FFV - Low Level Game Part 4: Liquid Flame & Escape from Karnak Castle

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Final Fantasy V
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A video featuring two mandatory battles before the acquisition of the first set of Fire Crystal jobs.

Liquid Flame

Kind of an annoying boss, countering when hit and changing forms randomly. There are three forms total, the initial one using Blaze to attack the whole party for AoE damage dependent on max HP (nothing an MT Cure spell can't treat) and also attacking physically, which is most of the time not fatal. The whirlwind form counters with magnet, moving characters from back to front row, and spends any turns it may get by casting Fira on itself. Doing nothing during this phase is a good way to run the boss quickly out of its MP (the whirlwind only has 30, which is enough for 3 castings), after which you can cast Confuse on it and just slowly wait for it to run out of its MP.

That would be a safe tactic to ensure the boss's demise, but the straightforward way - that of attacking - is much faster. The last form, 'the hand', is immune to magic and will counter with Fira. At our low levels, a Fira spell is always fatal against whomever it hits, and yet if you're unlucky enough to get this form you'll have to revive the fallen if you ever want it to switch phases.

It's got 3K HP, the most of bosses faced thus far, and a simple way to cut that by half is by casting the Time Magick Gravity, which can also whiff. After that, the accuracy of Blizzara spells is chosen for offence, Goblin Punch used to connect an attack to trigger form changes while in Hand form.

The drop here depends on the form during which the boss was defeated. In the end, it doesn't really matter what is dropped here - the scroll, the bow or the rod.

Sergeant + 3x Cur Nakk

The first battle where the whole party is forced to gain some experience. Sergeant gives 40 exp, with the Cur Nakks giving 140 each. Actually killing any of the latter would cause the party to level up quite a bit, but it's essential to know that they can be made to flee if Sergeant goes down first. This is something that isn't supposed to happen, as the low-HP Cur Nakks dying first normally trigger Sergeant to reveal his true form - that of Iron Claw. Skipping the Iron Claw appearance is therefore vital to maintaining low levels here, only splitting Sergeant's 40 exp between the four surviving protagonists.

The boss can be paralysed with a whip, preventing him from controlling the Cur Nakks for added damage, but the gamble with the whip isn't worth it, as you can achieve the same more reliably by just sleeping the curs. Gravity, Frost Rod-bolstered Blizzara and Goblin Punch (used by Blue Mages since they have better weapon attack with Mythril Swords compared to Black Mages with Blue Magic secondary) are used to fell Sergeant, which is about the time we wake the Cur Nakks and watch them flee.

Lenna and Galuf level up once, reaching lv. 2 for higher HP and MP, the latter a big boon even for later battles (there was so little you could do with 4/5 MP previously...). This is the last level-up in the game, as we're going to end the challenge with levels 2/2/2/3.







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