FF1 Playstation For Dummies (Japanese Version, not US version)
Last Update: moved this page to its new site. Working on the
translation differences, it is a lot of work and will take time. Since I
use names of all three versions interchangeably, the guide is
provided.
Currently the game was released in Japan in October 2002. It has
been released in North America as Final Fantasy Origins, which the game is
also packaged with Final Fantasy II. It
is a remake of the 1990 NES Classic Final Fantasy 1, but when you play
this game for the PSX, there is a few big differences:
- The "auto-aim" feature, and battle support (using LIFE,
LIF2, and SOFT in battle) have been enabled (though it can be disabled
in the configuration menu). To compensate for the battle support
spells, the bosses are much harder, and the ProRings no longer automatically
protect you from instant death attacks -- but rather reduces your chances
that a instant death attack on you will be successful (in other words,
prorings aren't 100% effective).
- Spells and weapons in the shops are slightly cheaper
in the EASY mode. For example, CatClaw cost a measly 58000 gil
in the PSX version instead of 65,000 gil in the NES version. In
the HARD mode, the prices are the same as the NES game.
- Some shops will sell several weapons and armor, instead
of just 4.
- Each character is no longer limited to 4 weapons and
4 different kinds of armor like the NES version
- You must level up earlier and often (read below for the
reason)
- Enemies get the first strike more often than you will
- BOSSES ARE HARDER. Well in the NES version, many
thought that the bosses in the game was a joke. The PSX (and
the Wonderswan version for that matter) is a different story. The
first major thing you will notice is that all the bosses (especially
the 4 fiends) will have more HPs, and more tricks out of their bag.
Another thing is that they will hit harder if they choose to make
a physical attack. The only exception is Garland and the 9 pirates
in the very beginning. This is the real reason why leveling up
early and often is so important. All the fiends have twice the number of
hit points than the NES version while fighting them in their respective
dungeons (plus they got some new tricks); the fiends you face in the Temple
of Fiends still have 200 more hit points than what you see in the dungeons.
Chaos has 4000 hit points -- possibly because of the battle support
spells and the fact you can cast more magic than you could in the NES version.
Even if you play this game in the hard mode, the bosses are
still harder than the original NES game.
- The addition of FMV's and enhanced graphics, plus the
battle screen is improved.
- In the easy mode, mages can cast more spells early
and often. For example, white mages can learn 4th Level White
spells as early as get to Level 7. By the time the white mage is
at level 7, it can cast 14 1st level white spells. The mages may only cast up to 9 spells per level in the HARD mode.
- The mini-ship game provides an reward of up to 10,000
Gil when it is completed. That is right. Once you defeated
Bikke in Pravoka, you got access to a virtually infinite amount of money
for the rest of the quest. Hold O button down while pressing X button
55 times (or vice versa) while you're on the ship.
- Certain enemies will appear earlier in the game than normal.
(For example, the Frost Dragon will appear on the first level of
the Ice Cave.) Some of the enemies will have different attacks.
Sorcerors will rely on their magic more than using their physical
attack laced with RUB. Fighters, Mages, and Sorcerors have FIR3
at their disposal, which can destroy a party in one round unless your party
gets AFIR off first. However, RedGoyles and Gas Dragons don't rely
on magic as much as the NES version (though when they do, watch out). However, an handful of the enemies
no longer appear at certain places like they do in the NES version, or they
don't appear as often as they once did.
- The Dungeons are harder.
The Ice Cave, a dungeon that everyone thought was hard in the
NES version, is one instance. Once you played the PSX version
of the Ice Cave, you will think that the NES version is easy.
Of course, it depends on the level you're at.
- Beating the game will unlock the classic "NES" (hard) mode
of the game. (The WSC version of FF1 is similar to the NES mode,
except for the improvements.) The first time you play the game in
the PSX version, you will be playing the easy mode. (This is the
biggest difference between the Japanese version and the North
America/Europe version of the Playstation game. In the NA/EU
version, you can opt which version to play; in the Japanese version
you do not get that choice. In addition, the translations
are much better than the NES version.)
