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Final Fantasy II Japan


Final Fantasy II Japan is an atypical sequel, but otherwise a typical Japanese game. Your lead character is the redesigned Fighter, with two others following Thief type classes, and a new female character. Some characters are Red Mage types, and there are a number of generics including turban-clad Rebels. The Black Knights are the precursors to the Black Knight of Final Fantasy Adventure. Before Moogles, there were Beavers.
Final Fantasy's sequel drops the experience point system in favor of the "Boost" system, by which abilities that are used often receive "boosts". Statistics are presumably increased with use, with power boosted by weapon use, intelligence and M.power boosted by "black" magic usage(offensive or damage-dealing), soul boosted by "white" magic(healing, curing), and interestingly enough, HP and Vitality boosted after taking critical hits. Agility, magic power, and MP are enigmas. Weapon skills and Magics accumulate points through use, rising to the next level every time one-hundred points are collected. Weapon level equals the maximum number of hits(like Final Fantasy, the hits are a multiplication factor), and magic level changes the animation and attack power/hit percentage. Flaws include slow increase which results in a great deal of game time being spent trying to boost levels or back-tracking after humiliating defeats and the need to go to extreme lengths to boost some abilities(try removing armor to increase damage taken and thus raise the chances of earning HP or Vitality Ups). Add to that a twist new to me: Using magic may result in Power or Vitality Downs, and using weapons produces a dreaded Intelligence Down(pushing weapons earned me two characters with 1 intelligence and it's hard to regain those lost smarts).
Taking on the over-powered, impossibly stout bosses and later, those pervasive musclehead regular enemies(who were bosses in the previous dungeon) forced me to develop a peculiar countermeasure. One thing I've noticed about Japanese ports is that the abilities of some seemingly obscure items can drastically turn the tide. Immediately after finding the Ancient Sword, I put it to good use. I found it indispensible on a character with a good sword arm, who could(presuming he could score a decent hit, to which end I often left a shield behind) potentially curse the baddie in question. The incredible drop in attack power and defense from the curse turned more than a few arch-nemeses into mere super villains.
Some other flaws included an almost Phantasy Star-esque monotony, barely mitigated by the slices of story begrudgingly handed out in between epic struggles to achieve each minute objective. I also really can't stand "sappers", those enemies who appear only to dish out massive amounts of grief and then perish or run away. If they only take one hit to destroy, then they're annoying, and if they take more then they can be major problems. This game even introduces lethal combinations of powerful enemies, sappers, and powerful sappers all together. And they invariably strike first. The introduction of Aspl to the series also heralds the irritating sapper move involving a lightning fast cast of Aspl level X on the party that drains an inordinate amount of magic from each character, leaving you virtually magic pointless. Another flaw is in item space, which would probably have been fixed by simply keeping special items necessary to proceed separate from regular ones, like in FFI. Instead, you cling to those out of fear that you might arrive at a point where one of them is needed again only to find that you've tossed it already. Items don't overlap, so that stack of 99 potions from FFI that served as an annoying but vital source of recovery are gone. You have to fall back on magic and keep a very limited inventory or drop all sorts of valuable treasures. I finally gave up on saving a good set of equipment for the mysterious fourth character you get to name(who ceased to be a mystery long before I sold off his potential gear). Equip those extra characters with shoddy merchandise and the cheap magics(they're the most useful anyway) since they tend to vacate or pass on at an alarming rate.
Final Thoughts: It was a dizzying array of easy fights and insanely difficult all-out battles. In retrospect, the most unusual thing about the game is that you know whether or not you're going to win a battle in the first couple of rounds. Generally, the Ancient Sword trick meant that an enemy would go down. Midgame, a failed attempt with the Ancient Sword meant defeat. I specialized my characters into a few weapons, and pretty much left magic by the wayside, having my main ones up to level 5 or 6, especially Aspl, which is a must have. My main character kept the Ancient Sword as a sidearm. By the end, there just wasn't any way to raise the difficulty any further and the characters could catch up. The enemies were easier, but using the Ancient Sword made them real pushovers. The Emperor himself was basically immune to physical and magical attacks until he tasted the Ancient Sword, but cutting through all the other bosses was a cake walk.
Last Hints: Upping HP and MP, as well as vitality and magic power, is a simple matter of striking your own characters with critical hits and Aspl. Chocobos make a brief appearance in a relatively hard-to-find Chocobo forest. It looks like the only items that must be kept are the transport items(ice sled, canoe, etc.) and the Pendant, so the rest can be discarded at leisure. They should probably be kept until they are used once to avoid getting stuck somewhere and the Crystal Rod is used twice to proceed. In the last stage, my characters HPs ranged from 2000 to 3000, primary weapon skill had to be 8, although the lead sword-swinger had 14 in swords in order to insure hits with the Ancient Sword, and my next best hitter had skill of 10 or 11 in the axe. The only enemies that appear to be consistently immune to the curse of the Ancient Sword are the giants appearing at the end of the game, and with skills above 10 your weapons hit well enough. Magic skills of 5 or 6 targeting their weaknesses also score a decent amount of damage and take them down quickly. Fire is effective against Ice/Undead/Flowers, Ice against Fire, Lightning against Water, Aero against bugs and storm enemies(or generally anyone not affected by the previous three). Holy doesn't appear to particularly affect undead or any other type. Flare shares the same apparent lack of effect. Ultima seems to do critical hits often and otherwise just works as a general attack magic like Flare or Holy. Weapons share the same strengths as magic, so it pays to bring along a good elemental weapon as at least a backup when susceptible enemies abound. Unlike the previous Final Fantasy, there's a very noticible effect when striking a weakness and a drastic difference when equipping an armor that defends against an attack. Flame and Ice shields are better against magical attacks than against physical hits, although they do significantly boost evade percentage. The appropriate shield will reduce certain elemental attacks by roughly three-fourths. Also be aware that a magic that does not strike an enemy's weakness may have a much weaker effect or actually be absorbed. Slime- and Pudding-types always seem to have a weakness, several strengths, and one type that they absorb. Spirits just absorb every magical attack and dish out annoying magical attacks.