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I have 34 in Fire.
I'm pretty sure there's no more than a couple of spirits I could have missed, if that.
edited 19th Jun '12 11:40:11 PM by LightArrow
I'd make sure you get every single floating one before heading into the World of Mammon. Whether or not you get any Water spirits.
Those stupid magma fish are somehow able to remove my vampire's touch when they attack me
That's because Magma Ball has the effect to disenchant all spells except Magic Barrier. Avoid 'em. Then find other enemies to leech off of.
Some boss spells can too. But the big one is Starlight Supernova(Mammon's attack that produces a cone of light). It can remove Magic Barrier, making it the most powerful status spell in the game.
Wow. I murdered fargo. It only took 7 turns.
Actually, it does sort of remove Magic Barrier. Rather, it reduces the length of the barrier from 3 turns to 2.
That's because Magic Barrier is a third level enchantment spell. Not to be confused with how much magic is required.
It kind of goes like this:
The first two can be taken down by a single disenchantment spell(Magma Ball, typical Boss spells). The third can only be fully taken down by Starlight Supernova(the most powerful spell in the game) or Invalidity.
Then, what's the difference between the first two?
First one works on bosses. Well, some of them. They're nothing but simple weak stat adjustments.
Second one are almost all purely personal spells that have far stronger effects.
Okay. I just kicked king beigis's ass and trekked through most of Mammon's world
My stats are:
5 spirits in water, 50 in everything else. I'm pretty sure I got every floating spirit too.
This was easier than I thought it would be honestly...The toughest part was Glencoe Forest.
Now to annihilate Mammon.
edited 20th Jun '12 8:56:51 PM by LightArrow
Wind Cutter 3 is your friend.
That was pathetic. I killed him in SIX turns because of avalanche.
There needs to be a sequel with ramped up difficulty. By that I mean, real difficulty. It's only hard for a lot of people because of Guide Dang It! stuff
The GB Remake is far harder.
Albeit the spells are much more powerful on your end.
The sequel never came to fruition. Mostly due to unpopularity. THQ, Imagineer, and Sunsoft never did anything more with it beyond the two Gameboy games. The series is dead and the company that owns its IP isn't even known. Although I think Nintendo might at this time, due to them being the last to have a page on it.
Is this right? Well, this is a custom song made for the UK Version. And worth a listen.
edited 1st Oct '12 11:00:22 PM by Hydronix
Well, since I have a few weeks during the summer sans actual work, I am going to work on refining my speedrun, which means I request assistance with figuring out a better route and optimizing the gameplay.
Right now, the notable features of the route I've been using are that I completely skip Dondoran and the Glencoe Forest, neither of which are skipped on the World Record run. I use that time to do more defense and HP grinding. Also, there's a lot of time to be saved with the Nepty death-warp that I most definitely also use, where you rest without saving when you first get to the West Carmagh inn and then you die in a random battle right after you get the Water Jewel, saving about 3 minutes of going back through Larapool and walking though the area to the boat. Fun time saver that's a bit unintuitive.
Also, as amusing as it is to run a fire-wind only game, that's just not going to happen.
I really want to have Magic Barrier for Zelse, but I'm not sure how doable that is. Otherwise, I'll have to ration every bit of Honey Bread so I don't get KO'ed - I'd say that he's probably the hardest boss in the game and what I see as possibly the biggest potential improvement to be had - if I can set up a run such that I actually have Magic Barrier and don't have to spend 2/3rds of the battle healing, I think there's a fair amount of time to be gained there.
So, target time that I'd like to see is sub-2:50:00. Right now, my best time is about 2:58:00, but I've never actually timed the run. Also, the in-game clock that you see at saves is slow by some amount - it seems to be about 10% slower than real time, or perhaps it doesn't increment during a boss battle, so that's not actually usable for timing purposes.
Yeah, the training is the issue. Honestly, if you're going for a speed run, just use items till you get to the Blood Gels, and let them deal some serious damage to you. Rest should go very fast in comparison.
The world record run should be on SDA if someone wants to dredge it up.
Notably, they don't really train at all, except just enough to make sure Zelse's short range cutter can't 2HKO (I think it's something like 74 HP and 9 Defense to guarantee this, which means Zelse's attacks top out at 36 HP, or something).
I'd like to cut out some of the early game fat in Dondoran and Glencoe Forest to save about 6 minutes or so and use that time to grind on Skelebats and/or Blood Jells in...
I think if I can do enough grinding in those 8 or so minutes I'd get (that is, including the time I save from this in future boss fights), it might just even out or move in my favor.
Which version of the game are you playing? Regular Quest? Eletale Monsters? Holy Magic Century? Eletale has your stats go up faster. But the first items you get from people are changed. Enemies drop items up to 3 times(as in you can get 3 of any item without chests), but they are harder to make drop. Basically, the RNG is harder to work with.
Most is unchanged, though.
The standard North American Q64 version.
Whichever that one is.
Damn, that and Holy Magic Century are the hardest to work with.
...Unless you can't read Japanese at all, then never mind.
No, I can't read even the slightest bit of Japanese, I am afraid.
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