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FINAL FANTASY IIIj
------------------
FAMICOM 198?
------------------
FAQ & Walkthrough
Created by KuZap
rkni@islandnet.com
----------------------------------------------------------------------------
Version 1.1 May 1997 Created with DOS Edit (72 H, 21 V)
----------------------------------------------------------------------------
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?
2.35:What Special (Plot) items can be found in FF3j?
2.4: What Weapons can be found/bought in FF3j?
2.5: What Armor can be found/bought in FF3j?
2.6: What are the Various Races in Final Fantasy?
2.65:What are the Companions that Travel with you?
2.67:How is Travel Accomplished?
2.7: General FF Strategy Tips
2.75:What the hell is a Fat Chocobo?
2.8: How do I play the game?
2.9: Questions from those who do not speak Japanese
3: About the FF3j Faq
3.1: Whats with some of the weird names?
3.2: How can I help?
3.3: Thanks to...
4. Walkthrough
4.01: Saidan Cave
4.02: Uru Town
4.03: Kazusu Town
4.04: Desert Area
4.05: Sasoon Castle
4.06: Fuuin Cave
4.07: Sasoon Castle (Revived)
4.08: Kazuzu Town (Revived)
4.09: The Big Rock
4.10: Kanaan Village
4.11: San-cho Mountain
4.12: Forest of Midgets
4.13: Tozasu Town
4.14: The Cave
4.15: Viking Hideout
4.16: Niputu Shrine
4.17: Viking Hideout (Revisited)
4.18: To-Kuru Village
4.19: Kodaijiin Field (Village)
4.20: Living Forest
4.21: Gurugan's Tribe Canyon
4.22: Argass Castle
4.23: Ooehn Tower
4.24: Gisairu Town
4.25: Dwarf Cave
4.26: Fire Cave
4.27: Dwarf Cave (Revisited)
4.28: To-Kuru Village (Revisited)
4.29: Highn Castle
4.30: Living Forest
4.31: Argass Castle (Revived)
4.32: Kanaan Town (Revisited)
4.33: Fly off!
4.34: Tozasu Town (Revisited)
4.35: Solitary Island
4.36: Crystal Shrine
4.37: Kraken Cave
4.38: Port Town & Sewers
4.39: Golden Mansion
4.40: Symphonia Village
4.41: Town of the Callers
4.42: Kingdom of Salonia
4.43: Castle Salonia
4.44: The Sleeping Lady
4.45: Castle de Moogle
4.46: Mahoujinn Cave
4.47: Water Shrine 1
4.48: Water Shrine 2
4.49: Magic Merchant Village
4.50: Water Shrine 3
4.51: The Sleep Lady (Revisited)
4.52: Swamp Cave
4.53: Paladea
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: Castle de Moogle (Revisited)
4.60: The Secret of Eureka
4.61: Crystal Tower
4.62: Final Maze
4.63: The Goddess of Evil
4.64: Finale [Ending Spoiler! YOU HAVE BEEN WARNED!]
----------------------------------------------------------------------------
1.1 What is FF3j?
----------------------------------------------------------------------------
Final Fantasy IIIj is the japanese Final Fantasy III, released for the
Famicom (known as NES in North America). The j differentiates the name
from Final Fantasy III, a North American SNES game. This chart describes
the differences:
Key: NES: Nintendo Entertainment System
SNES: Super Nintendo Entertainment System
FAM: Nintendo Famicom (Japanese NES)
SFAM: Super Famicom (Japanese SNES)
PSX: Sony Playstation
North America Japan
---------------------------------------------
Final Fantasy 1 (NES) Final Fantasy 1 (FAM)
*Not released Final Fantasy 2 (FAM)
*Not released Final Fantasy 3 (FAM)
Final Fantasy 2 (SNES) Final Fantasy 4~(SFAM)
*Not released Final Fantasy 5 (SFAM)
Final Fantasy 3 (SNES) Final Fantasy 6 (SFAM)
Final Fantasy 7 (PSX) Final Fantasy 7 (PSX)
(Note: Titles designated with an asterisk (*) are planned for a north
american release by Square, but nothing decisive has been
confirmed. The tilde (~) on FF4 designates that it is
substantially different from the North American Version. See
the Final Fantasy IV faq for more information.)
----------------------------------------------------------------------------
1.2 What Final Fantasy is 3j most like?
----------------------------------------------------------------------------
Final Fantasy 3j is most like Final Fantasy I. 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 FFVI 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.
----------------------------------------------------------------------------
1.3 What/Where can I get FF3j?
----------------------------------------------------------------------------
Final Fantasy 3j (FF3j) was originally made for the famicom. However,
due to the extreme age of this title, it has become extremely rare.
Recently, several new platforms have popped up for playing this title.
Supposedly, Square plans to release it on the Sony Playstation. Also,
it is available for NES emulators, although the legality of such things
are null...zero...nadda. If you recognize these legal issues, but still
wish to take it on, several internet sites carry both the full japanese
version and a partially translated version for those who are not
japanese-literate.
----------------------------------------------------------------------------
1.4 What Emulators?
----------------------------------------------------------------------------
Emulators are computer programs that are programmed to 'behave' like
your video game system (in this case). By using quasi-legal rom
dumping hardware to put the .rom file on a computer, it becomes
possible for the emulators to play games. Legal or not, there
are sites on the internet that carry these games.
With this in mind, I nor any other FAQ I know of
will let you know the location of these sites. Find it yourself!
