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FAQ/Walkthrough by arkfullofsorrow
Version: 7 | Updated: 05/27/07
Because there's enough danged ASCII art over the course of this guide... Topic: Final Fantasy III System: Nintendo DS Type: Walkthrough/FAQ Current Version: 7 Last Updated: May 27, 2007 Author: ArkFullofSorrow (Afton 'Brian' O'Sullivan) .... This will serve as this guide's fancy-shmancy logo title dealie Heya. Welcome to this guide. Let's cut right to the chase: if for some reason you want to contact me, do so at firstname.lastname@example.org. Please put 'FFIII' or 'FFIII guide' or 'FF3 question' or some other keyword/s in the subject title so I can give the message the proper priority. When emailing me, or anyone else for that matter, if you keep one thing in mind, make it this simple rule: don't be stupid. Please. There's also a really, really non-terrible chance I just might publish your message to me about this, so refrain from stupidity for your own sake as well. I invite constructive criticism, notices about missing/erronous information, stuff from the "What I Want for this guide" section, and anything else we know for sure will improve this guide. Don't send messages about minor map distortions and the like, stuff that's already answered in the guide, stuff that for sure doesn't belong here, and anything else frustratingly stupid. Such mail will be printed out and used as urinal cakes. I am granting all who want it permission to post this guide at their site. I feel it is sufficently complete for this now. All I ask is that you leave it unaltered. You can see the pure, un-HTMLized version of the guide in its latest form at Gamefaqs.com pretty much any time. There's also my site, of course, I reckon it'll be there as well. So you can actually see if somebody works in a racial slur or a dirty limerick in a pthetic attempt to ruin my character, it won't be my doing, and be sure you check out the real thing before calling Al Sharpton. Finally, if you want to see what might become a slightly beefed up version of this guide, do so at www.arkfullofsorrow.com/ffiiiguide.htm (note: not actually up yet) Okay, so without further ado, I present this, the Final Fantasy III guide!! Oh wait, there is ado. First a table of contents is in order. 0. How to Use This Guide/Game Basics 1. Game Walkthrough 2. Class Evalutions 3. Party Setups 4. Monster Charts (later) 5. Weapon/Armor/Item/Magic Charts (later) 6. Version History 7. Credits/What I Want foor this Guide To find one of these sections more quickly, do a search for '* 2' for the job evaluations for example (but omit the quotes). **************************** * * * 0. How to Use This Guide * * and Game Basics * * * **************************** HOW TO USE THIS GUIDE It's pretty self-explanitory, but I can understand if certain issues arise. First of all, this is primarily a guide of maps, as I believe for this type to be generally the most effective. In every area, there is some expounding involved, telling you what to watch out for and things like that. First off, there are the cavern/dungeon maps. The maps attempt, however proficently or poorly, to be a likeness of each individual dungeon. Generally speaking, numbers explain events and sequences in the dungeons, capital letters are treasures and lowercase letters are paths from one room or door or floor to another. A line, be it vertical like this |, diagonal like this \ or horizontal like this _ is going to separate a space you can walk on from a space you cannot, for the most part. Passageways interrupted by a diagonal line generally separates pathways entered and exited from false walls. For the most part, on one side of a line within a given map is a space that can be normally walked on (without a ladder heading into water) whereas the letters and numbers reset with every new Roman numeral, which denotes an area. The order in which they appear in this guide are the order in which I recommend doing them. There are a few different map layouts used on this guide: one for dungeons, one for towns, one for castles, one for outdoors. Each map should have its own legend. Empty spaces are those you can walk on regardless of what other ornamentation might be on the ground. With very little exception, a capital letter denotes a space that cannot be walked upon regularly. Lowercase letters can be walked upon or inside, or lower case letters may be treasure. I did not find it necessary to note people within the town, lest they should be essential to progress in the game. The plot is minimally spoiled in this guide. Partially because much of this is happening in a language I