After this, you are potentially finished with this entire continent.
Fly due north or south until you once again come to the continent with
Salonia.  This time, the lower ends of the continent will recieve our
attention.  At the very southern parts of the continent, there are a
couple of suspicious-looking horns.  Land in the water between them and
sail into the structure.



XXXIII. TEMPLE OF TIME

NOTE

Enemies:
Dirai (Bird/Woman hybrid, takes up entire enemy side)
Magic Chimera (Blue palette-swap of Chimera)
King Lizard (Yellowish palette-swap of Lizardman)
Sea King (Yellowish palette-swap of Sea Horse)
Wyvern (Bluish-grey floating, cresent-shaped monster, shows up alone)
Pyteragon (Looks kind of like a pteradactyl, but blue)
Behemoth (Big, blue lion-thing)
Dragon (Bluish palette-swap of Bahamut)

NOTE: Magic Chimeras have an annoying Thunder attack that hits the
whole party (made less annoying with the Diamond gear found here).  If
you run into three of them at once early on, or ever for that matter, get the
hell out of there.  King Lizards and Sea Kings also hit harder than yout might
expect.  Sea Kings also have Blizzaga, if focused to one of your guys, it'll
kill them barring extreme circumstances.  Dirais are generally wastes of time.
Although they only come one at a time and aren't all that strong, they
take more time/resources to defeat than what it's worth.  Unlike Pteragons,
though, who are weak against the cold and usually succumb to the Geomancy
Whirlpool attack.  Behemoths are tough as hell and attack twice per round,
and I wouldn't face them without a Bard providing Protect/Haste songs and the
Behemoth Knife.  Same goes for Dragons (who I confused with Pteragons at
first) who can also launch a formidable Fire-based attack at all your
characters.  Dragons, though, will net you 9000 Gil per victory.

New stuff found in the Temple of Time:
 ----------------------------------------------------------------------------
| Diamond Helmet | 21, Resists lightning            | KN, DR, VI, WR | 20000 |
| Diamond Ring   | 13, Resists lightning            | WW, BM, RM,    | 10000 |
                 |                                  | GE, SC, EV     |       |
| Diamond Armor  | 40, Resists lightning            | KN, DR, VI, WR | 33000 |
| Diamond Gloves | 15, Resists lightning            | KN, DR, VI, WR | 15000 |
| Diamond Shield | 14, Resists lightning & effects  | KN, DR, VI, WR | 18000 |
| Protect Ring   | 18, All stats +2                 | All            |(15000)|
| Defender Sword | 95, VIT+5, Casts Protect as item | KN, WR, RM     | 16500 |
| Blood Spear    | 108, Absorbs 1/6 of enemies' HP  | DR             | 28000 |
 ----------------------------------------------------------------------------

Class lecture for the Temple of Time:
Thives are in high regard because of lockpicking.  While it may be tempting
to let loose with all that recently acquired magic, color mages are likely
going to be decidedly lacking in defense.  Vikings are good with their hammers
as many enemies here are weak against lightning, and a Dragoon with a Thunder
Spear has a similar advantage.

                                                          ___
                                                         |   |    ___
                                             ____________|   |   | A |
                                            |                |   |   |
                                            |      ______    |___|   |
           ____                             |     |      |           |
  ___     |    |________________            | | | |      |           |
 |   |____|                     |           |_|b|_|   _  |___________|
 |              ______________  |                    |a|
 |             |              |d|                    | |
 |             |              ___                    | |
 |             |        _____| B |                   | |  A - Diamond Helmet
 |             |       |  _______|                   | |  B - Diamond Ring
 |             |       | |                   _       | |  C - Defender Sword
 |             |_______|c|__________________|b|______| |  D - Diamond Armor
 |             |                                       |  E - Diamond Gloves
 |             |________________     ________________  |  F - Behemoth Knife
 |                              |   |                | |
 |              ________________|   |________________| |
 |                                                     |
 |_____________|_______________________________________|

            ____
    _      |    |____
  _|d|_____|        C|                       ____       C - Defender Sword
 |               ____|            __________|   D|      D - Diamond Armor
 |      _   ____|                |               |
 |_____| | |                     |___   _________|
         |e|                         |f|

 _________________________   E - Diamond Gloves
|    E               F    |  F - Behemoth Knife
|_________       _________|                 _____________________
          |     |                          |                     |
          |     |                       ___|     ____________    |
          | | | |_____      ____      _|__      |            |   |
          |_| |_|     |____|    |____|    |_   _|            |   |
           _|g|_____                   _____|h|_             |iii|
          |                                     |
          |________                     ________|
                   |                   |
                   |                   |
                   |       _____       |
            _      |                   |      _
      _____|e|_____|_______|   |_______|_____|f|_____
     |                                               |
     |_______________________________________________|

                          ___       ____________________________________
                     ____|iii|_____|  ________________________________  |
                    |             /__|                                | |
                    |_____   _____|                                   | |
                          | |                                         | |
                     _____| |_____                                    | |
                    |             |                                   | |
                    |_____   _____|               G - Blood Spear     | |
                          | |                     H - Protect Ring    | |
                     _____| |_____                I - Lamia Harp      | |
                    |             |               J - Diamond Shield  | |
                    |_____   _____|               K - Lute            | |
                          | |                                         | |
                     _____| |_____                                    | |
                   _|             |_                                  | |
                  | |_____   _____| | _____                    _______| |
 _____            |       | |       ||     |                  | G H I | |
|  J  |           |                 ||  K  |                  |  _____| |
|     |__________ |                 ||_   _|                  |         |
|                ||                 |  | |                    |         |
|____________   _||                 |  | |                    |_________|
             | |  |      _| |_      |  | |
           __|j|__|_____|     |_____|__|k|__
          |                                 |
          |                                 |
          |_________________________________|


The Lute is required to proceed to the next part of
the game.

Leave the place when finished and head slightly to the north on the same
continent and enter the cave.



XXXIV. UNNE'S SHRINE
             _____
            /     \
           /   U   \     Examine spot U and watch the show.  That's all.
           \       /
            \_   _/
              | |
              | |
              | |
              | |
              | |
              | |
              | |
             _/ \_
          __/     \__
         /_____a_____\



XXXV. (side) SALONIA CATACOMBS

Enemies:
Kyklops (Fat, shirtless, quasi-humans with knives)
Boss Troll (Grey shirtless, long-haired fellow holding a club)
Fahan (Blue shirtless, long-haired fellow holding a club)
Kenkos (Plaette-swap of Kraken)
Ion (Yellowish palette-swap of Guzco)
Valar (Bluish thing with limbs, mouth for face)
Ouroboro (Red snake with human-like head)

NOTE: Not too much to write home about, really.  Ouroboro enemies are
only found in these chests here.  And in another dungeon.  Ions and
Kenkoc enemies are pretty huge, though, and get at least two turns
per round.

New stuff found in the Salonia Catabcoms:
 ------------------------------------------------------------------------
| Rune Bell     | 98                              | GE         |   (1)   |
| Heavy Lance   | 84                              | DR         |   (1)   |
| Reflect Armor | 30                              | KN, DR, VI | (17500) |
| Aegis Shield  | 16, Resists many status effects | KN, DR, VI |   (1)   |
| Odin          | Either strong physical attack   | EV         |  45000  |
|               | or casts Reflect on all allies  |            |         |
 ------------------------------------------------------------------------

Class lecture for the Salonia Catacombs:
Maybe you've stopped using the color mages for the time being.  I know I have.
Enemies here don't seem especially vulnerable to any element or attack or
anything, so just go at it with whatever team you want.

                           _
                          |b|
                          | |
                          | |
                          | |
                          | |
                          | |
                         _| |_
                        |_   _|
                          | |
                          |a|
       _
      |c|         __________________
      | |        |  ______________  |
      | |        | |              | |
      | |        | |              | |
      | |        | |              | |
      | |________| |              | |
      |        ____|              | |
      |_______|                   |b|

                 __               _
                |  |_____________|d|_____
                |   ____________________B|
                |  |                              ____
                |  |                             |  CD|
                |  |___________       ___________|    |
                |______   ____A|     |E____   ________|
                       | |                 | |
     A - Reflect Armor | |                 | |      C - Rune Bell
     B - Heavy Lance   | |_________________| |      D - Aegis Shield
                       |_________   _________|      E - Golem Staff
                                 | |
                                 |b|
  _________________
 |                 |                                   ____
 |                 |_________ ________________________|FGHI|_
 |                           \______________________\_       |
 |       (d)        _______  |                        |      |
 |                 |       | |                        |     _|
 |                 |       | |   F, G, H, I -         |KJLM|
 |_________________|       | |   Elixirs guarded by
                           | |   an Ouroboro in each chest
(d) warps to other (d) in  | |
Salonia Castle             |d|   J, K, L, M -
                                 Pheonix Downs guarded by a Kenkos in each
BOSS12: Odin
HP: 31000
Weakness: None
Gil: 16800
EXP: 5000

Odin has two attacks: a regular attack, not too impressive, but still
deserving of attention (unless he's hitting a color mage or frontlined
non-heavy armor-wearing attacker then it is pretty impressive) and an attack
that nails the entire party for major (500-1000+) damage.  He doesn't seem
to use that devistating attack until he's within sight of near death, so
probably the best strategy I can think of is to go at him with everything
you've got as quickly as possible, and don't worry about healing.  I don't
particularly recommend using color mages with their skimpy defenses, instead
have a Bard with better defense for Haste/Protection purposes.  Basically,
go at them with what your guys do best. Geomancers should be hitting as well
as the melee fighters with the Earth and Rune Bells.  Vikings should be doing
well with Hammers, Dragoons with the jumping (although if they're decked out
in Diamond armor, they may want to be there to take hits so lesser protected
characters may live longer).

