FINAL FANTASY IIIj ------------------ FAMICOM 1990 ------------------ FAQ & Walkthrough Created by KuZap rkni@home.com --------------------------------------------------------------------------- Version 4.0 October 1998 Created with DOS Edit (Normal Resolution) --------------------------------------------------------------------------- Table of Contents 1: About FF3j 2: Inside FF3j 3: About the FF3j FAQ 4. Walkthrough ---------------------------------------------------------------------------- 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) Final Fantasy 8 (PSX) Final Fantasy 8 (PSX) (Note: The tilde (~) on FF4 designates that it is substantially different from the North American Version. See the Final Fantasy IV faq for more information.) ---------------------------------------------------------------------------- 1.2 What Final Fantasy is 3j most like? ---------------------------------------------------------------------------- Final Fantasy 3j is most like Final Fantasy I and V. Characters are named, classes are chosen, etc. However, it is also the start of many Square trademarks. -Moogles make their first appearance; relatively untouched compared to their FFV/VI followers. -Chocobo's are available in two types: White (for movement) and Fat (for storage). -The Debut of several mainstay classes like Dragoon's and Caller's. (Note: Richard of FFIIj was a Dragoon, but nothing differentiated him from any of the other non-Dragoon characters.) ---------------------------------------------------------------------------- 1.3 What/Where can I get FF3j? ---------------------------------------------------------------------------- Final Fantasy 3j (FF3j) was originally made for the famicom. However, due to the extreme age of this title, it has become extremely rare. The only other way to play the game is through an NES emulator, 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 fully translated version for those who are not japanese-literate. Remember though, find it yourself. ---------------------------------------------------------------------------- 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 the entire game! ---------------------------------------------------------------------------- 2.1 What are the classes (jobs) available in FF3j? ---------------------------------------------------------------------------- Weapon Type:Type of equippable weapon Armor Rank: 10 - best Commands: Available battle commands Strengths: Level up and stat strong points Special: Special ability Verdict: Recommended use ---------------------------------------------------------------------------- C1. ONION KID [ Sword/Knife ] [Armor Rank: 5/10] ---------------------------------------------------------------------------- Commands: Fight / Defend / Run / Item / Row Strengths: None Special: Can use Crystal Armor Verdict: They are bearable for the beginning of the game, but should be changed as soon as you gain new classes. ---------------------------------------------------------------------------- C2. FIGHTER [ Sword ] [Armor Rank: 9/10] ---------------------------------------------------------------------------- Commands: Fight / Defend / Run / Item / Row Strengths: High HP increase rate, High Initial ATP Special: None Verdict: Great straight-forward class for the first part of the game. With shields they have high defense, with two swords they have high hit multipliers. ---------------------------------------------------------------------------- C3. KNIGHT [ Sword ] [Armor Rank: 10/10] ---------------------------------------------------------------------------- Commands: Fight / Defend / Run / Item / Row Strengths: High HP increase rate, High Initial ATP Special: Auto-Guard: Takes damage for allies with low HP Verdict: No-brainer upgrade from the Fighter class. They lose their usefulness when Magic Knights are needed but can be useful again at the end of the game since they can equip Excalibur. ---------------------------------------------------------------------------- C4. MAGIC KNIGHT [ Katana Blade / Boomerang ] [Armor Rank: 4/10] ---------------------------------------------------------------------------- Commands: Fight / Magic / Defend / Item / Row Strengths: High HP increase rate, Very High ATP multiplier Special: Lv. 1-3 White Magic Verdict: You could use shields with these guys but with doubled weapons they hit *very* high multipliers, sometimes well into the 20-30x range. Their defensive score is a result of the lack of equipment they can use. ---------------------------------------------------------------------------- C5. MONK [ Fists / Nunchucks ] [Armor Rank: 2/10] ---------------------------------------------------------------------------- Commands: Fight / Defend / Run / Item / Row Strengths: High ATP level, Very High HP increase rate Special: Fist attack results in up to 50x multiplier with levelups. Verdict: Very good class for low money spenders. Proportional ATP increase with level ups makes this good for long term benefit. ---------------------------------------------------------------------------- C6. MASTER [ Fists / Nunchucks / Claws] [Armor Rank: 2/10] ---------------------------------------------------------------------------- Commands: Fight / Charge / Defend / Item / Row Strengths: High ATP level, Very High HP increase rate Special: Fist attack results in up to 50x multiplier with levelups. Claws attack results in up to 30x multiplier with levelups. Charge - Defense = 0 for one round but next round ATP doubles. Technique can be used twice in a row, subsequent attempts cause 1/2 HP loss. Verdict: No brainer upgrade from Monk. The claws prove especially powerful after leveled up sufficiently. ---------------------------------------------------------------------------- C7. THIEF [ Knives ] [ Armor Rank: 4/10 ] ---------------------------------------------------------------------------- Commands: Fight / Steal / Escape / Item / Row Strengths: High Agility Level. Special: Escape - 99% chance of escaping battle. Steal - Obtain item from enemy during battle. Thieves in front of party can pick door locks without keys. Verdict: Nice for item salvaging, but he is best used for levels where the party is in small or toad form because of the escape command. ---------------------------------------------------------------------------- C8. NINJA [ All Weapons] [ Armor Rank: Perfect ] ---------------------------------------------------------------------------- Commands: Fight / Defend / Run / Item / Row Strengths: High Agility Level. Special: Can equip all weapons and armor. Verdict: With shuriken equipped this class hits for more than 5000 HP. Although they do not have some of the bonuses of other fighter classes, their lack of restrictions makes for high ATP/Defense. ---------------------------------------------------------------------------- C9. SAGE [ Books ] [ Armor Rank: 5 ] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: None Special: Can use all magic types. Verdict: Almost essential for the Sylx tower. They suffer from less magic power compared to specialized mages but make up for it by working all three roles. ---------------------------------------------------------------------------- C10. RED MAGE [ Swords / Knives ] [Armor Rank: 7] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: Medium HP increase rate. Special: Can use Level 1-4 Black or White Magic Verdict: Preferred over the Black Mage early in the game because it can use white or black magic equally as well. It loses steam after Tozas due to a slow magic gain speed. ---------------------------------------------------------------------------- C11. SCHOLAR [ Books ] [Armor Rank: 5] ---------------------------------------------------------------------------- Commands: Fight / Peep / Peer / Item / Row Strengths: none Special: Peer tells you the weakness of an enemy if they have one. Peep lets you know the enemy's Remaining/Total HP. Verdict: Not very effective for fighting...he is best only for keeping tabs on enemies. Peer is VERY important for the battle with the Wizard Hyne, in order to combat his Wallchange ability. Nothing wrong with blundering through like I did though. ---------------------------------------------------------------------------- C12. WHITE MAGE (White Wizard) [ Staffs ] [Armor Level: 4] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: High Magic Power rate. Special: Uses Level 1-7 of White Magic. Verdict: Probably the most important class in the game. The white mage is what keeps everybody healthy. Attack and defense lag behind but with spells like Cure4 and Aero, its moot. ---------------------------------------------------------------------------- C13. WHITE WIZARD (Shaman) [ Staffs ] [Armor Level: 4] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: High Magic Power rate. Special: Uses Level 1-8 of White Magic. Verdict: Easy one - upgrade your white mage(s) to this class as soon as possible. They have all the same abilities as White Mages, but with more magic use slots and level 8 support. ---------------------------------------------------------------------------- C14. BLACK MAGE [Knives / Rods ] [Armor Level: 3] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: High Magic Power rate. Special: Uses Level 1-7 of Black Magic. Verdict: These guys sure are handy! Loads of evil magic to rain on your opponents...just keep their magic up to date. ---------------------------------------------------------------------------- C15. BLACK WIZARD (Shaman) [ Rods ] [Armor Level: 3] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: High Magic Power rate. Special: Uses Level 1-8 of Black Magic. Verdict: 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! They become fairly expendable when you get the Sage class though. ---------------------------------------------------------------------------- C16. ARCHER [ Bow/Arrows ] [Armor Level: 5] ---------------------------------------------------------------------------- Commands: Fight / Magic / Defend / Item / Row Strengths: Attack gains strength against back rows. Special: Uses Level 1-3 of White Magic. Verdict: 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! ---------------------------------------------------------------------------- C17. GEOMANCER [ Bells ] [Armor Level: 2] ---------------------------------------------------------------------------- Commands: Fight / Terrain / Defend / Item / Row Strengths: none Special: Terrain: Magic Attack based on fighting location. Verdict: Incredibly useless. They look funny in their North Pole outfit, but come up worthless in battle. ---------------------------------------------------------------------------- C18. DRAGOON [ Spears ] [Armor Level: 5] ---------------------------------------------------------------------------- Commands: Fight / Jump / Defend / Item / Row Strengths: none Special: Jump - Dragoon leaves battlefield for one round, strikes enemy and returns in second round for up to 10x damage. Verdict: Double up the spears and keep him flying. If bosses use some bad magic...jump may keep your fight alive. ---------------------------------------------------------------------------- C19. VIKING [ Axe, Hammer ] [Armor Level: 