Final Fantasy V, Part 24
- Location
- Brittany, France
- Pronouns
- He/Him
Let's go on a piano quest.
In case you lost track due to me last mentioning it several months ago: there is an optional piano sidequest in the game. In several towns, you can find a piano which you can play. Every time you play a different piano, the party's piano skill improves. This results in a tangible effect in the form of new, better music.
The Phantom Town piano is a tricky one, being hidden behind two hidden passages, so that if you find the first one you might think that's it and not look further. Thankfully Find Passages makes this a non-issue.
The first four times you play a different piano, the characters perform basic finger exercises, but as we progress, this results in excerpts of several actual piano pieces of increasing complexity, which really helps sell the feeling of an improving skill.
I've been looking for the pianos in every town but not systematically checking I hadn't missed one, so by the time I find the Phantom Town, the last town in the game, and its hidden piano, Lenna performs for us an excerpt of Mozart's Rondo Alla Turca, which is the 7th out of 8 possible pieces, meaning there is one last piano I have missed.
View: https://www.youtube.com/watch?v=quxTnEEETbo
Which I look up on the wiki, because let's be real, I'm not spending an hour looking for it by hand. Turns out I missed a hidden one in an earlier town! Luckily, said town was not swallowed by the void. It's Regole, that remote town at the ass-end of Galuf's world where we got knocked by Exdeath's barrier.
Hell yeah. We have graduated from Mozart to Debussy's Arabesque N°1, thereby officially declaring that French 19th century pianists are superior to overrated 18th century Austrians -
Before leaving - way back when we first visited Regole there was a little girl who was looking for her ribbon. Well, guess what? She found it in the meantime, and she's happy we remembered to check in on her!
Despite providing ridiculous passive benefits, the game insists on not equipping the ribbon when I swap to Freelancer, which is going to drive me mad.
Okay, so, mastering the piano does not intrinsically bring rewards. In order to get said rewards, we have to go pay a visit to the Bard back in Crescent Town and play on their piano, then talk to them.
They give us the Hero's Rime, which is a Bard Song which, as long the Bard is singing, continuously increases the party's character level? Goddamned that seems strong.
Well, I'll see about using Bard if it seems like it would help, although so far I'm doing pretty well.
With all this behind us, it's time to head for the Fork Tower!
Called it.
So, Fork Tower. Each tower requires a different approach, which are signaled by villagers in Crescent reciting Poems of Ancient Wisdom, which are cheap three-line rhymes that I will not dignify with reposting them here. Point is: the tower on the left is full of magical opponents who are weak only to magic and retaliate against any physical attack with special counters. The tower on the right is the opposite, full of physical opponents who are only vulnerable to physical attacks and react poorly to magic.
Thankfully our party has two physical characters (Bartz, Lenna) and two magical characters (Faris, Krile), so we can make an easy split and tackle each tower individually. The game starts with whoever's on the left-side tower:
You may notice that Krile is currently a Monk. This is because I'm hoping to maybe get her to master Monk for the stats? I don't know, I'm just throwing stuff at the wall and seeing what sticks. She still has White Magic equipped, of course, not that I need it, because I just stomp everything with Syldra Dualcasts until we reach the higher levels.
Then the game swaps to the right-side tower:
Hmmm.
So the thing is, the magical group can use summons to make omni-attacks and wipe out an entire enemy screen when we have more than one? Meanwhile, unless we have some bullshit like Rapidfire already mastered, physical characters are limited to only one attack at a time, and physical opponents are fairly beefy. So encounters with groups of opponents actually present a real threat of attrition, especially considering physical classes have no handy way to heal!
Anyway that's why we have Zeninage, we stomp with zero trouble.
Both groups yell at each other over the chasm between the tower to coordinate grabbing the magic, which obviously triggers a boss fight - or rather, two boss fights.
