FINAL FANTASY IIIj ------------------ FAMICOM 198? ------------------ FAQ & Walkthrough Created by KuZap rkni@islandnet.com ---------------------------------------------------------------------------- Version 1.1 May 1997 Created with DOS Edit (72 H, 21 V) ---------------------------------------------------------------------------- Table of Contents 1: About FF3j 1.1: What is FF3j? 1.2: What Final Fantasy is 3j most like? 1.3: What platform/Where can I get FF3j? 1.4: Questions about Emulators 1.5: What is this 'Translated' Version I hear about? 2: Inside FF3j 2.1: What Classes are Available? 2.2: What Magic can be found/bought in FF3j? 2.3: What Items can be found/bought in FF3j? 2.35:What Special (Plot) items can be found in FF3j? 2.4: What Weapons can be found/bought in FF3j? 2.5: What Armor can be found/bought in FF3j? 2.6: What are the Various Races in Final Fantasy? 2.65:What are the Companions that Travel with you? 2.67:How is Travel Accomplished? 2.7: General FF Strategy Tips 2.75:What the hell is a Fat Chocobo? 2.8: How do I play the game? 2.9: Questions from those who do not speak Japanese 3: About the FF3j Faq 3.1: Whats with some of the weird names? 3.2: How can I help? 3.3: Thanks to... 4. Walkthrough 4.01: Saidan Cave 4.02: Uru Town 4.03: Kazusu Town 4.04: Desert Area 4.05: Sasoon Castle 4.06: Fuuin Cave 4.07: Sasoon Castle (Revived) 4.08: Kazuzu Town (Revived) 4.09: The Big Rock 4.10: Kanaan Village 4.11: San-cho Mountain 4.12: Forest of Midgets 4.13: Tozasu Town 4.14: The Cave 4.15: Viking Hideout 4.16: Niputu Shrine 4.17: Viking Hideout (Revisited) 4.18: To-Kuru Village 4.19: Kodaijiin Field (Village) 4.20: Living Forest 4.21: Gurugan's Tribe Canyon 4.22: Argass Castle 4.23: Ooehn Tower 4.24: Gisairu Town 4.25: Dwarf Cave 4.26: Fire Cave 4.27: Dwarf Cave (Revisited) 4.28: To-Kuru Village (Revisited) 4.29: Highn Castle 4.30: Living Forest 4.31: Argass Castle (Revived) 4.32: Kanaan Town (Revisited) 4.33: Fly off! 4.34: Tozasu Town (Revisited) 4.35: Solitary Island 4.36: Crystal Shrine 4.37: Kraken Cave 4.38: Port Town & Sewers 4.39: Golden Mansion 4.40: Symphonia Village 4.41: Town of the Callers 4.42: Kingdom of Salonia 4.43: Castle Salonia 4.44: The Sleeping Lady 4.45: Castle de Moogle 4.46: Mahoujinn Cave 4.47: Water Shrine 1 4.48: Water Shrine 2 4.49: Magic Merchant Village 4.50: Water Shrine 3 4.51: The Sleep Lady (Revisited) 4.52: Swamp Cave 4.53: Paladea 4.54: Cave of the Leviathan 4.55: Cave of the Bahamut 4.56: Cave of the Ordeals 4.57: Statues of the Quest 4.58: Crystal Tower & The Light Complex 4.59: Castle de Moogle (Revisited) 4.60: The Secret of Eureka 4.61: Crystal Tower 4.62: Final Maze 4.63: The Goddess of Evil 4.64: Finale [Ending Spoiler! YOU HAVE BEEN WARNED!] ---------------------------------------------------------------------------- 1.1 What is FF3j? ---------------------------------------------------------------------------- Final Fantasy IIIj is the japanese Final Fantasy III, released for the Famicom (known as NES in North America). The j differentiates the name from Final Fantasy III, a North American SNES game. This chart describes the differences: Key: NES: Nintendo Entertainment System SNES: Super Nintendo Entertainment System FAM: Nintendo Famicom (Japanese NES) SFAM: Super Famicom (Japanese SNES) PSX: Sony Playstation North America Japan --------------------------------------------- Final Fantasy 1 (NES) Final Fantasy 1 (FAM) *Not released Final Fantasy 2 (FAM) *Not released Final Fantasy 3 (FAM) Final Fantasy 2 (SNES) Final Fantasy 4~(SFAM) *Not released Final Fantasy 5 (SFAM) Final Fantasy 3 (SNES) Final Fantasy 6 (SFAM) Final Fantasy 7 (PSX) Final Fantasy 7 (PSX) (Note: Titles designated with an asterisk (*) are planned for a north american release by Square, but nothing decisive has been confirmed. The tilde (~) on FF4 designates that it is substantially different from the North American Version. See the Final Fantasy IV faq for more information.) ---------------------------------------------------------------------------- 1.2 What Final Fantasy is 3j most like? ---------------------------------------------------------------------------- Final Fantasy 3j is most like Final Fantasy I. Characters are named, classes are chosen, etc. However, it is also the start of many Square trademarks. -Moogles make their first appearance; relatively untouched compared to their FFVI followers. -Chocobo's are available in two types: White (for movement) and Fat (for storage). -The Debut of several mainstay classes like Dragoon's and Caller's. ---------------------------------------------------------------------------- 1.3 What/Where can I get FF3j? ---------------------------------------------------------------------------- Final Fantasy 3j (FF3j) was originally made for the famicom. However, due to the extreme age of this title, it has become extremely rare. Recently, several new platforms have popped up for playing this title. Supposedly, Square plans to release it on the Sony Playstation. Also, it is available for NES emulators, although the legality of such things are null...zero...nadda. If you recognize these legal issues, but still wish to take it on, several internet sites carry both the full japanese version and a partially translated version for those who are not japanese-literate. ---------------------------------------------------------------------------- 1.4 What Emulators? ---------------------------------------------------------------------------- Emulators are computer programs that are programmed to 'behave' like your video game system (in this case). By using quasi-legal rom dumping hardware to put the .rom file on a computer, it becomes possible for the emulators to play games. Legal or not, there are sites on the internet that carry these games. With this in mind, I nor any other FAQ I know of will let you know the location of these sites. Find it yourself! ---------------------------------------------------------------------------- 1.5 What is this "Translated" FFIIIj I hear about? ---------------------------------------------------------------------------- A group of people on the internet (who shall remain nameless unless they ask otherwise) have managed to alter a copy of the FFIIIj rom. The alteration they have performed has in fact translated a great deal of the game. Translated: Class Names Stat Screen words Weapon Names (89%) Armor Names (80%) Item Names (99%) Magic Names (87%) Text (2%) Why is the whole game not translated? In many ways, the english language is much bigger than the japanese language. While it may take 4 letters for the word "Boom", the same word can be usually be accomplished with one japanese symbol. One symbol is worth the same in terms of file space as one letter of the english alphabet, so a lot more space is usually needed for translations. But I surely have enough hard drive space. Why can't it all fit? ROM's have a special code inbedded in them so the ROM can check its file size when in use. If the file size is wrong, the ROM realizes it is damaged and will not work. While this is fine for cartridges, its a problem for emulators that cannot yet be avoided. ---------------------------------------------------------------------------- 2.1 What are the classes (jobs) available in FF3j? ---------------------------------------------------------------------------- Weapon