In this entry, we rescue Cid and Hilda. From here, there's no turning back.
Dreadnought
The Werepanthers (Wrpanther) can inflict Envenom on your party, and they can be pretty strong too, so take them out as soon as possible. Keep in mind that they have some good physical defense, but that you can hit them with the Were Buster.
Once you've gotten the treasures at the start of the Dreadnought, leave and use your Cottage, as there is a "no turning back" point in the Dreadnought.
You won't be able to use the Teleport spell to get out of here.
With every point of Strength you gain in the game, your Accuracy will go up by one percent.
The Thief's Gloves have a huge magic penalty, but they are very light and also increase your Agility by 10. Give it to a party member that's more focused on physical attacks than magic.
In the Famicom version, if you have another item that increases a certain stat and one of your equipped items is already boosting that stat, you won't be able to boost it any more with that second item.
Just correspond with the bars of the prison cell like you would a person, and you'll crack straight through them. Talk to Cid, and he'll tell you to throw the Sunfire into the engine of the Dreadnought. He'll escape along with Hilda (who is wearing a pink dress now) to the Airship. Once you rescue them, you'll trigger that "no turning back" point.
The Dark Bow can inflict Blind, but it has a poor base Accuracy and is only as good as your Strength stat. You also can't hold a shield with it equipped, either.
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