The Warriors of Light are about to take on their longest, most significant challenge yet: the 40-floor Whisperwind Cove!
Thankfully, the boss fights in here aren’t quite as brutal as the devastating foes who lurked at the base of Lifespring Grotto, but 40 floors is certainly a lot to get through. Thankfully, there are plenty of places to rest and regroup along the way… including a village full of absolutely fabulous-looking mages.
I have no idea how long this is going to take, so if I manage to get enough episodes recorded in advance, there may be two episodes a week just while we clear out this monstrosity. And then we have the Labyrinth of Time to clear after this, too… why did I start this again…?
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 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.
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!
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?
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…