6] ---------------------------------------------------------------------------- Commands: Fight / Defend / Run / Item / Row Strengths: High Attack Power. Special: None Verdict: A good alternative to the fighter or knight for a short time. Axes hit less but have a greater chance of critical hits. ---------------------------------------------------------------------------- C20. CONJURER (Caller) [ Rods ] [Armor Level: 4] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: High Magic power. Special: Uses Levels 1-8 of Call Magic (effect type) Verdict: Its your choice. Some of the later spells are better than black magic, but there is not as much variety to the magic. ---------------------------------------------------------------------------- C21. BARD [Harps] [Armor Level: 3] ---------------------------------------------------------------------------- Commands: Sing / Scare / Cheer / Item / Row Strengths: none Special: Sing lets you sing the songs of troubadours. Cheer peps the party up. Scaring enemies is just silly. Verdict: Well...if you feel adventurous.... ---------------------------------------------------------------------------- C22. SUMMONER [Rods] [Armor Level: 5] ---------------------------------------------------------------------------- Commands: Fight / Magic / Run / Item / Row Strengths: High Magic power. Special: Uses Levels 1-8 of Call Magic (attack type) Verdict: This is basically the next level of Caller, with the only additions being able to equip new armor and increase magic effectiveness. Still very effective with Bahamut. --------------------------------------------------------------------------- 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: Bolt beats Water Ice beats Fire Fire beats Ice Wind beats Earth ----------------------------------------------------------------------- Black Magic Effect Range Lv. Cost (Gil) 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 Bolt 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 Bolt 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 stone (single) 4 3000 after 2nd use. Bolt 3 Lightning Attack [str.] (single/multi) 5 5000 Erase Erases Enemy (kill) (single) 5 5000 Kill Kills Enemy (multi) 5 5000 Only Seems to work Outdoors Fire 3 Fire Attack [strong] (single/multi) 6 10000 Bio Poisons Enemies [strong](single/multi) 6 10000 Warp Return to Previous Floor(multi) 6 10000 Same as Erase in battle Break 2 Stones Enemy (single) 7 20000 Quake Earthquake Attack (multi) 7 20000 Drain Steals HP from Enemy (single) 7 20000 Flare (Nuke) Nuclear Flare (single/multi) 8 60000 Death Doom Attack kills Enemy (single) 8 60000 Meteo Meteors Hit Enemies (multi) 8 60000 ------------------------------------------------------------------- White Magic Effect Range Lv. Cost (Gil) 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 Life2 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. Wwind Tornado hits enemy and (single/multi) 8 60000 reduces HP to 5 Holy Holy Energy hits Enemy (single) 8 60000 Life2 Revives Slain Ally to (single) 8 60000 Full HP. ------------------------------------------------------------------- Call Magic is rather different depending on the character who uses it. For the Caller class, the Effect will be either A or B. For the Summoner or Sage, the effect will be C. Name in parentheses is the official 'name' of the spell itself. Call Magic Effect Range Lv. Cost Chocobo A: Party runs from (multi) 1 100 (Escape) Battle. B: Pink Chocobo bites (single) 1 100 enemy for damage. C: Pink Chocobo bites (multi) 1 100 at all enemies. Shiva A: Casts Sleep on foes (multi) 2 700 (Icen) B: Attacks one Enemy (single) 2 700 C: Shiva makes cutting (multi) 2 700 Diamond Dust rain down on the enemies. Ramuh: A: Stuns enemies (multi) 3 1500 (Spark) B: Staff of Lightning (single) 3 1500 electrocutes enemy. C: Staff of Lightning (multi) 3 1500 electrocutes enemies. Ifrit A: Restores Partial HP (multi) 4 3000 (Heat) B: Torches Enemy (single) 4 3000 C: Flames of Hell (multi) 4 3000 scorch enemies. Titan A: Punches or Kicks (single) 5 5000 (Hyper) Enemy (strong) B: Punches or Kicks (single) 5 5000 Enemy (medium) C: Ground Stomp creates (multi) 5 5000 powerful earthquake. Odin A: Casts Wall on Allies (multi) 6 ---- (Catastrophe) B: Sword hits one enemy (single) 6 ---- for damage. C: Sword slash dices all(multi) 6 ---- opponents. (kill) Leviathan A: Stone glare! hits (multi) 7 ---- enemies and petrifies them. (Levia) B: A huge waterspout strikes enemies.(multi) C: A tsunami (multi) 7 ---- slams into enemies. Bahamut A: Casts -Fast- on (multi) 8 ---- (Bahamut) your party B: Flare Kills Enemy (single) 8 ---- C: Breath of Mega Flare (multi) 8 ---- torches enemies. --------------------------------------------------------------------------- 2.3 What Items can be found/bought in FF3j? --------------------------------------------------------------------------- Cost: Price to buy Item in GP. "-" signifies it can only be found. Range: S= Single A=Ally (Allies) M= Multi E=Enemy(Enemies) Effect: Describes result of using item. Elemental Items quite often have a random damage level. Name Cost (gil) Range Effect Magic Key 100 1 door Unlocks doors. Carrot 150 1 box Summons Fat Chocobo. MidgBread 200 N/A Shows World Map. Potion 150 1 ally Restores up to 300 HP. HiPotion 1200 1 ally Restores up to 500 HP. Elixir ---- 1 ally Restores All HP / All MP FenixDown ---- 1 ally Revives slain ally to 1-5 HP Soft 300 1 ally Restores petrified ally. MaidKiss ???? 1 ally Cures / causes Toad condition. EchoHerb 100 1 ally Restores mute ally. LuckMallet ???? 1 ally Cures / causes Mini condition. Eyedrop 40 1 ally Restores blind ally. Antidote 80 1 ally Restores poisoned ally. OtterHead 1000 Group Warps out of Dungeon. BombShard SouthWind ---- Single/All Foes Same effect as Ice/Ice2 Zeus'Rage ---- Single/All Foes Same effect as Bolt/Bolt2/Bolt3 BombR.Arm ---- Single/All Foes Same effect as Fire2 or Fire3 NorthWind ---- Single/All Foes Same effect as Ice3 Gods'Rage ---- Single/All Foes Same effect as Bolt2/Bolt3 EarthDrum ---- All Foes Same effect as Quake LamiaScl. ---- Single/All Foes Paralyzes foes. Gods'Wine TurtlShell ---- Single Ally Same effect as Protect Devil'sSigh BlackHole ---- Single Foe Same effect as Erase DarkScent ---- Single Foe Same effect as Death LilithKiss ---- Single Foe Same effect as Drain Imp'sYawn SplitShell Paralyzer ---- Single/All Foes Same effect as Shade MuteCharm Pillow BombHead ---- Single Foe Same effect as Fire/Fire2 Barrier ---- Single Ally Same effect as Wall ChocoRage ---- Single Foe Same effect as Flare WhiteScent ---- Single Foe Same effect as Holy ??Bacchus' Wind - S-A Same as -Fast- Magic --------------------------------------------------------------------------- 2.35 What Special (Plot) Items can be found in FF3j? --------------------------------------------------------------------------- Horn - Ice Horn stolen by Guzco. Eye - Eye of Nepto stolen by Big Rat. Time Gear - Airship part to upgrade the Enterprise. EurekaKey - Dorga's Key to the hidden land of Eureka. Wind Fang - Given by the Eldest Tree. Used to dissolve statue. Fire Fang - Given by the Dreamer, Unne. Used to dissolve statue. WaterFang - Given by the Sea Dragon Nepto. Used to dissolve statue. EarthFang - Found at Cave of Darkness. Used to dissolve statue. Lute - Noah's instrument can wake up Unne. Sylx Key - Unne's key can help you climb the Sylx 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 equipped with the Thunder spear in one hand. To find out the attack power of a weapon you must find the attack power of the weapon + thunder spear - thunder spear (49). This must be done because every class recieves a bonus to their ATP for having no weapons, so only having one weapon can actually result in a negative number. The numbers also vary depending on the class using the weapons. 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. For Harps, use a Bard, find the ATP with the harp equipped (it uses both hands), minus the ATP without for the value. For Bows, equip an Ice Arrow and a bow, find out the ATP, then subtract the ATP value with no bow equipped. Do the reverse for finding arrow strengths. Type: Swords: Long straight double-sided blade with handle. Katana: Thin, long, 1 sided blade. Spear: Long Pole with sharp pointed end. Boomerang: V or Circle shaped throwing object with sharp indents. Knives: Slightly larger and more lethal version of the utensil. Axes: Long Handle with single large, wide blade attached. Hammers: Long Handle with large blunt cross section. Bells: Ringing bell with ultrasonic frequencies. Nunchucks: Handles connected by chain. Claws: Hand attachment with blades on knuckles. Staffs: Long walking stick with curved end. Rods: Long walking stick with ball end. Harps: Musical instrument with ultrasonic frequencies. Bows: Curved wood with string for launching projectiles. Arrows: Thin sticks with sharp ends for use with a Bow. Books: Mystical reading material with magic use. Equip on: The eligible characters to use this weapon. F: Fighter K: Knight P: M.Knight T: Thief N: Ninja Sc: Scholar C: Caller M: Black Belt G: Geomancer V: Viking A: Archer S: Summoner Ba:Bard O: Onion Kid 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 STR Type Value Equip On Effect Ragnarok 196 Sword Value N K P ST+5,AG+5,VT+5 Excalibur 176 Sword 32500 N K ST+5 Break 134 Sword 15000 N K Defender 109 Sword 8250 N K King 64 Sword 2500 N K Blood 49 Sword Value N K Absorbs HP Salamand 46 Sword 1500 N K Fire Element IceBlade ?? Sword Value N K Ice Element Tyrving 43 Sword 1400 N K - Serpent 39 Sword 750 N K - Mithril 31 Sword 250 N K - W.Slayer 29 Sword 500 N Rm Holy Element Long 24 Sword 100 N K - Ancient 19 Sword Value N K - Shiny ?? Sword Value N K - Onion ?? Sword Value N F O - Ashura 79 Katana 10000 N P - Kotetsu 119 Katana Value N P - Kiku 139 Katana Value N P - Masamune 174 Katana 32500 N P AG+5, VT+5 Boomerng 49 Katana 4500 N P - FullMoon 174 Katana 31000 N P - Thunder 49 Spear 4000 N D Bolt Element Wind 64 Spear 5000 N D Wind Element Blood 84 Spear 10000 N D Absorbs HP Holy 114 Spear 22500 N D Holy Element Battle 59 Axe 2750 N V - Double 89 Axe Value N V - M.Star 64 Axe Value N V - Tomahawk 74 Axe 10000 N V - Hammer ?? Hammer Value N V - Thor 44 Hammer 7000 N V - Triton 99 Hammer 10000 N V - Nunchuck 26 Nunchuck Value N M Km - Tonfa 34 Nunchuck 250 N M Km - 3-Part 39 Nunchuck 1500 N M Km - Kaiser 50 Claw 3500 N Km - CatClaw 56 Claw 7000 N Km - Dragon 62 Claw 9000 N Km - Elven 51 Claw Value N Km - HellClaw 74 Claw 20000 N Km - Shuriken 214 Dart 32750 N - Knife 20 Knife 10 N T - Dagger 22 Knife 10 N T - Mithril 24 Knife 250 N T Bm - M.Gauche 44 Knife 3500 N T - Orialcon 59 Knife 6000 N T - AirKnife 74 Knife 5000 N T - Staff 17 Staff 20 N Wm Ww Sa - Burning 22 Staff 1750 N Wm Ww Sa Fire Element Freezing 22 Staff 1750 N Wm Ww Sa Ice Element Shining 22 Staff 1750 N Wm Ww Sa - Golem 32 Staff 6750 N Wm Ww Sa Casts Break Rune 34 Staff Value N Wm Ww Sa - Eldest 44 Staff Value N Ww Sa IT+5,SP+5 oFire Powerup oBolt Powerup oIce Powerup Mithril 19 Rod 200 N Bm Bw Sa - Flame 26 Rod 1500 N Bm Bw Sa Fire Element oFire Powerup Ice 26 Rod 1500 N Bm Bw Sa Ice Element oIce Powerup Light 26 Rod 1500 N Bm Bw Sa Bolt Element 