Tag Archives: PSP

Final Fantasy Marathon: The Fourth Fiend – Final Fantasy I #18

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?

Final Fantasy Marathon: To the Heavens – Final Fantasy I #17

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.

Final Fantasy Marathon: Topless Mermaids – Final Fantasy I #16

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.

Final Fantasy Marathon: I Love Having Legs – Final Fantasy I #15

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?

Final Fantasy Marathon: Proof of Courage – Final Fantasy I #14

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!

Final Fantasy Marathon: Ruler of the Skies – Final Fantasy I #13

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…?

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.