FINAL FANTASY IIIj ------------------ FAMICOM 1990 ------------------ FAQ & Walkthrough Created by KuZap rkni@islandnet.com --------------------------------------------------------------------------- Version 2.0 May 1997 Created with DOS Edit (Normal Resolution) --------------------------------------------------------------------------- Table of Contents 1: About FF3j 1.1: What is FF3j? 1.2: What Final Fantasy is 3j most like? 1.3: What platform/Where can I get FF3j? 1.4: Questions about Emulators 1.5: What is this 'Translated' Version I hear about? 2: Inside FF3j 2.1: What Classes are Available? 2.2: What Magic can be found/bought in FF3j? 2.3: What Items can be found/bought in FF3j? 2.4: What Special (Plot) items can be found in FF3j? 2.5: What Weapons can be found/bought in FF3j? 2.6: What Armor can be found/bought in FF3j? 2.7: What are the Bosses in the game? 2.8: What are the Various Races in Final Fantasy? 2.9: What are the Companions that Travel with you? 2.10: How is Travel Accomplished? 2.11: General FF Strategy Tips 2.12: What the hell is a Fat Chocobo? 2.13: How do I play the game? 2.14: Questions from those who do not speak Japanese 2.15: Comparisons and oddities 3: About the FF3j FAQ 3.1: Whats with some of the weird names? 3.2: How can I help? 3.3: Thanks to... 3.4: FAQ updates 3.5: Author Information 4. Walkthrough 4.01: Altar Cave 4.02: Ul Town 4.03: Kazus Town 4.04: Desert Area 4.05: Sasun Castle 4.06: Cave of the Seal 4.07: Sasun Castle (Revived) 4.08: Kazus Town (Revived) 4.09: The Big Rock 4.10: Canaan Village 4.11: Bahamut's Nest 4.12: Forest of Recovery 4.13: The Town of the Midgets: Tozas 4.14: The Road out of Tozas 4.15: Viking Base 4.16: Nepto Shrine 4.17: Viking Base (Revisited) 4.18: Tokkle Village 4.19: Village of the Ancients 4.20: Living Forest 4.21: Gurgan Tribe's Canyon 4.22: Argas Castle 4.23: Owen Tower 4.24: Gisairu Town 4.25: Dwarf Cave 4.26: Fire Cave 4.27: Dwarf Cave (Revisited) 4.28: Tokkle Village (Revisited) 4.29: Hyn Castle 4.30: Living Forest 4.31: Argas Castle (Revived) 4.32: Canaan Town (Revisited) 4.33: Fly off! 4.34: Tozas Town (Revisited) 4.35: Solitary Island 4.36: Water Temple 4.37: Water Cave 4.38: Amur & Sewers 4.39: Goldor's Mansion 4.40: Dastar 4.41: Leprit 4.42: Kingdom of Salonia 4.43: Castle Salonia 4.44: Une's Shrine 4.45: Dorga's House 4.46: Mahoujinn Cave 4.47: Salonia Basement 4.48: The Time Temple 4.49: Dorga's Village 4.50: Undersea Cave 4.51: Une's Shrine 4.52: Swamp Cave [Excavation site] 4.53: Town of the Paladins 4.54: Cave of the Leviathan 4.55: Cave of the Bahamut 4.56: Cave of the Ordeals 4.57: Statues of the Quest 4.58: Crystal Tower & The Light Complex 4.59: Dorga's House (Revisited) 4.60: The Secret of Eureka 4.61: Crystal Tower 4.62: Final Maze 4.63: The Cloud of Darkness 4.64: Finale [Ending Spoiler! YOU HAVE BEEN WARNED!] ---------------------------------------------------------------------------- 1.1 What is FF3j? ---------------------------------------------------------------------------- Final Fantasy IIIj is the japanese Final Fantasy III, released for the Famicom (known as NES in North America). The j differentiates the name from Final Fantasy III, a North American SNES game. This chart describes the differences: Key: NES: Nintendo Entertainment System SNES: Super Nintendo Entertainment System FAM: Nintendo Famicom (Japanese NES) SFAM: Super Famicom (Japanese SNES) PSX: Sony Playstation North America Japan --------------------------------------------- Final Fantasy 1 (NES) Final Fantasy 1 (FAM) *Not released Final Fantasy 2 (FAM) *Not released Final Fantasy 3 (FAM) Final Fantasy 2 (SNES) Final Fantasy 4~(SFAM) *Not released Final Fantasy 5 (SFAM) Final Fantasy 3 (SNES) Final Fantasy 6 (SFAM) Final Fantasy 7 (PSX) Final Fantasy 7 (PSX) (Note: Titles designated with an asterisk (*) are planned for a north american release by Square, but nothing decisive has been confirmed. The tilde (~) on FF4 designates that it is substantially different from the North American Version. See the Final Fantasy IV faq for more information.) ---------------------------------------------------------------------------- 1.2 What Final Fantasy is 3j most like? ---------------------------------------------------------------------------- Final Fantasy 3j is most like Final Fantasy I and V. Characters are named, classes are chosen, etc. However, it is also the start of many Square trademarks. -Moogles make their first appearance; relatively untouched compared to their FFV/VI followers. -Chocobo's are available in two types: White (for movement) and Fat (for storage). -The Debut of several mainstay classes like Dragoon's and Caller's. (Note: Richard of FFIIj was a Dragoon, but nothing differentiated him from any of the other non-Dragoon characters.) ---------------------------------------------------------------------------- 1.3 What/Where can I get FF3j? ---------------------------------------------------------------------------- Final Fantasy 3j (FF3j) was originally made for the famicom. However, due to the extreme age of this title, it has become extremely rare. Recently, several new platforms have popped up for playing this title. Supposedly, Square plans to release it on the Sony Playstation. Also, it is available for NES emulators, although the legality of such things are null...zero...nada. If you recognize these legal issues, but still wish to take it on, several internet sites carry both the full japanese version and a partially translated version for those who are not japanese-literate. ---------------------------------------------------------------------------- 1.4 What Emulators? ---------------------------------------------------------------------------- Emulators are computer programs that are programmed to 'behave' like your video game system (in this case). By using quasi-legal rom dumping hardware to put the .rom file on a computer, it becomes possible for the emulators to play games. Legal or not, there are sites on the internet that carry these games. With this in mind, I nor any other FAQ I know of will let you know the location of these sites. Find it yourself! ---------------------------------------------------------------------------- 1.5 What is this "Translated" FFIIIj I hear about? ---------------------------------------------------------------------------- A group of people on the internet (who shall remain nameless unless they ask otherwise) have managed to alter a copy of the FFIIIj rom. The alteration they have performed has in fact translated a great deal of the game. Translated: Class Names Stat Screen words Weapon Names (89%) Armor Names (80%) Item Names (99%) Magic Names (87%) Text (2%) Why is the whole game not translated? In many ways, the english language is much bigger than the japanese language. While it may take 4 letters for the word "Boom", the same word can be usually be accomplished with one japanese symbol. One symbol is worth the same in terms of file space as one letter of the english alphabet, so a lot more space is usually needed for translations. -But I surely have enough hard drive space. Why can't it all fit? ROM's have a special code inbedded in them so the ROM can check its file size when in use. If the file size is wrong, the ROM realizes it is damaged and will not work. While this is fine for cartridges, its a problem for emulators that cannot yet be avoided. ---------------------------------------------------------------------------- 2.1 What are the classes (jobs) available in FF3j? ---------------------------------------------------------------------------- Weapon Type:Type of equippable weapon Armor Rank: Weak (cant equip much) Medium (so so) and Strong (lots) Commands: Available battle commands Strengths: Level up and stat strong points Special: Special ability Use: Recommended use Onion Kid ------------- Weapon Type: Sword/Knife Armor Rank: Weak Commands: Fight/Parry/Run/Item Strengths: none Special: They can equip crystal armor. Use: Upgrade ASAP. These guys suck like no other! Fighter ------------- Weapon Type: Sword Armor Rank: Strong Commands: Fight/Parry/Run/Item Strengths: Attack Power/Defense/HP Special: None Use: Forget about shields and put a sword in each hand. Battles are much easier that way. Knight ------------- Weapon Type: Sword Armor Rank: Strong Commands: Fight/Parry/Run/Item Strengths: Attack Power/Defense/HP Special: Guard -protects other party members when they are weak Use: Dual Swords make for a happier soldier. Also take note that only the Knight can hold the legendary "Excalibur". Paladin (Mystic Knight) ------------- Weapon Type: Katana/Boomerang Armor Rank: Strong Commands: Fight/Magic/Parry/Item Strengths: Attack/Magic/HP Special: Lv. 1-3 White Magic Use: Double up the Katana's...They will not duplicate later enemies. Boomerangs are also effective. Monk ------------- Weapon Type: Fists/Nunchucks Armor Rank: Weak Commands: Fight/Parry/Run/Item Strengths: Attack/HP Special: Fists results in up to 50x hits as skill increases. Use: Nunchucks only decrease attack power. Use Fists. Karate Master ------------- Weapon Type: Fists/Nunchucks/Claws Armor Rank: Weak Commands: Fight/Keep/Parry/Item Strengths: Attack/HP Special: Keep: Master saves up attack energy for one round. While saving, defense is 0, but when attack unleashed, 2x attack power is given. This technique can be used twice in a row; subsequent charges in a row will blow the energy up in your face for a loss of about 1/2 your HP. Use: Double up the Claws! Keep him in the back row if he cant kill very easily. If your level is high enough however, remember that fists might be more effective. Thief ------------- Weapon Type: Knives Armor Rank: Weak Commands: Fight/Steal/Flee/Item Strengths: Agility Special: Flee is a higher percent version of Run. Also, Thieves, when they are the visible character, can open doors that normally only a magic key can unlock. The use of Steal is obvious. Use it to steal various things from enemies. Use: Double up the knives, have him stealing when thats not enough, and have him use flee frequently when in toad or small form. Ninja ------------- Weapon Type: All Weapons Armor Rank: Great!! Can use all armor Commands: Fight/Parry/Run/Item Strengths: Agility/Escape Special: He can use everything. What else do you need? Use: Later in the game...equip him with Shuriken. Double up and fire away for 5000+ damage. You can equip new ones during battle without turn penalty. Sage ------------- Weapon Type: Books Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Lv.1-8 Black/White/Call Magic Use: These guys rock. They hold everything! Stock them up with Call magic before adding black and white. Why not change all your magicians to this class? Because they are not specialized, their magic is not as effective as pure white or black wizards. Red Mage ------------- Weapon Type: Swords/Knives Armor Rank: Medium Commands: Fight/Magic/Run/Item Strengths: HP/Magic Special: Level 1-4 Black or White Magic Use: Put together your favorite arsenal, as the combination of black and white magic makes him a force to be reckoned with....for awhile. Scholar ------------- Weapon Type: Books Armor Rank: Weak Commands: Fight/Peep/Peer/Item Strengths: none Special: Peer lets you spy on the strengths/weaknesses of enemies. Peep is the same as -Peep- Magic. Use: Not very effective for fighting...he is best only for keeping tabs on enemies. Peer is VERY important for the battle with the Wizard Hyn, according to one of my sources. Nothing wrong with blundering through like I did though. White Mage ------------- Weapon Type: Staff Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: White Magic Lv.1-7 Use: For most of the game, white mages hold you in the game with their healing powers. Always keep