Minotaur is clearly that brother Sekhmet warned us about, and now that someone has said it, I do recognize them as the Taurus paired boss/summons from FFVIII! Those guys were funky. Well, Minotaur is a blunt instrument, just dealing hundreds of damages with physical attacks, but at this point Lenna and Bartz are both equipped with ranged weapons and I have as many Hi-Potions as I could need, so this is just a matter of beating him to death. Whereupon he reveals his trump card!
Oh my god.
He doesn't have any MP.
I failed to capture the frame where the message pops up but that is what happens, he tries to cast Holy only he has 0 MP even though he didn't cast a spell in the whole fight, because he has no MP period, and then he instantly fucking dies from trying to cast the highest level white magic.
This is beautiful.
It also serves a useful gameplay purpose, though! At the same time as being a genuinely funny gag, it warns us that in the other battle, against the magical boss, we should be on the lookout for him casting Flare, because this guy definitely won't have 0 MP so we need to be ready for a world of hurt!
The 'must be taken simultaneously' thing, btw, manifests in the fact that we have 10 seconds to press the button to grab Flare or else it's game over. Not likely to be much of an issue, but a neat touch.
"Omniscient" is definitely a JRPG boss name. Check out the drip on my guy here.
Unfortunately he's not going to live up to his name or fashion sense. He is a pure magic attack, which means Carbuncle reflects his spells back at him, and then I can just blast him with Dualcast Summons.
What is interesting in this fight is who over- and underperforms. Because Bahamut's Mega Flare only deals damage in the 1,500, whereas Old Girl here, well:
Total blowout.
Unfortunately and ironically dualcasting Syldra means that the battle is over so fast I didn't even have time to cast Shell on both Faris and Krile, only Faris (which you can see from the green outline above), so when that dude dies, well:
Krile's Monk HP is nearly enough to tank this, but falls just short, and she dies. Given that this battle is worth 20 ABP on its own, this is enough to prompt me to reload and do it again with proper coverage, whereupon Shell halves Flare's damage and both girls make it.
Yaaaay!
Oh noooo!
Okay this actually turns out totally safe. The tower vanishes and leaves our character out in the open, with the way to the Catapult once again opened:
…
See now why would you put the Catapult there. Why is the secret ship research facility underwater in a lake, with no outlet into the sea. This completely destroys my theory as to why the Ronkan put it there! This doesn't make sense as a place to build such a thing! Even if they wanted to build it into an isolate lake cut off from the ocean for security or discretion reasons, they have another, bigger lake right next to it that directly connects to the town site that might have been used to approvision it! This doesn't make sense.
Well, it doesn't matter. Let's meet up with Cid.
It turns out Cid found a way to get himself stuck in one of the giant mechanical wheels of the catapult, and Bartz has to rescue him in extremis.
Well, that was sudden, but not unwelcome!
Mid and Cid play out another of those 'multiply from how incredibly fast they work' and soon, we are handed back our ship with new transformation capabilities.
After a cut to Mid and Krile on the deck, Mid muses that the changes should be complete soon; Krile says admiratively that his granddad works really hard, but Mid's reaction is somber.
Mid says that he knows that, and deep down Cid knows it too, but of course it's not that simple. Cid's inventions were well intentioned, but they did end up playing a part in the crystals' destruction and Exdeath's defeat. He does bear a part of responsibility - even if it's not moral responsibility, and he couldn't have known the far reaching consequences of his actions. Nor is it certain that him abstaining from building the crystal machines would have done more than delay Exdeath's eventual escape. But it's understandable that he would feel some degree of guilt, and try to atone by building machines meant to save this world that's now in danger.
Cid comes back, matter-of-factly informing us that the work is done and our ship is now capable of turning into a submersible. Then, just as he is about to leave, he pauses and looks down wearily, or sadly.
It's incredible how much use the game is getting out of this simple single sprite.
All that Cid is good at, he says, is 'modifying machinery'; even so, he's tried everything in his power to help, and the rest is now in our hands.