----------------------------------------------------------------------------
1.5 What is this "Translated" FFIIIj I hear about?
----------------------------------------------------------------------------
A group of people on the internet (who shall remain nameless
unless they ask otherwise) have managed to alter a copy
of the FFIIIj rom. The alteration they have performed has in
fact translated a great deal of the game.
Translated: Class Names
Stat Screen words
Weapon Names (89%)
Armor Names (80%)
Item Names (99%)
Magic Names (87%)
Text (2%)
Why is the whole game not translated?
In many ways,
the english language is much bigger than the japanese
language. While it may take 4 letters for the word
"Boom", the same word can be usually be accomplished
with one japanese symbol. One symbol is worth the same
in terms of file space as one letter of the english
alphabet, so a lot more space is usually needed for
translations.
But I surely have enough hard drive space. Why can't
it all fit?
ROM's have a special
code inbedded in them so the ROM can check its file size
when in use. If the file size is wrong, the ROM realizes
it is damaged and will not work. While this is fine for
cartridges, its a problem for emulators that cannot yet
be avoided.
----------------------------------------------------------------------------
2.1 What are the classes (jobs) available in FF3j?
----------------------------------------------------------------------------
Weapon Type: Type of equippable weapon
Armor Rank: Weak (cant equip much) Medium (so so) and Strong (lots)
Commands: Available battle commands
Strengths: Level up and stat strong points
Special: Special ability
Use: Recommended use
Onion Kid
-------------
Weapon Type: Sword/Knife
Armor Rank: Weak
Commands: Fight/Parry/Run/Item
Strengths: none
Special: none
Use: Upgrade ASAP. These guys suck like no other!
Fighter
-------------
Weapon Type: Sword
Armor Rank: Strong
Commands: Fight/Parry/Run/Item
Strengths: Attack Power/Defense/HP
Special: None
Use: Forget about shields and put a sword in
each hand. Battles are much easier that
way.
Knight
-------------
Weapon Type: Sword
Armor Rank: Strong
Commands: Fight/Parry/Run/Item
Strengths: Attack Power/Defense/HP
Special: Guard -protects other party members when they are weak
Use: Dual Swords make for a happier soldier. Also take note
that only the Knight can hold the legendary "Excalibur".
Paladin
-------------
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.
Black Belt
-------------
Weapon Type: Fists/Nunchucks
Armor Rank: Weak
Commands: Fight/Parry/Run/Item
Strengths: Attack/HP
Special: Fists results in up to 50x hits as skill increases.
Use: Nunchucks only decrease attack power. Use Fists.
Karate Master
-------------
Weapon Type: Fists/Nunchucks/Claws
Armor Rank: Weak
Commands: Fight/?/Parry/Item
Strengths: Attack/HP
Special: ? Ability has unknown effect
Use: Double up the Claws! Keep him in the back row
if he cant kill very easily.
Thief
-------------
Weapon Type: Knives
Armor Rank: Weak
Commands: Fight/WMg(Steal)/Flee/Item
Strengths: Agility
Special: Flee is a higher percent version of Run.
Use: Double up the knives, have him stealing when thats not
enough, and have him use flee frequently when in toad
or small form.
Ninja
-------------
Weapon Type: All Weapons
Armor Rank: !! Can use all armor
Commands: Fight/Parry/Run/Item
Strengths: Agility/Escape
Special: He can use everything. What else do you need?
Use: Later in the game...equip him with Shuriken.
Double up and fire away for 5000+ damage. You can
equip new ones during battle without turn penalty.
Sage
-------------
Weapon Type: Books
Armor Rank: Weak
Commands: Fight/Magic/Run/Item
Strengths: Magic
Special: Lv.1-8 Black/White/Call Magic
Use: These guys rock. They hold everything! Stock them
up with Call magic before adding black and white. Why
not change all your magicians to this class? Because
they are not specialized, their magic is not as effective
as pure white or black wizards.
Red Mage
-------------
Weapon Type: Swords/Knives
Armor Rank: Medium
Commands: Fight/Magic/Run/ITem
Strengths: HP/Magic
Special: Level 1-4 Black or White Magic
Use: Put together your favorite arsenal, as the combination
of black and white magic makes him a force to be reckoned
with....for awhile.
Scholar
-------------
Weapon Type: Books
Armor Rank: Weak
Commands: Fight/Peep/Peer (?)/Item
Strengths: none
Special: Peer has unknown effect. Peep is the same as -Peep- Magic
Use: Not very effective for fighting...he is best only for
keeping tabs on enemy hit point levels.
White Mage
-------------
Weapon Type: Staff
Armor Rank: Weak
Commands: Fight/Magic/Run/Item
Strengths: Magic
Special: White Magic Lv.1-7
Use: For most of the game, white mages hold you in the game
with their healing powers. Always keep them well stocked
with magic.
White Wizard
-------------
Weapon Type: Staff
Armor Rank: Weak
Commands: Fight/Magic/Run/Item
Strengths: Magic
Special: White Magic Lv.1-8
Use: Upgrade to this class ASAP. While you can't
get Lv. 8 magic until the Crystal Tower, they
will offer you enhanced skills and magic uses.
Black Mage
-------------
Weapon Type: Knives/Rod
Armor Rank: Weak
Commands: Fight/Magic/Run/Item
Strengths: Magic
Special: Black Magic Lv.1-7
Use: These guys sure are handy! Loads of evil magic
to rain on your opponents...just keep their magic
up to date.
