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!
The Warriors of Light are done Down South, so now it’s time to head Oop North. There’s just one problem: how to get there!
The northern continent has an alarming lack of places to dock a ship, so they’re clearly not expecting any visitors any time soon. And apparently canoeing across the ocean is out of the question, so what could the answer be?
Take to the skies, of course! After all, we have everything we need to do just that, right…?
In today’s episode of Final Fantasy, the Warriors of Light finally get back on track and delve into the fiery depths of Mt. Gulg.
Marilith, one of the Four Fiends, is waiting for them far beneath the surface, but first they have lots of exploring to do. And the floor is literally lava. It’s a good job they packed plenty of potions, but you’d think they’d have brought more sensible shoes for such an excursion.
Of course, before they even get to Marilith, they have to face one of their biggest challenges yet: the seemingly endless Big Rooms of Nothing!
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.
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!
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…