Type: Type of equippable weapon Armor Rank: Weak (cant equip much) Medium (so so) and Strong (lots) Commands: Available battle commands Strengths: Level up and stat strong points Special: Special ability Use: Recommended use Onion Kid ------------- Weapon Type: Sword/Knife Armor Rank: Weak Commands: Fight/Parry/Run/Item Strengths: none Special: none Use: Upgrade ASAP. These guys suck like no other! Fighter ------------- Weapon Type: Sword Armor Rank: Strong Commands: Fight/Parry/Run/Item Strengths: Attack Power/Defense/HP Special: None Use: Forget about shields and put a sword in each hand. Battles are much easier that way. Knight ------------- Weapon Type: Sword Armor Rank: Strong Commands: Fight/Parry/Run/Item Strengths: Attack Power/Defense/HP Special: Guard -protects other party members when they are weak Use: Dual Swords make for a happier soldier. Also take note that only the Knight can hold the legendary "Excalibur". Paladin ------------- Weapon Type: Katana/Boomerang Armor Rank: Strong Commands: Fight/Magic/Parry/Item Strengths: Attack/Magic/HP Special: Lv. 1-3 White Magic Use: Double up the Katana's...They will not duplicate later enemies. Boomerangs are also effective. Black Belt ------------- Weapon Type: Fists/Nunchucks Armor Rank: Weak Commands: Fight/Parry/Run/Item Strengths: Attack/HP Special: Fists results in up to 50x hits as skill increases. Use: Nunchucks only decrease attack power. Use Fists. Karate Master ------------- Weapon Type: Fists/Nunchucks/Claws Armor Rank: Weak Commands: Fight/?/Parry/Item Strengths: Attack/HP Special: ? Ability has unknown effect Use: Double up the Claws! Keep him in the back row if he cant kill very easily. Thief ------------- Weapon Type: Knives Armor Rank: Weak Commands: Fight/WMg(Steal)/Flee/Item Strengths: Agility Special: Flee is a higher percent version of Run. Use: Double up the knives, have him stealing when thats not enough, and have him use flee frequently when in toad or small form. Ninja ------------- Weapon Type: All Weapons Armor Rank: !! Can use all armor Commands: Fight/Parry/Run/Item Strengths: Agility/Escape Special: He can use everything. What else do you need? Use: Later in the game...equip him with Shuriken. Double up and fire away for 5000+ damage. You can equip new ones during battle without turn penalty. Sage ------------- Weapon Type: Books Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Lv.1-8 Black/White/Call Magic Use: These guys rock. They hold everything! Stock them up with Call magic before adding black and white. Why not change all your magicians to this class? Because they are not specialized, their magic is not as effective as pure white or black wizards. Red Mage ------------- Weapon Type: Swords/Knives Armor Rank: Medium Commands: Fight/Magic/Run/ITem Strengths: HP/Magic Special: Level 1-4 Black or White Magic Use: Put together your favorite arsenal, as the combination of black and white magic makes him a force to be reckoned with....for awhile. Scholar ------------- Weapon Type: Books Armor Rank: Weak Commands: Fight/Peep/Peer (?)/Item Strengths: none Special: Peer has unknown effect. Peep is the same as -Peep- Magic Use: Not very effective for fighting...he is best only for keeping tabs on enemy hit point levels. White Mage ------------- Weapon Type: Staff Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: White Magic Lv.1-7 Use: For most of the game, white mages hold you in the game with their healing powers. Always keep them well stocked with magic. White Wizard ------------- Weapon Type: Staff Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: White Magic Lv.1-8 Use: Upgrade to this class ASAP. While you can't get Lv. 8 magic until the Crystal Tower, they will offer you enhanced skills and magic uses. Black Mage ------------- Weapon Type: Knives/Rod Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Black Magic Lv.1-7 Use: These guys sure are handy! Loads of evil magic to rain on your opponents...just keep their magic up to date. Black Wizard ------------- Weapon Type: Rod Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Black Magic Lv.1-8 Use: 2 words. Nuke and Meteor. They hit hard, and they hit fast. The power of nuclear energy is not to be ignored; so get it! Hunter (Archer) --------------- Weapon Type: Bow/Arrows Armor Rank: Weak Commands: Fight/Magic/Parry/Item Strengths: Magic, Fighting Special: Level 1-3 White Magic Use: This is a tough call. The armor level is often not up to par, and lots of investment is needed for good arrows, but in the end, this is quite an effective class. Make sure you keep his arrow stock up! Taoist ------------- Weapon Type: Bells Armor Rank: Weak Commands: Fight/Slash/Parry/Item Strengths: Bell Slash Special: Slash hits enemy for above average damage. Use: Incredibly useless. They look funny in their North Pole outfit, but come up worthless in battle. Dragoon ------------- Weapon Type: Spears Armor Rank: Strong Commands: Fight/Jump/Parry/Item Strengths: HP/Attack Special: Jump takes Dragoon out of battle for 1 round, thus suffering no damage from enemies. On second round, he will fall and smash the opponent for up to 200% more damage. Use: Double up the spears and keep him flying. If bosses use some bad magic...jump may keep your fight alive. Viking ------------- Weapon Type: Axe, Hammer Armor Rank: Medium Commands: Fight/Parry/Run/Item Strengths: HP/Attack Special: None Use: A good alternative to the fighter or knight for a short time. Axes hit less but are stronger. Caller ------------- Weapon Type: ????? Armor Rank: Medium Commands: Fight/Magic/Run/Item Strengths: Magic Special: Level 1-8 Call Magic Use: Its your choice. Some of the later spells are better than black magic, but there is not as much variety to the magic. Bard ------------- Weapon Type: Instruments Armor Rank: Weak Commands: Fight/Scream/Wave/Item Strengths: none Special: Scream and Wave have unknown effects. Use: Well...if you feel adventurous.... Summoner ------------- Weapon Type: ????? Armor Rank: Weak Commands: Fight/Magic/Run/Item Strengths: Magic Special: Level 1-8 Call Magic Use: This is basically the next level of Caller, with the only additions being able to equip new armor and increase magic effectiveness. --------------------------------------------------------------------------- 2.2 What Magic is found or bought in FF3j? ___________________________________________________________________________ FF3j has 3 types of Magic: Black (Attack), White (Healing), and Call (Attack by monster). Certain Magic spells are not limited to hitting one enemy or ally; if you press over far enough, all enemies or allies will be selected. This method spreads the single spell over all enemies, which gives a weaker effect. Kill based magics are special: Their success rates depend on how their level compares to yours, and upon a certain rate of chance. At even levels, 40% is my best percentage guess. Elemental magics depend on your knowledge of the 4 elements. In almost all cases: Lit beats Water Ice beats Fire Fire beats Ice Wind beats Earth ----------------------------------------------------------------------- Black Magic Effect Range Lv. Cost (GP) Fire Fire Attack [weak] (single/multi) 1 100 Ice Ice Attack [weak] (single/multi) 1 100 Slep Put Enemy to Sleep (single/multi) 