Black Wizard
-------------
Weapon Type: Rod
Armor Rank: Weak
Commands: Fight/Magic/Run/Item
Strengths: Magic
Special: Black Magic Lv.1-8
Use: 2 words. Nuke and Meteor. They hit hard, and they
hit fast. The power of nuclear energy is not to
be ignored; so get it!
Hunter (Archer)
---------------
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
-------------
Weapon Type: Bells
Armor Rank: Weak
Commands: Fight/Slash/Parry/Item
Strengths: Bell Slash
Special: Slash hits enemy for above average damage.
Use: Incredibly useless. They look funny in their
North Pole outfit, but come up worthless in battle.
Dragoon
-------------
Weapon Type: Spears
Armor Rank: Strong
Commands: Fight/Jump/Parry/Item
Strengths: HP/Attack
Special: Jump takes Dragoon out of battle for 1 round, thus suffering
no damage from enemies. On second round, he will fall and
smash the opponent for up to 200% more damage.
Use: Double up the spears and keep him flying. If bosses use
some bad magic...jump may keep your fight alive.
Viking
-------------
Weapon Type: Axe, Hammer
Armor Rank: Medium
Commands: Fight/Parry/Run/Item
Strengths: HP/Attack
Special: None
Use: A good alternative to the fighter or knight for a short
time. Axes hit less but are stronger.
Caller
-------------
Weapon Type: ?????
Armor Rank: Medium
Commands: Fight/Magic/Run/Item
Strengths: Magic
Special: Level 1-8 Call Magic
Use: Its your choice. Some of the later spells are better than
black magic, but there is not as much variety to the magic.
Bard
-------------
Weapon Type: Instruments
Armor Rank: Weak
Commands: Fight/Scream/Wave/Item
Strengths: none
Special: Scream and Wave have unknown effects.
Use: Well...if you feel adventurous....
Summoner
-------------
Weapon Type: ?????
Armor Rank: Weak
Commands: Fight/Magic/Run/Item
Strengths: Magic
Special: Level 1-8 Call Magic
Use: This is basically the next level of Caller, with the only
additions being able to equip new armor and increase
magic effectiveness.
---------------------------------------------------------------------------
2.2 What Magic is found or bought in FF3j?
___________________________________________________________________________
FF3j has 3 types of Magic: Black (Attack), White (Healing), and
Call (Attack by monster). Certain Magic spells are not limited to
hitting one enemy or ally; if you press over far enough, all enemies
or allies will be selected. This method spreads the single spell over
all enemies, which gives a weaker effect.
Kill based magics are special: Their success rates depend on how
their level compares to yours, and upon a certain rate of chance. At
even levels, 40% is my best percentage guess.
Elemental magics depend on your knowledge of the 4 elements. In almost
all cases: Lit beats Water
Ice beats Fire
Fire beats Ice
Wind beats Earth
-----------------------------------------------------------------------
Black Magic Effect Range Lv. Cost (GP)
Fire Fire Attack [weak] (single/multi) 1 100
Ice Ice Attack [weak] (single/multi) 1 100
Slep Put Enemy to Sleep (single/multi) 1 100
Lit Lightning Attack [weak] (single/multi) 2 700
Pois Poisons Enemy [weak] (single/multi) 2 700
Blind Blind's Enemy (single/multi) 2 700
Fir2 Fire Attack [medium] (single/multi) 3 1500
Ice2 Ice Attack [medium] (single/multi) 3 1500
Lit2 Lightning Attack [med.] (single/multi) 3 1500
Ice3 Ice Attack [strong] (single/multi) 4 3000
Brak Kills or Petrifies (single) 4 3000
Shad Stuns Enemies (single/multi) 4 3000
Lit3 Lightning Attack [str.] (single/multi) 5 5000
Kil Kills Enemy (multi) 5 5000
Eras Erases Enemy (kill) (single) 5 5000
Fir3 Fire Attack [strong] (single/multi) 6 10000
Bio Poisons Enemies [strong](single/multi) 6 10000
Warp Return to Previous Floor(multi) 6 10000
Brk2 Kills of Petrifies (single) 7 20000
Quak Earthquake Attack (multi) 7 20000
Drai Steals HP from Enemy (single) 7 20000
Fla Nuclear Flare (single/multi) 8 60000
Do Doom Attack kills Enemy (single) 8 60000
Met Meteors Hit Enemies (multi) 8 60000
-------------------------------------------------------------------
White Magic Effect Range Lv. Cost (GP)
Cur Restores HP [weak] (single/multi) 1 100
Anti Cures Poison (single/multi) 1 100
Sigt ???? (single) 1 100
Air Wind Attack (single/multi) 2 700
Toa Change to Toad (single/multi) 2 700
Size Change to Midget (single/multi) 2 700
Cur2 Restores HP [medium] (single/multi) 3 1500
Wash Cure Pois., Blind, Conf.(single) 3 1500
Exi Exit Dungeon/Tower/Cave (multi) 3 1500
In Battle, works as -Erase-.
Peep Examine Enemy HP (single/multi) 4 3000
Conf Confuses Enemies (single/multi) 4 3000
Mute Mutes Enemy (no magic) (single/multi) 4 3000
Cur3 Restores HP [strong] (single/multi) 5 5000
Lif Revives Slain Ally [1HP](single) 5 5000
Prot Temporary Defense Up (single) 5 5000
Air2 Wind Attack [medium] (single/multi) 6 10000
Sof Restores Stone Ally (single) 6 10000
Fast Essentially doubbles (single) 6 10000
ally's Attack Power.
