Final Fantasy Pixel Remaster - Ch. 2 - Marsh Cave
So last time, we started off on a brand-new adventure! Our heroes arrived at Cornelia and vanquished the foe, Garland, at the Chaos Shrine. The King was so grateful, he had the bridge to the North rebuilt in a flash! Now our heroes set foot into the world for the first time.
CHAPTER 2 - MARSH CAVE
So, it took me a while to figure out exactly how I would do this. Grinding is unavoidable, unfortunately. Not just for experience, but at this point here, you WILL have to grind for money in order to buy what you need. I decided then, that the best thing for the viewer would be to cut out the hour or so that I spent fighting monsters. But what exactly is this chapter about?
Well, this game definitely has a bare-bones approach to structure. It feels almost like a side-quest by the standard of the series from FF4 and onward. But we must lower our expectations and appreciate this game for what it's worth. As we leave Cornelia and cross the bridge to the north, we'll keep heading in that direction until we reach Matoya's Cave.
Matoya is a witch that can concoct any sort of potion imaginable. However, she's lost her Crystal Eye and can't see. We'll then head back down south and head to the East. You should eventually see Pravoka town, which we've heard is full of pirates! There's only a few people out and about, so it should be pretty easy to find the pirates. If you talk to their chief in the center, it will trigger a brief battle. When you beat the pirate boss's henchmen, he will apologize and give you a ship. Wow, that was fast! Ship already!
Each location should provide clues where to head next. If someone in town mentions a place to you, it's a clue that you should head there next or soon. We're told about a town across the sea with elves, Elfheim, so we head there next. At this point, money gets a little tight for me. So I took a break to grind for money. That way, I could buy everything I needed including: Copper Armlets for the mages, offensive spells of the '-ara' variety, Cura, Heal and Poisona; and a handful of Antidotes and Ethers. This might be overkill, but it seriously made the next area a breeze.
The Marsh Cave has a lot of monsters that can poison you, so the Antidotes and Poisona really make it a lot easier. There's also some monsters that only take damage from magic, so I ran away to conserve magic. Only the last floor, please note that the doors toward the bottom part of the map are locked. Save yourself the trouble and don't bother with them. The "boss" of the area, the 'Piscodemons', can be defeated in one turn using the Black Mage's Thundara, Fira or Blizzara.
I was going to head to the Western Keep and keep things moving, but the food I had cooking in the oven needed to be taken out.
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