Supposedly, Odin has a Gungir Spear, which can be stolen with a Thief.  I
don't know, I tried and am pretty sure I just got a Heavy Lance.  The Gungir
is one of the strongest weapons in the game of any kind, although it's heavy
like a hammer (unlike the more ironically named Heavy Lance I think I
recieved).  It should be a formidable advantage for the Dragoon in the battle
among the FFIII heavy fighters.  If you must risk losing multiple turns, I
strongly recommed waiting to get Odin until you've finished the Undersea Cave
(the next section).

After the battle, watch the show, leave and re-emerge from the water and
fly significantly south and a good amount west to a suspicious triangular
island briefly mentioned when discussing the Amur continent (it's east of
the continent, roughly equal with Goldor's Mansion).  Submerge along the
island's eastern tip and sail into the cave.



XXXVI. (side) UNDERSEA CAVE

Enemies:
Aegil (Yellowish palette-swap of Agaria)
Dosmea (Grey palette-swap of Griffin)
Kelpie (Aqua sea lion)
Olog-Halai (Hybrid between a lobster and octopus)
Killer Snail (Greener palette-swap of Hermit)
Sea Witch (Bluer palette-swap of Mermaid)
Peryton* (Redder palette-swap of Wyvern)
Zombie Dragon* (Big, long stream of bones)
Eater* (Red Palette-swap of Valar)
Death Claw* (Green, lanky thing, has like six arms)

NOTE: This is likely, pound-for-pound, the best experience in the game,
so if you must build up some levels, go nuts now.  Eaters will split if
touched with most weapons, and they have about 3000 HP each, so be weary
of them.

New items found in the Undersea Cave
 ---------------------------------------------------------------------
| Chakram       | 50, Ranged                         | TH, HU | (1)   |
| Double T-Hawk | 73                                 | VI, WR | 20000 |
| Tiger Fangs   | 82                                 | MK     | 12500 |
| Ancient Sword | 80, Sometimes hits to paralyze     | KN, WR | 16500 |
| Air Knife     | 89, Air Elemental, casts Aero      | TH     | (5000)|
| Trident Spear | 108, Air Elemental                 | DR     |(16000)|
| Triton Hammer | 110, Air and thunder elemental     | VI     | 20000 |
 ---------------------------------------------------------------------

Class lecture for the Undersea Cave:
The Viking's Hammers can bop like crazy these sea-oriented creatures.


                                            _
                                          _|a|______
                                         |          \
                                         |_____      |
                                               |_    |
                                     ____________|   |
                   ____________     /  __________    |
                  /      ___   \___/  /          |___|
                  \   __|   \        /
                   |b|       |______|



                           _________
         A - Chakram      /    __   \
        _____            /    /  |  _|
       | A   |    _    _|    /  /  |
       |_    |   |b|__/     /  /    \
         |    \_/    ______/  |___ C |    C - Tiger Fangs
         |__        /             \_/
            |      |________       __
            |        ______ \__   |  |
            |       /      |__ \__|  |
            |      /          |__   /
           / _____/              | |
          / /                    |c|
         / /
        |  \______
        |__   B  _|     B - Double Tomohawk
           |____|
                                                  _
                                   __           _|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 Ring
G - Diamond Helmet     M - Elixir
H - Book of Knowledge  N - Diamond Gloves
I - Air Knife          O - Phoenix Down
P - Trident Spear - guarded by Pteryon
Q - Aegis Shield - guarded by Zombie Dragon
R - Reflect Armor - 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.



XXXVII. ANCIENT RUINS

Enemies:
Pyralis (Green and purple palette-swap of Vulcan)
Zombie Dragon (Long, spirally skeletal dragon-thing)
Azrael (Funny-looking three-pronged purple puffy thing)
Eater (Reddish palette-swap of Valar)
Balfrey (Green man-reptile, has a tail and funny claws)
Haniel (Green palette-swap of Azrael),
Sirenos* (Yellow beast-warrior holding swoard)
Cronos* (Green palete-swap of Sirenos)
Garb* (Strange yellow creature, has long noodle-like wiskers)

NOTE: The splitters are back, new ones have star beside their names.
They shouldn't be too much trouble

New items found here:
 ----------------------------------------------------------------
| White Robe  | 31, Spirit +5       | WM, RM, SC, BA, EV | 27000 |
| Black Robe  | 31, Intelligence +5 | BM, RM, GE, EV     | 27000 |
| Elven Claws | 89                  | MK                 | 14000 |
 ----------------------------------------------------------------
I recommend getting one of each - they're likely to be with you for a
long time, perhaps until the end of the game.



    _
  _|a|_
 |     |  1 - Examine this for a scene.  Path only clears if XXIV has been
 |     |      completed.
 |     |                  ________
 |_    |_                |        |
   |_    |_______________|        |
     |_______________________   __|     ______________
                             | |       |            A |  A - Reflect Mail
                             |1|       |    __________|
                             | |       |   |
                             | |       |   |_______
       ___c___________b______| |       |           |
      |                        |       |_______   _|
      |________________________|               |b|


 __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, Carrot)
      |      |
  ____|   _  |     a' - Armor store
 |       | | |         (see also: Diamond Shield, Helmet, Armor,
 |_   ___| |d|          Ring, Gloves)
   |c|
            _                ________________
          _|d|_             |   __________   |
         |    _|            |  |          |  |
         |   |              |  |          |  |
         |   |              |  |          |ii|
         |   |              |  |
         |   |              |  |
         |   |    __g_______|  |_______h__
         |   |   |                        |
         |   |   |__________    __________|
         |   |              |  |
         |   |______________|  |
         |__________________   |
   _____                    |  |_______f__    _____
  |  B  |   B - Black Belt  |   __________|  |  C  |  C - Chakra Hood
 _|     |_      Outfit      |  |            _|     |_
|         |                 |  |           |         |
|_       _|       __e_______|  |____       |_       _|
  |_   _|        |                  |        |_   _|
    | |          |__________________|          | |
    |e|                                        |f|

 ______________             ____________
|            D |           | E          | E - Elven 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 airship, 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, Break2, Drain, Curaja, Esuna, Reflect |
 --------------------------------------------------------

w - Weapon store
 -------------------------------------------------------------
| Sleep Arrow   | 20, At times causes sleep  | HU     | 200   |
| Poison Arrow  | 20, At times causes poison | HU     | 200   |
| (also: Medusa Arrow)                                        |
| Magic Arrow   | 27, Intellect, Spirit +2   | HU     | 250   |
| Dark Knife    | 93                         | TH     | 30000 |
| Rune Axe      | 110, Intellect, Spirit +2  | WR, VI | 35000 |
| Dragon Spear  | 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, Helmet, Armor, Gloves, Ring; |
| White, Black and Earth 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   |
| Otterhead    | Lets party warp to the outside | 2000 |
| Carrot       | 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 Salonian 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.



XXXVIII. (side) FARGABAAD TOWN AND CAVE

TTTTTTTTTTTSSSSSSSTTTTTTTTTTTTTTTTSSSSSSSSSWWWSSSTTTT
TTTTTTTTTTTTSScSSSS      SSSSSSSSSSWWWSSSSSSSSSSSTTTT
TTTTTTTTTT  SS SSSS      SSSSSSSSSSWWWSSSSSSSSSSSTTTT
TTTTTTTTTT               SSSSSSSSSSWWWSSSSSSSSSSSTTTT
TTTTTTTTTT               SSSSSSSSSSWWWSSSSSSSSSSSTTTT
TTTTTTTTTT      _____     TTTTSSTTSWWWSSSSSSSSSSSTTTT
TTTTTTTTTT     |     |    TT       fWWTTTTTSSSTTTTTTT
TTTTTTTTTT     |     |        TTTTTWWWTTTTTTTTTTTTTTT
TTTTTTTTTTSSS  |_____|    TTTTTTTTTWWWTTTTTTTTTTTTTTT
SSSTTTTTTTSSS                      WW        TTTTTTTT
SSSSSSSTTTSSS                      WW        TTTTTTTT
SSSSSSTTTTSSS        ____    ____  WW        TTTTTTTT
SSSSTT _____        |    |  |    | WWWW    ____TTTTTT
  TTTT|     |       |    |  |    |   WW   |    |TTTTT
  TTTT|     |       |___a|  |___w|   bb   |    |TTTTT
  TTTT|__m__|                        WW   |____|TTTTT
  TTTT                   _____     WWWWW     TTTTTTTT
TTTT                    |     |   WWW  WW     TTTTTTT
TTTTSSSSS               |     | WWWW    WWW    TTTTTT
TTSSSSSSSSSSS    _____  |__r__| WWW        WWW   TTTT
TTSSSSSSSSSSSS  |     |        WW           WW  TTTTT
TTSSSSSSSSSSSS  |     |   WWWWWWWWWWWWWWWWWWWWWWWWWWW
TTSSSSSSSSSSSS  |__i__|  TWWWWWWWWWWWWWWWWWWWWWWWWWWW
TTSSSSSSSSSSSS   	      TTWWWWWWWWWWWWWWs   SSS
TTTTSSSSSS TTTT         TTTTWWWWWWWWWWWWb   SSS    WW
TTTTTTTTTTTTTTT         TTTTWWWWWWWWWWWWd         hWW
TTTTTTTTTTTTTTT         TTTTWWWWWWWWWWWWWWWWWWlWWWWWW
TTTTTTTTTTTTTTT          TTTWWWWWWWWWWWWWWWWWWWWWWWWW

