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Thread: WK does an FFV Let's Play?

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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    • Former Cid's Knight

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    Sorry this took so long. I did the Shiva segment awhile ago and then rl drama kept me from getting back to the playthrough until the last few days. I'm posting this update now, but I'll add pictures later when I have more time.
    So I turned Butz into a Berserker since he knows Doublehand already. Lenna becomes a Time Mage with a Fire Rod and Black Magic 1 as her sub ability. Galuf became the Red Mage with Learning as his sub ability. Faris is the Mystic Knight with Chakra as her sub-ability. With Walse Tower done, the team heads back to the castle and we discover the king did in fact make it out alive and that another meteor landed near Karnak. We also head through the backdoor and find the area where Shiva was sealed away by the Water Crystal. The dungeon is pretty straightforward with no treasure.
    The real challenge of this fight comes down to when you fight her and how you're going to get around her bodyguards. She's accompanied by Ice Commanders which are Ice Soldiers with better stats, they even carry the same loot and are also vulnerable to Frog Song. A low level party with no access to Lv. 2 magic like myself could find this battle a bit of an uphill battle, but thankfully there are some easy tricks to win this fight without putting this off until I finish Karnak. The easiest way to beat her this early in the game is to simply use a Fire Rod as an item on her. As I mentioned earlier, Rods when used as items tend to cast Lv. 3 magic and at this time frame in the game, that can pretty much kill her outright.

    I don't need to really resort to this thankfully. Since I acquired two Fire Rods in the last area, both Galuf and Lenna do respectable damage with fire spells though Galuf will primarily be a healer. Shiva and her escorts are all weak to fire so the 2x damage from Fire Sword makes Faris one of the best damage dealers in this battle. Butz with his Greataxe being doublehanded and hasted by Lenna also results in him being able to kill the Ice Commanders with a single blow making him just as effective as Faris in this fight. The fight goes by pretty smoothly to be honest as long as you focus on high damage. If I backtracked after Karnak I would have access to Fire 2 which would have made this fight even more ridiculously easy.
    With that done, the team heads to the Walse Meteor and uses it to teleport to the Karnak Meteor. There isn't much to explore yet on this continent so head towards the castle. There are three enemies to look out for on your way there. Grass Turtles are uncommon enemies that drop Turtle Shells which are a valuable Mixing item for Chemists. Thankfully it's a 100% drop for them so fight a few if you can. The Zuu's are the toughest enemies on the map with more health than they deserve. They drop Elixirs but I would honestly not bother farming them. The real important one are the dog enemies fought in the forest areas on the map. These guys have the Blue Mage Skill ????. This skill does damage based on the difference between your characters current health against their maximum. So if your character has 150/300 of their health, the spell will do 150 damage. Not terribly useful this early in the game but the potential will make it quite useful by the third world or when you finally get access to a chemist...
    Karnak is under martial law due to monsters trying to invade the castle, including a werewolf who emerged from the meteor who is thought to be the ringleader. Head into town, several shops are closed and others are selling great gear at ridiculously low prices but before you can buy something, your party is arrested due to a citizen spotting you emerging from the meteor making everyone assume your with the werewolf.
    In Karnak jail, you meet FFV's Cid who lives in Karnak and is responsible for a lot of its technological achievements including the Fire Ship. He also discovered his machine was cause the crystals shattered and was arrested when he tried to deactivate the device. Cid tries to escape his cell using gunpowder but instead just winds up in your cell. Luckily the Prime Minister arrives to free Cid because gosh darn it, he was right and the Fire Crystal started to crack and now the Fire Ship is acting up cause it's still trying to drain energy from the crystal. Cid asks your party to look into it.
    From here we can finally return to the city and actually buy some stuff. Unfortunately, the cheap prices are gone since they were only that cheap due to the Fire Crystal making it easy to make. Luckily the magic shop is open and we can get access to the Lv. spells, and Life/Raise. Most of the gear is great and all the magic is useful as well. There is another piano in the Pub needed for the Hero Song quest. Now it's time to head to the Fire Ship.
    The Fire Ship is one of my favorite dungeons in FFV, it's way less straightforward than previous ones and has more puzzles in it as well which makes it stand out. The black ghost enemies teach Flash, but I already obtained it earlier. The only enemy to look out for is the dragon/gargoyle looking creature. The enemy isn't special and like most enemies in this dungeon, they don't have anything useful to farm/steal, but if you defeat is last in a battle, two puppet robots show up which nets you more Gil and XP. These guys are the first enemies to have the Blue Mage spell Exploder/Self-Destruct and funny enough, this is one of the few entries where this move actually has a purpose, but that will be much later in the game. Unfortunately, getting Blue Magic with a team having a Berserker is kind of tough but thankfully they will always use the move if you hit them with Bolt magic, at which point you just have to hope it lands on your Blue Mage.
    There are a few nice items in this dungeon, the most important of which is the Thieves Gloves, which raises the success rate of Steal/Mug. You'll eventually reach a point where you have four chutes to choose from which leads to a conveyor belt that sends you to four different paths. The far left path sends you back to an earlier section of the map. The chute next to it sends you to the save point and where you need to go to finish the dungeon, and the other two lead you to treasure.
    When we reach the end, we discover the missing Queen of Karnak is causing the ship to still drain power from the crystal. She appears to be possessed and we get our first true foreshadowing of Exdeath. He summons Liquid Flame to fight us. LF is pretty much the first real nasty boss in this game, especially if you either don't know what you're doing or have not taken time to properly level/equip your team. He switches from three different forms: Humanoid, Tornado, and Hand. Two forms are weak to Ice, one no-sells it and all three hit you with a nasty counter when you hit him. Humanoid uses Blaze which is a nasty group hitting fire attack, Tornado heals itself but uses Magnetic Polarity which will force back row teammates to move forward and if the character is already in the front row, it hits them with Stop instead. The last form counters with Fire 2. Since he doesn't have any blue magic skills, I switch Learning with White Magic 1 on Galuf in order to boost his healing magic cause I'm going to need it. Interestingly enough, all three forms drop a different item, I advise taking out his Tornado form as it drops the Flame Bow, while I beat him the first time, and won it, my second attempt got me a flame scroll from beating his human form instead.