them well stocked with magic. White Wizard ------------- Weapon Type: Staff Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: White Magic Lv.1-8 Use: Upgrade to this class ASAP. While you can't get Lv. 8 magic until the Crystal Tower, they will offer you enhanced skills and magic uses, and they have more MP. Black Mage ------------- Weapon Type: Knives/Rod Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Black Magic Lv.1-7 Use: These guys sure are handy! Loads of evil magic to rain on your opponents...just keep their magic up to date. Black Wizard ------------- Weapon Type: Rod Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Black Magic Lv.1-8 Use: 2 words. Flare and Meteo. They hit hard, and they hit fast. The power of nuclear energy is not to be ignored; so get it! Hunter --------------- Weapon Type: Bow/Arrows Armor Rank: Weak Commands: Fight/Magic/Parry/Item Strengths: Magic, Fighting Special: Level 1-3 White Magic Use: This is a tough call. The armor level is often not up to par, and lots of investment is needed for good arrows, but in the end, this is quite an effective class. Make sure you keep his arrow stock up! Taoist (Elementalist) ------------- Weapon Type: Bells Armor Rank: Weak Commands: Fight/Terrain/Parry/Item Strengths: Element Special: Terrain: Magic Attack based on fighting location. Use: Incredibly useless. They look funny in their North Pole outfit, but come up worthless in battle. Dragoon ------------- Weapon Type: Spears Armor Rank: Strong Commands: Fight/Jump/Parry/Item Strengths: HP/Attack Special: Jump takes Dragoon out of battle for 1 round, thus suffering no damage from enemies. On second round, he will fall and smash the opponent for up to 200% more damage. Use: Double up the spears and keep him flying. If bosses use some bad magic...jump may keep your fight alive. Viking ------------- Weapon Type: Axe, Hammer Armor Rank: Medium Commands: Fight/Parry/Run/Item Strengths: HP/Attack Special: None Use: A good alternative to the fighter or knight for a short time. Axes hit less but are stronger. Caller ------------- Weapon Type: Rods Armor Rank: Medium Commands: Fight/Magic/Run/Item Strengths: Magic Special: Level 1-8 Call Magic (Effect type) Use: Its your choice. Some of the later spells are better than black magic, but there is not as much variety to the magic. Bard ------------- Weapon Type: Harps Armor Rank: Weak Commands: Sing/Scare/Cheer/Item Strengths: none; not being able to just 'Fight' is annoying Special: Sing lets you sing the songs of troubadours. Cheer peps the party up. Scaring enemies is just silly. Use: Well...if you feel adventurous.... Summoner ------------- Weapon Type: Rods Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Level 1-8 Call Magic (attack type) Use: This is basically the next level of Caller, with the only additions being able to equip new armor and increase magic effectiveness. --------------------------------------------------------------------------- 2.2 What Magic is found or bought in FF3j? ___________________________________________________________________________ FF3j has 3 types of Magic: Black (Attack), White (Healing), and Call (Attack by monster). Certain Magic spells are not limited to hitting one enemy or ally; if you press over far enough, all enemies or allies will be selected. This method spreads the single spell over all enemies or allies, which gives a weaker effect. Kill based magics are special: Their success rates depend on how their level compares to yours, and upon a certain rate of chance. At even levels, 40% is my best percentage guess. Elemental magics depend on your knowledge of the 4 elements. In almost all cases: Lit beats Water Ice beats Fire Fire beats Ice Wind beats Earth ----------------------------------------------------------------------- Black Magic Effect Range Lv. Cost (GP) Fire Fire Attack [weak] (single/multi) 1 100 Ice Ice Attack [weak] (single/multi) 1 100 Sleep Put Enemy to Sleep (single/multi) 1 100 Lit Lightning Attack [weak] (single/multi) 2 700 Poison Poisons Enemy [weak] (single/multi) 2 700 Blind Blind's Enemy (single/multi) 2 700 Fire 2 Fire Attack [medium] (single/multi) 3 1500 Ice 2 Ice Attack [medium] (single/multi) 3 1500 Lit 2 Lightning Attack [med.] (single/multi) 3 1500 Ice 3 Ice Attack [strong] (single/multi) 4 3000 Shade Stuns Enemies (single/multi) 4 3000 Break Turns enemy to (single) 4 3000 stone after several uses. Lit 3 Lightning Attack [str.] (single/multi) 5 5000 Erase Erases Enemy (kill) (single) 5 5000 Kill Kills Enemy (multi) 5 5000 Only Seems to work Outdoors Fire 3 Fire Attack [strong] (single/multi) 6 10000 Bio Poisons Enemies [strong](single/multi) 6 10000 Warp Return to Previous Floor(multi) 6 10000 Same as Erase in battle Break 2 Stones Enemy (single) 7 20000 Quake Earthquake Attack (multi) 7 20000 Drain Steals HP from Enemy (single) 7 20000 Flare (Nuke) Nuclear Flare (single/multi) 8 60000 Death Doom Attack kills Enemy (single) 8 60000 Meteo Meteors Hit Enemies (multi) 8 60000 ------------------------------------------------------------------- White Magic Effect Range Lv. Cost (GP) Cure Restores HP [weak] (single/multi) 1 100 Anti Cures Poison (single/multi) 1 100 Sight Same as Midget Pan item (single) 1 100 Aero Wind Attack (single/multi) 2 700 Toad Change to Toad (single/multi) 2 700 Size Change to Midget (single/multi) 2 700 Cure 2 Restores HP [medium] (single/multi) 3 1500 Wash Cure Pois., Blind, Conf.(single) 3 1500 Exit Exit Dungeon/Tower/Cave (multi) 3 1500 In Battle, works as -Erase-. Peep Examine Enemy HP (single/multi) 4 3000 Confuse Confuses Enemies (single/multi) 4 3000 Mute Mutes Enemy (no magic) (single/multi) 4 3000 Cure 3 Restores HP [strong] (single/multi) 5 5000 Raise Revives Slain Ally [1HP](single) 5 5000 Protect Temporary Defense Up (single) 5 5000 Aero 2 Wind Attack [medium] (single/multi) 6 10000 Soft Restores Stone Ally (single) 6 10000 Haste (Fast) Essentially doubles (single) 6 10000 ally's Attack Power. Cure 4 Restores HP [strong+] (multi) 7 20000 Restores HP [complete] (single) Wall Reflects Magic at Sender(single) 7 20000 Heal Heals all conditions (single) 7 20000 except death. Gale Tornado hits enemy and (single/multi) 8 60000 reduces HP to 5 Holy Holy Energy hits Enemy (single) 8 60000 Araise Revives Slain Ally to (single) 8 60000 Full HP. ------------------------------------------------------------------- Call Magic is rather different depending on the character who uses it. For the Caller class, the Effect will be either A or B. For the Summoner or Sage, the effect will be C. Name in parentheses is the official 'name' of the spell itself. Call Magic Effect Range Lv. Cost Chocobo A: Party runs from (multi) 1 100 (Escape) Battle. B: Pink Chocobo bites (single) 1 100 enemy for damage. C: Pink Chocobo bites (multi) 1 100 at all enemies. Shiva A: Casts Sleep on foes (multi) 2 700 (Icen) B: Attacks one Enemy (single) 2 700 C: Shiva makes cutting (multi) 2 700 Diamond Dust rain down on the enemies. Ramuh: A: Stuns enemies (multi) 3 1500 (Spark) B: Staff of Lightning (single) 3 1500 electrocutes enemy. C: Staff of Lightning (multi) 3 1500 electrocutes enemies. Ifrit A: Restores Partial HP (multi) 4 3000 (Heat) B: Torches Enemy (single) 4 3000 C: Flames of Hell (multi) 4 3000 scorch enemies. Titan A: Punches or Kicks (single) 5 5000 (Hyper) Enemy (strong) B: Punches or Kicks (single) 5 5000 Enemy (medium) C: Ground Stomp creates (multi) 5 5000 powerful earthquake. Odin A: Casts Wall on Allies (multi) 6 ---- (Catastrophe) B: Sword hits one enemy (single) 6 ---- for damage. C: Sword slash dices all(multi) 6 ---- opponents. (kill) Leviathan A: Stone glare! hits (multi) 7 ---- enemies and petrifies them. (Levia) B: A huge waterspout strikes enemies.(multi) C: A tsunami (multi) 7 ---- slams into enemies. Bahamut A: Casts -Fast- on (multi) 8 ---- (Bahamur) your party B: Flare Kills Enemy (single) 8 ---- C: Breath of Mega Flare (multi) 8 ---- torches enemies. --------------------------------------------------------------------------- 2.3 What Items can be found/bought in FF3j? --------------------------------------------------------------------------- Cost: Price to buy Item in GP. "-" signifies it can only be found. Range: S= Single A=Ally (Allies) M= Multi E=Enemy(Enemies) Effect: Describes result of using item. Elemental Items quite often have a random damage level. Name Cost (GP) Range Effects Potion 150 S-A Restores HP [Up to 300 HP] Voice 100 S-A Cures "Mute" Condition Eyedrop 40 S-A Cures "Blind" Condition Soft 300 S-A Cures "Stone" Condition HiPotion 1200 S-A Restores HP [Up to 500 HP] Pure 80 S-A Cures "Poison" Condition Midget Pan 200 M-A Shows Overworld Map (buy some in Tozas) Gisahl Vegetable Drop in Box to reveal Fat Chocobo (Carrot) 150 S-A (get in Gisahl or on Invincible) FenixDwn - S-A Revives Slain Ally, Gives 1 HP Elixir - S-A Cures All HP, Restores MP DarkScent - S-E Same as -Doom- Magic LamiaScale - SM-E Stuns Enemy/Enemies God'sRage - SM-E Same as -Lit2- or -Lit3- Magic EarthDrum - M-E Same as -Quake- Magic Bomb'sRightArm - SM-E Same as -Fire2- or -Fire3- Magic Piece of Bomb - S-E Same as -Fire- or -Fire2- Magic ?y]YAPe 1000 M-A Same as -Exit- Magic Lilith'sKiss - S-E Same as -Drain- Magic MagicLamp ???? S-A ???? Bacchus' Wind - S-A Same as -Fast- Magic Curtain of Light- S-A Same as -Wall- Magic Maiden'sKiss ???? S-A Cures Toad TurtleShell - S-A Same as -Protect- Magic WhiteScent - S-E Same as -Holy- Magic Chocobo'sRage - S-E Same as -Flare- Magic BlackHole - S-E Same as -Erase- Magic Tranquilizer - SM-E Same as -Shade- Magic Zeus'Rage - SM-E Same as -Lit1,2,3- Magic Magic Key 100 -- Opens Almost all Locked Doors. Icy Wind IceBlast Demon'sSigh Imp'sYawn FhYJCmm MuteToken WoolPillow Bomb'sHead --------------------------------------------------------------------------- 2.35 What Special (Plot) Items can be found in FF3j? --------------------------------------------------------------------------- Noah's Lute: -Mystical instrument used to awaken Une. Eureka Key: -Key used to unlock the door to the Forbidden Land Eureka. Sylx Key: -Key used to unlock the upper floors of Crystal Tower. (Sylx Tower) Dwarf'sHorn -Horn of the Dwarves; stolen by the theif Guzco. Nepto'sEye -Missing right eye of the Nepto Dragon from Nepto Shrine. Gear of Time -Piece of Hyn Castle used for air travel. WindFang -Used at Statues. FireFang -Gained after Defeating Salamander. Used at Statues. WaterFang -Gained after Defeating Kraken. Used at Statues. EarthFang -Used at Statues. --------------------------------------------------------------------------- 2.4 What Weapons can be bought/found in FF3j? --------------------------------------------------------------------------- Name: Name of the Weapon. Certain names may be replaced with - to signify I can't understand what it means! Strength: The Attack power as recorded from a Level 50 Ninja (Skill 1). NOTE: Attack power varies WIDELY depending on the class you choose. Dragoons will receive more benefit from spears, etc. NOTE: Attack power may receive individual bonuses if: a)You equip 2 of the exact same weapon. b)You equip 2 weapons of the same attack power. Type: Type of Weapon. There are Swords, Spears, Boomerangs, Daggers, Axes, Hammers, Katanas, Bells, Nunchucks, Claws, Staffs (twirled end), Rods (ball end), Harps, Bows, Arrows, and books. NOTE: Claw's and Nunchucks have the same icon...but don't be fooled. Only Masters use the claw, and only black belts use the 'chucks. Equip on: The eligible characters to use this weapon. F: Fighter K: Knight P: Paladin T: Thief N: Ninja Sc: Scholar C: Caller B: Black Belt D: Taoist V: Viking A: Archer S: Summoner Ba:Bard Km: Karate Master Dr: Dragoon Bm: Black Mage Wm: White Mage Rm: Red Mage Bw: Black Wizard Ww: White Wizard Sa: Sage Value: The actual resale value of the weapon. To find the shop value, multiply the value by 2. Name Strength Type Value Equip On Effect Defender 78 Sword 8250 N K BreakBlade 103 Sword 15000 N K Excalibur 144 Sword 32500 N K King's 33 Sword 2500 N K GsGmYRoG -13 Sword 2500 N K ???? 