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I never remove Shir from the party once she shows up simply because she's among the coolest RPG characters in existence.
I just remembered, a grim detail that I really like is, how you just die. What you can get back, is a clone, a perfect copy of the fallen person. But nothing more than a copy, the original is still dead.
Oh, man, that mountain. I've beaten Phantasy Star II in the distant past, a couple of times even, so I must have muddled my way through it, but the last time I tried to play that part, I was just running in circles for hours, finally broke down and looked up a map, and still couldn't find the right path, so I gave up. There's definitely a part of me that wants to give the dungeon designer props for making them so hard to navigate even with an overhead perspective. Ironically, the late game dungeons are substantially easier just because they have stairs that actually look like stairs.
Rudo and Amy are great and I think you'd make the game a lot harder for yourself by leaving either of them out. Kain is good for the dams. Anna is probably better after the dams, but if you used Kain for them you'd have to level her afterwards. Shir can steal at any shop, and always goes back to Rolf's house when she does, even if it's on another planet, so you'll want to save scum before doing any shopping if you use her. But her stats and techs are good. The only one who might be dead weight is Hugh, and even he can use his techs again after the dams, so he's not that bad.
I have the GG ones, but apparently there were MD text adventure games first.EDIT: Oh, those text adventures were Mega Drive games, apparently? I had no idea.