Part 6: (Re)Boot Camp

















I know what I said about grinding, but it's also been a while since I've played FFL2, and I forgot how character growth works. I need to correct it before we can move on.
Humans and mutants in FFL2 don't get experience points and have to use certain weapons to raise stats. Growth isn't guaranteed; rather, using a certain type of weapon makes you a candidate for an increase after the fight. Generally speaking, the same stat a weapon uses as its damage modifier is the same stat it'll raise. Note this does not hold for hybrid weapons, like whips. I cannot possibly express how irritating it is to equip a strength weapon and get agility points from it. They're handy utility weapons, and I'd really like Zero to have one, but oh well.
Anyway, all five statistics are given below, along with examples of what weapons might raise them. It isn't exhaustive, but it should give you a good idea.
- Strength. Hammers, axes, or broadswords. Sword icons aren't differentiated on the equipment screen like in FFL1, so it's hard to tell broadswords and light swords apart. The trick is to watch their attack in combat. A big clunky sword that swings in an arc is a broadsword.
- Agility. Light swords (i.e. rapiers, katanas) and martial arts. You can tell a light sword because it looks like a pirate sword doing a quick downwards cut.
- Defense. You can't train defense. Just strap on more/better armor.
- Mana. Mutant abilities and spellbooks raise mana. I'm reasonably sure mana-based weapons like psi weapons, staves, and wands will, too. Mana is a necessary stat to make your spellboks not suck, and mutant abilities are pretty rad as far as crowd control goes. Mana is also used to resist spell damage. This becomes more and more of a big deal as you go along.
- Hit Points. Be alive when you win a fight. That's all there is to it. You don't have to be hit; you don't even have to take an action.
What this means is, you want to use as many different types of weapons as you can to maximize your chances of levelling up. Attacking repeatedly with the same weapon won't raise your chances further; once you've used it, you're locked in. You can level multiple stats in one fight if you get lucky enough, so keep spreading those attacks around.
One final note: To make up for their natural abilities, mutants level up significantly slower than humans. This, plus their limited inventory slots, puts them at a noticiable disadvantage. If they pop the right abilities, though, it's all worth it. Trust me.




















Facing multiple parties is fantastic when you're trying to level. You see, FFL2 uses the old-school RPG targeting method. Once the order is given, your guy is going to swing at that target come hell or high water. If they're not there anymore, it leads to them "doing nothing," i.e. wasting a turn.
But! There are two important factors in play here.
- Doing nothing doesn't consume a weapon use.
- More importantly, it still counts as trying to use that weapon.




With all this in mind, it's possible to get levelling down to a science. If it's a single enemy/group, stopper your powerful guys with shields and let the weaker members use their weapons. After that, you dispose of what's left however you like—preferably with magic, so you can get a shot at increasing mana as well.
When the multi-group fights come up, focus all your weapons on one group so you can get wasted turns. Then, have your fighters raise shields and mop up the rest with whatever magic/abilities you have handy. Obviously, you want to split spells between groups for maximum coverage. (Although, now that I think about it, you can probably waste a turn on magic and get the stat boost, too.)
If we do it right, Heather clobbers a monster for a shot at a strength upgrade, Zero and Sara flail inanely with weapons for an agility upgrade, and then they burn everything to the ground for a chance at mana. Do this consistently, and you should notice stats rising at a much faster clip. Plus, you'll preserve weapon uses! Two for one!
Roy, meanwhile, does not give one single solitary fuck about any of this because his stats are purely equipment based.

Later...








After tower fights and training, we've got a pretty hefty chunk of cash saved up. We splurge for silver armor, because you always buy armor first. Always. Roy gets to two-fist silver gauntlets because he's awesome like that; robots aren't limited to the one-item-per-armor-type rule. We also buy refills for our basic weapons, a good chunk of X-Potions, and a little something extra for Heather and Zero. We'll get to that in due time.



























