No kidding. Especially since you can't save after the Syrcus Tower and have to do the World of Darkness straight after, with 6 of the toughest bosses in the whole game, no save-points or well-springs... Huh, I just realised how hard this game was on the famicom.Still, it's tough as nails but not so far as to be unfair. Gaining a few levels will always work wonders if you're ever stuck.
It's still a playable (and enjoyable) experience to go through, even with the difficulty, something that (IMHO) can't be said of the other two famicom Final Fantasy games. (No auto-retargetting and no damage-on-enemy-display seriously smurf FF I and II up to unplayable levels.)

Still, it's tough as nails but not so far as to be unfair. Gaining a few levels will always work wonders if you're ever stuck.
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). Quite a pleasant musical score for a famicom game as well. Still, I agree that the last hours of the game are exhausting and merciless. It's even harder when you do it without Ninjas and Sages. I used a team of Mystic Knight, Summoner, Devout and Knight, all lvl 60 (or more) and I barely made it. Xande and the 4 Dark Crystal bosses went okay, but it's the final boss that nearly did me in. She simply did more damage than I could ever heal with just one healer. That's one of the few things that truly bug me about the famicom version: it's how weak healing spells are when you spread them over your entire party. At lvl 60, Cure4 will only heal about 700hp each when spread out. Not very great against a boss that does 1500 damage to the whole party every turn...



