Final Fantasy Video Walkthough Part 2 - Grinding
Let the Great Cornerian Imp Slaughter begin!\n\nCommentary:\n0:03 - It's time to gain some levels. I'm going to skip over most of the level-grinds in the game (I won't do anything significant off camera), but I'm going to use this one as an explanation of the battle system.\n0:09 - Ah, Imps. Fun and profitable to kill. First off, the order of your party matters...there's a 50% chance any incoming hit will hit the person in the top spot, and a 25% chance it will go after the second spot (third and forth each have 12.5% chance), so make sure someone with a lot of armor (Fighter) is up top. Your second spot is usually the one who dies the most, unless you have another Fighter or get a Ninja later. FIGHT attacks the enemy you target. MAGIC casts a spell, if the spell has a target, you then choose it (some spells do not target). DRINK uses a Heal or Pure potion (we don't have either yet, and neither one is good to use in a battle). ITEM uses a weapon or armor as an item, right now none of them do anything. RUN runs from the fight, you'll do this a lot, there are several enemies in this game that are not worth fighting. \n0:34 - Simple enough. The Exp. up is the amount each warrior gets after being divided among all surviving party members (if only 3 people live, the share is greater). Gold is self explanitory.\n1:11 - Things get a little tricky here. If you attack (or cast a spell upon) a target that dies during the round, you do NOT have your attack shifted to another target. Your attack is "ineffective" and you waste your round. Split up your attacks in such a way so it's less likely this happens.\n1:43 - We get ambushed here. Monsters Strike First always sucks, they get a free round on you. Wolves are a bit tougher than imps, and a solo one is rare...they usually show up in big packs. Generally not worth the trouble, but this is a solo one, so no biggie.\n1:53 - We break out the spells. Here's FIRE, and BAM! Note that elemental weaknesses matter in this game, so you will get extra damage out of a FIRE spell on, say, an ice creature, but half damage on a fire creature.\n2:03 - Note the wolf gives more XP than a solo Imp would, but not nearly as much cash.\n2:21 - Another spell cast in battle (I tried this last battle, but hey, big boom). Cure spells can also be cast on the menu screen.\n3:27 - We can also ambush monsters. Note that if the party ambushes an enemy, running away will always work. Not that we want to run.\n4:22 - MadPonies are a good way for a first level party to die, but I'm cocky. They can hit twice and have good evade. I wouldn't try and fight two at this level. \n4:51- Level 2! At each level, there is a HP increase (the size of which depends on class and Vitality), and a random chance for each stat to increase by 1 as well. Well, semi-random, there's a higher chance for some stats than others, and some classes always get a stat boost in one stat. Hit % will also go up by 1-3%. Finally, a Black Belt's unarmed damage and absorb is a function of his level.\n5:21 - Inns restore all HP and spell slots and save your game. This one is cheap, they get more expensive as the game goes on. Always come back here to save if it's feasible, the savings add up. By this point, you should have an idea of the strengths and weaknesses of your group and how to fight. Go kill some imps.
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