Man. That guy really has a guilt-induced self-deprecating streak a mile wide, doesn't he?
Cid is a genius, who's built wonders undreamed of since the days of Ronka. He's done so from nothing but some dusty old tomes no one had ever found such inspiration from. He's built airships and submarines and basically made this millennium-old ancient base his home, and mastered its technology. He's built the tech with which we'll save the world. But in his eyes, all that is just 'modifying machinery' - he doesn't even see himself as an inventor.
That's another reason we have to win; to free that old man from his burden of guilt and perhaps let him see himself as who he really is.
(Random note though; it's kind of funny that he's directly addressing Bartz, like he's taken the role of 'team leader' by simple virtue of being the one spunky shounen dude, instead of like… Faris, who's older and more experienced or Lenna who's royalty - Krile I will grant him because she's younger and he literally doesn't know her; but, hm, the fact that Bartz fell into the 'shounen protagonist = face of the party = team leader' in some of those scenes is kinda eeeh in light of how he's literally the One Dude in this group.)
Krile enjoins Mid to 'take care of his grandpa,' and Bartz takes the ship's commands, and we fly away.
And then immediately down.
Submarine, baby!
The World Map reveals four potential locations to explore, and I check them each in turn, but my interest is immediately focused on one area in particular:
The sunken Tower of Wals, erstwhile location of the Water Crystal.
Immediately upon entering, it turns out that the sunken tower is, well, sunken, and Bartz nearly drowns before managing to hold his breath and, well:
Seven minutes holding one's breath is well within the realm of the possible for highly trained humans, although doing so while swimming around and fighting monsters perhaps less so. Thankfully all our characters are supernaturally empowered warriors of light! The seven minutes act as a timer on our expedition into the tower - the last Water Crystal shard is no longer on this floor, and we will need to dive to the bottom of the tower to retrieve it.
The monsters appear similar to what there was last time, but obscured by the water, and we frankly don't have enough time to deal with them so it's Flee every fight (wait fuck the Brave Blade - WHO CARES IT LITERALLY NEVER AUTOEQUIPS).
Finally, at the bottom of the tower, we find:
What the fuck is this dude.
Okay, so, I know the last Water job is the Mime, and this dude appears to be, like, the ultimate Mime? And he has a whole introduction prepared: His name is Gogo, Mimic extraordinaire; "The basis - no, the very soul of mimicry, is the ability to aptly imitate anything, no matter the situation. Thusly, I will imitate your every move!" When we attack, he attacks, when we cast a spell, he casts that spell, and so on. Straightforward. Then, as a wrinkle, he adds at the end, "Could you imitate me, you'd certainly win. But, more likely, the curtain will fall on your lives!"
…
Okay, so.
I am legitimately intrigued by this problem, right? An enemy who reacts to everything by imitating our moves seems like a really tough opponent, but also one whose behavior we can exploit against him because he is perfectly predictable. We know, at all times, what he's going to do: Exactly what we choose to do first. We have total agency, but face a potentially perfect counter. It's up to us to decide the course of the fight.
And all this, with the pressure of the timer still ticking down.
A quick check reveals what one might suspect - when he says he 'mimics us,' he means with overwhelming power; if we attack, he responds with an attack that deals enough damage to automatically kill any one of our characters. But there are moves he cannot mimic - Zeninage, for instance, prompts him to respond with a normal attack, against one character, rather than wiping us out in a torrent of gil.
So, the first step to the solution is simple: use Carbuncle to cast Reflect on everyone, hit the Mime with my strongest spells, and have him bounce those spells back onto himself. And it works - the Mimics does not mimic buffs, only direct offensive moves, so when I use Carbuncle he doesn't cast Reflect on himself. Bam. Double Holy - first mine, then his own, reflected at himself. I have the beginning of a solid strategy (pay no attention to Bartz being dead in the background, I'm about to raise him). It works!
