💍 Final Fantasy 2 - Week 1

Final Fantasy 2 Beginner Club W01

Week 01 2026-01-02T15:00:00Z
Next week 💍 Final Fantasy 2 - Week 2
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Vocabulary sheets, transcriptions etc.:

Our new adventures begin! This game will be fairly text-heavy at the start, so take you time. As we progress the ratio of text to gameplay will shift the other way around.

Remember that you can save at any time on the world map (even in the Famicom version, unlike FF1 that required the use of an inn/sleeping bag/tent/cottage).

Stopping point

Once you have finished the first quest. It involves bringing back an item (a ring) back to the quest giver (Hilda, the princess).

Be careful: the world map of FF2 is a lot more open and interconnected than that of FF1 from the very start. Talk to the various NPCs to understand where you have to go (or look at the map below). If you stray too far from your immediate objective you will probably end up murdered by overpowered monsters.

Or alternatively if you’re playing a version that lets you disable encounters you’ll be able to explore most of the world from the start including places that you’re not supposed to reach until much later in the game, which I wouldn’t recommend doing for pacing reasons.

More details

Prologue

The story begins with the Empire of Paramekia attacking the Kingdom of Finn using demonic magic. The Finnish (?) court must withdraw from the capital and find refuge in the border town of Altea.

Four young people are fleeing the carnage, their home destroyed, their parents dead. Dark Knights chase them and, eventually, kill them. Three of their bodies are brought back to life by princess Hilda and the white mage Min’u.

Yes, this game is going to be darker than FF1.

Altea

Anyway after being brought back and reunited with (some) of your companions, you can have a chat with Hilda where you’ll have the opportunity to learn the keyword 野薔薇のばら using the おぼえる command. You’ll notice these keywords popping up from time to time throughout the game, don’t forget to use the 覚える command to memorize them (they’re always highlighted and come with a sound cue, so hard to miss).

Once learned you can select the word when conversing with some key NPC using the たずねる command and have them react to that. This is necessary for progressing through some quests, as we’ll soon see.

You’ll probably want to have a chat with Min’u who is standing next to the princess while you’re at it.

After that feel free to roam the rebellion’s アジト and the surrounding town of Altea to your heart’s content. By discussing with the various members of the rebellion you’ll learn all sorts of lore tidbits but as far as we’re concern the gist of it is that we’re supposed to return to the occupied town of Finn by ourselves to figure out what happened there and see if we can maybe save our missing friend.

Before leaving do have a look at the various shops. You may want to buy some magic in particular, heal, fire and blizzard are good starting points. Note that in this game you buy spells in books that you then have to use from the アイテム menu to teach it to one of your party members. You can also use the book directly in battle to cast a powerful, one time version of the spell.

Any one of your character can become a mage. You’ll probably want to move magic-oriented members to the back row however (read the combat mechanic entry below to learn more).

Gatea

Once you’re ready, venture outside of town. The nearby enemies aren’t too scary so you can use them to familiarize yourself with the combat. Your objective, Finn, is to the North. On your way there you’ll probably spot the town of Gatea where you can rest and go shopping. You can also talk with the locals to learn more about the situation in Finn. Apparently a bar is still operating there?

Finn

Well, time to see for ourselves. Walk around the lake and enter the town of Finn. There are imperial soldiers everywhere, attempting to talk with them will trigger a fight that will probably prove fatal, so avoid them.

You’ll find that there’s not much you can do in occupied Finn. Most houses are blocked and the rest are empty. On top of that you get random encounters! So what’s next? Well, remember that bar? It’s on the East side of town, you’ll have to find a path to reach the entrance.

The bar is crowded with imperial soldiers but the barkeep is friendly. Tell him のばら and he’ll give you access to a secret path behind him through the wall.

There you’ll find Scott, the prince of Kashuorn (and brother of Gordon which you may have met in Altea). He’ll tell you that the count Borghen has betrayed the kingdom and become a general of the empire. He’ll also give you a ring.

Altea

You can now return to Altea and report your findings. Show the ring to princess Hilda to complete this week’s assignment (use the 大事だいじもの menu option while talking to her). She’ll mention that the rebellion wants Mithril… But that’s for next week.