don't understand, and partially because some of those reading this would rather not it be spoiled. Now because I do not understand much of what is going on, the names used throughout the guide will be taken from the well-regarded translation in the FF3j NES rom by NeoDemiforce. There are quite a few tables in this guide. Here is a brief explanation on how they work. ------------------------------------------------------------------------ | Bell of Awesome | 1352, Ranged, stolen from Xio | GE | (1) | | Plain Shield | 4/3, protection against blindness | WR, NI, VI | 100 | | (See also: Spear of Destiny) | | Bastard Sword | 68 | WR, KN, DK | 900 | | Hot Fireball | One free use of Fire9 spell | All | (1) | | Ultima | 1, Metal element spell | OK, FR | (1) | ------------------------------------------------------------------------ The first column is the name of the item. The second is the information about the item. The number is its physical attack or defensive power/magic defense, and to the right of it, if present at all, is additional information. At least as much as I can fit in the space before bcoming ostentatious. Other notable attributes are also mentioned here, if necessary. This is what some of the terminology means: - elemental properties, fire, ice, holy, etc. (specialized equipment particularly effective or ineffective against certain foes) - Ranged means a weapon does the same amount of damamge from the back row as the front - One use means that weapon has one use and it's gone - Many items come with statistical enhancements that show up on the status screen. - What spells are cast using the item during battle - And any other miscallaneous information (in this case, the Bell of Awesome and the fact it's stolen from Xio). - The last entry, a magic spell, will contain its base power, which explains as much about magic as the base power number does about weapons and armor. (i.e. effectiveness also depends on other factors and statistics) The third column is about who can equip/use the item in question. The classes listed here are only those relevant at the time of the acquistion of the item. They are abbreviated. This column will be entirely populated by a single dash mark until they become relevant. The abbreviations are as follows (not to spoil anything, but this is the order in which the classes appear on the Class screen in the Menus once you've recieved them all): FR - Freelancer WR - Warrior MK - Monk WW - White Wizard BW - Black Wizard RW - Red Wizard RN - Ranger KN - Knight TH - Thief SC - Scholar GE - Geomancer DR - Dragoon VI - Viking DK - Dark Knight EV - Evoker BA - Bard BB - Black Belt DV - Devout MG - Magus SU - Summoner NI - Ninja OK - Onion Knight And Sage is up there as well somewhere. Bah. NOTE: The words Class and Job are interchangable in this guide. I use the word class, and the game uses Job. They're the same thing here. The fourth column is the cost of the item. One in parenthesees cannot be bought. Simple as that. And if you see a (See also:) demarkation, it means a shop is selling an already listed item. Oh, and none of these items actually exist in the game itself. GAME BASICS Real quick, the controls: Power Turns game on/off D-Pad Moves character (on map) or cursor (in battle/menus) L Zooms camera in/out on map R Goes in and out of menu screen on map L+R Tells character to attempt to flee battle X Goes in and out of menu screen on map A The approvial button B The cancelation button (in battle, menus) D-pad+B Dash Start No effect Select No effect Y Speak to team addition when present Touching non descript point on touch screen Moves/Dashes character in that direction Touching upper left corner of touch screen Same as L (on map) Touching upper right corner of touch screen Same as R (on map) Touching any selectable point on touch screen Same as A The Menu Pressing X or R while on the map or in a town, dungeon and so on will give you a screen that looks a little something like this ------------------------ | 1 | A | A - Item - Use, look at items in your inventory | | B | B - Magic - Use, look at your magic spells | | C | C - Equip - Decide which weapons/armor to use | 2 | D | D - Status - Examine a character's status | | E | E - Alignment - Changes row and order | | F | F - Class - Changes class of a character | 3 | G | G - Config - Changes various details | | H | H - Suspend - Creates temporary save file | |_I_| I - Save - Creates permanent save file | 4 | J | J - Gil Collection - Gil Collection ------------------------ 1, 2, 3 and 4 are places for information about your characters: a portrait, HP/MP and status information. Options A, B, C, E, F, H