Where can you obtain this game?
If you intend on importing this game, try
looking at EBay or some anime gaming store. If you do find a copy of
the Japanese import, be prepared to spend anywhere from $40-100 USD, not
including shipping/handling. You will also need a special boot disc
(the game has stealth mode that detects modchips, and it isn't that compatible with Goldfinger) just to play the game on your PSX system. These boot
discs range from $20 to $30. The import
game is in Japanese. Once you obtain an import, I suggest checking
out Final
Fantasy Classic's WonderSwan guide . The WonderSwan and PSX
versions are not exactly alike, but it is still very helpful. The
site also has some useful details including a few translations.
There will be a guide book for Final Fantasy Origins coming out in April.
You may preorder it at Amazon.com.
FilePlanet Downloads
Suggested Walkthrough
I recently beaten the game in the easy mode at LV 51 with KN/KN/RW/WW.
I'm starting a party on hard mode right now with FI/FI/FI/RM. Other
than the changes noted, the dungeons are exactly the same as the NES
version. Because of the harder bosses and certain monsters appearing
earlier than normal (with some of them having more tricks), you will need
to level up early and often. Thus, the suggested levels in the PSX
and WSC versions of FF1 is much higher than the NES version. The
FAQ is at
GameFAQs
and it includes a translation guide.
- Temple of Chaos (LV 3) -- Unlike the NES version, Ghasts do
not exist in this version of Final Fantasy.
- Pravoca (LV 8)
- Elfheim (LV 12-13)
- Marsh Cave (LV 13-15)
- Western Keep -- Astos (LV 16). watch out for Reaper
because it is the very first spell that he will cast. Later, after getting the mystic key, there is a nice spot
to rack up tons of gold with little risk -- over by the treasure chests
guarded by Wraiths and Mummies.
- Melmond (LV 17). Getting the LIFE spell for White
Mage is important, as there is no clinic or item shop in Melmond. If
you don't have a white mage, you better be good because you may be spending
part of your time going to Cornelia to revive your party members. Make
sure to leave a spell slot open for your Red Mage because after promotion,
make sure it gets the LIFE spell.
- Cresent City (LV 20-21) -- the only goal here is to get
the SOFT spell for the White Mage, which cost 13,000 gil. If you
want, you might get some armor for the Fighter and Red Mage while you're
here.
- Terra Cavern (LV 19-21) -- Getting the soft spell before
going deep into the cave is IMPORTANT. (If the party does not include
a white mage, make sure to have at least 20 gold needles on stock, and 99
of potions and antidotes each.) You might want to go to the area where
Gigas and Lizards attack with every step to level up and get some gold before making
a trip to Crescent City.
- Cresent City (LV 22-23) -- Go to Circle of Sages and get
the CANOE.
- Ice Cave (LV 26) -- having Fire Armor is important
but not required, equip Ice Armor as you get it; always run from Mages
and Fighters (but cast AFIR first)! Mindflayers, Mages, and Fighters
do not appear as often in the PSX version as they do in the NES version.
You should also run from enemies that can stun you whenever possible.
You cannot run from Piscodemons and White Dragons. White Dragons
appear in random encounters in Level 1. LIT2 the Piscodemons,
and cast NulIce and Fire2 on the White Dragon. Ice Gigas and Winter Wolves
do not appear as often like they do in the NES version,
however. You
will need 99 Potions before entering, and use the quiksave feature often,
especially when you get that Floater.
- Citadel of Trials (LV 27) -- the only enemies you must
be aware of the Mindflayers and Mages -- just run from the Mages, and hope
to kill the Mindflayers before they attempt to RUB one of your characters
with their physical attack (or use NulMagic);
the other enemies you deal with just kick the crap out of them unless
you're beat up badly. You can also do the Castle of Ordeals before
the Ice Cave, as long you have the Canoe and enough guts to do it. Doing
so can get you some key pieces of equipment that is useful for the Mt. Glug and the Ice Cave. Beware of
Horned Devils, as they got FIR2 which is set up by paralyzing
everyone, normally
attack in groups of 4-6, and they can burn you up if you don't have NulFire cast
first (or better yet run from them).
