest where we would normally get the Ogre Axe: an Assassin dagger! This was a fairly good attack upgrade with a large agility bonus and a chance of instant death.

The enemies here were an interesting bunch. When I ran into Coeurls, I recalled how I fought them earlier in the trapped chests in Eblan Castle and used the Change Rod against them. I used the Change Rod quite a lot here, and had the observation that I've never had so much success or fun with changing enemies into pigs ever in all my years playing this game. Between porkalated enemies and instant death, battles were very manageable in difficulty and also fun.
KILL THE PIG

Speaking of fun, the battle with Edge's parents was just... weird. I knew we didn't need to do anything but I figured if Porom use Pray every turn there was no danger at all. Thus, to ease Porom's command entries, I used Berserk on Cecil, Thief and Palom and constantly Prayed with Porom. Because of the ferocity and frequency of their attacks, the battle was seemed like a dogpile on defenseless giant creatures with Edge's disembodied voice screaming in agony; it just seemed like an exercise in absurdity (I had been watching Mr. Show this same day and it honestly felt like I was playing a Mr. Show sketch). Even with partial use of fastforward, it ran over 3 minutes.
Prayer unanswered indeed. This fight.

The fun didn't stop there! The fight with Rubicante went quite differently than I expected. I had a plan to Boast with Palom and then nail him with a very powerful Blizzara spell, but Berserked Cecil with the Icebrand practically solo'd him before I could even get the spell done. I had a lot of trouble with this fight when I was young, and the strategy is entirely viable in vanilla! What have I been doing with my life?
We defeated Rubicante. Well, Cecil did.

The very next fight after Rubicante went like this:
Barnyard battle.

After we got Falcon, we went to Tomra. We did a little bit of shopping there including finally getting access to as many Hi-Potions as we want.

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