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.... This will serve as this guide's fancy-shmancy logo title dealie
Heya. Welcome to this guide. Let's cut right to the chase: if for some
reason you want to contact me, do so at arkfullofsorrow@arkfullofsorrow.com.
Please put 'FFIII' or 'FFIII guide' or 'FF3 question' or some other keyword/s
in the subject title so I can give the message the proper priority.
When emailing me, or anyone else for that matter, if you keep one thing in
mind, make it this simple rule: don't be stupid. Please. There's also a
really, really non-terrible chance I just might publish your message to me
about this, so refrain from stupidity for your own sake as well.
I invite constructive criticism, notices about missing/erronous information,
stuff from the "What I Want for this guide" section, and anything else we
know for sure will improve this guide. Don't send messages about minor map
distortions and the like, stuff that's already answered in the guide, stuff
that for sure doesn't belong here, and anything else frustratingly stupid.
Such mail will be printed out and used as urinal cakes.
I am granting all who want it permission to post this guide at their site.
I feel it is sufficently complete for this now.
All I ask is that you leave it unaltered. You can see the pure,
un-HTMLized version of the guide in its latest form at Gamefaqs.com pretty
much any time. There's also my site, of course, I reckon it'll be there as
well. So you can actually see if somebody works in a racial slur or a dirty
limerick in a pthetic attempt to ruin my character, it won't be my doing,
and be sure you check out the real thing before calling Al Sharpton.
Finally, if you want to see what might become a slightly beefed up version
of this guide, do so at www.arkfullofsorrow.com/ffiiiguide.htm
(note: not actually up yet)
Okay, so without further ado, I present this, the Final Fantasy III guide!!
Oh wait, there is ado. First a table of contents is in order.
0. How to Use This Guide/Game Basics
1. Game Walkthrough
2. Class Evalutions
3. Party Setups
4. Monster Charts (later)
5. Weapon/Armor/Item/Magic Charts (later)
6. Version History
7. Credits/What I Want foor this Guide
To find one of these sections more quickly, do a search for '* 2' for the
job evaluations for example (but omit the quotes).
****************************
* *
* 0. How to Use This Guide *
* and Game Basics *
* *
****************************
The Menu
Pressing X or R while on the map or in a town, dungeon and so on will
give you a screen that looks a little something like this
------------------------
| 1 | A | A - Item - Use, look at items in your inventory
| | B | B - Magic - Use, look at your magic spells
| | C | C - Equip - Decide which weapons/armor to use
| 2 | D | D - Status - Examine a character's status
| | E | E - Alignment - Changes row and order
| | F | F - Class - Changes class of a character
| 3 | G | G - Config - Changes various details
| | H | H - Suspend - Creates temporary save file
| |_I_| I - Save - Creates permanent save file
| 4 | J | J - Gil Collection - Gil Collection
------------------------
1, 2, 3 and 4 are places for information about your characters: a portrait,
HP/MP and status information.
Options A, B, C, E, F, H and I aren't really worth discussing further,
except that H is essentially I that can be used anywhere and that disappears
once accessed. I is H that cannot be used else except outdoors but I lasts
until it is erased or saved over. I'll also say you can rearrange Items and
look at Key Items (in a separate inventory) in A. In B you can completely
trade magic sets with another character or lean/unlearn spells individually.
Status Menu. It looks roughly like this, roughly:
------------------------------
| Name Current EXP | A - Character portrait
| A Level EXP Needed |
| Class Class Level | a, b, c, d, e, f, g and h are all
| HP | undefined values for the
| MP Statistics | characteristics attached by periods.
| Strength.....a Attack...f | These are impacted by equipment, Level,
| Agility......b Defence..g | Class and Crystal condition.
| Vitality.....c Mg.Def...h |
| Intellect....d |
| Mind.........e |
------------------------------
Current EXP - How experienced one is. Accumulate by fighting enemies
Level - How current EXP manifests itself
EXP Needed - How much more EXP is needd to reach the next Level
Class Level - How proficent one is at their Class. Increase optimally by
performing Class unique tasks in battle. Impacts how well
character does their class
HP - Life meter. When less than 1/4 its maximum, character in
battle kneels over to indicate near-death state. When at
zero, character is in KOed state and cannot function in
battle or much of anywhere else.
MP - How many spell casts remain
Strength &
Attack - Higher totals mean more effective physically-based attacks
Vitality &
Defence - Higher totals mean more resistance to physically-based attacks
Agility - This number dictates when that character will take a turn in
battle, the higher the number, the sooner the turn
Intellect - The higher this number gets, the more effective they use
attack magic
Mind - The higher this number gets, the more effective they use
defensive magic
Mg. Def - Magic Defense. How well they defend themselves against magic.
Remember information about weapon accuracy or skill level aren't taken into
consideration when putting up an attack figure. So try not to be surprised
if a big strong, rookie hammer and axe wielder is being greatly outclassed
by a wirey, but learned knife user.
Config Menu.
----------------------------------------
| |
| |
| Message Speed Slow Medium Fast |
| Cursor Original Memory |
| Movement Walk Run |
| Handedness Left Right |
| |
| |
----------------------------------------
Battle Menu.
Here is the list of commands to chose from during battle in Final Fantasy
III:
--------
| Fight | Physically attacks enemy
| CUC | CUC stands for Class Unique Command/s
| Defend | Spends turn readying self for pyhsical attacks taking less damage
| Item | Uses Item
| Equip | Changes Equipped Weapon, does not forefit turn
| Change | Either Ascend (changes character to front row) or Descend (to back)
| Run | Spends turn attempting to flee from battle, doesn't always work
--------
***********************
* *
* 1. Game Walkthrough *
* *
***********************
I. ALTAR CAVE
(To Mimimize spoilers: If you ever want to know about a certain job when you
first get it, search the document via Ctrl+F or whatever it is Macs use and
in the search box type the name of the job minus the vowels, also in all caps
if your machine's being picky, so this job now would be FRLNCR. This brings
you to the spot in the class description part ofthe guide)
(If you ever want to know about a certain peice of equipment, do a search
for the name of the item + a forawrd slash, like 'Leather Shield /'. This
goes with the enemies as well, although the names of enemies had to be
mangled in some cases to make room for more space, so you're better off using
the end of the enemy's name followed by a slash like 'Fang /'.)
(Also, if you ever want to know what party setup I most recommend for a given
task going into it, type a number sign followed by a Roman numeral, so here
it would be #I).
(One more thing, if you ever want to know the recommended EXP/Experience
level I recommend for being in a certain area, I recommend it be roughly that
of the enemies, do the monster search to find that out. If this is too much
to ask of you, take the Roman numeral and add usually ~5 to it).
Enemies:
1 Goblin (punk with a dagger)
2 Carbuncle (Blue and white thing, looks like a rock)
3 Eye Fang (Odd looking hanging red thing)
4 Blue Wisp (Blue whirly thing)
NOTES: Just watch yourself. Because you're dropped in the cave alone,
I don't recomend spending more time here than you need since the other
characters are missing out on experience (although, experience won't be
divided among multiple characters) and you, being the only target
and all, have a much greater chance of dying. Just don't fool around.
Get the treasures, drink the water on the second floor and go. Run if
you wish (press L + R at the same time while selecting a command), although
it's not necessary. Also: Eye Fangs hit kind of hard at this point of the
game, so watch out for them.
New things found in this part of the Altar Cave:
-------------------------------------------------------
| Leather Shield | 2/1, Guards against poison | - | 40 |
| Long Sword | 10 | - | 100 |
| Antartic Wind | One Free use of Blizzara | - |(500)|
-------------------------------------------------------
First floor
_
________ |a|
| _:_ |_| |
__/ | | C |
|2 _| |______|
| _|
|1|
| |
_/ \__ A - Leather Shield
/ B\ B - Potion
|A | C - Long Sword
|_ _|
| | 1 - Stepping here intitates a show
|_ | 2 - Examining (with A button) removes the
|_ / : wall
| |
| |
| | 0 - Play is begun here
| |
| |
| | __
| | | |
_| | | |
| 0| | |
| |_________| |
| |
__| ______ |
| | \_|
| |
| |
|___ |
\______|
_
|b|
| |
_| |_ _
| | _/F\_ __
| | | | _/ |
| | | |_ __ / 4|
| | ___| |_______|G |_____| 44|
| | _/ _____ ___3____ 44|
| |____/ __ _| |_ / |44|
|_______________| | | |__| |44|
| |
| |
| | 3 - A brief show occurs upon stepping here
| | 4 - Examine to restore HP/MP
| |
| |
_| |__
/ \
| \_______
| _________E|
______| |
|D________ | D - Anarctic Wind
| | E - Potion
| | F - Potion
| | G - Anarctic Wind
|a|
Door b leads to a very small room. Enter it, take a few steps foward and
watch a show. BOSS1 will ensue at its end.
BOSS1: Land Turtle (#196)
HP: 120
Weakness: Ice
Gil: 500
EXP: 20
Because you're flying solo here and are probably at an unimpressively low
level, I recommend using a South Wind. If fully equipped, the Land Turtle
generally hits for around 10 damage per hit. To be safe, assume the next
turn it'll hit twice, so if your HP dips below 40, I reckon you should use
a potion. Also if fully equipped, you should be hitting this guy for around
10 HP per hit, and with any luck, you'll hit twice. The Land Turtle should
go down without too much trouble.
After finishing the battle and a scene, you are transported out of the cave
and to the outerworld. For the sake of convienence, I will map the remainder
of the cave here, although I don't recommed plowing through it until you have
more party members.
You don't need to go into this cave again, but I highly recommend it as it
will be a great boon to your cash and equipment totals. It should also give
you a better feel for the game.
ALTAR CAVE
New Stuff in this part of the Altar Cave:
---------------------------------------------------------------------------
| Bronze Knuckle | 12 | - | 60 |
| Bronze Bracers | 1/1 | - | 80 |
| Sleep | Calls sandman upon target/s, 25% base accuracy | - | 100 |
---------------------------------------------------------------------------
All effect spells have a base accuracy percent. This can improve or decline
with the skills and levels of your characters as well as the magic defense
of the target.
_
_|c| c - Leads outside
|_ |
| |
| |
| | __
| |_______________|HI|
| ______\___\_______|
| |
| | H - Leather Cap
__| | I - Bronze Bracers
|__ |
|d|
_
_ |M|
_/ \___| |
/ |
__/ 1 J|
/ /
_/ |_
|L_ ____ \__
\K/ | _____N|
| |__
|____ |
| \__________ _
\__________ |__________|d|
|______________|
J - Bronze Bracers
K - Bronze Knuckle
L - Long Sword
M - Sleep Spell
N - Long Sword
1 - To other 1 (where you were first dropped to begin the game)
MMMMMMMMMMMMMMMMMMMMMMMMMMMMM1MMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMM
MMMMMMMMMMMMM6MMMMMMMMMMMMMMMM MMMM
MMMMMMMM MMMMMMMMMMMM MMMM
MMMMMWWWWWWWWWWWWWMMMMMMMMMMM MMMMM
MMMMMMMWWWWWWWWWWWWWMMMMMMMMMM MMMMMM
MMMMMMMMMWWWWWWWWWWWWWMMMMMMMMM MMMMM
MMMMMMMMMMMMMMMMMMMMMffffffffMMMMMMMM MMMM
MMMMMMMMMMMMMMMMMMMM ffffffffffMMMMMM 222MMMM
MMMMMMMMMMMMMMMMMMM fffffffffffMMMMMMM 22MMMM
MMMMMMMMMMMMMM fMMMMMM MMMM
MMMMMMMMMMfffffffffffffffffffffffffffMMMMM MMMMM
MMM _CC_fffffffffffffffffffffffffffMMMMM MMMMMM
MMM | CC |fffffffffffffffffffffffffffMMMM MMMMM
MMM | 55 |fffffffffffffffffffffffffffMMMMffffffMMM
MMM | |fffffffffffffffffffffffffffMMMMffffffMMM
MMM |_ _|fffffffffffffffffffffffffffMMMMfffffMMMM
MMMM ffffffffffffffffffffffffffffMMMMffffMMMMM
MMMMMMMMMMMMMMMMMMMMMMM fffffffffMM ff MMMMM
MMMMMMMMMMMMMMMMMMMMM fffffff MMMMM
7 ffffff MMMMM
MM fff MMMMMMM
MMMMMMMMMMMMM MM MMMMMMMMMMM
MMMMMMMMMMMM MM MMMMMMMMMMM
MMMMMMddddd MMMMMMMMMMMM
MMMMMddd4dd 33MMMMMMMMM
MMMMMMMdddd MMMMMMMMM
MMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMM
MMMMM MMMMMM
MMM
M
MMM
MMMMM
MMMMMMM
MMMMM
M9M
Key -
M - Mountains f - Forest area
W - Water d - Desert
B - Boulder (blank) - grassland or plains
C - Castle
1 - Altar Cave 6 - Sealed Cave
2 - Ur Town 7 - Boulders west of Kazus
3 - Kazus Town 8 - Canaan
4 - Desert west of Kazus 9 - Dragon's Peak
5 - Sasune Castle
Enemies of the area:
5 Killer Bee (Flying bee-like creature)
6 Werewolf (Bipeded beastman with claws for hands)
7 Berserker (Looks like a stereotypical Roman gladiator)
Not much to write home about here, at least nothing that hasn't
already been said. It's worth repeating that Killer Bees
do have the ability to poison upon contact, though.
II. UR TOWN
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTT _____ TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTT | | TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TT | | TTTTTTTT
TT |__d__| TTTTTTTTTTTTTTTTTTTTTTT WWWTTTTTTT <-- Enemies, Killer Bees
TTT TTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT and Werewolves, are
TTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT found beyond tihs point.
TTTWW pTTTTTTTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT
WWWWWWWTTTTTTTTTTTTTTTTTTTTTTTT WWWWWp TT
WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTWWWW 1 TT
WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTWWWWW TT
WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTTWWWW TT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTWWWT TTT
TTTTTTTTTTTTTT_ TTTTTTT _____ TTTTTTWWT TT
TTTTTTTT | | __TT_ | | TTTTTTTTT TT
TTTT | | | | | | TTTTTTTT TT
|__m__| | | |__w__| TTTTTTTT TT
|__a__| TTTTTTT TT
TTTTTT TTTT TTT
TTTTTT _______ TTT TTTTT
TTTTT | | _____ TTTTT
TTT | | | | TTTTTTTTTTT
TTT | | | | TTTTTTTTTTT
TTTTT |___e___| |__i__| TTTTTTTTTTTT
TTTTTT TTTTT
TTTTTTTTTTTTg TT TTTTT TTTT hTTTTT
TTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT
1 - Go here for a scene essential for the game's progression
d - Door that leads into a house with two Antidotes on one floor.
Another floor is revealed by examining the rightmost candle, leading
to five chests: Eye Drops, Long Sword, Phoenix Down, Cure Spell, and a
Dagger.
h - The southeastern area of town has a water hole/well. Go through
the navigable trees (marked with lowercase t's) to find a small room
with 3 Potions.
p - These are Potions.
e - Elder's House. Interesting plot details potentially lie within.
As do rivivification and recovery springs.
g - This guy will show you the wonders of using Items on the map: press
the B button while facing him and give him a Potion and he'll give you
a Phoenix Down.
m - Magic store
-------------------------------------------
| Poisona | Removes Poison status | - | 100 |
-------------------------------------------
Sure buy one of these. Or two, they're small.
a - Armor store
--------------------------------------------------------
| Leather Armor | 3/1 | - | 90 |
| Leather Shield | 2/1, protects against poison | - | 40 |
| Leather Helm | 1/1 | - | 15 |
| Bronze Bracers | 1/1 | - | 80 |
--------------------------------------------------------
We'll be spending some money here, I reckon. Leather Helemts are
a steal at 15 Gil, but unnecessary. Pick up a Leather Armor here.
Bronze Bracers are also good buys for the more frail magic users,
but you should already have them after going through the Altar Cave
again.
w - Weapon store
----------------------------------------------
| Dagger | 9 | - | 60 |
| Also: Long Sword |
| Staff | 3 | - | 40 |
| Bow | 10, Ranged | - | 100 |
| Wooden Arrow | 6, One use, Ranged | - | 4 |
----------------------------------------------
I don't recommend buying anything here, really. You'll have/be
getting the rest of this stuff shortly.
i - Inn (Free) and Item store
You can take advantage of the Inn's generousity by simply plopping into
one of the open beds. There are two potions in the Inn. One close to
the open beds in the main room and another in the tavern area through
the door. Also in the tavern area is a piano on which to whack and a
dancing girl.
----------------------------------------
| Potion | Restores some HP | 50 |
| Eyedrops | Nullifies Blind state | 40 |
| Antidote | Nullifies Poison state | 80 |
----------------------------------------
Go ahead and buy 10 of each item (by selecting 10 from the quantity
menu, this time giving you about 20% off buying one at a time). You
should be pretty much ready to leave the place after after doing so.
CASTLE SASUNE
Walk to the castle gate and speak to the person in front of the doors
to initiate a show.
NOTE: There are monsters in the towers (the doors marked 'a' and 'b' in
first map below):
8 Red Wisp (Palette-Swap of the Blue Wisp)
9 Dark Eye (Palette-Swap of the Eye Fang)
10 Zombie (Looks like... an undead thing coming out of the surface)
Dark Eyes and Zombies are undead, so a cast of the Cure spell distributed
across a party of undead + a physical attack by one of the other charcters
generally means dead monsters which generally means the fights should be
over with in one round. Be warned, though, that at this point in the
game, you might be taking about 20 damage per hit. Try to avoid using
items as there's never a bed too far away.
Also, I recommend level building here, do it with the Wight Slayer
and Daggers as not to use up the Holy Arrows.
WWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWW
WW CWWWW WWWW WW C - Phoenix Down
WW WWWW WWWW WW
WW WWWW WWWWW WWWW WW
WW WWWW WWeWW WWWW WW
WW WWWW WW WW WWWW WW
WW WW WWd WW
WW WW WW WW
WW ww ww WW
WWWWWWWWWWWWWbWWWWWWWWWWcWW
WWWWWWWWWWW
____________WW WW
| _________ N WW N - Bronze Knuckle
| | WW WW
| | WWWWWWWWWWW
| |
| |
| WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
| WWWWWW WWWWWW
| WWWWWW WWWWWW
|__ww WWWWWWWWWWWWWWW WW
WW WWWWWWWWWWWWWWW WW
WW D E WWWWWWWfWWWWWWW WW D - Blizzard Spell
WW WW WW WW E - Leather Shield
WWWWWWWWWWW WWWWWWWWdWW
WW WW
WWWWWWWeWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWW
WW WW
WW PP 3 PP WW 3 - Approach this point for a show that
WW WW furthers the plot.
WWPP PPWW
WWWWPP PPWWWW
WWPPPP PPPPWW
WWPPPPPP PPPPPPWW
WWPPPPPP PPPPPPWW
WWPPPPPP PPPPPPWW
WWPPPPPP PPPPPPWW
WWWWWWWWWWWWWWfWWWWWWWWWWWWWW
WWWWWWWWW WWWWWWWWW
WWWWWWWWWWW WWWWWWWWWWW
WWWW WWWW WWWW WWWW
WWWWWW WWWW WWWW WWWWWW
WWWW iW WWWW WWWW Wm WWWW
WWWW WWWW WWWW WWWW
WWWW WWWW WWWW WWWW
WWWWWwWWWWW WWWWWwWWWWW
WWWWhWWWW WWWWlWWWW
WWWWWWWWW WWWWWWWWW
WWWWWWWWWWW WWWWWWWWWWW
WWWW e WWWW WWWW WWWW
WWWW WWWWWW WWWW WWWW
WWWWi Wj WWWW WWWWWWW WWWW
WWWW WWWW WWWW nW mWWWW
WWWW WWWW WWWW WWWW
WWWW WWWW WWWW WWWW
WWWWWWWWWWW WWWWWWWWWWW
WWWWWWWWW WWWWWWWWW
_____ _ ________________
| \___|b|___/ 1 :__ | 1 - Examine to remove : wall
| | | |
| | | \___
| | | _ |
| | |__| | _ |
| | |__| | |
|_ | | |
|___ C | |c| C - 500 Gil
|________________|
(NOTE: whenever somebody is following along with the team, press Y
to speak with them. They may just say something entertaining or useful.)
_
_|d|
______________ | |
| _ | | |
| | |________ | | _|
| | | | | |
______________| |_____ | | | |
_/ _____ | | | | |
| __/ | _| | | | |
| | |_ E | | | | |
| | | | | | / |
| | |_________| | | | _|
| | | |______| |
| | _| _______|
| | | __|
| | _____ | |
| |_ | 4 | | | D - Antarctic Wind
/ \_ | | | | E - Eye Drop
| | | | | |________
| | | |_ __| \
| |_____| | | ____ |
|_ _____ | | __| | |
|_____/ |_______| |____| | |___
| |
| D |
4 - Approaching will trigger scene |_____|
and BOSS2
BOSS2: Djinn (#197)
HP: 650
Weakness: Ice
Gil: 1400
EXP: 50
Not overly difficult. He has a Fire spell attack that isn't any more
powerful than other attacks you've seen throughout the rest of the
dungeon, he can just spread it across your team. If you want to make
quick work of him, use an Antarctic Wind or two for as much as 500
damage per use. I wouldn't use more than onefor they are better conserved
for a different fight down the line.
After the battle is won a scene will ensue. Return to Sasune Castle,
watch the show and leave the place, return to retrieve your airship across the
blue stuff near the Sealed Cave. Now the plot has been furthered enough
to revisit Kazus.
V. KAZUS TOWN
Enter the town, take a few steps in and watch the show.
TTTRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
TTTRRRR RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
TTTTTTT hRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
TTTtttt lRRRRRRRRRRRRRRRR RRRRcRR R
TTTttTTTT RRRRRRRRRRRRRRRR _____ R
TTTttTTTTTTTTRRRRRRRRRRRRRRRR | | R
TTTttttttttTTRRRRRRR RRRRR | | RRRRRRR
TTTTTTTTTttTT RR RRRRR |__b__| RRRRRRRR
T tttTTTT RRRRRRRRR
Tz RRRRRTttTTTTTT RRRRRRRRR
TRRWWWWWTttTTTTTTTTTT _______ RRRRRRRRR
TWWWWWWWTttTTTTTTTTTT | | RRRRRRRRR
TWWWWWTTTttTT| | | | RRRRRRRRR
TTTTTTTTTttTT| | | | RRRRRRRRR
TTTTTTTTTttTT|__r__| |__i____| RRRRRRRRR
TTTTTTTTTttTTTT ___________ RRRRRRRRR
TTTTTTTTTtttttt | | RRRRRRRRR
TTTT TTTTTTTTT | | RRRRRRRRR
T TTTTTTT |__m__w__a__| RRRRRRRRR
TTTT TT RRRRRRRR
TTT TTTTTTT TTTTTTTTT
T TTTTTTTTTTT TTTTTTTTTT
T TTTTTTTTTTTTTTTTTTTTTTTTT T
T - Tree
R - Rock
W - Water
h - Mithil Helm
l - Leather Shield
z - Zues's Wraith
c - Cave of Mithril
b - Blacksmith's house
m - Magic store
-------------------------------------------------------------------
| Fire | 40, Fire Element | BW, RW | 100 |
| Blizzard | 43, Blizzard Element | BW, RW | 100 |
| Sleep | 25% base accuracy to cause sleep status | BW, RW | 100 |
-------------------------------------------------------------------
At last, Fire. Get one of those and get out. Just remember that
in Final Fantasy III (DS), undeads are not weak against Fire.
Repeat: undeads are NOT WEAK AGAINST FIRE as is per every single other
RPG in the history of gaming.
And it is worth mentioning one more time that All effect spells have a base
accuracy percent. This can improve or decline with the skills and levels of
your characters as well as the magic defense of the target.
w - Weapon store
------------------------------------------------------
| Mithril Rod | 12, Intellect +1 | BW, RW | 400 |
| Mithril Dagger | 14 | WR, RW, TH | 500 |
| Mithril Sword | 17 | WR, RW | 500 |
------------------------------------------------------
a - Armor Store
-------------------------------------------------------------------------
| Mythril Armor | 10/3 | WR, RW, TH | 350 |
| Mythril Shield | 3/3, Guards Confusion and Darkness | WR, RW, TH | 180 |
| Mythril Helm | 4/3 | WR, RW, TH | 130 |
| Mythril Gloves | 3/1 | WR, MK, TH | 120 |
| Mythril Bracers | 2/4 | WW, BW, RW | 120 |
-------------------------------------------------------------------------
Pick up a suit of armor for a Warrior and/or Red Wizard if you still
wish to use them, a set of gloves for the Fighter and rings for all
characters with a mage in their class description.
i - Inn (Free) and Item store
----------------------------------------
| Potion | Restores some HP | 50 |
| Eyedrops | Nullifies Blind state | 40 |
| Antidote | Nullifies Poison state | 80 |
----------------------------------------
Speak to the man near the bar section of the front area of the Inn and
watch the show.
After picking up what you believe you'll need for later, head into the
blacksmith's house for a show. Then leave town and enter the airship
for another scene. Land the ship when it ends and enter the mine in the
northeastern part of town.
CAVE OF MITHRIL
____
/ |
A & B - Mythril Swords | A B |
1 - Examining this | |
removes the : wall | |
and reveals d | |
_ ______________ |_ |
|d: 1 | \ |
|____________ | \ |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
_ | | ___| |
__|c|_________| | | ___|
|________________| | |
| |
| |
| \ _
| | |d|
| | | |
|_ | | |
If you were able to tear \ |____| |
throuh the Cave of the Seals, \_______|
this one should be no problem.
The enemies are largely the same as those from the Cave of the
Seals. Because it is so short, mages can go all out with their
spells on every turn if you wish. The reward is the pair of
Mithril Swords in the back of the mine, well worth it.
After that's done, enter the blacksmith's house, it's the one
closest to the cave, get a Potion from a chest and talk to the
man inside and watch the show.
Go out to your airship and ram into the boulders to the west of Kazus.
Watch the show then walk south to the next town.
Enemies here:
6 Werewolf (Hairy biped with claws)
7 Berserker (looks like the Roman Warriors from the movies)
21 Basilisk (Ugly green bug things)
22 Bugbear (It's a bear)
23 Mandrake (Ugly red-orange things)
******************************************************************************
* Alright, when you regain control, head to the nearly Forest of Healing if *
* needed, head south to the village of Tozas. Your guys need to be in *
* Mini state before entering. You'll need to be at level 8 before this, if *
* you're not there yet, battle some nearby enemies until you are. At this *
* point the White Mage earns a cast of a Level 2 magic spell. When ready, *
* select to cast the spell as you would any other outside of battle and *
* select the bottom option, the one that targets all party members to shrink *
* the entire team. *
******************************************************************************
Sorry to highlight this in the obnoxious way I did, but I've gotten so many
emails on this topic I've run out of urinals that need caking. It strikes me
as impossible people can comprehend English, read the above paragraph and not
know how to get to Tozus.
VIII. TOZUS TOWN
_____
| |_ _____________
| ___ | / ___________a|
| | | |_____/ /
| |_s_| __/
| |
| |
| M |_____
| |
| |
| ___ | _______
| | | |_____| |
| |_i_| ___ |
| ___ | | |
| | | |_m_| |
| |_b_| |
| |
|____________________ |
\__ |
\______/
Because many obstacles in Tozas are unique to this town, they will
not be marked on the map.
M - Mognet
a - Regular path out of town
m - magic store
------------------------------------------------------------
| Also : Fire, Blizzard, Sleep, Thunder, Poison, Blind, Aero |
------------------------------------------------------------
If you're using three magicians, which is not necessarily a practice I
condone or recommend, you may want to get another Fire or Blizzard.
b - Bread vendor. Sells Midget Bread for 200 Gil a pop.
This item has the same effect as Sight magic, which provides
a view of more of the overworld. You might consider picking
up a few if the maps provided here are insufficent, because
they'll come in handy eventually.
i - Inn (80 Gil) and Item store
----------------------------------------
| Potion | Restores some HP | 50 |
| Eyedrops | Nullifies Blind state | 40 |
| Antidote | Nullifies Poison state | 80 |
----------------------------------------
s - Find the person on the bed, give him an Antidote and go on
through the passage he reveals when finished. When in this house,
be sure to raid the shelves for a Mithril Bracers, Fire Staff, Fira
Spell and Cura spell in that order on the table, along the bookshelf
and in a pot to the right. In the hallway, a couple of Phoenix Downs
lie in the chests flanking the stiarcase revealed by the man in bed
after he's healed.
X. VIKING'S COVE
New stuff found here:
-------------------------------------------------------
| Viking Axe | 32 | WR | (500) |
| Spark Dagger | 23, Thunder element | WR, TH | (500) |
| Blizzara | 88, Blizzard element | BW, RW | 1500 |
| Fira | 85, Fire element | BW, RW | 1500 |
| Thundara | 85, Thunder element | BW, RW | 1500 |
-------------------------------------------------------
_ _
_|b|__|i|__
|_ |
| |
_ | |
|a| _| |
| | ___| |
| | | _|
| | | __|
| |___ |___ wwww|___
|___ | | |WWWwwwww|
| |___________________________________| |WWWWWWww|
|_______________________________________|WWWWWWww|
|WWW1__ww|
1 - Spark Dagger
2 - Blizzara _
3 - Fira |d|
4 - Thundara | |
5 - Viking Axe | |
6 - 3000 Gil | |
_| |
i - Inn (40 gil) and Item store | |
(Potion, Eye Drops, ___| |
Antidote, Echo Screen, | |
Gold Needle) and Magic | |
store (Fire, Blizzard, | |
Sleep, Thunder, Poison, | |
Blind, Mini) F |
| |
V - Talk to this Viking for a | |
scene | |
______________________________| |
|__ _____ ____ ____M____ _____|
| / | | | | | |
wwWW |b| | | | |
wwww | | | |_____
wwww w | |
_ wwww w | V |
_/ wwwwww wwwwww | |
_/ wwwwww w w | |
_/ wwwwww w w | |
| _/ wwwwwww w | |
|c___/ w w |_______|
w w
w w
_ ___ w
___|c|_____ | 34| w
| | |2 wwwwwwww
|5 |_ |___|
|6 |_____
| _____ |
| | | | _____
|___________| | |__________|RRRRR|
|____________ RRRRR|
|RRRRR|
It's pretty essential you grab the -ara elemental magic spells
hidden within the place. Distribute them among your capable
magic users. To use them, you'll need a Black Wizard leveld to at least
10, just so you know. Head to the Inn and head up and out of here.
Although you may be tempted to do so, it is't necessary to buy any more
magicfor the next section. It's possible to get by with two Black
Wizardsas long as both of them possess at least one Level 1 and one
Level 3 attack spell.
Also, sooner or later, you'll want to pick up about 10 Echo Screens,
for later.
For simplicity reasons, the world will be divided into four regions.
The first one (Ur, Sasson Castle, etc) will be the Northeastern section,
and the second map drawn (Kazus, Viking Base, et al) is the Southeastern
section.
The first new section will be the Southwestern region. Sail a few paces west
of where you first get the ship (which is on the western edge of the
Southeastern region) to reach it.
WWWWWWWWWWWWWWW
WWWWWWWWWWWWWWW D - 1500 Gil
WWF c IWW E, F, H - 1000 Gil
WWE HWW G, I - 100 Gil
WWD b GWW
WWWWWWWWWWWWWWW Don't go through stairway c until you've some
WWWWWWWWWWWWWWW special keys. Although you can open doors g and h
WWWWWWWWWWWWWWW now with a Thief in the lead, it's probably best to
wait as most of that treasure is of optimal use later.
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW (Dining Room)
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWW S. WWWWWW S.- Seat
WWWWW WWWWW T - Table
WWWW WW WW TTT WWwwWW WWWW
WW WWccWW TTTTT WWffWW WW
WW WWWWWW TTT WWWWWW WW
WWWWWW WWWWWW WWWWWW WWWWWW
WWWWWW WWWWWW
WWWWWWWWWW WWWWwWWWW WWWWWWWWWW
WWWWWW WWWWeWWWW WWWWWW
WWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWW
WWWWWWWW WWWWWWWW
WWWWWWWW WWWWWWWW
WWWWWWWWWWWW
WWWWWWWWWWWW WWWWWWWW
WWWWWWWWWWWW WWWWWWWW
WWf KWW___________WWWWWWWW J - Antarctic Wind
WW ww___________ww WW K - Bomb Fragment
WW JWW WW LWW L - Arctic Wind
WWWWWWWWWWWW WWWWWWWW
WWWWWWWWWWWW WWWWWWWW
WWWWWWWWWWWW WWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWgWW WWhWW Doors g & h require
WW WW Magic Keys to open
WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW
WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW
WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW
WW WWPPWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWPPWW WW P - Pond
WW WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW WW
WW WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW WW
WW WWWW2 WWWWWWWWWWWWWWWWWWWWWWWWWWW 1WWWW WW 1 - Drinking here
WW WWWW WWWWWWWWWWWeWWWWWWWWWWW WWWW WW restores HP/MP
WW WW WWWWWWWW WWWWWWWW WW WW 2 - Drinking here
WW WW WW WW revives party
WW WW WW WW
WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW
WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW
WW WWcWW WW
WW WW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
Not much to do or gain on this trip, but it will fatten your
wallet.
When done here, go north and west, through the forest and around
the mountains into the cave.
________________
_________ | ____________ |
E - Phoenix | E | |l| | |
Down |_______ | |l| _ | |
__________|l| |l| |b|_| |
| _______ll| |l| |_____|
| | |ll\________|l|
| | |llllwwwwwlll|
__/ | |l| |l|
|_ __| |l| |l|
|c| |l| |l|
/l/ |l|_______
_/l/ |llll___ |
|ll/ | |
|l| | |
|l| | |
|l| ___| |
___ |l| | |
D - |D |__|l| | C | C - Ice Blade
Hi Potion |________| |_____|
_
__/e\__
__/ _ \__
/ / \ \
\__ | | __/ ______
\ \_/ / __|G R | G - Phoenix Down
\_ _/ |d_: _____|
\ | |l\
|d| \ll| Examining R opens the : wall
|l| to d
|l|
_|l|
|ll/
/ll/
|ll/
_____/ll/ _
/ F lll/ |c|_
\____lll\ / |
\lll\_____/ |
F - Impact Claw \lllllllllllll|
E leads to a small room. Take a few steps in (fully healed) and watch the
show.
BOSS7 - Salamander (#202)
HP - 6000
Weakness - Ice
Gil - 3700
EXP - 686
He'll get two attacks per round, often using them quite wisely (attacking
the same person twice, potentially killing them). Having Ice-clad protective
gear will greatly reduce the ferocity of his physical attacks, although oddly
enough not his flame-breath used across the party.
The offensive strategy I most reocmmend for this fight is one more reliant on
magic. South Winds/Blizzara casts can take off more than 700 damage with
regularity. Although it's risky, I tend to even use White Wizards for offense
in this battle unless he spits fire. I found the more aggressively I attack,
the better off I tend to be (although another possible strategy could be to
have a White Wizard use Cura across the party every turn until you have no
more magic uses at that level... by the time that comes, the boss should be
weakened enough for a full blown attack, although you risk wasting valuable
MP).
After the battle, examine the Crystal and step on the sign in the back of the
room to warp out of the cave.
When this is over, walk back into the Dwarves' Cave, take a few steps in
and watch the show. Speak to MB once again and watch the show. Speak to
the dwarf beside the southern path and follow him down it.
XXIII. AMUR
NOTE: Don't leave town for any reason as all, well, both, paths for
the time being lead to death. If you wish, you can visit a Fat Chocobo
east-southeast of town in a Chocobo Forest.
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWW s WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWW TTTTTTT l WWWWWWWWWWWWWWWWWWWWGGWWWWWWWWWWWWWWWWGG
GGWWWWWWW TTd g WWWWWWWWWWWW| _____ WWSSSSSSSSSSSSSSSSWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWW___/ | | WWSS SSWW
WWWWWWWWWWWWWWWWWWWWW______/ | | WWSS c c c c SSWW
WWWWWWWWWWWWWWWWWWWW/ |_____| WWSSSS llSSSSWW
WWTTTTTTTTTTTTTTTTWW M WWWWWWWWWWWWWWWWWWWW
WWTTTTTTTTTTTTTTTTWW WW WW
WWTTTTTTTTTTTTTTTTWWWWWWWWWbbWWWWWWWWWWWWWWW BB BB WW
WW TTTTTTTTTTTTTTWW ______ WWW BBLBB WW
WWWWWWWWWWWWWWWWWWWW ______ | | WWWWWWWWWW WWWWWWWWWW
WW _________ WW | | | | WW WW
WW | | WW | | |____w_| bb _________ WW
WW | | bb |____a_| WW | | WW
WW |____i____| WW WW | | WW
WW WW WWWWWWWWW |____o____| WW
WW WWWWWWbWWWWWWWWWWWWWWWWWW WW
WWWWWWWWWbbWWWWWWWWWWWWWbWWWWW WW TT WW
WW WW TTTTTTTTTTWW WW
WW ____ WW TTTTTTTTTTWWWWWWWWWWWbWWWWWWWWW
WW | | WW P TTTTWWWWWWWWWWWbWWBBWBBWW
WW _____ | | WW TTTTWWWW BBWBBWW
WW | | |____| bb bb BBWBBWW
WW | | WWTTTTT TTWW BBWBBWW
WW |__r__| SSS WWTTTTTT TTWWSS BBuBBWW
WW SSSSSWWTTTTT TTWWSSSS BBBBBWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWbWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
S - Shrubs
B - Brick
F - Fence
T - Trees
G - Gutter
W - Water. Can eventually walk on (or at least through) much of
this after house o is entered
L - Locked ladder. Unopenable until events of house o are
completed
P - Speak to this person to trigger important events at house o
o - Enter this, an Old Man's house. Talk to him and watch the
show.
c - Four Gyshal Greens are hidden in this patch
t - Thief Gloves
d - Black Cowl
s - Black Garb
r - Revivification spring
i - Inn (100 Gil) and Item store
---------------------------------------------------------
| Potion | Resotres about 50 HP | 50 |
| HiPotion | Restores about 500 HP | 600 |
| Gold Needle | Relieves Petrified state | 100 |
| Echo Herb | Relieves Mute state | 100 |
| Luck Mallet | Changes size | 100 |
| Eyedrop | Relieves Blind state | 40 |
| Antidote | Relieves Poison state | 80 |
| Carrot | Calls Fat Chocobo in their forests | 150 |
---------------------------------------------------------
I suggest getting some Antidotes and HP restoration if they're running low
in your supply.
a - Armor store
--------------------------------------------------------------------
| Viking Helm | 19/5 | VI | 5500 |
| Viking Mail | 36/5 | VI | 8000 |
| Also: Heroic Shield |
| Thief Gloves | 11/8, Agility +3 | TH | 2500 |
| Black Garb | 30/18, Agility and Vitality +2 | TH, MK, RN | 5000 |
| Black Cowl | 15/10, Agility +2 | TH, MK, RN | 4000 |
| Black Belt Gi | 33/18, Agility, Vitality +3 | MK | 6000 |
| Chakra Band | 17/11, Agility +2 | MK | 4500 |
--------------------------------------------------------------------
You don't need to buy anything for a thief. If you plan on using a
Viking, go ahead and pick up a helmet and suit of armor, ditto for
monks. You can also go ahead on splurge on the monk-related equipment
as well.
w - Weapon store
-----------------------------------------------------------------------
| Battleaxe | 65 | VI, WR | 7400 |
| Main Gauche | 35, Agility +3 | TH, WR, DK, BA, RW | 7000 |
| Thunder Spear | 45, Thunder element | DR | 8000 |
| Selene Bow | 63, Ranged | RN | 16000 |
| Boomerang | 40, Ranged | TH, RN | 9000 |
| Also: Iron Arrow, Holy Arrow |
| Madhura Harp | 60, Ranged, Protect Song | BA | 10000 |
-----------------------------------------------------------------------
You may want to get a Main Gauche just for its flexibility and agility bonus
in spite of its low price/attack power ratio. If shopping for a Viking, I
recommend one Battle Axe if you still have an Ice Shield handy as you'll be
finding them another weapon before terribly long. The money saved on Thief
armor will be partially nullified here as Boomerangs and the said knife are
pricey. Also, the Selene's Bow is strong but expensive, but not as expensive
as a pair of Boomerangs (that plus those elemental arrows equals a pair of
Boomerangs in attack power).
u - Go here to enter the Amur underground sewers. This will segue
nicely.
1 - Walking onto here triggers a scene and a 'boss' battle with four
Poison Toads.
_
_|b|_
| | ______________________ ____
| | | ______1 | | |
|__ | | | | | | |
| | | | | | __| | |
| | | | | | | |c|
| |___| | | | | ____|
| | | |_____| |
|_________| |____________________|
_
______________________ __|c|
| | | |
| _________________ | _______| | _____
| | | | | ____|| |
| | _______________| |_______| |_____| |________
| | |___ :_________ ___:_ ____ B |
| | | F| | D | |_______| | | | | B - Diamond Bell
| | | | |______| |_____| |__C| C - Hammer
| | |E |
| | |_______________|
| |
| |
| | D - Kaiser Knuckles
| | E - Power Bracers
| | F - Poison Dagger
| |
| |_________d___ The room on the other side of door D is fairly non-descript
| | Just enter, walk a few steps in and watch a show. When
|________________| it is finished, you'll be ready to leave town.
WORLD - First section
Enemies of this game most of the Outdoor areas for this landmass:
84 Black Flan (Purple palette-swap of Red Mallow)
85 Hellgrao (Looks like a small, hopping dragon)
86 Vulcan (Big Orange palette-swap of Salamander)
87 Dracocotta (Yellow palette-swap of Crocotta)
88 Magician (Paper-thin purple odd thing)
NOTE: Magicians have the -ara spells, puddings have pretty high defense,
Leucrottas can put you to sleep upon attack and Vulcans get two turns
per round and sometimes breathe fire. Black Flans are weak against Fire
and Vulcans and Dracocottas are weak against Ice.
Okay, there is simply far too little over such a relatively large plane
of land that mapping it is far more trouble than its worth. I can tell
you where you shouldn't go, though.
Don't bother traversing the network of river streams here. The Water
Shrine and Cave are to the east and north of Amur, but I can't envision
any reason for revisiting them other than the free HP/MP restoration.
You don't need to go any point north of Amur for the time being. Taking
this path far enough will eventually kill you regardless the level of
your characters. So don't.
Where you should go is south. Keep hugging the coastline from Amur south
and follow it as it traverses north into the mountains. If you completed
the previous Roman numeral, you should be able to go across the swamp that
would've killed you if you hadn't.
Oh, and there are also two Chocobo Forests in the area, one to the
southeast of Amur and one in the forest south of the mansion.
Oh, and remember the location of this mansion as east of it in the ocean
there's a suspicious triangular island. Pay no heed to it now, just keep
it in the banks of your memory.
Well, that's actually possibly worth mapping. I may get to it in another
version of the guide.
_____________________________________
| |
| _________________________ |
| | | |
| |______________________ | |
| | | |
| ______________________| | |
| | | |
| |______________________ |___ | A through K -
| | | | Gold Sword
| ______________________| |a| L - Wyvern Claws
| |
| |____________________________________
| A B C D E F G H I J K L |
|__________________________________________|
_ _
| | | |
_ _______ ___________ | | | |
|f| | ___ | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | |_____| | | | Door f leads to a small
| | | | | | | | | | room. Walking far enough
| | | | | | | _____ | | | into the room intiates a
| | | | | | | | | | | | initiates BOSS10
| | | | | | | _________| | | | |
| | | | | | | | | |_____| |
| | | | | | | | | _____ |
| | | | | | | |_________ | | | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| |_____| |___| |_____| ___ |_____| | |e|
| ___ | | _____ |
| | | |___| | | |
|_________| |___________________| |_|
DUSTER
TTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTWWWWWWWWWWWTTTTTTTTTWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTWW WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTWW e WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT
WWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW WW WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW WW e WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW TTTTTWWTTTT WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW TTTTT WW TTTTT WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW TT WW TT WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW TTT WWWWWWWW TTT WWWWWWWWWTTTTTTTTTT
TTTTTTTTTTTTTTWW TT WWWWWWWW TTT WWTTTTTTTTT
WWWWWWWWWWWWWWWW TTT WWWWWWWW TT WWTTTTTTTTT
TTT TT TT WWWWWWWWWWW
TTTT T TTT TTT ____ TTTTTTT
TTTTT TT | | TTTTTT
TTTTT T | | TTTTTT
TTTTT _____ _____ |____| TTTTTTT
TTTTT | | | | _____ TTTTTTTTTTT
TTTTT | | | | | | FFFF TTTTTTTTTTT
TTTTT |__w__| |__a__| | | TTTTTTTTTTTTT
TTTTT |__i__| TTTTTTTTTTTTTTT
TTTTT TTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTT TTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTT
T - Trees
W - Water
F - Fence
e - Earthen Drums (One free use of Quake spell)
w - Weapon store
-----------------------------------------------------------------------
| (Also: Diamond Bell, Mudhura Harp |
| Loki Harp | 60, Sing to increase attack power | BA | 10000 |
| Lamia Harp | 60, Sing to cause damage, hit to confuse | BA | 12000 |
| Dream harp | 60, Sing to restore HP, hit to put asleep | BA | 12000 |
-----------------------------------------------------------------------
The only weapon here I truly recommend is the Loki Harp. The Mudhura is
alright and the Dream Harp is marginally useful, though.
a - Armor store
------------------------------------------------------------------------------
| Gaia Vest | 35/25, Vitality +3 | GE | 7600 |
| Bard Vest | 32/28, Agility and Mind +2 | BA | 5500 |
| Feathered Hat | 10/16, Agility +2 | All | 6000 |
| Rune Bracers | 11/13, Guards many statuses | WM, BM, RM, SC, GE, EV | 5000 |
------------------------------------------------------------------------------
I recommend getting two or three Feathered Hats no matter what - it's one of
the best of its kind in the game. Ditto for Rune Rings. Go ahead and get a
Bard's Vest if you want, although you'll get a Gaia Vest before too terribly
long for free, so I don't advise picking up one of those.
i - Inn (320 Gil) and Item store
-----------------------------------------------------
| HiPotion | Restores about 500 HP | 600 |
| Soft | Nullifies Stone state | 100 |
| Maiden Kiss | Nullifies Frog state | 100 |
| Echo Herb | Nullifies Mute state | 100 |
| Luck Mallet | Changes size of character | 100 |
| Eyedrop | Nullifies Blind state | 40 |
| Antidote | Nullifies Poison state | 80 |
| Gyshal Green | Calls Fat Chocobo in Forests | 150 |
-----------------------------------------------------
When you think you're good and ready, and make sure you are because you
won't be moving from this next area for a very long time (although there are
shops and the like open for business), fly close to Salonia Caslte, marked
with an 8 on the map and watch the show. When it ends, leave the battle
room southward and walk over to the southwestern part of the kingdom.
SOUTHEAST SARONIA
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBWWWWWWWWWWWWWW
BBWW WWBBWWWWWWWWWWWWWW
_____ BBWW WWBB| | WWWW
| | BBWW WWBB| | WWWW
| | BBWW WWBB|_____| WWWW
| | BBWW WWBB ____WWWW
| | BBWW WWBB | |
|_____| BBWW WWBB c | |
___ TTBBWW WWBB | |
| |___ TTBBWW WWBB |_______|
| | BBWW WWBB
| | BBWW WWBB WWWW
| | BBWW WWBB WWWW
|_______| BBWW WWBB WWWW
TTBBWW WWBBTT WWWW
WWWW TTBBWW________________aa_______________WWBBTT ____WWWW
WWWW BBWW WWBB | |
WWWW BBBWW WWWBB | |
WWWW BBBWW WWBBB | |
WWWW _____ BBBWWWWWWWWWWWWW WWWWWWWWWWWWBBB | |
WWWW| | BBBBBBBBBBBBBB BBBBBBBBBBBBBB |_______|
WWWW| | _____ _____ ___________
WWWW| | | | | | | |WWWW
WWWW|_____| | | | | | |WWWW
___ | | | | |___ |WWWW
WWWWWWWWW| |___ |_____| |_____| |_______|WWWW
WWWWWWWWW| | _____ T _____ _____ WWWW
WWWWWWWWW| | | | T | | | |WWWWWWWWW
WWWWWWWWW| | | | | | | |WWWWWWWWW
WWWWWWWWW|_______| | | | | | |WWWWWWWWW
WWWWWWWWW |_____| |_____| |_____|WWWWWWWWW
WWWWWWWWW WWWWWWW
c - a couple of Chocobos should be walking around here
Door a leads into a castle-like area with enemies and all, not unlike
the encounters at Castle Sasson.
Enemies:
95 Hellgaroo Mage (Reddish palette-swap of Helcan)
96 Needle Monkey (Purple cat)
97 Catoplebas (Giant floating bovine)
98 Sorcerer (Reddish palette-swap of Magician)
99 Sandworm (Yellow Palette Swap of Blood Worm)
NOTE: Catoplebas, withtheir high HPs, can pertrify with their hits.
Sorcerers, like their palette-swapped counterparts, also have
-ara magic spells.
New stuff:
------------------------------------
| Dragon Helm | 18/9 | DR | (2000) |
| Dragon Armor | 35/13 | DR | (3000) |
------------------------------------
WWWWWWWWW
WWWWWWWWWWW
WWWW WWWW
WWWW WWWWWW
WWWW Wb WWWW
WWWW WWWW
WWWW WWWW
WWWWWwWWWWW
WWWWaWWWW
WWWWWWWWW WWWWWWWWW
WWWWWWWWWWW WWWWWWWWWWW
WWWW WWWW WWWW WWWW
WWWWWW WWWW WWWW WWWWWW
WWWW cW bWWWW WWWWc Wd WWWW
WWWW WWWW WWWW WWWW
WWWW WWWW WWWW WWWW
WWWWWWWWWWW WWWWWwWWWWW
WWWWWWWWW WWWWlWWWW
WWWWWWWWW WWWWWWWWW
WWWWWWWWWWW WWWWWWWWWWW
WWWW WWWW WWWW WWWW
WWWWWW WWWW WWWW WWWWWW
WWWW eW dWWWW WWWW Wf WWWW
WWWW WWWW WWWW WWWW
WWWW WWWW WWWW WWWW
WWWWWwWWWWW WWWWWwWWWWW
WWWWhWWWW WWWWlWWWW
WWWWWWWWW WWWWWWWWW
WWWWWWWWWWW WWWWWWWWWWW
WWWW WWWWWWWWWWWW A WWWW A - Dragon Helm
WWWWWW WWWWWWWWWW B C WWWW B - Dragon Mail
WWWW iW WWWW C - Phoenix Down
WWWW WWWWWWWWWW D E WWWW D - Elixir
WWWW WWWWWWWWWWWW F WWWW E - Dragon Helm
WWWWWwWWWWW WWWWWWWWWWW F - Phoenix Down
WWWWhWWWW WWWWWWWWW
NORTHEAST SARONIA
_________________________________________________________
|WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWW | | | | | | WWWWWWWWWWW|
|WWWWWWWWWWW | | |_____ | | | WWWWWWWWWWW|
|WWWWWWWWWWW |__w__| |_____| | | WWWWWWWWWWW|
|WWWWWWWWWWW |_w2__| WWWWWWWWWWW|
| | TT | |
| | TTT TTTTT |__ |
|______| TT TT _____ |___|
| _____ | | |
| | | ________ | | |
| T | | _| |_ |_____| |
| T |_m2__| _| |_ ____________ |
| ______ | | | | |
| __| | | | | | |
| | | |_ _| |___ | |
| | __| |_ _| |________| |
| |______| |________| |
| ___ T _____ |
| __| | TTT | | |
| | | TT | | |
| | | |__m__| |
| |______| _____ ______ TT |
| | | | | TT |
|WWWWWWWWWWW | | | | WWWWWWWWWWW|
|WWWWWWWWWWW |_____| |__i___| WWWWWWWWWWW|
|WWWWWWWWWWWTT WWWWWWWWWWW|
|WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW|
W - Water
T - Trees
w - first Weapon store
---------------------------------------------------------
| (Also: Thunder Spear) |
| Wind Spear | 53, Wind elemental | DR | 10000 |
---------------------------------------------------------
I'm just going to spoil this one for you now, the best way to fight the next
battle is likely to be with four Dragoons. Although you can't get anymore
armor and it seems a tad cumbersome to buy all this stuff for just one fight.
I do recommend picking up at least enough for two Dragoons, as if you've
climbed the tower in Southeast Salonia, you'll find ample armor for two
Dragoons, plus you already have a Wind Spear from a man in Northwest Salonia.
So I recommend at least one, maybe two more Wind Spears.
Also note that this is likely the last time I recommend buying any weapon
or armor for a very long time, almost ever. And even this is quite borderline.
i - Inn (320 Gil) and Item store
-------------------------------------------------------
| HiPotion | Restores about 500 HP | 600 |
| Soft | Nullifies Stone state | 100 |
| Echo Herb | Nullifies Mute state | 50 |
| Eyedrop | Nullifies Blind state | 40 |
| Antidote | Nullifies Poison state | 80 |
| Ottershroom | Lets party warp to the outside | 2000 |
| Gysahl Greens | Calls Fat Chocobo in Forests | 150 |
| Gnomish Bread | Item equal to Sight magic | 200 |
-------------------------------------------------------
m, m2 and W2 are all sealed for the time being.
NORTHWEST SARONIA
________________________________________________________
| | | |
| | | |
| |_________________________l__________________________| |
| |
|TTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTT TTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTT TT |
|TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTT ___ |
|TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTT | | ___|
|TT TTTTTTTTTTTTTTTT TTTTTTT | | | |
| TTTTTTTTTTTTTT TTT _____ |___| | |
|_____ TTTTTTTTTTTT T _| | |___|
| | ______ TTTT | | |
| | | |__ | _| ____ |
|__m__| |__ | |__i__| | | |
| |______| TT | | |
| _____ TTT T | | |
| | | TT T |____| |
|TT| | |
|TT|_____|TT TT |
TT
i - Inn (320 Gil) and Item store
-----------------------------------------------------
| HiPotion | Restores about 500 HP | 600 |
| Soft | Nullifies Stone state | 300 |
| Maiden Kiss | Nullifies Frog state | 100 |
| Echo Herb | Nullifies Mute state | 100 |
| Luck Mallet | Changes size of character | 100 |
| Eyedrop | Nullifies Blind state | 40 |
| Antidote | Nullifies Poison state | 80 |
| Gysalh Green | Calls Fat Chocobo in Forests | 150 |
-----------------------------------------------------
You cannot yet enter buildings l or m.
Whenever you think you're ready, grab your spears and head
for Salonia Castle.
WWWWWWWWcWWWW
WWWWWW WWWW
WWWWWWWW WWWW . means path across is actually much longer,
WW WW______ it's been abbreviated for space saving purposes.
WW ww_.__ | _____
WW WW | | | |
WWWW WWWW | | | b |
WWWW WWWW | | |_ _| M - Rusted Armor
WWWWWaWWWWW | | | | N - Earth Bell
WWWWW WWWWW | | | | O - Gaia Vest
| | | | P - Viking Helm
A - Ice Rod | | | | Q - Dragon Helm
B - Rusted Armor | | | | R - Viking Mail
C - 20 Medusa Arrows | | ________| |________ _______
D - Dragon Hammer | | | | | M P |
E - Gold Needle | | | | | |
F - Tome of Fire | | | |____________| N Q |
G - Tome of Ice | | | \____________ |
H - Golem Staff | | | | | O R |
I - Scholar Hat | | |___________________| |_______|
J - Boomerang | |
K - Selene Bow | |
L - Tome of Light | |
________________| |
|A B C |
| |
|D E F |
| |
|G H I |
| |
|J__K__L_______ _|
|b|
S - Statue
WWWWWWWWWWWWW WWWWWWWWWWWWW
WWWW WWWW WWWW WWWW
WWWWSS SSWWWW WWWW PP PP WWWW
WWWW SS WWWWW SS WWWW WWWW WWWW
WWWW WWWWW WWWW WWWW PP PP WWWW
WWWW WWdWW WWWW WWWW WWWW
WWWW WW WW WWWW WWWW PPWW WWPP WWWW
WWWW WWWW WWWW WWdWW WWWW
WWWWWWcWWWWWW WWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWW WWWWWWWWWWW WWWWWWWWW
WWWWWWWWW WWWWWWWWWWW WWWWWWWWW
WWWWWWWWW WWWWWWWWWWW WWWWWWWWW
WWWWWWWWW WWWWWWWWWWW WWWWWWWWW
WW WWWWWWWWWWW WW
WW WWWWW WW WWWWWWWWWWWWWWWWW
WW WWWWWWWWW WWWWW WWWWWWWWW WW WWT TWW
WW WWWWWWWWW WWaWW WWWWWWWWW WW WWT 1 TWW
WW WWWWWWWWW WWWWWWWWW WW WWT TWW
WW WWWWWWWWW WWWWWWWWW WW WWT TWW
WW WWWWWWWWW WWWWWWWWW WW WWWWWWWWfWWWWWWWW
WW WWeWW WWfWW WW
WW W W WW 1 - Speak to this man
WW W W WW to initiate a scene
WW W W WW which should allow
WWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW you to proceed in
the game
WWWWWWWWWWWWWWWWW
WW WW
WW SS SS WW__________________WWWW
WW ww__________________ gW
WW WW WWWW
WWWWWWWWeWWWWWWWW
__________
| |
| WWWWWWWW | WWiWWWWW
|_wwgWW ww_| WW WW
WWWWWhWW WWWWWhWW
_________________
|i______________ |
| | T, U - Phoenix Down
| |
| | 3 - Examine to intiiate BOSS12
| |
| |
_ | |
_|3|_ ___| |
| | | |
| (d) | |TU |
|_ _| |_____|
|_|
Those shops that were sealed are now open for business.
Armor store of Salonia's Southwestern block:
-------------------------------------------------------
| Also: Rune Ring, Gaia Vest, Scholar Vest, Scholar Hat |
-------------------------------------------------------
Magic store 'm' of Northeastern Salonia
---------------------------------------------------------------------
| Thundaga | 183, Thunder element | 5000 |
| Raze | Attempts to kill all enemies at 20% base accuracy | 5000 |
| Erase | Removes magical barriers | 5000 |
| Curaga | 80, Resotrative element | 5000 |
| Raise | Recovers ally from KO state with low HP | 5000 |
| Protect | Increases physical and magic defense | 5000 |
---------------------------------------------------------------------
Pretend you see a BM in an imaginary third column in the top three and a
WM in the same place in the bottom three. Red Mage can't use any of these.
Makes things so much easier. If you plan on using a Black Mage, and I
can understand not as they are approaching marginal status with dated
equipment, Thundaga and Raze are both moderately useful. For the White
Mage, pick up Curaga and Raise, the latter kills undead upon use of the
spell (not that we'll see many more undeads, though). Protect is okay,
but I can't exactly recommend it because there's always a Mudhara Harp,
however expensive the cost and however temporary the effects may be.
Eventually, when 5000 is a relatively small amount of money, I advise
buying Protect.
Weapon store 'W2' of Northeastern Salonia
--------------------------------------------------------------------------
| Fire Rod | 25, Fira as item, Int/Mind +3 | BW, WW, RW, EV | 10000 |
| Ice Rod | 25, Blizzara as item, Int/Mind +3 | BW, WW, RW, EV | 10000 |
| Light Rod | 25, Thundara as item, Intellect +3 | BW, WW, RW, EV | 10000 |
| (also: Golem Staff) |
| Rune Staff | 33, Casts Erase as item, Mind +3 | BW, WW, RW, EV | 18000 |
| Wizard Rod | 20, Intellect +5 | BW, RW, EV | 20000 |
--------------------------------------------------------------------------
All the rods are expensive but effective. Back in the day, equipping the
elemental rods meant strengthening the holder's magic of that element, and
in my studies and observations here, I found that may or may not be the case
here... I'm leaning more towards 'not' myself. The Golem Staff is also pretty
good, it also at times adds partial pertfication to those smacked with it...
meaning having two should double the speed of pertification, but chances are you
will be getting enough of those for free before too terribly wrong.
The next part of the game again takes place in an area not worth my
mapping time and efforts. This time, I know for damn sure I ain't
gonna make one.
Anywho, this takes place on the smallest continent of the game. You must
begin at the southern tip of this continent because the rest of the truly
meaningful parts of it are surrounded by mountains. There's also a town
at the southeasten areas of the continent, but we'll worry about that one
later. When the path splits into two, a northbound and eastbound path,
take the northbound as the eastbound goes nowhere. This is the Dalug
continent.
Here, you may be attacked by
100 Frost Fly (Purple Firefly palette-swaps)
101 Simurgh (Palette-swap of Rukh)
102 Harpy (Single woman-bird hybrid, palette-swap of Fury)
103 Gargoyle (Bluish flying creature)
104 Chimera (Red three-headed dragon)
Most of which are weak against wind.
Next, sail out of the carved mountain path and hug the coast of the
continent eastward. Continue until you reach the easternmost point of the
map. Land in the water to submerge and follow the obvious path and emerge
in the little peice of water surrounded by mountains. Note that you don't
have to do this.
You may encounter some enemies down here:
110 Noggle (Yellow palette-swap of Tangie)
111 Abtu (Deep blue palette-swap of Anetto)
113 Kagura (Greener palette-swap of Sea Horse)
114 Charybdis (Weird-looking reef with a mouth)
Also, if you have a Thief in your party at this point, it's a good idea
to keep him that way for the next dungeon.
_
_|a|______
| \
|_____ |
|_ |
____________| |
____________ / __________ |
/ ___ \___/ / |___|
\ __| \ /
|b| |______|
_________
A - Chakram / __ \
_____ / / | _|
| A | _ _| / / |
|_ | |b|__/ / / \
| \_/ ______/ |___ C | C - Tiger Claws
|__ / \_/
| |________ __
| ______ \__ | |
| / |__ \__| |
| / |__ /
/ _____/ | |
/ / |c|
/ /
| \______
|__ B _| B - Dual Tomahawk
|____|
_
__ _|c|_
__| J|_ |_ _|
_/K | | |
| |_________| |
|L ______ |
\___ _I| \__ |
| | | |
| | _______| |
_| | | D |_
_____ ____/ | |_____ _|
| P Q |_____|O | \ |
| :____:___ M| \ |
| R S | \ N / | |
|_____| |___| _| |_
_/ \_
|E H|
D - Ancient Sword J - Diamond Armor |__F___G__|
E - Diamond Shield K - Loki Harp
F - Metal Knuckle L - Diamond Bracers
G - Diamond Helm M - Elixir
H - Cognitome N - Diamond Gloves
I - Air Knife O - Phoenix Down
P - Trident Spear - guarded by Pteryon
Q - Aegis Shield - guarded by Zombie Dragon
R - Reflect Mail - guarded by Death Claw
S - Triton Hammer - guarded by Eater
After you've had enough of this place, return to the middle areas of the
Salonian continent. Along its western coast, find a mouth of a river that
splits into two with forestry filling the area between the two ends of the
river. Follow the river east and land in front of the cave. Go in.
__i'__w__a'__
|_ _|
|_ _|
|_ _|
| |
| | w - Weapon store
| | (see also: Defender Sword, Blood Spear,
| | Medusa Arrow)
| |
| | i' - Inn (200 Gil) and Item store
| | (HiPotion, Soft, Maiden Kiss, Echo Herb,
| |____ Luckmallet, Eyedrop, Antidote, Gysahl Greens)
| |
____| _ | a' - Armor store
| | | | (see also: Diamond Shield, Helm, Armor,
|_ ___| |d| Bracers, Gloves)
|c|
_ ________________
_|d|_ | __________ |
| _| | | | |
| | | | | |
| | | | |ii|
| | | |
| | | |
| | __g_______| |_______h__
| | | |
| | |__________ __________|
| | | |
| |______________| |
|__________________ |
_____ | |_______f__ _____
| B | B - Black Belt | __________| | C | C - Chakra Hood
_| |_ Gi | | _| |_
| | | | | |
|_ _| __e_______| |____ |_ _|
|_ _| | | |_ _|
| | |__________________| | |
|e| |f|
______________ ____________
| D | | E | E - Faerie Claws
| ________| | |
|_ _| |________ _|
|g| D - Rune Bell |h|
_
__|i|_____
| |__________________________
|__________________________ |
|______ |
| |
|jjj|
|---|
__ |jjj|
| |_________________ ___| |
| _____________ |__________| |
| | |______________ |
|kk| |_______|
|--|
_|kk|_
| |
| |
___| |
| |
| ________|
| |
| |_______
| |
|______ |
| |
| |_______
| |
|______ _|
| |
___________| |_
| |
| ____________|
|ll|
|--|
|ll|_
__________| |
| |
| ____________|
| |
| |
| |______
| |
|______ |
| |____
| |
|_ ___|
| |
| |
________| |___
| _________|
| |
| |_________
| | Passage m leads to a long, straightfoward room
|___________ | in which you can do little else besides walk upward.
|mm| This will lead you to another ship, mapped below.
__
| | ___
| |____| \___
_m_w_a_i_| \ ___
| __ __ M | \
_|_ ___ |B B| | \
| C| |B B| _____ | \
| | | || ___| | \
| || |O__ S |
|_ | | ||_____| | /
|_ ___| |B B| | /
| |B_ _B| | /
| ____ ____ |___/
| | | | | ___/
|__| |______| |_/
C - Chocobo Candle, examine and use Gyshal Greens here to see the big bird.
B - Beds. Sleep here, git better.
S - Steering wheel. Examine to steer this thing.
O - On/Off ramp.
M - Mognet
m - Magic store
---------------------------------------------------------
| See also: Quake, Breakga, Drain, Curaja, Esuna, Reflect |
---------------------------------------------------------
w - Weapon store
-------------------------------------------------------------
| Sleep Arrow | 20, At times causes sleep | RN | 200 |
| Poison Arrow | 20, At times causes poison | RN | 200 |
| (also: Medusa Arrow) |
| Magic Arrow | 27, Intellect, Spirit +2 | RN | 250 |
| Dark Knife | 93, Agility +5 | TH | 30000 |
| Rune Axe | 110, Intellect, Spirit +2 | WR, VI | 35000 |
| Dragon Lance | 117 | DR | 40000 |
-------------------------------------------------------------
I don't particularly recommend anything from here. It's just too expensive,
powerful as they may be. You're likely going to want to save as much money
for a time close to the end of the game. The weapons you have are already
more than sufficent, and it's just not worth low-mid five figures for
something about 10% stronger than you already have.
a - Armor store
-----------------------------------------------------
| (also: Diamond Shield, Helm, Armor, Gloves, Bracer; |
| White, Black and Gaia Robes |
-----------------------------------------------------
i - Item store
------------------------------------------------------
| Potion | Restores about 50 HP | 50 |
| HiPotion | Restores about 500 HP | 600 |
| Soft | Nullifies Stone state | 100 |
| Echo Herb | Nullifies Mute state | 100 |
| Eyedrop | Nullifies Blind state | 40 |
| Antidote | Nullifies Poison state | 80 |
| Ottershroom | Lets party warp to the outside | 2000 |
| Gysahl Green | Calls Fat Chocobo in Forests | 150 |
------------------------------------------------------
The new airship begins over on ocean roughly halfway between the
northern sections of the continents Amur and Salonia are on. While
this next part is not a requirment to progress in the game, it is
highly recommended you first fly east and south toward the middle of
the Salonian continent. Find a row of land near the middle of this
continent uninterrupted by mountains (the map typed out on this guide
for the nothern areas of the Saronian continent should cut off to the
south right at this point). Along this path, there is a small strip
of mountains interrupting your travel south. With this new ship,
jump over the inconvience by pressing A while facing it. Follow the
remaineder of the brief path to reach the next section.
_______
_ | A | A - Black Musk
_______|a|_______ | |
| |_____| |
| _____________|
|_______ _______|
| |_ B - Dark Claws
| |
| | _________ 1 - Speak to this guy
| |_______________/B _ 1| for a Kotetsu Sword
| ________/ |_ _|
|____________| |b|
________________________
| C :__________:____ | C - Lilith's Kiss
\ / \ | D - Paralyzer
|.| | |
\ \ _ | |
______ \ \ /D\______| |
| __ | \ \ | ______: |
| | \ \ \ \ \_/ | |
|c| \ \ \ \ _ | |
_| |___| |_ _|b|___| |
|___________| |_________|
_
________ |c|
| :_: | / \
| | |d| / \
| | | |
| | |_ |
| | | |
| | | |
| |______________ | |
| \___| |
|___________________________/
_ _____________
|d|________________/ __ __ _|
| :_______:_ | |_| | |
| / |.| |_|
| / | |
| |_______ \ \
\ :_____ | \ \_____
\ / | | \_____ \
|.| | | \ \
| |_______| | _____ \ \
|___________| / E \__|.| E - Genji Gloves
| ____|
\ __|
|e|
|-|
_|e|_
________________ / \
/ :____ | \ __/
\_____ / | |____|.|
|./ |________|
| |_______
|_______ |
| |
| |
| | ______
____________ \ \_____/ \
\ ______ | \_____:____ _|
|:| \:|_________ |.|
| | \_________ \ | |
_|:|______ \ \______|.|
/ _ | \____: \
\______| | | \ |
|f| \____/
|-|
|f| ____
_/ \______________/ \
|_ _:___________: |
| :____ | \ /
| | | | | |
\ | | | | |
|:|____| | / |
|________| | |
| |
_____ | |
/ F \_____________/ \ F - Kiku-Ichimonji
|__ __:___________: /
|g| \_____/
|-|
|g| ____
_/G \______________/ \ G - Genji Shield
|_ _:___________: |
| :____ | \ /
| | | | | |
\ | | | | |
|:|____| | / |
|________| | |
| | H - Genji Helm
_____ | |
/ \______________/ \
|__ __:____________: / _
|h| \_____/ __|i|_
_/ \_______________________________/ H\
|_ ____________________________ \
\______/ | _|
_____ \_____/
/ \
/ 2 \ 2 - Examine for a scene and BOSS13
\_ _/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | I - Genji Armor
_| |_ ___
| | / I \_
/ \_____________| /
|___ ___:____________ /
|j| \___/
After defeating Hekatoncheir, you can now complete the Statues of the quest,
the northern areas of the Northwestern Continent on this landmass. I advise
flying over to this continent, breaking the barriers (you must leave your
ship before passing through, perhaps knocking down the various enemies
160 Death Needle (Orange-ish palatte swap of Needle Monkey)
161 Liger (Yellow tiger)
162 Aeon (Yellowish palette-swap of Gutsco)
163 Minotuar (Axe-carrying bluish palette-swap of Bull Man)
probably quite overpowered as far as random encounters are concerned.
Return to the ship, fly into the groove and jump over the little strip of
mountain blocking your path. Fly east into the structure. Enter and go
striaght up into the small room. Cut to BOSS18. Knock 'im down and you've
got the last regular classes of the game. I would not traverse any further
in this place for the time being.
(NOTE: If you now have the Ninja class, the arrows found in this ship are
quite good for throwing... Ninja can stand in the back row offestting their
fairly paltry defenses to still make good attacks.)
Before continuing with the story, it is recommended a couple side quests be
done. If you shun evoking magic, it's likely you'll want to skip directly
to XLII.
Return to the Floating Landmass on this same airship, it's essentially due
north of the Cave of Shadows area. Fly over to its Northwest section, and
approach the number 6 on the map for the area from the west perferably.
Jump over the small strip of mountains separating the small space just south
of the lake with the swimming creature, land there, and Canoe into the Lake,
running into the said creature.
_
_____|a|_____ C - Phoenix Down
\____ ____/ D - Arctic Wind
| |
_ | |
|A\ | | /\
| |_______/ \_______/ C|
|B ________ ________ |
|_/ \ / |D|
| | \|
| |
| |
__| |___
/_ \
\ __/
|b|
_
E - Golem Staff _____________________|b|
F - White Muck /E _______________ |
G - Lilith's Kiss / _| | |
H - Chocobo's Wrath | _| _____________ \ |
I - Turtle Shell | | /F ______ G | \_|
| | \ / \ |
| | | | | |
| | | | | |
| | | | | | H - Chocobo's Wrath
| | | | | | __
| |__ | | _| |_/HI|
| \_| | |____ _|
| | |c|
\__ |
\___/
_
|*| * Leads outside
| |
/ \
\ 1 / 1 - Triggers scene and BOSS15
| |
| |
| |
| |
/ \
| |
\ /
| |
| |
| |
___| |____
| M L \
J - Erytos Bow |_______ K\
K - Phoenix Down _ | |
L - Elixir ___|c|___| |
M - Kotetsu | J |
|______________|
BOSS15 - Bahamut (#209)
HP: 34000
Weakness: Wind
Gil: 16500
EXP: 5000
Basically, pound him wind attacks. His physical attack is nothing
to write home about, and when his HP starts getting low, he'll get
all Mega Flare on you (non-elemental damage for ~1500 damage across
the party). It should be noted that this is not reflectable. So
take it like a man. If you're feeling conservative, use some
Protective magic on your heavy fighters.
After winning the battle, you'll have to walk through the cave again
back to the airship as casting Teleport will only take you to the place
BOSS15 took place.
___ ___
F - Choco Rage | F | | E | E - Lilith Kiss
__| | | |__
/ | | \
G - White Scent /_ / \ _\
| | (to | | B - Elven Bow
____ccc__ _____| | XLIV) | |_____ _________
/ 1 | | \ / | |B \
/ | | \ |bb| / | | \
| | | ___ \| |/ ___ | | |
| _ | | | | | | | | _ |
| | | |_| | | | | |_| | | |
| |_| | __| |__ | |_| |
|_G__|____| |____|| ||____| |____|__A_|
| | | | | |
| | | | | | A, D - Choco Rage
___ | |___ |_____ _____| ___| | ___
| | | | \ / | | | D |
| | | __ | \ / | __ | | |
| |_| | | | | | | | | |_| |
| | | | | | | | | |
\ | |H| | | |C| | /
\_____| | | |_____/
H - Fuma | |
Garb |aaaa| C - White Scent
1 - Examine this spot after the events of XLII for a scene and door c.
K - Elixir
_ _ _
/ \__/K\__/ \
\ /
__| _____ |__
/ / \ \
/_ / \ _\
I - Elixir | | | |
____ __| | | |______________
/ \ | | | \
| | _ \ | | _ |
| | /I\ \ | | / | | |
|cc| | | \ \ \ / / | | |
| | | \ \ \_____/ / | | |
|___| | | | \ / | |_____ |
| | | | \_________/ | | | |
| | \ | ________ _______ | | | |
| | \ | | |_| J |_| | | |
___| | | | | __ _ | | |
| / | | | | |_______| |_______| | |
| / | | | | | |
| | | | | | __ J - Phoenix Down | |
| |_______| | | | |dd| | |
| |__| | | |___________________| |
|____________________| |__________________________|
__
|ee|
| |
| |
| |
| |
_ _ | |
| \ K - Elixir /K| | |
| | _____ _____ | | __ | |
| | / \ / \ | |_| | | |
| | | _ |______| _ | | _ | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| |_| | | | | | | |_| | | |_____| |
| | | |dd| | | | | |
|_______|_|____| |____|_|_______|_|___________|
______ ______
/ \ / \
/ \ \ /
| | | |
| | | |
| | | | | |
| |____| | | |____| |
| | | | | | | |
| | | | M - Shuriken | | | |
| | | | _ L - Phoenix Down | | | |
| | | |__|M| _ | | | |
|ff| | |________ ________|L|__| | | |
| ____\______ | | ______/ | |ee|
| | | | | | |____ |
| | | | | | | |
| | | | | | | |
| | | |________| | | |
|__| |____________| |__|
g
/ \
_ | | _
/ |__| |__| \
/ \
| _____ |
N - Phoenix Down __| / \ |__
O - Elixir / / \ \
__ /_ / \ _\
|ff| | | | |
| | __| | | |__
| | ____| | | |___
| | / O | | \
| | | ___ \ / ___ |
| | | | \ \ / / | |
| | |N | \ \_____/ / | P | P - Elixir
| | |__ | \ / |____|
| | | | \ /
| | | | \___________/
| | | |
| | | |
| | | |
| | | |
| |_____| |
| |
|___________|
_ _
/ |__ __| \
/ | | \
| | | |
__| / \ |__
/ / \ \
/_ / \ _\
| | | |
| | | |
| | | |
| | | |
| \ _ / |
\ \ |h| / /
\ \_| |_/ /
\ /
\ /
\____ ____/
|g|
_ ___ _
/ |__/ \__| \
/ \
| _ _ |
__| / | | \ |__
_ _______
/ / |h| \ \ / | | \
/_ / \ _\| | | _ |
| | | | | | | | | |
| | | |__| | | | | |
| | | __ | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | |__| | | |
| | | | |________| | |
| | | | | |
| | _ | | | |
| | |i| | | | |
|____| | | |____| | |
This path ____ | | ____ _______ | |
leads to | | | | | | | _ | | |
a whole | | | | | | | | | | | |
lotta | | | | | | | | | | | |
nothing __| | | | | |___| | | |_| |
__\ \___| |___/ | | |
|____________________________|_|________|
_ _
/ | | \
R - Phoenix Down | | | |
___ __| | | |__ ___
/ R \ / / \ \ / Q \ Q - Crystal Mail
| | | | | | | |
\ / | | __ | | \ /
| | /__ | |jj| | __\ | |
| | | \__| |__/ | | |
| | | __ __ | | |
| | / | | | | \ | |
| | | | | | | | | |
| | |____| | | |____| | |
| | | | | |
| | | | | |
/ \______________| |______________/ \
| |
| ___________ ___________ |
\___/ | | | | \___/
| |ii| |
| |__| |
_ \________/ _
/ | | \
/S | S - Crystal Shield | V\ V - Crystal Helm
| | | |
| | | |
| | _ _ | |
| | | \___________|kk|____________/ | | |
| | \____ ____/ | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| \______| |______/ |
| T U |
| | | |
| |jj| |
\ |__| /
\_______________________________________/
T - Crystal Gloves U - Phoenix Down
*************************************************************************
NOTE: Stepping onto point 2 in the map below takes you to a point of no
return (not even Teleport works), so be aware of this when stepping here.
*************************************************************************
_____________________
/ / \ \
/ | | \
| _ \_/ _ |
| / \ _____ / \ |
| | | / \ | | |
| \_/ | 2 | \_/ | 2 - Step here for a scene
| _ \_| |_/ _ |
| / \ / \ |
| | | | | |
| \_/ \_/ |
| |
\__________ __________/
| |
|k|
After the scene, you'll find yourself in a fairly featureless room.
Walk a few steps up for another show and BOSS24.
BOSS24: Xande (#219)
HP: 50000
Weakness: None
Gil: 25000
EXP: 8500
He likes personal enhancement spells, physical attacks and elemental magic.
Nominally more difficult than a regular encounter, absolutely no more
difficult than a Dragon, should you have encountered and battled one while
in the tower. Don't use any Shurikens here.
After the battle, watch the scene and prepare for another battle, which is
ideally fought with minimal time, energy and resources consumed. Watch the
show. Walk a few steps up to move on to the next area.
XLVI. WORLD OF DARKNESS - CRYSTALS
NOTE: See how it does not say (side) up there by this area? This means do
_NOT_ enter the center portal to XLVII until this area is completely done.
It's actually possible to get by without doing this part of the game, but
I'll assume you're not overpowered/lucky enough to risk losing what is
probably several hours on this.
Enemies:
182 Shadow Master (Palette-swap of Kunoichi)
183 Kage (Dark purple palette-swap of Ninja)
189 Yourmungand (Orange palette-swap of Oceanus)
190 Thor (Palette-swap of Valefor)
193 Queen Scylla (Palette-swap of Scylla)
194 Garm (Three-headed wolf)
NOTE: The ninja enemies, Kage and Ninja Leaders, can cause blindness and
poison with their attacks. Many enemies cast Protect on themselves, and
many enemies (the ones who are only encountered upon alone) have two turns,
three in the case of Garms. The snakes also have Protect and can use
Quake.
Class lecture: The only thing I can truly recommend is to have a dedicated
healer. Makes things much easier.
The purpose of this section is largely to fight the four bosses here.
Anything less will eventually lead to death.
Chests A, B, C and D are all Ribbon helmets, guarded by Zande Clones (#220).
I recommend getting all of them, at least for the last boss.
/\ /\
/ \ / \
/ a \ / g \
\ |_ _| /
\ |_ _| /
\_ |_ _| _/
|_ |_ _| _|
|_ |_ _| _|
|_ |_ /\ _| _|
|_ |/ \| _|
|_ _|
|_ _|
| |
/ ** \
\ ** /
_| |_
_| |_
_| |_
_| _|\/|_ |_
_| _| |_ |_
_| _| |_ |_
_| _| |_ |_
/ _| |_ \
/ _| |_ \
/ c _| |_ \
\ / \ e /
\ / \ /
\/ \/
/\
/ \
/ \ /\
/ \__________/ \
Teleporter b leads to a very small / bb \
room. Take a couple steps in to intiate \ bb __________ /
a scene and BOSS25. \ / / / /\
\ / / / / \
BOSS25: Cerebus (#221) \ / /\/ / / \
HP: 99999 \/ / / / /
Weakness: Nothing / \ / |
Gil: 66666 \ / / /| |
EXP: 16666 /\/ \/ / | |
/A /\/\ / | |
Cerebus gets three turns per round, usually \ \ \ \ | |
using them physically attacking. While /\ \ / \ / | |
the attack itself isn't too much to write / \_____\/______\/__/ \
home about (average damamge is about 800 / /
or so), if all three are piled onto the / _________________ /
same character, it could mean curtains for \ \ \ /
them. The attacks also sometimes cause \ \ \/
poison status. He also sometimes uses \/\ \
the -aga spells either focused on a single \ \
character or spread across the team. Should \ \
be no big issue as long as you've Curaja casting \ \
abilities. \ \
\ \ /\
After the battle, watch the show, backtrack, and \ \/ \
move on to a different room. \ \
\ \
/ \
/ aa \
\ aa /
\ /
\ /
\ /
\ /
\/
/\
___________________ / \
| _______________ |___/ B \
| | |______ /
| | \ /
| | /\ \/
| | / \
| | / d \
| | \ /
| | \ \
| | \/\ \ _____________________
| |_ | | | _______ _______ |
|_ | | | | | | | | |
| | | | | | | | | |
| | _| | | | | | | |
| | | _| | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
/ \____/ \______/ \_____/ \_____/ \
\ _____ _____ ____ _____ /
\ / \ / \ / \ / \ /
\/ \/ \ / \/ \/
| |
/ \
d leads to a small room. / \
Walk upward a few steps \ c /
for a show and BOSS26 \ /
\ /
BOSS26: Echidna (#223) \/
HP: 99999
Weakness: None
Gil: 66666
EXP: 16666
Echidna has Tornado, Drain, Quake and -aga elemental magic at his
disposal, along with umimpressive physical attacks (lest they should
be following an effectively placed Tornado). So if Tornado is targeted
to the entire party, and it hits all, and he follows with Quake, as
unlikely of a happenstance as this is, it will kill off your party.
Spells like Protect are not likely to help a great deal because of the
moot state of his attacks. Adequate healing is all you'll need.
After this, retreat to the main room and select another path.
/\ /\
/ \ /\ / \
/ \ / \ / \
f will teleport the \ / / f \ \ /
party to a small / / \ / \ \
room. Enter, walk /\/ /| | \ / | |\ \/\
foward, scene, / / | | | | | | \ \
BOSS27. / \ | | | | | | / \
\ / | | | | | | \ /
\ / / \___/ \__/ \ \ /
| | / ___ ___ \ | |
| | \ / \ / \ / | |
| | \ / \/ \ / | |
| | \/ /\ \/ | |
| | / C\ | |
| | / \ | |
| | / \ | |
/ \ \ / / \
/ \ / \ / \
\ / / \ \ /
\ \ / /| |\ \ / /
\/\ \/\/ / | | \ \/\/ /\/
\ / | | \ /
/ \ / \ / \
\ / / \ \ /
\ / / \ \ /
\ / \ e / \ /
\/ \ / \/
BOSS27: Ahriman (#224) \ /
HP: 99999 \/
Weakness: Wind
Gil: 66666
EXP: 16666
Ahriman also gets two turns per round, also has -aga elemental magic, and
also has an unimpressive physical attack (noteworthy because he can hit to
petrify your characters). Just be ready for these. Not much else to say
otherwise.
Upon completion, head back to take another path.
/\ /\ /\
/D \_________/ \ / \
/ _______ \ / \
\ / \ / \ /
\ / \ \ / /
| | /\ \/\ \/\/ /| |
| | / \ \ / | |
| | / h \ / \ | | h leads to a small room,
| | \ / \ / | | walk up a few steps, watch a show,
| | /\ \ \ \ / | | fight BOSS28
| | / \ \/\ \/\ \/ | |
| | / \ \ \ | |
| | \ / \ \ | |
| | / \ / / | |
| |/ /\/\ \/\/ /\/ | |
/ / \ / / \
/ \ / \ / \
\ / \ / \ /
\ / \ / / /
\/ \/ / /\/
/\ / /
/ \ / /
/ \/ /
/ g /
\ /
\ /
BOSS28: 2-Headed Dragon \ /
HP: 99999 (#222) \/
Weakness: None
Gil: 66666
EXP: 16666
2-Headed Dragon has quite a strong physical attack (1500 damage or so to
those in the front lines) and not much else. Hit him with what you've got
(it's not essential you throw Shurikens, though).
/\
/ \ /\
/ a \__/ \ Passage a leads to a long
\ ___ / corridor. Walk upward to
\ / | | its end to see a show and
\/ | | to initiate BOSS29.
/\ /\_____________| \
/ \______/ ___________ /
\ _______ / \ /
| | \/ \/
| |
| | /\________
/ \___/ ____ \
\ _____ / \ \
\/ \/ \ /
| |
| |
/\_______| |
/ ______ /
\ / \/
| |
| |
/ \
/ \
/ \
\ ** /
\ /
\ /
\/
BOSS29: Cloud of Darkness (#225)
HP: 120,000
Weakness: Nothing
Gil: 70000
EXP: 25000
There are a couple of tentacles along with the big cheese - don't worry about
them. There will be Haste/Protect-casting afoot, once again, don't worry about
it. The tentacles are a non-issue because their main function is an attack
(Bad Breath) that causes a wide array of potentially devistating side
effects. This is rendered moot by Ribbon-wearing. The boss has a semi-
respectable physical attack enhanced by Haste at times, but diluted by your
guys' back row position.
You mainly need to be worried about a moderately powerful Thunder-based attack
spread across the party - an attack that will cause much more damage to attack-
based characters than magic-based ones. Diamond equipment might help mollify
the crap out of this, but not likely. Then there's the heavy non-elemental
attack also spread across the party (Flarewave it was/is called). It won't do
9999, but it's still the attack that makes this final boss a final boss's final
boss.
A safe strategy here would be to have the Devout and Sage keep spreading
Curaga/Curaja across the whole party every round in anticipation for this
attack. She doesn't seem to do this until a few rounds into the battle,
after considerable HP has been knocked off, so a Sage can perhaps add to the
HP-depletion party with an attack spell of his own. Ninjas will be throwing
Shurikens from the back row or using Elixirs on themselves when needed
(you should assume the Ninjas will take their turn before everybody, a
Thunder attack will come before the mages use their healing magic, and the
healing magic will come before Flarewave). All this is mollified, however
(in)significantly by Protect, so you may wish to use that early on.
Having enough Curaga/Curaja and Full Life casts as well as offensive firepower
(Shuikens) is the key to victory.
After the battle, watch the show. You'll probably want to save the game
afterwards.
************************
* *
* 2. Class Evaluations *
* *
************************
The class. It's the bread and butter of Final Fantasy III's gameplay. It
is here in this section, as implied by its title, the various classes are
discussed. It is here each classes' statistics, unique abilities, weapon,
armor and anything else that could pass as useful information. They will
be discussed in the order they are obtained.
NOTE: Numbers by statistics are multipliers of the character's current EXP
Level. All characters at the same class and EXP level and equipment will
have the same values for all five perameters (Strength, Agility, Vitality,
Intellect and Mind) regardless of past experience.
All initial figures beside the perameter are multipliers compared to the
EXP level, and all initial multipliers are in Crystal Sickness (the period
of time when a character changes from one class to another) state. This
state continues for 2-8 consecutive battles while the character gets used
to that class and stats proceed to return to normal (more like two if the
enemies are at a level higher, eight or more if greatly lower). This normal
state is denoted beside the multiplier (for example, a Freelancer is going
to have at 28 Strength at Level 56 just after switching to that class, and
32 Strength after getting used to it. The stat multipliers are not 100%
accurate over the course of the entire game, it just gives an idea as to
where the classes' stats stand.
INITIAL CLASS
Freelancer (FRLNCR)
Strength = .5 +4
Agility = .5 +4
Vitality = .5 +4
Intellect = .5 +4
Mind = .5 +4
Weapons: Every weapon found before the first class crystal, select knives
(all of them until the Poison Dagger), and swords (all of them until the
King's Sword, the Excalibur and others).
Armor: Freelancers can put on any peice of defensive gear with only a
scant class-exclusive exception every here and there.
Magic: White and Black Level 1
Unique battle command: Magic - uses magic during battle
The Freelancer gets the class done for the time you have no other classes.
Much like the Onion Kid class from the original, this one goes out of style
when other classes with a greater range of weapons, skills and abilities
becomes avalible. Also much like the Onion Kid class from the days of old,
this class seems suspiciously weak. Stay tuned.
Warrior (WRRR)
Strength: .666666 +6
Agility: .666666 +6
Vitality: .6 +4
Intellect: .44 +3
Mind: .44 +3
Weapons: Select knives (all of them until the Poison Dagger), swords (can
use all with scant exception, most notably the Excalibur), axes, some bows
and arrows
Armor: Can use most non-class specific heavy armor, shields, helms and
gloves.
Magic: None
Unique battle command: Advance - attack enemy with higher power at the
expense of some defense (effectiveness is based on skill level).
The Warrior is an offensive-minded class, and perhaps one you'll consider
using for much of the game. Their excellent weapon flexibility means you
will probably not tarry about for too long with dated weaponry. Although
I didn't find myself using Advance a whole helluva lot (the Warrior's
usual attack is usually sufficent), but it is one of the more useful
class-specific commands. I don't know exactly how much attack power is
gained and how much defensive power is lost upon selection of the
command, but it is sizable. Ultimately, I did end up ditching this class
by the time the subsequent Crystal was reached, but I can envision a
reasonable person sticking with this class for greater durations.
Monk (MNK)
Strength: .8 +5
Agility: .6 +4
Vitality: .666666 +5
Intellect: .375 +3
Spirit: .375 +3
Weapons: Fists, Claws, Fangs
Armor: Mostly the robes and gis for the body, specialized headgear, some
heavier gloves
Magic: None
Unique battle command: Retaliate (instead of taking a regular physical
attack, power is focused and released for a more powerful one when
physically attacked)
I've noticed class skill levels to be for most classes comparatively moot
next to the skill level of the Monk. The Monk's growth curve is definately
more exponential than that of most classes. It starts off small, but grows
at a fairly rapid pace. I wouldn't depend on a Monk with a skill level of 1,
though. A downside, besides starting off slow, is that equipment they can
is pretty limited. Although generally sufficent, I have noticed they tend
to get knocked around more often than heavy armor-wearing frontline fighters.
The fact their top standard weapon tops out at 121 doesn't really help
(although high base strength offsets this). Counter's effectiveness also
relies on getting attacked physically. I also personally found them boring,
but that's just me. The fact their unarmed attack power gains two points
per every skill level might offset the boring for some, and since a great deal
of their attack power comes from their base Strength, enough skill could have
them making Bruce Lee looking more like that crippled kid in Rumble in the
Bronx. Still not worth the boring IMO, though.
Thief (THF)
Strength: .6 +4
Agility: .9 +6
Vitality: .6 +4
Intellect: .444444 +3
Mind: .375 +3
Weapons: Knives, boomerangs
Armor: Early heavy armors and helmets, dark vests and hoods, select gloves
Magic: None
Unique battle commands: Steal (attempts to steal and item), Flee (uses turn
to attempt to flee from battle, defense increases instead of decreases if fails
of others attack before turn is taken)
The Thief is a really good class for a really long time. Stealing has numerous
possibilities. Even if you are just stealing HiPotion after HiPotion, you're
still saving considerable money. They're also statistically impressive with
surprisingly good strength and vitality ratings to accompany that neck-breaking
speed. Boomerangs are always an interesting addition, too. Another attribute
of the Thief is their ability to pick locks. Granted, keys required to open
those doors are cheap, but why bother with those? I didn't find Escape to be
particularly useful, though, since it doesn't seem to increase rate of success
over just plain fleeing, although if you plan on fleeing, you have little reason
not to use this command because, hey, higher defense. I also found myself
utilizing this class considerably less after the various locked door scenarios
had finished, but for pretty much the entire time between XXIII and XXXVI or
so, and a couple points before and after, I put one of these guys in the lead,
and I'd do it again.
Ranger (RNGR)
Strength: .666666 +5
Agility: .8 +5
Vitality: .6 +4
Intellect: .444444 +3
Mind: .444444 +3
Weapons: Bows and arrows, a couple boomerangs
Armor: Early heavy armors and the thief garb, early helms and select gloves
Magic: None
Unique battle command: Barrage (Randomly shoots a random number of arrows for
a random number of attacks randomly across the enemes)
If you wish for a class summary right now, let it be this: I liked other classes
considerably more than I liked this one. Although they start off pretty good,
with very good defense (heavier stuff in the back row) and equally good attack,
the class doesn't age real well. Before long, You'll find ranged weapons that
equal the power of this class' bows and arrows without worrying about running
out or going through the trouble of buying and storing and reequipping them
every other battle. Barrage is cute, but not my favorite unique battle command
as it consumes multiple arrows and is generally unpredictable (even if at times
effective). This fact these the ultimate bodyguard for this class is found
at roughly the halfway point in the game doesn't help even if they can do their
work optimally from the back row. This is not to say this is a useless class,
either. I actually recommend using this class for when you first get the free
equipment for it. Once this equipment starts to become dated or it just runs
out, I'd say it's time to switch away from this class for good. This is not
to say the Ranger won't contribute well if trained well and equipment
maintained. It's more trouble than it's worth in the long run in my humblest
of opinions.
Knight (KNGHT)
Strength: .8 +5
Agility: .444444 +3
Vitality: .8 +5
Intellect: .444444 +3
Mind: .5 +4
Weapons: Swords
Armor: All heavy armors, shields, helms, gloves except those of a dark and
class theme
Magic: Level 1 White
Unique battle commands: Magic, Defend (increases personal defensive power,
guards near-death characters when physically attacked)
First the bad news: a very good portion of the game leaves this class with
dated equipment during that point in time swords and non class-specific
heavy armor is found (not to spoil, but see the previous class entry for when
this will be). Even after new weapons and armor are found, you may find the
class a tad behind the others (at least I'm quite sure I did). Also, the
magic, while better than nothing, is so moot it's almost not worth mentioning.
Next, this is quite a slow class. While this isn't entirely a bad thing (a
moderately fleet of foot character can use attack enhancement so every round
the Knight will benefit from it), but often the battle will end with the
Knight not acting at all in the final round because they're so slow. Because
a character needs to perform that act in battle before they get Class points,
this could cause the Knight's class score to suffer. Also, Cover isn't one of
the better class unique commands. In order to be optimally useful, other
characters need to be at a near-death state and you need to face against
predominately melee attackers. Besides, they step in front of attacks targeted
to near-death characters without selecting this command anyway (although the
absorbtion of those attacks wouldn't be as good).
Now the plus side. Because Cover is one of those commands performed at the
start of battle before regular actions, it is a good way to nullify the Class
exp stunting mentioned earlier by performing it when you know you're about to
win the battle with one more swing of a pinky. It is very hard to argue with
that strength and vitality, also. Finally, officially giving this class the
nod over its more offensive counterpart, the Warrior (the Knight was initially
the replacement from the Warrior class in the Famicom days, but this time, the
Knight has more emphasis on defense and the Warrior offense), and pretty much
most other classes is the ability to use both the Rangarok and Excalibur.
While this might not be worth utilizing a class that is merely sufficent for
much of the game where other classes might excell, I found the final couple
areas to be much breezier thanks to it. If you must overutilize (use when
another class might be better) a class, I say make it this one.
Scholar (SCHLR)
Strength: .6 +4
Agility: .666666 +5
Vitality: .375 +3
Intellect: .9 +6
Mind: .44 +3
Weapons: Books
Armor: Robes (Cloth and Leather Vests, Wizard Robe, Scholar Robe, White Robe
to be exact), certain hats (Leather, Feathered, Scholar, and Ribbon), Rings.
Magic: White and Black Level 1-3
Unique battle commands: Magic, Study (same as Libra magic - examines enemies'
HP stats and weak points if successful).
The Scholar also has the ability to use items twice as well as those of other
classes. This includes potions and those oddball one-use spell items strewn
about the game. Scholars can do -major- damage to enemies if they hit one
with an item giving the user a free use of a spell that is their weakness.
The books are also quite effective when you first get them as they're
generally as strong as any other weapon and have elemental attributes to boot.
Unfortunately for the Scholar, time is less than kind to them as the weapons,
armor and magic they use is limited. They're also not very tough and need
to be in the front row if contributing optimally as they aren't ranged.
When they do finally get new equipment, it's too little too late. They're
still very valuable for a few fleeting moments.
Geomancer (GMNCR)
Strength: .5 +4
Agility: .666666 +5
Vitality: .5 +4
Intellect: .666666 +5
Mind: .5 +4
Weapons: Bells
Armor: Leather/Cloth stuff, Wizard/Earth/Black Robes, the same helms
everybody can equip, rings
Magic: None
Unique battle command: Terrain (use landscape to perform magic attack)
Although the Geomancy class presents itself as more of a magic-oriented class
from top to bottom, let's get this out of the way: for a long while there,
this class is an attacking powerhouse. All three normally encountered bells
are generally the most powerful weapons at those points in the game - by a
fairly large margin. Their physical defense is also quite respectable as well
falling generally halfway between that of a physical fighter and that of a
magic user. However, both these weapons and armor eventually becomes dated
and you're better off sending them to the back row. All this being said, they
are a more magic oriented class at heart. Terrain is generally more powerful
than back magic at no cost, but unpredictable. The usefulness of such an
attack varies from environment to environment, but not that much: Terrain is
generally a more powerful, less limited attack than a typical black magic spell,
although less powerful and much less limited than the most powerful black
magic spells. In a couple of the areas, geomancy more or less regins supreme.
In most areas, it can be quite annoying to see the same insta-kill moves kill
or that disappointing attack they do sometimes.
Dragoon (DRGN)
Strength: .666666 +5
Agility: .666666 +5
Vitality: .5 +4
Intellect: .5 +4
Spirit: .5 +4
Weapons: Spears, lances
Armor: Most heavy armors, shields, helms and gloves
Magic: None
Unique battle command: Jump (take one turn to leap off the field of battle,
take the next turn to return landing doing about 1/4-1/3 more damage than a
regular physical attack)
I'm not so sure about this class. On the one hand, their attack power is
noticably, although not greatly, lower than that of pretty much all the
other weapon-based classes. For a pretty long while there, Dragoons won't
be hitting as hard as Geomancers of relatively equal skill level. Some
people seem to think Jump is cool, but I'm not one of them. Really, I'd
rather just deal attacks and would rather not wait for the Dragoon to go
all the way up and down. While it is true Jump provides defense, this is
a class who can use some of the finest armor in the game. Granted, their
magic defense might not be that high, but would you rather a Dragoon in
their armor of awesome take hits or a Monk in their lighter robes take
hits? Not helping their cause is the fact their vitality is also quite low.
However, their weaponry, although quite behind at first, does catch up
eventually, and they can use some of the coolest weapons in the game (namely
the Blood Lance, a powerful, but quite heavy, HP sucking weapon, one that
will greatly limit HP-restoring attention they require and the Gungir, an
extremely powerful spear that can supposedly be stolen from Odin). Once again,
their attack is respectable enough come endgame with a Holy Lance and a Blood
Lance.
Viking (VKNG)
Strength: .9 +6
Agility: .444444 +3
Vitality: .666666 +6
Intellect: .444444 +3
Spirit: .5 +4
Weapons: Hammers, axes
Armor: Most heavy armors, shields, helmets and gloves
Magic: None
Unique battle command: Provoke (attracts an enemy's attacks)
The Viking, like the Monk, is another class that takes some time before
they truly start to butt-kick. Even when they are butt-kicking, the hill
to climb for further kicking is still steeper than that of other classes:
their weapons of choice are all much heavier and less accurate than those
of essentially any other class. Now, those weapons, generally speaking,
when they are found, are among the strongest availible. Adding to this
usefulness is the fact all hammers are lightning-fused making those
areas populated largely by sea creatures much easier. This is their
specialty. They're quite slow, which is kind of a good thing (for
weapon-improvement), but usually not (always one of the last to take a
turn, Class level falls behind if fails to act enough). The Class level
growth stunting can be mollified with Provoke as it's one of those
abilities that, like the Knight's Cover ability, is performed before
regular attacks. Provoke is, by the way, like a lamer version of Defend,
which is already quite lame. Oh, and as if Provoke didn't already give
this impression, the Viking can take a serious beating. They are,
though, kind of weak against magic (as heavy fighters tend to be)
Evoker (VKR)
Strength: .6 +4
Agility: .5 +4
Vitality: .444444 +3
Intellect: .666666 +5
Mind: .666666 +5
Weapons: Most staves and rods
Armor: Usual wizardry equipment (robes, hairpeices, rings)
Magic: Call magic Level 1-8
Unique battle command: Magic
If nothing else, the Evoker class is an interesting one. Often compared to
black magic, that of the Evoker tends to be a couple notches stronger, a
notch less abundant and a notch less predictable thereby making the classes
pretty even. Each one of its classes has one of two effects, people often
refer to them as a black effect (usually a direct attack) or a white effect
(usually an effect). The effects have been dubbed down since we last saw
them on the Famicom (that is, the white effects have been dubbed down) in
that when Ramuh was called and tried to stun all enemies, Ramuh stunned all
the damn enemies lest they were immune. Here, effects happen with the same
reliability we've come to expect from effects (which is to say not much).
While certainly not a useless class, I don't think there's a time in the game
an Evoker is truly vital. Oh sure, Ifrit's white effect is pretty gnarly,
and Odin's white effect can make things much easier for a few key battles,
but I can think of not a single battle in which "man if I had only changed my
* guy to an Evoker I'd be spared that 'and they were never seen again'
message!"
Bard (BRD)
Strength: .444444 +3
Agility: .6 +4
Vitality: .6 +4
Intellect: .6 +4
Mind: .6 +4
Weapons: Certain knives (think Poison Dagger and weaker), harps
Armor: Clothes, Robes, the usual magician's gear (light headgear, rings)
Magic: None
Unique battle command: Sing (perform songs with various effects)
Another class I throughly enjoyed. Sure, early incarnations of this class
might have soured everyone who might come in contact with future versions of
it, and you might need to drop some formidable coin in optimally using one,
and they might be borderline useless when you first get this class, but don't
let any of this stop you. The Bard has songs that give you the Haste and
Protect spells for the entire party before you can cast either spell usually
targeted to only one party member. Granted, those songs might be diluted
versions of the effect spells they ape (it's kind of hard to tell with weapon/
defense enhancement spells like these in this game... they tend to be
inconsistent but effective enough). If getting to spread a Level 7 attack
enhancement spell across the party quite a bit of time before the usual user
of this spell is going to be able to cast it once on a single member, you
are not going to be warming up to this class. They also have songs to
attack enemies and restore HP, but they're not as impressive as the said two
songs. The songs' usefulness increases since this is one of those commands
executed at the beginning of the battles before regular commands are done.
Devout (DVT)
Strength: .444444 +3
Agility: .5 +4
Vitality: .6 +4
Intellect: .5 +4
Mind: .9 +5
Weapons: Staves
Armor: Usual (white) mage stuff
Magic: White magic Level 1-8
Unique battle command: Magic
Ladies and gentlemen, unless you've been really training a White Wizard,
nursing them along through those areas no access to any greater bodily
protection than a Wizard Robe, staunchly and stupidly and incorrectly
insisting that you NEED a dedicated healer, I present you the White
Wizard replacement.
Okay, maybe it's not quite this dramatic, but this is a great class.
Because I seem to focus largely on neagtives here, let's just discuss
them first. Whereas the White Wizard more or less made curative items
obsolete throughout the game, the MP for this class won't quite allow
it. The MP distribution of this class is not the traidtional pyramid
style (more MP casts to lower level spells, lessening casts as levels go
up), but much more evenly distributed throughout the levels. Then
again, having more casts of Life than Cure isn't necessarily a bad
thing, either. Although spell casts are much more even, those at the
highest levels are still have one-third to one-half the casts those
in all other levels. Oh, and Level 8 magic? Pretty sweet. I can see
the potential in Tornado, but I found myself pretty much depending on
Full-Life for a couple (okay, one) fleeting moments.
Magus (MGS)
Strength: .444444 +3
Agility: .6 +4
Vitality: .5 +4
Intellect: .9 +6
Mind: .5 +4
Weapons: Certain staves, rods
Armor: Usual mage stuff
Magic: Black magic Level 1-8
Unique battle command: Magic
The Magus is statistically roughly equal to the Devout, has the same
odd MP distribution, little less tough, a little faster. It can
be said the Magus is like the Devout except where we have 'white' for
the former we have 'black' for the latter. Which is to say, when
describing the classes, where we have 'great' and 'dang near essential'
for the Devout, we have 'shitty' for the Magus.
Kidding aside, yes, the Magus can get the job done, more or less. The
MP puts ephasis on the -aga spells, and they are effective enough when
used by this class. Only problem is that their magic is soundly
outclassed by summon magic. There -aga spells are generally only as
good as a physical attack on one enemy; the summons are equally strong
across all enemies.
Summoner (SMMNR)
Strength: .444444 +3
Agility: .444444 +3
Vitality: .5 +4
Intellect: .8 +5
Mind: .8 +5
Weapons: Many staves, rods
Armor: The usual magician stuff
Magic: Call magic Level 1-8
Unique battle command: Magic
Now this is attack magic, the way the Bible taught it! Whereas the
Evoker's magic was fickle, unpredictable and at time disappointing, the
Summoner's magic is considered to be the best of what the beasts have
to offer. Granted, their MP might not quite be up to snuff, there's
still plenty of it to make it through most dungeons if you're at all wise.
No more attack one random enemy or largely ineffective status-altering BS:
straightfoward magic attacks spread across all enemies for high damage.
All the elements are covered in equal amounts and equal strength. And
that strength is high with low level summons generally being much more
powerful than upper level spells used by a Magus. Only drawbacks include
the MP (while sufficent, you'll barely be able to use the highest level
spells as often as you'd probably like) and the variety (there are only
eight spells to choose from, most of which just do the same thing -
damage across the enemy party). This is also essentially the only class
with comic relief (Chocobo) as well. This class is a winner all the way
even though that phallic hat they wear gives every impression to the
contrary.
Sage (SG)
Strength: .375 +3
Agility: .375 +3
Vitality: .6 +4
Intellect: .8 +5
Mind: .8 +5
Weapons: Staves, Rods
Armor: Magician stuff, all of it
Magic: All off it
Unique battle command: Magic
I had high hopes for the class, I really did. A Sage with Bahamut and
Curaja, that was all you needed back in the day. Times have changed,
though. They still use every magic spell in the game roughly as well
as the other classes, but it's just not the same. First and most
noticably is that the summon magic they used to be able to use has
been downgraded to call magic. Since the vast majority of black magic
is obsolete by the time you recieve this class (the -aga spells are
alright it guess), the Sage essentially becomes a healer with a bunch
of bizarre, unpredictable effect spells. Compounding the disappointment
of this class is their MP. It has a traditional pyramid style, but with
half as many uses of lower level spells as black/white wizards and double
their upper level casts. The fact they're as slow as sin doesn't help
very much (although no time to heal up the party like after the enemy has
finished their attacking). If you are physically-attack-minded, it
might be a good idea to have a Sage and three of your favorite fighting
classes so you still have some attack magic, but it might be a better
idea still to use a Devout and three fighters. I did actually end up
utilizing the services of a Sage in the very last section, but other
than that I recommend a Summoner and Devout.
Ninja (NNJ)
Strength: .666666 +6
Agility: .8 +5
Vitality: .5 +4
Intellect: .5 +4
Mind: .5 +4
Weapons: Dark Swords, knives, boomerangs
Armor: Dark/ninja themed fighting gear
Magic: None
Unique battle command: Throw (Hurls a weapon or item for damage much higher
than if used against the same target via a regular attack. After thrown,
weapon or item disappears forever. Sometimes misses.)
Generally speaking, Ninjas are outmuscled by Martial Artists and other
tougher fighters. If you're interested is consistently doing the highest
damage possible in as many regular battles as possible, go with a Martial
Artist or Knight with their best equipment. Ninjas tend to be lacking in
strength and overall defense (their magic defense is especially low). One
major advantage this class is that they can use boomerangs, most
specifically the Full Moon. This allows them to take their disadvantaged
physical defense to the back row without losing a whole helluva lot. The
other significant advantage they have is the ability to throw stuff for
quite substantial damage. You can also throw those annoying weapons that
have been taking up space in your inventory that you haven't got around to
selling even if it's maybe not the most effective way to use a turn, it's
still reltively interesting. They can throw pretty much all weapons, but
most notably, they can throw Shurikens, the single most powerful item in
the game. This makes them quite essential in the biggest battles/battle
to be fought. Adding to their usefulness is their ability to use both
other special forbidden weapons (the said Full Moon, and the Masamune) if
a Knight has the Excalibur and Ragnarok. They also have blazing base
speed matched only by Rangers and surpassed only by the Thief. The verdict
with the Ninja is that while most fighting classes do greater base damage
than this class, few nail bosses (most importantly the last one) quite like
this one.
UNLOCKABLE CLASS (see the Onion Knight section to see how this is done)
*******************************************
* *
* 3. Party Setups and other general hints *
* *
*******************************************
PARTY SETUPS
The DS version of Final Fantasy III is more flexible than a controtionist
from the former Soviet bloc. There are many different ways to play much
of the game, but some party setups at some times do a better job than
others. The following is a party list I recommend for the various times
of the game. Sort of explains itself, except the job shorthands are the
same as used in the tables. Oh, when you see this: MK/VK it means I found
both roughly equal in terms of goodness. Also, when you see this:
BM->EV->GE, start off as a Black Mage, liberally use the most powerful
spells, then switch to Evoker, and to Geomancer when you get sick of that.
GE->BM means to use the MP trick discussed in the hints section.
1ST Char 2ND Char 3RD Char 4TH Char
#I FR - - -
#II FR - - -
#III FR FR FR FR
#IV FR FR FR FR
#V WR RM WM BM
#VI WR RM WM BM
#VII WR RM WM BM
#VIII TH RM WM BM
#IX TH RM WM BM
#X TH RM WM BM
#XI TH RM WM BM
#XII WR MK WM BM
#XIII WR MK WM BM
#XIV WR MK WM BM
#XV WR MK WM BM
#XVI WR MK WM BM
#XVII WR MK WM BM
#XVIII WR MK WM BM
#XIX WR MK WM BM
#XX WR MK/RM WM BM
#XXI KN SC WM BM
#XXII KN SC RN->WM GE->BM
#XXIII TH SC RN GE
#XXIV TH MK/VK RN GE
#XXV TH MK/VK RN GE
#XXVI TH MK/VK RN GE
#XXVII TH MK/VK BA GE
#XXVIII DR DR BA GE
#XXIX TH DR BA GE
#XXX TH RM WM BM
#XXXI TH RM WM BM
#XXXII TH VK WM BM
#XXXIII TH VK WM->BA BM->EV->GE
#XXXIV KN VK WM GE
#XXXV KN DR WM/BA GE
#XXXVI KN VK WM->BA BM->EV->GE
#XXXVII KN MK WM->BA BM->EV->GE
#XXXVIII KN DK BA BM
#XXXIX KN DK WM BM->EV->GE
#XL KN VK DV SU
#XLI KN DR DV SU
#XLII KN NI DV SU
#XLIII KN NI DV SU
#XLIV KN NI DV GE
#XLV KN NI DV SU
#XLVI KN NI DV SU
#XLVII NI NI DV SG
GENERAL HINTS
* This one comes to us from Alex Baker (aka tkshredder). It's the MP trick
referenced to just above. It seems to work well enough. Here it is
cut and pasted.
I've been playing the shit out of FF3 for DS recently, and I just stumbled
across your FAQ for it (been referencing the NES FAQ's up until now). I
looked for it, but couldn't find it, a little trick about conserving MP that
is totally awesome. Essentially, before you go into any dungeon, if you first
switch any party member to a magician class ( i.e., a White Mage), rest up at
an inn / bed / recovery point, and then switch classes to some non- magic using
class (i.e., Black Belt), then switch back to the White Mage (i.e., deep in the
dungeon, before the boss, and you're out of potions), you will still have all
the MP saved up. This is great for dungeons later in the game, and is just an
added health insurance plan for your party. This power / trick can be abused
for other magic using classes as well; the key point here is that you must
have some magic using class to begin with when staying at said inn / recovery
point.
* This another another MP trick. It's really less a trick than it is smart
use of MP.
When in a longer dungeon and you wish to use magic attack-oriented classes,
begin with a Black Mage. Use their upper level spells quite liberally
(indeed, later on in the game, these will be the only Black magic spells that
will do significant damage). When they start to run out, switch to an Evoker.
Use their magic like it's going out of style. When that's all gone, or when
you're just sick of looking at a character with a dorky horn on their head,
switch to a Geomancer. This is rendered fairly moot when you get the advanced
magic jobs with more higher level MP, but still what I like to do in the middle
parts of the game.
*********************
* *
* 4. Monster Charts *
* *
*********************
Beastiary. Shows information about enemies. The info will be displayed
in the following order:
Number Name / Location / Level / HP / Attack / Defense / Gil / Exp
(Noteworthy items dropped and stolen. Common items found in stores will not be
listed. I don't consider them noteworthy. Many enemies -rarely- have Phoenix
Downs to drop/steal along with more disposable items like Potions and Antidotes.
These won't be mentioned either. A distinct majority of the earlier enemies
drop all sorts of those bought common items.)
- Personal comments and notes. Some are useful (like weaknesses) some are not
(I may go on about how ugly they are or something). Will I go through the
trouble to make comments about all? Read on to find out.
Here, EXP is total cumulative EXP. It will be divided among all surviving
characters, whereas in the boss explanations above, EXP totals assumed all
four characters were alive unless otherwise noted.
Items include stuff stolen, there's probably other things they can drop and
steal. Maybe I'll include a full list, but this is what I found, usually
with a skilled (skill level 30-90 Thief).
This deserves a special mention: much of this info is found is the game's
Beastiary visited via a man in Gysahl, I did lift the template from it right
from the FF3 Translation Wiki (http://ff3trans.pbwiki.com/).
Oh, and the location is sometimes shortened to the guide's abbreviations in the
interest of space saving. (for example, Sasune Castle becomes III)
Finally, stats are not the sole resource for determining the strength of an
enemy: much of an enemy's damamge from attacks, and damage they take from
attacks come from their Strength and Vitality numbers which are not known to
me at this time. Think of the ATK and DEF totals as equipment statistics
or something.
Okay, the rest of the enemies are bosses. I feel I've already typed enough
about them in the walkthrough and would rather not type more. I haven't
tried stealing stuff like I have for the vast majority of the enemies, but
this is because the vast majority of them were already defeated when I
decided to chart the things enemies had. Plus, the only thing I had been
able to steal from pretty much every single boss I fought was a Hi-Potion,
so I'll just assume this for all bosses (except Odin). So, no commentary
with very little exception and nothing in the steal/drop line, mkay?
196 Land Turtle / Altar Cave / LV4 / 111 HP / 8 AT / 6 DEF / 500 Gil / 20 EXP
Defense looking a little skimpy for a big, bad turtle, dunnit?
197 Jinn / Sealed Cave / LV 7 / 600 HP / 20AT / 8 DEF / 1400 Gil / 200 EXP
198 Nepto Dragon / Near X / ?? / ?? / ?? / ?? / ?? / ??
Little help here?
199 Giant Rat / Nepto Temple / LV11 / 900HP / 24AT / 29DEF / 1500 Gil / 1200 EX
200 Medusa / Tower of Owen / LV17 / 3000 HP / 35AT / 22DEF / 2600 Gil / 1680 EX
201 Gutsco / Underwater Lake / LV17 / 3500HP / 35AT / 24DEF / 3500Gil / 2744 EX
202 Salamander / Molten Cave / LV18 / 5700HP / 41AT / 25DEF / 3700Gil / 2744 EX
203 Hein / Hein's Castle / LV22 / 4500 HP / 47AT / 26DEF / 4300 Gil / 3464 EXP
204 Kraken / Cave of Tides / LV24 / 8K HP / 47AT / 26DEF / 5500 Gil / 5280 EXP
205 Goldor / Goldor Manor / LV26 / 9K HP / 53AT / 28DEF / 9900 Gil / 6560 EXP
206 Garuda / Saronia Castle / LV28 / 10K HP / 57AT / 29DF / 10200 Gil / 8800 EX
207 Odin / Saronia Catacombs / LV40 / 31K HP / 81AT / 35DF / 16800 Gil / 20K EX
208 Leviathan / Lake Dohr / LV42 / 32K HP / 85AT / 36DEF / 17100 Gil / 20K EX
209 Bahamut / Bahamut's Lair / LV45 / 34K HP / 30AT / 37DF / 16500 Gil / 20K EX
210 Doga / Doga's Grotto / LV45 / 22800 HP / 89AT / 40DEF / 12K Gil / 13600 EXP
211 Unne / Doga's Grotto / LV44 / 21800 HP / 86AT / 42DEF / 12600 Gil / 16K EXP
212 Titan / Cave of Shadows / LV46 / 29K HP / 96AT / 44DF / 13500 Gl / 27600 EX
213 Ninja / Eureka / LV 47 / 24K HP / 96 AT / 46 DF / 14400 HP / 28400 EXP
214 Amon / Eureka / LV48 / 33500 HP / 96 AT / 46 DF / 20350 Gil / 26800 EXP
215 Kunoichi / Eureka / LV48 / 29K HP / 96 AT / 46DF / 14500 Gil / 29200 EXP
216 General / Eureka / LV48 / 35K HP / 105AT / 46DEF / 15600 Gil / 30000 EXP
217 Guardian / Eureka / LV49 / 33700 HP / 107AT / 46DEF / 16500 Gil / 31600 EX
218 Scylla / Eureka / LV49 / 35K HP / 104AT / 46DEF / 16200 Gil / 30800 EXP
219 Xande / Crystal Tower / LV50 / 50K HP / 110AT / 48DEF / 35K Gil / 34K EXP
220 X. Clone / Dark World / LV49 / 39K HP / 109AT / 45DEF / 15K Gil / 24800 EX
- Fight pretty much the same way you'd fight Xande (go pretty much all out but
save the ninja stars).
221 Cerberus / XLVI / LV55 / 100K HP / 123AT / 46DEF / 66666 Gil / 66666 EX
222 2-Head. Dragon / XLVI / LV55 / 100K HP / 151AT / 46DF / 66666Gil / 66666EX
223 Echidna / XLVI / LV55 / 100K HP / 117AT / 46DEF / 66666 Gil / 66666 EXP
224 Ahriman / XLVI / LV55 / 100K HP / 107AT / 46DEF / 66666 Gil / 66666 EXP
225 Cloud-Darkness / end / LV60 / 120K HP / 120AT / 55DEF / 70K Gil / 100K EXP
226 Iron Giant / ??? Cave / LV81 / 200K HP / 255AT / 155DF / 100K Gil / 100K EX
*************************************
* *
* 5. Weapon/Armor/Magic/Item Charts *
* *
*************************************
You know actual print guides? You know how some of them have a section
about weapons and armor and stuff? Not usually all that useful, but they
often came with cool pictures of the stuff that made them owrth looking at.
Well, I guess this means this part of the guide is lacking both noteworthy
worth and catchy images. Wait, why did I spend so much time doing this?
I feel special mention is necessary here, the following wouldn't be nearly
as complete or easy to add if not for the contributions of the folks at
the Final Fantasy III Translation Wiki: http://ff3trans.pbwiki.com
Much of this is essentially copied right from this page.
WEAPONS
*******
SWORDS
Gold Sword / 5 / 20% / 1 / FR WR RM KN DK / Find: XXV
There might be a worthwhile battle use for this weapon. I wouldn't bet on
it. You'd be better off taking these to the nearest store and selling the
hell out of them so as to keep them from annoying you too much.
Long Sword / 10 / 80% / 0 / FR WR RM KN DK / Find: I, II Buy: II
You should stumble upon several of these early on rendering the sales of
weaponry pretty much moot until you get to those with Mithril in their
names.
Wight Slayer / 15 / 80% / 0 / FR RM / Find: III
- Curative Element
Beats the hell out of undeads does it. Also helps, however temporarily,
assert early Red Mage superiority (even if they probably should be using
bows early on).
Mythril Sword / 17 / 85% / 0 / FR WR RM KN DK / Find: IV Buy: IV, V (500 Gil)
Although a good weapon from when you come across it, I wouldn't recommend
buying any as two are found free in IV and they're only marginally more
effective than other weapons (not to mention you'll find more powerful
weapons before too long).
Serpent Sword / 25 / 80% / 0 / FR WR RM KN DK / Find: XI, XII, Buy: XIII
- Deals Thunder damage
Quite gnarly. But don't be stupid and buy another when there's already
two for free.
Tyrfing Sword / 28 / 75% / 1 / FR WR RM KN DK / Buy: XVIII (2000 Gil)
A weapon you have to buy that's only slightly more useful than ones you've
recieved for free? No thanks.
Salamander Sword / 30 / 100% / 1 / FR WR RM KN DK / Find: XVI
- Deals Fire damage, Casts when used as an Item in battle
Pretty great, I would limit its use in the Molten Cave.
Freezing Blade / 32 / 80% / 1 / FR WR RM KN DK / Find: XX
- Deals Ice damage, Casts Blizzard when used as an Item in battle
Just as great as its firey counterpart, more powerful and less accurate.
Use extensively in the Molten Cave.
Royal Sword / 50 / 80% / 1 / FR WR RM KN DK / Find: XXI
Makes the Knight seem quite studly when you first come in contact with it,
that's for sure. It'll also be one of the last weapons they get to hold
for quite some time, and it will get to bad-smelling before terribly long.
Blood Sword / 55 / 80% / 1 / WR KN DK / Find: XXI
- Absorb element, heals 1/6 of total damage
If there is a weapon I would have to call the game's Most Valuable, the
one swung more often than the others, if would have to be this one. It
almost makes using the Knight when that job's equipment is obscenely dated
reasonable and desirable. It makes the amount of curative attention the
holder requires greatly reduced for a great long time. Because its attacks
become of the absorbable element regardless of what else the attack holds,
they are healed 1/6 of the total damage, not just of the damage that sword
does, so if you're holding a much more powerful weapon along with this one,
1/6 of the total HP is restored. Because of its element, don't go around
trying to beat undeads with it: the damage done by that weapon will heal
them and the HP that's supposed to heal you will hurt you.
Ancient Sword / 80 / 80% / 1 / WR KN DK / Find: XXXVI
- Healing element, 30% chance of attempting to enduce Paralysis
Kind of a disappointment: whereas back in the day, that first 80 was a 5
but that 30% was a 100% making it very valuable for certain areas of the
game. Still, if nothing else, this weapon helps introduce the Knight
back into relevancy (even if other weapons found in XXXVI are more
powerful).
Defender / 95 / 100% / 1 / WR RM KN DK / Find: XXXIII, Buy: XXXVII (16500)
- Vitality +5, Casts Protect when used as an item during battle
Awesome. Almost worth buying. But not really. I didn't find myself
using Protect often (or ever) with this weapon, but that Vitality bonus
is always welcome.
Break Blade / 125 / 80% / 1 / WR RM KN DK / Find: XLIII
- 100% chance of attempting to inflict target with gradual petrification
Comes just in a nick of time, at a time when the Knight's weapons are
starting to wear thin and even the Blood Sword is feeling its age.
Couple this up with another weapon with halfway petrification to perhaps
double its speed.
Excalibur / 137 / 90% / 1 / FR RM KN / Find: XLIV
- All statistics +5
This is one of the reasons I suggest trudging along with a Knight even
in time another class could get it done a little easier. It's hard to
argue with this power and those statistical bonuses. All this without
having to chase some skirt and power-job-level some class through times
far above and beyond what is practical.
Ragnarok / 140 / 100% / 1 / WR KN DK / Find: XLIV
- All statistics +5
This is the other main reason to utilize the services of a Knight when
other jobs get it done better. Otherwise, just re-read the Excalibur's
explanation now.
Onion Sword / 156 / 100% / 1 / OK / Find: Colored Dragons
- All statistics: +5
Finding one of these is a long (make it to the final levels of the Crystal
Tower), hard (defeat a big bad Color Dragon) and perhaps frustrating
(Elixirs, great as they are, come up all too frequently). It's also just
for those bratty Onion Kids. Getting the sword is one step closer to
revisiting the ultimate glory to the fully-loaded Onion Kid of old.
Save The Queen / 140 / 90% / 1 / KN / Get: Knight Card
- Vitality, Mind +10, casts Reflect when used as an item in battle.
Granted, the Knight already has the Excalibur and the Ragnarok... Well,
here's another good one. It's his ultimate weapon. I almost prefer
the more balanced statistical distribution of the Excalibur to this (will
the Knight really need more Vitality by the time you net him 99 job levels)
But this weapon frees up the Excalibur for another class, if nothing
else.
Onion Blade / 150 / 100% / 1 / OK / Git: Onion Card
- All statistics +7, 50% Chance of attempting to cause Death, Darkness,
Confusion and/or Poison
Hard to argue with all that. Well, I guess having to go through the
trouble to job-level the Onion Knight 98 times is a valid argument against.
Also troublesome is going through the trouble to get this job in the first
place. Still probably easier to get than the Onion Swords, though.
Ultimate Weapon / 155 / 100 / 0 / FR WR RM KN DK / Get: A Wi-fi Mission
- All statistics +15
I reckon it's as good as it looks.
KATANAS
Ashura / 100 / 100% / 1 / DK NJ / Find, Buy: XXXVIII (16000 Gil)
- Dark element
It's saying quite a bit when the weakest weapon of a certain group hits
for 100 attack power. Anywho, yeah, it's pretty great, but not great
enough to buy because you'll soon find all the Drak Swords you'll need
before terribly long.
Kotetsu / 105 / 90 / 1 / DK NJ / Find: XXXVIII, XXXIX, XLI
- Dark element
Well you sure do find enough of these.
Kiku-Ichimonji / 115 / 90% / 1 / DK NJ / Find: XXXVIII, XXXIX
- Dark element
Exactly.
Masamune / 132 / 70% / 1 / DK NJ / Find: XLIV
- Dark element, Agility +10
Well this gives the Dark Knight some more agility, which they could use
(not so sure about how useful that extra speed will be for a Ninja). If
combined with a Ragnarok, the Dark Knight could be trouble.
Murkamato / 140 / 100% / 1 / DK / Get: Dark Knight Card
- Dark element, Agility +20
It's the Dark Knight's ultimate weapon. If you went through the trouble
to earn it, you're going to equip it, I reckon.
Muramasa / 140 / 90% / 1 / NJ / Get: Ninja Card
- Agility +10, All other stats +5, 20% chance of attempting to cause
Death, Confusion and/or Poison
One of the better special job weapons from the looks of it.
STAVES
Staff / 3 / 50% / 0 / FR WM BM RM EV MG SU SG / Find: III, Buy: II (40 Gil)
You're almost ltierally better off going at it unarmed than whacking away
with these prongs of wood.
Fire Staff / 20 / 50% / 0 / (same -FR) / Find: VIII, XV, Buy: XIII (3000 Gil)
- Intellect, Mind +2, Casts Fire when used as an Item in battle
Awesome. Not awesome enough to be worth 3000 Gil at this point in the game,
though (although it would should you not have recieved two of them).
Ice Staff / 20 / 50% / 0 / (same) / Find: XII, XI, Buy: XIII (3000 Gil)
- Intellect, Mind +2, Casts Blizzard when used as an Item in battle
Nice. Again, not nice enough to merit to money-spending, but would be if you
didn't already have adequate magic wands.
Light Staff / 20 / 50% / 0 / (same) / Buy: XIII (3500 Gil)
- Intellect, Mind +2, Casts Thunder when used as an Item in battle
This is one of about the half dozen weapons I actually recommend buying, but
you can arguably get by just as easy without it. It's free uses of a more
powerful Thunder attack which should prove useful against many of the enemies
you'll encounter soon after first coming in contact with this weapon.
Golem Staff / 30 / 70% / 0 / WM RM EV SU SG / Buy: XXIX, Find: XXIX, XXXV, XLI
- Mind +3, Break when used as Item, 100% chance of trying to partially petrify
A great weapon for those whose self worth comes from white magic. Useful
until the end of the game.
Rune Staff / 33 / 80% / 0 / WM RM EV SU SG / Buy: XXIX (18000 Gil)
- Mind +4, Erase when used as an item in battle
An item more useful in battle than the Golem Staff. Renders the Erase magic,
which is first obtainable at the same time, completely useless. Only problem
is that it costs money whereas other staves are found that are roughly as
good (like the Golem Staff) for free. Buy if you want - Erase does look
moderately cool if nothing else.
Eldest Staff / 85 / 90% / 0 / WM DV SG / Find: XLIV
- Mind: +6, Cura as item in battle
An ultimate Staff that doesn't require mounds of extraneous training. My
only real gripe is that Summoners can't use it, although it's not like
the Mind stat is all that useful for them, so it's better off in the hands
of a Devout or Sage.
Holy Wand / 110 / 95% / 0 / DV / Get: Devout Card
- Mind +20, Curaga as item in battle
Sweet sassy molassey, imagine the greatness one could achieve (in Final
Fantasy III) if somebody cared enough to get this. Would be better if
those Mind points were perhaps distributed more evenly across other
categories because man Devouts already have mad will power.
Sage's Staff / 110 / 95% / 0 / SG / Get: Sage Card
- All stats +10
One of the best job-specific weapons out there giving a whopping fifty
point bonus, although its lack of spell casting powers don't bode well
of this fairly MP retardant class.
RODS
Mythril Rod / 12 / 60% / 0 / FR BM RM EV MG SU SG / Buy: IV, V (400 Gil)
- Intellect +1
Take that intellect and shove it. Go with bows instead for the time this
weapon is relevant.
Wizard Rod / 20 / 100% / 0 / BM RM EV MG SU SG / Buy: XXIX (20000 Gil)
- Intellect +5
An effective Black Wizard weapon... Unfortunately, 20 large is an awful
lot to spend on a class I don't recommend using for terribly long while
the weapon is effective.
Fire Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (10000 Gil)
- Intellect and Mind +3, Casts Fira if used as an item in battle
The prospect of unlimited Fira casts is quite hard to pass up and at
10000 Gil is a pretty good price. Hard to argue with those statistical
bonuses as well. I recommend picking up one additional elemental rod,
the Light Rod is probably preferred.
Ice Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Find, Buy: XXIX (10000 Gil)
- Intellect and Mind +3, Casts Blizzara when used as an item in battle
Pretty much insert the Fire Rod's explanation here. Difference here is
that I certainly do not recommend buying one of these because you find
one. Invest in elemental rod diversity.
Light Rod / 25 / 60% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (1000 Gil)
- Intellect and Mind +3, Casts Thundara when used as an item in battle
Pretty much insert the Fire Rod's explanation here. Difference here is
that the buy recommendation is stronger since you'll likely be squaring
off against more enemies with a Thunder weakness down the road than
with a Fire weakness.
OmniRod / 93 / 80% / 0 / BM EV MG SU SG / Find: XLIV
- Intellect +10, 100% to attempt to cause gradual petrification
It's unguarded and it provides a great boost. If you don't use this
one, you're either doing some insane tool-assisted speed run or some
other wacky challenge or you're just plain prejudiced against attack
magic which is pretty okay in the world of FFIII.
Lilith Rod / 110 / 90% / 0 / Get: Black Mage card
- Intellect +20, Casts Death if used as an item in battle
This will push the Black Mage's intelligence nice and high, but it's
still a little too little too late. Struggling through times of thin
and thinner with a Black Mage just because 'his ultimate item might be
worth it' or because of his resemblance to an 8-Bit Theater character
you like for some reason, give up all hope now. Although if his
intellect is high enough, I suppose I can envision Death halfway
reverting to its glory days on the FF3 Famicom.
Millenium Rod / 110 / 100% / 0 / Get: Magus Card
- Intellect and Mind +10, Casts Blizzaga when used as an item in battle
This one's a little more worth it, although I'd still prefer to use
several other classes over the Magus if I har a choice. Also, what's
a Magus gonna do with that extra Mind score? Use a White Musk or
something?
BOWS
Bow / 10 / 70% / 0 / FR WR BM RM RN / Find: III, Buy: II (100 Gil)
- Ranged
Just an ordinary bow. Good for the early parts of the game.
Until you get a...
Great Bow / 18 / 65% / 0 / same as Bow / Find: IV, XII Buy: IV (1200 Gil)
- Ranged
Can do all the things a Bow can do, except hit 5% less of the time.
You can take that 5% accuracy and cram it because it's all about this
bow now. By the way, Great Bow? Is it really all that great? I reckon
it is for the time you first find it, but not much long soon thereafter.
Killer Bow / 26 / 65% / 1 / same as bow / Find: XX, Buy: XIII (4000 Gil)
- Ranged
Although you can have it quite early where it can be of some pretty good
use, why buy when you can soon enough find for free?
Rune Bow / 42 / 80% / 1 / RN / Find: XXI
- Ranged; Intellect, Mind +2
Now why the hell would a Ranger ever need to add to their statistics that
involve magic power? Other than that, the existance of this bow and
the various elemental arrows scattered about, all for free, justify use
of the Ranger for at least a little while.
Selene Bow / 63 / 75% / 1 / RN / Find: XXIX, Buy: XXIII (16000 Gil)
- Ranged
Skip this one. 16 Hard is not worth it for a class that will soon
downward spiral. Even though you do get one of these for free,
when recieved, the Ranger's descent is already very close to the
point of no return.
Yoichi Bow / 70 / 75% / 1 / RN / Buy: XXXVIII (42000 Gil)
- Ranged, Agility +5
Let me get this straight: you want me to spend 42 thousand on a bow
for a character likely very far behind in the skill department providing
a margainlly useful statistical enhancement at best (we all know how
important it is the Ranger attacks before the Thief) with disappointing
attack power (although improved with new arrows on sale at roughly this
same time) only 1/8 more powerful than a weapon I found for free? No
thank you.
Eurytos Bow / 95 / 75% / 1 / RN / Find: XLI
- Ranged, Strength +5
Well at least it's not a complete sucker bet like the Yoichi Bow.
Actually this is a pretty good weapon for this part of the game if you've
trudged through other areas with a Ranger in the name of Job Skill level.
If you haven't, then just have a Ninja throw it.
Elven Bow / 109 / 75% / 1 / RN / Find: XLV
- Ranged, Agility +5
Another case of too little too late. This bow plus the most powerful
arrow (Yoichi Arrow, ATK 40) still equals less attack power than
what a Thief or Ninja can enjoy with a Full Moon and a Rising Sun.
The Sun and Moon are more accurate to boot. The Sun and Moon are also
free and need no additional replacement. The Thief and Ninja's abilities
are more useful to boot. Why are you still reading this?
Artemis Bow / 122 / 75% / 1 / RN / Git: Ranger Card
- Ranged; Agility, Strength +10
If you endure the Ranger long enough to raise the job skill to 99 and
you hunt down that blacksmith hoe, you'll get this. Again, this weapon's
attack plus that of the most powerful arrow still comes up well short
of that of a Sun and Moon (although the power bonus here helps change
that).
ARROWS
Wooden Arrow / 6 / 80% / 0 / FR WR BM RM RN / Find: III, Buy: II (4 Gil)
- Ranged, one use
Just so we all know, I don't recommend at any point in the game
ever spending money on an arrow. You'll find 60 of these if you
look in enough chests. That's about 40 more than I have used.
Holy Arrow / 8 / 75% / 0 / FR WR BM RM RN / Find: III, XXI Buy: XVIII, XXIII
- Ranged, one use, Holy element
A pretty good value a just 10 Gil, but still not one worth it as you'll be
getting 60 over the course of the game in chests for nuthin. I suppose they
have some use later in the game against those various undeads that confront
your team. Too bad I don't care enough to try them on them.
Iron Arrow / 12 / 75% / 0 / FR WR BM RM RN / Find: IV, Buy: IV, XVIII, XXIII
- Ranged, one use
Although you only find 20 for free over the course of the game, this is more
than enough. Even if they're only 8 Gil a pop.
Fire Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil)
- Ranged, one use, Fire element
The least great of three elemental arrows.
Ice Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil)
- Ranged, one use, Blizzard element
The middle of the three elemental arrows.
Light Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil)
- Ranged, one use, Thunder element
The greatest of the three ranged arrows - often hitting weaknesses of
enemies during times this arrow's power might be considered formidable.
Still, don't buy a single Light Arrow, or any kind of arrow.
Sleep Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil)
- Ranged, one use, 20% chance of attempting to cause Sleep
Are you kidding? You expect me to keep from forgetting about the
Ranger for this arrow? Do better.
Poison Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil)
- Ranged, one use, 20% chance of attempting to cause Poison
Only 20% chance? Poison is already kind of a negligable status effect
so if you want this arrow to be worth consideration, make those odds
at least 100%.
Medusa Arrows / 23 / 75% / 0 / RN / Find: XIX, XXIX Buy: XXXVII (300 Gil)
- Ranged, one use, 15% chance of attempting to cause gradual petrification
Remember Medusa Arrows from back in the day? Change that 15% to 100% and
remove that gradual and suddenly the Ranger class becomes worthwhile during
the game's later points. But at least they're a little stronger here,
not nearly worth buying, though.
Magic Arrows / 27 / 75% / 0 / RN / Buy: XXXVII (250 Gil)
- Ranged; one use; Intellect, Mind +2
Another reason I'm probably a little harder on the Ranger than I probably
should be: so much damn typing.
Yoichi Arrows / 40 / 80% / 0 / RN / Buy: XXXVIII (400 Gil)
- Ranged, one use
On the plus side, this one's at least 50% stronger than any other arrow
in attack power. On the minus side, its attack power is about 50% short
of me giving a toot.
BOOKS
Book of Fire / 32 / 70% / 0 / SC / Find: XX
- Fire element, Intellect and Mind +2
Not so good.
Book of Ice / 32 / 70% / 0 / SC / Find: XX
- Blizzard element, Intellect and Mind +2
Little better. Still pretty pfeh.
Book of Light / 32 / 70% / 0 / SC / Find: XX
- Thunder element, Intellect and Mind +2
Very good book until it does obsolete, which happens quite quickly. But
still, a Scholar becomes Hell With Spectacles in the Water Cave when
holding a couple of these.
Tome of Fire / 53 / 80% / 0 / SC / Find: XXIX
- Fire element, Intellect and Mind +3
Far too little too late.
Tome of Ice / 53 / 80% / 0 / SC / Find: XXIX
- Blizzard element, Intellect and Mind +3
Still far too little far too late.
Tome of Light / 53 / 80% / 0 / SC / Find: XXIX
- Thunder element, Intellect and Mind +3
I can't envision this to be particularly worthwhile even if you will probably
be facing hordes of sea monsters in the trials ahead. Use hammers instead.
Cognitome / 78 / 100% / 0 / SC / Find: XXXVI
- Intellect and Mind +5
Good bonus for that point in the game, but lack of other equipment for this
class hurts its usefulness.
Omnitome / 130 / 100% / 0 / SC / Git: Scholar Card
- Intellect and Mind +10
I suppose this thing has some potential since the Scholar specializes in
item using, once they use an oodball item, you might as well up those bonuses
to +20. There's also the fact the Scholar seems to gain job levels faster
than pretty much every other class. Still though, it doesn't increase their
other stats (all of which the job could use very much) and it provides no
spell usage.
CLAWS
Bronze Knuckle / 12 / 100% / 0 / FR MK BB / Find: I, III
Just an ordinary fist. I have no otherwise comment.
Sonic Knuckle / 28 / 100% / 0 / MK BB / Find: XII, XVI
- Agility +2
Equipping two of these will give the Monk a Sonic the Hedgehog-like agility
bonus. You know, like that little blue thing to appear in Sonic and
Knuckles? Man that was lame. I hope nobody's readding this.
Impact Claw / 34 / 100% / 0 / MK BB / Find: XX
Yes, it's a pretty strong weapon for this point in the game. The strongest,
you can use, actually, up until this point. Does it justify a class change to
a Monk? Probably not because the Ice Swords and magicks afoot more than
make up for the use brought upon by this weapon.
Cat Claws / 42 / 100% / 0 / MK BB / Find: XXIV
- Agility +3
Probably not worth changing your party alignmnet to include a Monk if/when you
find this.
Kaizer Knuckle / 50 / 100% / 0 / MK BB / Find: XXIV
Okay, now I suppose it's okay to restart Monk useage.
Wyvern Claw / 51 / 100% / 0 / MK BB / Find: XXIV
- Agility +4, Wind Elemental
It's prety obvious you'll be equipping this, unless the Monk's skill level is
high enough to do it all unarmed. If the Monk is attacking before enemies
usually, stick with the Kaiser Knuckle plus this one. If you want to hit
the enemies before they hit you, it's Catclaw time.
Tiger Claws / 82 / 100% / 0 / MK BB / Find: XXXVI
- Strength +5
What a time this weapon comes - it's 12 areas between ewapons for the Monk.
Of course, by the time this weapon is found and if the Monk has been trained
throughout, their skill is likely such that they hit better without fist
enhancement than with even with this one's power bonus (of course, finding
weapons like this means that class won't get obsoleted).
Faerie Claws / 89 / 100% / 0 / MK BB / Find: XXXVII
- Intellect, Mind +2
Unless Revenge utilizes the Monk's magic powers, what do they even have a
Mond and Intellect stat for? You'll probably prefer the Tiger Claws' strength
bonus to this weapon's seven additional attack points if you're using weapons
for the Monk at all.
Metal Knuckle / 100 / 100% / 0 / MK BB / Find: XXXVI
Nothing fancy. Just a metal prong you attach to yur fist. Awesome.
Dark Claws / 115 / 100% / 0 / MK BB / Find: XXXIX
A fist with 115 attack power. It is what it is.
Hellish Claws / 121 / 100% / 0 / MK BB / Find: XLIII
- Vitality +5, 50% chance of attmepting to cause poison status
It's pretty much as good as the other weapons found in the Maze if you're
not skilled enough to be hitting harder unarmed. You may wish to sacrifice
some attack power for the vitality bonus and the chances to poison, but not
much.
AXES
Viking Axe / 33 / 70% / 3 / WR VI / Find: X
Notable because this is your introduction to heavy-ass weapons. In spite
of attack power not likely to be matched by a single weapon for several
sections, you'll probably find the lighter, more accurate but weaker swords
and knives found are better for a Warrior than this hefty basher. This
pattern of weight and wildness continues throughout the axe and hammer
family. Although sometimes they're worth it, though.
Battleaxe / 65 / 70% / 3 / WR VI / Buy: XXIII (Buy: 7400)
Boy is this expensive, but worth it if you plan on using a Viking right
after you fight recieve the class. It's, by kind of a wide margin, the
most powerful direct weapon you can hold at this point in the game (the
bow you can buy doesn't really could because you have to double it up
with a much weaker arrow), another pattern you'll find this weapon
family follow over the course of the game.
Dual Tomahawk / 73 / 70% / 3 / WR VI / Find: XXXVI
This is one of the exceptions to that rule that state such weapons will
be the most powerful and least among among those founs in the same area.
This one only follows the creed stating it'll be heavier and relatively
inaccurate and I don't think you should alter your party because of its
discovery.
Rune Axe / 110 / 75% / 3 / WR VI / Buy: XXXVII (35000 Gil)
- Intellect and Mind +2
Because we all know how mentally-oriented axe users are. Anywho, I don't
particularly recommend axe-wielders when you come upon this store, and if
I did, I'd still pass this one up because you'll find other, stronger
such implements for free before terribly long. But hey, and axe with 75%
accuracy. That's gotta count for something.
Demon Axe / 116 / 70% / 3 / WR VI / Buy: XXXVIII (40000 Gil)
- Strength, Vitality +2
Insert Rune Axe's explanation here with a more useful stat bonus.
Dual Haken / 122 / 70% / 3 / WR VI / Find: XLIII
- Strength +3
Although I prefer pretty much every other weapon found in the game's final
areas to this one, it's still something obviously worth getting if you're
utilizing the services of a character specializing in such weaponry (which
I do not particularly).
Giant's Axe / 155 / 75% / 3 / WR / Get: Warrior Card
- Strength +20, Earth element
Well this almost makes the Warrior class worth it, dunnit?
HAMMERS
Hammer / 55 / 70% / 3 / VI / Find: XXIV
- Thunder element, Vitality +1
I suppose this keeps you from needing to spend money on two axes if you
wish to use the Viking as soon as you get the class.
Dragon Hammer / 70 / 70% / 3 / VI / Find: XXIX
- Thunder element, Vitality +4
Now go wail on some sea monsters.
Triton Hammer / 110 / 75% / 3 / VI / Find: XXXVI
- Thunder element, Vitality +2
The sea monsters are right there. Go now. Go.
Platinum Hammer / 115 / 70% / 3 / VI / Find: XL
- Thunder element, Vitality +3
I actually recommend doing the parts where other, more powerful hammers
around found before doing the place where this is found, so I reckon
there's a good chance this weapon will be hammered to death when you
get to it.
Blessed Hammer / 120 / 70% / 3 / VI / Find: XXXVIII (2)
- Thunder element, Vitality +3
Two of these babies? Pretty much makes the Viking useful for this part
of the game, something. I'd still probably rather not.
Mighty Hammer / 145 / 80% / 3 / VI / Get: Viking Card
- Thunder element, Vitality +20
Can you say Hammer time? So can I. Seriously though, if you went though
the trouble to get this, what are you going to do, not use it? As far as
class mastery weapons are concerned, this one ain't bad, but does the
Viking really need to get any tougher? How about some speed or some
power (although his power should also pretty much be maxed out by the
time you earn this baby).
SPEARS:
Thunder Spear / 45 / 90% / 1 / DR / Find: XXVII, Buy: XXIII, XXVII (8000 Gil)
- Wind and Thunder element, casts Thunder if used as an Item in battle
Use the ones found for free on the big bird and sell them. This is the only
Thunder Spear-related shenanegan you should do the entire game. Perhaps
arguments can be made for an underwater event, but those arguments fail
because of the weakness of this weapon.
Wind Spear / 53 / 90% / 1 / DR / Find, Buy: XXVII (10000 Gil)
- Wind element, casts Aero if used as an item in battle
What's with all these spell uses of items for heavy attackers? Even if
fighting enemies with high physical defense, it's not like you're ever
going to go through the trouble of selecting Item if you don't need to.
Anywho, if you're feeling unconfident going into that battle with the
big bird, you can buy another one of these, but 10Gs is quite alot to
drop on just a single battle.
Heavy Lance / 84 / 90% / 1 / DR / Find: XXXV
- Wind element
Unless you really like Dragoons, I can't say as though I particularly
recommend ever using this one. There's the Blood Lance which I advise
picking up before this one, so unless you're feeling Dragoon-happy,
this one's likely to be collecting dust in your inventory. In a strange
twist of irony, the Heavy Lance... isn't compared to some of its more
powerful counterparts.
Blood Lance / 95 / 90% / 2 / DR / Find: XXXIII
- Wind, Regenerative element
A weapon that basically launches the Dragoon into relevancy - no pun
intended. Although quite heavy, it's quite powerful and it's restores
1/6 of the total damage. Works just lke the Blood Sword except it's
heavier, more powerful and obtained much later in the game. If you
wanted to justify using the Dragoon, all you'd need to say is 'Blood
Lance' to reasonable person and they'll be completely convinced. Well,
the average reasonable person probably wouldn't know what you're
wafflin' about. Screw 'em.
Trident / 108 / 90% / 1 / DR / Find: XXXVI
- Wind element
Tear through the Pteryon and get it - if not for the experience than for
a weapon to throw/sell. But if you have a Dragoon or two, strap it on
and go buck wild.
Dragon Lance / 117 / 90% / 1 / DR / Buy: XXXVII (40000 Gil)
- Wind element
A weapon that is roughly 9% stronger than one I will probably end up
getting for free (but decidedly lesser than its bloodied counterpart
for obvious reasons)? No thanks. Unless you're insistent on both
using Dragoons and bypassing the cave the Trident's found. In which
case, here you go, that'll be 40000 clams, retard.
Holy Lance / 125 / 90% / 3 / DR / Find: XLII
- Holy/Wind element, casts Holy when used as an Item in battle
The legendary Holy Lance. Less legendary if you managed to pilfer a
Gunge from Odin. But still, Holy + Blood Lance is a pretty good combo
that won't fully age until the very last areas.
Gungnir / 140 / 90% / 3 / DR / Find: Odin
- Wind element, Strength and Agility +10
Look at it. I probably don't need to tell you how good it is. Only
problem is that getting it will likely be a pain in the rear end causing
either frustration (see if a moderately-skilled Thief can get it, if
not, gotta turn it off, go through the Catacombs and try again) or
major detours (a very skilled Thief, which you probably wouldn't train
independently, is needed to backtrack here when weapons nearly as
impressive have been acquired thus drastically reducing its value).
If you do manage to get this weapon when I regularly suggest trudging
though the Catacombs, it will put the battle of the classes decidedly
in favor of the Dragoon.
Magic Lance / 145 / 90% / 3 / DR / Recieve: Dragoon Card
- Wind element, +20 Strength
This plus the Gungir? That's one BAD Dragoon. Although carrying two
of the heaviest weapons possible reduced the bad by a little, but
still a significant force.
THROWN WEAPONS
Boomerang / 40 / 85% / 0 / RN TF NJ / Find: XXIX, Buy: XXIII
- Ranged
If you plan on using a Thief, which I recommend, might as well
pick up two of these since by the time you find one, much of their
value will have eroded by the time you find one while looting Saronia.
Chakram / 50 / 85% / 0 / RN TF NJ / Find: XXXVI
- Ranged
I actually recommend ignoring the hell out of this one since you'll
find interesting stat-enchancing Knives for a Thief, and Rangers,
come now.
Rising Sun / 70 / 85% / 0 / TF NJ / Find: XLII
- Ranged
An interesting concoction. If there was another weapon almost this
one's equal easily attainable at this point in the game, I'd say this
is pretty good. But lo, I prefer the Dark Swords for a Ninja and
completely benching the Thief at this point.
Moonring Blade / 110 / 85% / 0 / TF NJ / Find: XLIV
- Ranged
Well it's guarded by Hein's palette-swap, so it'd better be good.
And it is. Give this to a Ninja and send them to the back row with a
Masamune sacrificing some of the latter's defensive power and watch
them take hits half as proficently as a Knight in the front row.
BELLS
Diamond Bell / 42 / 100% / 0 / GE / Find: XIV, Buy: XVIII (4500 Gil)
On the one side, this is a bell that really pops 'em. You first
come in contact with this one at a time most of your guys have
weapons half this strong. On the other side, each one is 4500 Gil
and there's a good chance you won't want to drop this much on a
character best trained by using magical attacks. I advise buying
one and then taking the other from the Sewers. By the way, why's
such a big bulky bell hitting with a 100% accuracy rating with
Earth Bell / 88 / 100% / 0 / GE / Find: XXIX
- 50% chance of attempting to cause Paralysis
What an awesome weapon. It's literally a half dozen areas I
recommend visiting before you'll find a stronger weapon (and that
weapon is the Rune Bell... Actually, no, but it could very well be).
And this is supposed to be a magic-oriented class.
Rune Bell / 98 / 100% / 0 / GE / Find: XXXV, XXXVII
Pretty much turns your pajama-clad earth hippie into a straight up butt-
kicker. Although I find it a tad unusual that a weapon with Rune in its
title given to a character usually considered magical in orientation
with no Intellectual bonus or magic spell use while beefier heavy
fighters find magically-tinged weapons, Intellectual statistical bonuses
and free uses of a spell.
Blessing Bell / 130 / 100% / 0 / GE / Get: Geomancer Card
- Holy element; Agility, Mind and Intellect +10
Indeed. Worth extrraneously training for? Nah. Not likely.
HARPS
Madhura Harp / 60 / 100% / 0 / BA / Buy: XXIII, XXVI (10000 Gil)
- Mind +5, Minne (Protect on all Allies)
Pretty great. I recomend picking one up if you plan on doing the Bard
thing (which I recommend for much of the game)
Loki Harp / 60 / 100% / 0 / BA / Find: XXXVI, Buy: XXVI (10000 Gil)
- Mind +5, Minuet (Haste on all Allies)
Haste on all allies? Are you kidding me? Granted, it might be a diluted
version of the spell, especially weak when you first find it
(effectivness goes up with experience and skill levels), but man, how can
you not at least somewhat get behind that? Buy one of these and a
Madhura Harp and alternate between the two (since both effects last two
turns).
Lamia Harp / 60 / 100% / 0 / BA / Find: XXXIII, Buy: XXVI (12000 Gil)
- Mind +5, Requiem (Damages all enemies), 50% chance of attempting to
cause Confusion upon attack
I'd skip this one. The confusion rarely works (as is per usual with
effects that come upon attack) and Requiem isn't all that powerful.
Dream Harp / 60 / 100% / 0 / BA / Buy: XXVII (12000 Gil)
- Mind +5, Paeon (Kind of like Cure spread out across the party),
50% chance of attempting to cause sleep upon attack
This is a pretty good one, although don't expect it to eliminate a dedicated
healer in the more intense battles. It can provide as a probably adequate
substitute for a healer in regular battles and areas without bosses.
Appollo Harp / 60 / 100% / 0 / BA / Buy: XLIII (60000 Gil)
- Mind +10, Elegy (Casts Reflect across the whole party), 50% chance to
attempt to cause Death upon attack
Causes Death does it? Although I haven't seen it work, (could be that
because by the time you get it, most enemies you'll see are strong against
instant kill attacks), it sounds pretty great. Reflect is also quite nice,
renders magic users much less powerful. Although I can only envision
myself really using this thing in just a couple of battles (a couple of
the bosses really late), it can make those battles much easier (although
I don't find any of those battles particularly difficult). There's also the
fact I forego Bard at this point in the game. Personally, I'd bypass this
weapon.
ARMOR
*****
BODY ARMOR
Vest / 1 / 1 / 0 / All Jobs / The first character begins the game with this
Just an ordinary set of clothes. Get someting better. Completists beware:
this is the only one of these you'll find over the course of the game.
Rusted Armor / 1 / 0 / 1 / FR WR KN DG VK DK NJ / Find: XXIX
If this was one of those games where a good many items are forged from other
items, this is the type of item that could be crafted to form something great.
Unfortunately, this is not the case and it'll end up in a Fat Chocobo likely
becoming even Rustier.
Leather Armor / 3 / 1 / 0 / All Jobs / Characters begin with it, Buy: II (90
Gil)
Buy one of that vested character mentioned earlier.
Mythril Armor / 10 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Buy: V, VI (350 Gil)
Quite a sturdy breastplate for this point in the game. Get them for whoever
can equip them.
Mage Robe / 13 / 22 / 0 / all magic classes / Find: XV, Buy: XIII (2000 Gil)
- Intellect, Mind +1
Wow, look at that Magic defense. Those are some unmatched figures (by most
heavier armors). It's quite effective for quite a long time (although not
long enough).
Shell Armor / 18 / 19 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI,
Buy: XIII (1250 Gil)
The one found in the shrine should suffice, unless you're feeling Red Mage
happy (you shouldn't).
Ice Armor / 20 / 10 / 1 / FR WR RM RN KN TF DG VK DK / Buy: XVIII (2400 Gil)
- Increases resistance to Fire, decreases resistance to Ice
Pick up at least one of these after you finish XIX (prominent enemies during
XIX will throw ice attacks at you).
Kenpo Gi / 20 / 8 / 0 / FR MK BB NJ / Find: XII, Buy: XIII, XVIII (2000 Gil)
- Agility, Vitality +1
This would be a pretty awesome outfit to buy - if you didn't already find one
for free. Utilizing the services of two Monks? Only if you want the game
to suck.
Scholar Robe / 20 / 23 / 0 / FR SC / Find: XX (2), Buy: XXIX (5500 Gil)
- Intellect, Mind +2
The hell you need more than one of these for? Anywho, it is quite a useful
garment when you first get it, one of the reasons the Scholar is as
respectable as they are when the class is first recieved. By the time you
are able to buy this thing, though, the class is already out of style.
Firemail / 21 / 11 / 1 / FR WR RM RN KN DG VK DK / Find: XVI Buy: XIII (2400
Gil)
- Increases resistance to Ice, decreases weakness to Fire
The Flame Mail (name shortened above to make the line 80 characters) is to be
treated just like the Ice Armor, but I don't recommend buying any of these.
Also, this is the most powerful of the 'lesser' heavy armors, the ones used
by not usual heavy armor classes.
Knight Armor / 25 / 7 / 1 / FR KN / Find: XX
Doesn't provide much of anything in terms of magic defense, but that physical
defense is second to none when you do come upon it. Had better be, because the
only armors you'll be stumbling upon in the near future are not those suitable
for Knights.
Black Garb / 30 / 18 / 0 / FR MK RN TH BB NI / Find, Buy: XXIII (5000 Gil)
- Agility, Vitality +2
How could a simple black outfit be lighter and more protective than a big ol'
suit of Knight's Armor? I don't know either, but this is still one fine
apparatus, although not really worthy of buying considering one is hidden in
the grass of the same place you buy it.
Reflect Mail / 30 / 30 / 1 / FR WR RM KN DR VI / Find: XXXV, XXXVI, XXXVII, X
L
Protects against Petrification, Minimization and Darkness; Intellect and Mind +2
This is pretty much the body guard of choice of armored party members if
fighting against enemies whose most fearsome attacks are magical in nature.
In other words, it'll sit and rot in your inventory until the very last fight
in the regular game, and even then I don't recommend using any of the classes
that can use this. Would've been better if acquired sooner. More or less a
Red Mage's dressing. Interesting fact: it's the only body guard that mollifies
the tide of any effect.
White Robe / 31 / 45 / 0 / FR WM RM SC EV BA DV SU SG / Buy: XXXVII (27000 Gil)
- Mind +5
Finally, about time the White Mage recieved an upgrade. Likely the last
armor you'll buy. This will likely be your third character armor for the rest
of the regular game. I can't say enough about it, then again, I don't have
a whole lot to say about it.
Black Robe / 31 / 45 / 0 / FR BM RM GE EV MG SU SG / Buy: XXXVII (27000 Gil)
- Intellect +5
Insert previous comments here with a black twist to them.
Bard Vest / 32 / 28 / 0 / FR BA / Buy: XXVI (5500 Gil)
- Agility, Mind +2
A steal if you plan on using a Bard, which you should. Unusually durable,
arguably lasts until at least XXXVI, if not the entire game (not that I
advise using a Bard for quite that long, though).
Black Belt Gi / 33 / 18 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (6000 Gil)
- Agility, Vitality +3
Well I'd have preferred if this baby had given power instead of speed, but
whatever. You don't get this until long after you're first introduced to it
in the stores, so if you're intent on using a Monk, spring the six grand.
Dragon Mail / 35 / 13 / 1 / FR DR / Find: XXVII (2)
I really have no comment other than if you plan on using a Dragoon or three,
you will obviously want to use this until you start running into Diamond gear.
Gaia Vest / 35 / 25 / 0 / FR GE / Find: XXIX, Buy: XVI, XXIX, XVIII (7600 Gil)
- Vitality +3
A very tough tunic for a class that could use it. Perfectly situated for this
job: very high defensive powers for when you first find this, a time when the
Geomancer is probably best a frontline fighter; lesser defensive powers
later on when the Geomancer's attack power become less formidable, but still
enough if you put them in the back row. Although you'll probably perfer a
Black Robe when you have access to it.
Viking Mail / 36 / 5 / 1 / VI / Find: XXIX, Buy: XXVIII (8000 Gil)
8000 Seems like quite a bit for something that provides no statistical bonus
and falls in the bottom 15% of magic defense in terms of body armor. These
negatives are compounded when you consider it's obtained for free and the
Viking isn't terribly essential before the point you can take it from a
chest. Only buy if you must use a Viking when you first get the class.
Demon Mail / 38 / 17 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (2) (25000 Gil)
Well finally some armor for the Dark Knight. Other than that, I make no
other comments except don't buy it as two set of armor found free is one more
than I ever recommend putting on.
Diamond Mail / 40 / 19 / 1 / FR WR KN DG VI / Find: XXXIII, XXXVI
Buy: XXXVII (33000 Gil)
- Resists lightning
Finally, an armor that gives the Knight the armor he needs to be the
defensive stud you're paying him to be. Oh, and the armor is pretty good
as a defensive barrier as well.
Genji Armor / 45 / 22 / 1 / FR DK NJ / Find: XXXIX
A much needed heavier armor of Dark Knights and Ninjas. That's all I have
to say about that.
Fuma Garb / 47 / 30 / 1 / MK TH BB NJ / Find: XLIV, XLV
- Agility, Vitality +3
The best body armor for Ninjas, Thives and Monks. Not a bad one, but if this
is the most powerful body armor for certain classes, maybe you should expect
a little more.
Crystal Mail / 55 / 24 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
Buy: XLIV (65000 Gil)
It's Crystal armor. In a Final Fantasy game. You -know- how good it is.
Although I know I'd have personally liked to have seen its magic defense
a little higer than 24, but you know how that goes.
Onion Armor / 60 / 40 / 1 / OK / Find: Color Dragons
- All stats +5, Guards against all status effects
You know how awesome Crystal Armor's reuptation is? Well this armor is
actually that good. Only problem is that you have to fight Dragons to
get it and they only have like a 0.000777% chance of dropping it. You
also have to use the statistically awkward (but oh so cute) Onion Knight
to make use of it. Still, you need to admit it's hard to argue with this
thing's power.
Angel Robe / 45 / 45 / 1 / WM / Get: White Mage Card
- Mind +20
Although a very useful class, not nearly useful enough for me to use
regularly when their armor wears too thin, and certainly not a class
I would prefer over the Devout knowing this. Still, that's some
great defensive power we've got here. Not sure she needs all that
Mind because by the time you get it, you're likely to have a very
high Mind stat as is plus the various Mind-boosting items you'll
have come in contact with.
Crimson Vest / 50 / 25 / 1 / RM / Get: Red Mage Card
- All statistics +10
Man, I feel like I'm wasting my time getting the Red Mage's skill level
to 10, much less to 99. But hey, I hear many people out there really
like this class, and if this is you, maybe leveling up to get this item
might be worth it. Too bad that Crystal Mail you find in a chest is
almost as good as it.
Master Dogi / 54 / 23 / 1 / MA / Get: Black Belt Card
- Agility, Mind +10
I don't know why this thing gives the Black Belt mental power. Maybe
their power build-up uses mental power. Maybe it's because by the time
you can get this, his strength and vitality are pretty much maxed out.
I know, like the Black Belt's non-mastery best armor, I'd have liked
for it to provide more base protection - the Fuma Garb arguably protects
better than this thing.
SHIELDS
Leather Shield / 2 / 1 / 0 / FR WR RM KN TH DR VI DK NI / Find: I, III, V
Buy: II (40 Gil)
- Guards against Poison
Put this on when you find it while walking through I. The Long Sword you
find will pretty much take down all the enemies you'll encounter there in
a single hit. Any other weapon is overkill.
Mythril Shield / 3 / 3 / 1 /FR WR RM KN TH DR VI DK / Buy: IV, V (180 Gil)
- Guards against Darkness and Confusion
If only this thing would've come at the start of section III, when over the
next three sections, enemies would attempt to blind you quite frequently.
No. Instead it's offered just after that when such moments are much more
rare over the course of the game.
Ice Shield / 6 / 4 / 1 / FR WR RM KN TH DR VI DK / Buy: XVIII (1800 Gil)
- Protects against Death, Paraylsis, Sleep; Reducse Fire damage, increases
Blizzard damage
A pretty good item to have for the Molten Cave, although not essential.
Heroic Shield / 9 / 6 / 1 / FR KN DR / Find: XX, Buy: XXIII (3500 Gil)
- Guards against Petrification, Toad, Mini, Darkness, Poison, Sleep,
Confusion; All Stats + 1
Phew, what a long list of protections. What we really need is Paralysis
protection (against the Roepers and such of the Water Cave) and Death
guard (okay now we're getting greedy) and we've got a bonafide Ribbon on
our hands. Too bad Vikings can't use it because man that'd be rocking.
Take this into the Water Cave if you're feeling conservative.
Demon Shield / 12 / 8 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (12500 Gil)
- Protects against Toad and Darkness
Consider this the opposite of the Heroic Shield: Knights can't use it,
provides scant protection against status effects and no statistical
increases.
Diamond Shield / 14 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI
Buy: XXXVII (18000 Gil)
- Protects against Petrification, Death and Darkness; reduces Thunder damage
Is it worth giving up some 80 points of attack power for 14 points of
defensive power? Not usually.
Aegis Shield / 16 / 17 / 1 / FR RM KN DR VI / Found: XXXV, XXXVI, XL
- Protects against all negative status effects, Mind +4
Another shield with some serious potential, although I'm not sure just
how much you'll be using it since by the time you get it, other weapons
available for these class will cross your path, ones with attack
powers nearing triple digits. Why protect yourself against a status
ailment if you can defeat that enemy because of holding another weapon
before they attack?
Genji Shield / 18 / 13 / 1 / FR DK NI / Found: XXXIX
- Protects against Gradual petrification, Petrification, Toad, Mini,
Darkness, Poison, Confusion
A shield more awesome than most, but still perhaps not worth equipping
right away. It does provide all sorts of status effects like the Aegis
Shield. In fact, if you're feeling frisky and slothful, this shield
could make for an adequate substitute for a Ribbon if you don't feel
like getting one of those for a Ninja, especially true if this is the
battle where they don't do anything but throw stuff. This isn't
something I suggest - replacing the Ribbon with this - but still
something you'll likely want for that battle.
Crystal Shield / 20 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
Buy: XLIV (50000)
- Protects against Gradual Petrification, Petrification, Toad, Mini,
Darkness, Poison, Paralyzation
If only this offered significant statistical bonuses, then we might be
in business, but I really didn't find myself using this a whole lot.
There aren't a whole helluva lot of enemies that hit you with status
depressers often enough that late in the game, and its usefulness
deteriorates even more when you start coming across Ribbons.
Onion Shield / 30 / 30 / 1 / OK / Find: Color Dragons
- Protects against all status effects, All statistical perameters +2
Final a shield almost awesome enough to be worth cutting your attack
power in half. If all your other awesome weapons are being used by
other characters and you do happen to stumble upon this, then use it.
If not, times two your attack power.
HEADGEAR
Leather Cap / 1 / 1 / 0 / All Jobs / Find: I, Buy: II (15 Gil)
Definately a good buy for those who don't have one. Although, you
find one in a chest for free for the one doesn't have one and the
other characters begin with one of these. Oh well. If only all
helms cost 15 Gil per point of magic and physical defense.
Mythril Helmet / 4 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Find: V
Buy: V, VI (130 Gil)
You get one for free. Buy another if another can use at this point
in the game. I shouldn't have to tell you this.
Shell Helm / 6 / 5 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI
Headgear upgrade. Worth getting if you're utilizing the serives of
those who can use it.
Headband / 8 / 3 / 0 / FR MK BL NJ / Buy: XIII (1200 Gil)
- Strength and Vitality +1
The sturdies helmet ofr this point in the game - not too often can this
be said about martial artist gear. Buy, buy, buy! If you're using a
Monk, that is.
Ice Helm / 10 / 6 / 1 / FR WR RM RN KN TH DR VI DK / Buy: XVIII (1200 Gil)
- Protects against Fire, increases damage against Ice
Quite a versitile little helm, you may wish to buy two just for
flexibility purposes. More likely you'll only need/want one.
Feathered Cap / 10 / 16 / 0 / All Jobs / Buy: XXVI (6000 Gil)
- Agility +2
Nearing necessity for the real mage types considering this is one of
just three Caps they are able to wear. You'll probably want two.
Scholar Hat / 11 / 16 / 0 / FR SC / Find: XX, XXIX, Buy: XXIX (7500 Gil)
- Intellect +1
Another exceptional hairpeice when you first come in contact with it,
greatly enchancing the value of the Scholar however temporarily.
Black Cowl / 15 / 10 / 0 / FR MK RN TH BL NI / Find, Buy: XXIII (4000 Gil)
- Agility +2
Once again a really good buy: a versitile helm for classes often lacking
in good headgear. You get a speed bonus to boot. Only thing is that one
is found for free, and this should suffice.
Chakra Band / 17 / 11 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (4500)
- Vitality +2
This one is quite borderline. I'd probably say sure, go ahead and buy
it if you're in a Monk sort of mood. Although one free one is found,
when it is found, it has lost a great deal of its effectiveness.
Dragon Helm / 18 / 9 / 1 / FR DR / Find: XXVII (2), XXIX
No comment.
Viking Helm / 19 / 5 / 1 / VK / Find: XXIX, Buy: XXIX (5500 Gil)
Like with the Viking Armor, maybe you don't want to spring for some
armor that provides no statistical bonuses and lacks respectable
magic defense. You're also gonna get this one for free at a time when
the Viking becomes much more valuable. Buy only if you wish to get
all Viking on 'em when you first get the class.
Diamond Helm / 21 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI
Buy: XXXVII (20000 Gil)
- Resists lightning
You find two of these. Awesome.
Ribbon / 23 / 20 / 0 / All Jobs / Find: XLIV, XLVI (4)
- Resists all status effects
Look at all that protection. Not only is this peice of cloth somehow
more durable than most heavy helms, it's more protective against magics
than all of them. You're going to want to get all of these if nothing
else for the experience that comes with fighting Ninja/Clones, but for
at least one battle - yes even the heavier fighters.
Genji Helmet / 25 / 15 / 1 / FR DK NI / Find: XXXIX
Finally some headgear for the Dark Knight. What you were going into
the cave with an Ice Helm? Better than othing I suppose.
Crystal Helm / 31 / 17 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
Buy: XLIV (50000 Gil)
Second most formidable helm to the Ribbon.
Onion Helm / 40 / 40 / 1 / OK / Find: Colored Dragons
- Resists all status effects, Mind and Intellect +5
A formidable helm indeed, moreso than the Ribbon, but because getting it
is quite a pain in the rear end, let's pretend it doesn't exist. Unless
you actually get it.
Royal Crown / 33 / 36 / 0 / EV / Get: Evoker Card
- Intellect, Mind +10
Does the Evoker haev use during the later parts of the game? I reckon
not a whole lot. Yes, there are a number of enemies with very high
HP counts, and rendering them sleepy or paralyzed for the duration of
the battle is probably better than whatever other magic you can throw
at it. However, in my experiences with funny effecty stuff, successes
tend to be low. Plus, you have to give up the Ribbon to use this one,
and that's just not worth it.
Ballad Crown / 35 / 34 / 0 / BA / Git: Bard Card
- Vitality, Mind +10
Well the Bard might actually be worth the time to train, unlike the
Evoker. Like the Evoker, though, I just don't envision myself giving
up that status protection even if status effects may not quite be
the troublesome details they are elsewhere.
ACCESSORIES
Bronze Bracers / 1 / 1 / 0 / All but DK / Find: I (2), Buy: II (80 Gil)
You find two. This should be sufficent explanation.
Mythril Bracers / 2 / 4 / 0 / All magic jobs / Find: VIII, Buy: IV, V (120 Gil)
- Intellect and Mind +1
Assuming you're using two magic oriented jobs, buy one when you first can.
You should be able to find another for free. If not, make that ultimate
commitment (suicide) and stop dumbening the gene pool!
Mythril Gloves / 3 / 1 / 1 / All fighting jobs / Buy: IV, V (120 Gil)
Yeech, actually worse than the Bracers by an almost visible amount.
But buy one anyway. It'll have to do for kind of a while.
Gauntlet / 8 / 4 / 1 / FR WR KN DR VI DK NI / Find: XX
- Strength, Vitality +1
A pretty great armguard that's effective for a pretty long time - although
not quite long enough.
Thief Gloves / 11 / 8 / 0 / FR TH NI / Find, Buy: XXIII (2500 Gil)
- Agility +3
Finding this baby makes the Thief's status jump from good to great at the
time you get it. Just don't go around buying one because it's a tad unbecoming
for a Thief to spend money on something they can find for free.
Rune Bracers / 11 / 13 / 0 / all magic classes / Buy: XXVI (5000 Gil)
- Protects against Petrification, Toad, Mini; Intellect, Mind + 2
Buy one of these for each one of your mage-types as soon as possible, which I
hope is no more than two. Quite strong for a little bracelet if I say so
myself, and effective (or at least the best available for a very long time).
Power Bracers / 13 / 9 / 1 / FR WR MK RN KN TH DR VK BL NI / Find: XXIV
- Strength and Vitality +2
Another excptional bracer, this time for the big boys. I like to keep this
one in my inventory just in case I'm for some reason short on heavy gloves.
In case the impression isn't already there, yes, those big boys will be a
tad short on premium armguards in the near future.
Diamond Bracers / 13 / 16 / 0 / FR WM BM RM SC GM EV BA DV MG SU SG NI /
Find: XXXIII, XXXVI, Buy: XXXVII (10000 Gil)
- Intellect and Mind +3, resists lightning
Blah Blah, Bracer upgrade, how much longer can I talk about this?
Diamond Gloves / 15 / 7 / 1 / FR WR MK RN KN TH DR VI DK BL NI /
Find: XXXIII, XXXVI, Buy: XXXVII (15000 Gil)
- Strength and Vitality, +3, resists lightning
Seriously now?
Protect Ring / 18 / 18 / 0 / All Jobs / Find: XXXIII, XLIII
- Resists Fire, Thunder, Ice, Wind and Light; All Stats +2
An ultiamte arm guard, of sorts. Just look at those figures and tell me
you're not impressed. Made largely for little guys, though.
Genji Gloves / 20 / 14 / 1 / FR DK NI / Find: XXXIX
- Strength, Agility +4
Well obviously if you know an item is gonig to be among the best, and
sometimes only, ones for that class if it has Genji in its title.
Crystal Bracer / 30 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
Buy: XLVI (50000 Gil)
- Strength, Vitality +4
And you know something's even better if it has Crystal in its title.
Onion Gauntlet / 50 / 25 / 1 / OK / Find: Color Dragons
- Resists Blizzard, Fire, Thunder, Wind and Light; Resists all status ailments;
All statistics +3
Of course, all things pale compared to that which has Onion in its title.
Celestial Glove / 40 / 18 / 0 / FR / Get: Freelancer Card
- All statistics +15
Although, the class-specific items aren't too shabby themselves. For those
disappointed in the lack of oomph in the Freelancer class (compare to the
Suppin class of Final Fantasy V), well, give them one of these, an Ultimate
Weapon and an Excalibur, and try to tell me this doesn't make them rock
harder than Norah Jones.
Shura Gloves / 45 / 19 / 0 / MK / Get: Monk Card
- Strength +20
Yeah, pretty much maxes the hell out of his power stat, I guess. That's
pretty useful. Still which it'd guard against magic or effects better.
Astral Bracers / 47 / 20 / 0 / SU / Get: Summoner Card
- Resists Blizzard, Fire, Thunder, Wind and Light; Intellect and Mind +10
A totally rad item for a totally rad job. But is it really worth the trouble?
Eh, not bloody likely.
MAGIC
*****
WHITE MAGIC
L1 Cure / FR, WM, RM, KN, SC, DV, SG, OK / Find: II, IV, Buy: VI (100 Gil)
- Restorative element, slightly restores HP to one or all targets
It's of a restorative element, so it hurts undeads. It's a pretty valuable
spell for what it's worth - it's one of the fe wlower-level magic spells
to have actual value for the entire game as well as out-of-battle value.
I don't imagine needing more than the two that are found, though.
L1 Poisona / FR, WM, RM, SC, DV, SG, OK / Buy: II (100 Gil)
- Removes poison state
Sure, what the hey, get one, although it's not essential. It's not like
Antidotes are super rare or anything. I'd buy it when you first can because
man it would suck quite a bit to return all the way to Ur just to get one
non-essential but useful spell.
L1 Sight / FR, WM, RM, SC, DV, SG, OK / Buy: XIII (100 Gil)
- Displays on map (top DS screen) locations of all events donted by Roman
numeral in this guide
Moderately useful. Could've been moreso if the game didn't already display
places you've previously visited, but still a steal at 100 Gil.
L2 Aero / WM, RM, SC, DV, SG, OK / Find: VII, Buy: VIII (700 Gil)
- Deals wind-based damage to target/s. A tad more powerful than Fire/Blizzard.
Git those birds outta the sky! Very useful on the mountain you find it, too
bad you're pretty much at its peak before you collect it. What you need more
than one of these for is beyond me.
L2 Toad / WM, RM, SC, DV, SG, OK / Find: XV, Buy: XVII (700 Gil)
- Turns target/s to/from toad state (while in toad state, statistics are
greatly reduced and the only spell that can be cast is Toad
Remember this spell from the Famicom days? Remember how it used to be,
well, good and stuff? Remember how it used to justify effect magic? Well
it's not longer that useful for that long. Instead of being an-insta killer,
it's now only something that changes the target's shape. Although it's all
but dead at this point, but the fact the game makes you go through this
trouble says something... about society. Or not. It also used to be
effective on pretty much every regular encounter in the game. These days...
It's pretty much a regular bodily-altering effect spell. That is all you
need to know. But hey, it's free and essential for two parts of the game.
L2 Mini / WM, RM, SC, DV, SG, OK / Find: VII, Buy: XVII (1000 Gil)
- Changes size of target/s. When shrunken, again statistics are greatly
disadvantaged, although if you're only minied and not a frog, you can
regularly makes use of magic
Insert Toad explanation here.
L3 Cura / WM, RM, SC, DV, SG, OK / Find: VIII, Buy: XIII, XXXII, XXXVIII
- Restorative element, roughly three times as powerful as Cure
I actually recommend dropping 1500 clams on another Cura in addition to the
one found on a shelf. But not until that XXXII one or that XXXVIII one.
L3 Teleport / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil)
- Team either escapes to outerworld if not in battle or escapes battle (if
escpae option is viable) if used outside of battle.
An excellent spell for escaping those dungeons when you simply don't feel like
clawing out. I don't think I used it to escape more than a couple times,
though, although I guess it beats attempting to and failing to flee from
a battle.
L3 Blindna / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil)
- Nullifies blind status
As stated when you first enocunter the spell, are you really going to go
blind more than 43 times over the course of the game? Because this is how
much blindness can be fixed with Eyedrops. Eyedrops don't consume L3 MP
better used on Cura or Teleport.
L4 Silence / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Mutes target preventing them from using magic
Perhaps this will work against a boss or two. I don't know. I do know
you're better off hitting magic-based enemies physically causing some
damage for sure, getting them closer to death. Most magic enemies you'll
face don't know how to gaurd against physical attacks.
L4 Confuse / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Causes confusion state, target/s don't know who to attack
See Silence, although perhaps better because it's not just magic-types
targeted by this spell. I don't think I'd buy it though.
L4 Libra / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Indentifies enemies' status and weak points
Rendered useless by a Scholar. Or renders Scholar useless. Or rendered
useless by this guide. Either way I wouldn't buy. Level 4 White magic
reeks high hell.
L5 Curaga / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil)
- Restorative element, Roughly three times more powerful than Cura
Maybe shouldn't be bough when you first come in contact with it; chances
are you'll only have one (give or take) use of level five magic when you
first find this, and that use is better spent on Life. Get it anyway,
two of them preferably as it gains usefulness as level five casts become
more avalible.
L5 Raise / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil)
- Revives target with a little HP, kills undead (restorative element)
Pretty much an invaluable spell considering the inability to buy Phoenix
Downs.
L5 Protect / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil)
- Increases physical/magic defense
When you first come in contact with this spell, chances are Mind/Skill
number aren't going to be high enough to show significant improvement
because of this spell. Later on, as these number increase, so does the
effectiveness of this spell. Although I only found myself using it and
considering it necessary in maybe two or three battles over the course of
the game, only one of them being not part of a sidequest (it was the final
boss), you'll want it around just in case. But I image this spell's
goodness is nullified with an expert Bard, which I don't exactly recommend
training.
L6 Aeroga / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Wind based attack, about 10 times stronger than Aero
Send the enemy/enemies flying through the wind with this spell. Or don't,
I don't care. I was actually a little disappointed in it, but you may want
to keep it around for the various winged foes who attack you later on.
L6 Haste / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Increases number of hits
Wanna make that Viking with this axes and hammer hit more like a Thief, or
at least a Knight? Well this is you answer. As with Protect, it appears
to start out quite negligable when you first have access to it; at times
effect appears to be minimal or non-existant. As with protect,
effectiveness improves and the stats go up. I'd pick one of these up.
L6 Stona / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Nulliifes stone state
You should already have plenty of Golden Needles piling up for the rest
of the game.
L7 Curaja / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Fully heals single target (up to 9999), greatly heals entire party
(think 2500 HP or more), harms undead (restorative element)
Granted, I didn't find myself using this a whole helluva lot. In fact,
I only really used it for a few select battles. But my if it didn't assure
victory in the majority of those. Pick up at least one, preferably two.
L7 Esuna / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Nullifies all negative status effects other than death
Only get this if you plan on using an Onion Knight, whose poor statistics
most of the game make them poor healers, but spells like this not based
as greatly on statistics are good form them because they have MP for all
levels as soon as you recieve the class. Other than that, I'd say forget
about it because what's wrong with the cheap, plentiful status items
you have already got?
L7 Reflect / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Creates a green shield that reflects all magic, good and bad, back to
caster. Once used for this purpose, the shield disappears
I can only think of a couple battles where I was gald I had this. In fact
I could only think of one where I was very glad I had this. Actually, it
was more like two battles, see if you can guess which battle this is.
Also, it has no item substitute found regularly (Shining Curtains are found
only by enemies).
L8 Araise / DV, SG, OK / Buy: XLIV (60000 Gil)
- Revives fallen party member with full HP
Not actually a spell I found myself or even using before, like, XLVII, but
my, oh my was I ever thankful I had it for that battle. Although you can get
by with only one or even none, I advise picking up two if you're feeling
conservative.
L8 Holy / DV, SG, OK / Buy: XLIV (60000 Gil)
- Holy elemental, one enemy only
I understand this one kills undead monster, well, dead. But think long and
hard about this one: how many undeads are you really going to be encountering
from the time you use this until the time you beat the game? Zero I reckon.
Yes, this nets the Devout some additional firepower, but it's not too much
stronger than the unlimited regular physical attacks with weapons found for
free in the same place.
L8 Tornado / DV, SG, OK / Buy: XLIV (60000 Gil)
- Reduces HP of target/s to single digits if successful
If I'm going to consume paltry top-level HP, to use an inaccurate spell
that's likely going to get me one less Shuriken, it had better finish the
job, not simply reducing them to single-digits.
BLACK MAGIC
L1 Sleep / FR, BM, RM, SC, MG, SG, OK / Find: I, Buy: V, VIII, X (100 Gil)
- Attempts to put target/s to sleep
You get one for free, but you have to go out of you way from your normal
chest-collecting duties to collect that one in that cave. That's kind
of a rip off.
L1 Blizzard / FR, BM, RM, SC, MG, SG, OK / Find: III, Buy: V, VIII, X (100 Gil)
- Blizzard element, throws some cold stuff at the target/s
The strength of Blizzard is once again not something I can pinpoint like I
can with a weapon or a peice of armor. Its power is likely a number, or
perhaps a range, like the other total-based spells seen the in ther White
Magic section. Whatever the number or range may be, though, I say it's
not worth buying again.
L1 Fire / FR, BM, RM, SC, MG, SG, OK / Buy: V, VIII, X (100 Gil)
- Fire element, deals fire damage
Insert Blizzard lecture here but this time about heat.
L2 Thunder / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil)
- Thunder element, deals thunder damage
Insert Blizzard lecture here but this time about sparks (although maybe
it's a little stronger, just a little, maybe).
L2 Blind / BM, RM, SC, MG, SG, OK / Find: VI, Buy: VI, VIII, X (700 Gil)
- Attempts to cause blind status, lessening the accuracy of target/s'
physical attacks by as much as 1/2
You get one for free. I used my freebie a grand total of three times not
proving effective on any of the attempts, even partially. Think about it:
attempting to use a spell with a low accuracy that will only partially
keep the enemy from attacking? If you must take chances with a spell of
low accuracy, use Sleep. At least that'll keep the enemy from making a
move all together and works beyond physical attacks.
L2 Poison / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil)
- Attempts to cause poison status (gradual, slight lessening of HP)
Poison is one of those spells that are much more useful for an enemy
to have than you. This is because it has longer-term implications with
its out-of-battle status effects. If you were to meet an enemy again,
I'd say this spell might be useful, but because you wish to defeat, not
just weaken them, I don't advise getting this one.
L3 Fira / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500 Gil)
- Fire element, roughly four times stronger than Fire
You get one of these babies for free, and buy absolutely no more.
L3 Blizzara / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500)
- Blizzard element, roughly fourtimes stronger than Blizzard
You get one of these babies for free, and buy absolutely no more.
L3 Thundara / BM, RM, SC, MG, SG, OK / (see other -aras) (1500 Gil)
- Thunder element, roughly four times more powerful than Thunder
You get one of these babies for free, and buy absolutely no more. Yeah.
L4 Shade / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Attempts to paralyze to target/s
It seems to have a higher accuracy rating than Sleep, but that doesn't give you
an excuse not to use that you used shadow-binding your opponent turn for
ass-kicking.
L4 Blizzaga / BM, RM, MG, SG, OK / Find: XXII, Buy: XXIX, XXXII (3000 Gil)
- Blizzard element, about four times stronger than Blizzara
Very interesting how they don't let you buy this one at Gysahl no more. That's
because it's been radically improved, although not enough to be worth getting
an additional pressing of the spell.
L4 Break / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Attempts to cause moderate earth damage (equal to -ara spells) and cause
gradual petrification
Wanna have a spell with an unforgivably low hit rate and an even more useless
status effect? All for just 3000 Golds?
L5 Thundaga / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil)
- Thunder element, roughly four times stronger than Thundara
The game has thankfull split the high-level elemental spells up one per
level, because everybodt knows those are the only spells in this range
truly worth using. Don't know how often, though, because black magic's
usefuless begins to fade at this point. Hit one or all targets.
L5 Raze / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil)
- Attempts to kill all enemies on screen
It's an interesting little spell, although I don't know how often you'll truly
be using it as it only works against the enemies you don't need it to. You
may wish to pick it up simply for diversity purposes.
L5 Erase / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil)
- Removes positive status effects (Haste, Protect, Reflect)
Pick up a Rune Staff instead. Or just screw it all together. You may wish
to invest here because it just looks cool, but if you remove an enemy's
protective barrier, they may spend a turn putting it back up instead of
throwing some amazing attack at you. Just saying.
L6 Firaga / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Fire element, roughly four times stronger than Fira
See Thundaga but with a firey slant to the explanation.
L6 Bio / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Deals non-elemental damage to target/s
It's a little weaker than Firaga. I think it causes Poison status as
well. I'd probably pass it up as non-elementals are supposed to be
stronger than their elemental counterparts.
L6 Warp / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil)
- If used out of battle, teleports party to previous floor, if used
during battle, teleports an enemy out of battle
I can't really ever think of a time while playing this game I ever
thought to myself "gee, I gotta git back to the previous floor now" or
anything along those lines. Now did I ever find myself looking at a
game over screen only to think imagining an insta-kill spell would've
prevented this. Not really one of the more useful Level 6 spells, but
moreso than, let's say Odin, or Catastro.
L7 Breakga / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Instantly petrifies target causing stone status if successful
Back in the days of yesteryear, this baby worked pretty much every time.
You could turn every enemy guarding a Ribbon to turn with the snap of a
finger. Here... not so much. I advise bypassing this one even if it
does work on occasion.
L7 Quake / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Earth element, hits all enemies with rupture in earth
Kind of disappointing actually. But at least it won't consume MP designated
for more useful, but still slightly disappointing -aga magic.
L7 Drain / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Regenerative element, on one single target
It's not quite as strong as Quake and relegated on to one enemy. It also
heals 100% of the damage given to the enemy unless you use it on an undead.
Although you do find several Lilith Kisses over the course of the game
rending this spell less useful. Worth it if you plan on doing the Magus
thing, which I wouldn't.
L8 Flare / MG, SG, OK / Buy: XLIV (60000 Gil)
- Non-elemental, single target
Imagine if you summoned Bahamut but it could only attack a single target.
Because the Magus has more casts than the Summoner for eighth level magic,
I guess the Magus has the advantage against the toughest enemies like
that. Too bad many of those toughest enemies aren't tough enough to alter
your party just for a boss fight.
L8 Meteor / MG, SG, OK / Buy: XLIV (60000 Gil)
- Non-elemental, all targets
Now imagine if you summoned Bahamut but it was only about half as strong
but targeted all enemies. Seriously, this spell is only in here to give
the enemies something menacing to cast. Don't be suckered into buying it
even if you're doing the Magus thing, which I wouldn't.
L8 Death / MG, SG, OK / Buy: XLIV (60000 Gil)
- Attempts to instantly kill a single target
Now imagine Breakga if it was a smidge less accurate and healed undeads and
costed three times as much. Granted, this was also the case in the Famicom
days, but in those days, when the spell's accuracy was only 45% it actually
worked basically 100% of the time if you weren't an idiot. Plus, it gave
you that awesome red X over the enemy when it worked. What do you get
these days? A skull head? Yeech, can you get any less original?
CALL MAGICS
NOTE: Sages and Evokers get either effects A or B, the game decides.
Summoners get effect C. These classes can use all the calls and only these
jobs can.
L1 Escape / Summons Chocobo / Buy: XXVI, XXXII (100 Gil)
A: Chocobo Dash - Party escapes the battle
B: Chocobo Kick? - Attempts to attack one enemy (to no effect)
C: Chocobo Kick - Damages single enemy of caster's choosing, damage is
based on differences in levels between caster and
target
Comic relief in Final Fantasy III. And oh so cute! But not that useful.
Still, 100 Gil is worth it just for this. Chocobo Dash works every time
unless you're in a fight from which you cannot run, so that's good.
Althuogh usually running away from battle isn't much of an issue, and
perhaps it's better done by character who will take their turns earlier
in battle.
L2 Icen / Summons Shiva / Buy: XXVI, XXXII (7000 Gil)
A: Mesmerize - Attempts to acuse sleep status to all enemies
B: Icy Stare - Hits one random enemy with a block of ice (basically as
strong as Blizzaga)
C: Diamond Dust - Icy Stare across all enemies without losing steam
The superiority of summon magic begins now. It does what attack magic is
supposed to do, hit all enemies at once, but not lose any steam. Awesome.
L3 Spark / Summons Ramuh / Buy: XXVI, XXXII (7000 Gil)
A: Mind Blast - Attempts to paralyze all enemies
B: Thunderstorm - Hits one random enemy with a thunder bolt roughly as
strong as Thundaga
C: Judgment Bolt - Thunderstorm hits all enemies without losing any steam
Mind Blast is okay I guess - many powerful enemies can indeed by paralyzed.
However, wouldn't you rather cut the crap and just zap them bringing them
one step closer to death? I know I would.
L4 Heatra / Summons Ifrit / Buy: XXVI, XXXII (7000 Gil)
A: Healing Light - Curaja spread across the whole party
B: Hellfire - Hits one random enemy with a fireball roughly as
strong as Firaga
C: Inferno - Hellfire, hitting all enemies, without losing a beat
Healing Light is an exceptional effect, too bad you can't rely on it.
Otherwise just another example of calls being the classic attack magic.
L5 Hyper / Summons Titan / Buy: XXVI, XXXII (7000 Gil)
A: Clobber - Earth damage to one enemy, I think as strong as Quake
B: Stomp - Earth damage to one enemy, a little more than Clobber
C: Earthen Fury - Earth damage as strong as the other summons for all
the enemies
Here's one that's just striaghtforward butt-kicking. Too bad it just
doesn't quite kick as much as we'd like. However, get one for the
Summoner, for sure.
L6 Catastro / Summons Odin / Find: XXXV, Buy: XLIV (40000 Gil)
A: Protective Light - Casts Reflect on entire party
B: Slash - Non-elemental damage for all enemies, think -aga
spell levels of power of all enemies
C: Zantetzuken - Attempts to kill all enemies
Perhaps for the first time ever, both call effects are better than the
summon effect. He can never seem to insta-kill the enemies you really
need him to. But hell, Zantetzuken is the only non direct damage spell
the Summoner has, so you might as well just take to for diversity
purposes.
L7 Leviath / Summons Leviathan / Find: XL, Buy: XLIV (50000 Gil)
A: Cyclone - Deals wind damage to all enemies (think Aeroga but a litte
stronger and targeting all enemies on screen without
losing steam fir its distribution)
B: Demon Eye - Attempts to petrify all enemies
C: Tsunami - Throws what I believe is non-elemental damage, roughly
1.5 times stronger than the elemental summons
Simply great. I don't advise getting more than one, though, and if you're
doing the Sage thing, I'm not sure I'd consume their sparce seventh-level
spells on what will probably be disappointing petrification attempts.
L8 Bahamur / Summons Bahamut / Find: XLI, Buy: XLIV (60000 Gil)
A: Aura - Casts Haste on party for a couple turns
B: Rend - Attempts to instantly kill a single target
C: Mega Flare - Deals non-element damage to all enemies, about 2X stronger
than the elemental summons
Mofoin' Bahamut. One BAD dude. I shouldn't have to tell you about Bahamut.
In fact I won't.
ITEMS
*****
Okay, real quick the items. I image this is going to be about as interesting
as watching an apple rot as that's about how interesting this part is to work
on, but I just couldn't call this guide Complete, or as Complete As I Wanted
It without its inclusion.
The first order of business are the commonly found items. Although the
selection of Item stores varies from town to town, you won't have to wait
long before encountering one of these items in a store. So I won't list
locations from which they can be picked up. Because commentary can be
generalized among many items and still be effective, I'll do this here.
Saves me alot of time and trouble. Ready, steady, go.
First the more common items.
Potion 50 Gil Restores 50 HP
Eyedrops 40 Gil Nullifies Blind status
Antidote 80 Gil Nullifies Poison status
Phoenix Down (1) Nullifies KO status
Echo Herbs 100 Gil Nullifies Silence state
Gold Needle 100 Gil Nullifies Stone state
Madien Kiss 100 Gil Nullifies Toad state
Luck Mallet 100 Gil Changes Size
Hi-Potion 600 Gil Restores 500 HP
Elixir (1) Restores HP/MP
Ottershroom 2000 Gil Warps party out of area onto world map
Gnomish Bread 200 Gil Shows the most noteworthy places on top screen map
Gysahl Greens 150 Gil Use in funny-smelling areas to call Fat Chocobo
Magic Keys 100 Gil Opens any non-sealed door in the game
Okay, my awesome commentary:
Potions are pretty great, although essentially rendered worthless with a
good White Mage. If you buy a few dozen from the get-go and use a White
Mage for the entire time Potions are highly relevant, it may be all you
need. Plus, you find several of them. I recommend phasing them out
when Hi-Potions gain notable relevancy.
Any description with the word 'Nullifies' should be bought in packages
of 10 when you first find them. This is probably more than you need,
but you get a nice discount doing this and it gives you peice of mind.
And I hope I don't need to tell you what to do with the Phoenix Downs:
use them in dungeons when a character dies and on Raise-casters when
they fall. If on the overworld, make it to a revive spring and if
you have casts of A/Raise, use them saving the Downs for the users
of the magic. You can't buy any of these, but the game gives you
many opprotunities to find some, which should be plenty.
Hi-Potions are alright. When they start becoming truly relevant, which
happens around XXIII, at the time the Thief starts becoming awesome,
enemies have them for the taking. Very often, during the Thief's high
points in relevance, enemies will be carrying Hi-Potions which can
easily be stolen. When the Thief's usefulness begins to wane, though,
I advise buying some of these, but not until this point. Hi-Potions,
though, are just not as essential with the presence of a dedicated
healer.
Out of the four items on the bottom, the ones non usable in battle, none
are essential, and the only one really being moderately useful is an
Ottershroom, and that's only if you run out of Exist casts. I never at
any point recommend using a key since whenever they're needed, a Thief
is pretty much at least in moderate vogue. The Greens, while nearly
vital in the FFIII of old, are much less so because I have never come
to need extra space in my Item inventory on the DS version. I suppose
this helps cut the crap from your item list and make it easier to manage,
but that's what the Sell option in various shops are for.
Oh and Elixirs? They don't come too often, although I found myself
with nearly a couple dozen left over when I finish my regular quests.
Obviously, they're best used on magic users or on a weakened character
in a tough fight by a fast guy before the enemy takes a turn fearing
a KO when they enemy goes (and you would rather not wait for a healer
with their magic).
Okay, now for the oddball items, the ones that give the user one use of
a spell before disappearing. That's all this is. As up there, some
commentary comes after the lists. I'm pretty sure this is all of them,
but I could be mistaken. The first set are straightforward damage
inflicting items. The second set are those with effects targeted to
enemies, and thefinal are effect items targeted to your guys. The ones
with stars beside their names are not found regularly in chests, you'll
have to steal or win them as post-battle rewards.
Antarctic Wind Blizzara
Arctic Wind Blizzaga
Bomb Fragment Fira
*Bomb Arm Firaga
Zues's Wrath Thundara
Heavenly Wrath Thundaga
Earthen Drums Quake
Lilith's Kiss Drain
Chocobo's Wrath Flare
White Musk Holy
Raven's Yawn Tornado
Lamia Scale Confuse
Tranquilizer Shade
Black Hole Warp
*Shell Breaker Erase
*Silence Seal Silence
*Sheep Pillow Sleep
Black Musk Death
Turtle Shell Protect
Bacchus's Cider Haste
Angel's Sigh Esuna
*Shining Curtian Reflect
Sellback peices are pretty negligable, only bringing in between 500-2500
Gil per item. Some of these items also only appear once (Raven's Yawn
for example) in chests, so completists beware. Further explanation
as to where to find some of these items is found in the monster listing.
**********************
* *
* 6. Version History *
* *
**********************
Ver.# - Date -
Notes
1 - 10/13/06 -
Basic Walkthrough and its introduction completed, I think
2 - 10/23/06 -
Class evaluations are presentable, Walkthrough polished
3 - 10/31/06 -
Monsters in the walkthrough are now easier to identify
4 - 11/18/06 -
Americanized; Refined all sections, added the section about
class recommendations and general hints
5 - 11/29/06 - Polished walkthrough, fleshed out section on weapons and
armor and added some hints
6 - 12/17/06 - Polished walkthrough some more, should answer all FAQs I
recieve. Also, enemy listing is complete enough. Finally,
guide is 'public'.
7 - 5/27/06 - Added Iron Giant section, more information to the tables,
Onion Knight to the job evaluations. And polished it some.
*****************************************
* *
* 7. Credits/What I Want for This Guide *
* *
*****************************************
I would like to thank the following:
+ All of those involved enabling me to play this game/write this FAQ.
+ The translation team of the original FF3.
+ The translation team at http://ff3trans.pbwiki.com/ for a greal deal
of translations and information, the parts I used were mostly about
equipment.
+ Special thanks goes out to Penguin_Knight. Pretty much anything
statistical can be traced back to him.