- Promotion (LV 29) -- there is a 1 in 300 chance of getting
Zeus Gauntlet in one of the treasure chests.
- Mt. Glug (LV 31) -- before fighting Malilith, beat
the Red Dragon for the Fire Armor. Quiksave before fighting Malilith.
When fighting Malilith, cast NulFire and Haste on Fighters and
Red Mages, then use the White Mage and Black Mage just for healing for
the rest of the fight.
- Sunken Shrine (LV 35). Make sure to be at high levels
since Kraken can kill a member with one hit. Make sure to
get the Rosetta Stone on the top floor, and the ribbon as you make your
way down.
- Waterfall (LV 37). Get the Warp Cube and Ribbon and get out!
- Melmond (LV 38) Talk to the sage located near the armor shop
to crack Lufenish.
- Lufenia (LV 38) Get the Lufenish Bell from one of the people;
also go to the secret magic shop through the hole in the wall to get LIF2
and Flare.
- Mirage Tower (LV 39).
- Flying Fortress (LV 40-41). Warmech is still around,
however, you will no longer be able to run from him, so good luck. There is a
1 in 64 chance in encountering the death machine. While
on the bridge, quiksave often.
- Temple of Chaos -- 2000 years back (LV 42-43). Good
luck, if you played the NES version, then you should know what
to do.
Suggested Party: Fighter/Red Mage/White Mage/Black Mage
or Fighter/Fighter/Red Mage/White Mage. These two parties have
the best chance of surviving the toughest dungeons. After promotion,
the Red Mage can use LIFE, WARP, and Warp2 -- which is very valuable -- esp.
if some mage whips out an auto-kill spell on your White Mage before you get
a chance to run.
Optimal Equipment at the end of the game (assuming that you promote
your characters):
Knight: Masamume/Excalibur, Dragon Armor, Protect Ring, Aegis Shield,
Ribbon
Red Wizard: Masamume/Sun Blade, Diamond Armlet, Protect Ring, Pro Cape,
Ribbon
White Wizard: Masamume/Thor's Hammer, Diamond Armlet, Protect Ring,
Pro Cape, Ribbon
Ninja: Masamume/Katana, Ice Armor, Protect Ring, Ice Shield, Ribbon
Black Wizard: Masamume/Catclaw, Diamond Armlet, Pro Ring, Protect Cape,
Ribbon
SuperMonk: Fists, Diamond Armlet, Protect Ring, Ribbon
General Bosses and must fight enemies (unless otherwise noted,
you CANNOT run from them)
Garland
HP: 150
Special Attacks: None
Weakness: None
Ineffective: none
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Pirate
HP: 6
Special Attacks: None
Weakness: SLEP
Ineffective: none
Notes: This is an attack of 9 pirates. Spread
out the attack, and cure as needed.
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Piscodemon
HP: 84
Special Attacks: none
Weakness: LIT
Ineffective: FIR, ICE, SLEP, STUN
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Astos
HP: 200
Special Attacks: RUB, HASTE, SLO2, FIR2, LIT2, SLOW,
DARK, SLEP, STOP
Weakness: None
Ineffective: None
Note: He always begins the battle casting
RUB.
|
Vampire
HP: 156
Special Attacks: STUN, ICE
Weakness: FIRE, HARM, NUKE
Ineffective: ICE, SLEP, STUN, XXXX, RUB,
BANE
Note: may run from Vampire but not in Earth Cave.
Vampire recovers 9 HP per round.
