FF1 Efficiency Walkthrough Nicholas J. Kain 2001-2003 -------------------------- Suggested party: Fighter, two Black Belts, (Red, White) Mage This is by far the most efficient party in the game at lower levels. At higher levels, the red mage would best be replaced by a white mage, who will tend to be more useful. The mage is necessary for exit, otherwise 3 blackbelts would be used. The fighter will act as your damage sponge, the two black belts will inflict amazing damage while enjoying a strong defense at higher levels if you use the armor bug, and the mage will fight fine with a masamune at the very end of the game. Many people may not be aware of the "armor bug". As detailed in Ben Siron's FF1 Handbook, when a BB/MA gains a level, his base absorb will be set to be equal to his level and his base dodge will be set to his level multiplied by two. However, if the armor subscreen is visited, this effect will vanish. Therefore, it is a good idea at low levels to visit the armor subscreen whenever your BB/MAs gain a level. At higher levels, the opposite behavior is prudent; it is probably best to arrange your armor as you may like and then never visit the armor subscreen again. A lesser, always detrimental effect exists for armed BB/MA characters that have gained a level. The decreased damage is corrected by visiting the weapon subscreen. However, since BB/MA characters should almost always fight unarmed except at the very lowest levels, this bug is not of great importance. It is highly suggested that persons interested in the detailed mechanics of FF1 consult Ben Siron's FF1 Handbook. It may be found either by a choice Google query or at: http://db.gamefaqs.com/console/nes/file/final_fantasy.txt Note that while red mages have high hit points in the early game, they will have significantly lower hitpoints on average than any other class by the endgame. They do, however, have the advantage of casting FAST, the most powerful indirectly offensive spell in the game. This advantage is however mitigated by the fact that a high level MA can kill the end boss in a single strike even without FAST. Other parties may be used instead of the one that I suggest, but they will almost surely be weaker and require higher levels to successfully complete the game. When time is a concern, this is a big issue. If you ask about offensive magic, understand that in ff1, the proper way to use magic is not to cast it directly, but instead to use items to cast spells for free. With correct inventory management, your party members will be able to cast in combat very useful spells at no memorization expense. For this reason, make sure that you keep every item that casts a spell when used. Also note that beneficial spell effects always stack. Therefore, using INV2 or RUSE multiple times will make your characters extremely hard to kill via physical attack. For this reason, make sure to hang on to the white shirt (INV2) and the defense sword (RUSE)! Three ribbons exist in the game and therefore one character will have to be ribbonless. This character should be your fighter, as the dragon armor, aegis shield, opal or heal helm, and proring provide essentially all the protection that the ribbon provides. Don't bother with the special swords that you may find (such as DRAGON, WERE, CORAL, etc) with names that correspond to monster types. The necessary flags for the swords to do increased damage were never implemented and properly populated, so the swords always inflict generic physical damage. Therefore, they are worthless except as overpriced items to sell. Despite the information contained in some inaccurate, older guides, the opal bracelet is the strongest bracelet in the game, with more absorb than the gold bracelets that may be purchased. It should always be given to the white wizard in the optimal party. Always buy HEL2 for your white mage. It is bugged such that in combat it has the same effect as HEL3. In the same vein, never use the LOCK, TMPR, and SABR spells; they have no effect at all. SLO2 is also a wasted spell; it has the same effect as SLOW, but only affects one target. Note that elemental spell damage does have an effect in this game. This statement can easily be verified by casting fire or harm spells against undead (bonus damage) and comparing against ice (damage penalty) and lightning spells (normal effect). The beginning of this walkthrough is written from memory. There may be some slight inaccuracies, but I doubt it. I've played this game many times, and I'm fairly sure the method outlined here is optimal, or very nearly so. .1. :Corneria: Buy weapons and armor in Corneria. Don't bother with magic, you won't need it until later and it is more beneficial to save your gold for some nice later items. Level to 2 outside of Corneria. After reaching level 2, go northwards and level to 3 outside the Temple of Fiends. Return to Corneria to use the inn as necessary. Upon reaching level 3, save at the inn, and go northwards to the Temple of Fiends. I'm sure there's some treasures in here, but I really didn't miss them. Go straight for the boss. Own him with physical attacks. It should be an easy fight. The ghouls that you may encounter in here are nastier than the actual boss; they can hit multiple times for large amounts of damage and their blows have a paralyzing status ailment. .2. :Provoka: Talk to the princess. You'll be warped to Corneria castle. Talk to the king and princess again. Get