0Bolt Powerup Ultimate 34 Rod 15000 N Bw Sa Casts Break Giyaman 39 Bell 2250 N G - Earth ?? Bell 2250 N G - Rune 54 Bell 2750 N G - Madora ?? Harp 4000 N B - Dream ?? Harp Value N B - Lamia 03 Harp 10750 N B - Loki 63 Harp 20000 N B - Blizzard 79 Book Value N Sc Sa Ice Element Flame ?? Book 7500 N Sc Sa Fire Element Ice ?? Book 7500 N Sc Sa Ice Element Inferno 79 Book Value N Sc Sa Fire Element Light ?? Book 7500 N Sc Sa Holy Element Illumina 79 Book Value N Sc Sa Holy Element Bow ?? Bow Value N A - GreatBow ?? Bow Value N A - Killer 26 Bow Value N A - Rune 31 Bow Value N A - Yoichi ?? Bow Value N A - Wooden ?? Bow Value N A - Holy 14 Bow Value N A Holy Element Iron ?? Bow Value N A - Bolt 31 Bow Value N A Bolt Element Fire 31 Bow Value N A Fire Element Ice 31 Bow Value N A Ice Element Medusa 21 Bow Value N A Break Yoichi 71 Bow 100 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 G: Geomancer V: Viking A: Archer S: Summoner Ba: Bard O: Onionkid Km: Karate Master Dr: Dragoon Bm: Black Mage Wm: White Mage Rm: Red Mage Bw: Black Wizard Ww: White Wizard Sa: Sage Name DFP Type Value Equip on Effect Onion ?? Armor Value N O - Mithril 3 Armor 175 N F K - HornShell 4 Armor Value N F K - Ice 5 Armor 1200 N F K - FlameMail 5 Armor 1200 N F K - Viking 10 Armor 2000 N V - Knight ?? Armor Value N K - Dragon 14 Armor 4000 N D - Demon 17 Armor 12500 N P - Diamond 18 Armor 16500 N F K - Reflect 20 Armor 17500 N K - Genji 24 Armor 20000 N K P - Crystal 28 Armor 32500 N K P - Rusted ?? Armor Value N - Cloth 1 Uniform 25 N F Mo Rm Wm Bm - Leather 2 Uniform 42 N F Mo Rm Wm Bm - Kenpo 6 Uniform Value N Km - DarkSuit 8 Uniform Value N Bm ag+5 Wizard 9 Uniform Value N Bm Bw - BlackBelt 10 Uniform Value N Mo Km ag+5 Scholar 15 Uniform Value N Sc Wm Bm - Bard 15 Uniform Value N B - Gaia 16 Uniform Value N Sc Wm Bm Cj - WhiteRobe 20 Uniform Value N Wm Ww sp+5 BlackRobe 20 Uniform Value N Bm Bw int+5 Leather 1 Helmet Value N F Bm Wm - Onion ?? Helmet Value N O - Mithril 2 Helmet 65 N F - HornShell ?? Helmet Value N F K - Ice 4 Helmet 600 N F K - Headband 4 Helmet Value N Km Mo - Scholar 5 Helmet 3750 N Sc - DarkHood 5 Helmet 1000 N Bw Bm str+5 Chakra 8 Helmet 1000 N Km Mo str+5, vit+5 Viking 7 Helmet 1500 N V - Dragon 7 Helmet Value N D - Feather 7 Helmet 4000 N Mo ag+5 Diamond 8 Helmet 10000 N K - Genji 10 Helmet 16000 N K P - Crystal ?? Helmet 25000 N K P Ribbon 9 Helmet Value All Classes No Status change Leather 3 Shield Value N F K - Onion ?? Shield Value N O - Mithril 5 Shield 90 N F K - Ice 8 Shield 900 N F K - Hero 10 Shield 1750 N K - Demon ?? Shield 6250 N P - Diamond 13 Shield 9000 N K - Aegis 16 Shield 14000 N K P ag+5 Genji 20 Shield Value N K P str+5, ag+5 Crystal 22 Shield 25000 N K P str+5, vit+5, ag+5 Copper 1 Ring Value N - Mithril 2 Ring 60 N - Power 4 Ring 1250 N str+5 Rune 5 Ring 2500 N - Diamond 6 Ring 5000 N - Protect 9 Ring 15000 All classes vit+5 Onion ?? Glove Value N O - Mithril 1 Glove 60 N - Thief 3 Glove 1250 N T str+5 Gauntlet ?? Glove Value N - Diamond 6 Glove 7500 N - Genji 9 Glove 15000 N P - Crystal 10 Glove 25000 N K P - ---------------------------------------------------------------------------- 2.55 What are the various monsters? ---------------------------------------------------------------------------- Goblin Carbuncle EyeFang BlueWisp KillerBee Werewolf Berserker RedWisp DarkEye Zombie Mummy Skeleton CurseCoin Laruwai Shadow Revenant Firefry DiveEagle RustBird Rukh Basilisk Bugbear Mandrake Unne Cln. Leprecaun DarkFace Puti PoisonBat Liliput Were-Rat BloodWorm KillerFish Hermit SeaElmntl Tangi Sahuagin Paralyma Griffon Lynx Hornet Knocker Flyer LizardMan Gorgone RedCap Barometz Slime Tarantula Cafjel Pygman Farjalug BloodBat PutiMage FuryEye Ohishuki Bomb Manticore Boulder SeaDevil Merman RuinWave Balloon Milmecoreo Crocotta Adamantai RedMallow Pharaoh Lemwraith Lamia Daemon Dullahan Anetto Mermaid Seahorse SeaSerpnt Cocktrice VenomToad TwinHead Roper Agaria DarkFoot GiganToad TwinLiger Storoper Pudding Helcan Vulcan Leucrotta Magician GoldCoin GoldEagle GoldWarr. GoldBear GoldKngt. Nightmare M.Helcan Needler Catoblpas Sorcerer Captain SandWorm Icefry Phoenix Simurgh Harpy Gargoyle Chimera DevilHorse Margoyle BullMan DarkKngt. MageFlyer Neegle Abuto Nepto Khargra Charybdis Dirai M.Chimera K.Lizard Pteragon Wyvern Behemoth SeaKing Dragon Kyklops BossTroll Fahan Kenkos Valar Dosmea SeaWitch KillerSnail Olog-Hai Kelpie Aegil Pyralis Sirenos Garb Azrael Eater Hobgoblin D.Zombie DeathClaw HellHorse Cronos Balfrey Haniel Vassago Peryton Ogre Cyclops Nemesis Humbaba DthNeedle Liger ZandeCln. Ion Minotaur Ouroboros Planktae SeaLion Remora Grenade Pterosaur Gt.Boros Liger S. Q.Lamia IronClaw Gt.Daemon Thanatos Bone D. KBehemoth DorgaCln. Green D. Abai Sleipnir Haokah Acheron Oceanos Amon Gomoree Bluk FlameDevil Platinal Qumqum Shinobi Leader Kage D.General Spriggan Terror D. Grashara Jormungnd Thor Hekaton Hydra Q.Scylla Garm Double D. Yellow D. Bahamut Odin Leviathan LandTurtl Jinn Big Rat Medusa Guzco Salamandr Hyne Kraken Goldor Garuda Dorga Unne Titan Ninja Kunoichi General Scylla Guardian Red D. Zande Cerberus 2-Head D. Echidna Ahriman DarkCloud --------------------------------------------------------------------------- 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 Allus -Accompanies you to find out why his father the King of Salonia is acting so mysteriously. Unne -The guardian of the World of Dreams. When you first come across Une, the parrot will explain the situation. Accompanies you to find the great Invincible (an airship). Dorga -A great wizard. Accompanies you through the Magic Circle Cave and modifies 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. On an even trickier note, it seems that if you stop and heal your characters one step before an enemy encounter, the countdown is reset. 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. ---------------------------------------------------------------------------- 2.10 Level Information [In Progress] ---------------------------------------------------------------------------- LV# EXP Needed LV# EXP Needed LV# EXP Needed 00 - 21 30065 41 ????? 01 ?? 22 35701 42 ????? 02 16? 23 42081 43 ????? 03 47 24 49165 44 ????? 04 105 25 57316 45 ????? 05 204 26 66298 46 ????? 06 303 27 76278 47 ????? 07 602 28 ????? 48 655018 08 945 29 ????? 49 707726 09 1418 30 ????? 50 ????? 10 2049 31 ????? 11 2870 32 ????? 12 3914 33 ????? 13 5218 34 ????? 14 6819 35 ????? 15 8759 36 ????? 16 11180? 38 ????? 17 13827 39 ????? 18 17049 40 ????? 19 20794 20 25115 ---------------------------------------------------------------------------- 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. ---------------------------------------------------------------------------- 3.0 Game FAQS: Specific in game questions ---------------------------------------------------------------------------- 3.1: Q: What exactly do you need to do to get rid of the Sea Serpent guarding the Viking's Sailing Ship? A: You need to talk to all the people in the Viking Hideout first. When you have done that, go to the Nepto Shrine and complete the level to obtain the dragon's right eye. NOW, make sure to place the eye in the statue. Press the 'B' button to bring up the item list, and then press the 'A' button on the eye. Once you have done all of that, talk to the Vikings, and they will let you have their ship. 3.2: Q: How do I get through Goldor's mansion without magic keys? A: Okay, I may have not made this clear enough. The THIEF class can pick locks. If you have one as the visible member of your party, you don't need magic keys!! Therefore, you need to change one guy to a thief, even if it is just for the one level. 3.3: Q: How do I beat the phoenix boss Garuda? A: If you explored enough before meeting up with Garuda, you would have found a lot of armor for dragoons. This is the big hint - change all of your characters into dragoons. Get them to use jump attacks every round - this way few or none actually are around to be hit by Thunder. 3.4: Q: How do I get to Doga's House? A: Doga's House is at the end of the long valley path, but a lot of people have trouble getting there because of winds pushing them back. The only way to get to Doga's House is with the Nautilus, which does in fact stay in existence even after you get other vehicles. 3.5: Q: I've beaten the crud out of Salamander. Now what? A: You need to walk back to the dwarf cave and place the horn back on the altar. You didn't think you could just keep it, could you? ---------------------------------------------------------------------------- 4.1 What's with some of the weird names? ---------------------------------------------------------------------------- In most cases, the word is simply the english pronounciation to some point. (Example: Mahoujin Cave) Goldor is a bit of an oddity...If split into two, you have "Gold" and "Or". As I remember, Or is the atomic symbol for the element "Gold". So essentially, this guy is just Gold. ;) 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.) ---------------------------------------------------------------------------- 4.2 How Can I Help? ---------------------------------------------------------------------------- If you feel you know more, feel free to email me at rkni@home.com with your information. I currently need: Monster info (weak, hp, etc) Some Item information The Equippable On Information. ---------------------------------------------------------------------------- 4.3 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! ^_^ Jen ? -------- - Contributed valuable information as far as class equipment, game logistics, and a few decent questions to enter into the FAQ section. Alex W Jackson ------- - Contributed valuable information regarding chance spells, shield uses, and other things. ---------------------------------------------------------------------------- 4.4 FAQ Updates ---------------------------------------------------------------------------- This newest version, 4.0, adds full translation information and basically renders the FAQ 95% complete. ---------------------------------------------------------------------------- 4.5 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@home.com Currently, I maintain a number of FAQs, including: (NES) Final Fantasy 3j (NES) Ultima: Quest of the Avatar (NES) Metal Gear (NES) Metal Gear 2: Snake's Revenge (N64) Wayne Gretzky's 3D Hockey And lord knows what else I'm working on! ---------------------------------------------------------------------------- 5.0 Walkthrough ---------------------------------------------------------------------------- FORMAT: #. Place: Location: Whereabouts Shops: Type of7 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. THE HIDDEN CAVE [North of Ur Town] Recommended Level: 1 ---------------------------------------------------------------------------- Enemies: Goblin, Eyefang, Carbuncle, LandTurtl* Treasure: Potion x3, Leather Shield x2, Southwind x2 Start Group: Onionkid x4 ---------------------------------------------------------------------------- The four warriors (just boys/girls at this point) have fallen through a hole in the ground while exploring a cave. After arguing for a moment, you are thrust into battle against some goblins. 