But first, the Qu's Marsh I was near
when I left off last time.
I actually spent a more significant
amount of time in the Qu's Marsh than I thought I would. Long enough
to catch a half dozen frogs this time. I'm not entirely sure why,
but I had an easier go of it this time than I have on previous
attempts at the task. Once I got the catch count up to two, Quale
showed up and at least tried to give Quina a chunk of ore. We didn't
get to keep it since we can only have 99 of anthing in a stack and
only one stack of anything, it wound up lost. At five frogs, Quale
shows back up and hands over either an ether or an elixer, I don't
recall which. It was just a matter of cornering them and pouncing at
the right moment, and I'm not sure why I managed it this time when I
haven't been able to in the past.
I'm tempted to think all the Qu's
Marshes have the same map with different monsters in them because
Quale was there in spite of this being far from the main Marsh, and
Mogster and Little Bro were there, as well, albeit with nothing new
to say. The good news is that I did get Quina to eat a Malboro, so
now they have the Bad Breath spell, which inflicts several decent
status effects on the enemy party.
Once I was done with the Marsh, I got
back on the airship and tried to fly myself back to Ibsen's Castle so
I could maybe get a little ways into it before it was time to quit
for awhile again. I like that there's an autopilot feature for that
because I kind of got lost and it would have taken me awhile to get
there otherwise. It's something that would come in handy for FF2,
and I honestly can't recall if this is the first one with it or if it
was in the previous PS1 era titles.
When we first get to the castle, Zidane
notes that it's an interesting looking place that looks almost like
it had been build upside down. There's also a cutscene where the
party strategizes for a moment about what to do next. Amarant says
he's gonna go it alone in hopes of finding the key or whatever it is
we're looking for before the playable party because that's just how
he rolls. We're given a chance to either let him go or try to get
him to stay. I tried to get him to stay because I was considering
putting him in the party, but Amarant says he's gonna go anyway
because, like I said, that's just how he rolls. So, I'll be sticking
with the party I used in the Marsh: Zidane, Dagger, Freya and Quina
because they need the levels due to my not having been able to use
them in awhile. Not sure if there's any advantage to one answer over
the other with Amarant, but I'm sure we'll find out soon enough.
Inside the castle itself, it turns out
what I was saying before about everything being reversed or backwards
was correct. I'm sure the more of this I do, the more familiar it'll
seem. I'm sure I've mentioned having done at least part of this
dungeon once before, a long, long time ago, but still remembered
about how at least the weapons need to be the weakest we've got,
which made hanging on to all that old stuff worthwhile for more than
just the Synth Shops, which I'll have to find again when I get done
with this part of the game. There's even a plaque or a sign towards
the far end of the first room that explains the whole thing about how
this place works, explaning that everything's backwards and upside
down relative to how things work outside the castle.
Just beyond that, there's a save point
I took advantage of. I'll be picking up there next time, because, as
tends to be my way, it's way too late to be working on all of this,
so until next time, stay safe, have
fun, keep gaming, and DFTBA.
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