We’re well into the endgame of the PSP incarnation of Final Fantasy now; today we delve into the second of four “Soul of Chaos” dungeons.
Hellfire Chasm features 10 floors arranged in a random order, with a choice of two Final Fantasy IV bosses to fight on both the 5th and 10th. In order to fill out your Bestiary completely, you’ll need to run the dungeon at least twice to smack ’em all down.
Bring plenty of supplies; today’s a long trip, but we’re just getting started!
At this point, we’re ready to go and beat Final Fantasy I! But we’re not going to do that just yet… not when there are endgame dungeons to challenge!
Today we begin with a return to the Earthgift Shrine, which we paid a somewhat premature visit to back in episode 9, and manage to squeeze in two whole runs to take down both Cerberus and Echidna.
This is just the beginning of endgame Final Fantasy… so strap in for a bit of an endurance run!
After a perilous ascent up the Mirage Tower, the Warriors of Light find themselves in the Flying Fortress, just a bit of exploration away from the last of the Four Fiends.
Tiamat has a reputation as a fearsome foe, but the rigorous training regime our heroes have been following up until this point will surely stand them in good stead when the time comes to take up arms against the fourth Fiend.
In the meantime, there are treasures to find and mysterious labyrinths to navigate, so let’s get to it, shall we?
After successfully making takoyaki out of Kraken last time around, there’s just one more crystal for the Warriors of Light to, err, light.
It’s not going to be easy to get to, however; it’s guarded by the fearsome Tiamat, who has taken up residence in the Flying Fortress, the former home of the Lufenian people. And, what with the Flying Fortress being… flying, even reaching Tiamat is going to be a bit of an ordeal.
Thankfully, all the things the Warriors of Light have done up until this point have prepared them adequately for this moment… so it seems the only way is up. Baby.
Two more crystals to go, and the next is deep beneath the waves in the Sunken Shrine!
But what’s this? A choice of paths to go? It seems one way leads to topless mermaids while the other leads to a slobbering tentacle monster, and never the twain shall meet — doubtless much to some people’s disappointment.
Which way will the Warriors of Light go? I mean, obviously it’s both, but which way will they go first? Find out today, only on the Final Fantasy Marathon, and along the way we can have a nice chat about my leaky roof.
Freshly minted as full-on heroes after Bahamut’s ministrations, the powered-up Warriors of Light resume their quest to illuminate the four crystals and save the world from the Four Fiends.
But the path onwards isn’t terribly clear; some investigation is obviously required, beginning with a strange town on the northern continent that appears to play host to people who are very excited about having legs.
Hmm! What could it all mean?
There really is no rest for a Warrior of Light, is there? “Go and bring me proof of courage,” says Bahamut, without any sort of indication of what the bloody hell he means.
Fortunately, some of this subordinates were a little more forthcoming with the information we needed, and so it was that we found ourselves standing outside the Citadel of Trials, ready to find that which would prove our courage once and for all.
All we knew was that it would take a form that we probably wouldn’t expect… and that there was an annoying teleporter puzzle between us and it!