Cur4 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 Wind Attack [strong] (single/multi) 8 60000
Holy Holy Energy hits Enemy (single) 8 60000
Lif2 Revives Slain Ally to (single) 8 60000
Full HP.
-------------------------------------------------------------------
Call Magic Effect Range Lv. Cost
Chocobo Pink Chocobo bites (multi) 1 100
at all enemies.
Shiva Staff creates ice (multi) 2 700
shower upon enemies.
Ramuh Staff of Lightning (multi) 3 1500
electrocutes enemies.
Ifrit Rushing Flame Tackle (multi) 4 3000
torches enemies.
Titan Ground Stomp creates (multi) 5 5000
powerful earthquake.
Odin Sword slash dices all (multi) 6 ----
opponents. (kill)
Leviathan Tidal Wave from above (multi) 7 ----
slams into enemies.
Bahamut Breath of Mega Flare (multi) 8 ----
torches enemies.
---------------------------------------------------------------------------
2.3 What Items can be found/bought in FF3j?
---------------------------------------------------------------------------
Name: Given Name according to the FF3j partial translation ROM.
Gibberish Names are items that have not been named yet.
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
Drop 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
Pan 200 M-A Shows Overworld Map
Carrot 150 S-A Drop in Box to reveal Fat Chocobo
Fenixdwn - S-A Revives Slain Ally, Gives 1 HP
Elixir - S-A Cures All HP, Restores MP
Musk - S-E Same as -Doom- Magic
LamiaSC - SM-E Stuns Enemy/Enemies
God'sRage - SM-E Same as -Lit2- or -Lit3- Magic
EthDrum - M-E Same as -Quake- Magic
BmbRArm - SM-E Same as -Fire2- or -Fire3- Magic
BmdShrd - S-E Same as -Fire- or -Fire2- Magic
?y]YAPe 1000 M-A Same as -Exit- Magic
LilithKis - S-E Same as -Drain- Magic
MgcLamp ???? S-A ????
Liquer - S-A Same as -Fast- Magic
Curtain - S-A Same as -Wall- Magic
M.Kiss ???? S-A ????
Shell - S-A Same as -Protect- Magic
WScent - S-E Same as -Holy- Magic
ChocoboR - S-E Same as -Flare- Magic
Blkhole - S-E Same as -Erase- Magic
Tranq - SM-E Same as -Shade- Magic
!!?YBFNn - SM-E Same as -Lit1,2,3- Magic
Magic Key 100 -- Opens Almost all Locked Doors.
---------------------------------------------------------------------------
2.35 What Special (Plot) Items can be found in FF3j?
---------------------------------------------------------------------------
Lute: Mystical instrument used to Awaken Uni.
Eureka: Key used to unlock secret portion of Crystal Tower.
Sylph: Key used to unlock the upper floors of Crystal Tower.
---------------------------------------------------------------------------
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,
Staffs (twirled end), Rods (ball end), Harps, Bows, Arrows,
and books.
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
Defendr 78 Sword 8250 N K
Break 103 Sword 15000 N K
Excalibur 144 Sword 32500 N K
Kinglls 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
WhSlayer -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
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
Cat 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
???? -5 N'chuck 30 N B Km
Shuriken 183 Dart 32750 N
Orihal 28 Dagger 6000 N T
Air 43 Dagger 5000 N T
Mithril -7 Dagger 250 N T Bm
MGauche 13 Dagger 3500 N T
Knife -11 Dagger 10 N T
Dagger -9 Dagger 10 N T Bm
RD -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 Random Petrify
Total 3 Rod 15000 N Random Petrify
Flame -5 Rod 1500 N Fire Based
Frozen -5 Rod 1500 N Ice Based
Light -5 Rod 1500 N
Mithril -12 Rod 200 N
--Ye 8 Bell 2250 N
Ycrig 8 Bell 2250 N
Rune 22 Bell 2750 N
Madord 23 Harp 4000 N B
Lamia -18 Harp 10750 N B
Loki 42 Harp 20000 N B
Lumina 54 Book 7500 N Sc
Blizzard 54 Book 7500 N Sc
Blaze 54 Book 7500 N Sc
Killer 0 Bow 1000 N A
lBQYkfo 0 Bow 21000 N A
lBQYj 68 Arrow 100 N A
Nether 20 Arrow 15 N A
Fire 20 Arrow 15 N A
Ice 20 Arrow 15 N A
---------------------------------------------------------------------------
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
Tsonogai 4 Suit 625 N
Mithril 3 Suit 175 N F
Cl 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
Karat 6 Suit 1000 N Km Gold Based?
Wizard 11 Suit 1000 N
Ice 5 Suit 1200 N K Ice Based
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
Hood 5 Helmet 1000 N
Viking 7 Helmet 1500 N V
Feather 7 Helmet 4000 N Ba
Ice 4 Helmet 600 N K
Band 4 Helmet 600 N B Km
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
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
Diamond 6 Brclet 5000 N
Power 4 Brclet 1250 N
Rune 5 Brclet 2500 N
Mithril 2 Brclet 60 N
Protect 9 Ring 15000 N
---------------------------------------------------------------------------
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. ;)
-Chocobo's 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 Sala -Accompanies you in Fuuin Cave to defeat Jinn.
Dei-Shuu -Accompanies you in your quest, after you run from
Bahamut.
Cid -Master Airship creator. Helps you build two ships.