Which is the point where the Mimic decides to throw a tantrum because I'm not following his arbitrary rules. "You uncultured boors," he calls us, "know you nothing of an artist's soul?"
So yeah. If you try to actually win the fight based on the rules he's set up for us, he gets pissed, throw an omni-Meteor that ignores Reflect, and wipes out the party.
Fucking hell.
So what's the solution, if not that, given that we do not, in fact, have a Mimic command to use against him?
It's…
*heavy sigh*
*rubs head*
It's the Dark Knight reflection vs Paladin twist from IV, except played for bad comedy.
You have to mimic whatever the Mime is doing. But the Mime doesn't take action until you take action. So all you have to do… is nothing.
And wait.
At which point Gogo declares, "You've observed me doing nothing, and are copying my inaction! Or should I say… you're doing perfectly nothing, perfectly! Yes! You feel it - the essence of mimicry! I give you my blessing to follow the true path of imitation! Adieu! Break a leg!"
And then he fucking leaves.
Picture me staring at my window with a look of profound exasperation.
No, I did not enjoy this skit, no matter how cool it was in FFIV. Fuck you, Famed Mime Gogo.
Anyway, we've unlocked the Mime job! That's gotta count for something, right?
Mimic is… interesting. It's an alternative to Freelancer; it still enjoys all the passive benefits from mastered jobs, same as Freelancer, but it has a reduced equipment list (no slapping Excalibur on a mage). However, to make up for it, Mime frees up another of its action slots. Every other job in the game has !Attack, !Item, ![Job Command] and ![Free space]. Mime instead has !Mimic, ![Free Slot], [Free Slot], [Free Slot]. So, by default, Mimic can neither Attack nor use Items. But in exchange, you can slap that bad boy with, say, White Magic, Time Magic, and Summoning.
I am seeing a bright new future for Krile.
Also relatedly, Bartz just mastered Ranger, acquiring Rapid Fire in the process.
Ultimate murder blender build is online.
It's aaaaall coming together, baby.
In case you lost track due to me last mentioning it several months ago: there is an optional piano sidequest in the game. In several towns, you can find a piano which you can play. Every time you play a different piano, the party's piano skill improves. This results in a tangible effect in the form of new, better music.
The Phantom Town piano is a tricky one, being hidden behind two hidden passages, so that if you find the first one you might think that's it and not look further. Thankfully Find Passages makes this a non-issue.
The first four times you play a different piano, the characters perform basic finger exercises, but as we progress, this results in excerpts of several actual piano pieces of increasing complexity, which really helps sell the feeling of an improving skill.
I've been looking for the pianos in every town but not systematically checking I hadn't missed one, so by the time I find the Phantom Town, the last town in the game, and its hidden piano, Lenna performs for us an excerpt of Mozart's Rondo Alla Turca, which is the 7th out of 8 possible pieces, meaning there is one last piano I have missed.
View: https://www.youtube.com/watch?v=quxTnEEETbo
Which I look up on the wiki, because let's be real, I'm not spending an hour looking for it by hand. Turns out I missed a hidden one in an earlier town! Luckily, said town was not swallowed by the void. It's Regole, that remote town at the ass-end of Galuf's world where we got knocked by Exdeath's barrier.
Hell yeah. We have graduated from Mozart to Debussy's Arabesque N°1, thereby officially declaring that French 19th century pianists are superior to overrated 18th century Austrians -
Before leaving - way back when we first visited Regole there was a little girl who was looking for her ribbon. Well, guess what? She found it in the meantime, and she's happy we remembered to check in on her!
Despite providing ridiculous passive benefits, the game insists on not equipping the ribbon when I swap to Freelancer, which is going to drive me mad.
Okay, so, mastering the piano does not intrinsically bring rewards. In order to get said rewards, we have to go pay a visit to the Bard back in Crescent Town and play on their piano, then talk to them.
