Final Fantasy (NES) - Four Black Mage Casual Playthrough (Part 4)
Game: Final Fantasy
Platform: NES
Completed: May 31, 2022
Rules: Beat the game with a team of four Black Mages. Promoting to Black Wizards is allowed.
Part: 4 of 6
Robe and crew are ready to enter and exit some towns, learn an entire language from a stone slab, ruin the careers of some fiends, and get confused about the time-loop.
Here are some highlights:
10 seconds - What an amazing way to start!
19 minutes - You can canoe above the waterfall but there's no reason to. But there is a reason to set up a tent on your canoe while on the water.
26 minutes, 30 seconds - These bottom volcano tiles do nothing I guess. It kind of makes sense because it looks like the first volcano area is supposed to indicate that you entered through the top of the volcano anyways. The lava tiles cause 1HP worth of damage to your entire team per step. Which is great! I would much rather take 1HP worth of damage over a random encounter that takes forever and causes even more damage, and it turns out that there are no random encounters on these tiles. Therefore I stick to walking on them when I can.
40 minutes - Used HOLD on Kary, but she was cured!
56 minutes, 15 seconds - This is a really cool trick with WARP. Drop down a hole, cast WARP, and appear on top of the hole you dropped down. Saves a good deal of time and potential random death.
1 hour, 17 minutes - The airship normally cannot land on sand, but it's strangely able to land on the sand that has the caravan. If you buy the bottle and use it, the caravan is no longer available (which would make sense as there shouldn't be another bottle for sale) but you can actually buy multiple bottles thereby wasting copious amounts of money. It doesn't seem to change anything in your inventory and once you use one, they are all gone. Well that's pointless. Now reset and get your money back so you can never spend it.
1 hour, 30 minutes - If you examine this door it tells you that it's locked by the mystic key. That's strange. It's required that you have the key at this point.
1 hour, 57 minutes - This is the other side of the peninsula of power that contains the same enemy set that was used for grinding levels in part 2. This changes nothing in your life.
2 hours, 1 minute - It's such a strange design choice to have so many houses without doors. Why did they do that? It was like that in Provoka as well. Right after that, you can see how Lefein actually wraps around. The sections that take you out of the town seem kind of odd as well. I actually saw something similar in the waterfall cave but it doesn't look as bizarre.
2 hours, 3 minutes, 30 seconds - Killing Kary wakes this guy up for his valuable clue.
2 hours, 16 minutes, 40 seconds - You can run from a forced encounter, like so.
2 hours, 29 minutes - Flawless Kraken fight! Ink, you stink.
2 hours, 32 minutes - I decide to demonstrate that you can lazily cast WARP to leave a town.
2 hours, 46 minutes, 50 seconds - For some reason this little section of grass below the Mirage Tower only contains imps. It's like a reverse peninsula of power. Very good.
3 hours, 3 minutes - If you are silenced, not only are you unable to cast spells but you cannot use equipment as items in battle or drink potions. I wonder if that was on purpose.
3 hours, 37 minutes, 40 seconds - Surprisingly bad Tiamat fight here.
3 hours, 45 minutes, 15 seconds - Sell that Xcalbur for cash!
Part 4 of 6
"Final Fantasy - All Black Mages (Part 4)"
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