and I aren't really worth discussing further, except that H is essentially I that can be used anywhere and that disappears once accessed. I is H that cannot be used else except outdoors but I lasts until it is erased or saved over. I'll also say you can rearrange Items and look at Key Items (in a separate inventory) in A. In B you can completely trade magic sets with another character or lean/unlearn spells individually. Status Menu. It looks roughly like this, roughly: ------------------------------ | Name Current EXP | A - Character portrait | A Level EXP Needed | | Class Class Level | a, b, c, d, e, f, g and h are all | HP | undefined values for the | MP Statistics | characteristics attached by periods. | Strength.....a Attack...f | These are impacted by equipment, Level, | Agility......b Defence..g | Class and Crystal condition. | Vitality.....c Mg.Def...h | | Intellect....d | | Mind.........e | ------------------------------ Current EXP - How experienced one is. Accumulate by fighting enemies Level - How current EXP manifests itself EXP Needed - How much more EXP is needd to reach the next Level Class Level - How proficent one is at their Class. Increase optimally by performing Class unique tasks in battle. Impacts how well character does their class HP - Life meter. When less than 1/4 its maximum, character in battle kneels over to indicate near-death state. When at zero, character is in KOed state and cannot function in battle or much of anywhere else. MP - How many spell casts remain Strength & Attack - Higher totals mean more effective physically-based attacks Vitality & Defence - Higher totals mean more resistance to physically-based attacks Agility - This number dictates when that character will take a turn in battle, the higher the number, the sooner the turn Intellect - The higher this number gets, the more effective they use attack magic Mind - The higher this number gets, the more effective they use defensive magic Mg. Def - Magic Defense. How well they defend themselves against magic. Remember information about weapon accuracy or skill level aren't taken into consideration when putting up an attack figure. So try not to be surprised if a big strong, rookie hammer and axe wielder is being greatly outclassed by a wirey, but learned knife user. Config Menu. ---------------------------------------- | | | | | Message Speed Slow Medium Fast | | Cursor Original Memory | | Movement Walk Run | | Handedness Left Right | | | | | ---------------------------------------- Battle Menu. Here is the list of commands to chose from during battle in Final Fantasy III: -------- | Fight | Physically attacks enemy | CUC | CUC stands for Class Unique Command/s | Defend | Spends turn readying self for pyhsical attacks taking less damage | Item | Uses Item | Equip | Changes Equipped Weapon, does not forefit turn | Change | Either Ascend (changes character to front row) or Descend (to back) | Run | Spends turn attempting to flee from battle, doesn't always work -------- That should pretty much do it for here. *********************** * * * 1. Game Walkthrough * * * *********************** I. ALTAR CAVE (To Mimimize spoilers: If you ever want to know about a certain job when you first get it, search the document via Ctrl+F or whatever it is Macs use and in the search box type the name of the job minus the vowels, also in all caps if your machine's being picky, so this job now would be FRLNCR. This brings you to the spot in the class description part ofthe guide) (If you ever want to know about a certain peice of equipment, do a search for the name of the item + a forawrd slash, like 'Leather Shield /'. This goes with the enemies as well, although the names of enemies had to be mangled in some cases to make room for more space, so you're better off using the end of the enemy's name followed by a slash like 'Fang /'.) (Also, if you ever want to know what party setup I most recommend for a given task going into it, type a number sign followed by a Roman numeral, so here it would be #I). (One more thing, if you ever want to know the recommended EXP/Experience level I recommend for being in a certain area, I recommend it be roughly that of the enemies, do the monster search to find that out. If this is too much to ask of you, take the Roman numeral and add usually ~5 to it). Enemies: 1 Goblin (punk with a dagger) 2 Carbuncle (Blue and white thing, looks like a rock) 3 Eye Fang (Odd looking hanging red thing) 4 Blue Wisp (Blue whirly thing) NOTES: Just watch yourself. Because you're dropped in the cave alone, I don't recomend spending more time here than you need since the other characters are