Map

Miscellaneous

The intro

Like with FF1, we have a short intro with fairly complicated text that can’t be paused (at least in the Pixel Remaster version). You can find the transcript in the spreadsheet of course but I’ll also put it here for convenience:

長く続いていた平和が、
今、終わりを告げた。
パラメキア帝国の皇帝が魔界から魔物を呼びだし、
世界征服に乗り出したのである。
これに対し反乱軍はフィン王国において立ち上がったが、
帝国の総攻撃にあい、城を奪われ、
辺境の町アルテアへと撤退をよぎなくされた。
ここフィン王国に住む4人の若者たちも、
敵の攻撃によって両親を失い、
執拗な敵の追っ手から逃げ続けていた⋯。

My attempt at a literal translation:

A long lasting peace
has come to an end.
The emperor of Paramekia has summoned monsters from the demon world and
set out to conquer the world.
In opposition the rebel army rose up in the kingdom of Finn but
they were met by a full-on attack by the empire, their castle was stolen and
they were forced to retreat to the border town of Altea.
4 young people also living in this kingdom of Finn
having lost their parents in the attack
are fleeing the obstinate enemies who are pursuing them…

The PS1 version also has a glorious CGI intro that does a better job of setting the tone I think:

https://youtu.be/s-PHGEoLCjY

Let's party

You don’t get to pick your classes this time around, but you can name your party members. The canonical names are:

Japanese English
フリオニール Firion
マリア Maria
ガイ Guy
レオンハルト Leon
FF2 combat mechanics: part 1 of X

No need to pick your classes this time around, you are given a pre-made party. None of your party members will know any spell, so I recommend buying heal tomes in Altea and teach the spell to one of them. Don’t overthink it, you can learn and forget spells at will if you’re unsatisfied with your choice later.

You may also notice that, surprisingly, your characters don’t have a level in Final Fantasy 2. Instead individual skills and attributes level up independently. That means that you have a lot of flexibility when it comes to training your party, anybody can become a mage or a tank fighter or some hybrid red mage type. Feel free to experiment, it’s not too difficult to “respec” a character later if you end up not liking their skillset.

I will explain the progression system in more details next week but for now I want to focus on the party formation. You may remember that, in FF1, your party order was very important because the top character would be targeted by enemies much more often than the others. FF2 uses a different system (that will become standard in many future entries): you can shuffle every member between two rows: the front row and the back row.

Party members in the back row cannot be targeted by the enemies’ physical attacks unless all of the front row fighters are incapacitated. The back row only be targeted by spells (but spell casting monsters and even bosses are fairly rare, especially in the early game) or bows (even rarer, and usually not too painful). EDIT: I just noticed that in the Pixel Remaster it works differently: back row members can still be targeted but attacks are less effective.

There are some drawbacks to placing a character on the back row however. One is simply that, given how FF2 character progression works, if a character is never attacked then their max HP and evasion will tend to fall behind other characters. Beyond that, you can’t use physical attacks while on the back row, unless you use a bow. In other words, you probably want to put mages there and fighters in the front row to protect them. EDIT: in the Pixel Remaster you can attack from the back row but you deal less damage.

A similar system exists for enemies: you can only target the first two rows of enemies with physical attacks. So in the screenshot above, the four enemies on the back row can only be targeted with magic, my fighter can’t reach them before I get rid of the enemies in front. If I kill the blue enemy all the way to the right, this row will become empty and I will be able to reach all 4 blue enemies with physical attack, but the last 2 red ones will remain out of range until I get rid of the 2nd row.

Note that it cuts both ways: back row enemies also can’t land physical attacks if there are two or more rows of enemies in front, so you can use this to your advantage if an enemy with powerful physical attacks is behind rows of weaker enemies.

Flyover country

The town of Gatea between Altea and Finn is notable for its complete lack of notability. It’s one of the rare towns in Final Fantasy (and RPGs in general) that’s entirely optional. You can finish the game without entering it even once. I don’t even think it has any unique items.