Elia -Accompanies you to the crystal after you cure her.
Prince Alis -Accompanies you to find out why King acting so
mysteriously.
Uni -Accompanies you to find the great Inbin Shiburu (Invincible)
Doga -Accompanies you through the Mahoujinn Cave and
modification of the Nautilus.
---------------------------------------------------------------------------
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 Niputu Temple; The Viking
Sailor will give it to you in Gratitude. The ship
can sail through ocean water only, but unlike
previous Final Fantasy's, 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
Sasoon. Unfortunately, the waves of the ocean prove
too rough for it.
Airship
Hikuutei -Average Speed. The Hikuutei is found in the desert
(West Wind) south of Uru Town. The Airship 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. The Nautilus
can only land on grass plains. Enemies are not fought
in Airships unless in special areas.
Airship
Inbin Shiburu -Average Speed. The Inbin Shiburu is the Battleship of
(Invincible) of flight. It is 4 times the size of the nautilus!
In case you have an Airship battle (in special areas),
the Inbin Shiburu 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 Inbin Shiburu, 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.
-Greed is the key. Final Fantasy is a game built for kleptomaniacs.
If you see a treasure chest, open it. Always search torches, bowls,
fireplaces, even bookshelves, for goodies. Consider it your danger-pay.
----------------------------------------------------------------------------
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 Carrot (Except for this game...where you
must deposit it in a box) 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).
----------------------------------------------------------------------------
2.8 How do I play the game?
----------------------------------------------------------------------------
Its 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.
----------------------------------------------------------------------------
3.1 What's with some of the weird names?
----------------------------------------------------------------------------
In most cases, the word is simply the english pronounciation
to some point. (Example: Mahoujinn 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.
(Paladea: Town of (Palad)ins)
d)Name is FF tradition.
(Gisairu Vegetable is the Carrot. Since FF4, etc, )
(does not have the town of Gisairu, the traditional)
(name of Carrot works better and is easily )
(understood.)
----------------------------------------------------------------------------
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 Stats/Information
All the abilities of Sigt, Brk, and Brk2
Some Item information
The Plot.
The Script (translated).
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.
----------------------------------------------------------------------------
4.0 Walkthrough
----------------------------------------------------------------------------
1. Saidan Cave:
Location: North of Uru Town
Treasure:
Boss: Land Turtle (name unknown)
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 room, the only enemy is the giant turtle
guarding the elemental crystal. Fight him with regular
attacks, and use a potion to heal if absolutely neccessary.
Once you beat it, talk to the crystal. You will gain
the ability to change characters into 1 of 5 classes.
My recommendation: (In order) Fighter/Black Belt/White Mage/Black Mage
Tushino's choice: (In order) Fighter/Black Belt/Red Mage/Black Mage
Aftermath: 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. Uru Town:
Location: South of Saidan Cave
Shops: Weapon/Armor/Item/Magic/Revival
Treasure:
Enemies: Same as Overworld Around Uru
Upon entering Uru, press start and switch to the jobs
menu. There will be 6 classes listed: Onionkid, Fighter,
Black Mage, Red Mage, White Mage, and Black Belt (monk).
Its up to you who you want to change, although if you're
really asking for it, you dont have to change anybody.
Remember to place mages in the back row using the 'rank'
command.
As for Uru, 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.
3. Kazusu Town:
Location: South of Uru Town
Shops: None Active.
Treasure:
Enemies: (Cave) Skeletons, Mummies
As shown by the scared guy huddled at his fire, the town
is full of ghosts. Although the cave is empty and useless,
there is still items to be found. If you want to get
down to business, talk to the ghost that does not
move in the bar. He will tell you where his secret
airship is hidden: The east desert.
4. Desert area:
Location: West of Kazusu
Enemies:
Walk into the middle of the small desert patch. You will
automatically climb down a ladder into the control
center of the Hikuutei, an airship. The Hikuutei has
average speed, but cannot go over mountains, and has to
land on grass.
5. Sasoon Castle
Location: NorthWest of The Desert
Shops:
Treasure:
Enemies:
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. Clean his clock with
items and magic you find elsewhere in the castle to obtain
the 'White Slayer'; a sword for Red Mages.
6. Fuuin Cave:
Location: North of the Big Boulder
Treasure:
Enemies:
Boss: Jinn
Use the airship to cross the water and enter the cave.
Search for treasure, but keep a lookout for Princess
Sala. Join up with her and continue on to battle the
evil Jinn. As is often the case, pelt Jinn with
fire magic. Remember where you parked your airship!
7. Sasoon (Revived):
Location: NorthWest of Desert
Shops: Revival/Healing
Treasure: None. You should have cleaned this place out by now.
Upon beating Jinn, you will automatically return here.
Talk to the king of Sasoon to recieve 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. Kazusu (Revived):
Location: South of Uru Town
Shops: Weapon/Armor/Item/Magic/Revival
Treasure: None. You should have cleaned this place out by now.
Once you enter Kazusu, Cid will talk to you about
rigging your airship. He plans to turn it into a
bomb to knock out the Big Rock. Stay in town long
enough to grab some items, weapons, magic, and armor.
9. The Big Rock:
Location: South of Fuuin Cave
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. Kanaan:
Location: South of the Big Boulder
Shops:
Treasure:
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 Kazusu. Make sure
to loot the city. This is where Cid lives; you
might need to call him later on.