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Red Dragon
HP: 248
Special Attacks: FIR2, FIR3, BLAZE
Weakness: ICE, BANE, BRAK
Ineffective: FIRE, QAKE
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White Dragon
HP: 200
Special Attack: ICE2, ICE3, BLIZZARD
Weakness: FIRE
Ineffective: ICE, QAKE, BANE, BRAK
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Dragon Zombie
HP: 268
Special Attack: Poison, Stun
Weakness: FIRE, HARM, NUKE
Ineffective: ICE, QAKE, STUN, SLEP, RUB,
BANE, XXXX
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Blue Dragon
HP: 454
Special Attack: LIT3, TUNDER
Weakness: none
Ineffective: QAKE, RUB, BANE, BRAK, STUN, SLEP
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Warmech
HP: 2000
Special Attack: Nuclear (FIR3)
Weakness: None
Ineffective: virtually everything except LIT3 and
FADE
Note: It can hit for well over 250 points of damage
with a physical attack. AFIR and INS2 can be a big help. If you can
manage to get FAST off on your fighters, your chances of winning the battle
improves. Warmech recovers 100 HP/ round.
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Green Dragon
HP: 352
Special Attack: POISON GAS
Weakness: ICE
Ineffective: FIRE, LIT, QAKE, BANE
Note: The Poison Gas spell is very potent, more potent
than the one that Tiamat/Eye has. Even with the ribbon equipped, it
can do well over 100 points of damage per party member.
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Evil Eye
HP: 162
Special Attack: RUB, XXXX, BRAK, LIT2, HOLD, LAMP,
SLOW, SLEP, BIO (weaker version of POISON GAS)
Weakness: FIRE, HARM
Ineffective: QAKE, ICE, RUB, XXXX, ZAP!
Note: you may run from Eye but not in Ice Cave
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Gnoma
HP: 288
Special Attack: none
Weakness: FIRE
Ineffective: QAKE, BANE, RUB, BRAK, STUN, SLEP,
DARK, ICE
|
Pyros
HP: 276
Special Attack: FIR2
Weakness: ICE
Ineffective: FIRE, QAKE, BANE, RUB, BRAK, STUN,
SLEP, DARK
|
Aquos
HP: 300
Special Attack: NONE
Weakness: LIT, ICE
Ineffective: FIRE, QAKE, RUB, BANE, BRAK, STUN,
SLEP, DARK
|
Aeros
HP: 358
Special Attack: NONE
Weakness: none
Ineffective: QAKE, RUB, BANE, BRAK, STUN, SLEP,
DARK
|
Death Eye
HP: 360
Special Attack: RUB, XXXX, BANE, STOP, ZAP!, HOLD,
GLARE, MUTE, SLOW, XFER
Weakness: FIRE, HARM, NUKE, FADE
Ineffective: ICE, QAKE, STUN, SLEP, BANE, RUB,
XXXX, DARK
|
|
Fiends
LICH
HP: 800/1000
Special Attack: ICE2, ICE3, XXXX, SLP2, LIT2, LIT3,
HOLD, FIR2, FIR3, SLOW, SLEP, XXXX!, ZAP!, QAKE, NUKE
Weakness: FIRE, HARM, NUKE, FADE
Ineffective: ICE, RUB, BANE, SLOW, SLEP, XXXX,
ZAP!, BRAK, STUN
Notes: Cast Haste on your fighters, White mage
should cast AICE, your fighters should attack; your Red Mage should attack
or use FIR3, your black mage should use FIR3. The White Mage should
be curing or using HRM3.
While in the Earth Cave, Lich mostly uses ICE2, ICE3, LIT2, LIT3, HOLD,
SLOW, and SLEP. You have to be more concerned about his powerful
magic when fighting him in the Temple of Fiends. If your party is
properly equipped, the only spell you would have to worry about Lich casting
in the Temple of Fiends is NUKE.
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Malilith
HP: 1200/1400
Special Attack: FIR2, FIR3, DARK, HOLD
Weakness: STUN, SLEP
Ineffective: LIT, ICE, FIRE, NUKE, FADE, BANE,
BRAK
Note: Malilith is the Japanese name for Kary.