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 Southwind's you pick up for later in the game. Gain levels up to Level 5 before you enter the door at the upper left. ---------------------------------------------------------------------------- BOSS: LANDTURTL HP: 120 W: None S: None U: (High ATP) R: 500 Gil, 33 XP ---------------------------------------------------------------------------- Strategy: Upon entering the Crystal Room, the only enemy is the Land 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. ---------------------------------------------------------------------------- CLASS UP: Fighter, Monk, Red Mage, White Mage, Black Mage 1: Fighter/Monk/White Mage/Red Mage 2: Fighter/Monk/Red Mage /Black Mage 3: Fighter/Monk/White Mage/Black Mage ---------------------------------------------------------------------------- AFTERMATH: Treasure: 1000 Gil x2, Long Sword x2, Copper Ring, Nunchuck, Sleep Spell After beating the boss and talking to the crystal, you are motioned to leave through the back door. After you do so, walk back into the cave to explore the first floor. Dead end hallways are often not what they seem! ---------------------------------------------------------------------------- 2. THE TOWN OF UR [South of the Hidden Cave] Recommended Level: 5 ---------------------------------------------------------------------------- Enemies: Werewolf, Killerbee Treasure: Potion x5, Leather Uniform, Dagger, Cure Spell, Long Sword, Antidote Shops: Weapon/Armor/Item/Magic/Revival ---------------------------------------------------------------------------- FYI: You must un-equip your character before they can change classes. Go to the character's equip screen and press the A button on 'remove'. 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 tell you that it was ordained by the Crystal that the four youths must return light to world - hence they are called the Light Warriors. ---------------------------------------------------------------------------- 3. THE TOWN OF KAZUS [South of Ul Town] Recommended Level: 5+ ---------------------------------------------------------------------------- Enemies: Skeleton, Mummy (In Mines) Treasure: Potion x2, Staff Shops: None Active due to Curse ---------------------------------------------------------------------------- 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 claims that everyone was turned to ghost overnight by the evil Jinn, which had escaped its seal recently due to the earthquakes. He will tell you where his secret airship is hidden: The desert to the west. The other ghosts make mention of the famed 'Mythril Ring' which can reseal Jinn, and how only Princess Sara seems to have one. ---------------------------------------------------------------------------- 4. DESERT AREA - CID'S AIRSHIP [West of Kazus] Recommended Level: 7 ---------------------------------------------------------------------------- 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. SASOON CASTLE [Northwest of The Desert] Recommended Level: 7 ---------------------------------------------------------------------------- Enemies: Darkeye, Redwisp Treasure: Holy Arrow (x20) x2, Potion, 1000 Gil x2, Ice Spell, Tonfa, Wooden Arrow (x20) x2, Bow, Leather Shield, W.Slayer ---------------------------------------------------------------------------- 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. It is strong against the undead, which is good for the next area. ---------------------------------------------------------------------------- 6. CAVE OF THE SEAL [North of the Big Boulder] Recommended Level: 8 ---------------------------------------------------------------------------- Enemies: Skeleton, Shadow, Mummy, Laruwai, Cursecoin, Revenant Treasure: Potion, Cure Spell, 500 Gil, Southwind, Eyedrop ---------------------------------------------------------------------------- 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 find the evil Jinn. The ring doesn't work right away as Jinn has gained dark powers, so you need to beat him to a pulp. ---------------------------------------------------------------------------- BOSS: JIN HP: 480 W: Ice S: Fire U: Fire, Fire2 R: 700 Gil, 40 XP ---------------------------------------------------------------------------- Strategy: Use your Southwind's on Jinn. He's toast after two or so. Remember where you parked your airship! ---------------------------------------------------------------------------- AFTERMATH: After the battle, Sara will seal the weakened Jinn with the Mythril 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 into the shining water in order to lift the curse! But ironically, it is a sad time, for the party must now part with the Princess Sara. She tells them she will wait for their return, and they must be sure to come back when their journey is over. ---------------------------------------------------------------------------- 7. SASOON CASTLE Recommended Level: 8 ---------------------------------------------------------------------------- Treasure: Canoe ---------------------------------------------------------------------------- Talk to the king of Sasun to receive the canoe. The canoe will let you cross the water to retrieve your airship. Now, return to Kazus to pick up Cid. ---------------------------------------------------------------------------- 8. TOWN OF KAZUS Recommended Level: 8 ---------------------------------------------------------------------------- Treasure: Mithril Sword x2 Shops: Weapon/Armor/Item/Magic/Revival ---------------------------------------------------------------------------- Once you enter Kazus, Cid will join your party. The B button talk mode will inform you that by integrating a mithril bow into the front of the ship, you can blast through the boulder. Stay in town long enough to grab some items, weapons, magic, and armor, after you get Toca the blacksmith to install the bow. 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. BIG BOULDER [South of Cave of Seal] Recommended Level: 8+ ---------------------------------------------------------------------------- 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. THE TOWN OF CANAAN [South of the Big Boulder] Recommended Level: 8+ ---------------------------------------------------------------------------- Treasure: Soft x3, Luckmallet, Elixir, Blind Spell, Midgbread x2, Potion x2, Fenix Down x2, Iron Arrow (x20) x2, Great Bow Shops: Weapon/Armor/Item/Magic/Revival ---------------------------------------------------------------------------- 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. A small side note is one of the first houses in town - inside is the sad girl Sarina and her mother. Sarina is in love with the stranger Desh, but one day he dissapeared. 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 Granny at Cids house. Cid will then let you press a switch that opens their basement. Search around for a bow, magic, and other neat stuff. ---------------------------------------------------------------------------- 11. ROAD TO THE SUMMIT [East of Canaan] Recommended Level: 9 ---------------------------------------------------------------------------- Enemies: Rukh Treasure: Soft x2, Aero Spell ---------------------------------------------------------------------------- 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 still has the magic of Size (Mini), 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. HEALING FOREST [Near landing] Recommended Level: 9+ ---------------------------------------------------------------------------- Shops: Revival/Healing ---------------------------------------------------------------------------- There is only one midget in the forest. Heal at the springs and head south. You need to cast the spell of Mini 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 TOZAS [South of the Forest of Recovery]Recommended Level: 9+ ---------------------------------------------------------------------------- Treasure: Cure 2 Spell, Cloth Uniform, Burning Staff, Mithril Ring x2, Mithril Rod Shops: Weapon/Armor/Item/Magic/Revival ---------------------------------------------------------------------------- This is one small town! To enter it, you must first cast Mini on the party (like I told you before) and then step on the square of forest where the village is located. Try to remember where it is, because the town sells one of the most important items in the game - Midgbread. If you eat some, a map will appear in the air for you to look at. Loot the village, then head to the upper left house. Dr. Shelko is sick, and cannot leave her house to find a cure. Walk up to her bed, press the "B" button, and give her antidote. Her sickness will quickly dissapear (as a doctor she suspects food poisoning), and in thanking, she will open a passage to the hidden road under the mountains. Have no mercy, for Shelko has the richest book shelves in town. Go through the hidden road! ---------------------------------------------------------------------------- 14. THE HIDDEN ROAD [Escape area from Shelko's Home] Recommended Level: 10 ---------------------------------------------------------------------------- Enemies: Leprecaun, Darkface ---------------------------------------------------------------------------- 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. If you still have a red mage, turning him/her into a black mage is a very good idea now. The Black Mage is able to use magic more often than Red, and gets Lv3/4 slots much faster. ---------------------------------------------------------------------------- 15. THE VIKING BASE [North of the Hidden Road] Recommended Level: 10 ---------------------------------------------------------------------------- Treasure: 300 Gil x2, Ice 2 Spell, Fire 2 Spell, Bolt 2 Spell Shops: Item/Magic/Revival ---------------------------------------------------------------------------- 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! Talking with the Vikings reveal that the recent earthquake has been causing no end of trouble. The few who are not drinking themselves silly will note that only the Enterprise has survived the wrath of Nepto, the powerful sea dragon. Any ship leaving the bay is destroyed. The Viking leader proclaims that whoever can stop the Nepto threat will recieve his ship! ---------------------------------------------------------------------------- 16. NEPTO SHRINE [Northwest of Viking Hideout Exit] Recommended Level: 10+ ---------------------------------------------------------------------------- Enemies: Puti, Poison Bat, Liliput, Were-rat Treasure: Serpent Sword, Hornshell Helmet, Hornshell Armor, Nepto's Eye ---------------------------------------------------------------------------- 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. ---------------------------------------------------------------------------- BOSS: BIG RAT HP: 450 W: None S: Fire/Ice U: Fire, Fire2 R: 1000 Gil, 60 XP ---------------------------------------------------------------------------- Strategy: Big Rat is tough unless you're armed right. This is probably the most important place in the game to have a Black Mage, because with defense and offense a non-factor, only