They give us the Hero's Rime, which is a Bard Song which, as long the Bard is singing, continuously increases the party's character level? Goddamned that seems strong.
Well, I'll see about using Bard if it seems like it would help, although so far I'm doing pretty well.
With all this behind us, it's time to head for the Fork Tower!
Called it.
So, Fork Tower. Each tower requires a different approach, which are signaled by villagers in Crescent reciting Poems of Ancient Wisdom, which are cheap three-line rhymes that I will not dignify with reposting them here. Point is: the tower on the left is full of magical opponents who are weak only to magic and retaliate against any physical attack with special counters. The tower on the right is the opposite, full of physical opponents who are only vulnerable to physical attacks and react poorly to magic.
Thankfully our party has two physical characters (Bartz, Lenna) and two magical characters (Faris, Krile), so we can make an easy split and tackle each tower individually. The game starts with whoever's on the left-side tower:
You may notice that Krile is currently a Monk. This is because I'm hoping to maybe get her to master Monk for the stats? I don't know, I'm just throwing stuff at the wall and seeing what sticks. She still has White Magic equipped, of course, not that I need it, because I just stomp everything with Syldra Dualcasts until we reach the higher levels.
Then the game swaps to the right-side tower:
Hmmm.
So the thing is, the magical group can use summons to make omni-attacks and wipe out an entire enemy screen when we have more than one? Meanwhile, unless we have some bullshit like Rapidfire already mastered, physical characters are limited to only one attack at a time, and physical opponents are fairly beefy. So encounters with groups of opponents actually present a real threat of attrition, especially considering physical classes have no handy way to heal!
Anyway that's why we have Zeninage, we stomp with zero trouble.
Both groups yell at each other over the chasm between the tower to coordinate grabbing the magic, which obviously triggers a boss fight - or rather, two boss fights.
Minotaur is clearly that brother Sekhmet warned us about, and now that someone has said it, I do recognize them as the Taurus paired boss/summons from FFVIII! Those guys were funky. Well, Minotaur is a blunt instrument, just dealing hundreds of damages with physical attacks, but at this point Lenna and Bartz are both equipped with ranged weapons and I have as many Hi-Potions as I could need, so this is just a matter of beating him to death. Whereupon he reveals his trump card!
Oh my god.
He doesn't have any MP.
I failed to capture the frame where the message pops up but that is what happens, he tries to cast Holy only he has 0 MP even though he didn't cast a spell in the whole fight, because he has no MP period, and then he instantly fucking dies from trying to cast the highest level white magic.
This is beautiful.
It also serves a useful gameplay purpose, though! At the same time as being a genuinely funny gag, it warns us that in the other battle, against the magical boss, we should be on the lookout for him casting Flare, because this guy definitely won't have 0 MP so we need to be ready for a world of hurt!
The 'must be taken simultaneously' thing, btw, manifests in the fact that we have 10 seconds to press the button to grab Flare or else it's game over. Not likely to be much of an issue, but a neat touch.
"Omniscient" is definitely a JRPG boss name. Check out the drip on my guy here.
Unfortunately he's not going to live up to his name or fashion sense. He is a pure magic attack, which means Carbuncle reflects his spells back at him, and then I can just blast him with Dualcast Summons.
What is interesting in this fight is who over- and underperforms. Because Bahamut's Mega Flare only deals damage in the 1,500, whereas Old Girl here, well:
Total blowout.
Unfortunately and ironically dualcasting Syldra means that the battle is over so fast I didn't even have time to cast Shell on both Faris and Krile, only Faris (which you can see from the green outline above), so when that dude dies, well:
Krile's Monk HP is nearly enough to tank this, but falls just short, and she dies. Given that this battle is worth 20 ABP on its own, this is enough to prompt me to reload and do it again with proper coverage, whereupon Shell halves Flare's damage and both girls make it.
Yaaaay!
Oh noooo!
