KH3D Level 1 Crit - Part 2: Making some early game Majik Lapins

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Published on ● Video Link: https://www.youtube.com/watch?v=7QPNWWm6HF8



Game:
Majik (1990)
Duration: 2:04:38
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Most people probably dont realize that majik lapin is actually available pretty early game without too many shenanigans involved. Spirit routing in this game is nutso, if you really wanted to you could get a ryu dragon just after killing hockomonkey without NG+ by doing portals and killing off your spirits to get fantasy dream fragments earlier than you should. Probably the best use of this is the main thing stopping you from making flowbermeow and getting once more early is the very limited amount of fleeting fantasies available before the second set of worlds, but if you make and sacrifice tatsu steeds or escarglows you can get fleeting fantasies early to make flowbermeow just after hockomonkey. Anyways, Majik Lapin doesn't require any blood rituals or any of that nonsense, it's just dulcet fantasies which are uncommon drops from a couple portals in la cite de cloches. Since they only drop from a couple specific portals and only 1/3 of the time at that it's unlikely that you'd naturally get enough to make a majik lapin this early game, but by knowing what portals give them and savescumming it's not too hard to get a pair of lapins early. This is actually a really good idea for level 1 if you plan on using lapins as your spirit roarer because at level 1 every spirit you make starts at level 1 so if you make new spirits in the late game then they'll be underleveled forcing you to level grind if you want them to not be dead 24/7. After playing through the game with majik lapins though, as nice as having that many magic hastes and boosts so early is, I would recommend using the easier to access yoggy rams instead anyways since they are a lot more reliable at casting spirit roar in my experience. But you will have worse passives that way, tbh the meta thing to do is probably a majik lapin and a yoggy ram, that way you get the best of both worlds for the most part, although you'd probably still get more consistent spirit roars with double yogs. Tbh double lapins is probably the worst way to go about it, but I didnt realize how bad a spirit roarer majik lapin is before this playthrough. He has great passives, the best of any spirit roarer arguably, but he just doesnt cast spirit roar that often.

Anyways my party is double lapins in teh active slots for spirit roar and auto-life as well as magic boost/haste, and a zolephant in the passive slot for the 5 HP boosts and a cure boost to aid in survivability. Cure boost helps a lot when you dont have access to curaga yet, especially when using HP boosts to get more HP earlier on. HP boosts are the best way to add to your survival before you get access to once more, defense boosts fall off pretty quickly and are only that good in the first world or two, but HP boosts remain useful even into the endgame. This is probably the optimal party for level 1, unless you planned on using physical attacks, but that wouldn't be very optimal in the first place. There are some cool physical attacks and they are actually viable at level 1 for the most part, but unless you use balloon magic, you're gonna make things harder than they need to be at level 1 and tbh this game, while not as bad as people make it sound, isn't worth that kind of effort for the most part. I would say to probably use a yoggy ram instead of a second majik lapin though. That way you actually do get all 3 defense boosts, which while it falls off late game is helpful for a while. But more importantly, like I said a billion times before, yoggy ram is way better for actually using spirit roar. I cannot overstate that enough, USE YOGGY RAM FOR SPIRIT ROAR.







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At this time, Spaghetti and Meatballs Gaming has 38 views for Majik spread across 1 video. The game makes up 2 hours of published video on his channel, making up less than 0.17% of the total overall content for Majik on Spaghetti and Meatballs Gaming's YouTube channel.