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Ff1 sky castle map
Ff1 sky castle map







ff1 sky castle map

Being robots, they're weak to lightning, but are pretty strong offensively. Their attacks can inflict mute, but they're also potent spellcasters, leading with CHKR, followed by SHEL, then AERO.

ff1 sky castle map

Gray nagas start showing up in the Sky Castle. This initial floor has branches in each of the cardinal directions, similar to the Library. Unlike in vanilla, there's no need for the cube here - as long as you can enter the tower and get here, you can take the teleporter.Īnd we find ourselves in the Sky Castle, which is functionally the last 2/3 or so of the dungeon. Once the dragon is slain, we can take the teleporter. It's sort of a mini-boss: tough, but not boss tough.īesides physical attacks, its main offense is BLITZ, which deals lightning damage to the party. There's only one blue dragon encounter in the game, and it's here. If you're familiar with vanilla, you know what's coming. Having fully embraced evil, they're vulnerable to HOLY spells.

ff1 sky castle map

They often strike from ambush and come in groups, but aren't super dangerous. We have our first encounter with dark knights here, though they roam all three floors. The top floor of the tower is the same as in vanilla. It's actually a clue to a hidden area we'll be seeing in a few updates. I've mentioned that the Waterfall Cave is gone, so you might think that this is another red herring. The monetary rewards here are also really good. The prizes here are nice: a set of opal armor (and its cloth equivalent, the rune robe). The basilisk here is still a threat, but with MUTE the trickers are again reduced to a simple annoyance. The two on each "point" are, of course, guarded by spiked tiles. The central room contains a set of 10 treasure chests. This kind of fight is insanely threatening. They're a real pain, especially because they can't be fled. Reaching the central room requires us to navigate counter-clockwise to to about 10 o'clock, then reverse direction back to the door.īasilisks roam this floor as random encounters. The second floor is a little bit of a maze, but it doesn't branch much so it isn't horrendous to navigate. It's a pain to navigate, but otherwise isn't noteworthy. The first floor is dominated by a huge room containing a bunch of pillars. They're worth decent EXP, but without strong offensive magic they're not worth our time.Īs in vanilla, you can reach the tower as soon as you get the airship, but it can't be entered without the chime. Red ankylos are similar to the regular ones: very tanky foes with strong attacks. The trip isn't much longer, but it does mean more chances for a nasty encounter. Instead, we have to land or dock here and hike north. There's no strip of grass east of the Mirage Tower. With this, we can enter the penultimate (mandatory) dungeon in the game. This guy is clearly friends with that one NPC in Gaia.įor now, this is why we're here. As has been the pattern for a while now, we can't actually cast any of these yet, but we'll definitely be coming back for them. Speaking of, this is the only town in the game that sells level 8 magic. Lefein looks a lot like it did in vanilla, but there's an inn now, and the magic shops have been placed in more obvious locations. Their paralyzing attacks are annoying but not too dangerous. They're basically bulls, but stronger and undead.

ff1 sky castle map

I encountered zombulls earlier while grabbing Sting but didn't talk much about them. Apart from frost wolves, the monsters en route aren't too threatening at this point, so the trip is fairly easy. The closest spot to the town is north of it. The area is also surrounded by mountains, so we can't dock the ship near it either. Now that we've learned Lefeinish, it's time to head to Lefein.Īs in vanilla, the town is surrounded by forests, so landing next to it is impossible. Part 16: Lefein, Mirage Tower, and Sky Castle









Ff1 sky castle map