Level 2/3 spells are going to do significant damage. Southwinds also help. ---------------------------------------------------------------------------- AFTERMATH: Retrieve the large red eye sitting on the pedestal, and then return through the dungeon entrance. Use the B button and place the eye back on the dragon. Nepto will thank you, as that eye was his mind, and without it he was nothing but a beast. He then returns to his slumber, leaving you the Water Fang! ---------------------------------------------------------------------------- 17. THE VIKING HIDEOUT [South of Nepto Shrine] Recommended Level: 10+ ---------------------------------------------------------------------------- Shops: Item/Magic/Revival ---------------------------------------------------------------------------- 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. THE VILLAGE OF TOKKLE [West of Hideout] Recommended Level: 10+ ---------------------------------------------------------------------------- Treasure: 3-Part Nunchuck, Greatbow, Kenpo Uniform, Freezing Staff, Fenix Down, LamiaScl., God'sWine ---------------------------------------------------------------------------- Just try to find treasure; some is hidden in the high grass. Tokkle was left to rot by the soldiers of King Argass, who took all the young men and women as slaves. There are rumors about of a floating castle above the desert. ---------------------------------------------------------------------------- 19. THE VILLAGE OF THE ANCIENTS [West of Big Desert] Recommended Level: 11 ---------------------------------------------------------------------------- Treasure: midgbread Shops: Item/Revival/Weapons/Armor/Magic ---------------------------------------------------------------------------- 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, as the surrounding forest is great for medium strength enemies. Incidentally, if you talk to the kid in town, he will challenge you to take a chocobo around the continent. Grab one from the forest, and circle the continent around the water counter clockwise. Return to win some midgbread. ---------------------------------------------------------------------------- 20. THE LIVING FOREST [North of Big Desert] Recommended Level: 11 ---------------------------------------------------------------------------- The living forest is just that - a forest that is alive. The faerie's will talk to you about the Wizard Hyne who kidnapped the people of Argass and holds them in a floating castle made from the cursed Elder Tree. If the tree does not return, the forest may die. They also let you know about Hyne's ability to change weakness. ---------------------------------------------------------------------------- 21. GURGAN TRIBE [NW of Living Forest] Recommended Level: 11 ---------------------------------------------------------------------------- Treasure: Toad Spell The ancient Gurgans are born without sight, but with a sixth sense that allows them to see the events of the future... Some seem to involve Desh, but none are clear. 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. ARGASS CASTLE [NE of Living Forest] Recommended Level: 11 ---------------------------------------------------------------------------- Treasure: 1000 Gil x3, 100 Gil x2, 3000 Gil x3, 1500 Gil ---------------------------------------------------------------------------- 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 [Far North of Tokkle] Recommended Level: 12 ---------------------------------------------------------------------------- Enemies: Pygman, Putimage, Farjalug, Ohishuki, Bloodbat Treasure: Maidkiss x2, Tyvring Sword, Echoherb x2, Bombshard, Zeus'Rage, Salamand Sword, Flame Mail ---------------------------------------------------------------------------- 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 (through the B button mode) 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. At the 10th floor is Medusa! ---------------------------------------------------------------------------- BOSS: MEDUSA HP: 980 W: None S: None U: Break R: 1200 gil, 90 xp ---------------------------------------------------------------------------- Strategy: 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, Desh remembers who he is. ---------------------------------------------------------------------------- AFTERMATH: As it turns out, he is the ancient guardian of the tower, who has been sleeping for a long time. He decides to jump in and fix the reactor, because if the tower is destroyed, the continent will fall from the sky. He dissapears into the flame, using his last strength to warp you outside. The whirlpool is gone, so you are free to travel. ---------------------------------------------------------------------------- 24. GISAHL VILLAGE [Far East Side of World] Recommended Level: 13 ---------------------------------------------------------------------------- Treasure: Carrot x2, Magic Key x2 Shops: Item/Magic/Revival/Keys/Inn ---------------------------------------------------------------------------- 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 for Argass Castle. In the inn, continue right, past the wall and you will find a girl who is writing letters, and urging you to write to. The translation given points to the Square Development centre - basically their way of fooling with your mind. :) If you go back to Argass castle and unlock the colored doors, you get the following: Flame Book Ice Arrows (x20) Scholar Uniform Light Book Fire Arrows (x20) Killer Bow Ice Book Bolt Arrows (x20) Medusa Arrows (x20) ---------------------------------------------------------------------------- 25. DWARF CAVE [NW of Tower of Owen] Recommended Level: 13 ---------------------------------------------------------------------------- Enemies: Manticore Treasure: Soft x3, Zeus'Rage, 300 gil x2 Shops: Item/Magic/Revival ---------------------------------------------------------------------------- According to the elves, the villanous Guzco stole one of their precious magical ice 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. ---------------------------------------------------------------------------- BOSS: GUZCO HP: 1400 W: None S: None U: Fire2 R: 1500 gil, 1225 xp ---------------------------------------------------------------------------- Strategy: Use ice magics and weapons to defeat him - its not hard. He cant possibly kill you easily, so if you keep slugging away he will be beaten. ---------------------------------------------------------------------------- AFTERMATH: A strange shadow will follow you, and the B button will only confuse you further. Head back to the dwarf cave, talk to the guard dwarf so the magical wall is removed, and then use the b button to place the horn. The shadow will turn into Guzco, who steals both of the horns!! He claims they will let him have the fire crystal. ---------------------------------------------------------------------------- 26. FLAME CAVE [North of Dwarf Cave] Recommended Level: 14 ---------------------------------------------------------------------------- Enemies: Balloon, Redmallow, Crocotta, Adamantai, Milmecoreo Treasure: Southwind x2, Iceblade, Hipotion x3, Potion ---------------------------------------------------------------------------- Guzco 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 for the boss. Using the fire crystal, Guzco becomes the powerful Salamander! ---------------------------------------------------------------------------- BOSS: SALAMANDR HP: 2100 W: Ice S: Fire U: Flame Wall R: 1800 gil, 175 xp ---------------------------------------------------------------------------- Strategy: 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. Throw everything at him - southwinds, ice3... ---------------------------------------------------------------------------- AFTERMATH: After defeating Salamander, events start to 'heat' up . The Crystal will bestow 4 new possible classes unto your Light Warriors. ---------------------------------------------------------------------------- CLASS UP: Knight, Thief, Archer, Scholar 1: Knight, Monk, Wh. Mage, Bl. Mage 2: Knight, Archer, Wh. Mage, Bl.Mage 3: Knight, Monk, Bl. Mage, Wh. Mage ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- 27. DWARF CAVE Recommended Level: 15 ---------------------------------------------------------------------------- Treasure: Otterhead, Echoherb, Fenix Down x2, Gauntlet, Scholar Uniform, Scholar Helmet, Knight Armor, Hero Shield, Carrot, Light Book, Ice Book, Flame Book, Soft, Killer Bow, Elixir. ---------------------------------------------------------------------------- Upon entering the cave, an exhausted man will run behind you to ask for your help. Tokkle is going to be burned! 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] Recommended Level: 15 ---------------------------------------------------------------------------- As soon as you enter the town, a group of soldiers jumps from the foliage and ambushes you. They take you to Hyne Castle, controlled by the Death Mage himself, Hyne! He orbits the desert in the floating castle, made from the elder Tree. ---------------------------------------------------------------------------- 29. HYNE CASTLE [Floating Fortress] Recommended Level: 15 ---------------------------------------------------------------------------- Enemies: Daemon, Pharaoh, Lemwraith, Lamia Treasure: Holy Arrows (x20), Fenix Down x3, 3000 gil, 3300 gil, Zeus'rage, 30 gil, 100 gil, King Sword, Rune Bow ---------------------------------------------------------------------------- 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. ---------------------------------------------------------------------------- BOSS: HYNE HP: 1600 W: Changes S: Changes U: Fire2, Ice2, Bolt2 R: 2100 gil, 260 xp ---------------------------------------------------------------------------- Strategy: Hyne is a buncha bones with a flair for the dramatic, according to his costume. He uses 'Barrier Change', which is quite irritating. He can rotate his spells without changing his barrier, so the only way to find out is with a Scholar (peep command) or by randomly using spells. Weapons have almost no effect so you will probably want to bring a scholar along in lieu of a fighter. Incidentally, I find most of the time he is weak to Ice first off, so you may want to try it. ---------------------------------------------------------------------------- AFTERMATH: The Elder tree will thank you for removing the curse. It then helps return the slaves to their villages, and goes to set down at the empty patch of the Living Forest. ---------------------------------------------------------------------------- 30. THE LIVING FOREST [Revived] Recommended Level: 15+ ---------------------------------------------------------------------------- Once you deal with Hyn, you will automatically return here. The faeries will thank you for returning the mana tree and destroying Hyn, and the Elder Tree will give you the Wind Fang! The forest is now inaccessible for 1000 years to let the tree revert. ---------------------------------------------------------------------------- 31. ARGASS CASTLE [Revisited] Recommended Level: 16 ---------------------------------------------------------------------------- Treasure: Time Gear Shops: Revival/Healing ---------------------------------------------------------------------------- Walk to the top floor and speak to King Argas and his aids. The king will give you a piece of machinery known as the Time Gear, or 'Perpetual Machine'. He then directs you to talk to Cid about it. 