missing out on experience (although, experience won't be divided among multiple characters) and you, being the only target and all, have a much greater chance of dying. Just don't fool around. Get the treasures, drink the water on the second floor and go. Run if you wish (press L + R at the same time while selecting a command), although it's not necessary. Also: Eye Fangs hit kind of hard at this point of the game, so watch out for them. New things found in this part of the Altar Cave: ------------------------------------------------------- | Leather Shield | 2/1, Guards against poison | - | 40 | | Long Sword | 10 | - | 100 | | Antartic Wind | One Free use of Blizzara | - |(500)| ------------------------------------------------------- First floor _ ________ |a| | _:_ |_| | __/ | | C | |2 _| |______| | _| |1| | | _/ \__ A - Leather Shield / B\ B - Potion |A | C - Long Sword |_ _| | | 1 - Stepping here intitates a show |_ | 2 - Examining (with A button) removes the |_ / : wall | | | | | | 0 - Play is begun here | | | | | | __ | | | | _| | | | | 0| | | | |_________| | | | __| ______ | | | \_| | | | | |___ | \______| _ |b| | | _| |_ _ | | _/F\_ __ | | | | _/ | | | | |_ __ / 4| | | ___| |_______|G |_____| 44| | | _/ _____ ___3____ 44| | |____/ __ _| |_ / |44| |_______________| | | |__| |44| | | | | | | 3 - A brief show occurs upon stepping here | | 4 - Examine to restore HP/MP | | | | _| |__ / \ | \_______ | _________E| ______| | |D________ | D - Anarctic Wind | | E - Potion | | F - Potion | | G - Anarctic Wind |a| Door b leads to a very small room. Enter it, take a few steps foward and watch a show. BOSS1 will ensue at its end. BOSS1: Land Turtle (#196) HP: 120 Weakness: Ice Gil: 500 EXP: 20 Because you're flying solo here and are probably at an unimpressively low level, I recommend using a South Wind. If fully equipped, the Land Turtle generally hits for around 10 damage per hit. To be safe, assume the next turn it'll hit twice, so if your HP dips below 40, I reckon you should use a potion. Also if fully equipped, you should be hitting this guy for around 10 HP per hit, and with any luck, you'll hit twice. The Land Turtle should go down without too much trouble. After finishing the battle and a scene, you are transported out of the cave and to the outerworld. For the sake of convienence, I will map the remainder of the cave here, although I don't recommed plowing through it until you have more party members. You don't need to go into this cave again, but I highly recommend it as it will be a great boon to your cash and equipment totals. It should also give you a better feel for the game. ALTAR CAVE New Stuff in this part of the Altar Cave: --------------------------------------------------------------------------- | Bronze Knuckle | 12 | - | 60 | | Bronze Bracers | 1/1 | - | 80 | | Sleep | Calls sandman upon target/s, 25% base accuracy | - | 100 | --------------------------------------------------------------------------- All effect spells have a base accuracy percent. This can improve or decline with the skills and levels of your characters as well as the magic defense of the target. _ _|c| c - Leads outside |_ | | | | | | | __ | |_______________|HI| | ______\___\_______| | | | | H - Leather Cap __| | I - Bronze Bracers |__ | |d| _ _ |M| _/ \___| | / | __/ 1 J| / / _/ |_ |L_ ____ \__ \K/ | _____N| | |__ |____ | | \__________ _ \__________ |__________|d| |______________| J - Bronze Bracers K - Bronze Knuckle L - Long Sword M - Sleep Spell N - Long Sword 1 - To other 1 (where you were first dropped to begin the game) First area overworld, accessable parts MMMMMMMMMMMMMMMMMMMMMMMMMMMMM1MMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMM MMMMMMMMMMMMM6MMMMMMMMMMMMMMMM MMMM MMMMMMMM MMMMMMMMMMMM MMMM MMMMMWWWWWWWWWWWWWMMMMMMMMMMM MMMMM MMMMMMMWWWWWWWWWWWWWMMMMMMMMMM MMMMMM MMMMMMMMMWWWWWWWWWWWWWMMMMMMMMM MMMMM MMMMMMMMMMMMMMMMMMMMMffffffffMMMMMMMM MMMM MMMMMMMMMMMMMMMMMMMM ffffffffffMMMMMM 222MMMM MMMMMMMMMMMMMMMMMMM fffffffffffMMMMMMM 22MMMM MMMMMMMMMMMMMM fMMMMMM MMMM MMMMMMMMMMfffffffffffffffffffffffffffMMMMM MMMMM MMM _CC_fffffffffffffffffffffffffffMMMMM MMMMMM MMM | CC |fffffffffffffffffffffffffffMMMM MMMMM MMM | 55 |fffffffffffffffffffffffffffMMMMffffffMMM MMM | |fffffffffffffffffffffffffffMMMMffffffMMM MMM |_ _|fffffffffffffffffffffffffffMMMMfffffMMMM MMMM ffffffffffffffffffffffffffffMMMMffffMMMMM MMMMMMMMMMMMMMMMMMMMMMM fffffffffMM ff MMMMM MMMMMMMMMMMMMMMMMMMMM fffffff MMMMM 7 ffffff MMMMM MM fff MMMMMMM MMMMMMMMMMMMM MM MMMMMMMMMMM MMMMMMMMMMMM MM MMMMMMMMMMM MMMMMMddddd MMMMMMMMMMMM MMMMMddd4dd 33MMMMMMMMM MMMMMMMdddd MMMMMMMMM MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMM MMMMM MMMMMM MMM M MMM MMMMM MMMMMMM MMMMM M9M Key - M - Mountains f - Forest area W - Water d - Desert B - Boulder (blank) - grassland or plains C - Castle 1 - Altar Cave 6 - Sealed Cave 2 - Ur Town 7 - Boulders west of Kazus 3 - Kazus Town 8 - Canaan 4 - Desert west of Kazus 9 - Dragon's Peak 5 - Sasune Castle Enemies of the area: 5 Killer Bee (Flying bee-like creature) 6 Werewolf (Bipeded beastman with claws for hands) 7 Berserker (Looks like a stereotypical Roman gladiator) Not much to write home about here, at least nothing that hasn't already been said. It's worth repeating that Killer Bees do have the ability to poison upon contact, though. II. UR TOWN TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTT _____ TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTT | | TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TT | | TTTTTTTT TT |__d__| TTTTTTTTTTTTTTTTTTTTTTT WWWTTTTTTT <-- Enemies, Killer Bees TTT TTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT and Werewolves, are TTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT found beyond tihs point. TTTWW pTTTTTTTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT WWWWWWWTTTTTTTTTTTTTTTTTTTTTTTT WWWWWp TT WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTWWWW 1 TT WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTWWWWW TT WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTTWWWW TT TTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTWWWT TTT TTTTTTTTTTTTTT_ TTTTTTT _____ TTTTTTWWT TT TTTTTTTT | | __TT_ | | TTTTTTTTT TT TTTT | | | | | | TTTTTTTT TT |__m__| | | |__w__| TTTTTTTT TT |__a__| TTTTTTT TT TTTTTT TTTT TTT TTTTTT _______ TTT TTTTT TTTTT | | _____ TTTTT TTT | | | | TTTTTTTTTTT TTT | | | | TTTTTTTTTTT TTTTT |___e___| |__i__| TTTTTTTTTTTT TTTTTT TTTTT TTTTTTTTTTTTg TT TTTTT TTTT hTTTTT TTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT 1 - Go here for a scene essential for the game's progression d - Door that leads into a house with two Antidotes on one floor. Another floor is revealed by examining the rightmost candle, leading to five chests: Eye Drops, Long Sword, Phoenix Down, Cure Spell, and a Dagger. h - The southeastern area of town has a water hole/well. Go through the navigable trees (marked with lowercase t's) to find a small room with 3 Potions. p - These are Potions. e - Elder's House. Interesting plot details potentially lie within. As do rivivification and recovery springs. g - This guy will show you the wonders of using Items on the map: press the B button while facing him and give him a Potion and he'll give you a Phoenix Down. m - Magic store ------------------------------------------- | Poisona | Removes Poison status | - | 100 | ------------------------------------------- Sure buy one of these. Or two, they're small. a - Armor store -------------------------------------------------------- | Leather Armor | 3/1 | - | 90 | | Leather Shield | 2/1, protects against poison | - | 40 | | Leather Helm | 1/1 | - | 15 | | Bronze Bracers | 1/1 | - | 80 | -------------------------------------------------------- We'll be spending some money here, I reckon. Leather Helemts are a steal at 15 Gil, but unnecessary. Pick up a Leather Armor here. Bronze Bracers are also good buys for the more frail magic users, but you should already have them after going through the Altar Cave again. w - Weapon store ---------------------------------------------- | Dagger | 9 | - | 60 | | Also: Long Sword | | Staff | 3 | - | 40 | | Bow | 10, Ranged | - | 100 | | Wooden Arrow | 6, One use, Ranged | - | 4 | ---------------------------------------------- I don't recommend buying anything here, really. You'll have/be getting the rest of this stuff shortly. i - Inn (Free) and Item store You can take advantage of the Inn's generousity by simply plopping into one of the open beds. There are two potions in the Inn. One close to the open beds in the main room and another in the tavern area through the door. Also in the tavern area is a piano on which to whack and a dancing girl. ---------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | ---------------------------------------- Go ahead and buy 10 of each item (by selecting 10 from the quantity menu, this time giving you about 20% off buying one at a time). You should be pretty much ready to leave the place after after doing so. III. KAZUS TOWN/SASUNE CASTLE KAZUS TOWN Talk to the person within a few steps in town and watch the show. There are shops afoot and the like, but until they're open they won't be discussed here. Head to the Inn and talk to the figure standing still near the bar in that first room there. You can