The peninsula of power redux

You may recall that I mentioned a “peninsula of power” in Final Fantasy 1 which was a small section of land near Pravoka that jutted out far enough north to generate high level encounters against enemies that you weren’t meant to face until much later in the game.

There is a location where the exact same thing happens in FF2, and it’s right at the start of the game! If you go south from the town of Altea and walk on the very extremity of the “cape” that is found there, you’ll get encounters from the Missidia region (which is only a couple of tile southwards from here). Missidia contains some of the strongest map encounters in the game.

Now it’s not quite as exploitable as FF1. It’s almost impossible to defeat these monsters at this point in the game and the progression system works very differently now so even if you do manage to win an encounter the reward probably won’t be worth the hassle.

Note that this peninsula of power has been patched out in the Pixel Remaster, like the one in FF1. But then again in the PR you can turn encounter off and just take the long way around to walk to the other side if you really want.

Participation

  • I’m playing along
  • I will catch up later
  • I’m still playing but I haven’t reached this section yet
  • I’m a filthy preplayer but I’m here for the discussion
0 voters
  • I have played this game before (in part or in full) in English
  • I have played this game before (in part or in full) in Japanese
  • I have never played this game before
0 voters
  • I have taken part in the FF1 book club
  • I have not taken part in the FF1 book club
0 voters
9 Likes

Like I’ve mentioned before I hope to be going through the famicom version (slightly modded with bug fixes and whatnot) pretty blind, so I figured before starting I’d be best off reading the manual. I’m only a little ways in skimming it right now but I wanted to share it here in case anyone wants to have a look.

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Really neat, I should have looked for that.

PRG!

If you want a very quick tip that I would have liked to know when I started my Famicom playthrough: max HP and MP increases based on the difference on your character’s HP and MP between the start and end of individual fights. So if you chip your HP and MP over the course of a long dungeon, your max pool will never increase, you have to sustain a lot of damage in a singular fight to increase your max HP and heavily drain your magic to have a chance to increase MP.

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Looks like you kept it mostly untouched? The first page with proper names is not very polished, not sure if that should be improved upon.
And for the structure, are you fine with keeping it like that or should it be broken down by weeks?

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I have added an interstitial sheet at the end of the week 1 section with the vocab dump. I considered merging everything by week but thought it made sense to leave it as is since there’s a lot more back-and-forth in this game and it’ll be easier to browse that way I think.

But more generally I’ve been lazier with the spreadsheet, it’s true…

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Not blaming you at all, same here :sweat_smile:

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For now I think I’ll stumble through and then we get to see how much I shot myself in the foot in a bit! :star_struck:

I’ve learned everything now, at least through skimming a lot. Manual does “spoil” a few things like the methods of transportation we’ll get if that matters to anyone. Nice to see chocobos mentioned.

image

かえるにかえる

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Mini and toad look really funny in this version, they didn’t just lazily replace the sprites, they tweaked most animations.

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Are you going to make a poll for whether people have played FF2 before? I think it’d be interesting to compare to FF1 since it’s a less well-loved installment.

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Good idea, I have added two polls at the bottom of the top post.

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Today with all the glare from my window and the way it kept reflecting me in the TV I couldn’t get very good photos, bear with me.

Extremely positive first impressions (full week 1 spoilers)

Huge leap forward for storytelling in RPGs, especially the kind you have to do through little gameplay interactions and without the use of cutscenes. Getting thrown into an unwinnable fight at the start is cool. So is exploring a town full of deadly NPCs who I absolutely first talked to and got murdered. The threat of this encroaching military feels real immediately because they are hitting me for numbers in an entire column that my max HP doesn’t reach. The little dialog hints guided me right there and I got to feel smart for knowing to look out for the pub. Even the little word memorization and ask system is cool; it’s a small addition but that kind of layer makes talking to the townspeople feel more active in a great way. You can also show that guy’s brother the ring and get some unique dialog. I wonder if you can for the injured ruler too? I didn’t check that one. We’ve got factions, we’ve got character relationships, it’s great.

Cute places:

Like I’ve been saying, I trust Kawazu to do something interesting so I’m playing blind on the famicom and watching what unfolds for better or worse. So I hope I can have something interesting to contribute about how my experience goes.