T - Trees
S - Stone sturctures
W - Water

d - Demon Armor
s - Demon Shield
h - HiPotion
b - Blessed Hammer

Get these three items on the island in the southeast part of the town
by first through the trees in the northern parts of town as if going
to do f, then remaining in the water and travel south to the island.

f - Enter the falls here to find some stairs leading to a small
room.  Talk to the man to fight a Shinobi (fight it like a regular
encounter), and recieve a Kiku Sword for winning.  It is in this room
you can also enter the water and walk southbound along the path to collect
the treasures in the grass in the southeastern part of the town.

m - Magic store
 ------------------------------------------------------
| See also: Fira, Blizzara, Thundara, Cura, Exit, Wash |
 ------------------------------------------------------

w - Weapon store
 -----------------------------------------------------------------
| Ashura Sword   | 100, Darkness elemental       | DK     | 16000 |
| Yoichi Bow     | 70, Ranged                    | HU     | 42000 |
| Yoichi Arrow   | 40, Ranged, one use           | HU     |   500 |
| Demon Axe      | 116, Strength and Vitality +2 | WR, VI | 40000 |
| Blessed Hammer | 120, Vitality +3              | VI     |(21500)|
 -----------------------------------------------------------------
I don't particularly recommend buying anything here, either

a - Armor store
 --------------------------------------------
| Demon Armor  | 38 | DK, DR, WR, VI | 25000 |
| Demon Shield | 12 | DK, DR, WR, VI | 12500 |
 --------------------------------------------
You get one each of these free in the town.

i - Inn (640 Gil) and Item store
 ----------------------------------------------------------
| HiPotion     | Cures a healthy dose of HP          | 600 |
| Carrot       | Calls fourth a Fat Chocobo          | 150 |
| Midget Bread | Gives party one cast of Sight magic | 200 |
 ----------------------------------------------------------

c - Cave of Fargabaad.  Enter here to further hone your skills and to
get more stuff.

Enemies:
Sirenos (Yellow beast-warrior holding sword)
Garb (Off yellow creature with long, noodle-like wiskers)
Cronos (Green palette-swap of Sirenos)
Vassago (Buff, green gargoyle-like thing)
Death Claw (Green wirey fella with about sox claw-like arms)
Haniel (Green palette-swap of Azrael)
Balfrey (Green man-reptile, has a tail and funny claws)

NOTE: Okay, here, in greater detail, is the lecture about dividing
monsters.  Enemies, if hit with any other weapon besides a Dark Sword
will split into two if they have HP left, the ability to move and
room on the screen.  So if dead, asleep or paralyzed, there will be no
splitting from them.  Their division will have the same amount of HP
as their original body.  Magic attacks cause no splitting, neither do
attacks from Dark Swords.  In fact, these enemies seem pretty susceptable
to Dark Sword attacks, so even if they did split upon contact, they'd
usually not survive.  So that Dark Knight class that's been sitting there
at the class screen this whole time turns from probably not used to almost
pretty essential at this point.

It should be noted these enemies yield little in the way of experience,
but much in the way of gold, so there's a definate upside to letting them
split like crazy.  It's probably not worth the heaps of time and trouble,
though.
                                        ________
                                       /        \_______
                                       \______C_:_____  |
                                                      | |
                                           _          | |
                                __________/B\_ _______| |
              _                |  ____________:_________|
          ___|c|___            | |________
         |         \_______    |______    |
A -      |  A      :_____  |          |   |
Blessed   \        /     | |__________|   |
Hammer     \______/      |__:_____________|
B -
Demon Armor

After you're done here, leave and re-enter the airship, travel northwest
to the Amur continent's northern areas.  There you should see some
mountains with a series of suspicious holes in them.  Fly in the opening
on the southwest side of the mountains.

 -----------------------------------------
|WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWWWMMMMMMMMMMMMMMMMMMM WWWWWWWW|
|WWWWWWWWWWMMMMMMMMMMMMMMMMMMMMMMMMWWWWWWW|
|WWWWWWWWWMMMMMMMMMMMMMMMMMMMMMMMMMWWWWWWW|
|WWWWWWWWMMMMMMM  MMM MM   MMMMMMMMMMWWWWW|
|WWWWWWW MM         d       MMl  MMMMMWWWW|
|WWWWWW MMM  MMMMMMMMMMMMMMMMMM  MMMMMMWWW|
|WWWWWW MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMWW|
|WWWWWWMMMMMMMMM  MM MMMMM MMMMMMMMMMMMMWW|
|WWWWWWMMMMM MMMM MM dMMMM  MMM uMMM MMMWW|
|WWWWWWMMMMM MMMMMMMMMMMMMMMMMM  MMl MMMWW|  1 - Enter path here
|WWWWMMMMMMMMMMMMMMMMMMMMMMMMMM  MMM MMMWW|  2 - Cave of Darkness
|   MMMMMMMMMMMMMMMMM    MMMMMMM  MMMMMMMW|  r - Jump right from here
|   MMMMMMMMMMMMMMMMM  dMMMMMMMM  MMMMMMMW|  l - Jump left from here
| MMMMMMMMM MMM MM MMMMMMMMMMMMMMMMMu MMMM|  d - Jump down from here
| MMM      rMMMrMMdMMMMMMM2 MMMMMMMMM  MMM|  u - Jump up from here
| MMM       MMMMMMMMMMM      MMMMMMMMMMMMM|
| MMM MMMMMMMMMMM  MMMMM     MMMMMMMMMMMMM|
| MMM MMMMM  MMMM   MMMMMM  MMMMMM  MMuMMM|
| MMM MMMMM  MMMM d MMMMMMMMMMMMM  MMM MMM|
|  MM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM|
|    1MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM|
|      MMMMMMM    MMMM  MMMMM MMM rMM uMMM|
|        MMMMMd   MMMM  MMMM rMM   MM MMMM|
|         MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM|
|         MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMWW|
|          MMM rMM    dMMM  u MMMMMMMMWWWW|
|          MMM  MMM    MMMM  MMM MMMMMWWWW|
|          MMMMMMMMMMMMMMMMMMMMMWWMMMMWWWW|
|          MMMMMMMMMMM     u MMMWWMMMWWWWW|
 -----------------------------------------

Typical air enemies are sure to interrupt your voyage as you progress,
but they should be of minimal concern at this point.  This part of the
game involves meandering your way around the mountains, jumping at various
points.  When you finally fully make your way around the sturcture of
mountians, enter the cave before you.



XXXIX. CAVE OF DARKNESS

Enemies:
Vassago (Buff, green gargoyle-like thing)
Sirenos (Yellow beast-warrior holding a sword)
Cronos (Green palette-swap of Sirenos)
Haniel (Green palette-swap of Azrael)
Garb (Off yellow enemy, has long noodle-like wiskers)
Death Claw (Wirey green fella, has about six claw-like arms)
Balfrey (Green man-reptile, has a tail and funny claws)
Hellhorse (Greenish six-legged horse)

NOTE: The explanation about splitting enemies is worth re-reading at this
point as all the enemies, except the Hellhorse, here do this upon
non-death contact.

New items found in the Cave of Darkness
 ----------------------------------------------------------
| Kotetsu Sword | -                            | DK | (1)  |
| Kiku Sword    | -                            | DK | (1)  |
| Genji Gloves  | -                            | DK | (1)  |
| Genji Helmet  | -                            | DK | (1)  |
| Genji Shield  | -                            | DK | (1)  |
| Genji Armor   | -                            | DK | (1)  |
| Lilith Kiss   | One free cast of Drain spell |All |(1500)|
 ----------------------------------------------------------

Class lecture for the Cave of Darkness
There are two classes I highly recommend taking along for this dungeon:
a Dark Knight and White Wizard, although neither is particularly essential.
Magic attacks keep the enemies from splitting, but it's still not terribly
strong. The dungeon is not difficult enough to make wither class vital to
survival.


