Final Fantasy IV [PC] Playthrough #042, NG+: Kaipo: Rydia; Underground Waterway: Tellah
This is video #042 in my playthrough of Final Fantasy IV for the PC. This is episode 2 of the second playthrough. I am playing on Hard mode.
Final Fantasy IV [PC] Playlist: https://www.youtube.com/playlist?list=PLIZ8kn0xML27Dqz-cjHeCCs3x25SibWtJ
Previously, we started a New Game+. Cecil and Kain traveled from Baron to Mist. Afterwards, Cecil found himself alone with the green-haired orphan girl with no way to go but forward. His first stop is the oasis town of Kaipo in the Damcyan Desert.
Cecil resumes on the Overworld outside of Kaipo. Before entering the town itself, he heads northeast to the Underground Waterway.
Underground Waterway (time 0:38):
Cecil starts on floor B1 of the Waterway Entrance, South. To the northwest, he finds an old man blocking the north-south bridge. Return to Kaipo, eh? Fine then!
Cecil leaves the cave.
Overworld (time 1:17):
Cecil backtracks southwest and enters the oasis town of Kaipo.
Kaipo (time 1:26):
A scene takes place as soon as Cecil enters Kaipo. He goes directly to the inn so that the little girl can get some rest.
Another scene takes place that night. A patrol from Baron is hot on our hero's heels. Fortunately for the girl, Cecil stands up to them.
Boss time against the General and three Baron Soldiers! For the maximum experience, be sure to defeat the General before all three Baron Soldiers are defeated, or else the General will run like the coward he is. Child's play with ???'s Love.
After the battle, Cecil the Dark Knight reaches Level 12.
Another scene takes place after the battle. The girl introduces herself as Rydia and joins the party. Yay!
Rydia the Summoner joins the party at Level 7. She comes with a Rod, Leather Clothing, and a Silver Armlet. Currently, she can use White Magic, Black Magic, and Summon. She starts with the White Magic spells Cure, Sight, and Hold; the Black Magic spells Blizzard and Thunder; and the Summon Chocobo. Fortunately, she inherits her augments from the previous game, so she sets up Bless as her auto-battle command. She also sets up to use her Rod as an item in battle.
The party explores Kaipo and chats with the residents. Cecil's Dark Shield protects him against the Toad status. So, if he is using Draw Attacks, there is no need to stock up on Maiden's Kisses. Unfortunately, his magic defense is terrible against magic attacks, so he will have to be careful.
At the Armorer, the party picks up a Leather Cap for Rydia.
Since the completion of the Namingway quest carries over, the party can talk to the Fat Chocobo right away to see the Bestiary. Only a couple of entries are missing, and those are the optional superbosses. So near and yet so far!
At the Weaponsmith, the party picks up a second Rod for a character that is coming up very soon.
In the northeast building, a scene takes place when the party enters the back room. Rosa! The poor dear is unwell. She gives the party the Auto-Potion augment. This time around, Edward will be getting it.
The party can talk to the old man for information about Rosa's affliction and the cure.
They leave Kaipo.
Overworld (time 15:46):
With Draw Attacks, Cecil can keep Rydia much safer this time around. They travel northeast and enter the Underground Waterway.
Underground Waterway (time 16:31):
The party starts on floor B1 of the Waterway Entrance, South. The Tiny Mages will present a problem for Cecil if he uses Draw Attacks, because he will not have high defense against their elemental magic.
Before they begin gathering treasures, they head northwest.
Rydia reaches Level 8. She learns the White Magic spell Confuse and the Black Magic spell Sleep.
On the western north-south bridge, they talk to the old man standing in the way. This is Tellah the Sage. He asks for their help reaching Damcyan, as a nasty monster blocks the way.
Tellah the Sage joins the party! Tellah starts at Level 13. He is skilled in White Magic and Black Magic. His starting White Magic spells are Cura, Esuna, Raise, Silence, Confuse, Blink, and Teleport. His Black Magic spells are Fire, Blizzard, Thunder, Sleep, Poison, and Osmose. Tellah comes equipped with a Staff, a Gaia Gear, and an Iron Armlet. He equips the Rod that the party picked up in Kaipo so that he can use it for Mage Arrows. He also replaces his Recall command with the Bluff command inherited from the previous playthrough.
In the southwest of B1, a chest contains a Tent.
Cecil the Dark Knight reaches Level 13. Rydia reaches Level 9.
In the east, on the bluff north of the entrance, the chests contain a Maiden's Kiss and a Potion.
In the northeast, a chest on a bluff accessible from the water channel contains an Ether.
Rydia reaches Level 10. She learns the White Magic spell Esuna and the Black Magic spell Poison.
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