    After this, the party heads to the underground duct to the castle basement where the Fire Crystal is held. We meet up with the werewolf who recognizes Galuf but the conversation is interrupted by a possessed guard who activates the amplifier and causes the crystal to shatter. Unfortunately, this causes a chain reaction that is now going to make the castle explode in ten minutes...
    If I had to list off places where the dev team are purposely trolling the player, this might make it to the top of my list. Most players hate timed sequences anyway, even worse in RPGs with random battles, but the amount of dickery built into Karnak Castle is on a whole new level. The castle is filled with treasure, of which almost 90% of them are Monster-in-a-box with enemy types designed around eating up your clock. While a good 80% of the treasure are simply Elixirs, those are not bad items to get either. The enemy groups in this area are actually really great for ABP farming as they all drop 3ABP per battle, the mage enemies have Mage Mashers and Gaia Gear you can steal, the Gygas has easy to steal Elixirs, and the guys also have the Aero and Aero 2 spells for Blue Mages. This place was just designed to eat away your time and tempt you. Also heaven help you if you start trying to run away from battles unless you're going after the Chicken Knife instead. I actually got killed due to the timer running out by expoloring the castle more than I should have. I sadly got Aero 2 on this run but failed to achieve it the second run through.
    There are fifteen treasure chests scattered about the castle but you only really need six of them. Once you start at the Save point, backtrack to the pot in the earlier room cause it will restore your whole party. Save. For this sequence, I switched around a few things. Lenna was turned into a Thief so I can have the Dash and Steal abilities and I have time magic as her secondary. Galuf is switched to a Blue Mage with Red Magic 2 as his secondary cause as I stated before, the Blue Mage is better at being a Mage than a Red Mage. The two treasures in the dungeon are gimmies for the most part with money and a elixir. On the B3 floor, hit up both treasures here for a Shuriken and a Ribbon, just try not to linger in the battles for too long. Ignore everything and climb to the second floor where the castle diverges onto two paths leading outside to the outer wall and into two towers on either side. In the right tower is a Main Gauche, which is a fantastic knife weapon, and the left tower contains an Elven Mantle which is a great accessory. Ignore all the treasure chests on the way and use the shortcut on the inner second floor areas to save time. Head back to the first floor and pick up the two treasure chests here. One contains a Lightning Scroll, while the other has the White Magic Esuna spell. Hopeful you have over two minutes left on the clock. Head outside to hit a scripted battle. Before that though, I turn my whole team into Blue Mages. The boss of this castle has a a rare Blue Magic ability that won't be available until Galuf's World but the ability is more useful in Butz's world so you need to grab it now. Butz has double-hand sword, Lenna remains a thief but I switch out time for Learning, Galuf remains the same, and Faris is a blue mage with Sword Magic 2.
    The encounter feels like a redo of the typical random encounters of the Sergeant and dog enemies, but if you kill all the dogs quickly, the game hits you with an overly long conversation for a time limit segment before he transforms into Iron Claw. The boss is actually pretty weak with low HP and no immunities. He has the Blue Mage spell Death Claw which reduces and enemy to single digit HP and inflicts paralyze. Once he uses it, I go all out and crush him. If you don't care about the spell, a Berserker can potentially kill this guy with one blow using a double-handed Mythril Hammer.

    With Iron Claw gone, the team escapes and we watch Karnak Castle explode. The shards of the Fire Crystal scatter, but three land by the heroes, granting us Geomancer, Mediator/Beastmaster, and Ninja. From there I head into town to save and rest in the inn.

    I have three new classes and I still have Summoner which was never used as well, so who should my new team be?


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