11. San-cho Mountain:
Location: East of Kanaan
Treasure: Aero (White Magic),
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 flame in the upper left corner. This
flame is actually Dei-Shuu, who will join your group.
Shortly after, Bahamut will appear. Its possible that you
could beat the master of dragons, but it is a tough
battle; and you might want him for call magic in the
latter half of the game. My advice: run!!
12. Forest of Midgets:
Location: Forest north from Bahamut Drop Zone.
Shops: Revival/Healing
Treasure: Size (White Magic)
There is only one midget in the forest, and when you talk
to him, he obviously cant understand you. Instead, he
hands you size magic. Equip it on your white mage (lv2),
use it; but before you do, press left so that there
is 4 flashing fingers. This way it only takes one dose
for everybody. Now, heal up and head south. There is a
hidden forest town that can only be found while in mini
form.
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.
13. Tozasu Town:
Location: South of The Forest of Mini Midgets
Shops: Weapon/Armor/Item/Magic/Revival
Treasure:
This is one small town! Loot the village, then head
to the upper left house. The teacher, Shieluko, 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 Shieluko has the richest book shelves in
town. You also might want to buy an m.kiss to eliminate
needing to use magic to restore size.
14. The Cave:
Location: Escape area in Shieluko's Home
Treasure:
Enemies:
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 Hideout
Location: North of the forest you exit from
Shops: Inn/Item/Magic/Revival
Treasure: Fire2, Ice2, Lit2,
This place is chock full of treasure. Look -everywhere-.
Look for 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
doesnt do anything but waste time, however.
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, so you can only sail about
3 spaces. The only way to eliminate the sea creature
is to get the Head Viking's permission.
16. Niputu Shrine
Location: NorthWest of Viking Hideout Exit
Treasure:
Enemies:
Boss: Hulking 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 Niputu 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 Sea Monster is no longer
there, so you are free to pass!
18. To-Kuru Village
Location: SouthWest of the Shrine (Near Big Desert)
Treasure:
Just try to find treasure; some is hidden in the high
grasses. To-Kuru was destroyed by the villanous
soldiers of Highn Castle, and after talking to the
jumpy magicians, you will discover that the soldiers took
prisoners as well. Unfortunately, Highn Castle
is a floating (and thus unreachable) fortress.
19. Kodaijiin Field (Village)
Location: Far West of the Big Desert near To-kuru 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. Besides that, nothing else
of note occurs.
21. Gurugan's Tribe Canyon
Location: NorthWest of the Living Forest
Treasure: Toad
The ancient guru's know all, but are not always willing
to tell all. Heed their advice, and head down to the
basement, where the last guru will give you the magic
of toad. It will come in handy for the tower of medusa.
22. Argass Castle
Location: NorthEast of Living Forest
Shops: Revival/Healing
Treasure:
Much like Sasoon castle once was, Argass 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 Gisairu before you can open them. The
value of the treasure is far beyond the cost of the keys
however.
23. Ooehn Tower
Location: Far North of To-Kuru Town
Treasure:
Enemies:
Boss: Medusa
The 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, Dei-Shuu points out that
one of the gears along the top wall is actually a
switch. Hit the switch and continue your hike to the top
of the tower. For the fight with medusa, your most
powerful magic and weapon attacks should do the trick.
24. Gisairu Town
Location: Far East Side of the World (East of the Midget Forest)
Shops: Inn/Item/Magic/Revival/Keys
Treasure:
The isolated farming community of Gisairu proves to be
useful. There are essential magics, scared animals,
penned chocobos; even gardens to step on! Make sure
to purchase a dozen or so keys, and head back to Argrass
to finish looting.
25. Dwarf Cave
Location: NorthWest area of the world (NorthWest of Tower)
Shops: Inn/Item/Armor/Weapons/Revival
Treasure:
Enemies:
Boss: Salamander (weak)
According to the elves, the villanous salamander 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 salamander.
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 Salamander; use ice magics
and weapons to defeat him.
Unfortunately, Salamander 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; Salamander will reappear and steal BOTH
horns. He then retreats to the fire cave.
26. Fire Cave
Location: North of the Dwarf Cave
Treasure: Ice Sword,
Enemies:
Boss: Salamander (strong)
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 warriors: Knight, Thief, Archer, Scholar.
My Preferred Class Change: Knight, Bl. Belt, Wh. Mage, Bl. Mage
Tushino's preference: Knight, Archer, Wh. Mage, Bl.Mage
27. Dwarf Cave
Location: NorthWest area of the world (NorthWest of Tower)
Shops:
Treasure: *Voice/*Elixir/Hero Shield/Gauntlet/Gneedle/
Scholar Helm/Scholar Armor/Knight Armor/Veggie/
Fenix Down/
Upon entering the cave, an exhausted man will run behind
you to ask for your help. To-kuru 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. To-Kuru Village (Revisited - Get Ambushed)
Location: SouthWest of the Niputu Temple
Treasure: None. You should have already cleaned this place out!
Enemies: Soldiers of Highn Castle.
As soon as you enter the town, a group of soldiers jumps
from the foliage and ambushes you. They take you to
Highn Castle, controlled by the villain: Death.
(BTW: Highn Castle is that floating hairball over the
central desert!)
29. Highn Castle
Location: Floating Fortress in the Desert
Treasures:
Enemies: Lamia, Mummy,
Boss: Death
You wake up in a crowded jail cell. The three
men in the upper right corner are the King of Castle
Argass and his aids; the others were captured from
To-Kuru. 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.
