Final Fantasy I NES - Solo Fighter - Part 11: Temple Of Fiends Revisited

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The final part in my Solo Fighter walkthrough for Final Fantasy I NES.

All the enemies in here, apart from the final boss will be familiar from other dungeons. Knowing this, you should be able to identify the low hitters and use your Defense Sword and Heal Staff combo effectively.

The dungeon layout isn't too hard to be honest. The four Fiends return each with a whopping 100HP more, however it's the upgraded strength, accuracy both defenses and an improvement to their spells which will make it seem like more than 100HP.

Lich is up first, he now can use Nukle and all tier 3 elemental spells. Like the rest he of the Fiends he still possesses his original weaknesses. The majority of his spells will hit low, but just hope he doesn't slow you or sleep you as it will lengthen the battle to a point where his physical attacks or Nuke might kill you.

Kary is up next. Contrary to popular belief, she hasn't gained a resistance to Ice, because she was never weak to it in the first place. Her stats don't seem to be much higher than the first battle at all. She does however have rub and stun as well as upgrade from Fir2 to Fir3. Keeping the Ribbon and Proring equipped is advised.

Kraken next. I'm not sure of his stat changes, but the only spell he gains is Lit2. Pathetic really. Same status weaknesses too.

Tiamat is next, but grab the Masamune first. She can now cast the l2







Tags:
Final
Fantasy
NES
Solo
Fighter
Part
11
Temple
Of
Fiends
Revisited



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