SLIMES require Fire, which is also useful against the rare WzVAMPS. The CHIMERAS and JIMERAS are more annoying than dangerous. Neither ZombieDs nor FrGIANTS pose much threat (though you can't run from either), and FrWOLVES can be taken out with spellcasting items like the Mage Staff. The creatures on 2F are an eclectic bunch. You'll spend more time on this floor in the near future. You appear in a small central room with the stairs to 3F just across the way. Your first trip to 2F will be very short. You will rarely run into ZombieDs paired with WzVAMPS, who should be taken down quickly with all available means due to their high Damage scores. SLIMES are more common on this floor as well. They are very similar to the CHIMERAS they appear with, though their four attacks are more dangerous to lightly armored characters. You will also run into JIMERAS for the first time on this floor. The Mage Staff should clear out the FrWOLVES. The other common encounter features a pair of FrGIANTS and a number of FrWOLVES. ZombieDs aren't any more dangerous than any other creature that has no tricks. If you thought the mix of creatures on the first floor was odd, welcome to 2F! You can't run from either common encounter on this floor, so be prepared to fight. Instead, head southeast and take the stairs to 2F. You can wander around that floor for some time, but you won't find anything there. There are stairs down to B1 in the southwest corner of the map, but they are a dead end. CHIMERAS are not as dangerous as Frost Ds but are harder to take out quickly. A few physical attacks should take them out easily at this point. The new WORMS are nothing special, but you can't run from them. The biggest threat on the first floor is the large groups of Frost Ds which can dish out a lot of cumulative damage with BLIZZARD, regardless of any Cold resistance. The WORMS are the only encounter with no big trick, as they can be taken out in a hit or two, although you should note that you can't run from them. The rare SLIME encounter requires you to use Spells to defeat them efficiently, though an all-out assault with spellcasting items can do in a pinch. Both the Frost Ds and CHIMERAS are easy enough to kill, but their full-party Special Attacks will wear down your HP even if everyone resists them. Only four encounters appear on the opening floor, and three of them are annoying. With seven floors of encounters, the Temple can be forgiven for not having much encounter variety on a per-floor basis. FINALA FANTASY BRAVE EARTH TEMPLE FULLIn total, a full trip includes six boss fights, all of which you'll have to fight again if you leave, and none of which yield substantial rewards. You'll fight enhanced versions of all four Fiends on each trip through the Temple. However, the basement levels each align to one of the four elements. The upper floors of the Temple are filled with nasty enemies but don't have any particular theme. Also note that you will need the LUTE, so if you forgot to do so earlier, speak to Princess Sara in Castle Coneria before coming here. Note that you cannot leave the Temple of Fiends Past without the EXIT or WARP spells. There isn't much treasure here, but that which you will find is well worth the effort. It has eight floors, and you will explore each fully. The final dungeon in the game is, appropriately, also the longest. It's worth visiting just to grab it then EXIT out and save. There is little Treasure to be had here, though the Masmune on the second-to-last floor is far and away the best Weapon in the game. Sure, it's an eight-floor trek to reach TIAMAT starting from the Mirage Tower, but these floors are all huge, and you'll visit several of them more than once. With seven floors of nasty enemies, the Temple of Fiends Past is the longest singular dungeon in the game.
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