Monday, November 2, 2015

TEXT PLAY: Final Fantasy: Mystic Quest (Square, SNES, 1992): Issue #013: The Dumbass Brigade

You know, I may have said at some point that this game was liable to give noobs the wrong idea about the series it was titled after.

It certainly wouldn't be the first time something like it had happened in series history, of course. The Legend and Adventure offshoots for the Game Boy were like that, too, but they eventually evolved into the Mana and SaGa series on a variety of consoles. Same concept, just for different reasons than the ones I'll be talking about here.

So, what am I going to talk about here? Well, I'll be starting with the Battlefield that we left off last time. Since it was between the Volcano and Focus Tower, it was full of Iflytes and Stenthoses. So, basically, things Ben and Reuben had been facing quite a lot of already by this point. And it was established earlier in the game that the characters are aware of these Battlefield things, and therefore should have at least some concept of what goes on there. Yet, virtually every battle I had in this one started as an “Unexpected Attack!”. I mean, come on, really? Am I suddenly to believe that our heroes are the sorts who would repeatedly try to grab pans out of a hot oven without a potholder and wonder why they're getting burned? What's worse is that I wound up getting killed a few times about halfway through because of rotten luck surrounding these supposedly unexpected attacks. And all that for 1068 XP.

The way through the Focus Tower is kind of circuitous, but that's to be expected, given how oddly the thing is designed. Gotta go back in the way we came out to get to Aquaria to get where we need to be this time. Once we get past the door with the Fire Crest on it, the Old Guy tells us to hurry to Windia but keep an eye out for Captain Mac. They're sure building him up, that's for sure. But the payoff, well, there's good reason to think it's a little dubious.

In the basement of the Focus Tower, there's a room with the Aero Spell in it. It's Ben's fourth and final Black Magic spell, and it's gonna come in handy. It's a wind spell, of course, which makes me wonder why the monsters in the wind area are weak to it, but hey, it's cheap entertainment, so I'll take it in this case. The biggest challenge here is that it's guarded by a trio of monsters: a Shadow, which is an upgrade from the Ninjas we saw before; a Zombie Minotaur, which I think we've seen before; and a Chimera, which I think is new. The challenge here is that for once, we're slightly outclassed. And this still went better than the last Battlefield, as I didn't get my ass beat, simply because it wasn't an unexpected attack, for some reason.

Back on the path to Windia, the first thing we gotta do is get across a Rope Bridge. A few steps in, a Mummy jumps the party, but instead of going in as a team to face it, Reuben decides to have a go all by himself and gets knocked onto a ledge below the bridge. So, now, Ben's on his own, but fortunately, the Areo spell is the Mummy's weakness, so we can one-shot this thing.

We won't be alone for long, though. Soon as Ben gets with Reuben and sees he's alright, Tristam shows back up to help us for a bit. Going across the bridge, we'll get a few supplies. The most important thing is a handful of seeds. We've still got some from what I bought in Fireburg, but I did use some along the way.

But the way things have been going, I'll just stop at the next dungeon, a place called Alive Forest. It's kind of a more advanced version of Level Forest from the beginning of the game. It'll be fun once we get into it, but that'll be for next time.

Until next time, stay safe, have fun, keep gaming, and DFTBA!

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