1 100 Lit Lightning Attack [weak] (single/multi) 2 700 Pois Poisons Enemy [weak] (single/multi) 2 700 Blind Blind's Enemy (single/multi) 2 700 Fir2 Fire Attack [medium] (single/multi) 3 1500 Ice2 Ice Attack [medium] (single/multi) 3 1500 Lit2 Lightning Attack [med.] (single/multi) 3 1500 Ice3 Ice Attack [strong] (single/multi) 4 3000 Brak Kills or Petrifies (single) 4 3000 Shad Stuns Enemies (single/multi) 4 3000 Lit3 Lightning Attack [str.] (single/multi) 5 5000 Kil Kills Enemy (multi) 5 5000 Eras Erases Enemy (kill) (single) 5 5000 Fir3 Fire Attack [strong] (single/multi) 6 10000 Bio Poisons Enemies [strong](single/multi) 6 10000 Warp Return to Previous Floor(multi) 6 10000 Brk2 Kills of Petrifies (single) 7 20000 Quak Earthquake Attack (multi) 7 20000 Drai Steals HP from Enemy (single) 7 20000 Fla Nuclear Flare (single/multi) 8 60000 Do Doom Attack kills Enemy (single) 8 60000 Met Meteors Hit Enemies (multi) 8 60000 ------------------------------------------------------------------- White Magic Effect Range Lv. Cost (GP) Cur Restores HP [weak] (single/multi) 1 100 Anti Cures Poison (single/multi) 1 100 Sigt ???? (single) 1 100 Air Wind Attack (single/multi) 2 700 Toa Change to Toad (single/multi) 2 700 Size Change to Midget (single/multi) 2 700 Cur2 Restores HP [medium] (single/multi) 3 1500 Wash Cure Pois., Blind, Conf.(single) 3 1500 Exi Exit Dungeon/Tower/Cave (multi) 3 1500 In Battle, works as -Erase-. Peep Examine Enemy HP (single/multi) 4 3000 Conf Confuses Enemies (single/multi) 4 3000 Mute Mutes Enemy (no magic) (single/multi) 4 3000 Cur3 Restores HP [strong] (single/multi) 5 5000 Lif Revives Slain Ally [1HP](single) 5 5000 Prot Temporary Defense Up (single) 5 5000 Air2 Wind Attack [medium] (single/multi) 6 10000 Sof Restores Stone Ally (single) 6 10000 Fast Essentially doubbles (single) 6 10000 ally's Attack Power. Cur4 Restores HP [strong+] (multi) 7 20000 Restores HP [complete] (single) Wall Reflects Magic at Sender(single) 7 20000 Heal Heals all conditions (single) 7 20000 except death. Gale Wind Attack [strong] (single/multi) 8 60000 Holy Holy Energy hits Enemy (single) 8 60000 Lif2 Revives Slain Ally to (single) 8 60000 Full HP. ------------------------------------------------------------------- Call Magic Effect Range Lv. Cost Chocobo Pink Chocobo bites (multi) 1 100 at all enemies. Shiva Staff creates ice (multi) 2 700 shower upon enemies. Ramuh Staff of Lightning (multi) 3 1500 electrocutes enemies. Ifrit Rushing Flame Tackle (multi) 4 3000 torches enemies. Titan Ground Stomp creates (multi) 5 5000 powerful earthquake. Odin Sword slash dices all (multi) 6 ---- opponents. (kill) Leviathan Tidal Wave from above (multi) 7 ---- slams into enemies. Bahamut Breath of Mega Flare (multi) 8 ---- torches enemies. --------------------------------------------------------------------------- 2.3 What Items can be found/bought in FF3j? --------------------------------------------------------------------------- Name: Given Name according to the FF3j partial translation ROM. Gibberish Names are items that have not been named yet. Cost: Price to buy Item in GP. "-" signifies it can only be found. Range: S= Single A=Ally (Allies) M= Multi E=Enemy(Enemies) Effect: Describes result of using item. Elemental Items quite often have a random damage level. Name Cost (GP) Range Effects Potion 150 S-A Restores HP [Up to 300 HP] Voice 100 S-A Cures "Mute" Condition Drop 40 S-A Cures "Blind" Condition Soft 300 S-A Cures "Stone" Condition HiPotion 1200 S-A Restores HP [Up to 500 HP] Pure 80 S-A Cures "Poison" Condition Pan 200 M-A Shows Overworld Map Carrot 150 S-A Drop in Box to reveal Fat Chocobo Fenixdwn - S-A Revives Slain Ally, Gives 1 HP Elixir - S-A Cures All HP, Restores MP Musk - S-E Same as -Doom- Magic LamiaSC - SM-E Stuns Enemy/Enemies God'sRage - SM-E Same as -Lit2- or -Lit3- Magic EthDrum - M-E Same as -Quake- Magic BmbRArm - SM-E Same as -Fire2- or -Fire3- Magic BmdShrd - S-E Same as -Fire- or -Fire2- Magic ?y]YAPe 1000 M-A Same as -Exit- Magic LilithKis - S-E Same as -Drain- Magic MgcLamp ???? S-A ???? Liquer - S-A Same as -Fast- Magic Curtain - S-A Same as -Wall- Magic M.Kiss ???? S-A ???? Shell - S-A Same as -Protect- Magic WScent - S-E Same as -Holy- Magic ChocoboR - S-E Same as -Flare- Magic Blkhole - S-E Same as -Erase- Magic Tranq - SM-E Same as -Shade- Magic !!?YBFNn - SM-E Same as -Lit1,2,3- Magic Magic Key 100 -- Opens Almost all Locked Doors. --------------------------------------------------------------------------- 2.35 What Special (Plot) Items can be found in FF3j? --------------------------------------------------------------------------- Lute: Mystical instrument used to Awaken Uni. Eureka: Key used to unlock secret portion of Crystal Tower. Sylph: Key used to unlock the upper floors of Crystal Tower. --------------------------------------------------------------------------- 2.4 What Weapons can be bought/found in FF3j? --------------------------------------------------------------------------- Name: Name of the Weapon. Certain names may be replaced with - to signify I can't understand what it means! Strength: The Attack power as recorded from a Level 50 Ninja (Skill 1). NOTE: Attack power varies WIDELY depending on the class you choose. Dragoons will receive more benefit from spears, etc. NOTE: Attack power may receive individual bonuses if: a)You equip 2 of the exact same weapon. b)You equip 2 weapons of the same attack power. Type: Type of Weapon. There are Swords, Spears, Boomerangs, Daggers, Axes, Hammers, Katanas, Bells, Nunchucks, Staffs (twirled end), Rods (ball end), Harps, Bows, Arrows, and books. Equip on: The eligible characters to use this weapon. F: Fighter K: Knight P: Paladin T: Thief N: Ninja Sc: Scholar C: Caller B: Black Belt D: Taoist V: Viking A: Archer S: Summoner Ba:Bard Km: Karate Master Dr: Dragoon Bm: Black Mage Wm: White Mage Rm: Red Mage Bw: Black Wizard Ww: White Wizard Sa: Sage Value: The actual resale value of the weapon. To find the shop value, multiply the value by 2. Name Strength Type Value Equip On Effect Defendr 78 Sword 8250 N K Break 103 Sword 15000 N K Excalibur 144 Sword 32500 N K Kinglls 33 Sword 2500 N K GsGmYRoG -13 Sword 2500 N K ???? 164 Sword 32750 N K Icebrand ??? Sword ??? N K Ice Based Serpent 8 Sword 750 N K WhSlayer -2 Sword 500 N K Salamand 15 Sword 1500 N K Fire Based Tilving 12 Sword 1400 N K Mithril 0 Sword 250 N K Long -7 Sword 100 N K Masamune 143 Katana 32500 N P GHBQisl" 108 Katana 11000 N P JSR 88 Katana 10500 N P Al 48 Katana 10000 N P DSI"Rns 143 B'rang 31000 N P K ???? 28 B'rang 4500 N P K Holy 83 Spear 22500 N D Blood 82 Spear 10000 N D Thunder 30 Spear 4000 N D Wind 33 Spear 5000 N D Tomahawk 43 Axe 10000 N V ??? 