Okay this actually turns out totally safe. The tower vanishes and leaves our character out in the open, with the way to the Catapult once again opened:
…
See now why would you put the Catapult there. Why is the secret ship research facility underwater in a lake, with no outlet into the sea. This completely destroys my theory as to why the Ronkan put it there! This doesn't make sense as a place to build such a thing! Even if they wanted to build it into an isolate lake cut off from the ocean for security or discretion reasons, they have another, bigger lake right next to it that directly connects to the town site that might have been used to approvision it! This doesn't make sense.
Well, it doesn't matter. Let's meet up with Cid.
It turns out Cid found a way to get himself stuck in one of the giant mechanical wheels of the catapult, and Bartz has to rescue him in extremis.
Well, that was sudden, but not unwelcome!
Mid and Cid play out another of those 'multiply from how incredibly fast they work' and soon, we are handed back our ship with new transformation capabilities.
After a cut to Mid and Krile on the deck, Mid muses that the changes should be complete soon; Krile says admiratively that his granddad works really hard, but Mid's reaction is somber.
Mid says that he knows that, and deep down Cid knows it too, but of course it's not that simple. Cid's inventions were well intentioned, but they did end up playing a part in the crystals' destruction and Exdeath's defeat. He does bear a part of responsibility - even if it's not moral responsibility, and he couldn't have known the far reaching consequences of his actions. Nor is it certain that him abstaining from building the crystal machines would have done more than delay Exdeath's eventual escape. But it's understandable that he would feel some degree of guilt, and try to atone by building machines meant to save this world that's now in danger.
Cid comes back, matter-of-factly informing us that the work is done and our ship is now capable of turning into a submersible. Then, just as he is about to leave, he pauses and looks down wearily, or sadly.
It's incredible how much use the game is getting out of this simple single sprite.
All that Cid is good at, he says, is 'modifying machinery'; even so, he's tried everything in his power to help, and the rest is now in our hands.
Man. That guy really has a guilt-induced self-deprecating streak a mile wide, doesn't he?
Cid is a genius, who's built wonders undreamed of since the days of Ronka. He's done so from nothing but some dusty old tomes no one had ever found such inspiration from. He's built airships and submarines and basically made this millennium-old ancient base his home, and mastered its technology. He's built the tech with which we'll save the world. But in his eyes, all that is just 'modifying machinery' - he doesn't even see himself as an inventor.
That's another reason we have to win; to free that old man from his burden of guilt and perhaps let him see himself as who he really is.
(Random note though; it's kind of funny that he's directly addressing Bartz, like he's taken the role of 'team leader' by simple virtue of being the one spunky shounen dude, instead of like… Faris, who's older and more experienced or Lenna who's royalty - Krile I will grant him because she's younger and he literally doesn't know her; but, hm, the fact that Bartz fell into the 'shounen protagonist = face of the party = team leader' in some of those scenes is kinda eeeh in light of how he's literally the One Dude in this group.)
Krile enjoins Mid to 'take care of his grandpa,' and Bartz takes the ship's commands, and we fly away.
And then immediately down.
Submarine, baby!
The World Map reveals four potential locations to explore, and I check them each in turn, but my interest is immediately focused on one area in particular:
The sunken Tower of Wals, erstwhile location of the Water Crystal.
Immediately upon entering, it turns out that the sunken tower is, well, sunken, and Bartz nearly drowns before managing to hold his breath and, well:
Seven minutes holding one's breath is well within the realm of the possible for highly trained humans, although doing so while swimming around and fighting monsters perhaps less so. Thankfully all our characters are supernaturally empowered warriors of light! The seven minutes act as a timer on our expedition into the tower - the last Water Crystal shard is no longer on this floor, and we will need to dive to the bottom of the tower to retrieve it.
The monsters appear similar to what there was last time, but obscured by the water, and we frankly don't have enough time to deal with them so it's Flee every fight (wait fuck the Brave Blade - WHO CARES IT LITERALLY NEVER AUTOEQUIPS).