                         _______
         _              |   A   |  A - Dark Scent
 _______|a|_______      |       |
|                 |_____|       |
|                  _____________|
|_______   _______|
        | |_                               B - Diamond Glove
        |   |
        |   |                _________     1 - Speak to this guy
        |   |_______________/B _     1|        for a Kotetsu Sword
        |             ________/ |_   _|
        |____________|            |b|


       ________________________
      |  C  :__________:____   |   C - Lilith Kiss
       \   /                \  |   D - Paralyzer
        |.|                  | |
         \ \         _       | |
  ______  \ \       /D\______| |
 |  __  |  \ \     |   ______: |
 | |  \ \   \ \     \_/      | |
 |c|   \ \   \ \        _    | |
       _| |___| |_    _|b|___| |
      |___________|  |_________|

                         _
 ________               |c|
|   :_:  |             /   \
|   |  |d|            /     \
|   |                |       |
|   |                |_      |
|   |                  |     |
|   |                  |     |
|   |______________    |     |
|                  \___|     |
|___________________________/


        _                  _____________
       |d|________________/  __   __   _|
       |        :_______:_  |  |_|  | |
       |       /          |.|       |_|
       |      /           | |
       |      |_______     \ \
        \     :_____  |     \ \_____
         \   /      | |      \_____ \
          |.|       | |            \ \
          | |_______| |     _____   \ \
          |___________|    /   E \__|.|  E - Genji Gloves
                          |       ____|
                           \   __|
                            |e|
                            |-|
                           _|e|_
      ________________    /     \
     /         :____  |   \   __/
     \_____   /     | |____|.|
           |./      |________|
           | |_______
           |_______  |
                   | |
                   | |
                   | |       ______
  ____________      \ \_____/      \
  \   ______  |      \_____:____   _|
   |:|      \:|_________        |.|
   | |       \_________ \       | |
  _|:|______           \ \______|.|
 /       _  |           \____:     \
 \______| | |                \      |
          |f|                 \____/
          |-|
          |f|                ____
        _/   \______________/    \
       |_     _:___________:      |
         |   :____  |       \    /
         |   |    | |        |  |
          \  |    | |        |  |
           |:|____| |       /   |
           |________|      |    |
                           |    |
       _____               |    |
      /  F  \_____________/      \   F - Kiku Sword
     |__   __:___________:       /
        |g|               \_____/
        |-|
        |g|                ____
      _/G  \______________/    \     G - Genji Shield
     |_     _:___________:      |
       |   :____  |       \    /
       |   |    | |        |  |
        \  |    | |        |  |
         |:|____| |       /   |
         |________|      |    |
                         |    |      H - Genji Helmet
    _____                |    |
   /     \______________/      \
  |__   __:____________:       /            _
     |h|                \_____/          __|i|_
   _/   \_______________________________/     H\
  |_        ____________________________        \
    \______/                            |       _|
                  _____                  \_____/
                 /     \
                /   2   \            2 - Examine for a scene and BOSS13
                 \_   _/
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |
                   | |               I - Genji Armor
                  _| |_                 ___
                 |     |               / I \_
                /       \_____________|     /
               |___   ___:____________     /
                   |j|                \___/



BOSS13 - Hekaton
HP: 30000
Weakness: None
Gil: 8000
EXP: 3000

He can hit twice per round, as is per usual with bosses, but no harder than
the other enemies in this cave.  As his HP winds down, he'll start casting
Quake for fairly unimpressive damage across the party (100-800 damage or so).
Have your guys do what they do best and you'll be victorious in this easier
than most boss fight/s.  That's pretty much all you need to know.

After defeating Hekaton, 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
(Death Needle, Ion, Minotuar, Saber Tooth Tiger) possibly 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.

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 Darkness 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.



XL. (side) Lake Dol

Enemies:
Planktae (Reddish palette-swap of Olog-Halai)
Sea Lion (Greyish palette-swap of Sea Lion)
Ourubourus (Reddish enemy, snake body, more human head)
Remora (Bluish-purple palette-swap of Charybdis)

NOTE: Once again, it seems as though enemies are hitting harder than
the grow curve would indicate, especially the Planktae would can also
glare you to sleep.  Just have plenty of healing potions and curative
magic and you'll be beyond good to go.  These enemies, like those in
other side/underwater araes, are disproportioantely weak against
lightning and give great EXP.  Also, once you beat the boss here and
leave, this place is gone for good.

New Stuff found in Lake Dol:
 -----------------------------------------------------------------
| White Scent    | One free use of Holy spell     | All | (2500)  |
| North Wind     | One free use of Blizzaga spell | All | (750)   |
| Dark Scent     | One free use of Death spell    | All | (2500)  |
| God's Rage     | One free use of Thundaga spell | All | (750)   |
| Platium Hammer | 115, lightning elemental       | VK  | (18500) |
 -----------------------------------------------------------------

Class lecture for Lake Dol:
A good Viking can bop his way with hammers to great esteem here.  Also,
Summoners should have plenty of Lv. 3 casts to blaze right through this
place.

                       _______
      _               /E F G H\   E, F, G - HiPotion
     |a|             |  ___   _|  H       - Elixir
     | |             | |   | |
     | |_____________| |   |b|
     |                 |
     |______         _/
            \____   |______
                 |         \      A - Phoenix Down
                 |          \     B - God's Rage
                 |_A_B___  C |    C - Earth Drum
                         \D__|    D - North Wind

                     _____   I - White Scent
                    / L M_|  J - Aegis Shield
                   | K _/    K - Lamia Scale
                   |J /      L - God's Wine
                __/  |       M - Turtle Shell
      _________/      \
     /     ____        |
    |   __|    |       |
    |  |       |_I___  |___
    |  |             |___  |
    |  |                 | |
    |  |      _          | |
    |  |_____|b|         | |
    |          |         |c|
    |__________|

                         ______________
                        |O       N M L \  L - Black Hole
                        |___________    | M - Platium Hammer
                                    |   | N - Reflect Armor
               ____         ________|   | O - Dark Scent
              /    \_______/            |
             |  __                ______|
             | |  \            __|
             |d|   |      _   |
                  /      / \   \
                 /    __/   \   \_    _
                /    /       \    \__|c|
               | P  |         \________|
               |__Q_|
                                                 _
                          ______________________|d|
                         /  ______________________|
                        |  /
                        | |
                        | |
                        | |
                        | |
                        | |
                        | |
                        | |
                        | |_                 |1|  1 - Examine to trigger
                        |_  |____           _| |_     BOSS14
                          |____  |_________|     \
                               |__________________|


BOSS14 - Leviathan
HP - 32000
Weakness - Lightning
Gil - 17100
EXP - 5000

He gets two turns per round like most bosses, early ones will be spent
using physical attacks or casting Protect.  You may want to Erase that
protection he's got, I dunno.  I didn't.  Also, when his HP is beginning
to petter down, expect to get an awful lot of water thrown at the whole
party for moderately serious damage.

If you plan on getting all the items, be sure to do so before exiting
Lake Dol after Leviathan has been beaten, because once you leave after
he's beaten, it's gone.

Next fly east and then a little south to the Southeastern portion of the
continent.  Jump into Bahamut's Cave from the east and enter.



XLI. (side) CAVE OF BAHAMUT

Enemies:
Pterosaur (Orange-ish palette swap of Pteragon)
Great Boros (Light orange/blue palette swap of Ouroboro)
Saber Tooth Tiger (Big yellow tiger)
Grenade (Grey palette-swap of Bomb)
Lamia Queen (Palette-swap of Lamia)

NOTE: Great Boros hit to petrify and Lamia Queens will often attempt to
confuse you.

New stuff found in Bahamut's Cave
 ----------------------------------------------------------
| Choco Rage | One free cast of Flare spell | All | (2500) |
 ----------------------------------------------------------

Class lecture for Bahamut's Cave:
Well, reflective powers won't hurt, probably.  From this point on,
I pretty much recommend having a Knight/Ninja/Devout/Summoner party.


             _
       _____|a|_____  C - Phoenix Down
       \____   ____/  D - North Wind
            | |
 _          | |
|A\         | |         /\
|  |_______/   \_______/ C|
|B ________     ________  |
|_/        \   /        |D|
            | |          \|
            | |
            | |
          __| |___
         /_       \
           \   __/
            |b|
                                             _
  E - Golem Staff      _____________________|b|
  F - White Scent     /E   _______________    |
  G - Lilith Kiss    /   _|               |   |
  H - Choco Rage    |  _|  _____________   \  |
  I - Turtle Shell  | |   /F   ______ G |   \_|
                    | |   \   /      \  |
                    | |    | |        | |
                    | |    | |        | |
                    | |    | |        | |  H - Choco Rage
                    | |    | |        | |  __
                    | |__  | |       _| |_/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
HP: 34000
Weakness: Wind
Gil: 16500
EXP: 5000

There are two pretty easy ways of going about winning this fight.  One
is to refrain from doing too much damage until all party members have
had Reflect cast on them.  Another is to have an Evoker or Sage on the
team and evoke Odin and have his white effect is cast upon your party,
thereby giving your guys that same magic-bouncing effect.

