Category Archives: Final Fantasy Marathon

Final Fantasy Marathon: The Wrong Dungeon – Final Fantasy I #11

After a bit of farting around getting lost, the Warriors of Light finally find themselves in front of their next dungeoneering challenge.

Okay, it’s the wrong dungeon, but they’re there now, so they might as well dive in and have a bit of an explore. What could possibly go wrong, after all?

Mindflayers, dear reader; mindflayers are what could possibly go wrong.

Final Fantasy Marathon: Navigation Issues – Final Fantasy I #10

After last week’s unfortunate adventure in the Earthgift Shrine, the Warriors of Light do their best to get back on track.

However, it’s not quite that simple! Their next destination is concealed in the heart of a complicated labyrinth of rivers and streams… and it turns out that they perhaps weren’t even heading in the right direction in the first place.

Oh well. Those are the perils you sign up for when you take on a less linear RPG!

Final Fantasy Marathon: This Was A Mistake – Final Fantasy I #9

You know how sometimes you get yourself into a situation that, before long, makes it abundantly clear that you have made a poor decision?

Well, that’s what happened in today’s episode of Final Fantasy. Fresh from their defeat of Lich, they decide to check out the newly unlocked Earthgift Shrine, because surely a newly unlocked dungeon is something you should go and check out immediately, isn’t it?

Well… nope. Let’s maybe save these bonus dungeons for the endgame, huh? You’d think I’d know that after having played this version before, but apparently not…

Final Fantasy Marathon: Wrath of the Lich King – Final Fantasy I #8

In today’s episode, the Warriors of Light score their first major victory over the Four Fiends and cleanse the Cavern of Earth once and for all.

The fact that this part of the game makes you seek out the advice of an inconveniently located sage then re-run a dungeon in a different context was something pretty distinctive at the time of original release; an audience of players more accustomed to linear “straight line to the finish” games may well have found themselves surprised and baffled when they discovered what was necessary in order for them to progress.

We now know that to be the nature of RPGs, of course; but someone had to define and codify the conventions we take for granted today, didn’t they?

Final Fantasy Marathon: Vampire Hunter F(F) – Final Fantasy I #7

Last time, the Warriors of Light decided to take a well-earned holiday in the town of Melmond, only to discover it was a right shithole.

It (apparently) wasn’t the fault of the people of Melmond, however; the nasty vampire who had taken up residence in the Cavern of Earth was supposedly to blame, because he was blocking the flow of earth energy from the crystal and making everything rot. And this made all the buildings fall down, supposedly.

Motivated entirely by altruism (well, maybe a bit of greed… treasures are shiny!), the Warriors of Light descend into the Cavern of Earth to try and deal with this undead terror once and for all…

Final Fantasy Marathon: Lali-Ho! – Final Fantasy I #6

In this sixth episode of the Final Fantasy Marathon, we take our legitimately gotten gains (courtesy of the Mystic Key) and take a trip to go and visit the dwarves.

Dwarves are another example of an aspect of Final Fantasy that was lifted from Dungeons & Dragons, though few can deny that the Japanese series puts its own unique twist on the dumpy delvers. Their catchphrase of “lali-ho!” (or variations thereof depending on who was on localisation duty at Squaresoft that week) became a recurring feature for a number of installments… and indeed at the time of writing the dwarves have most recently made a comeback in fanservice festival Final Fantasy XIV as part of the Shadowbringers expansion.

But we’re getting ahead of ourselves. I’ve got some Nitro Powder burning a hole in my pocket (quite literally) and I can’t think of anyone better equipped to make good use of it than a dwarf.

Final Fantasy Marathon: The Mystic Key – Final Fantasy I #5

After last week’s little… mishap, the fifth episode of our Final Fantasy playthrough sees the Warriors of Light taking full advantage of the mysterious Time Magic known as “Load”.

From thereon, we proceed to track down the wrongful owner of the Crown we found in the Marsh Cave, kick his head in, then set off in search of the mysterious, magical Matoya, who has been feeling a bit left in the dark recently.

We then proceed to spend considerably longer than I intended finding all the locks that the Mystic Key fits. Because treasure.

Final Fantasy Marathon: TPKO #1 – Final Fantasy I #4

Oh dear. It had to happen sooner or later, didn’t it? And Final Fantasy veterans will be unsurprised to hear that it happened in the Marsh Cave.

The Marsh Cave is probably the first “real” dungeon that you encounter in Final Fantasy I, and its main challenge is one of endurance: it’s quite long and branches off in two different directions, so getting everything in a single expedition is challenging. Not impossible, but still challenging.

Sometimes bad things happen. But we can learn from them and try again…

Final Fantasy Marathon: The Slumbering Prince – Final Fantasy I #3

Our Final Fantasy I adventure continues as the Warriors of Light cross the ocean to Elfheim and discover their prince is having a bit of a sleep problem.

Never ones to shy away from an apparently supernatural-inflicted disaster, the group sets out to find out exactly what is going on, setting their sights on the first full dungeon of the game: The Marsh Cave!

In this episode, we start to see some more of the Dungeons & Dragons influences at work as well as how the game expects you to explore rather than leading you down a linear path. A bit of an adjustment if you’re accustomed to some modern JRPGs, for sure!

Final Fantasy Marathon: Those Blasted Pirates – Final Fantasy I #2

After overcoming their initial challenge to defeat Garland and rescue Princess Sarah, the four Warriors of Light set out to begin their quest properly… and promptly get lost.

A key part of the early Final Fantasy games — especially this first one — is figuring out exactly what the hell you’re expected to do next. The series’ iconic linear main narratives wouldn’t become more pronounced until the SNES era, and this first Final Fantasy in particular is a prime example of the initial influences drawn from Western role-playing games.

Still, your progress is gated off in a few key ways on the road to adventure — beginning with the necessity to acquire a ship. And who better to get one of those from than a band of rowdy pirates?