head into the back room if you wish and make use of another free Inn. I'll cover the buildings and the like when they're avalible, but there are some items that are of great use now. There's a Potion in a vase in a building in the northeast part of town, and there's a navigable path of trees in the southwest part of town leading to patches of grass where a Staff, a Mithril Helm and a Zues's Wraith is hiding. I advise staying out of the mine of the northeastern part of town for the time being Leave town and head a few steps west to the patch of desert and an airship. Enter, walk up to the wheel, face it and press A to get it airborne. Fly west and a little north to the castle. The airship is not a very impressive contrapation as it cannot fly over rocks or mountains. Go to the Northwest of the area and park it in front of the castle. CASTLE SASUNE Walk to the castle gate and speak to the person in front of the doors to initiate a show. NOTE: There are monsters in the towers (the doors marked 'a' and 'b' in first map below): 8 Red Wisp (Palette-Swap of the Blue Wisp) 9 Dark Eye (Palette-Swap of the Eye Fang) 10 Zombie (Looks like... an undead thing coming out of the surface) Dark Eyes and Zombies are undead, so a cast of the Cure spell distributed across a party of undead + a physical attack by one of the other charcters generally means dead monsters which generally means the fights should be over with in one round. Be warned, though, that at this point in the game, you might be taking about 20 damage per hit. Try to avoid using items as there's never a bed too far away. Also, I recommend level building here, do it with the Wight Slayer and Daggers as not to use up the Holy Arrows. New stuff found in Sasune Castle: ---------------------------------------------------------------- | Wight Slayer | Sword holy in nature | - |1000 | | Ice Spell | Effective enough ice magic | - | 100 | | Bronze Knuckle | 12 | - | 500 | | Holy Arrow | 8, One use, ranged, holy elemental | - | 10 | | Phoenix Down | Nullifies Swoon state | - | (1) | ---------------------------------------------------------------- WWWW WWWW WWWW WWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWW www www WWWW WWWW www www WWWW WWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WW www ________________ www WW WW www | | www WW WW WhW ____| |____ WlW WW WW | | WW WW | | WW WW |____________a_____________| WW WW WW WW WW WWWW WWWWWWW WWWWWWW WWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW (You enter and leave WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW the place at the hole WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW in this area.) WWWWWWWWWWWWWWWWbWWWWWWWcWWWWWWW A & B - 1000 Gil WWWWWWWWWWWWWWWW WWWWWWW WWWWWWW WWWWWWWWWWW WW WWWWWWW 2 - Beds WW WW WW A BWW WW2 2 WW WW WW WW P P WW gWW WWWWWWWWWWW P P WWWWWWWWWW WWWWWWWWWWW W WWWWWWWWWWW W WWWWWWWWWWWWWWWWaWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWW WW CWWWW WWWW WW C - Phoenix Down WW WWWW WWWW WW WW WWWW WWWWW WWWW WW WW WWWW WWeWW WWWW WW WW WWWW WW WW WWWW WW WW WW WWd WW WW WW WW WW WW ww ww WW WWWWWWWWWWWWWbWWWWWWWWWWcWW WWWWWWWWWWW ____________WW WW | _________ N WW N - Bronze Knuckle | | WW WW | | WWWWWWWWWWW | | | | | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | WWWWWW WWWWWW | WWWWWW WWWWWW |__ww WWWWWWWWWWWWWWW WW WW WWWWWWWWWWWWWWW WW WW D E WWWWWWWfWWWWWWW WW D - Blizzard Spell WW WW WW WW E - Leather Shield WWWWWWWWWWW WWWWWWWWdWW WW WW WWWWWWWeWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWW WW WW WW PP 3 PP WW 3 - Approach this point for a show that WW WW furthers the plot. WWPP PPWW WWWWPP PPWWWW WWPPPP PPPPWW WWPPPPPP PPPPPPWW WWPPPPPP PPPPPPWW WWPPPPPP PPPPPPWW WWPPPPPP PPPPPPWW WWWWWWWWWWWWWWfWWWWWWWWWWWWWW WWWWWWWWWWWWWW 4 - Before terribly long, you'll find WWWWWWWWWWWWWWWW yourself at this spot because of an event WWWWWWSSSSSSSSSSWW in the game. WWWWWWSSS WWWW WWWWSSSSS WgWW WWSSSSSSS W WW WWSSSSSSS4 WW WWSSSSSSS WW WWWWSSSSS WW WWWWWWSSS SSWW WWWWWWSSSSSSSSSSWW WWWWWWWWWWWWWWWW WWWWWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWWW WWWW iW WWWW WWWW Wm WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWwWWWWW WWWWWwWWWWW WWWWhWWWW WWWWlWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW e WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWi Wj WWWW WWWWWWW WWWW WWWW WWWW WWWW nW mWWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW F & I - 20 Holy Arrows WWWWWWWWWWW WWWWWWWWWWW G & J - 20 Wooden Arrows WWWW WWWW WWWW WWWW WWWW F G WWWW WWWW I J WWWW WWWWWWW jWWWW WWWW WWWWWWW WWWW kW WWWW WWWWm W nWWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW H - Wight Slayer Sword WWWWWWWWWWW WWWWWWWWWWW (guarded by a Griffon) WWWW H WWWW WWWW 1 WWWW WWWW WWWW WWWWK WWWW WWWW WWWW WWWW L WWWW 1 - Bed, for sleeping WWWW WWWW WWWW M WWWW WWWW WWWW WWWW WWWW K - Potion WWWW k WWWW WWWW WWWW L - 20 Wooden Arrows WWWWWWWWWWW WWWWWWWWWWW M - Bow WWWWWWWWW WWWWWWWWW IV. SEALED CAVE It's located at the north-central part of this outerworld area. You'll need to fly there. Enemies: 8 Red Wisp (Palette-Swap of the Blue Wisp) 9 Dark Eye (Palette-Swap of the Eye Fang) 10 Zombie (Looks like... an undead thing coming out of the surface) 11 Mummy (looks like a Mummy) 12 Skeleton (Set of bones, has a sword) 13 Cursed Copper (a Set of floating coins) 14 Larva (Blue spirally thing) 15 Shadow (Palette-Swap of Skeleton) 16 Reverant (Palette-Swap of Zombie) All undead here, but watch your MP totals, try to reserve magic for attacking the hordes of enemies while using Potions to heal. The Skeletons and Shadows can Blind you, so you're likely to put those Eyedrops you've been saving this time to use. Also, Mummies can cast Poison, so have Antidotes ready. The Mummies, Skeletons and Shadows are considerably bigger problems than are Laruwais and Curse Coins. Nothing some Holy Arrows or a Wight Slayer can't handle. _ _______|a|_______ _____ | | | B| | | |_ _| | | | | |_______ _______| _______| \ | | | \ | | | |_____ | | | _____________ | | | | | | | __________/ / ____| | | | | _______/ | ____| | | | | ____| | | | | | | ____| _______________| | | |_____________| | | _______________| | ________________| | | | | | | | | | | | | | |__________________ | | A - Potion | _ | __| | B - Cure Spell |________________| |b| |A | |_____| _____ _ ________________ | \___|b|___/ 1 :__ | 1 - Examine to remove : wall | | | | | | | \___ | | | _ | | | |__| | _ | | | |__| | | |_ | | | |___ C | |c| C - 500 Gil |________________| (NOTE: whenever somebody is following along with the team, press Y to speak with them. They may just say something entertaining or useful.) _ _|d| ______________ | | | _ | | | | | |________ | | _| | | | | | | ______________| |_____ | | | | _/ _____ | | | | | | __/ | _| | | | | | | |_ E | | | | | | | | | | | / | | | |_________| | | | _| | | | |______| | | | _| _______| | | | __| | | _____ | | | |_ | 4 | | | D - Antarctic Wind / \_ | | | | E - Eye Drop | | | | | |________ | | | |_ __| \ | |_____| | | ____ | |_ _____ | | __| | | |_____/ |_______| |____| | |___ | | | D | 4 - Approaching will trigger scene |_____| and BOSS2 BOSS2: Djinn (#197) HP: 650 Weakness: Ice Gil: 1400 EXP: 50 Not overly difficult. He has a Fire spell attack that isn't any more powerful than other attacks you've seen throughout the rest of the dungeon, he can just spread it across your team. If you want to make quick work of him, use an Antarctic Wind or two for as much as 500 damage per use. I wouldn't use more than onefor they are better conserved for a different fight down the line. After the battle is won a scene will ensue. Return to Sasune Castle, watch the show and leave the place, return to retrieve your airship across the blue stuff near the Sealed Cave. Now the plot has been furthered enough to revisit Kazus. V. KAZUS TOWN Enter the town, take a few steps in and watch the show. TTTRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR TTTRRRR RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR TTTTTTT hRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR TTTtttt lRRRRRRRRRRRRRRRR RRRRcRR R TTTttTTTT RRRRRRRRRRRRRRRR _____ R TTTttTTTTTTTTRRRRRRRRRRRRRRRR | | R TTTttttttttTTRRRRRRR RRRRR | | RRRRRRR TTTTTTTTTttTT RR RRRRR |__b__| RRRRRRRR T tttTTTT RRRRRRRRR Tz RRRRRTttTTTTTT RRRRRRRRR TRRWWWWWTttTTTTTTTTTT _______ RRRRRRRRR TWWWWWWWTttTTTTTTTTTT | | RRRRRRRRR TWWWWWTTTttTT| | | | RRRRRRRRR TTTTTTTTTttTT| | | | RRRRRRRRR TTTTTTTTTttTT|__r__| |__i____| RRRRRRRRR TTTTTTTTTttTTTT ___________ RRRRRRRRR TTTTTTTTTtttttt | | RRRRRRRRR TTTT TTTTTTTTT | | RRRRRRRRR T TTTTTTT |__m__w__a__| RRRRRRRRR TTTT TT RRRRRRRR TTT TTTTTTT TTTTTTTTT T TTTTTTTTTTT TTTTTTTTTT T TTTTTTTTTTTTTTTTTTTTTTTTT T T - Tree R - Rock W - Water h - Mithil Helm l - Leather Shield z - Zues's Wraith c - Cave of Mithril b - Blacksmith's house m - Magic store ------------------------------------------------------------------- | Fire | 40, Fire Element | BW, RW | 100 | | Blizzard | 43, Blizzard Element | BW, RW | 100 | | Sleep | 25% base accuracy to cause sleep status | BW, RW | 100 | ------------------------------------------------------------------- At last, Fire. Get one of those and get out. Just remember that in Final Fantasy III (DS), undeads are not weak against Fire. Repeat: undeads are NOT WEAK AGAINST FIRE