Just cast Haste on your fighters and AFIR on the party, and proceed
to beat the crap out of Malilith. Don't waste your magic on it,
as it will only do 50 points of damage to Marlilith if you're lucky. The
White Mage should cure every round if possible. Having Fire/Ice
Armor on the fighters is a big help in this battle. In the Temple
of Fiends, the only attack you need to be concerned with is the physical
attack, so INS2 is very useful.
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KRAKEN
HP: 1600/1800
Special Attack: DARK, LIT2, LIT3
Weakness: LIT
Ineffective: ICE, FIRE, QAKE, NUKE, FADE
Notes: NUKE and FADE surprisingly don't work
on Kraken if you try it in the Temple of Fiends.
Just cast ALIT and Haste on the party, and beat the crap out of him.
You will only need 2-3 LIT3 in this battle. Cure as needed.
Keep in mind that Kraken can attack for well over 600 points of damage
when you fight him in the Temple of Fiends, so make sure each member of
the party has at least 700 HP before the fight.
|
TIAMAT
HP: 2000/2200
Special Attack: ICE3, LIT3, BIO, BANE
Weakness: BANE, BRAK
Ineffective: FIRE, QAKE, ICE, LIT
Notes: ICE3 and LIT3 works surprisingly well
against Tiamat, but FIRE is useless. However, you will have better
luck just casting Haste on the Knight, casting AICE and ALIT, and just beating
the crap out of Tiamat. The Red Mage should attack or cure if needed.
The White Mage should be curing every round. All others should
attack. The poison gas spell that tiamat casts is nowhere as potent
as the similar spell cast by Green Dragons.
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CHAOS
HP: 4000
Special Attack: TORNADO, ICE3, LIT3, FIR3, NUKE,
FAST, CUR4, CUR3, SLO2, CRACK, INFERNO, SWIRL, XXXX!, QAKE, ZAP!, RUB,
BANE, NUKE
Ineffective: FIRE, HARM, ICE, LIT, QAKE, RUB, ZAP!,
XXXX, BANE, BRAK
Weakness: NUKE, FADE
Notes: Quiksave right before you speak to
Chaos. NUKE and FADE are the only offensive magic spells that
will work against Chaos. Before starting any attack, cast AFIR,
AICE, ALIT, INS2, and WALL on the party, and Haste on your Knight, Red Wizard
, Grand Master, and Ninja. When casting WALL, it should be cast on the White Wizard
first, then the Red Wizard, Fighter, and Black Wizard. The Black Wizard
should use NUKE and FAST about every other round. The White Mage should
cast CUR4 whenever possible. If the White Wizard gets slain, the
Red Wizard should cast LIFE. The White Wizard should cast CUR4 on
itself ASAP. If you are really daring, try to cast MUTE on Chaos,
in an attempt to keep it from casting CUR4. If he cast CUR4 in a
point where you are really beat up, just reset and try again. (Otherwise,
use this as a chance to CURE yourself.) If Chaos cast Haste on itself,
cast SLO2 on it ASAP (it isn't 100% effective, but it will undo the effects
of FAST), or just cast another Haste spell on your fighters and race him.
If he cast SLO2 on your party, cast Haste ASAP.
If you come into this battle at high levels and fully optimized, most
of Chaos's spells except for TORNADO (wind elemental) and SWIRL (water
elemental) will do less than 50 points of damage. the AFIR/WALL spell
should take care of his NUKE and INFERNO spells, the ProRing/Ribbon should
protect you from just about all his death or status effect spells. The
only other thing you must be concerned with Chaos is that he can hit for
well over 500 with his physical attack. His CRACK spell is just another
cheap kill spell very similar to QAKE but stronger. Even with all of
this, I still dispatched him in 4 rounds with a LV 51 KN/KN/RW/WW party, and
the only ones that actually attacked Chaos were the 2 Knights that both had
Haste cast on them.
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Credits: The image sprites come from
Final Fantasy Classic
. Some of the details come from actually playing the game. The
rest of it comes from various RPG news sites, including
RPGPlanet . For the latest
Final Fantasy news, go to
FFInsider
.
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