164 Sword 32750 N K IceBrand ??? Sword ??? N K Ice Based Serpent 8 Sword 750 N K WhiteSlayer -2 Sword 500 N K Salamand 15 Sword 1500 N K Fire Based Tilving 12 Sword 1400 N K Mithril 0 Sword 250 N K Long -7 Sword 100 N K Ancient Blood Onion Masamune 143 Katana 32500 N P GHBQisl" 108 Katana 11000 N P JSR 88 Katana 10500 N P Al 48 Katana 10000 N P DSI"Rns 143 B'rang 31000 N P K ???? 28 B'rang 4500 N P K Holy 83 Spear 22500 N D Blood 82 Spear 10000 N D Thunder 30 Spear 4000 N D Wind 33 Spear 5000 N D Tomahawk 43 Axe 10000 N V ??? 58 Axe 7000 N V Battle 28 Axe 2750 N V ar???? 32 Axe 4000 N V Triton 68 Hammer 10000 N V Thor 23 Hammer 7000 N V Catclaw 25 N'chuck 7000 N B Km Dragon 31 N'chuck 9000 N B Km Hell 43 N'chuck 20000 N B Km Tonfa 3 N'chuck 250 N B Km 3-Part 8 N'chuck 1500 N B Km Kaiser 18 N'chuck 3500 N B Km ???z? -5 N'chuck 30 N B Km Elven ?? N'chuck ?? ????? Shuriken 183 Dart 32750 N Orihalcon 28 Dagger 6000 N T AirKnife 43 Dagger 5000 N T Mithril -7 Dagger 250 N T Bm MainGauche 13 Dagger 3500 N T Knife -11 Dagger 10 N T Dagger -9 Dagger 10 N T B Staff -18 Staff 20 N Shine -11 Staff 1750 N Ice -11 Staff 1750 N Ice Based Burn -11 Staff 1750 N Fire Based Rune 3 Staff 9000 N Golem 0 Staff 6750 N Eldest 13 Staff 32500 N Same as "Break" Total 3 Rod 15000 N Same as "Break" Flame -5 Rod 1500 N Fire Based Frozen -5 Rod 1500 N Ice Based Light -5 Rod 1500 N Mithril -12 Rod 200 N Giyaman 8 Bell 2250 N Earth's 8 Bell 2250 N Rune 22 Bell 2750 N Madora 23 Harp 4000 N B Lamia -18 Harp 10750 N B Loki's 42 Harp 20000 N B Dreamer Lumina 54 Book 7500 N Sc Blizzard 54 Book 7500 N Sc Blaze 54 Book 7500 N Sc Heat Cold Killer 0 Bow 1000 N A Yoichi's 0 Bow 21000 N A Bow GreatBow Rune lBQYj 68 Arrow 100 N A Nether 20 Arrow 15 N A Fire 20 Arrow 15 N A Ice 20 Arrow 15 N A Wooden Holy Iron Medusa --------------------------------------------------------------------------- 2.5 What Armor can be bought/found in FF3j? --------------------------------------------------------------------------- Name, Value, Effect: See Weapons Section Defense: Defense Value Type: Armor Type. There are suits, helmets, shields, rings, bracelets, gloves, and robes. Equip on: The eligible characters to use this weapon. F: Fighter K: Knight P: Paladin T: Thief N: Ninja Sc: Scholar C: Caller B: Black Belt D: Taoist V: Viking A: Archer S: Summoner Ba: Bard Km: Karate Master Dr: Dragoon Bm: Black Mage Wm: White Mage Rm: Red Mage Bw: Black Wizard Ww: White Wizard Sa: Sage Name Defense Type Value Equip On Effect BlkBelt 11 Suit 1900 N N Genji 24 Suit 20000 N Km Crystal 28 Suit 32500 N K Reflect 20 Suit 17500 N K Diamond 18 Suit 16500 N K Dragon 15 Suit 4000 N K Demon 17 Suit 12500 N P Earth 16 Suit 2400 N Tsunogai 4 Suit 625 N Mithril 3 Suit 175 N F Clothes 1 Suit 25 N Hide 2 Suit 42 N F Darksuit 18 Suit 1900 N Viking 10 Suit 2000 N V Scholar 15 Suit 3750 N Sc Bard 15 Suit 2750 N Ba Flame 5 Suit 1200 N K Fire Based Karate 6 Suit 1000 N Km Gold Based? Wizard 11 Suit 1000 N Ice 5 Suit 1200 N K Ice Based Onion Knight White 20 Robe 3500 N Ww Wm Black 20 Robe 3500 N Bw Bm Ribbon ?? Helmet ???? ALL Chakra 8 Helmet 1000 N Dragon 7 Helmet 4000 N Genji 10 Helmet 16000 N Diamond 8 Helmet 10000 N Crystal 12 Helmet 25000 N Scholar 5 Helmet 3750 N Sc Mithril 2 Helmet 65 N Hide 1 Helmet 7 N BlackHood 5 Helmet 1000 N Viking 7 Helmet 1500 N V Feather 7 Helmet 4000 N Ba Ice 4 Helmet 600 N K Headband 4 Helmet 600 N B Km Onion Tsunogai Dragon Crystal 22 Shield 25000 N K Aegis 16 Shield 14000 N K Diamond 13 Shield 9000 N K Hero 10 Shield 1750 N K Hide 3 Shield 20 N Demon 12 Shield 6250 N Mithril 5 Shield 90 N Ice 8 Shield 900 N Onion Genji Crystal 10 Glove 25000 N Diamond 6 Glove 7500 N Genji 9 Glove 15000 N Thief 3 Glove 1250 N T Copper 1 Glove 40 N F Mithril 1 Glove 60 N Oniolet Diamond 6 Brclet 5000 N Power 4 Brclet 1250 N Rune 5 Brclet 2500 N Mithril 2 Brclet 60 N Gauntlet Protect 9 Ring 15000 N ??????? unknown 57 ---------------------------------------------------------------------------- 2.55 What are the various bosses and their HP levels? ---------------------------------------------------------------------------- Boss Name HP Land Turtle 120 Jinn 480 Bahamut (1st) 60000 (Killing has no effect) Sea Serpent 60000 (Killing has no effect, have to fight it again) Rat 450 Medusa 980 Salamander (weak) 1400 Salamander (strong) 2100 Death (Wizard Hyn) 1600 Kraken 1950 Goldor 2250 Phoenix 5000 Odin 7000 Leviathan 7000 Bahamut (2nd time) 7500 Paladin Boss 6500 (Cave of Ordeals) Paladin Boss 7800 (Crystal Tower) Hidden Sage 1100 (Paladin Town) Dorga 4500 Une 4500 -- EUREKA BOSSES -- 4F - Super Death 7040 (Boomerang) 5F - Pink Assassin 9000 (Masamune) 6F - Red Barbarian 12000 (Excalibur) 7F - Multi-Headed Wolf 10000 (Eldest Staff) 7F - Giant 12000 (Sword) -- END OF GAME BOSSES -- Demon Zande 21000 Cloud of Darkness 65000 (unbeatable) Neo Zande 10000 (for ribbon helmets) 3-Headed Wolf (NW boss) 23000 Troll (SW boss) 32000 2-Headed Dragon 29000 One-Eye 35000 Cloud of Darkness 65000 --------------------------------------------------------------------------- 2.6 What are the various races in Final Fantasy? --------------------------------------------------------------------------- Its not that complicated as some weird dungeons and dragons stuff. -Humans are the most prolific beings. If you, the gameplayer, are not one, I suggest looking at humans until you are familar with their shapes. ;) -Chocobos are the horses of Final Fantasy. They are basically very large chickens that move much faster than humans. In FF3j, white chocobo's are not very intelligent, but Fat Chocobo's are. They have a second stomach that stores your items without decay. -Dwarves are a rather wild genetic turn. Their faces are a complete shadow, with the exception of two white eyes that almost glow from their face. Their bodies are actually just like humans, albeit a bit smaller, which confuses things more. Every grown dwarf usually wears a horned helmet and triangular beard (Even females in some cases!). -Elves are fairly generic. They are usually a tad shorter than humans, with green clothing and a feathered cap a la Robin Hood. -Faeries are exactly what you expect. Tiny little ladies with butterfly wings that zoom about. --------------------------------------------------------------------------- 2.65 Who are the Companions that travel with you? --------------------------------------------------------------------------- Person: Info: Princess Sara -The pretty (although sometimes childish) princess of Sasun Kingdom. Accompanies you in the Cave of the Seal to defeat Jinn. Desh -Went to the mountain looking for something. Accompanies you in your quest, after you run from Bahamut. Cid -Master Airship creator. Helps you build two ships. Lives in Canaan but was stuck in Kazus when Jinn's curse was laid. Elia -The kind Maiden of Water. Accompanies you to the Water Crystal after you cure her. She is the only one who can open the sealed door in the Cave of Water to reach the Crystal. Prince Alus -Accompanies you to find out why his father the King Gorn of Salonia is acting so mysteriously. Une -The guardian of the World of Dreams. When you first come across Une, the bird Oumu will shoo you away. Accompanies you to find the great Invincible (an airship). Dorga -A great wizard. Accompanies you through the Mahoujin Cave and modification of the Nautilus to travel to the depths of the sea. --------------------------------------------------------------------------- 2.67 How is Travel accomplished? --------------------------------------------------------------------------- Mode: Status: Walking -Slowest. Random number is generated each time you enter the outworld, and when it reaches Zero, you fight. Each step you take has a value, plain grass being -1, forests -3 (or so), etc. While the Enemy type is predetermined, how you fight it is not. Reverse battles are caused by overshooting the Zero by a certain number, and conversely, if you hit Zero exactly, you will catch the enemy by surprise. These values also effect how many of a particular enemy you face, but it is unclear to me how. White Chocobo: -Average Speed. Chocobo's are found in forest areas, often in trees formed into a small circle. You won't fight enemies while riding one, but when you disembark, the Chocobo will automatically run back to its home forest. Chocobo's can walk through rivers, plains, forests, and deserts. Sailing Ship: -Average Speed. The ship is obtained by returning the dragon eye to the Nepto Temple; The Vikings will give it to you in gratitude. The ship can sail through ocean water only, but unlike previous Final Fantasy I, you can disembark at any shoreline. Canoe: -Slow. The Canoe allows you to journey through rivers and lakes, and is automatically carried during your journey once you obtain it from the King of Sasun. Unfortunately, the waves of the ocean prove too rough for it. Cid's Airship -Average Speed. The Hikuutei is found in the desert west of Kazus. It can go over any surface but mountains. It can only land on grass plains, and is eventually used as a wrecking ball (of sorts). Enemies are not fought in Airships unless in special areas. Airship Enterprise -Above Average speed. The enterprise is actually a modified version of the Sailing Ship, using a part from the Floating Fortress. This airship can go over any surface except mountains, but can only land in the ocean. Enemies are not fought in Airships unless in special areas. Airship Nautilus -Super Fast! The Nautilus is created by the Scholar's guild in Salonia after they accidentally shoot down the Enterprise. Like the other airships, it can not go over mountains, but instead can submerge under the ocean water to find secret caves (once modified by Dorga's magic spells). The Nautilus can only land on grass plains. Enemies are not fought in Airships unless in special areas. Airship Invincible -Average Speed. The Invincible is the Battleship of of flight. It is 4 times the size of the nautilus! In case you have an Airship battle (in special areas), the Invincible is armed with a cannon that hits all enemies before each round begins. You can disembark on any form of land (excluding mountains) because the ship never actually lands! Inside, the ship contains a free bed (Inn), 4 vending machines (Item, Weapon, Armor, and Magic for sale), and a strange white bin. Deposit a carrot, and the infamous Fat Chocobo will appear, complete with his trademark music! Also, while driving the Invincible, if you press the "A" button, the engines will temporarily increase power to lift you over thin sections of mountains. --------------------------------------------------------------------------- 2.7 General FF strategy tips: --------------------------------------------------------------------------- There are some tips that are common for almost every Final Fantasy game, or at least for the duration of FF3j. -Know your elements. If you're in a water cave, use lightning. If you're in a fire cave, use ice. Likewise, if you're in an ice cave, use fire. If you're fighting the undead (zombies, etc.) use cure. If you're not sure, fire away with your highest level magic or look at the color and shape of the particular enemy you face. Light Blue Urchins, regardless of their current location, are suceptible to Lightning. -Gain levels if you have a bit of trouble. Level-ups are so crucial to surviving that I recommend trying not to run unless you are in extreme circumstances. An extra couple of levels may make the difference between life and death in a particular battle. -Keep weaker party members in the back row. Characters that do not have high level armor (magic users!) belong in the back row. Back row characters only attack at 1/2 normal, but their defense is 1/2 better as well. Since magic doesnt care about distance, keep them behind! -Pair Like Weapons. There is almost always a boost in attack power if you equip two of the exact same weapons on one character. -Shields? What are Shields? Shields in FF3j are useless as far as I'm concerned. For what usually amounts to a defense increase of 10, is better spent on a second weapon, which in most cases doubles or triples attack power. -Ok, maybe shields aren't THAT bad. It just depends if you want defense or offense. Its also possible to have dual shields, although to what advantage they could be is unknown. -Greed is the key. Final Fantasy is a game built for cleptomaniacs. If you see a treasure chest, open it. Always search torches, bowls, fireplaces, even bookshelves, for goodies. Consider it your danger-pay. -Don't run around like a squirrel. There is nothing wrong with running, but....during the round in which you try to run, your defense levels drop to zero. However, if you are the size of a squirrel, feel free; your defense is already at zero anyway! ---------------------------------------------------------------------------- 2.75 What the hell is a Fat Chocobo? ---------------------------------------------------------------------------- The Fat Chocobo is another Final Fantasy trademark. They are an extremely fat and multi-stomached Chocobo that is also quite intelligent. By using a certain veggie from the town of Gisahl (Carrot), which happens to be this chubby chocobo's favorite food, the Fat Chocobo will suddenly appear (boy is he hungry!) and will deposit any items you do not need immediatedly in his stomach. He most likely needs the items as something to digest his food with, but luckily, your items are unaffected even after long stays. However, he cannot swallow special items (or plot items). The Chocobo appears in any forest by dropping a carrot where 'It smells like Chocobo's', or in the 'Invincible', where you can also by vending machine carrots. ---------------------------------------------------------------------------- 2.8 How do I play the game? ---------------------------------------------------------------------------- It's very easy, actually. The control pad is for movement. The A button confirms actions, talks to people, searches things, and opens treasure. The B button CANCELs whatever you have selected. Start brings up your character screen. Select changes who is the visible party member. ---------------------------------------------------------------------------- 2.9 Im suffering a)from a lack of japanese understanding b)from being stuck in a part of the game. c)from not being able to make a decision on classes. d)a feeling I've missed something. ---------------------------------------------------------------------------- I can answer this question 4 different ways: a)Learn Japanese. It is available in most schools as a language course. b)Invite someone over who knows Japanese. c)Read the Walkthrough. d)Rough it. ---------------------------------------------------------------------------- 2.15 Comparisons & Oddities ---------------------------------------------------------------------------- -Not only do the moogles and chocobo's appear, but FF1 trademark princess Sara does as well. Combine that with the Gurgan tribe who behave suspiciously like the circle of mages in FF1, and you have the hint of something like a true sequel in the FF series. -The Hyn Fortress is made of the oldest tree in the world; the mana tree. Combine that with the moogles appearing... prelude to Secret of Mana? -Some people refer to the carrot as Gisairu Vegetable, others as Gisahl...odd enough. I'm still waiting for multi opinions on some of the translations. ---------------------------------------------------------------------------- 3.1 What's with some of the weird names? ---------------------------------------------------------------------------- In most cases, the word is simply the english pronounciation to some point. (Example: Mahoujin Cave) In all other cases: a)Name from the Partial Translation b)Name from Tushino's FF3j World 1 Walkthrough c)Name I have come up with from an educated guess. d)Name is FF tradition. (Gisahl Vegetable is the Carrot. Since FF4, etc, ) (does not have the town of Gisahl, the traditional) (name of Carrot works better and is easily ) (understood. Since FFIIIj was not translated to the US,) (the name would not make sense to Americans playing) (FFII US.) ---------------------------------------------------------------------------- 3.2 How Can I Help? ---------------------------------------------------------------------------- If you feel you know more, feel free to email me at rkni@islandnet.com with your information. I currently need: Boss Abilities Some Item information The Equippable On Information. ---------------------------------------------------------------------------- 3.3 Thanks to.... ---------------------------------------------------------------------------- Tushino: Tushino@mail.telis.org -He created a couple of fantastic files which serve as the motivation and basis of this FAQ. Without his guide to help me, I would never have wanted to write a FAQ to especially cover the 2nd half of the game. Lamuness: andych@yesic.com -Went over the FAQ and added some hints and other things that very, very few people could have found out while playing the game. Kesac: ------- -Did a few little 'modifications' to give me the complete list of weapons, armor, and items in the game. Krusader mattfitz@ea.oac.uci.edu -Filled me in on some technical points to the game, as well as a whole slew of translation fixes. The game is starting to sound more english! :) SoM2Freak -------- - Drives me nuts by making me reformat everything and using a .doc Word 7 format (dumb), but he is responsible for much of the translated sections and other tidbits! ^_^ ---------------------------------------------------------------------------- 3.4 FAQ Updates ---------------------------------------------------------------------------- -Ver. 1.0 released April 1997 -Ver. 1.1 released May 1997 -remembered to add 'thanks to section' -minor additions -Ver. 2.0 released June 1997 -new secrets added -"thanks to." section doubles in size -Corrections and additions include the call magic differences -Almost all unknown techniques corrected -new character recommendations. -Translation fixes -The Weapons, Armor, Item lists are confirmed as complete. Equip knowledge and special techniques are not. -SoM2Freak added a bunch of things...some good, some bad! Yikes! ---------------------------------------------------------------------------- 3.5 Author Information ---------------------------------------------------------------------------- Thanks for downloading the FF3j FAQ. This FAQ took hours of writing, note taking, scripting, and effort from both I and others, but the final result is well worth it. If you have any questions or comments, you can email me at rkni@islandnet.com. Currently, I maintain a number of FAQs, including: (NES) Final Fantasy 3j (NES) Ultima: Quest of the Avatar (N64) Wayne Gretzky's 3D Hockey And lord knows what else I'm working on! ---------------------------------------------------------------------------- 4.0 Walkthrough ---------------------------------------------------------------------------- FORMAT: #. Place: Location: Whereabouts Shops: Type of Shops available Boss: Super-monster of level Enemies: Monsters wandering Treasure: Items found in treasure chests Recommendations: 1: My personal selections 2: Tushino's personal Selections 3: Lamuness' personal Selections 1. Altar Cave: Location: North of Ul Town Treasure: various; pick up the Antarctic Winds (Ice Blasts I think) Boss: Land Turtle Starting group: Onionkid/Onionkid/Onionkid/Onionkid Search for treasure, and fight enemies while keeping in mind that there is a healing lake in the the upper right corner of the first floor. It would be a good idea to save the antartic's you pick up for later in the game. Gain levels up to Level 5 before you enter the door at the upper left. Upon entering the Crystal Room, the only enemy is the giant turtle guarding the Wind Crystal. Fight him with regular attacks, and use a Potion to heal if absolutely necessary. Once you beat it, talk to the Crystal. You will gain the ability to change characters into 1 of 5 classes. A) New Classes: Fighter, Monk, Red Mage, White Mage, Black Mage Recommendations: 1: Fighter/Monk/White Mage/Black Mage 2: Fighter/Monk/Red Mage /Black Mage 3: Fighter/Monk/Black Mage/ White Mage If you are really greedy, enter the cave again after leaving to get more treasure. There are a few spots in the cave that obviously look like dead ends, but are actually fake walls filled with treasures. 2. Ul Town: Location: South of the Altar Cave; home of the characters Shops: Weapon/Armor/Item/Magic/Revival Treasure: Check out the well, and the storehouse in the back of the town! Enemies: Same as Overworld Around Ul Upon entering Ul, press start and switch to the jobs menu. There will be 6 classes listed: Onionkid, Fighter, Black Mage, Red Mage, White Mage, and Monk. Its up to you who you want to change, although if you're really asking for it, you dont have to change anybody. HINT #1: You must un-equip your character before they can change classes. HINT #2: Remember to place mages in the back row using the 'rank' command. By moving to the back row, they sacrifice 50% of their weapon strength, but gain double in terms of defense. As for Ul, head immediatedly to the shops and stock up. Fighters work best with 2 swords, Monks with no weapons, Red mages with sword and shield, White mages with 2 staffs, and Black mages with 2 daggers. Want some free stuff? As in every town in the game, always check ceramic pots and torches. Quite often you will activate a secret door or find something. In this case, some of the trees are not what they seem. You can also enter a well for some goodies. Nothing changes much in this town; but be careful when walking around the north end; you will fight enemies. This is a good place for experience though. Talk to the elder, Topapa. He will send the kids, who have been chosen by the Crystals to be the Light Warriors, out on a journey to save the world from the overflow of darkness! 3. Kazus Town: Location: South of Ul Town Shops: None Active (curse of Jinn) Treasure: Enemies: (Mithril Mines) Skeletons, Mummies As shown by the scared traveler huddled at his fire, the town is full of ghosts because of the curse placed by Jinn. Although the cave is empty and useless, there are still items to be found. If you want to get down to business, talk to the ghost that does not move in the bar. This is actually Cid, the master engineer, in disguise. He will tell you where his secret airship is hidden: The desert to the west. 4. Desert area: Cid's Airship Location: West of Kazus Enemies: Walk into the middle of the small desert patch. You will automatically climb down a ladder into the control center of the Hikuutei (Airship). This airship has average speed, but cannot go over mountains, and has to land on grass. 5. Sasun Castle Location: Northwest of The Desert Shops: Treasure: Look around. Walls are not always solid in FF3j! Enemies: DarkEyes and stuff. Watch out, the Griffon that guards the WhiteSlayer is pretty tough. This a treasure hunt of easter egg proportions. The castle is devoid of friendly life, but the two towers contain enemies. One of the treasures in the two towers contains an enemy far stronger than the rest (a Griffon). Clean his clock with items and magic you find elsewhere in the castle to obtain the 'White Slayer'; a sword for Red Mages. 6. Cave of the Seal: Location: North of the Big Boulder Treasure: Get the 'Cure' spell in the treasure chest here! It's useful against the undead monsters- and the heavy damage they inflict on your party. Enemies: Undeads galore. Boss: Jinn Use the airship to cross the water and enter the cave. Search for treasure, but keep a lookout for Princess Sara. Join up with her and continue on to battle the evil Jinn. Use an Antarctic Wind on Jinn. That'll blow him away! He's pretty much a pushover if you're ready for him. Remember where you parked your airship! After the battle, Sara will seal the weakened Jinn in her Mithril Ring. Sara will use the Ring's power to warp her and the party to the holy spring in Sasun Castle. She'll then toss the Ring, with Jinn sealed within, into the shining water. Now the curse is lifted! But ironically, it is a sad time for the party must now part with the Princess Sara. She tells them she will wait always for their return, and they must be sure to come back when their journey is over. 7. Sasun Castle (Revived): Location: Northwest of Desert Shops: Revival/Healing Treasure: None. You should have cleaned this place out by now. Talk to the king of Sasun to receive the canoe. The canoe will let you cross the water to retrieve your airship. Also, if you still have a Red Mage, Tushino recommends changing it to either a black or white mage. 8. Kazus (Revived): Location: South of Ul Town Shops: Weapon/Armor/Item/Magic/Revival Treasure: None. You should have cleaned this place out by now. Once you enter Kazus, Cid will talk to you about rigging your airship. He plans to turn it into a bomb to knock out the big boulder which is blocking the path to the Nelb Valley, which leads to the town of Canaan, where Cid lives. Stay in town long enough to grab some items, weapons, magic, and armor. Note: Doesn't the mine seem awfully suspicious? Well, you're right for thinking that. With Cid tagging along, switch the visible character to the FIGHTER, and have him search the dead end. You should find 2 Mithril Swords. 9. The Big Boulder: Location: South of Cave of Seal For most established Final Fantasy players, watching the Hikuutei burst into flames and rubble will bring a tear to your eye, considering how long it usually takes to get an airship. Just walk past where the big rock once stood and head south. 10. Canaan: Location: South of the Big Boulder Shops: Normal stuff Treasure: Try going down the waterfall to find an Elixir! This place kind of sucks. Drop Cid off and head to the magic shop, because magic is all you need. The armor and weapons are rehashes from Kazus. Make sure to loot the city. This is where Cid lives; you might need to call him later on. Note: There is a very tricky way to get some nice items from Cid, but it will cost you the Elixir you find in town. Use the Elixir to cure Sarina when the time comes instead of something cheap. Cid will then let you press a switch that opens their basement. Search around for a bow, magic, and other neat stuff. 11. Bahamut's nest Location: East of Canaan Treasure: Aero (White Magic), Enemies: Lots of bird enemies. Boss: Bahamut If there was ever a time to gain levels, that time is now. The enemies on the mountain are tough, and if you want to get all the treasure (yes) then you will fight a lot of them. When you reach the nest of Bahamut, head over to the weird spot in the upper left corner. This thing is actually Desh, who will join your group. He found a type of magic, Size, and gives it to the party. This will be very important!! Shortly after, Bahamut will appear. Its possible that you could beat the master of dragons, but he has around 65000 HP that is automatically restored at the end of each round. I suggest running..and fast! After running from Bahamut, Desh and the party will jump off the top of the mountain!! 12. Forest of Recovery Location: Forest north from Bahamut Drop Zone. Shops: Revival/Healing Treasure: None There is only one midget in the forest. Heal at the springs and head south. You need to cast the spell of Size that Desh gave to you to continue past this point. Press over so the finger points to everyone in the party so you only have to cast Size once! Note: When in midget form, your attack and defense is shot all the way down to the ugly number one. Make sure everybody is in the back row, and dont fight with anybody unless you feel cocky and full of magic. 13. The Town of Midgets: Tozas Location: South of the Forest of Recovery Shops: Weapon/Armor/Item/Magic/Revival Treasure: Buy some Midget Pans! And remember to loot Shelko's shelves!! This is one small town! To enter it, you must first cast Size on the party (like I told you before) and then step on the square of forest where the village is located. Loot the village, then head to the upper left house. Shelko is sick, and cannot leave her house to find a cure. Walk up to her bed, press the "B" button, and give her a herb. Her sickness will quickly dissapear, and in thanking, she will open an emergency escape entrance. Have no mercy, for Shelko has the richest book shelves in town. Go through the exit road! 14. The Road out of Tozas: Location: Escape area from Shelko's Home Treasure: None Enemies: DarkFaces, Leprechauns This can be tough. You have to be in midget form to make it through the level, so keep everybody back and try to run like hell! If necessary, use black magic to hold off persistant foes. 15. The Viking Base Location: North of the exit of the road leaving Tozas Shops: Inn/Item/Magic/Revival Treasure: Fire2, Ice2, Lit2, This place is chock full of treasure. Look -everywhere-. There are suspicious bricks with darkened edges and wall irregularities that can be walked through. There is even decoy secrets to keep you from getting to the treasure. If you are frustrated, fire the cannon. It doesn't do anything but waste time, but it makes a neat splash! When you exit the cave, you will notice a sailing ship. You can board it, but the gulf is protected by an immortal sea creature, the powerful Nepto Dragon! Nepto has been frightening the Vikings lately, and won't let them through. He won't let you through, either! Don't try it. He'll just kill you. He is angry because something stole his right eye from the Shrine of Nepto! 16. Nepto Shrine Location: Northwest of Viking Hideout Exit Treasure: Enemies: Boss: Big Rat Another annoying midget level. You have to return the dragon's right eye by switching to midget form and and walking up to the dragon head. If you try to return to full size your mission will abruptly end. Load up your black mage if you intend to survive. Also make sure to pick up all the treasure; there is no return visit. As for the Rat, pelt him with Ice2 and antarctics. 17. Returning to the Viking Hideout Location: South of Nepto Shrine Shops: See 14. Treasure: None. You should have cleaned this place out by now! Talk to the boss of the ship inside the viking hideout, and he will grant it to you. Now you are able to sail out to sea. Ahoy! The Nepto Dragon is no longer angry, so you are free to pass! 18. Tokkle Village Location: Southwest of the Shrine (Near Big Desert) Treasure: Just try to find treasure; some is hidden in the high grass. Tokkle was destroyed by the villanous soldiers of Hyn's Castle, and after talking to the jumpy old men, you will discover that the soldiers took prisoners as well. Unfortunately, Hyn Castle is a floating (and thus unreachable) fortress. 19. Village of the Ancients Location: Far West of the Big Desert near Tokkle village Shops: Inn/Item/Revival/Weapons/Armor/Magic Treasure: This is a good village to stock up on items from. Get everybody up to speed armor/weapon/magic-wise, and try to gain a few levels before heading up to the Living Forest. 20. Living Forest Location: Small Forest North of Big Desert (Surrounded by Mountains) The fairies will reveal some information about the guru tribe and the evil medusa, and give you a hint about beating the Wizard Hyn's Barrier Change technique. They also tell about the mana tree, the oldest in the world, that has been cursed by Hyn and made into his floating fortress. 21. Gurgan Tribe's Canyon Location: Northwest of the Living Forest Treasure: Toad The ancient Gurgans are born without sight, but with a sixth sense that allows them to see the events of the future... Head down to the basement, where the last guru will give you the magic of Toad. It will come in handy for penetrating the Tower of Owen where Medusa hides. 22. Argas Castle Location: Northeast of Living Forest Shops: Revival/Healing Treasure: Much like Sasun castle once was, Argas is completely empty and -ripe for the picking!-. Check walls, torches, and more to find important treasure and extra cash. As for the two green doors; you have to buy magic keys from the keysmith in Gisahl before you can open them. The value of the treasure is far beyond the cost of the keys, however. 23. Tower of Owen Location: Far North of Tokkle Treasure: Much, including the Tilving and some other neat stuff Enemies: Fairly hard!! Watch out! Boss: Medusa This infamous tower of medusa is a maze of clock-work and amphibians. In the center of the first wet floor is a strange drain hole. Use Toad magic to become frogs, and dive down. Once you have surfaced, feel free to switch back; its a long hike. Eventually, you will reach a dead end. However, Desh points out that one of the gears along the top wall is actually a switch. Hit the secret switch 8 steps to the right of the left wall and continue your hard hike to the top of the tower. For the fight with Medusa, your most powerful magic and weapon attacks should do the trick. She will just continuously cast Break, but you should be able to finish her off before your party is turned into nice works of art. After Medusa is defeated, ....well, that's an important part of the storyline. You don't get to know!! ;) Anyways, the whirl in the sea that was blocking the ship's passage will be disappated when the flame that powers the Tower of Owen is ...extinguished. (no you don't get to know how!) 24. Gisahl Town Location: Far East Side of the World (East of Tozas) Shops: Inn/Item/Magic/Revival/Keys Treasure: The isolated farming community of Gisahl proves to be useful. There are essential magics, scared animals, penned chocobos; even gardens of the trademark Gisahl Vegetables to step on! Make sure to purchase a dozen or so keys, and head back to Argas to finish looting. 25. Dwarf Cave Location: Northwest area of the world (Northwest of Tower of Owen) Shops: Inn/Item/Armor/Weapons/Revival Treasure: Enemies: Boss: The thief, Guzco (weak) According to the elves, the villanous Guzco stole one of their precious magical horns. Load up and head to the left entrance; by switching to toad form at the head of the pool, you will enter the cave to Guzco. You are once again free to switch back and improve your survival rate by a large scale. Unfortunately, the treasures are pretty much worthless; unless you feel like getting level ups, avoid them. The boss is the under-estimating Guzco; use ice magics and weapons to defeat him. To make things worse, Guzco doesn't know when to quit, so he follows you as a 2 dimensional line until you exit the cave. Go to the display and place the horn using the B button; Guzco will reappear and steal BOTH horns. He then retreats to the Cave of Fire. In his home territory, he powers up to become the dreadful 'Salamander'. 