When it comes to systems; it’s hard to be too certain this early because of our limited access to anything. I spent a lot of time missing, but the fights still didn’t take all that long, and with our weapon proficiencies at the lowest they’ll ever be, it makes sense. Maria with her bow wasn’t hitting for much, but the two guys basically one shot what they hit in this early area. The first thing I did was buy the heal spell and put it on her; I think I’ll work her into being more magically inclined, and indeed the last thing I did this week was buy and give her the fire spell. I also gave Guy a shield at the end, because I didn’t see any mention of punishment for shields (just can’t use them with the bow I think, 2 handed so I get it) and it has its own proficiency I might as well work on. Buying new equipment is really expensive, but the inn is shockingly cheap so far. Guy’s HP is already increasing significantly:

Speaking of, I think systems where you level proficiencies (like in most SaGa games) have really interesting impacts on how you engage with a game. It’s always in the back of my mind impacting how I evaluate what I do. One nice aspect is that I won’t feel pressured to save MP because I want to be spamming spells to level them, and it helps that the inn is cheap too. But it really makes me want to plan things out right away, and even when someone gets beaten up it feels like, if we survive, we’re going to benefit from it. I dunno, I think it’s fun and exciting to watch for what stat growth happens every time in a way that a standard levelling system isn’t. In a normal level system I just look at the main number going up and trust that the stat growth is happening reasonably in it.

My hottest RPG take so far is that I’ll see how it works out in FF2 over time, but I’m kind of a fan of systems where attacking an enemy who dies before a character’s turn means they do nothing. That’s a big change most remakes to FF2 make, where in those your attack carries over to whoever is left. It makes you keep your brain on even for easy random enemy encounters, trying to build up a vague idea of how much of a beating each enemy type can take vs the expected amount you’ll do and planning targets around it. It’s not for every game but I think there’s value to it and it stops me from ever hitting the point where I’m just mashing the A button to get through a fight. We will see if playing at slower club schedule makes it harder for me to maintain my mental damage estimates and annoys me more, haha.

Plans at the moment: I wanted to leave big party building decisions for when we found our 4th member, but getting this guy as a (temporary?) recruit has thrown a big wrinkle into the plan because I thought our first quest would lead to us meeting up. Now I’m not sure if this game is gonna put that off a while, or even rotate people in and out at times, so I guess I shouldn’t wait too long. I don’t really have much reason to favor specific melee types until I feel it out, but I don’t have the money to experiment much yet either, so without specific grinding because the game was easy enough right now, I’m gonna roll with how the main characters were equipped (plus the shield on Guy and a glove armor I bought for Maria) and see if we get a little more ahead of the economy soon. Most money has been poured into making Maria able to cast a couple spells. My big question to ponder on my own right now is if it was actually a good idea to put Maria in the back row. She’s been very safe, but she’s sitting at 20 HP still as a result, and I have the feeling I might want to move her forward to get her used to taking a few hits before we run into some boss that just AoE one shots her and it’s too late. Once again, this levelling system making me question how to play well.

Larger party building questions include if there should be a black v white mage separation; each has its own casting stat but there’s also an MP governing stat and some of them are in conflict with the physical stats. I’m leaning towards a single caster but I’d really like to know what my permanent (if such a thing exists) party will look like in default tendencies, though I suppose everyone can be changed. Some of this also requires feeling out how different the melee types are or what type of opposition I should expect to run into (eg if they respond particularly well to magic over physical or anything sometimes), so we may have to do a midgame pivot.

Oh also I think it’s cool for the equipment itself to be factoring in the plot. Normally getting mythril upgrades and whatnot, iconic as it feels to me now, is just an invisible background thing, but it really would be a huge deciding factor in wars like this. This game is full of good ideas already.

Quick reminder for myself next week: Hilda says where to go next but I should see if people will tell me where that place is, generally.

I hope the game stays this good; this week was phenomenal.