I honestly don't know if this truly works as I stepped onto the scene-
triggering square before altering my party accordingly, but this is the
traditional way of defeating this beast.  When Bahamut's HP is low enough
here, he'll attack your party for significant non-elemental damage
(1000-1500 or so) which I hear is Reflectable.  You have nothing to worry
about for a couple rounds as his physical attack is quite unimpressive, so
go at him with what you've got.

After winning the battle, you'll have to walk through the cave again
back to the airship as casting exit will only take you to the place
BOSS15 took place.



XLII. DORGA'S CAVE

From wherever you may be, fly back to the Salonian continent and to
the Ancient Ruins where that other airship is landed.  Fly into the
path carved in the mountains, fending off the various airborne
nuiscances as and if they come, land near and walk into the house.  Take a
step ot two in and watch the show.  Step on the circle.

Enemies:
Peryton (Reddish palette-swap of Pteragon)
Cyclops (Darker palette-swap of Kyklopes)
Nemesis (Reddish palette-swap of Mandrake)
Ogre (Yellow palette-swap of Boss Troll)
Humbaba (Yellow palette-swap of Catoplebas)

Humbabas and Perytons are weak against air and Nemesis against fire.

New items found in Dorga's Cave:
 ------------------------------------------
| Final Dagger | 110        | TH, NI | (1) |
| Rising Sun   | 70, Ranged | TH, NI | (1) |
 ------------------------------------------

Class lecture for Dorga's Cave:
Please have a dedicated healer ready for the ends parts of the cave.

                                       ___________
                                      / _________ \
                                     / /         \ \
                                    / /           \ \
                                   / /             \ \
                                  / /               \ \
                                 / /                 | |
                                | |                 /   \
                                | |                /     \
                                | |               |   a   |
                                | |               |_______|
                                | |
                                | |
                                 \ \
                                  \ \
                                   \ \
                                    \ \
                                     \ \
                                      \ \  __
                                       \ \/  \
                                        \_    |
                                          |  /
                                          |b|
                                     _    |-|
                                 ___/ \___|b|
                                /      A    |   A, B - 10,000 Gil
                               / ___________|
                              / /
                             / /
                            / /
                           / /
                          / /
                         | |
                         | |
                         | |
                         | |
                         | |
                         | |              __________
                         | |              \ B   __  |
     C - Rising Sun       \ \              \   |  |c|
     D - Final Dagger      \ \              | /
     E - White Scent        \ \            / /
              _______        \ \          / /
             |     E \        \ \________/ /
            / CD      \        \__________/  _________
            \___   ___/                     |       F \   F - Choco Rage
                |d|            _            |  ___     |
                |-|        ___|c|_____      | |   |    |
                |d|       /           |     |f|   |    |
               /   \     |           /      |-|   \    |
              |     |   _|    ___   |       |f|    |   |
              |     |__/     |   |  |__    /  |    |   |
              |              |    \    \__|   |    \   |
              |____        _/     |           |     |  |
Door e leads       \     _/        \___      /      |  |
to an empty room    |  _/              |____/       |  |
               _    | /                             \  |
              |e|__/  \_                             |g|
             /          \                      __    |-|
            |         _  \                 ___/  \___|g|
            |________/ \__|               /       G    |
                                         / ____________|
                                        / /
                                       / /
                                      / /
                                    _/ /
                                   |  /                   _
                                   | |                ___|h|_
                                   | |               |       |
                                   | |                \      |
                                   | |                 \     |
                                   | |                  \_   |
                                    \ \                   / /
                                     \ \                 / /
                                      \ \               / /
                                       \ \_____________/ /
                                        \_______________/

Door h leads into a pretty small, straightfoward room.  Walk the path
to reach BOSS16 and then BOSS17.

BOSS16: Dorga
HP: 22800
Weakness: Nothing
Gil: 12000
EXP: 3400

Early in the battle, Dorga will hit you with moderately impressive physical
attacks and -aga elemental magic divided across the party or concentrated to
a single member.  The physical attack is strong enough such that if it and the
spell hits the same character, they'll be done for.  After much of his HP has
been knocked off, he'll cast Flare on a character along with physically attack
(he has two turns per round).  Flare will knock out whoever it hits two times
over.  I tend not to worry much about keeping my guys alive as when he is
Flaring them up since at this point he's only a single very powerful attack
away from falling anyway, but I do worry about KOs before that.


BOSS17: Unne
HP: 21800
Weakness: Nothing
Gil: 12600
EXP: 4000

The next battle begins immidately without chance to recover and with all status
effects removed.  Unne has a wide array of White magic at her disposal: Haste,
Protect, Aera, Tornado (reduces target's HP to single-digits if effective)...
Probably Holy as well when she reaches single digits (I don't know for sure
since I finished her off without seeing this, but past patterns imply this).
Again, use essentially the same strategies as the previous battle.  She's a
little, although not much, quicker than Dorga.

After the battles, watch the show and get out of here.  Before leaving,
though, make sure you collect what you want, because once you're done with
this place, you're done for good.

Now fly north quite a bit to the northwest continent (the one with Amur) and
complete the Statues of the Quest if you haven't already done so.  You must
leave your airship to pass through.  Also, perpare for the final battles.



XLIII. ANCIENT'S LABYRINTH

Enemies:
Iron Claw (Grey palette-swap of Death Claw)
Thantos (Palette-swap of Dullahan) \
Great Demon (Red Palette-swap of Demon)
Unne Clone (Palette-swap of Unne)
Bone Dragon (Palette-swap of Zombie Dragon)
King Behemoth (Pink palette-swap of Behemoth)

NOTE: Great Demons can summon Iron Claws.  King Behemoths can cast Meteor.

New items found in the Ancient's Labyrinth:

 -------------------------------------------------------------------------
| Crystal Shield | 20, Resists quite alot           | WR, RW, KN, | 50000 |
|                |                                  | DR, VI, DK  |       |
| Crystal Armor  | 55                               | WR, RW, KN, | 65000 |
|                |                                  | DR, VI, DK  |       |
| Crystal Gloves | 30, Strength, Vitality +4        | WR, RW, KN, | 50000 |
|                |                                  | DR, VI, DK  |       |
| Crystal Helmet | 31                               | WR, RW, KN, | 50000 |
|                |                                  | DR, VI, DK  |       |
| Break Sword    | 125, Partially petrifies         | KN, WR, DK  |(18500)|
|                |                                  | RW          |       |
| Double Haken   | 122, Strength +3                 | WR, VI      |  (1)  |
| Holy Spear     | 125, Holy elemental, casts Holy  | DR          |  (1)  |
| Hell Claw      | 121, Vitality +5, hits to poison | MK, MA      |(20000)|
 -------------------------------------------------------------------------

                  _____     _____     _____
                 |     |   |bbbbb|   |  A  |     A - Elixir
              ___|     |___|     |___|     |___
             |_        _______________        _|
               |      |               |      |
               |  ____|               |____  |
               | |         _______         | |
               | |      __|       |__      | |
               | |     |             |     | |
               | |     |             |     | |
               | |     |             |     | |
               | |     |___       ___|     | |
               | |        _|     |_        | |
               | |      _|         |_      | |
               | |     |             |     | |
               | |     |             |     | |
               | |     |             |     | |
               | |_____|_____|1|_____|_____| |   1 - Stepping through this
               |                             |       door and into this room
               |_____________   _____________|       initiates BOSS18
                             |a|

BOSS18 - Titan
HP - 27000
Gil - 13500
EXP - 6900

                                             G - Crystal Helmet
   E - White Scent        F - Crystal Gloves         H - Double Axe
 _________________      _________   ___________     ___________
|  E   __         |    |  F      c.c         G |   | H         d
|     |  |____    |    |     ____| |     ______|   |______     |
|     |       |   |    |    |      |    |                 |    |
|     |       |   |    |    |      |    |                 |    |
|     |       |   |____|    |      |    |                 |    |
|     |       |_____________|      |    |                 |    |
|     |                            |    |_________________|    |
|     |                            |                           |
|     |_________________           |___________     ___________|
|                       |                      |   |
|       ________        |_______               |   |
|__D___|        |__________     |              |   |
                           |    |  I - Break   |   | K - Choco
 B - Crystal Shield        |    |  Sword    ___|   |___  Rage
 C - Lilith Kiss           |    |          | I       K |
 D - Crystal Armor         |    |          |___     ___|
      _____________________|    |              | J |
     |B C                       |              |___|
     |__________       _________|
                |     |                          J - Phoenix Down
                |bbbbb|

_______     ______________
_d     |   |              |       ___
  |    |   |     ____     |    __|eee|_
  |    |   |    |    |    |   | M      |  M - Protect Ring
  |    |   |    |    |    |   |___     |
  |    |   |    |    |    |       |    |
  |    |   |    |    |    |       |    |
  |    |   |    |    |    |       |    |
  |    |   |    |    |    |___    |    |
  |    |   |    |    |      L |   |    |  L - Phoenix Down
  |    |   |    |    |___     |   |    |
  |    |   |    |        |    |   |    |
  |    |   |    |        |    |   |    |
  |    |   |    |        |    |   |    |
  |    |   |    |        |    |   |    |
  |    |   |    |        |    |   |    |
  |    |   |    |        |    |   |    |
  |    |   |    |        |    |   |    |
  |    |___|    |        |    |___|    |
  |_____________|        |_____________|

                        _____
                       |ggggg|  Door g leads outside
                       |  _  |
                       | | | |
             __________| | | |__________
            |    ______  |_|  ______    |
            |  _|      |_   _|      |_  |
            | |          |O|          | |
            | |           _           | |
            | |_        _|N|_        _| |
            |   |______|  _  |______|   |
            |__________  | |  __________|
                       | | | |
                       | | | |
                       | | | |
      N - Holy Spear   | | | |   N - Hell Claw
                       | | | |
                       | | | |
                       | |_| |
                       |     |
                       |fffff|

After going outside, walk up one space and you'll immidiately
find youself in Sylx Tower.  Although you can chose to proceed through it,
it is (highly) recommended you first plow through Forbidden Land Eureka.
Walk straight into the door and walk straight foward when in that room.
Watch the show and step foward into Eureka.