Death is a spectre 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. Swords
arent very effective; but you want to deal with him
ASAP.
30. The Living Forest (Revisited)
Location: Southwest of Castle Argass
Once you deal with Death, you will automatically return
here. The faeries will perform something on you;
Im not sure what. After this, you cannot enter
the forest again. Your airship is waiting at To-kuru.
31. Argass Castle (Revisited)
Location: South of the tower of medusa
Shops: Revival/Healing
Treasure: None. You should have got it all from this place by now!
Walk to the top floor and speak to King Argass
and his aids. The king will give you a tool he stole
from the Highn Castle that he believed was used in
keeping it afloat. Of course, you know absolutely
nothing about airships...but Cid does.
32. Kanaan (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 tool you recieved from King Argass. 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 outside the world
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.
34. Tozasu (Revisited)
Location: South of Forest of Midgets
Treasure: None
Head back and buy as many midgepans as possible. These
pans are your map for the second world.
35. Solitary Island
Location: Northwest of World
Treasure: None
Enemies: None
Walk unto the black ship. A lady is injured and her
father can do nothing. Use herbs to heal Elis, then
leave.
36. Crystal Shrine
Location: Southwest of World
Treasure: None
Enemies: None
Talk to the flat crystal to acquire something to help
get past the door in the Kraken cave. The two pools
of water are healing and revival ponds, respectively.
37. Kraken Cave
Location: Northeast of Crystal Shrine
Treasure:
Enemies:
Go through to find the Water crystal. Unfortunately,
Kraken crashes the party, and kills Elis. Make sure you
do the same to Kraken. Upon winning, the second world
will arise from the mists! Be careful though; while
chocobo's can take you far; if you enter an area too
far ahead of where you should be, mystical energy will
kill you right on the spot.
New Classes: ????? (I missed this part..Information on what classes
are obtained here would be appreciated.)
38. Port Town & Sewers
Location: Southwest of Crystal Shrine
Treasure:
Enemies:
You wake up in an inn. At one point 4 weird men talk to
you. The airship is now just a ship, and unfortunately,
it has been chained to the shoreline!
The problem of the weird quadruplets can be solved
however. For some reason, their magic shoes (?) have
been taken. Talk to the Local Wise man, 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 imps (One shot of fire1
will take care of them all at once). Eventually,
you will see a strange old hag. 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. Now the weird guys
walk around the bushes. (?_?)
39. Golden Mansion
Location: South of Port Town
Treasure:
Enemies:
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.
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 the 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. The
Golden Warrior will either attack (under 100 damage),
use element magic (300-400 damage) or Ice3 (800 damage).
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 (destroy?). 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. Symphonia
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. Town of the Callers
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 cap-tain."
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 towns.
--------------------------------
| 2 |C | 3 |
| | | |
| |
| 1 4 |
--------------------------------
Town 1 hilights: 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 Choc
swallows your items (stores them) so
you can free up item spaces. Just
visit him again later to retrieve.
Town 2 hilights: 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 deserts!
They are just 4 simple mini golden
warriors and are easily defeated. The
boy is actually prince Alis. He will
join your party and give you the
authority neccessary to enter the castle.
Town 3 hilights: Another inn. The bookshop and magic
shops are locked.
Town 4 hilights: 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 will rush
into the room, screaming in terror as he bleeds. A near
look alike enters the room! Prepare for one of the
hardest fights ever!
The phoenix is no slouch. Every round he uses 'Bolt'
a lightning attack that hits EVERYONE for 300-400 hp
damage each round.
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 + Black belt..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 Black Belt and White Mage.
After phoenix dies, the king dies as well. You and the
prince have a moment of silence before Alis resolves
to be the best king ever!
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, youre 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. The Sleeping Lady
Location: Salonia Continent.
Visit her cave and talk to the bird for a hint on
how to restore its master.
45. Castle de Moogle
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, waives them off. Those
furry creatures are actually MOOGLES! Contrary to
popular belief, FF3j is the first appearance of those
loveable winged teddies!
The leader, Doga joins your group, and now the moogles are
your best of friends. Head down to their magic
shop and fill up on goodies!
46. Mahoujinn Cave
Location: Hidden in Castle de Moogle
Treasure:
Enemies:
Oh boy...another midget cave! This one is located
in Castle de Moogle; touch the torch. If you can
make it through this tough place, you will eventually
reach a place where the Doga explains something and
dissapears. Luckily, you then are warped back to
the entrance of the Castle. What is the point? The
Nautilus is now both an airship and a submarine!
47. Water Shrine 1:
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 multi slice attack
much like Phoenix Bolt, but more effective. Use cure3
on the party each round, and make sure to nail
him with fir3...he is very weak to it. If you win, you
gain his call magic spell.
48. Water Shrine 2:
Location: Circular Bay at bottom of Salonia Continent
Treasures: Lute LamiaSC Protect Ring x2 etc.
This one is located in the bay at the south of the
continent with the sleeping lady. 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...the lute!
49. Magic Merchant Village
Location: Southeast of Castle de Moogle
Treasure: None
Enemies: None
On the continent with Castle de Moogle is a small
completely enclosed town. While the airship cant
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, every black mage is
a magic seller. You can buy anything from Level 2 to
Level 7 magic! Stock up if you have the cash!