9 Likes
Week 1

Don’t know if that applies on your version because I played on the Pixel Remaster.
Going to the inn full health was very cheap (0 gil), but going missing a lot of HP and MP was crazy expensive.
I had never seen a scaling price before on an inn, and not a big fan! Made me feel pressured to try to min-max (should I heal? or use healing objects? heal to mitigate low HP vs low MP?) in order to optimize the price :confused:

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Response + another thought

Yep! I read in the manual about that. It’s the same kind of system they used in the first SaGa which I just played through, though it seemed more demanding in that one where the economy was crazy tight. Funnily enough I defaulted to conceiving of it in the opposite direction – this way you can pretty freely top off if you’re missing a bit and it’s not the same full cost for a full heal, which in one way is generous. I at least haven’t yet had people get beaten up badly enough that the cost didn’t look super cheap, but I think it’s cheap to restore MP and I’m already using the heal spell on us THEN the inn because I think out of combat healing still builds cure proficiency.

You’re right that it can make for more layered decision making too though. Someone told me recently part of how they got through the tight economy of early SaGa was noticing that potions were a better value proposition than the inn. I didn’t notice that at the time and had my own method, which is also cool, but yeah, those situations do happen. Broadly I prefer having those choices to optimize, personally.

I also remembered I wanted to mention it was just funny when you’re given a password at the beginning of the game, I immediately took a photo of that. Turns out it’s just teaching you about the 覚える system, but I’ve been playing too many Suda51 games recently, and he’s the type of guy who would give you “the password” right here and then in the final hour of the game go “Please input the password” and not let you finish the game if you forgot it :innocent: :sweat_smile: . Immediate alarm bells going off in my head.

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Week 1

That’s a nice way to see it, hadn’t thought about that :slight_smile:

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Oh also I do want to say, one thing I have to give pixel remaster is that in the screenshots I’ve seen it appears that Firion looks way more like this and his sprite looks awesome

He just kinda looks like a dude with wild red hair for me, haha.

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I haven’t finished FF1 in Japanese yet, but I’ll finish that in my own time and join you guys with FF2!

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It’s literally the same spritesheet as the 戦士 from FF1:


The other party members are unique, it’s only this one. I haven’t played the Famicom version of 3 yet so I wonder if they reused that there too.

minuscule W1 spoiler

Another interesting case of a very different sprite between the original FF2 and the various remasters is Paul, the thief (that you can have encountered this week near the Inn in Altea):

In the original and the PlayStation versions he looks like a ninja which clashes a bit with the medieval-fantasy setting, in the other remakes he’s given a sprite that blends better with the environment. Personally it’s a bit like the space station in FF1: I kinda like these weird design decisions that subvert the tropes of the genre, so I was a bit disappointed when I saw the PR version.

Yeah as @Akashelia said the cost of the inn I believe 1 gil for each HP you have to recover and 4 gil for each MP you have to recover. As a result it’s a good idea to use spells to heal yourself up before going to the inn since usually the MP/HP ratio will be favourable, and it also levels your spells.

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Oh right, I forgot that was what original FF1 guy looked like. Reusing only one and having that specifically be the main guy you see all the time when walking around is a really weird decision, huh. Bit of a shame there.

I agree with you on preferring ninja Paul. The unexpected weird little things are what stand out.

Also I imagine people on the remakes get a confirm button but I spent a little too long fighting with the name entry screen to figure out you just seemingly need to put in spaces at the end, heh. It’s better than my first attempt at SaGa where I misread the UI of name entry and thought I’d be overwriting species names like 人間男 so I decided why not just keep it that for simplicity, missing that the names went in another spot, and instead I started the game with no one having a name and everything just saying " took 20 damage!" " attacked!"

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I don’t think it was lazy asset reuse given that they redesigned almost every monster sprite for instance, maybe just an attempt at creating a continuity. Maybe they thought the warrior design would endure and become iconic, which it kind of did but if that’s what they were going for they should have bet on the black mage design instead.

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Hello! Is it a good idea for a beginner to participate as well? I’ve just reached level 7 and I wanted to start doing some things in Japanese. Final Fantasy is my favorite franchise, and it seems pretty exciting to finish one in Japanese.

I’ve done this before while learning English with the Persona series, but I believe Japanese will be a bit harder so I wanted an opinion on that.

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