Finally, at the bottom of the tower, we find:
What the fuck is this dude.
Okay, so, I know the last Water job is the Mime, and this dude appears to be, like, the ultimate Mime? And he has a whole introduction prepared: His name is Gogo, Mimic extraordinaire; "The basis - no, the very soul of mimicry, is the ability to aptly imitate anything, no matter the situation. Thusly, I will imitate your every move!" When we attack, he attacks, when we cast a spell, he casts that spell, and so on. Straightforward. Then, as a wrinkle, he adds at the end, "Could you imitate me, you'd certainly win. But, more likely, the curtain will fall on your lives!"
…
Okay, so.
I am legitimately intrigued by this problem, right? An enemy who reacts to everything by imitating our moves seems like a really tough opponent, but also one whose behavior we can exploit against him because he is perfectly predictable. We know, at all times, what he's going to do: Exactly what we choose to do first. We have total agency, but face a potentially perfect counter. It's up to us to decide the course of the fight.
And all this, with the pressure of the timer still ticking down.
A quick check reveals what one might suspect - when he says he 'mimics us,' he means with overwhelming power; if we attack, he responds with an attack that deals enough damage to automatically kill any one of our characters. But there are moves he cannot mimic - Zeninage, for instance, prompts him to respond with a normal attack, against one character, rather than wiping us out in a torrent of gil.
So, the first step to the solution is simple: use Carbuncle to cast Reflect on everyone, hit the Mime with my strongest spells, and have him bounce those spells back onto himself. And it works - the Mimics does not mimic buffs, only direct offensive moves, so when I use Carbuncle he doesn't cast Reflect on himself. Bam. Double Holy - first mine, then his own, reflected at himself. I have the beginning of a solid strategy (pay no attention to Bartz being dead in the background, I'm about to raise him). It works!
Which is the point where the Mimic decides to throw a tantrum because I'm not following his arbitrary rules. "You uncultured boors," he calls us, "know you nothing of an artist's soul?"
So yeah. If you try to actually win the fight based on the rules he's set up for us, he gets pissed, throw an omni-Meteor that ignores Reflect, and wipes out the party.
Fucking hell.
So what's the solution, if not that, given that we do not, in fact, have a Mimic command to use against him?
It's…
*heavy sigh*
*rubs head*
It's the Dark Knight reflection vs Paladin twist from IV, except played for bad comedy.
You have to mimic whatever the Mime is doing. But the Mime doesn't take action until you take action. So all you have to do… is nothing.
And wait.
At which point Gogo declares, "You've observed me doing nothing, and are copying my inaction! Or should I say… you're doing perfectly nothing, perfectly! Yes! You feel it - the essence of mimicry! I give you my blessing to follow the true path of imitation! Adieu! Break a leg!"
And then he fucking leaves.
Picture me staring at my window with a look of profound exasperation.
No, I did not enjoy this skit, no matter how cool it was in FFIV. Fuck you, Famed Mime Gogo.
Anyway, we've unlocked the Mime job! That's gotta count for something, right?
Mimic is… interesting. It's an alternative to Freelancer; it still enjoys all the passive benefits from mastered jobs, same as Freelancer, but it has a reduced equipment list (no slapping Excalibur on a mage). However, to make up for it, Mime frees up another of its action slots. Every other job in the game has !Attack, !Item, ![Job Command] and ![Free space]. Mime instead has !Mimic, ![Free Slot], [Free Slot], [Free Slot]. So, by default, Mimic can neither Attack nor use Items. But in exchange, you can slap that bad boy with, say, White Magic, Time Magic, and Summoning.
I am seeing a bright new future for Krile.
Also relatedly, Bartz just mastered Ranger, acquiring Rapid Fire in the process.
Ultimate murder blender build is online.
It's aaaaall coming together, baby.