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.