58 Axe 7000 N V Battle 28 Axe 2750 N V ar???? 32 Axe 4000 N V Triton 68 Hammer 10000 N V Thor 23 Hammer 7000 N V Cat 25 N'chuck 7000 N B Km Dragon 31 N'chuck 9000 N B Km Hell 43 N'chuck 20000 N B Km Tonfa 3 N'chuck 250 N B Km 3-Part 8 N'chuck 1500 N B Km Kaiser 18 N'chuck 3500 N B Km ???? -5 N'chuck 30 N B Km Shuriken 183 Dart 32750 N Orihal 28 Dagger 6000 N T Air 43 Dagger 5000 N T Mithril -7 Dagger 250 N T Bm MGauche 13 Dagger 3500 N T Knife -11 Dagger 10 N T Dagger -9 Dagger 10 N T Bm RD -18 Staff 20 N Shine -11 Staff 1750 N Ice -11 Staff 1750 N Ice Based Burn -11 Staff 1750 N Fire Based Rune 3 Staff 9000 N Golem 0 Staff 6750 N Eldest 13 Staff 32500 N Random Petrify Total 3 Rod 15000 N Random Petrify Flame -5 Rod 1500 N Fire Based Frozen -5 Rod 1500 N Ice Based Light -5 Rod 1500 N Mithril -12 Rod 200 N --Ye 8 Bell 2250 N Ycrig 8 Bell 2250 N Rune 22 Bell 2750 N Madord 23 Harp 4000 N B Lamia -18 Harp 10750 N B Loki 42 Harp 20000 N B Lumina 54 Book 7500 N Sc Blizzard 54 Book 7500 N Sc Blaze 54 Book 7500 N Sc Killer 0 Bow 1000 N A lBQYkfo 0 Bow 21000 N A lBQYj 68 Arrow 100 N A Nether 20 Arrow 15 N A Fire 20 Arrow 15 N A Ice 20 Arrow 15 N A --------------------------------------------------------------------------- 2.5 What Armor can be bought/found in FF3j? --------------------------------------------------------------------------- Name, Value, Effect: See Weapons Section Defense: Defense Value Type: Armor Type. There are suits, helmets, shields, rings, bracelets, gloves, and robes. Equip on: The eligible characters to use this weapon. F: Fighter K: Knight P: Paladin T: Thief N: Ninja Sc: Scholar C: Caller B: Black Belt D: Taoist V: Viking A: Archer S: Summoner Ba: Bard Km: Karate Master Dr: Dragoon Bm: Black Mage Wm: White Mage Rm: Red Mage Bw: Black Wizard Ww: White Wizard Sa: Sage Name Defense Type Value Equip On Effect BlkBelt 11 Suit 1900 N N Genji 24 Suit 20000 N Km Crystal 28 Suit 32500 N K Reflect 20 Suit 17500 N K Diamond 18 Suit 16500 N K Dragon 15 Suit 4000 N K Demon 17 Suit 12500 N P Earth 16 Suit 2400 N Tsonogai 4 Suit 625 N Mithril 3 Suit 175 N F Cl 1 Suit 25 N Hide 2 Suit 42 N F Darksuit 18 Suit 1900 N Viking 10 Suit 2000 N V Scholar 15 Suit 3750 N Sc Bard 15 Suit 2750 N Ba Flame 5 Suit 1200 N K Fire Based Karat 6 Suit 1000 N Km Gold Based? Wizard 11 Suit 1000 N Ice 5 Suit 1200 N K Ice Based White 20 Robe 3500 N Ww Wm Black 20 Robe 3500 N Bw Bm Ribbon ?? Helmet ???? ALL Chakra 8 Helmet 1000 N Dragon 7 Helmet 4000 N Genji 10 Helmet 16000 N Diamond 8 Helmet 10000 N Crystal 12 Helmet 25000 N Scholar 5 Helmet 3750 N Sc Mithril 2 Helmet 65 N Hide 1 Helmet 7 N Hood 5 Helmet 1000 N Viking 7 Helmet 1500 N V Feather 7 Helmet 4000 N Ba Ice 4 Helmet 600 N K Band 4 Helmet 600 N B Km Crystal 22 Shield 25000 N K Aegis 16 Shield 14000 N K Diamond 13 Shield 9000 N K Hero 10 Shield 1750 N K Hide 3 Shield 20 N Demon 12 Shield 6250 N Mithril 5 Shield 90 N Ice 8 Shield 900 N Crystal 10 Glove 25000 N Diamond 6 Glove 7500 N Genji 9 Glove 15000 N Thief 3 Glove 1250 N T Copper 1 Glove 40 N F Mithril 1 Glove 60 N Diamond 6 Brclet 5000 N Power 4 Brclet 1250 N Rune 5 Brclet 2500 N Mithril 2 Brclet 60 N Protect 9 Ring 15000 N --------------------------------------------------------------------------- 2.6 What are the various races in Final Fantasy? --------------------------------------------------------------------------- Its not that complicated as some weird dungeons and dragons stuff. -Humans are the most prolific beings. If you, the gameplayer, are not one, I suggest looking at humans until you are familar with their shapes. ;) -Chocobo's are the horses of Final Fantasy. They are basically very large chickens that move much faster than humans. In FF3j, white chocobo's are not very intelligent, but Fat Chocobo's are. They have a second stomach that stores your items without decay. -Dwarves are a rather wild genetic turn. Their faces are a complete shadow, with the exception of two white eyes that almost glow from their face. Their bodies are actually just like humans, albeit a bit smaller, which confuses things more. Every grown dwarf usually wears a horned helmet and triangular beard (Even females in some cases!). -Elves are fairly generic. They are usually a tad shorter than humans, with green clothing and a feathered cap a la Robin Hood. -Faeries are exactly what you expect. Tiny little ladies with butterfly wings that zoom about. --------------------------------------------------------------------------- 2.65 Who are the Companions that travel with you? --------------------------------------------------------------------------- Person: Info: Princess Sala -Accompanies you in Fuuin Cave to defeat Jinn. Dei-Shuu -Accompanies you in your quest, after you run from Bahamut. Cid -Master Airship creator. Helps you build two ships. Elia -Accompanies you to the crystal after you cure her. Prince Alis -Accompanies you to find out why King acting so mysteriously. Uni -Accompanies you to find the great Inbin Shiburu (Invincible) Doga -Accompanies you through the Mahoujinn Cave and modification of the Nautilus. --------------------------------------------------------------------------- 2.67 How is Travel accomplished? --------------------------------------------------------------------------- Mode: Status: Walking -Slowest. Random number is generated each time you enter the outworld, and when it reaches Zero, you fight. Each step you take has a value, plain grass being -1, forests -3 (or so), etc. While the Enemy type is predetermined, how you fight it is not. Reverse battles are caused by overshooting the Zero by a certain number, and conversely, if you hit Zero exactly, you will catch the enemy by surprise. These values also effect how many of a particular enemy you face, but it is unclear to me how. White Chocobo: -Average Speed. Chocobo's are found in forest areas, often in trees formed into a small circle. You won't fight enemies while riding one, but when you disembark, the Chocobo will automatically run back to its home forest. Chocobo's can walk through rivers, plains, forests, and deserts. Sailing Ship: -Average Speed. The ship is obtained by returning the dragon eye to the Niputu Temple; The Viking Sailor will give it to you in Gratitude. The ship can sail through ocean water only, but unlike previous Final Fantasy's, you can disembark at any shoreline. Canoe: -Slow. The Canoe allows you to journey through rivers and lakes, and is automatically carried during your journey once you obtain it from the King of Sasoon. Unfortunately, the waves of the ocean prove too rough for it. Airship Hikuutei -Average Speed. The Hikuutei is found in the desert (West Wind) south of Uru Town. The Airship can go over any surface but mountains. It can only land on grass plains, and is eventually used as a wrecking ball (of sorts). Enemies are not fought in Airships unless in special areas. Airship Enterprise -Above Average speed. The enterprise is actually a modified version of the Sailing Ship, using a part from the Floating Fortress. This airship can go over any surface except mountains, but can only land in the ocean. Enemies are not fought in Airships unless in special areas. Airship Nautilus -Super Fast! The Nautilus is created by the Scholar's guild in Salonia after they accidentally shoot down the Enterprise. Like the other airships, it can not go over mountains, but instead can submerge under the ocean water to find secret caves. The Nautilus can only land on grass plains. Enemies are not fought in Airships unless in special areas. Airship Inbin Shiburu -Average Speed. The Inbin Shiburu is the Battleship of (Invincible) of flight. It is 4 times the size of the nautilus! In case you have an Airship battle (in special areas), the Inbin Shiburu is armed with a cannon that hits all enemies before each round begins. You can disembark on any form of land (excluding mountains) because the ship never actually lands! Inside, the ship contains a free bed (Inn), 4 vending machines (Item, Weapon, Armor, and Magic for sale), and a strange white bin. Deposit a carrot, and the infamous Fat Chocobo will appear, complete with his trademark music! Also, while driving the Inbin Shiburu, if you press the "A" button, the engines will temporarily increase power to lift you over thin sections of mountains. --------------------------------------------------------------------------- 2.7 General FF strategy tips: --------------------------------------------------------------------------- There are some tips that are common for almost every Final Fantasy Game, or at least for the duration of FF3j. -Know your elements. If you're in a water cave, use lightning. If you're in a fire cave, use Ice. Likewise, if you're in an ice cave, use fire. If you're fighting the undead (zombies, etc.) use cure. If you're not sure, fire away with your highest level magic or look at the color and shape of the particular enemy you face. Light Blue Urchins, regardless of their current location, are suceptible to Lightning. -Gain levels if you have a bit of trouble. Level-ups are so crucial to surviving that I recommend trying not to run unless you are in extreme circumstances. An extra couple of levels may make the difference between life and death in a particular battle. -Keep weaker party members in the back row. Characters that do not have high level armor (magic users!) belong in the back row. Back row characters only attack at 1/2 normal, but their defense is 1/2 better as well. Since magic doesnt care about distance, keep them behind! -Pair Like Weapons. There is almost always a boost in attack power if you equip two of the exact same weapons on one character. -Shields? What are Shields? Shields in FF3j are useless as far as I'm concerned. For what usually amounts to a defense increase of 10, is better spent on a second weapon, which in most cases doubles or triples attack power. -Greed is the key. Final Fantasy is a game built for kleptomaniacs. If you see a treasure chest, open it. Always search torches, bowls, fireplaces, even bookshelves, for goodies. Consider it your danger-pay. ---------------------------------------------------------------------------- 2.75 What the hell is a Fat Chocobo? ---------------------------------------------------------------------------- The Fat Chocobo is another Final Fantasy trademark. They are an extremely fat and multi-stomached Chocobo that is also quite intelligent. By using a Carrot (Except for this game...where you must deposit it in a box) the Fat Chocobo will suddenly appear (boy is he hungry!) and will deposit any items you do not need immediatedly in his stomach. He most likely needs the items as something to digest his food with, but luckily, your items are unaffected even after long stays. However, he cannot swallow special items (or plot items). ---------------------------------------------------------------------------- 2.8 How do I play the game? ---------------------------------------------------------------------------- Its very easy, actually. The control pad is for movement. The A button confirms actions, talks to people, searches things, and opens treasure. The B button CANCELs whatever you have selected. Start brings up your character screen. Select changes who is the visible party member. ---------------------------------------------------------------------------- 2.9 Im suffering a)from a lack of japanese understanding b)from being stuck in a part of the game. c)from not being able to make a decision on classes. d)a feeling I've missed something. ---------------------------------------------------------------------------- I can answer this question 4 different ways: a)Learn Japanese. It is available in most schools as a language course. b)Invite someone over who knows Japanese. c)Read the Walkthrough. d)Rough it. ---------------------------------------------------------------------------- 3.1 What's with some of the weird names? ---------------------------------------------------------------------------- In most cases, the word is simply the english pronounciation to some point. (Example: Mahoujinn Cave) In all other cases: a)Name from the Partial Translation b)Name from Tushino's FF3j World 1 Walkthrough c)Name I have come up with from an educated guess. (Paladea: Town of (Palad)ins) d)Name is FF tradition. (Gisairu Vegetable is the Carrot. Since FF4, etc, ) (does not have the town of Gisairu, the traditional) (name of Carrot works better and is easily ) (understood.) ---------------------------------------------------------------------------- 3.2 How Can I Help? ---------------------------------------------------------------------------- If you feel you know more, feel free to email me at rkni@islandnet.com with your information. I currently need: Boss Stats/Information All the abilities of Sigt, Brk, and Brk2 Some Item information The Plot. The Script (translated). The Equippable On Information. ---------------------------------------------------------------------------- 3.3 Thanks to.... ---------------------------------------------------------------------------- Tushino: Tushino@mail.telis.org -He created a couple of fantastic files which serve as the motivation and basis of this FAQ. Without his guide to help me, I would never have wanted to write a FAQ to especially cover the 2nd half of the game. ---------------------------------------------------------------------------- 4.0 Walkthrough ---------------------------------------------------------------------------- 1. Saidan Cave: Location: North of Uru Town Treasure: Boss: Land Turtle (name unknown) Starting group: Onionkid/Onionkid/Onionkid/Onionkid Search for treasure, and fight enemies while keeping in mind that there is a healing lake in the the upper right corner of the first floor. It would be a good idea to save the antartic's you pick up for later in the game. Gain levels up to Level 5 before you enter the door at the upper left. Upon entering the room, the only enemy is the giant turtle guarding the elemental crystal. Fight him with regular attacks, and use a potion to heal if absolutely neccessary. Once you beat it, talk to the crystal. You will gain the ability to change characters into 1 of 5 classes. My recommendation: (In order) Fighter/Black Belt/White Mage/Black Mage Tushino's choice: (In order) Fighter/Black Belt/Red Mage/Black Mage Aftermath: Enter the cave again after leaving to get more treasure. There are a few spots in the cave that obviously look like dead ends, but are actually fake walls filled with treasures. 2. Uru Town: Location: South of Saidan Cave Shops: Weapon/Armor/Item/Magic/Revival Treasure: Enemies: Same as Overworld Around Uru Upon entering Uru, press start and switch to the jobs menu. There will be 6 classes listed: Onionkid, Fighter, Black Mage, Red Mage, White Mage, and Black Belt (monk). Its up to you who you want to change, although if you're really asking for it, you dont have to change anybody. Remember to place mages in the back row using the 'rank' command. As for Uru, head immediatedly to the shops and stock up. Fighters work best with 2 swords, Monks with no weapons, Red mages with sword and shield, White mages with 2 staffs, and Black mages with 2 daggers. Want some free stuff? As in every town in the game, always check ceramic pots and torches. Quite often you will activate a secret door or find something. In this case, some of the trees are not what they seem. You can also enter a well for some goodies. Nothing changes much in this town; but be careful when walking around the north end; you will fight enemies. This is a good place for experience though. 3. Kazusu Town: Location: South of Uru Town Shops: None Active. Treasure: Enemies: (Cave) Skeletons, Mummies As shown by the scared guy huddled at his fire, the town is full of ghosts. Although the cave is empty and useless, there is still items to be found. If you want to get down to business, talk to the ghost that does not move in the bar. He will tell you where his secret airship is hidden: The east desert. 4. Desert area: Location: West of Kazusu Enemies: Walk into the middle of the small desert patch. You will automatically climb down a ladder into the control center of the Hikuutei, an airship. The Hikuutei has average speed, but cannot go over mountains, and has to land on grass. 5. Sasoon Castle Location: NorthWest of The Desert Shops: Treasure: Enemies: This a treasure hunt of easter egg proportions. The castle is devoid of friendly life, but the two towers contain enemies. One of the treasures in the two towers contains an enemy far stronger than the rest. Clean his clock with items and magic you find elsewhere in the castle to obtain the 'White Slayer'; a sword for Red Mages. 6. Fuuin Cave: Location: North of the Big Boulder Treasure: Enemies: Boss: Jinn Use the airship to cross the water and enter the cave. Search for treasure, but keep a lookout for Princess Sala. Join up with her and continue on to battle the evil Jinn. As is often the case, pelt Jinn with fire magic. Remember where you parked your airship! 7. Sasoon (Revived): Location: NorthWest of Desert Shops: Revival/Healing Treasure: None. You should have cleaned this place out by now. Upon beating Jinn, you will automatically return here. Talk to the king of Sasoon to recieve the canoe. The canoe will let you cross the water to retrieve your airship. Also, if you still have a Red Mage, Tushino recommends changing it to either a black or white mage. 8. Kazusu (Revived): Location: South of Uru Town Shops: Weapon/Armor/Item/Magic/Revival Treasure: None. You should have cleaned this place out by now. Once you enter Kazusu, Cid will talk to you about rigging your airship. He plans to turn it into a bomb to knock out the Big Rock. Stay in town long enough to grab some items, weapons, magic, and armor. 9. The Big Rock: Location: South of Fuuin Cave For most established Final Fantasy players, watching the Hikuutei burst into flames and rubble will bring a tear to your eye, considering how long it usually takes to get an airship. Just walk past where the big rock once stood and head south. 10. Kanaan: Location: South of the Big Boulder Shops: Treasure: This place kind of sucks. Drop Cid off and head to the magic shop, because magic is all you need. The armor and weapons are rehashes from Kazusu. Make sure to loot the city. This is where Cid lives; you might need to call him later on. 11. San-cho Mountain: Location: East of Kanaan Treasure: Aero (White Magic), Enemies: Boss: Bahamut If there was ever a time to gain levels, that time is now. The enemies on the mountain are tough, and if you want to get all the treasure (yes) then you will fight a lot of them. When you reach the nest of Bahamut, head over to the weird flame in the upper left corner. This flame is actually Dei-Shuu, who will join your group. Shortly after, Bahamut will appear. Its possible that you could beat the master of dragons, but it is a tough battle; and you might want him for call magic in the latter half of the game. My advice: run!! 12. Forest of Midgets: Location: Forest north from Bahamut Drop Zone. Shops: Revival/Healing Treasure: Size (White Magic) There is only one midget in the forest, and when you talk to him, he obviously cant understand you. Instead, he hands you size magic. Equip it on your white mage (lv2), use it; but before you do, press left so that there is 4 flashing fingers. This way it only takes one dose for everybody. Now, heal up and head south. There is a hidden forest town that can only be found while in mini form. Note: When in midget form, your attack and defense is shot all the way down to the ugly number one. Make sure everybody is in the back row, and dont fight with anybody. 13. Tozasu Town: Location: South of The Forest of Mini Midgets Shops: Weapon/Armor/Item/Magic/Revival Treasure: This is one small town! Loot the village, then head to the upper left house. The teacher, Shieluko, is sick, and cannot leave her house to find a cure. Walk up to her bed, press the "B" button, and give her a herb. Her sickness will quickly dissapear, and in thanking, she will open an emergency escape entrance. Have no mercy, for Shieluko has the richest book shelves in town. You also might want to buy an m.kiss to eliminate needing to use magic to restore size. 14. The Cave: Location: Escape area in Shieluko's Home Treasure: Enemies: This can be tough. You have to be in midget form to make it through the level, so keep everybody back and try to run like hell! If necessary, use black magic to hold off persistant foes. 15. The Viking Hideout Location: North of the forest you exit from Shops: Inn/Item/Magic/Revival Treasure: Fire2, Ice2, Lit2, This place is chock full of treasure. Look -everywhere-. Look for suspicious bricks with darkened edges and wall irregularities that can be walked through. There is even decoy secrets to keep you from getting to the treasure. If you are frustrated, fire the cannon. It doesnt do anything but waste time, however. When you exit the cave, you will notice a sailing ship. You can board it, but the gulf is protected by an immortal sea creature, so you can only sail about 3 spaces. The only way to eliminate the sea creature is to get the Head Viking's permission. 16. Niputu Shrine Location: NorthWest of Viking Hideout Exit Treasure: Enemies: Boss: Hulking Rat Another annoying midget level. You have to return the dragon's right eye by switching to midget form and and walking up to the dragon head. If you try to return to full size your mission will abruptly end. Load up your black mage if you intend to survive. Also make sure to pick up all the treasure; there is no return visit. As for the Rat, pelt him with Ice2 and antarctics. 17. Returning to the Viking Hideout Location: South of Niputu Shrine Shops: See 14. Treasure: None. You should have cleaned this place out by now! Talk to the boss of the ship inside the viking hideout, and he will grant it to you. Now you are able to sail out to sea. Ahoy! The Sea Monster is no longer there, so you are free to pass! 18. To-Kuru Village Location: SouthWest of the Shrine (Near Big Desert) Treasure: Just try to find treasure; some is hidden in the high grasses. To-Kuru was destroyed by the villanous soldiers of Highn Castle, and after talking to the jumpy magicians, you will discover that the soldiers took prisoners as well. Unfortunately, Highn Castle is a floating (and thus unreachable) fortress. 19. Kodaijiin Field (Village) Location: Far West of the Big Desert near To-kuru village Shops: Inn/Item/Revival/Weapons/Armor/Magic Treasure: This is a good village to stock up on items from. Get everybody up to speed armor/weapon/magic wise, and try to gain a few levels before heading up to the living forest. 20. Living Forest Location: Small Forest North of Big Desert (Surrounded by Mountains) The fairies will reveal some information about the guru tribe and the evil medusa. Besides that, nothing else of note occurs. 21. Gurugan's Tribe Canyon Location: NorthWest of the Living Forest Treasure: Toad The ancient guru's know all, but are not always willing to tell all. Heed their advice, and head down to the basement, where the last guru will give you the magic of toad. It will come in handy for the tower of medusa. 22. Argass Castle Location: NorthEast of Living Forest Shops: Revival/Healing Treasure: Much like Sasoon castle once was, Argass is completely empty and -ripe for the picking!-. Check walls, torches, and more to find important treasure and extra cash. As for the two green doors; you have to buy magic keys from the keysmith in Gisairu before you can open them. The value of the treasure is far beyond the cost of the keys however. 23. Ooehn Tower Location: Far North of To-Kuru Town Treasure: Enemies: Boss: Medusa The infamous tower of medusa is a maze of clock-work and amphibians. In the center of the first wet floor is a strange drain hole. Use toad magic to become frogs, and dive down. Once you have surfaced, feel free to switch back; its a long hike. Eventually, you will reach a dead end. However, Dei-Shuu points out that one of the gears along the top wall is actually a switch. Hit the switch and continue your hike to the top of the tower. For the fight with medusa, your most powerful magic and weapon attacks should do the trick. 24. Gisairu Town Location: Far East Side of the World (East of the Midget Forest) Shops: Inn/Item/Magic/Revival/Keys Treasure: The isolated farming community of Gisairu proves to be useful. There are essential magics, scared animals, penned chocobos; even gardens to step on! Make sure to purchase a dozen or so keys, and head back to Argrass to finish looting. 25. Dwarf Cave Location: NorthWest area of the world (NorthWest of Tower) Shops: Inn/Item/Armor/Weapons/Revival Treasure: Enemies: Boss: Salamander (weak) According to the elves, the villanous salamander stole one of their precious magical horns. Load up and head to the left entrance; by switching to toad form at the head of the pool, you will enter the cave to salamander. You are once again free to switch back and improve your survival rate by a large scale. Unfortunately, the treasures are pretty much worthless; unless you feel like getting level ups, avoid them. The boss is the under-estimating Salamander; use ice magics and weapons to defeat him. Unfortunately, Salamander doesn't know when to quit, so he follows you as a 2 dimensional line until you exit the cave. Go to the display and place the horn using the b button; Salamander will reappear and steal BOTH horns. He then retreats to the fire cave. 26. Fire Cave Location: North of the Dwarf Cave Treasure: Ice Sword, Enemies: Boss: Salamander (strong) The fire cave is a real tough place. Level up for awhile; anything under lv.13 is not a good idea. Be sure to pick up all the treasure; the ice sword in particular is useful for salamander. When you finally reach the evil Salamander, start hacking away with whatever ice weapons/magic that are at your disposal. To counteract Salamander's 'Group-Fire', have your white mage cast cure 2 on the entire group using the same technique as when casting size or toad. After defeating Salamander, events start to 'heat' up (pun intended). The crystal will bestow 4 new possible classes unto your warriors: Knight, Thief, Archer, Scholar. My Preferred Class Change: Knight, Bl. Belt, Wh. Mage, Bl. Mage Tushino's preference: Knight, Archer, Wh. Mage, Bl.Mage 27. Dwarf Cave Location: NorthWest area of the world (NorthWest of Tower) Shops: Treasure: *Voice/*Elixir/Hero Shield/Gauntlet/Gneedle/ Scholar Helm/Scholar Armor/Knight Armor/Veggie/ Fenix Down/ Upon entering the cave, an exhausted man will run behind you to ask for your help. To-kuru has been attacked again. He then dies shortly after. Ignore this grim moment and head into the main section of the cave. Talk to the stationary dwarf in the bottom right corner, and in gratitude for the returned horns, the dwarf will remove the boulder near the revival water. Head down there and discover: The dwarf TREASURY! Pick it clean! 28. To-Kuru Village (Revisited - Get Ambushed) Location: SouthWest of the Niputu Temple Treasure: None. You should have already cleaned this place out! Enemies: Soldiers of Highn Castle. As soon as you enter the town, a group of soldiers jumps from the foliage and ambushes you. They take you to Highn Castle, controlled by the villain: Death. (BTW: Highn Castle is that floating hairball over the central desert!) 29. Highn Castle Location: Floating Fortress in the Desert Treasures: Enemies: Lamia, Mummy, Boss: Death You wake up in a crowded jail cell. The three men in the upper right corner are the King of Castle Argass and his aids; the others were captured from To-Kuru. The man to the exact left (stationary) is an undercover guard and will fight you if you talk to him. Talk to all of the 'friendly' prisoners, then look at the north wall for a small mousehole. Use size magic to enter the hole into the enemy infested territory. Switch back to full size and get ALL of the treasure; if you have your way, the fortress won't be floating for long. One point of advice; the lamia and mummies are very annoying adversaries. Use fire magic to deal with them quickly, but if party members become confused, get your white or black mage to smack 'em. Damage will be minimal and you will regain a party member. Death is a spectre with a flair for the dramatic, according to his costume. He apparently has the ability to 'Barrier Change', but in my experience, you can forget about his abilities by hitting him hard the first 2 rounds with Ice 3 and weapons. Swords arent very effective; but you want to deal with him ASAP. 30. The Living Forest (Revisited) Location: Southwest of Castle Argass Once you deal with Death, you will automatically return here. The faeries will perform something on you; Im not sure what. After this, you cannot enter the forest again. Your airship is waiting at To-kuru. 31. Argass Castle (Revisited) Location: South of the tower of medusa Shops: Revival/Healing Treasure: None. You should have got it all from this place by now! Walk to the top floor and speak to King Argass and his aids. The king will give you a tool he stole from the Highn Castle that he believed was used in keeping it afloat. Of course, you know absolutely nothing about airships...but Cid does. 32. Kanaan (Revisited) Location: West of Bahamut Mountain. Shops: Treasure: None. You should have got it all from this place by now! Walk to Cid's house (upper left corner) and give him the tool you recieved from King Argass. Cid is a good airship mechanic (despite his nose seemingly blocking his eyesight),and will upgrade your sailing ship to an airship: The 'Enterprise!' When you walk out of town, nothing looks different. The ship looks the same. Climb in and press the 'A' button however, and your ship will sprout helicopter rotors! Unfortunately, the enterprise can only land in water, and cannot go over mountains. 33. Fly off! Location: On the Enterprise Treasure: None Enemies: None Take your new/cool Airship to travel outside the world into an even bigger world. You can tell if you've flown out if you see any clouds nearby. Just fly out to the clouds and you will exit your small world. 34. Tozasu (Revisited) Location: South of Forest of Midgets Treasure: None Head back and buy as many midgepans as possible. These pans are your map for the second world. 35. Solitary Island Location: Northwest of World Treasure: None Enemies: None Walk unto the black ship. A lady is injured and her father can do nothing. Use herbs to heal Elis, then leave. 36. Crystal Shrine Location: Southwest of World Treasure: None Enemies: None Talk to the flat crystal to acquire something to help get past the door in the Kraken cave. The two pools of water are healing and revival ponds, respectively. 37. Kraken Cave Location: Northeast of Crystal Shrine Treasure: Enemies: Go through to find the Water crystal. Unfortunately, Kraken crashes the party, and kills Elis. Make sure you do the same to Kraken. Upon winning, the second world will arise from the mists! Be careful though; while chocobo's can take you far; if you enter an area too far ahead of where you should be, mystical energy will kill you right on the spot. New Classes: ????? (I missed this part..Information on what classes are obtained here would be appreciated.) 38. Port Town & Sewers Location: Southwest of Crystal Shrine Treasure: Enemies: You wake up in an inn. At one point 4 weird men talk to you. The airship is now just a ship, and unfortunately, it has been chained to the shoreline! The problem of the weird quadruplets can be solved however. For some reason, their magic shoes (?) have been taken. Talk to the Local Wise man, then stock up for a sewer journey, via the little waterfall in the bottom right quarter. Venture through, save the quadruplets from a bunch of imps (One shot of fire1 will take care of them all at once). Eventually, you will see a strange old hag. You will jump out of the way of several explosive (?) shoe tosses before the quadruplets come and grab a pair. Inexplicably, the quadruplets are ecstatic and you automatically leave the sewer. Now the weird guys walk around the bushes. (?_?) 39. Golden Mansion Location: South of Port Town Treasure: Enemies: This is the SECOND place where those magic keys come in handy. Go straight up, ignoring the doors, and go all the way around to pick up the treasure. Among other things, you get 11 weak swords that are worth a pretty penny. Head back down and take the upper right door. Use a magic key to enter. If you look closely, a brick on the bottom left wall is different: Walk through it. Along the way are many secrets; including one precarious area where the path that loops down looks completely unneccessary...until you check the walls! The Boss of the Level protects another Crystal. Be careful, this boss is TOUGH. He is strong against Ice and Lit, and Fire is completely ineffective. Air works a few times, fortunately for moderate damage. Attacks hit at about 50%...and not for much. Every round, have one person use healing magic or hipotions. The Golden Warrior will either attack (under 100 damage), use element magic (300-400 damage) or Ice3 (800 damage). If you play it right, you can make it through some of them, for the other, you must consider whether wasting a fenix down is worth it. EVENTUALLY, he will be beaten; but in a moment of rage, he and the crystal will dissapear (destroy?). All that is left is a key. Take it and use exit (or just walk) out. There is a chocobo forest right outside for your convenience. What does the key do? It unlocks the chains to the Enterprise! Luckily, the airship portion is also fully intact. 40. Symphonia Location: Southeast of Salonia Treasure: Enemies: None This place is basically dedicated to the Bard and Taoist Class. The Bards there continually try to emulate a sacred tune, but all is for not, as only the mystical Lute can produce the sacred tune of awakening. 41. Town of the Callers Location: Northwest of Salonia Treasure: Enemies: None Caller orientated. If you have one, this is the best place to visit to get up to date on magic, weapons, and armor. 42. The Kingdom of Salonia Location: Large walled in Castle and Town. Treasure: Enemies: Fly the enterprise over the kingdom of Salonia (its a very large enclosed town area with a castle smack in the center). If you fly around the castle, cannonballs will start firing! Unfortunately, they fire enough to gun you down. Say goodbye to the trusty Enterprise, because like many a Star Trek Film, "She just canno' go any farther cap-tain." Luckily (?!?!?!?) you will land in between the two armies that shot you down. Apparently each group thought you belonged to the other. Ignore them (and the weird music) for now, and visit the 4 towns. -------------------------------- | 2 |C | 3 | | | | | | | | 1 4 | -------------------------------- Town 1 hilights: This place has not much of use except for the appearance of another classic FF item: The Fat Chocobo! Talk to the student to make him appear. Fat Choc swallows your items (stores them) so you can free up item spaces. Just visit him again later to retrieve. Town 2 hilights: One weapon shop (obscure), an inn, and some more locked shops. The Magic Key doesnt work here. However, this place is a required visit. If you talk to the the Sages, one will point you to the Punk Bar. Enter, and you will find 4 punks trying to beat up a well dressed kid.Automatically you will give them their just deserts! They are just 4 simple mini golden warriors and are easily defeated. The boy is actually prince Alis. He will join your party and give you the authority neccessary to enter the castle. Town 3 hilights: Another inn. The bookshop and magic shops are locked. Town 4 hilights: The only open building is a tower in the middle of town. It is chock full of enemies. Walk through the winding secret passageways of the first floor, and climb the tower to take in some goodies, including sets of dragon armor! 43. Castle Salonia Location: Middle of Salonia Treasure: Enemies: None Enter the castle and you will be automatically escorted to the prince's chambers. You will wake up once and talk with the prince, but the second time, the king will rush into the room, screaming in terror as he bleeds. A near look alike enters the room! Prepare for one of the hardest fights ever! The phoenix is no slouch. Every round he uses 'Bolt' a lightning attack that hits EVERYONE for 300-400 hp damage each round. My advice? Have a White Mage cast Cure2 EVERY round, including the first one. Have at least 2 heavy fighters (in my case a fighter + Black belt..yours may differ) and have them fire away every round. Your fourth party member in most cases is a useless black mage. Ice3 is almost always paltry...so get him curing your fighters with hipotions every round. Eventually, cure2 will run out, so have the 4th member use an elixir on your white mage. If youre lucky, you will only lose 1 character at that point. At level 26, I managed to come out of the battle alive (5th try) with only my Black Belt and White Mage. After phoenix dies, the king dies as well. You and the prince have a moment of silence be