The fourth character on my seventh saga solo run list for the Super Nintendo was Wilme. This run seemed the most challenging and defeating Gorsia at level 49 became the closest battle I fought yet. After I load the game I go to the Barluica church to illustrate that I cannot use the heal spell because of my solo quest and the absence of a partner. I also showcase my current level of 49 and character’s statistics before leaving town to begin my final journey.
During the course of gameplay, I managed to get the sword from the enemy of the same name, which is the only piece of equipment he can equip in the game. Because of this his money was above 200,000 since the only thing I could do was sell any equipment found and purchase potions, mirrors, harps and other bottle buffs when needed. This made his run a lot quicker since I didn’t even need to bother with the weapon and armor shops of the towns. His insane stat growth was his only saving grace with the guard, power, and speed being very high. The low magic stat made certain battles very difficult and usually caused me to use a potion after being hit by a spell or two. Fortunately, most of time he was able to just jump out of the way of both physical and magical attacks because of his high agility.
Saro’s cave wasn’t really too bad for him, and he was able to make his way through occasionally utilizing a potion 3. If I encountered a group of S Demons and Undeed, I would utilize a bottle of power to avoid having to defend prior to attacking to get the power boost since these enemies loved the revive spell. The bosses at the end weren’t too bad either. I simply made sure I had enough potion 3’s left, buffing up with agility and power potions before starting my assault phase. The only thing I had to watch out for was the blizzard 2 spells which would do some considerable damage if Wilme didn’t dodge.
Upon arriving at Gorfun Castle, I basically ran through his castle utilizing doorways to reset enemies, as in the other runs. I was able to make it through the entire castle without any random encounters, arriving at Gorsia with most of my high level healing items in tow and at level 49.
In this run I had to be extremely careful with Gorsia and had to heal after taking any type of damage. This was partly due to the low level of Wilme and his poor magic defense, as stated earlier. One since attack would take more than half of my hit points and a spell would nearly take three fourths of my life away. The first part of the battle was survival at least until I got some spare turns to use the runes rather than having to follow up with healing. Most of the time I could only get head way if Wilme dodged an attack or Gorsia cast vacuum or petrify, both of which I had immunity due to a supply of mirrors and harps.
At the very beginning I used a bottle of defense to aid me in taking physical damage and then struggled to get a bottle of agility in use. After this I began the pecking order of Wizard and Light Runes to lower his defense to the stat altering runes. Since any of his attacks did extreme damage I decided to nerf his attack with the Moon Rune, decrease his magic with the Sky Rune and finally lower his agility with the Wind Rune. At this point I was still very cautious, going to my inventory for curative items for any time where my hit points dropped below 300.
The assault phase began with the use of the Water Rune to cut his hit points in half, Star Rune to reduce his defense, and a bottle of power to increase my attack. At this point I was down to just life recovery items, as he started using only physical attacks, I surmised with some calculations that he probably ran out of magic points. At this point I could take a couple hits allowing me the extra turn to defend before attacking to increase my offensive power. Even though we were in the final stretch I remained generous with my remaining recoveries until he finally fell, allowing me to see the ending and credits once more.