the lute. The king will build a bridge to the north in honor of your saving the princess. Leave town, save at the inn. Go due north and cross the bridge. Enjoy the cutscene. Here you have a choice. You can go northeast to the Witch's cave to get the map keypress and some rather weak items, or you can go east to Provoka. I suggest going east. Upon reaching Provoka, go to the weapons shop and buy a short sword. Give it to your Red Mage. Go to the northwest of town and talk to the pirate. His men will attack you. Kill them with physical attacks; they have pathetically low hit points. After winning this fight, talk to the pirate again; he will give you his ship. Buy weapons as necessary. You should get another short sword for your fighter. Buy iron armor, gloves, and a wooden shield for your fighter. Your red mage should purchase some gloves. Don't bother buying spells here either; you still want to conserve gold. If you need money, get on your boat and fight on the ocean. The ocean fights in this area have roughly the same experience as the land fights, but vastly more gold. Continue to fight until you have at least 4100gp. .3. :Elfland: Once you have the gold, sail southwest and land at the docks. Walk a short ways southwest and enter the town. Buy a silver sword for your red mage. These swords are what you've been conserving your money for. Save at the inn and rack up some more gold on the high seas. After you get another 4100gp, buy a silver sword for your fighter. Save at the inn again. Purchase a wooden helm and iron shield for your fighter and a cap for your red mage. Now, you will need some more money and some more levels. Your black belts are still weak at this point; they are probably still under level 8 and are still using the wooden nunchucks from the beginning of the game. Don't bother buying the iron nunchucks for them in Elfland. Once you reach level 8, disarm them of their weapons. Their offensive strength from this point onwards will be greater without weapons than with. While leveling to 8, I would fight east of elfland near the mountains. Make sure you have some pure potions here; the asps and arachnids here can poison you. .3.1. :Leveling: After reaching level 8, you now have a choice. You can continue to level here, or you can take a riskier but more profitable and far faster path. I favor the high risk method, as I'm an impatient person. If you choose the high risk route, go back to Provoka and travel east through the mountains. When you see a dock, head northwards along the peninsula. Move back and forth on the top two squares of this peninsula. You'll encounter groups of giants and frost wolves here. Carrying cabins will make the process easier; you will want to heal and save after each fight, and you will make more than enough gold to still make a profit here. Giants come in groups of two to three. Take them out one by one. Your fighter will take large amounts of damage (30ish) from them. Your other characters will fare even worse, taking 50-60 damage per hit. Below level 10, the giants will often critical hit your fighter for over 100 damage. Despite the difficulty of the fights, if you are fighting properly, you should barely win each fight with only occasional deaths; return to Provoka to revive party members if they die or if you only have a single cabin left. After each fight, use a cabin to save and heal. You will get 400-600 exp and 1200-1700 gold from each encounter with giants. The other mobs that you will encounter here are frost wolves. These are much stronger than giants and can easily wipe your entire party out with their "FROST" attack. Frost will do 30-70 points of ice damage to your entire team. Frost wolves also hit with about half the strength of giants, making them very dangerous. However, they have very few hit points. Your fighter should kill them in one blow, with your red mage and one black belt being able to finish off another. Just try your best against these. They tend to come in groups of four. Winning will get you 400 exp and 800 gold. Keep fighting here until you are level 10. You should have over 20k gold now. Go to Provoka and buy 60 heal potions, 15 pure potions, and a few cabins. If you wish, you can go to Elfland and buy the FAST spell for your red mage for 4000gp. I prefer to save my money for later. Save at the inn, and get ready for your next destination, the marsh cave. .4. :Marsh cave: items: long dagger, short sword, 2x 680gp (north path) This cave is generally regarded as being one of the harder areas in ff1. However, with this party type and the method I have outlined, this area isn't really very hard at all. .4.1. :Astos Castle: Astos is easy. It is worth noting that the fixed mummy encounter in the treasure room is one of the better places to level up at this stage of the game. .4.2. :Elfland: Cure the pathetic elf monarch so that you may receive the key you rightfully deserve. Then laugh, knowing that his empire will one day fall. .4.3. :Corneria: Use your newly acquired key to loot the Corneria treasure room. The critical item here is the TNT that will allow a certain dwarven engineer to blast open a very useful canal. .4.4. :Dwarf Canal: Give the TNT to the dwarf at the bottom of the map. .5.0. :Melmond: .5.1. :Earth Cave: .6.0. :Crescent Lake: Giant's Cave: Earth Cave: Castle of Ordeals: Greet your new friend, the run command. You will be using it often in this area. Ice Cave: Dragon Island: