Final Fantasy 3

Final Fantasy 3

17.10.2013 23:45:46
a very good FAQ for Final Fantasy III
FINAL FANTASY IIIj
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FAMICOM 1990
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FAQ & Walkthrough

Created by KuZap
rkni@islandnet.com
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Version 2.0 May 1997 Created with DOS Edit (Normal Resolution)
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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!]

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1.1 What is FF3j?
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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.)

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1.2 What Final Fantasy is 3j most like?
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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.)

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1.3 What/Where can I get FF3j?
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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.

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1.4 What Emulators?
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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!


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1.5 What is this "Translated" FFIIIj I hear about?
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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.

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2.1 What are the classes (jobs) available in FF3j?
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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
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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
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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
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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)
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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)
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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
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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
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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
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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
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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
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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.

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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
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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

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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.
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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.

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2.3 What Items can be found/bought in FF3j?
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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


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2.35 What Special (Plot) Items can be found in FF3j?
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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.

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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!
----------------------------------------------------------------------------
 
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Walkthrough
FAQ

17.October 2013
Walkthrough
FAQ

17.October 2013
a very good FAQ for Final Fantasy III
FAQ

17.October 2013
 
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