50. Water Shrine 3:
Location: Near Golden Mansion
Treasure: Tomahawk Axe
Ancient Sword
Defendr Sword
Diamond Shield x2
Diamond Armor
Loki's Instrument
Fenixdwn
Diamond Glove
Elixir
Aegis Shield -> Fight Bone Dragon
Triton Hammer -> Fight Mouth Man
Reflect Armor -> Fight 8 Claw
Blood ? -> Fight Red Dragon
Diamond Helmet
Blkhole
Liquer
This one is located on 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 dont want is
still worth thousands of dollars! Be greedy! Be VERY
greedy!
51. The Sleeping Lady. (Revisited)
Location: Near Salonia
Treasure: None
Enemies: None
Head back here with the lute. Activate it in front
of her 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 Uni.
52. Swamp Cave
Location: Near Sleeping Cave
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 Uni 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: Inbin Shiburu (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. Paladea
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 EthDrum Iceblast Hipotion x3
Elixir WScent Aegis Shield LamiaSC Liquer
Shell Impyawn LilithKiss Thor Hammer Blkhole
Reflect Armor Musk
Above the Faerie 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
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.
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
s/Meteor 700 EXP
56. Cave of Ordeals
Location: North of the Kraken 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 Shiburu 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 Port Town
Treasure: None.
Enemies: None.
If you've tried to get past these statues before,
you know what happens. However, now that you
are an accomplished hero, you can walk through
each of the 4 gates. Each set of statues will
explode as you pass it. After the 4th statue,
walk back to the airship for a few more jumps.
58. Crystal Tower & Light Complex
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 light
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
My Recommendation: Paladin/Karate Master/White Wizard/Black Wizard
59. Return to Castle de Moogle
Location: South Island Valley near merchant magicians
Treasure: Curtain x4 20000 GP x2
Enemies:
As you enter Castle de Moogle, you hear Doga and Uni
calling you! You will automatically enter a maze. Search
for treasure (you cant reenter) and look for Doga and Uni
by the great waterfall. As you enter the spot where they
are, they challenge you to a fight!
Doga fights first. He uses Quake and Drain!
Uni fights second. She uses Whirl!
If you can beat both, they will finally free themselves
of the evil holding them, but will slowly die. Talk
to each person to gain a key.
60. The Secret of 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 light
complex again, so memorize your way through.
On the first floor of the Tower is door directly in
front of the entrance. If you enter it, a mysterious
force pushes you back from going to far. Press the
B button and use the 'Eureka' Key obtained from
Doga. You will automatically enter a secret
portion of the Crystal Tower. 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: Super Death = n/Quake l/fire, ice
3450 GP 1050 EXP
Treasure: Decimator Boomerang
Floor 5: Treasures: -Fenixdwn
Boss: Pink Assassin = u/Party Stun
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)
5200 GP 1225 EXP
Treasure: Excalibur (sword)
Floor 7: Treasures: -none
Boss: Multi-Part Wolf Wiz. u/Flare w/Fire Magic
5400 GP 1733 EXP
Treasure: Eldest (Staff)
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.
Magic (Black) Cost (GP) Magic (White) Cost (GP)
---------------------------------------------------------
Flare 60000 Gale 60000
Doom 60000 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
Location: In between Light Complex.
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 Dogi will appear out of nowhere and call your
friends to the Statues.
Amazingly enough, Dei-Shuu is one of them. He returns from
the burning core of the Ooehn Tower. Doga is one good magician!
With your friends balking the dragons (Princess Sala, Prince
(now King) Alis, one of the Quadruplets, and Dei-Shuu), the
mirror image will dissapear and you will warp to the final
floor of the crystal tower. There is no enemies; only the
Caped Madman stands in your way.
Caped Madman u/Meteor s/Holy, Claws
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 shrine. Each chest contains a Ribbon Helmet;
but you must fight someone familiar to the Caped Madman
each time. As for the crystal shrines....they contain 4 of the
toughest bosses ever devised! On the good side; once you
beat one of the crystal bosses; you will obtain the last
2 classes: Ninja and Sage! Make sure you talk to the Crystal
after each boss battle.
Reccommended class change 1: Paladin/Ninja/Sage/Sage
*This change depends on if you have several Shuriken. If not...
Reccommended class change 2: Paladin/Sage/White Mage/Black Mage
*This is if not! NOTE: If you die; the game will mysteriously
save these 2 classes to your game! If this happens; gather
all of the call magic and combine it with your choice
of white or black for the ultimate party!
Upper Left Path: This is a maze of secret passageways; the correct
route is often the farthest from the needed
destination.
Boss: Death Hound 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 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 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 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 is no enemies except
for the Goddess of Evil, and its the final (and
potentially toughest) battle.
If you managed to save the 4 crystal warriors,
they will reappear and attack the Goddess one
by one. This will weaken her so your magic
and weapons will work.
63. The Goddess of Evil
Location: End of Final Maze
**************************************************************
& Final Battle: Goddess of Evil &
**************************************************************
& HP: 50000+ 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 Goddess of Evil, 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 Quadruplet is returned to Port Town.
-King Alis is returned to his Castle.
-Cid and Dei-Shuu are returned to Kanaan; surprisingly
enough Dei-Shuu lives in the house adjoined to the Inn.
-Princess Sala and your group return to Uru town, where
the Elder and townsfolk eagerly await you.
Suddenly, the ground begins to shake! Everyone looks to the
Sky...
A Bright Light sits in the sky above Uru town, returning
the power of light to the people of the world. The overhead
screen shows the lush color returning to the landscape.
The screen cuts to space, with a poem: *
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!
----------------------------------------------------------------------------
<End of Walkthrough & FAQ>