26. Cave of Fire Location: North of the Dwarf Cave Treasure: Ice Sword, Enemies: Boss: Salamander (strong) Salamander lets you know that the horns he stole are the Horns of Ice! They have the power to blow away the flames that have previously been blocking the entrance to the Cave of Fire. He plans to make the amazingly great powers of the Fire Crystal his own! The fire cave is a real tough place. Level up for awhile; anything under lv.13 is not a good idea. Be sure to pick up all the treasure; the ice sword in particular is useful for Salamander. When you finally reach the evil Salamander, start hacking away with whatever ice weapons/magic that are at your disposal. To counteract Salamander's 'Group-Fire', have your white mage cast cure 2 on the entire group using the same technique as when casting size or toad. After defeating Salamander, events start to 'heat' up (pun intended). The Crystal will bestow 4 new possible classes unto your Light Warriors: Knight, Thief, Archer, Scholar. New Classes: Knight, Thief, Archer, Scholar Recommendations: 1: Knight, Monk, Wh. Mage, Bl. Mage 2: Knight, Archer, Wh. Mage, Bl.Mage 3: Knight, Monk, Bl. Mage, Wh. Mage 27. Dwarf Cave (Again) Location: Northwest area of the world (Northwest of Tower of Owen) Shops: Treasure: *Voice/*Elixir/Hero Shield/Gauntlet/Gneedle/ Scholar Helm/Scholar Armor/Knight Armor/Carrot/ Fenix Down/ Upon entering the cave, an exhausted man will run behind you to ask for your help. Tokkle has been attacked again! He then dies shortly after. Ignore this grim moment and head into the main section of the cave. Talk to the stationary dwarf in the bottom right corner, and in gratitude for the returned horns, the dwarf will remove the boulder near the revival water. Head down there and discover: The dwarf TREASURY! Pick it clean! 28. Tokkle Village (Revisited - Get Ambushed) Location: Southwest of the Nepto Temple Treasure: None. You should have already cleaned this place out! Enemies: Soldiers of Hyn Castle. As soon as you enter the town, a group of soldiers jumps from the foliage and ambushes you. They take you to Hyn Castle, controlled by the Death Mage himself, Hyn! He orbits the in the Desert Castle of Hyn, made from the Mana Tree. 29. Hyn Castle Location: Floating Fortress in the Desert Treasures: Enemies: Lamia, Mummy, Boss: The wizard Hyn You wake up in a crowded jail cell. The three men in the upper right corner are King Argas and his aids; the others were captured from Tokkle. The man to the exact left (stationary) is an undercover guard and will fight you if you talk to him. Talk to all of the 'friendly' prisoners, then look at the north wall for a small mousehole. Use Size magic to enter the hole into the enemy infested territory. Switch back to full size and get ALL of the treasure; if you have your way, the fortress won't be floating for long. One point of advice; the Lamia and Mummies are very annoying adversaries. Use fire magic to deal with them quickly, but if party members become confused, get your white or black mage to smack 'em. Damage will be minimal and you will regain a party member. Hyn is a buncha bones with a flair for the dramatic, according to his costume. He apparently has the ability to 'Barrier Change', but in my experience, you can forget about his abilities by hitting him hard the first 2 rounds with Ice 3 and weapons. If not, make sure you have a Scholar in your party to Peer into his defenses (this is really the one place where a Scholar's abilities can shine). Swords arent very effective; but you want to deal with him and his 1600 HP ASAP. 30. The Living Forest (Revived) Location: Southwest of Castle Argas Once you deal with Hyn, you will automatically return here. The faeries will thank you for returning the mana tree and destroying Hyn, as well as a few things I cant interpret. After this, you cannot enter the forest again. Your airship is waiting at Tokkle. 31. Argas Castle (Revisited) Location: South of the Tower of Owen Shops: Revival/Healing Treasure: Elixirs Walk to the top floor and speak to King Argas and his aids. The king will give you a tool he stole from the Hyn Castle that he believed was used in keeping it afloat. Of course, you know absolutely nothing about airships...but Cid does. Now take the tool, known as the Gear of Time, to Cid! NOTE: If you have a white mage at this point, switch him to the front and open the locked doors. In one of the doors is a magician: Talk to him to get elixirs. 32. Canaan (Revisited) Location: West of Bahamut Mountain. Shops: Treasure: None. You should have got it all from this place by now! Walk to Cid's house (upper left corner) and give him the Gear of Time you recieved from King Argas. Cid is a good airship mechanic (despite his nose seemingly blocking his eyesight), and will upgrade your sailing ship to an airship: The 'Enterprise!' When you walk out of town, nothing looks different. The ship looks the same. Climb in and press the 'A' button however, and your ship will sprout helicopter rotors! Unfortunately, the enterprise can only land in water, and cannot go over mountains. 33. Fly off! Location: On the Enterprise Treasure: None Enemies: None Take your new/cool Airship to travel off this floating continent you have been on into an even bigger world. You can tell if you've flown out if you see any clouds nearby. Just fly out to the clouds and you will exit your small world and go to the huge new world of endless seas. 34. Tozas (Revisited) Location: South of Forest of Recovery Treasure: None Head back and buy as many Midge Pans as possible. These are your map for the second world...unless you like zooming over water for hours. Your choice. 35. Solitary Island Location: Northwest of Floating Continent Treasure: None Enemies: None Walk unto the wrecked ship. A lady is injured and an old man can do nothing. Use herbs to heal the woman, Elia. You will be told of the situation in this world and what has happened to Elia since the Great Earthquake occurred. Most of the earth sank into the sea and all that is left is the highest point of land. The old man was riding on his boat when the earthquake came, and thus was saved. He found Elia clinging to a piece of driftwood. (Hey, I didn't know Waterworld copied Final Fantasy IIIj!! hehe). She wants you to take her to the Temple of Water so that she can get the shard of the Water Crystal that is there and give its remaining energy back to the Crystal to try to reawaken the Crystal's powers. 36. Water Temple Location: Southwest of Floating Continent Treasure: None Enemies: None Pick up the Crystal Shard. The two pools of water are healing and revival ponds, respectively. 37. Cave of Water Location: Northeast of Water Temple Treasure: Enemies: lots!! When you reach the sealed door (very early in the cave), Elia will kneel and pray something to open door. Proceed to find the Water Crystal. Elia gives the light (power of hope) left in the Crystal Shard back to the Crystal of Water. It works! Unfortunately, Kraken crashes the party, and kills Elia. Make sure you do the same to Kraken. He has 1950 HP. Now, another earthquake begins! The cave begins to collapse, and the party gets in a tussle. 'How can you leave Elia!!' complains one of the party members. But, Kraken's Cursed Arrow has already taken her life. The party is knocked unconscious as the power of water ressurrects the second world from the depths of the sea! New Classes: Karate Master, Viking, Paladin, Taoist, Caller, Bard, Dragoon Recommendations: 1: Knight, Karate Master, Wh. Mage, Bl. Mage 2: *Knight, Karate Master, Bl. Mage, Wh. Mage (Uses Dragoon for Salonia temporarily) 38. The Town of Water, Amur & Sewers Location: Southwest of Water Temple Treasure: Enemies: You wake up the Amur Inn. Some people found you unconscious in the Temple of Water after the earth reappeared from the sea! And you hear the terrible news that your airship has been chained up by Goldor who lives to the southeast of Amur across the Bottomless Swamp. Trying to cross the Bottomless Swamp without some special footwear is suicidal! Meet the 4 old men. The problem of the weird old men can be solved however. For some reason, their magic shoes have been taken. Talk to the man whose house you meet them at, then stock up for a sewer journey, via the little waterfall in the bottom right quarter. Venture through, save the quadruplets from a bunch of Goblins (Imps) (One shot of fire1 will take care of them all at once). Eventually, you will see a strange old hag, named Delila. You will jump out of the way of several explosive (?) shoe tosses before the quadruplets come and grab a pair. Inexplicably, the quadruplets are ecstatic and you automatically leave the sewer. Talk to them again to borrow the shoes, and leave to Goldor's Mansion. 39. Goldor's Mansion Location: Southeast of Amur Treasure: Enemies: NOTE: Without the shoes on loan from the 4 Old Men, (automatically used...) you can't cross the swamp without dying. HINT: Notice how the merchants in Amur had a lot of thief related weapons? Well, if you dont have keys, you will notice the conspiracy in action. Put a thief in the group unless you have some keys! This is the SECOND place where those magic keys come in handy. Go straight up, ignoring the doors, and go all the way around to pick up the treasure. Among other things, you get 11 weak swords that are worth a pretty penny....because they are gold plated! Head back down and take the upper right door. Use a magic key to enter. If you look closely, a brick on the bottom left wall is different: Walk through it. Along the way are many secrets; including one precarious area where the path that loops down looks completely unneccessary...until you check the walls! The Boss of this level protects another Crystal. Be careful, this boss is TOUGH. He is strong against Ice and Lit, and Fire is completely ineffective. Air works a few times, fortunately for moderate damage. Attacks hit at about 50%...and not for much. Every round, have one person use healing magic or HiPotions. Goldor will either attack (under 100 damage), use element magic (300-400 damage) or Ice3 (800 damage). He has 2250 HP. If you play it right, you can make it through some of them, for the other, you must consider whether wasting a fenix down is worth it. EVENTUALLY, he will be beaten; but in a moment of rage, he and the crystal will dissapear. All that is left is a key. Take it and use exit (or just walk) out. There is a chocobo forest right outside for your convenience. What does the key do? It unlocks the chains to the Enterprise! Luckily, the airship portion is also fully intact. 40. Dastar Location: Southeast of Salonia Treasure: Enemies: None This place is basically dedicated to the Bard and Taoist Class. The Bards there continually try to emulate a sacred tune, but all is for not, as only the mystical Lute can produce the sacred tune of awakening. 41. Leprit Location: Northwest of Salonia Treasure: Enemies: None Caller orientated. If you have one, this is the best place to visit to get up to date on magic, weapons, and armor. 42. The Kingdom of Salonia Location: Large walled-in Castle and Town. Treasure: Enemies: Fly the enterprise over the Kingdom of Salonia (its a very large enclosed town area with a castle smack in the center). If you fly around the castle, cannonballs will start firing! Unfortunately, they fire enough to gun you down. Say goodbye to the trusty Enterprise, because like many a Star Trek Film, "She just canno' go any farther captain." Luckily (?!?!?!?) you will land in between the two armies that shot you down. Apparently each group thought you belonged to the other. Ignore them (and the weird music) for now, and visit the 4 sections of the city. Section 1 (SW) highlights: This place has not much of use except for the appearance of another classic FF item: The Fat Chocobo! Talk to the student to make him appear. Fat Chocobo swallows your items (stores them) so you can free up item spaces. Just visit him again later to retrieve. Section 2 (NW) highlights: One weapon shop (obscure), an inn, and some more locked shops. The Magic Key doesnt work here. However, this place is a required visit. If you talk to the the Sages, one will point you to the Punk Bar. Enter, and you will find 4 punks trying to beat up a well dressed kid. Automatically you will give them their just desserts! They are just 4 simple mini golden warriors and are easily defeated. The boy is actually Prince Alus of Salonia. He will join your party and give you the authority necessary to enter the castle. Section 3 (NE) highlights: Another Inn. The bookshop and magic shops are locked. Section 4 (SE) highlights: The only open building is a tower in the middle of town. It is chock full of enemies. Walk through the winding secret passageways of the first floor, and climb the tower to take in some goodies, including sets of dragon armor! 