XLIV. (side) FORBIDDEN LAND EUREKA

Enemies:
Slepnir (Grey palette-swap of Hell Horse)
Abai (Grey palette-swap of Vassago)
Haokah (Blue palette-swap of Balfrey)
Oceanos (Big green reptile)
Acheron (Largely grey palette-swap of Hekaton)

NOTE: Slepnirs have a wide variety of attacks at their disposal: they've
a very strong physical and the ability to inflict Toad, Blind and Poison
state.  Haokahs like to do a Thunder-based attack that nails your whole
party.  Oceanos and Acheron can cast Quake.

New stuff found in Forbidden Land Eureka:
 ---------------------------------------------------------------------
| Ninja Robe   | 47, Agility and Vitality +3       | All        | (1) |
| Ribbon       | 21, Protects agains most effects  | All        | (1) |
| Ultimate Rod | 93, Partially petrifies, INT +10  | BW, EV, MG | (1) |
|                                                  | SU, SG     |     |
| Full Moon    | 110, Ranged                       | TH, NJ     | (1) |
| Masamune     | 132, AGL +10                      | DK, NJ     | (1) |
| Excalibur    | 137, All Stats +5                 | KN, RW     | (1) |
| Eldest Staff | 85, Spirit +6, casts Cura as item | WW, DV, SG | (1) |
| Ragnarok     | 140, All Stats +5                 | KN, DK, WR | (1) |
 ---------------------------------------------------------------------

Class lecture for this place:
Geomancy is... awesome if harnessed by a skilled character.  Also, the
Ragnarok and Excalibur are the reasons you should totally have a Knight
on your team, and one reason I would have one in the team during some
of those parts in the game hs equipment seems a tad dated.

                               _____
                              /  a  \     a - To Sylx Tower
                             /       \
                            /         \
                           /  _______  \
                         _/ _/       \_ \_
                       _/ _/           \_ \_
                      / _/               \_ \
                     / /                   \ \
                     | |     __      __     | |
     C - Ninja Robe  | |____/ C\    /A \____| |   A - White Scent
     D - Choco Rage  |  ____  D |  | B  ____  |   B - Elixir
                     | |    \__/    \__/    | |
                      \ \                  / /
                       \ \                / /
                        \ \______________/ /
                         \______   _______/
                                | |
                                |b|
                                |-|
                              __|b|__
                             |       |
                             |       |
               _____________  \_   _/  _____________
  E - White   |        E    |   | |   |      G      |   F - White Scent
      Scent   |_           _|   | |   |_ F       H _|   G - Choco Rage
                \___   ___/   __| |__   \___   ___/     H - Phoenix Down
                    |c|    __/ _____ \__    |d|
                    |-|   / __/     \__ \   |-|
                    |c|__/ /           \ \__|d|
                    |  ___/             \___  |
                    | |          _          | |
                    | |         |F|_________| |
                     \ \        |_________   /
                      \ \                 / /
                       \ \_______________/ /
                        \____   ___   ____/
                             / /   \ \
                            / /     \ \
                           / /       \ \
                          / /         \ \
                         | |           | |
                         |e|           |f|
                         |-|           |-|
                         |e|           |f|
                         | |           | |
                         | |           | |
                         | |           | |
                         | |           | |
                         | |           | |
                         | |           | |
           I - Shuriken  |I|    __     | |
           J - Elixir          /J \__  | |
                               \__   \_| |_
                                  \__      \
                                     \_   _/
                                       | |
                                       | |
                          K - Shuriken | |
                             _          \ \
                         ___|K|_         | |
                     _  / _____ \        | |
       L - Phoenix  |L\/ /     \ \       | |
           Down     |  _/       \ \      | |    Examine M and trigger...
                    | |          \ \____/ /     BOSS19: Amon
                    |g|           \______/      HP: 35000
                    |-|                         Weakness: Varies
                    |g|                         Gil: 10000
                    | |__                       EXP: 6700
                    |    |_____                 Hyne on 'roids.  High
                    |_________ \____            attack defense made higher
                              \____ \_____      with Protect.  He can throw
                                   \____  \     -aga elemental magic at you
                                        \  |    and has a moot physical attack.
                   M - Phoenix           | |    His weakness also varies if
                       Down             /   \   that helps.  Nothing mind-
                                       |  M  |  numbingly difficult.
                               ________|     |
                              / ____________/   The Full Moon Boomerang is
                             / /                yours upon victory.  Ditto
                            / /                 your status, HP and MP (these
                           | |                  are restored after every BOSS
                           | |                  from now on), so there should
                            \ \                 be little stopping you from
                             \ \                going buck wild (with magic -
                              | |               save the Shurikens)
                              |h|
                              |-|
                              |h|
                              | |
                             /   \
                            |     |          Examine N and trigger...
                             \   /           BOSS20: Kunoichi
                              | |            HP: 29000
                   ___        | |            Weakness: None
                  /   \       | |      ___   Gil: 14500
    O - Ultimate |  O  |_____ | |     /   \  Exp: 7300
        Rod      |     _____ \| |____/  N  |
                  \___/     \  _______     | She's quite fast and gets three
                            / /       \___/  turns per round.  She also has
                           / /               Haste and Aera and hits to cause
                          / /                poison status.  I wouldn't worry
                         | |                 about any of these adversities
                         | |_                with a semi-decent party.
                          \  \
        P - Phoenix Down   \ P\_             You recieve the Masamune upon
                            \__ \            victory.
                               |i|
                                   _
                                  |j|______        Examine Q to trigger...
                    _____________/      __ \       BOSS21: General
                   /     ___________   /  \ \      HP: 34000
                  |     |           |_/    \ \     Weakness: None
                   \   /                    \ \    Gil: 15600
                    | |                      | |   EXP: 7500
                    | |                     /   \
                    | |         _          |  Q  | Once again, not a terribly
                    | |        |i|          \___/  difficult one.  He does
                    | |        | |                 have Drain which only
                    | |__      | |                 lengthens the battle and
                    |    \     | |                 Death which has a low
                    |     |    | |                 accuracy rating.  His
                     \__  |    | |                 attack power isn't
                        \ \    | |                 anything you haven't
                         \ \  _| |_                seen before.
                          \ \/     \
Examine R and trigger...   \        |              The Excalibur is recieved
BOSS22: Scylla              \______/               upon winning the battle.
HP: 35000
Weakness: None               ___________
Gil: 16200          ___     |     k     |     ___   Examine S and trigger...
EXP: 7700          /   \____|           |____/   \  BOSS23: Guardian
                  |  R   ____           ____   S  | HP: 34000
The most stand    |     |    \         /    |     | Weakness: None
out feature with   \___/      \__   __/      \___/  Gil: 16500
Scylla is her                    | |                EXP: 7900
ability to petrify upon          | |
attack.  Otherwise, she          | |                The Guardian likes to
barely differs from many of the  | |                use Reflect on himself
other bosses you've faced,       | |                but his other defenses
with -aga spells, fairly        _| |_               aren't impervious enough
moot physical attack and       |_   _|              to make this a serious
two turns per round.             |j|                issue incase you're
                                                    relying heavily no black
The Eldest Staff is won after                       magic.  He also has Quake.
this battle.
                                                    The Ragnarok is recieved
                                                    upon winning the battle.
                                              __________________
                                             / _______________  |
                              ______        / /               | |
                             |U    V\_22   / /                | |
1 - Revivification Spring   1|  m1 m2  \2_| |                 |  \
2 - HP/MP Recovery Spring    |          ____|                 | i'|
                             |T      W |                      |   |
                             |__     __|                       \__|
                                \   /
                                 | |
                                 | |
                                 | |
                                 | |
                                /   \
                               |  k  |
                                \____|

m1 - Magic store
 ----------------------------------------------------------------
| Flare     | Non-elemental damage to a single target    | 60000 |
| Death     | Attempts to instantly kill a single target | 60000 |
| Meteo     | Non-elemental damage to all targets        | 60000 |
| W Wind    | Attempts to reduce target/s to near death  | 60000 |
| Full Life | Nullifies KO with HP recovered             | 60000 |
| Holy      | Holy elemental damage to a single target   | 60000 |
 ----------------------------------------------------------------
I can't say as though I recommend much of any of the magic here, except
for Full Life, and even that's only essential for little more than one
battle (but _man_ is it handy there).  Buying two pressings of the
spell isn't such a bad idea either, and you may want to to be safe.

m2 - Magic store
 --------------------------------------
| (see also: Odin, Leviathan, Bahamut) |
 --------------------------------------

i - Item store
 ----------------------------------------------------------------------
| Shuriken    | 200, One use                         | NI | 65550      |
| (also: Crystal Shield, Crystal Armor, Crystal Gloves, Crystal Helmet)|
| Apollo Harp | 60, Reflect Song, Hit to cause Death | BA | 60000      |
 ----------------------------------------------------------------------
There's one more set of Crystal equipment to be had in another area, so
I'd hold off on that.  I recommend spending as much Gil as possible on
Shurikens.  You have sufficent summon magic, or should, and I don't
recommend any of the other magic except for Full Life (for Sages and
Devouts only).  Apollo Harp is pretty great, if you have a skilled Bard,
and even if not, but most of those who will throw Reflectable stuff at
you don't aren't challenging enough to need any serious party re-
alignments.

