💍 Final Fantasy 2 - Week 4

Final Fantasy 2 Beginner Club W04

Week 04 2026-01-23T15:00:00Z
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Vocabulary sheets, transcriptions etc.:

Stopping point

Once you return from your mission to the Dreadnought. You can return to Altea afterwards but don’t enter the rebellion アジト just yet, you risk triggering next week’s content.

A little protip to prevent some frustration this week and in the future: if you see chests in rooms that appear to be completely inaccessible, there’s probably a fake wall nearby that you can go through. This game loves fake walls.

The time has come to inaugurate a new section in these weekly threads that’s probably going to become standard in the future: a list of missable content:

週刊完璧主義通信

In FF1 there wasn’t any really missable content. The entire game remains available all the way until you trigger the final boss battle, so if you realize that you’re missing a chest in a previous dungeon or an entry in your bestiary, you can just backtrack at any time.

As these games are getting more complex and story-driven, we’ll encounter “points of no return” more regularly, where some content becomes permanently unavailable if you don’t get it before a certain milestone in the story. It could be a side-quest that’s only available temporarily, a location that becomes permanently inaccessible after it’s completed, or a certain item that can only be stolen from a specific one-time boss battle for instance.

If you don’t care about this and want to figure things on your own, then close this fold and move on. Otherwise, read on:

A trip to Gatea

Some version of the game have an achievement for visiting every location in the game. This of course includes optional locations.

You probably stumbled upon Gatea already, but if you haven’t, do remember to drop by eventually if you want the achievement. There will come a “point of no return” late in the game where you won’t be able to visit the city anymore.

A potion in Altea

In the rebellion hideout in Altea there’s a chest in the main area (off to the West of the big room with the tables, in a small closet). This chest only contains a potion, so no big deal if you ignore it, but do remember to fetch it if you want the achievement for opening all chests in the game. There will come a point late in the game where this chest will become inaccessible.

The Dreadnought

This week is your only opportunity to loot the Dreadnought. Any of its 10 chests left unopened will become unreachable after that. There are a few unique items in there, and you’ll have to open every chest for the achievement if you have/care about it.

More details

Summary of previous episodes: we must find a way to destroy the Imperial Dreadnought. Apparently we can use something called the Sun Flame to set fire to its engines. The Flame is kept in Kashuorn Castle and we needed the Goddess Bell in order to retrieve it. We managed to retrieve the Bell from the Snow Cave, but it cost Joseph his life…

Out of the snow, into the flame

With the Goddess Bell in hand we can go straight for Kashuorn, but you may want to drop by Salamander and Altea to share the news of Joseph’s passing first. You don’t stand to gain anything from that, besides Japanese proficiency!

At any rate your next objective is Kashuorn Castle, in order to retrieve the Sun Flame. You can go there by foot if you walk Southwards from Bafusk, but the easiest way is to ask Cid in Poft to take you there directly.

Kashuorn Castle

The Sun Flame is right here! But… you can’t take it with any old torch, we’ll have to explore the Castle to find something capable of withstanding it.

Go to the door at the back and use the Goddess Bell to unlock it. Explore the dungeon to find Egil’s Torch, which you’ll be able to use to take the Flame (remember that you can use the teleport spell to return to the Castle’s entrance whenever you want).

The boss of this area can seem extremely daunting at first because it will immediately start casting very powerful spells, but the good news is that it will run out of MP after only a few turns, becoming fairly harmless. Just try to survive until then…

The Hitchhiker’s Guide to the Fantasy

It’s technically optional but at this point you probably want to return to Altea to see what’s happening with that cutscene you got when you left Kashuorn. Or maybe you feel like speedrunning this and go straight for the Dreadnought instead.

At any rate, Kashuorn is in the middle of nowhere and walking all the way back to civilization is going to be tedious. Fortunately, there’s help nearby, in the form of a Chocobo Forest. Look at the “Big Bird” section below if you need more assistance with that.

You can ride the Chocobo straight South through the desert to return to Altea. You’ll also pass the place where the Dreadnought is docked, in the middle of a crescent-shaped forest. Make a note of it, that’s our next objective.

Dreadnought

It’s finally time to face the great ship of war! From Altea, head North-North-West past Finn along the narrow strip of land that wraps around the map. You’ll eventually reach a crescent-shaped forest with the Dreadnought landed in the center.

This is going to be a bit of a difficulty bump compared to what we’ve faced so far: even simply reaching the Dreadnought won’t be a piece of cake since you’ll meet your share of Magicians and Ogre Mages on the way there.

On top of that you can’t use the teleport spell in the Dreadnought. Worse yet: at some point you won’t be able to leave it at all until you’ve finished the quest! Make sure to stock up on healing items before going in.

Once you enter the Dreadnought you’ll find that an Imperial Captain is blocking your way. You can show him the laissez-passer you found in Bafusk and he’ll let you through. Alternatively you can tell him のばら and he’ll attack you.

You have two objectives in the Dreadnought: rescue Hilda who got abducted on her way to Kashuorn and then blow up the engines. After you’ve rescued Hilda you won’t be able to leave the Dreadnought until you’ve dealt with the engines.

Map

The Dreadnought will be found in the middle of the crescent-shaped forest to the North.

Miscellaneous

Big Bird

This week we finally have the opportunity to meet our first Chocobo! These creatures will become a staple of Final Fantasy going forward, appearing in nearly every title. Even the bad ones:

They also pop up in some other game series like Legend of Mana. Here’s one in 聖剣伝説 on the GameBoy:

The name apparently comes from a Japanese snack called チョコボール:

In order to encounter the very first Chocobo ever made, walk straight South from the entrance of Kashuorn. In the Pixel Remaster you’ll find the Chocobo Forest showing like a glowing hole in the middle of the trees (more like Chocobo Clearing I guess?):

In the Famicom version the forest is completely invisible, you have to blindly walk into the right forest tile:

Inside the forest you just have to “talk” to the Chocobo to be able to ride it on the world map. In the Pixel Remaster it’s very straightforward, you just walk to it. On the original Famicom version the bird is a little more playful: it keeps moving around and popping in and out of the thick grass:

Be careful that the Chocobo will run away as soon as you dismount it.

The Chocobo theme also make its entrance! Well, sort of. In the Famicom version it’s just the first few bars looping forever:

https://youtu.be/vj5PWi2k2Xc

Fortunately the Pixel Remaster decided to go with the longer melody from later games:

https://youtu.be/TomvAmhG2Lk

We demand to be taken seriously

You may encounter one of these bad boys around or inside the Dreadnought:

magician

The magicians are the first in a family of enemies that will appear throughout this game. Later you’ll meet sorcerers (wearing blue) and finally wizards (wearing green). These enemies cast powerful spells and are therefore some of the most dangerous in the game (I died to wizards more than any other enemy in this game, including bosses) but they’re still worth fighting because they’re a source of some very useful tomes for spells that can’t be otherwise accessed until much later in the game:

  • Magicians: Berserk (boosts attack power)
  • Sorcerers: Haste (increases the number of hits)
  • Wizards: Aspire (regenerates MP from enemies)

As a result they’re well worth hunting down just to get access to these spells early. Note that berserk and haste stack, being a very powerful combo for your warriors (you hit more and harder).

And if you’re low on money these tomes can be sold for thousands of gil too.

Participation

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I’m curious, are my more detailed instructions useful?

  • I read them and play along
  • I try to play blind but from time to time I check them
  • I never use them
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  • I think the level of detail in the instructions is fine
  • I think they should be more detailed
  • I think they should be less detailed; they spoil too much
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