43. Castle Salonia Location: Middle of Salonia Treasure: Enemies: None Enter the castle and you will be automatically escorted to the prince's chambers. You will wake up once and talk with the prince, but the second time, the King rushes in with a knife drawn!! He attacks Alus! Then, when the King stalls in his murder of the Prince, the Retainer, Gigameth, enters! It turns out he has been controlling the King for quite some time. That is what was making the King act so strangely! The poor King, who has been under another's control for so long, would rather die by his own hand than take the life of his beloved son. So, the King stabs himself with the knife. Gigameth becomes EXTREMELY angry and screams a few not-very-nice (;)) things at the party, and transforms into the great Garuda! Get ready for one of the hardest fights of your life!! Garuda is no slouch. Every round he uses 'Kaminari' (Thunder), a lightning attack that hits EVERYONE for 300-400 hp damage each round. On the good side, he is weak to Wind. If you have a Dragoon (which explains all the dragoon treasure from the 4 towers), his wind spear and jump command will prove to be helpful. My advice? Have a White Mage cast Cure2 EVERY round, including the first one. Have at least 2 heavy fighters (in my case a fighter + Monk.. yours may differ) and have them fire away every round. Your fourth party member in most cases is a useless black mage. Ice3 is almost always paltry...so get him curing your fighters with hipotions every round. Eventually, cure2 will run out, so have the 4th member use an elixir on your white mage. If youre lucky, you will only lose 1 character at that point. At level 26,I managed to come out of the battle alive (5th try) with only my Monk and White Mage. The phoenix, Garuda, has 5000 HP. After Garuda dies, the King dies as well. You and the Prince have a moment of silence before Alus resolves that he will be strong and follow in his father's footsteps as King of Salonia! Before you leave the castle, talk around. The Scholars, especially, are handy. They are so sorry about the Enterprise, that they build you something better: The Nautilus!!!! The Nautilus operates like your first airship in that it only lands in grass and cant cross mountains... but its about 3x faster than anything else. No, you're not done yet! Head back to towns 1-4 for open shops full of goodies like White/Black mage armor and the next level of spells. (cure 3 anyone?) 44. Une's Shrine Location: Salonia Continent. Visit the Guardian of the World of Dreams, Une's, cave and talk to the bird, Oumu. Une is in a deep slumber. Nothing will happen...yet. =) 45. Dorga's House Location: Southern Continent Treasure: Enemies: You enter the weird shrine when suddenly...several large armed furry creatures gang up on you. Luckily, their leader, a dark cloaked man, waves them off. Those furry creatures are actually MOOGLES! Contrary to popular belief, FF3j is the first appearance of those loveable winged teddies! The leader, Dorga, joins your group, and now the moogles are your best of friends. Head down to their magic shop and fill up on goodies! 46. Mahoujin Cave Location: Hidden in Dorga's House Treasure: Enemies: Oh boy...another midget cave! This one is located in Dorga's; touch the torch. If you can make it through this tough place, you will eventually reach a place where Dorga explains that he can transform the Nautilus into a submarine ship that can take you to the undersea. He chants an ancient spell on the Nautilus and disappears. Luckily, you then are warped back to the entrance of his home. The Nautilus is now both an airship and a submarine! 47. Salonia Basement Location: South of East Salonia Treasure: Enemies: This one is located south in the water below town 4. Make sure you have at least 10 magic keys. There is loads of important treasure to pick up, ending in a battle with Odin! Odin is one difficult boss! He uses a powerful multi slice attack. Use Cure3 on the party each round, and make sure to nail him with Fire3...he is very weak to it. If you win, you gain his call magic spell. 48. The Temple of Time Location: Circular Bay at bottom of Salonia Continent Treasures: Noah's Lute LamiaScale Protect Ring x2 etc. This one is located in the bay at the south of the continent with Une's Shrine. Once again, load up on keys. There are fairly strong enemies, but no bosses. Lots of treasure including a musical instrument that supposedly wakes up the unwakeable. They call it...Noah's Lute! 49. Dorga's Village Location: Southeast of Dorga's House Treasure: None Enemies: None On the continent with Dorga's House is a small completely enclosed town. While the airship can't go above the mountains, if you submerse near the town, you will notice some discolored mountains that you can go through. Resurface at the end of the path! Except for the greeting mage, who explains the town, every black mage is a magic merchant. You can buy anything from Level 2 to Level 7 magic! Stock up if you have the cash! 50. Undersea Cave: Location: Near Goldor's Mansion Treasure: Tomahawk Axe Ancient Sword Defender Sword Diamond Shield x2 Diamond Armor Loki's Harp Fenix Down Diamond Glove Elixir Aegis Shield -> Fight Bone Dragon Diamond Helmet Triton Hammer -> Fight Mouth Man BlackHole Reflect Armor -> Fight 8 Claw Bacchus' Wine Blood Spear -> Fight Red Dragon Diamond Helmet BlackHole Bacchus' Wine This one is located under the water by the island devoid of life east of the the golden house. THIS PLACE ROCKS! If you ever wanted a place to loot, this place is it! I had to visit the Fat Chocobo TWICE just to get everything. What you don't want is still worth thousands of dollars! Be greedy! Be VERY greedy! 51. Une's Shrine. (Revisited) Location: Near Salonia Treasure: None Enemies: None Head back here with the Lute. Activate it in front of Une's bed...and she wakes up and goes nuts, jumping about! Then she mumbles something about a mystical ship, grabs her parrot, and joins your party. Her name is Une, Guardian of the World of Dreams. 52. Ancient Ruins Excavation Location: Near the cave where Une slept Treasure: Enemies: Be prepared, for this is one of the hardest levels in the Final Fantasy Series. Walk up to the rocks blocking the way and Une will use her skills to remove them. The next floor is simple; the Scholars (real airship nuts who are part of the group that built the Nautilus) have opened 3 shops to help you. However; if you have taken the treasures from the other caves, only the Inn is useful. Now begins the trek. 3 rules of thumb: 1.The Blue Spore Enemies will almost always reproduce by themselves. Hit them hard and fast! 2.The Green Spore Enemies only reproduce if you hit them with a weapon, and the damage does not kill them. Be careful; both spores can hit anywhere from 1-1500 damage. 3.Anything Green basically follows the Green Spore rule. It can get extremely frustrating as they duplicate; but if you make sure your strong weapon men can kill in one hit, and you only use elemental magic on one enemy at a time, you can make it. Whats so good to go through all this hell? The airship: Invincible While it is slow compared to the speedy Nautilus, it makes up for it in many ways. The Invincible has Weapon, Armor, Magic, and Item Vending Machines, a free Inn, and a Fat Chocobo! If you press the A button, the ship can raise itself over mountains for short periods of time. If you have to fight while on the airship, it has a cannon that hits all enemies once before the round begins. Exit via the ladder, control the ship via the control wheel. 53. Fargabaad Location: Southwest of Salonia Treasure: Enemies: This place is located by the Castle. Use the airship jump ability to reach it. Everything is paladin focused; from the weapons to the low level magic. There is a hidden sage who challenges you under the waterfall, and there is a few treasures in the cave; but beware, the duplicating enemies are back. Why do you want to go here? Because the only weapon in the game that does NOT duplicate those enemies is the Katana, and only the paladin uses it. Greatly consider promoting your knight to this class! 54. Cave of the Leviathan Location: North of the Living Forest Treasure: Fenixdwn God'sRage EarthDrum Iceblast Hipotion x3 Elixir WScent Aegis Shield LamiaScale Bacchus' Wine Shell Impyawn LilithKiss Thor Hammer Blkhole Reflect Armor Musk Above the Living Forest is a weird lake with a strange creature swimming in it. Use the airship jump technique to get near the water, then get out and swim to the creature. You will submerse into an underwater maze. There is a lot of treasure, secret pathways, and if you have somebody who can cast call magic, you will fight the enormous Leviathan at the end. Leviathan u/Wave, Bite 5700 GP 2C [7000 HP] 1250 EXP 55. Cave of Bahamut Location: South of the Midget Village Treasure: Enemies: Back in the first world, surrounded by mountains, near the viking hideout and midget forest. This is one of the places you could only see and not go to...until now. Use Airship jump again. The enemies are still pretty tough, but they dont duplicate! This cave is basically full of items like Elixirs, fenixdwn's, and Godsrage. If you have somebody who can use call magic, prepare to fight the infamous Bahamut. Bahamut u/Mega Flare 3500 GP 12C [7500 HP] s/Meteor 700 EXP 56. Cave of Darkness Location: North of the Water Cave. Treasure: Enemies: Replicators Ok, if you dont have a Paladin or lots of level 99 warriors, youre not going to make it through here. I would rather have a paladin; it takes less time. Did I say the Ancient Ruins cave was tough? Think again. This place makes it look like chrono trigger spittle. Floor 1:Talk to the Paladin and continue to the stairs. Walk straight through the hidden passage. Floor 2:The first secret way has treasure. The long passage leads on. After that, take the bottom right secret at the end of the second passage. Floor 3:Walk past the first two secrets and take the first one straight down. Then grab the treasure and take the right secret, take the bottom right secret in the first zigzag, and the middle secret of the 3 lined along the left wall after the next secret. Floor 4:The Bottom secret on the right wall at the end of the passage has a Genji Shield. The top passage leads on. Floor 5:The immediate right secret leads to a Genji Helmet. The bottom secret to the left, followed by the right secret leads on. Floor 6:Immediatedly south is the secret leading to Genji Armor. After that, cross the bridge, and ignore the first 2 secrets. Take the right wall secret when you come upon the last 3. This will lead you to the horn; or rather, the pesky paladin who challenges you. Start whacking away and make sure to use some quake magic. After the battle, teleport out. 57. Statues of the Quest Location: North of Amur Treasure: None. Enemies: None. If you've tried to get past these statues before, you know what happens. The only way to get past them is to have the 4 elemental fangs, which, if you've been following the walkthrough, you should have by now. 58. Labyrinth of the Ancients & the Crystal Tower Location: Several Airship jumps from the Statues of the Quest Treasure: Musk Crystal Glove Crystal Armor Crystal Shield LilithKiss Crystal Helmet Axe ?