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 two elixirs. ---------------------------------------------------------------------------- 32. CANAAN [Beside Bahamut's Mountain] Recommended Level: 16 ---------------------------------------------------------------------------- Walk to Cid's house (upper left corner) and give him the Time Gear 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! 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! Recommended Level: 16 ---------------------------------------------------------------------------- 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. VILLAGE OF TOZAS [Revisited] Recommended Level: 16 ---------------------------------------------------------------------------- Head back and buy as many Midgbread's as possible. These are your map for the second world...unless you like zooming over water for hours. Your choice. ---------------------------------------------------------------------------- 35. SOLITARY ISLAND [SW of Floating Continent] Recommended Level: 16 ---------------------------------------------------------------------------- The wrecked ship is all that is left of the civilization, and the old man and lady are all that is left of the people. The lady is asleep - use an item (antidote, potion) to wake her up. She is Elia, the Maiden of Water. 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 - thus bringing back the land. ---------------------------------------------------------------------------- 36. TEMPLE OF WATER [NW of Floating Continent] Recommended Level: 17 ---------------------------------------------------------------------------- Shops: Revival/Healing ---------------------------------------------------------------------------- Pick up the Crystal Shard. The two pools of water are healing and revival ponds, respectively. Elia will now urge you to move on to the cave. ---------------------------------------------------------------------------- 37. WATER CAVE [NE of Water Temple] Recommended Level: 17 ---------------------------------------------------------------------------- Enemies: Roper, Twinhead, VenomToad, Agaria, Cocktrice ---------------------------------------------------------------------------- When you reach the sealed door (very early in the cave), Elia will kneel and pray to break the seal. 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 is about to kill the warriors when Elia jumps in the way of the cursed arrows. She dies - make sure Kraken has the same fate. ---------------------------------------------------------------------------- BOSS: KRAKEN HP: 1950 W: Ice S: None U: Fire2, Bolt2 (strong magic pwr) R: 2500 gil, 330 xp ---------------------------------------------------------------------------- Strategy: A fairly tough bugger, with an old strategy. Continue to attack with high level magics and weapons. ---------------------------------------------------------------------------- AFTERMATH: With her last breath, Elia gives you the jobs of water. Now, another earthquake begins! The cave begins to collapse, and the warriors argue - why leave Elia there? 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! ---------------------------------------------------------------------------- CLASS UP: Karate Master, Viking, Paladin, Geomancer, Conjurer, Bard, Dragoon 1: Knight, Karate Master, Wh. Mage, Bl. Mage 2: ditto ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- 38. THE TOWN OF AMUR & SEWERS [SW of Water Temple] Recommended Level: 17 ---------------------------------------------------------------------------- Enemies: Darkfoot, Gigantoad, Twinliger, Storoper, Goblin Treasure: Carrot x4, Catclaw, M. Gauche, Thor Hammer, Orialcon, Power Ring Shops: Item/Revival/Weapon/Armor ---------------------------------------------------------------------------- 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! The 4 slightly bald men are a bit loopy. They believe themselves to be the real Light Warriors. While you talk with Old man Jiru, they go into the sewers to find the floating shoes first. Follow after them into the sewer entrance in the bottom right corner of town. Eventually, you will come into a tunnel where the men are being attacked. Save them [One shot of fire1 will take care of the goblins] to bring them [most of them anyways] back to their senses. In gratitude, the old men will help you get the shoes from the tricksome Delila, who tries to throw you rigged shoes. Feeling like they have accomplished a hero's deed, the four old men automatically follow you out of the sewer. One of them is still loopy.. oh well. Head to Goldor's Mansion now. The shoes will protect you from the swamp. ---------------------------------------------------------------------------- 39. Goldor's Mansion [SE of Amur] Recommended Level: 18 ---------------------------------------------------------------------------- Enemies: Goldeagle, Goldkngt., Goldbear, Goldwarr., Nightmare Treasure: Dragon Claw, Shiny Sword x11 ---------------------------------------------------------------------------- Keep in mind that without the floating shoes (automatically used...) you can't cross the swamp without dying. Notice how the merchants in Amur had a lot 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! ---------------------------------------------------------------------------- BOSS: GOLDOR HP: 2250 W: None S: Magic U: Fire2, Bolt2, Ice2, Ice3 R: 3300 gil, 410 xp ---------------------------------------------------------------------------- Strategy: If you listened to the warnings in the Amur pub, Goldor is a piece of cake. If you didnt....you're in real trouble. Goldor is practically immune to magic, so well run light warrior teams should be using a minimum of 3 fighter types - I use Knight/Master/White Mage/Viking, for instance. ---------------------------------------------------------------------------- AFTERMATH: In a last ditch move, Goldor destroys the crystal! All that is left of him is the key for the airship chains. Head back to the ship - there is a chocobo forest nearby for a speedy return. ---------------------------------------------------------------------------- 40. DASTAR [SE of Salonia Kingdom] Recommended Level: 20 ---------------------------------------------------------------------------- Treasure: Earthdrum x2 ---------------------------------------------------------------------------- This place is basically dedicated to the Bard and Geomancer Class. The Bards there sing songs of many things, including the mysterious Leviathan and Bahamut. ---------------------------------------------------------------------------- 41. LEPRIT [NW of Salonia] Recommended Level: 20 ---------------------------------------------------------------------------- Treasure: Fenix Down, Elixir x2, Turtlshell Shops: Item/Magic/Revival ---------------------------------------------------------------------------- Conjurer/Summoner orientated. If you have one, this is the best place to visit to get up to date on magic, weapons, and armor. You can get into the old mans house by climbing the adjacent tree. Many of the people there talk about how Archmage Noah sealed away Leviathan and Bahamut, but the key piece of information is from the sole Gurgan. He says that if the dark side is not cleansed, *both* worlds will fall into the void. ---------------------------------------------------------------------------- 42. KINGDOM OF SALONIA [Large Walled in Area] Recommended Level: 20 ---------------------------------------------------------------------------- Enemies: Sandworm, Catoplas, Needler Treasure: Thunder Spear x3, Dragon Armor x3, Dragon Helmet x4, Fenix Down x2 Shops: Weapon ---------------------------------------------------------------------------- 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 Allus 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 [Middle of Salonia] Recommended Level: 20 ---------------------------------------------------------------------------- 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 Allus! Then, when the King stalls in his murder of the Prince, the Retainer, Gigames, 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. Gigames becomes EXTREMELY angry and screams a few not-very-nice (;)) things at the party, and transforms into the great Garuda! ---------------------------------------------------------------------------- BOSS: GARUDA HP: 5000 W: Wind S: None U: Thunder R: ???? ---------------------------------------------------------------------------- Strategy: Garuda is no slouch. Every round he uses 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 bothered listening to the townsfolk or wondered why you got all that dragoon armor, the battle is short. Have everyone perform jump attacks (you will be short one set, so you might want to have the white mage cure2 itself every round instead. If you dont want the easy way out: 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 Allus 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. UNNE's SHRINE [Salonia Continent] Recommended Level: 21 ---------------------------------------------------------------------------- Visit the Guardian of the World of Dreams, Unne's, cave and talk to the bird, Oumu. Une is in a deep slumber. Nothing will happen...yet. =) ---------------------------------------------------------------------------- 45. DORGA'S HOUSE [Southern Continent] Recommended Level: 21 ---------------------------------------------------------------------------- Treasure: Hipotion Shops: Item/Magic/Revival/Healing ---------------------------------------------------------------------------- You enter the weird mansion 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! Dorga talks of the Archmage Noah. When he died, he passed on his powers - giving Dorga his magic, Unne the dream world, and Zande life as a human. Zande did not see it as good enough, so he is attempting to change the balance between good and evil. Finally, he notes that Goldor's crystal was artificial - made to fashion gold. The real earth crystal is hidden. ---------------------------------------------------------------------------- 46. MAGIC CIRCLE CAVE [Hidden in Dorga's House] Recommended Level: 21 ---------------------------------------------------------------------------- Enemies: Mageflyer, Devilhorse ---------------------------------------------------------------------------- Oh boy...another midget cave! This one is located in Dorga's; touch the torch. Its essential to bring a thief along - escape skill works nearly 100% of the time. 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! The symbol he stood on leads to another dimension where he intends to retrieve the Eureka key, which hides the greatest weapons ever made. ---------------------------------------------------------------------------- 47. SALONIA CATACOMBS [Underwater S of Salonia] Recommended Level: 23 ---------------------------------------------------------------------------- Enemies: BossTroll, Valar, Kyklop, Kenkos, Fahan Treasure: Reflect Armor, Golem Staff, Giyaman Bell, Aegis Shield, Gaia Uniform ---------------------------------------------------------------------------- This one is located south in the water below the SE town of Salonia. The enemies are fairly hard at levels 20-24, but its well worth it considering you get around 2000 xp per fight. Make sure you have at least 10 magic keys. There is loads of important treasure to pick up, ending in a battle with Odin! ---------------------------------------------------------------------------- BOSS: ODIN HP: 7000 W: Fire S: None U: Atom Edge (-500 HP to 4) R: ---------------------------------------------------------------------------- Strategy: 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. TEMPLE OF TIME [Underwater, btm of Salonia Continent] Recommended Lvl:23 ---------------------------------------------------------------------------- Enemies: Dirai, Behemoth, Dragon, M. Chimera, K. Lizard, SeaKing, Pteragon Treasure: Diamond Helmet, Diamond Ring, Defender Sword, Diamond Armor, Diamond Gauntlet, Orialcon, Diamond Shield, Noah's Lute, Lamia Harp, Protect Ring x2 ---------------------------------------------------------------------------- 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. The enemies are much easier (and less rewarding) then in the catacombs, so you may want to go here first. There is lots of treasure including a musical instrument that supposedly wakes up even the people of the dreamworld. They call it...Noah's Lute! ---------------------------------------------------------------------------- 49. DORGA'S VILLAGE [SE of Dorga's Mansion] Recommended Level: 27 ---------------------------------------------------------------------------- Shops: Magic ---------------------------------------------------------------------------- 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 is the result of Sir Dorga's Teachings, 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 [East of Goldor's Mansion] Recommended Level: 28 ---------------------------------------------------------------------------- Enemies: Seawitch, Dosmea, Kelpie, Olog-hai, KillerSnail, Aegil Treasure: Diamond Shield x2, Tomahawk, Defender Sword, Ancient Sword, Blackhole, Diamond Helmet, God'sWine, Diamond Armor, AirKnife, Diamond Ring, Loki Harp, Fenix Down, Diamond Gauntlet, Elixir, Aegis Shield, Blood Spear, Reflect Armor, Triton Hammer ---------------------------------------------------------------------------- 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! Incidentally, the last four items are hidden, and to make matters worse, contain monsters. Aegis Shield = Fight D. Zombie [W: Fire, Cure. R: 960 gil, 1250 xp] Blood Spear = Fight Peryton [HP: 1000 R: 1200 gil, 800 xp] Reflect Mail = Fight Deathclaw [U: Multiply R: 980 gil, 80 xp] Triton Hammer =Fight Eater [U: Split R: 945 gil, 160 xp] ---------------------------------------------------------------------------- 51. UNNE'S SHRINE [Revisited] Recommended Level: 28 ---------------------------------------------------------------------------- Head back here with the Lute. Activate it in front of Une's bed...and she wakes up and starts to stretch. 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. ---------------------------------------------------------------------------- 522. ANCIENT CAVE [North of Unne's Shrine] Recommended Level: 30 ---------------------------------------------------------------------------- Enemies: Pyralis, D. Zombie, Eater, Azrael, Sirenos, Garb, Deathclaw, Haniel, Balfrey Treasure: Reflect Mail, Chakra Helmet, Blackbelt Uniform, Elven Claw, Rune Bell ---------------------------------------------------------------------------- Be prepared, for this is one of the hardest levels in the Final Fantasy Series - unless you have leveled up enough and/or brought a thief. 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) are complaining that rogue merchants have started up on this floor - if you need to use the inn or grab some items this is the place to do it. 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 final floor is 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. Unne then leaves your party due to a summons from Dorga. ---------------------------------------------------------------------------- 53. FARGABAD [SW of Salonia] Recommended Level: 31 ---------------------------------------------------------------------------- Enemies: Sirenos, Garb, Deathclaw, Haniel, Balfrey Treasure: Thor Hammer, Demon Armor, Hipotion x2, Demon Shield ---------------------------------------------------------------------------- This place is located by the Castle. Use the airship jump ability to reach it. Everything is Magic Knight 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 weapons in the game that does NOT duplicate those enemies are the dark swords, which only the paladin uses. Greatly consider promoting your knight to this class! Hidden behind the waterfall is an old man with a present, if you can beat his Shinobi (High ATP, 4000g, 1100xp). The treasure is the dark sword Kiku. ---------------------------------------------------------------------------- 54. LAKE DOL [North of Living Forest] Recommended Level: 31 ---------------------------------------------------------------------------- Enemies: Ourboros, Planktae, Sealion Treasure: Gods'Rage, LamiaScl., Earthdrum, Gods'Wine, Hipotion x3, Elixir, Whitescent, Aegis Shield, Northwind, Fenix Down, TurtlShell, Blackhole, Thor Hammer, Reflect Mail, DarkScent, Lilithkiss, Imp'sYawn, Leviathan Spell ---------------------------------------------------------------------------- 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 at the end you can fight the enormous Leviathan! ---------------------------------------------------------------------------- BOSS: LEVIATHAN HP: 7000 W: Bolt S: Ice U: Tsunami (600-700 to all) R: 5700g, 1250 xp ---------------------------------------------------------------------------- Strategy: His Tsunami attack is pretty strong, but Cure4 should keep you in the battle. Have your white mage accelerate your fighters with haste, and try to focus with Bolt / Ramuh attacks. ---------------------------------------------------------------------------- 55. CAVE OF BAHAMUT [S of Tozas] Recommended Level: 35 ---------------------------------------------------------------------------- Enemies: Pterosaur, Grenade, Gt. Boros, Liger S., Q. Lamia Treasure: Gods'Rage, Earthdrum, Northwind, Fenix Down x2, Golem Staff, Gods'Wine, LamiaScl., TurtlShell, Chocorage, Elixir, Darkscent, Kotetsu Blade, Bahamut Spell ---------------------------------------------------------------------------- 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. When you get to the other exit, be sure to prepare to fight the infamous Bahamut. ---------------------------------------------------------------------------- BOSS: BAHAMUT HP: 7500 W: None S: Ice, Bolt U: Megaflare (1000-1500 to all) R: 3500 g, 700 xp ---------------------------------------------------------------------------- Strategy: To say this is tough is an understatement. Providing he uses a regular attack on you the first round, you should be able to use Barrier items on all members to create a wall which should bounce back his first shot of megaflare. From then on its mainly a matter of using Cure 4 every round and hitting him with everything you have. ---------------------------------------------------------------------------- 56. CAVE OF DARKNESS [N of Water Cave] Recommended Level: 35 ---------------------------------------------------------------------------- Enemies: Sirenos, Garb, Vassago, Haniel, Balfrey, Cronos, Hellhorse Treasure: LamiaScl., Gods'Wine, Kotetsu Blade, Paralyzer, LilithKiss, Genji Gauntlet, Kiku Blade, Genji Shield, Genji Armor, Genji Helmet ---------------------------------------------------------------------------- Ok, if you dont have a Magic Knight 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. B1: The Magic Knight at the entrance warns about the replicating monsters. Walk straight through the hidden passage (look at the walls) B2: 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. B3: 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. B4: The Bottom secret on the right wall at the end of the passage has a Genji Shield. The top passage leads on. B5: The immediate right secret leads to a Genji Helmet. The bottom secret to the left, followed by the right secret leads on. B6: 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 earth fang....and the boss. ---------------------------------------------------------------------------- BOSS: HEKATON HP: 6500 W: None S: None U: Attacks R: 4900g, 1200 xp ---------------------------------------------------------------------------- Strategy: Typical boss fighting strategy applies - hit and heal. ---------------------------------------------------------------------------- 57. STATUES OF THE QUEST [N of Amur] Recommended Level: 36 ---------------------------------------------------------------------------- 57. Statues of the Quest 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. Once you dissolve the statues, the fangs will dissapear from your inventory. Now, return to Dorga's Mansion. ---------------------------------------------------------------------------- 58. DORGA'S CAVE [In Dorga's Mansion] Recommended Level: 36 ---------------------------------------------------------------------------- Enemies: Peryton, Cyclops, Ogre, Humbaba, Nemesis Treasure: 20000 gil x2, Barrier x4 ---------------------------------------------------------------------------- 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. The energy that their battle with you would create is enough to create the eureka key. The party adamantly refuses to kill their friends, but Dorga and Une give them no choice. Dorga attacks! ---------------------------------------------------------------------------- BOSS: DORGA HP: 4500 W: None S: None U: Quake, Drain, Brak2 R: 4000g, 850 xp ---------------------------------------------------------------------------- Strategy: Hit him hard with accelerated fighters, but be sure to heal, since you will fight Unne immediately after. ---------------------------------------------------------------------------- BOSS: UNNE HP: 4500 W: None S: None U: Wwind, Blizzard R: 4200g, 1000xp ---------------------------------------------------------------------------- Strategy: Healing is more important this time because of the effects of Wwind. Don't be afraid to use an elixir to keep the odds on your side. ---------------------------------------------------------------------------- If you can beat both, they will slowly die. Dorga will give you the Eureka key needed to find the powerful weapons, and Unne will give you the Sylx key to get through the Sylx tower. ---------------------------------------------------------------------------- 59. ANCIENT LABYRINTH [Near Statues of the Quest] Recommended Level: 39 ---------------------------------------------------------------------------- Enemies: Ironclaw, Thanatos, Gt. Daemon, Bone D., KBehemoth Treasure: Darkscent, Crystal Gauntlet, Crystal Helmet, Double Axe, Fenix Down x2, Break Sword, Ultimate Rod, Protect Ring, Hellclaw, Holy Spear, Crystal Armor, 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, it is being guarded by Titan! ---------------------------------------------------------------------------- BOSS: TITAN HP: 7800 W: None S: None U: Flare R: 4500g, 1100xp ---------------------------------------------------------------------------- Strategy: Fire magic seems to work well. Beyond that it shouldn't be too hard - Flare is not terribly powerful. ---------------------------------------------------------------------------- AFTERMATH: After Titan is defeated, talk to the earth crystal to obtain 3 new classes. ---------------------------------------------------------------------------- CLASS UP: Warlock (Black Wizard), Shaman (White Wizard), Summoner 1: Magic Knight/Magic Knight/White Wizard/Black Wizard 2: Knight/Magic Knight/Black Wizard/White Wizard ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- 60. SYLX TOWER / FORBIDDEN LAND EUREKA Recommended Level: 40 ---------------------------------------------------------------------------- Enemies: Steipnir, Abai, Haokah, Acheron, Ninja, Oceanos Treasure: B1F: Elixir BombRArm Northwind Gods'Rage B2F: NorthWind Gods'Rage Fenix Down BombRArm Ribbon Helmet (Fight Ninja) B3F: Shuriken x2 Elixir Fenix Down B4F: Fullmoon Boomerang B5F: Masamune Blade Fenix Down x2 B7F: Ragnarok Sword Eldest Staff Elixir Shuriken x2 Excalibur Shops: Magic / Weapons / Armor / Healing / Revival ---------------------------------------------------------------------------- The infamous Sylx Tower is your next stop. It was created by the harnessing of Light energy, before the Dark Warriors stopped it. 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. B4F: Here begins the battle for truely good items. Each item you see is guarded by an enemy. ---------------------------------------------------------------------------- BOSS: Amon HP: 7040 W/S: Uses WallChange U: Flame Wall R: 3450g, 1050xp ---------------------------------------------------------------------------- Strategy: You can fight Amon just like Hyne, but since Amon is so weak to physical attacks, the common Accelerated fighter strategy works much easier. You get the FullMoon Chakram (Boomerang) for victory - its a dark weapon for Magic Knights. ---------------------------------------------------------------------------- BOSS: KUNOICHI HP: 9000: W:None S: None U: High ATP, Mindblast R: 5000g, 1200xp ---------------------------------------------------------------------------- Strategy: Healing is absolutely essential as Kunoichi hits for up to 2000 damage. As always though, strong magic and fast attacks will do the trick. You obtain the Masamune Blade after victory. It is the most power of the dark swords. ---------------------------------------------------------------------------- BOSS: GENERAL HP: 12000 W: None S: Bolt U: Attacks R: 5200g, 1250xp ---------------------------------------------------------------------------- Strategy: The general only uses physical attacks that are not as strong as Kunoichi's, so everything should be fine if you continue to attack. You get the most powerful sword of light in the game - Excalibur, for winning. ---------------------------------------------------------------------------- BOSS: GUARDIAN HP: 12000 W: None S: None U: Quake, Wall R: 5600g, 1350xp ---------------------------------------------------------------------------- Strategy: Guardian is one tough cookie. Quake does big damage to everybody not wearing the Ribbon Helmet, and Wall can come back to slap you. Use call magics or fast physical attacks. Your prize is the Ragnarok Sword, which is compatible with both the light and dark sides. ---------------------------------------------------------------------------- BOSS: SCYLLA HP: 10000 W: Fire S: None U: Flare R: 5400g, 1500 xp ---------------------------------------------------------------------------- Strategy: Fairly easy - flare isnt very effective so quick attacks (fire3 works great) will down this monster shortly. Your prize is two fold - both the Eldest Staff, and the last two jobs - Ninja and Sage. Upon entering the dead end 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 the three call monsters; 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. Also, if you have defeated Odin, Leviathan, and Bahamut, you can buy copies of their magic here. ---------------------------------------------------------------------------- CLASS UP: Sage, Ninja 1: Magic Knight/Ninja/Sage/Sage 2: Ninja/Ninja/Sage/Sage ---------------------------------------------------------------------------- AFTERMATH: Bad news...exit doesnt work. Have fun walking out of there. ---------------------------------------------------------------------------- 61. SYLX TOWER Recommended Level: 46 ---------------------------------------------------------------------------- Enemies: Bluk, Gomeree, DorgaCln., Platinal, FlameDevil, Qumqum, D.General, Grashara, Shinobi, Red D., Thor, Double D. Treasure: Barrier, Lilithkiss, Whitescent x2, Chocorage x2, Earthdrum, Elixir x5, Fenix Down x3, Eldest Staff, Crystal Mail, Fenix Down, Crystal Helmet, Crystal Gauntlet, Crystal Shield ---------------------------------------------------------------------------- Get ready! Be fully stocked up before making the trip, as there is no way back. When you finally reach the room at F7, you will find 5 mysterious dragon statues and a mirror - look into it. A voice will cry that you have been trapped by the Cursed Mirror of the 5 dragons, and that only 5 hearts of light can stop the statues. Dorga's soul will appear and leave to find help. He fetches Princess Sara, Cid, Prince Allus, one of the old men, and Desh (who has finally fixed the tower). They stop the dragons, allowing you to warp to the end of the tower. There is no common foe to fight - you must now face the third student of Noah, Zande! ---------------------------------------------------------------------------- BOSS: ZANDE HP: 21000 W: None S: None U: Libra, Meteo, Quake, Death R: ??? ---------------------------------------------------------------------------- Strategy: Zande is no fool - but he is not invincible. Starting with the first round, and alternating every other round he will use Libra magic - giving you a good time to prepare for the even rounds when he fires something catastrophic like Meteo or Quake. Worst case is that a well timed Dragoon will survive. ---------------------------------------------------------------------------- AFTERMATH: 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 Dorga will use his soul to return you to full health. You will then walk back to the light to find out where the Evil Being has gone! ---------------------------------------------------------------------------- 62. DARK WORLD Recommended Level: 50 ---------------------------------------------------------------------------- Enemies: Leader, Kage, Jorgumund, Q. Scylla, Garm, Double D. Treasure: Ribbon Helmet x4 (Guarded by ZandeCln.) ---------------------------------------------------------------------------- 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 at the dimensional ruins of the dark world; 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 Zandecln. each time. As for the Temples....they contain 4 of the toughest bosses ever devised! ---------------------------------------------------------------------------- [UPPER LEFT] WIND CRYSTAL BOSS: CERBERUS HP: 23000 W: None S: None U: Thunder R: 6400 G, 1500xp ---------------------------------------------------------------------------- Strategy: The trip is not that hard if you realize that the last available path is never the right one. Cerberus is not that hard, since Thunder is not that effective. Members wearing the Ribbon helmet are especially protected. Continue to whack away for victory. ---------------------------------------------------------------------------- [LOWER LEFT] WATER CRYSTAL BOSS: ECHIDNA HP: 21000 W: None S: None U: Quake, Flare, Brak2, Drain, Meteo R: 7000 G, 2606 XP ---------------------------------------------------------------------------- Strategy: 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. Echidna is one of the toughest because of the constant assault. Unlike Zande, the only break in the action is if Brak2 doesnt work. Heal with two people every round, and pull out all the stops. ---------------------------------------------------------------------------- [UPPER RIGHT] FIRE CRYSTAL BOSS: 2-HEAD D. HP: 21000 W: None S: None U: Attack - High, Ultra, Ultra High R: 6800g, 1750xp ---------------------------------------------------------------------------- Strategy: This is a fairly easy maze, take the top route for access to the exit and pathway to the chest. 2-Head Dragon isn't as punishing as Echidna, but most of its attacks kill one party member at a time. Just hit away and have somebody casting Life2 often - give it priority over cure4. ---------------------------------------------------------------------------- [LOWER RIGHT] EARTH CRYSTAL BOSS: AHRIMAN HP: 21000 W: None S: None U: Meteo, Flame, Quake, Blizzard,Thunder R: 7200g, 2250xp ---------------------------------------------------------------------------- Strategy: 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. Ahriman is unpredictable - you could get hit by a fairly weak strike like Flame Wall or Thunder, or hit big time by Meteo. Only constant cure4 will keep you alive. ---------------------------------------------------------------------------- AFTERMATH: 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 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, robbing the Cloud of the crystal's powers. This will weaken her so your magic and weapons will work. ---------------------------------------------------------------------------- 63. FINAL BATTLE Recommended Level: 60 ---------------------------------------------------------------------------- BOSS: THE CLOUD OF DARKNESS ---------------------------------------------------------------------------- HP: 65000 MP: Infinite R: None W: None S: None U: Flare Wave (2000+ to all) ---------------------------------------------------------------------------- Strategy: Knights, Karate Masters, M. Knights, and Ninja's should use haste items to accelerate - by this time it can add up to 22-30 hits and 4000 damage. Have at least two White Wizards/Sages casting Cure4 every round - if they arent powerful enough you will die shortly. Caller's and Black Wizards should be using Bahamut and Flare, respectively. If the chips are down, make sure to use Elixir items. Ninja's should try to use up your stock of shuriken - they have the highest attack power. ---------------------------------------------------------------------------- 64. Victory! ---------------------------------------------------------------------------- Balance has been restored - congratulations! I am considering to re-implement coverage of the ending, but I'll wait until I play through the game again - it leaves something for the next revision.