Case (
case) wrote in
fandomsecrets2007-09-19 05:19 pm
[ SECRET POST #257 ]
⌈ Secret Post #257 ⌋
Warning: Some secrets are NOT worksafe and may contain SPOILERS.
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Notes:
Secrets Left to Post: 03 pages, 074 secrets from Secret Submission Post #037.
Secrets Not Posted: 0 broken links, 0 not!secrets, 0 not!fandom, [ 1 2 ] repeats.
Next Secret Post: Tomorrow, Thursday, September 20th, 2007.
Current Secret Submission Post: here.
Suggestions, comments, and concerns should go here.

Re: Re. 12 by OP
As far as strategies for the game go, I recommend two enemy skills above all others -- White Wind (heals party by caster's current HP and removes status ailments) and Big Guard (Barrier/MBarrier/Haste on party). You need a Manipulate materia to get each of them (from the Zemzelets by Junon and the Beach Plugs on the shores of Costa del Sol, respectively), but they're well worth it. Big Guard's great for boss fights, and with White Wind you'll never need a Restore=All Heal=All combination again (well, maybe not; Restore=All can be useful for Regen at least, and the MP cost for White Wind can be pretty steep at low levels). As far as the rest of it goes, Elemental materia combinations on armour can be a lifesaver (especially if you get the Elementals up to a high enough level where they block the damage completely or turn it into healing), but really, I rarely found myself casting magic. You can pretty much hack 'n' slash your way through most of the game.
The part where it really gets difficult is the final dungeon, but even the bosses at the end of it are a cakewalk if you play it right. Just don't summon Knights of the Round (if you have it) against the first one and avoid having anyone (whether they're in your main party or not) at level 99, and it's almost disappointingly easy -- I didn't even get to see the famously drawn-out Supernova sequence when fighting the final boss.
...um. Sorry to ramble. ^^;;
Re: Re. 12 by OP
(Anonymous) 2007-09-20 04:58 am (UTC)(link)Re: Re. 12 by OP