>? Fenixdwn Break Sword Total rod (40% chance of petr kill) Holy Arrow Protect Ring Hell Claw (40% chance of poison) Elixir When you first came upon the second world, you may have flown over a small tower sticking out of the water. Well, that tower is here, and its the focal point for the end of the game. Walk into the complex and straight up through the doorway. Although the Crystal of Earth sits there waiting, a familiar person gangs up on you. (He's a palette swap of the paladin boss from moments before). Beat him; fire3 is more effective than quake for this battle. Talk to the crystal to gain 3 more classes! New Classes: Black Wizard/White Wizard/Summoner Recommendations: 1: Paladin/Karate Master/White Wizard/Black Wizard 2: Knight/Paladin/Black Wizard/White Wizard 59. Return to Dorga's House Location: South Island Valley near merchant magicians Treasure: Curtain of Light x4 20000 GP x2 Enemies: As you enter Dorga's House, you hear Dorga and Une calling you! You will automatically enter a maze. Search for treasure (you cant reenter) and look for Dorga and Une by the great waterfall. As you enter the spot where they are, they challenge you to a fight....for the fate of the world! The energy that their battle with you would create is enough to let you continue on your quest. The party adamantly refuses to kill their friends, but Dorga and Une give them no choice. Dorga attacks! Dorga u/Quake, Drain [4500 HP] Une u/Whirl [4500 HP] If you can beat both, they will slowly die. Talk to each person to gain a key. (These are the keys needed to continue your quest!) 60. The Forbidden Land Eureka Location: Accessed from first floor of Crystal Tower. Treasure: As Described. Enemies: Ninja, Barbarians The infamous Crystal Tower is your next stop. Unfortunately, it means walking through the Labyrinth of Ancients again, so memorize your way through. On the first floor of the Tower is a door directly in front of the entrance. If you enter it, a mysterious force pushes you back from going too far. Press the B button and use the Eureka Key obtained from Dorga. You will automatically enter the Forbidden Land of Eureka. Loot everything...the best weapons in the game can be found here. Floor 1: Treasures: -BmbRArm -Elixir -God'sRage -Iceblast Floor 2: Treasures: -BmbRArm -????? -God'sRage -Iceblast -Fenixdwn Floor 3: Treasures: -Shuriken star x2 -Elixir -Fenixdwn Floor 4: Here begins the battle for truely good items. Each item you see is guarded by an enemy. n: no effect s:strong against l: opposite effect w:weak against u: uses (damage in hp) Boss: Neo Hyn = n/Quake l/fire, ice [7040 HP] 3450 GP 1050 EXP Treasure: Decimator Boomerang Floor 5: Treasures: -Fenixdwn Boss: Pink Assassin = u/Party Stun [9000 HP] 5000 GP 1200 EXP Treasure: Masamune (katana) Floor 6: Treasures: -none Note: After beating the Barbarian, walk back to the stairway and cross the broken bridge. The missing pieces are illusions. Boss: Red Barbarian = s/claw, lit u/Fists (800-1200) [12000 HP] 5200 GP 1225 EXP Treasure: Excalibur (sword) Floor 7: Treasures: -none Boss: Multi-Part Wolf Wiz. u/Flare w/Fire Magic [10000 HP] 5400 GP 1733 EXP Treasure: Eldest (Staff) Boss: Giant unknown [12000 HP] Upon entering the door in Floor 7, you will come upon an enemy free haven. To the left and right are healing and revival ponds; to the north is 2 sages. One informs you of something; the other sells magic. Level 8 magic. About time!!! If you also touch the indent in the wall between the two sages, you will open a secret passageway leading to a weapons/armor sage. By talking to the second sage, you will gain the final two classes. Also, if you have defeated Odin, Leviathan, or Bahamut, you can buy copies of their magic here. New Classes: Sage, Ninja Recommendations: 1: *Paladin/Sage/White Wizard/Black Wizard (Change to Ninja if you can afford Shuriken) 2: Ninja/Ninja/Sage/Sage Magic (Black) Cost (GP) Magic (White) Cost (GP) --------------------------------------------------------- Flare 60000 Gale 60000 Death 60000 Araise [Life 2] 60000 Meteo 60000 Holy 60000 Weapons Cost (GP) Armor Cost (GP) --------------------------------------------------------- Shuriken Dart 65500 Crystal Shield 50000 Crystal Armor 65000 Crystal Glove 50000 Crystal Helmet 50000 61. Crystal Tower Continued Location: Upper Crystal Tower. Treasure: Enemies: Fire Breathers, Mucus, Magicians Get ready! Be fully stocked up before making the trip. Eventually, you will reach a strange room filled with Dragon Statues. There is a mirror between them. Walk up to the mirror, and an Onionkid will look at you; perhaps an image of your past. As the dragons begin to stir, the infamous Dorga will appear out of nowhere and call your friends to the Statues. Amazingly enough, Desh is one of them. He returns from the burning core of the Owen Tower. Dorga is one good magician! With your friends blocking the dragons' curse, (Princess Sara, Prince (now King) Alus, one of the Old Men, and Desh), the mirror image will dissapear and you will warp to the final floor of the Crystal Tower. There is no enemies; only the Demon King Zande stands in your way. Demon King Zande u/Meteor s/Holy, Claws [21000 HP] Peep n/Gale Quake w/Flare Fists [1500] Thought that was the end? Think again! A mysterious light is up ahead. As you walk to it....a monster of epic proportions arrives! I suggest not putting up a fight...She is invincible to everything you throw at her. As soon as she finishes you off, your friends will return to you, and give you back your lives, HP, and MP. You will then walk back to the light to find out where the Evil Being has gone! 62. Final Maze Location: Top of Crystal Tower Treasure: Ribbon Helmet (x4) Enemies: Red Ninja, Yellow Dragon, Barbarian The game difficulty increases yet again; for there are no save spots, healing or revial ponds...or any other luxury. Your items are all that keeps you alive...and there is no escape. You are on a dimensional plane of mystery; stars zoom underneath you. There are 5 paths; 1 forward and 4 to their respective corners. If you wish to live; walk one on of the corner routes. On each path there are two constants: A treasure chest and a Dark Crystal Temple. Each chest contains a Ribbon Helmet; but you must fight Neo-Zande each time. As for the Temples....they contain 4 of the toughest bosses ever devised! Upper Left Path: This is a maze of secret passageways; the correct route is often the farthest from the needed destination. Boss: Death Hound 23000 HP 6400 G 18C 1500 EXP Lower Left Path: This section has a series of vertical passages. You can walk through the bottom of any of them, and there are 2 secret passages leading to the exit and treasure chest. Boss: Plant Fiend 32000 HP 7000 G 19C 2606 EXP Upper Right Path: This is a fairly easy maze, take the top route for access to the exit and pathway to the chest. Boss: Yellow Dragon 29000 HP 6800 G 19C 1750 EXP U/Bite [7500+] Lower Right Path: This is a long winding path if you dont keep a sharp eye. If you look at the other side of the wall to your right, there should be an occasional marked secret passage. Line up with it and you can walk through the wall. Boss: Uni-Eye 35000 HP 7200 G 21C 2250 EXP Upper Middle Path: This room is a maze. Certain segments of bridge are completely invisible, and as always its almost always the piece farthest from that leads you to the stairway at the top. Final Floor: Load everybody up. There are no enemies left except for the Cloud of Darkness, in the final (and potentially toughest) battle. If you managed to save the 4 Dark Warriors, who were in the 4 Dark Crystals, they will reappear and attack the Cloud of Darkness one by one. This will weaken her so your magic and weapons will work. 63. The Cloud of Darkness Location: End of Final Maze ************************************************************** & Final Battle: The Cloud of Darkness & ************************************************************** & HP: 65000 MP: Infinite Rewards: None & &------------------------------------------------------------& & Boss Attack: Flare Wave (multi) & & [Hits allies for around 2000 HP] & &------------------------------------------------------------& & Weak Against: -Fast- accelerated Weapons & & -Bahamut- Call Magic & &------------------------------------------------------------& & Battle/Survival Strategies: & &------------------------------------------------------------& & -Have your White Wizard use -Fast- to accelerate & & your weapon users. In the case of Paladins, this & & adds up to 22-30 hits for a total of 4000 damage. & & & & -Callers should use Bahamut each and every round. & & & & -Ninja's should be throwing Shuriken each round. & & The damage quickly becomes the same or better & & as an accelerated Paladin. & & & & -Black Wizards should stick to Flare; Meteor is not & & as effective. If the rest of your party is hurting,& & have your Black Wizard use Elixirs. & & & & -Sages should be fully equipped, with Bahamut and & & Cure 4 being a neccessary minimum. Have them use & & Bahamut when possible, and Cure4 to help your & & White Wizard in recovering from Flare Wave. & & & & -All weapon fighters should be accelerated with & & fast, and use doubled up weapons: & & (Knights: Excalibur/Break) & & (Karate Master: Cat Claw/Dragon Claw) & & (Ninja: Same as KM or Shuriken x2) & & & &------------------------------------------------------------& 64. Finale! [Ending/Spoiler] Upon beating the Cloud of Darkness, and watching her slowly melt away, you will return to the Crystal Tower where your friends await. You will hurry back to the Invincible and fly away. Now, you will drop off your friends. -The old man is returned to his group in Amur. -King Alus is returned to his Castle of Salonia. -Cid and Desh are returned to the family in Canaan. Sarina (the formerly sick girl) and Desh are finally reunited. Now, the party and Sara are alone, and finally return through the Valley of the Nelb into the zone surrouned by the Palmeni Mountains...the Kingdom of Sasun. But, Sara doesn't want to leave her friends the Light Warriors just yet...she whines, and they are convinced to go back to Ul instead of taking Princess Sara home to Sasun Castle. When you arrive at Ul, Sara urges the party to go up to the circle of their fellow townspeople who are waiting eagerly. Suddenly, the ground begins to shake! Everyone looks to the Sky north of Ul...to the Altar Cave... The brilliant light of the Wind Crystal shines, as it comes back from underground, returning the power of light to the people of the world. The overhead screen shows the lush color returning to the landscape. Now, it is finally dawn again. The screen cuts to space, with a poem: (roughly translated) "However, something was missing from life. The light and darkness split apart Holding the light, they made the world shine using the force called "hope". Time Teaches All; Dream, Despair, Love, However, If they do not accept, If they never look back, They must not cry" Stars begin to pass by at increasing speeds until it all blacks out. Finally, the credits begin to display. Each credit is accompanied by each class in the game, one by one. As almost always in FF...the game ends with a star field and and the words....THE END. Congratulations on beating Final Fantasy III! ----------------------------------------------------------------------------