Final Fantasy Video Walkthrough Part 11 - Marsh Cave
All that leveling is preparing for this. Good luck. \n\nCommentary:\n0:05 - Okay, Rule 1 of the Marsh Cave - You do NOT need to go anywhere I don't go. There is no good loot to the North you can't get by going South (there are several items in the game that can be gotten out of multiple treasure chests, and once you get it in one, it disappears from the other), and most stuff isn't worth the trouble. Nearly everything in here will poison you, stun you, or just plain kick your ass. I know this isn't a very walkthrough-ish thing to say, but if you want to explore it, you're on your own. Just go for the Crown and get the hell out.\n0:33 - East either goes nowhere or to the same place as South. I can't remember which. I do remember Rule 1, however. Either way, ignore it.\n0:54 - Scum...there's a whole lot of Ooze enemies in the game, and to be honest I keep forgetting which is which. I guess these are the "Fire-weak" ones and I guessed right (there's also some "immune to magic" ones in here, they're called Muck). Probably a bad move, I should have saved the spell and ran. Lousy XP and GP.\n1:29 - Useful if you ignored my advice and came down at a lower level with lousy weapons. This is one of those items that shares a treasure chest.\n1:38 - R. Bones are tougher Bones. Crawls are a COMPLETE PAIN IN THE ASS, they hit 7 times for 1 damage each, but each hit paralyzes. This is usually a no-brainer run away, particularly if you get the ambush, but I must have had some extra self esteem in my cereal that morning, because I fight them. So long as you can get the Crawl, though, the rest is pretty easy.\n2:03 - Remember, HARM only damages undead, and Crawls are not undead.\n2:43 - This is the Short Sword I already got. I do a lot of things I don't need to do, either to demonstrate it, or because I forgot about it. I'm not telling which is which.\n3:02 - I completely screw this up (that self-esteem overdose again). \n3:26 - Oy, I didn't know these were here. They multi-hit and are pretty tough. They can destroy under-armored characters (see what they do to DAN9). They seem to have a Fire weakness. I just get out of there.\n3:48 - Use CURE spells before potions as a general rule. Also, a FYI, out of battle, Heal potions always restore 30 HP. In battle, it's between 8-32. Don't use them in battle.\n3:59 - Nice. Here, I screw up (that self-esteem thing.) Go right, then down. Don't follow me and go down, then right.\n4:10 - The previously mentioned Muck. Did I mention they hit really hard too?\n4:36 - Stop RIGHT THERE and heal up. The next space has a fixed encounter. Every time you walk onto a fixed encounter square, you'll fight a predetermined enemy. Think of them as surprise mini-bosses. You learn to reconize them, they're usually in front of treasure chests or doors, and some of them are very useful for leveling (you trigger it over and over).\n4:45 - Huh, there's only two here. There can be up to 5. Wizards (they're supposed to be Mind Flayers of some sort, but D&D owns the trademark on that name) are nasty. They're resistant to every element except Lightning, they hit very very hard, they have excellent defense, and you can't run away from them. Use LIT2 to fight them, and some defensive spells like FOG or INVS help as well. And if you get 4 or 5, pray you get a good LIT2 spell off.\n5:32 - Figures, huh?
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