While we were in town, we picked up some martial arts! This is Kick, the next tier up from Punch. It has 20 less uses than Punch right out of the box, making it infinitely more useful.
Martial arts in SaGa are a bit weird. Firstly, they increase agility, so they're a perfect fit for keeping Heather's stats well-rounded. Secondly, as the number of uses decreases, the amount of damage they do increases. It is my completely unscientific opinion that it jump tiers in increments of ten. I know this is true, because it's on the internet, and they don't allow things that aren't true to be put on internet.
There's another nifty feature about martial arts, but I'll hold off on that until much later. Nobody spoil anything!








Woodman is a mini-boss for the tower. He's a golemn-type that's actually not all that powerful, but he's out of place for this zone, which makes him a nice surprise.

(Pictured: Exactly what you expected to happen)















Twist ending: We came to bust Roy's dad out of prison, but we found this guy instead! I'm not really sure who he's supposed to be, but let's take a look at his stats...


Mask is ridiculously overpowered for this part of the game. He's also noticiably lacking in equipment. If you hit B, you can ask him whatupwitdat.












Here's Mask at full power. Yes, that's a hammer and bronze armor. The armor is terrible. If you have the foresight to bring an extra set of silver armor and a decent sword with you, you can make life a lot easier on yourself through this next part. I, however, consider that cheating, since there's no reason to do that unless you knew what was coming.

Also, you would think his hammer would be a handicap against these monsters.


You would think wrong. 35 strength goes a long way towards closing any equipment gaps.


























Amongst other items, we find our first stat potions. These things are a godsend. Unlike magi, any effects they have are permanent, and a single point of stats can make a surprising amount of difference. Use these immediately on whomever makes sense (so long as they're human or mutant!). I like to specialize my characters with certain themes; my philosophy is, if you spend time evening everyone's stats out, you get a party that's kind of meh at everything and has very little charm to boot. I'm sure there's a million people out there who can prove how wrong and/or dumb I am, though.

We also pick up some extra silver armor and a Battle sword. The Battle sword is a step up from longswords and a SaGa staple for journeymen fighters. It replaces Heather's long sword, giving her no less than three attacks in her arsenal. Our bloodthirsty yuppie princess is growing up so fast.

We gave Roy the silver shield, by the way. And while I'm in the neighborhood...

Yup. He's halfway to Mask's stats already. Roy's dad would be proud of him—wherever he is.



























Forget everything you've done up until this point, that was Babby's First Adventure. It's time to put on the big boy pants.
Ashura is our first real, honest-to-goodness boss, and he will be a rude awakening if you just bumbled your way up here.

No, not that one. (Though not too far off.)
Ashura's got massive physical attacks that can one-shot most characters, high defense, and complete immunity to magic. Know what else he has?







Yup! It's our first hostile area effect spell!
Given Ashura's mana, Flame can easily take half a character's HP off in one go. I didn't mention this earlier, but Defense is completely bypassed for spells. If your Mana isn't up to snuff, you're going to get completely trucked by magic/abilities. Having higher Mana will take the sting out of it, but it's still not fun patching up four characters instead of one. There's armor you can equip to help with that, but it's not available right now. Ergo, ow.
Sara, of course, takes no damage because she has a fire magi equipped. If we had the foresight to equip Roy with a fire magi, we would cruise to victory here, because, well...







...do I really need to say it at this point?









One of the items we picked up in Tower City was a psi knife. In FFL1, the Psi Knife was a high level magic weapon you didn't get direct access to until the latter half of the game. Here, it's available in the second world. Between this and equipment prices, it seems the world of SaGa's undergone a bit of inflation.
The psi knife is neat because it uses mana as both its modifier stat and resistance check. Ashura's mana rating is pretty impressive, and Zero is still pushing 100 damage.















We manage take out Ashura in just two rounds—which is good, because if he starts spamming Flame, we won't make it to three. Get used to this. Boss fights in SaGa are ugly. Your goal is shovel out as much damage as you can, as fast as possible, and hope they don't get enough time to return the favor.
And Ashura's the easy one. It's all downhill from here, folks.

































Next Time: Little Big Men