You're going to have to leave this place if you want to progress to the
next part of the game.  Using Exit will work.



XLV. SYLX TOWER

Enemies:
Bluk (Violet palette-swap of Garb)
Gormoee (Green palette-swap of Medusa)
Flame Devil (Palette-swap of Jin)
Platinal (Purple palette-swap of Goldor)
QumQum (Palette-swap of Magician)
Shinobi (Red palette-swap of Ninja)
Dungeon General (Palette-swap of General)
Grashara (Palette-swap of Guardian)
Thor (Yellow palette-swap of Balfrey)
Dorga Clone (Palette-swap of Dorga)
Red Dragon (Big red Dragon)
Green Dragon (Big green Dragon)
Yellow Dragon (Big yellow Dragon)

NOTE: QumQums can use a wide variety of high-level magic spells: Death,
Break2, and the -aga elemental spells.  Thors hit to paralyze.  The
Dragons promise a monumetal battle, a significant drain on time and
resources (they also hit to cause silence status).  They do, though,
drop Elixirs and probably Onion equipment as well.  Grasharas at times
hit to confuse.

Class lecture for the Sylx Tower:
I find the Knight/Ninja/Devout/Summoner team works well enough for me.



                       ___        ___
      F - Choco Rage  | F |      | E |          E - Lilith Kiss
                    __|   |      |   |__
                   /      |      |      \
  G - White Scent /_     /        \     _\
                    |   |   (to    |   |        B - Elven Bow
   ____ccc__   _____|   |  XXLIV)  |   |_____   _________
  /     1   | |          \        /          | |B        \
 /          | |           \ |bb| /           | |          \
|           | |    ___     \|  |/     ___    | |           |
|   _       | |   |   |              |   |   | |       _   |
|  | |      |_|   |   |              |   |   |_|      | |  |
|  |_|            | __|              |__ |            |_|  |
|_G__|____|  |____||                    ||____|  |____|__A_|
          |  |     |                    |     |  |
          |  |     |                    |     |  |  A, D - Choco Rage
     ___  |  |___  |_____          _____|  ___|  |  ___
    |   | |      |       \        /       |      | | D |
    |   | |  __  |        \      /        |  __  | |   |
    |   |_| |  | |         |    |         | |  | |_|   |
    |       |  | |         |    |         | |  |       |
     \      |  |H|         |    |         |C|  |      /
      \_____|              |    |              |_____/
                H - Ninja  |    |
                    Robe   |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 Armor
    |     |     |    |          |    |     |     |
     \   /      |    |    __    |    |      \   /
      | |      /__   |   |jj|   |   __\      | |
      | |         |   \__|  |__/   |         | |
      | |         |   __      __   |         | |
      | |        /   |  |    |  |   \        | |
      | |       |    |  |    |  |    |       | |
      | |       |____|  |    |  |____|       | |
      | |               |    |               | |
      | |               |    |               | |
     /   \______________|    |______________/   \
    |                                            |
    |     ___________            ___________     |
     \___/           |   |  |   |           \___/
                     |   |ii|   |
                     |   |__|   |
        _             \________/              _
       / |                                   | \
      /S | S - Crystal Shield                | V\  V - Crystal Helmet
     |   |                                   |   |
     |   |                                   |   |
     |   |  _                             _  |   |
     |   | | \___________|kk|____________/ | |   |
     |   |  \____                     ____/  |   |
     |   |       |                   |       |   |
     |   |       |                   |       |   |
     |   |       |                   |       |   |
     |   |       |                   |       |   |
     |    \______|                   |______/    |
     |       T                          U        |
     |                   |  |                    |
     |                   |jj|                    |
      \                  |__|                   /
       \_______________________________________/

             T - Crystal Gloves         U - Phoenix Down

NOTE: Stepping onto point 2 essentially takes you to a point of no return

                _____________________
               /         / \         \
              /         |   |         \
             |    _      \_/      _    |
             |   / \    _____    / \   |
             |  |   |  /     \  |   |  |
             |   \_/  |   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: Zande
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. DARK WORLD - CRYSTALS

Enemies:
Ninja Leader (Palette-swap of Kunoichi)
Kage (Purple palette-swap of Ninja)
Queen Scylla (Palette-swap of Scylla)
Thor (Palette-swap of Balfrey)
Garm (Three-headed wolf)
Jourgumand (Orange palette-swap of Oceanos)

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.

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.  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                                \  /        /\/  /   /    \
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                    \/
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                  \  /
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                \/
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).



XLVII. DARK WORLD - FINAL

Enemies:
Ninja Leader (Palette-swap of Kunoichi)
Kage (Palette-swap of Ninja)
Queen Scylla (Palette-swap of Scylla)
Thor (Yellow Palette-swap of Balfrey)
Garm (Big, mean three-headed wolf)
Jourgumand (Orange palette-swap of Oceanos)
Double Dragon (Palette-swap of Two-Headed Dragon)
Hydra (Light blue palette-swap of Echidna)

Class lecture for the Dark World - Final:
Here we quite possibly get to the part we revert back to the classic ultimate
party of Ninja/Ninja/Sage/Sage, but not likely.  If you have 10 Shurikens or
more, and you should, then going with two Ninjas is a pretty good idea.  But
watch their HP, it goes down especially fast.  The Devout I hope you've been
using is likely skilled enough to proficently serve you in the battle ahead.
If you've been employing the services of a Summoner to this point, something
I recommend, switch to a Sage or even another Devout if you have another White
Robe.  I highly recommend having two healers (you did buy some more curative
magic as was my suggestion earlier, I hope).  I advise making any class
changes at the beginning of this section so you can build up their skill
level to minimize crystal sickness.

Basically, what I'm trying to say is have two characters who can use curative
magic.

I advise moving everybody to the back row before entering portal a if using
this party setup.  You may also wish to be at level 60 before entering as
well as this is the level of the big cheese.


                                     /\
                                    /  \    /\
                                   / a  \__/  \   Passage a leads to a long
                                   \    ___   /   corridor.  Walk upward to
                                    \  /   | |    its end to see a show and
                                     \/    | |    to initiate BOSS29.
                  /\        /\_____________|  \
                 /  \______/   ___________    /
                 \   _______  /           \  /
                  | |       \/             \/
                  | |
                  | |    /\________
                 /  \___/   ____   \
                 \  _____  /    \   \
                  \/     \/      \  /
                                  | |
                                  | |
                         /\_______| |
                        /   ______  /
                        \  /      \/
                         | |
                         | |
                        /  \
                       /    \
                      /      \
                      \  **  /
                       \    /
                        \  /
                         \/
BOSS29: Final Boss
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
("Pain" perhaps?) 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 Wisdom) 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.



INITIAL CLASS

Freelancer (FRLNCR)

Strength  = .5  +4
Agility   = .5  +4
Vitality  = .5  +4
Intellect = .5  +4
Wisdom    = .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.



1ST CLASS CRYSTAL


Warrior (WRRR)

Strength:  .666666  +6
Agility:   .666666  +6
Vitality:  .6       +4
Intellect: .44      +3
Wisdom:    .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, helmets and
gloves.

Magic: None

Unique battle command: Advance - attack enemy with higher power at the
expense of some defense (it is my belief that damage is doubled via an
attack by Advance but damamge taken is also doubled).

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: Counter (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.


White Wizard (WHTWZRD)

Strength:  .5       +4
Agility:   .6       +4
Vitality:  .6       +4
Intellect: .44      +3
Spirit:    .666666  +5

Weapons: Staves, elemental Rods

Armor: Certain robes (Magician's Clothes, White Robe namely), certain helmets
(namely those helmets that can be worn by everyone, Leather, Feather and
Ribbon), and rings.

