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Скачать или смотреть Final Fantasy III Pixel Remaster - Ch. 4 - Hein Castle

  • 8-Bit Walkthru
  • 2022-03-07
  • 669
Final Fantasy III Pixel Remaster - Ch. 4 - Hein Castle
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Описание к видео Final Fantasy III Pixel Remaster - Ch. 4 - Hein Castle

So last time, we took a look at the outer world the game takes place in and learned that we're actually on a continent that's floating in Earth's atmosphere. Yup, wild huh? Well, we gotta lot of ground to cover in this chapter. So let's just jump in!

CHAPTER 4 - HEIN CASTLE

So here's where a lot of what random people have told you starts to pull together. The Fairies in the Living Woods told us that Dwarves to the north have the Fire Crystal, so we're going to be heading there. However, before we do, we'll be taking a detour to the town of Gysahl. Yup, that Gysahl. As in the 'Gysahl Greens' that chocobos love. You can get there by sailing through the narrow passage by the Tower of Owen and heading east, followed by south. The town will be on the right side of the passage.

You'll definitely want to pick up the 'Blizzaga' spell. I was tempted to get 'Libra', but we'll be getting the Scholar job soon, which does almost the same thing. In the item shop (which only sells Magic Keys), there's an easy to miss hidden passage on the left side of the entrance. It will lead you to a treasure chest containing a 'Shuriken'. If you explore the whole town, you should be able to find two Magic Keys and some Gysahl Greens. Now we'll head back to the center north of the world map and now head west. You'll see an island with two cave entrances and a chocobo forest in the center.

The cave on the southside of the island is where we want to head. This is 'Dwarven Hollows'. The Dwarves are distraught because one of their two 'Ice Horn's have been stolen by a rogue named 'Gutsco'. Gutsco then took the horn into the underground lake, which Dwarves can't dive into. There's an inn here, along with a weapon/armor/item shop. So heal up and gear up before taking the stairs all the way to the left to the underground lake. You'll need to cast 'Toad' on everyone, again. But you can switch back immediately after entering. I forgot to mention, I did a little level grinding between chapters and got everyone to level 17. You might have a hard time with the later half of this chapter if you're below that.

The underground lake is pretty straight forward and brief. Eventually, you'll reach Gutsco at the end. He can cast Mini on your entire party and reversing that should your top priority if it happens. Gutsco has 3,500 HP and no specific weakness. But if you have Blizzaga, it should be able to do some good damage. Gutsco will die eventually and you'll get the Ice Horn back. When you return to Dwarven Hollow with the Ice Horn, you'll learn that Gutsco was secretly following you the whole time. He'll steal both Ice Horns and head to the Molten Cave, which is where the Fire Crystal is kept.

The Molten Cave is slightly to the north by the chocobo forest. If you tried going here earlier, the entrance was blocked by flames. But now Gutsco has used both Ice Horns to extinguish the flames. You'll find a 'Freezing Blade' in this area. When you catch up to Gustco, he'll already have the power of the Fire Crystal. He will transform into a dragon called 'Salamander' and is now much tougher, but now also has a weakness to Ice. Gutsco will also use a fairly strong move called 'Flame' which will deal modest damage to the whole party. Have the Black Mage cast Blizzaga, while the White Mage uses Cura on the whole party.

If you're having a hard time, you can use the 'Antarctic Wind' items you found/farmed throughout the cave. Salamander has 5,700 HP and can be a tough fight if you're not prepared. When you beat him, you get the second set of jobs: Ranger, Thief, Knight and Scholar. Head back to Dwarven Hollow and you'll be told that Tokkul is being burned down. The guy who tells you this is about to die, yet he still has time to calmly tell you to use a scholar against Hein the Mage.

Talk to the dwarf outside of the staircase to the right and he'll open the Treasury for you. There's some good gear for a knight and a scholar. Sail to Tokkul and you'll be immediately apprehended. You'll wake up in a jail that seems to be in a...tree? Remember the Fairies told you that the Elder Tree has been possessed? It was that weird hairball thing floating around the desert. Well, we're in it right now. You'll finally find King Argus here. He'll tell you that Hein has gone crazy with power.

The guy on the left is also about to die, but he'll tell you how to proceed. You'll need to cast Mini on your party in order to squeeze through an opening. Hein Castle isn't very long, or tough but Hein the Mage is a different story. Hein can change his weakness using his Barrier Change move. As you can see from my fight, it can tough to get the right rhythm. He has no weakness at the onset, but he'll change it in about two turns. Now's the time to have a Scholar use 'Study' and then have your Black Mage cast the appropriate spell. Hein has 4,500 HP. You'll be transported back to the Living Woods afterwards.

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