Magic: White magic Level 1-7

Unique battle command: Magic

This class has offensive problems for most of the game.  Let's not dance
around this fact.  Although elemental Staves and Rods can help change this,
those fall from style before terribly long as well.  Offsetting this lack
of offense is that this is one of four classes with a great amount of
usefulness outside of battle (another such class is very much like this one,
another one is completely different, and the other one is actually two
classes because their away from battle usefulness pales cmopared to the
other classes' usefulness they combine to make one useful out of battle
class) because they have curative magic.  Also bringing this class down
is the lack of equipment.  Trying bringing one of these guys down section
XXXIII with a skimpy Wizard Robe, and you have little choice at that point
if you want to use a White Wizard, and we'll see how many hits they can
take.  I'm guessing the purpose of the White Wizard is to cast Cure every
time, because, yeech, they're given quite of bit of Level 1 casts.  They
essentially render curative items obsolete... But curative items
significantly reduce their usefulness as well.  I actually recommend
having one around even when it may not seem vital because some bosses
practically require substancial cross-party healing, and it's cumbersome
to slice your way through a dungeon with a purely offensive party only
to use an Elixir to have a White Wizard just for a boss fight.  However,
no boss at the end of a place, no need to carry one of these guys all
the way through the place.

Oh, and not being able to use Level 8 White magic?  Doesn't help the cause
for this class.


Black Wizard (BLCKWZRD)

Strength:  .5       +4
Agility:   .6       +4
Vitality:  .6       +4
Intellect: .666666  +5
Spirit:    .44      +3

Weapons: Elemental Staves, Rods

Armor: Certain robes (Magician's Clothes, Black Robe namely), certain helmets
(namely those helmets that can be worn by everyone, Leather, Feather and
Ribbon), and rings.

Magic: Black magic Level 1-7

Unique battle command: Magic

During those times in the game when you're forced through a Dungeon in a
small state, Black Wizards a pretty great to have.  But other than that,
there isn't a whole helluva lot of usefulness in this class.  While better
improved over their glitchingly underpowered state in the Famicom days,
their magic is still not as strong as I would like it.  There's also the
fact their equipment is very limited (how many other classes must go a full
25 suggested sections between upgrades in bodily protection?).  The way I
see it, black magic in the Final Fantasies had two main uses: to hit high
numbers of enemies and to nail enemies with a specific weakness - usually
an elemental weakness.  After all, taking care of enemies one by one is why
we have sword and axe experts.  While the Black Wizard does these well
enough here, we just wish they did better.  To be fair, when you first have
a chance to use a new attack spell, it's generally the strongest attack you
can reliably have at that point in the game, even if you're only allowed to
use it once.

The inability to use Level 8 black is, once again, bogus.


Red Wizard (RDWZRD)

Strength:  .5  +4
Agility:   .5  +4
Vitality:  .6  +4
Intellect: .6  +4
Wisdom:    .6  +4

Weapons: The same bows, arrows, knives and sword the Warrior can use (plus
the Exalibur, minus the Ragnarok), most Rods and Staves

Armor: Various early heavy body armors helmets and the Black/White Robes, most
Shields, Rings, Crystal Anything

Magic: Black and White Level 1-5

Unique battle command: Magic

In theory, this is class should render just about all of them obsolete, in
theory, as they hit almost as well as Warriors (while utilizing many of their
same weapons) and use magic almost was well as the other colored mages.
However, as is often the case with this class, they do fall out of style.
Eventually, their magic just becomes too little too late, and although they
can use advanced swords (which themselves are quite few and far between),
I'm not entirely sure I want them kicking it on the front lines with the
big boys, because while early on, they can turn aside the harsh advances with
the best of them, it does not bode well later on if you're getting right up
to the faces of splitting wierdos wearing little else besides a White Robe.
Of course, they can use Crystal Armor and the Excalibur (the latter a sword
almost perfectly suited for them considering its five-perameter boost), so
if you're building their skills when you really should be changing them to
somebody tougher, you may be rewarded handily.


Thief (THF)

Strength:  .6       +4
Agility:   .9       +6
Vitality:  .6       +4
Intellect: .444444  +3
Wisdom:    .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), Escape (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 XXXVIII or
so, and a couple points before and after, I put one of these guys in the lead,
and I'd do it again.



2ND CLASS CRYSTAL


Hunter (HNTR)

Strength:  .666666  +5
Agility:   .8       +5
Vitality:  .6       +4
Intellect: .444444  +3
Wisdom:    .444444  +3

Weapons: Bows and arrows

Armor: Early heavy armors and the thief garb, early helmets 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 Hunter 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
Wisdom:    .5       +4

Weapons: Swords

Armor: All heavy armors, shields, helmets, gloves except those of a dark and
class theme

Magic: Level 1 White

Unique battle commands: Magic, Cover (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
Wisdom:    .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, Scan (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 the books 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
Wisdom:    .5       +4

Weapons: Bells

Armor: Leather/Cloth stuff, Wizard/Earth/Black Robes, the same helmets
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.



3RD CRYSTAL CLASSES


Dragoon (DRGN)

Strength:  .666666  +5
Agility:   .666666  +5
Vitality:  .5       +4
Intellect: .5       +4
Spirit:    .5       +4

Weapons: Spears

Armor: Most heavy armors, shields, helmets 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 Spear, 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).


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 Cover,
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)


Dark Knight (DRKKNGHT)

Strength:  .666666  +6
Agility:   .5       +4
Vitality:  .666666  +6
Intellect: .5       +4
Spirit:    .5       +4

Weapons: Swords (except Excalibur), dark swords, certain knives (Poison
Dagger and weaker)

Armor: Early, dark and Crystal heavy armor, helmets, gloves; most shields

Magic: None

Unique battle command: Souleater (attacks all enemies for fairly heavy
damage while sacrificing about 20% of character's current HP; the more HP
the user has the more damage this does)

The Dark Knight is a pretty great class.  Yes, their usefulness is limited
early on with not coming in contact with real good armor, swords or any
dark swords until pretty long after the class is first recieved.  If you're
feeling bold and very stubborn about using this class, you can begin
training on right when you get it.  I wouldn't recommend taking one into
a dungeon until you begin coming in contact with dark swords.  Even when you
start getting armor, you don't get a complete set for a little while. Dark
Swords are pretty awesome when they're finally available, and Souleater is
one of the best unique battle commands in the game: a powerful physically
based jolt across the entire enemy team.  Very comparable to magic, but its
power is replenished by boutiful Potions, not sparce Elixirs.  Only real
downside is that at that point in the game, you may already have a wide
array of much more skilled classes that training here can seem comparatively
moot.


Evoker (VKR)

Strength:  .6       +4
Agility:   .5       +4
Vitality:  .444444  +3
Intellect: .666666  +5
Wisdom:    .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
Wisdom:    .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.



4TH CLASS CRYSTAL


Martial Artist (MRTLRTST)

Strength:  .9       +6
Agility:   .666666  +5
Vitality:  .9       +6
Intellect: .375     +3
Wisdom:    .375     +3

Weapons: Fists, Claws, Fangs

Armor: Dark and Karate garb, some heavier gloves

Magic: None

Unique battle command: Focus (stores attack power for a round, sacrificing
defense, and attacks in the next round with more than double the power, doing
this a third time in a row causes character to lose half of current HP)

Look at those fighting stats, excelling in every physical attacking
category (the first three).  Seems somebody has been distributing their
ability points well.  This class would've been the old upgrade to the Monk
class, and in a way, it is, with visibly higher stats in the areas that
matter most.  If you, though, you have been utilizing the services of a
Monk for essentially the entire time you've had it, there isn't a whole
helluva lotta reason to upgrade to this one.  Yes, like the Monk, the Class
level for this one seems mroe important than for most classes.  Yes, the
Martial Artist begins sort of lacking but eventually catches up with
avengeance.  Defense is improved and this is more of a front line fighter
than the Monk.  I'm not all that crazy about Focus, though.  As mentioned
earlier in the Dragoon section: I'd rather do damamge this turn in hopes
of defeating an enemy sooner rather than later.  This is a more useful
skill to have against enemies who fight your team alone, but this mean there
is a greater chance your Focusing Martial Artist will have to take more
damage as such enemies are given two attack turns per round pretty much
always.  All this being said, I still didn't really end up using this
class a great deal.


Devout (DVT)

Strength:  .444444  +3
Agility:   .5       +4
Vitality:  .6       +4
Intellect: .5       +4
Wisdom:    .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
Wisdom:    .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
Wisdom:    .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
Wisdom:    .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
Wisdom:    .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)

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.  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 Hunters 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.




*********************
*                   *
* 3. Monster Charts *
*                   *
*********************


Later


*******************************
*                             *
* 4. Weapon/Armor/Item Charts *
*                             *
*******************************


Later


**********************
*                    *
* 5. 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


*****************************************
*                                       *
* 6. 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.

Future plans for tihs guide:

+ I plan on giving the walkthrough some more polish.
+ I hope to fill in the above sections with proper information.  Not
  likely I'll need help for the class analysis, or even the item charts.
  I'm most interested in the monster section, more specifically, what items
  are dropped and stolen from what other enemies?
+ If anybody knows anything about unlocking the Mognet/Wifi-related secrets
  of this game, I'd love to hear about it.

    Source: geocities.com/inacuran