as is per every single other RPG in the history of gaming. And it is worth mentioning one more time that All effect spells have a base accuracy percent. This can improve or decline with the skills and levels of your characters as well as the magic defense of the target. w - Weapon store ------------------------------------------------------ | Mithril Rod | 12, Intellect +1 | BW, RW | 400 | | Mithril Dagger | 14 | WR, RW, TH | 500 | | Mithril Sword | 17 | WR, RW | 500 | ------------------------------------------------------ a - Armor Store ------------------------------------------------------------------------- | Mythril Armor | 10/3 | WR, RW, TH | 350 | | Mythril Shield | 3/3, Guards Confusion and Darkness | WR, RW, TH | 180 | | Mythril Helm | 4/3 | WR, RW, TH | 130 | | Mythril Gloves | 3/1 | WR, MK, TH | 120 | | Mythril Bracers | 2/4 | WW, BW, RW | 120 | ------------------------------------------------------------------------- Pick up a suit of armor for a Warrior and/or Red Wizard if you still wish to use them, a set of gloves for the Fighter and rings for all characters with a mage in their class description. i - Inn (Free) and Item store ---------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | ---------------------------------------- Speak to the man near the bar section of the front area of the Inn and watch the show. After picking up what you believe you'll need for later, head into the blacksmith's house for a show. Then leave town and enter the airship for another scene. Land the ship when it ends and enter the mine in the northeastern part of town. CAVE OF MITHRIL ____ / | A & B - Mythril Swords | A B | 1 - Examining this | | removes the : wall | | and reveals d | | _ ______________ |_ | |d: 1 | \ | |____________ | \ | | | | | | | | | | | | | | | | | | | | | | | | | _ | | ___| | __|c|_________| | | ___| |________________| | | | | | | | \ _ | | |d| | | | | |_ | | | If you were able to tear \ |____| | throuh the Cave of the Seals, \_______| this one should be no problem. The enemies are largely the same as those from the Cave of the Seals. Because it is so short, mages can go all out with their spells on every turn if you wish. The reward is the pair of Mithril Swords in the back of the mine, well worth it. After that's done, enter the blacksmith's house, it's the one closest to the cave, get a Potion from a chest and talk to the man inside and watch the show. Go out to your airship and ram into the boulders to the west of Kazus. Watch the show then walk south to the next town. VI. CANAAN TOWN ________________________ __| TTT TTTTT | WWWWWWWWWWWWWWWWWWWWWWWWWWW| TTTTTT TT | WWWWWWWWWWWWWWWWWWWWWWWWWWW| TTTTTTGGGGbGGGG TT | W TTTTTTTTTTTTTTTTTTTTTTT _| TGGGGRRRRRRRRRT __| W _________TTTTTTTTTTTT| GGGGGGRRRRRRRRRRRTTT |GGW WTT| | T | TRRRRRRRRTTTTRRRRRTT | W WTT| | TT T | TRRTTTTTT T RRRRRTT | W W |______y__| T T | TRRTTTTTTT TTTTTT | W W |__TRRTT__ TTTTTTTTTTT _| W W T T GGGGwwGGGG|________ ____|G W W T T ww GGGGGGGGGbbGGGG W W _____ RRRRRRRRRRRR RR W W | |RRRRRRRRRRRRR RR TW W | | | | RR _____ TTTW W TTT |__a__| | | bb | | TTTTTW W TT |__r______| GGRR | | TTTTTW W TTT F RRRR |__m__| TTTTTW WTTTTT _______ RR _____ TW W _________| | GGRRGG | | W W | | | RRRRRRGbbGGG | | W W | | | RRRRRRRbbRRR | | TT W WTTT| | | RRRRRR RR |__w__| TT W WTTT|____i____|____x__| RR GGGGGGW WTTTTT F bb RRRRRRW W TTTTT RRGGGGGGGGGGGRRR eW W TTTTTTTTTTTTTTTTT RRRRRRRRRRRRRRRRbbGGW W TTTTTTTTTTTTTTTT RRRRRRRRRRRRRRRRW WWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW W - Wall G - Unwalkable Ground T - Tree F - Fountain R - River b - Bridge w - Waterfall e - Elixir, obtain by crossing a bridge in the notrheast part of town to the elevated area, then a second bridge into the river. Follow the river onto a peice of land in the southwest part of town to get it. y - Take said Elixir to this house to the person in bed. Then talk to man beside her and pull the candle when he jumps away. This leads to a room with several treasures: 20 Iron Arrows, Blind Spell, Great Bow, a Golden Needle, 2 Gnomish Breads, a Potion and 3 Phoenix Downs. Four of the treasures are in another room through a fake wall in the southeastern part of the room. Doing this will also net you an additional two chests with 2000 Gil in each. You don't need to do this, but I recommend it. Some of this stuff will help mightily in the immediate future. x - Learn some plot details here. You must talk to the person in bed before maving on with the game. r - Revicification spring w - Weapon store ------------------------------------------------------ | Also: Mythril Rod, Mythril Dagger, Mythril Sword | | Great Bow | 18, Ranged | RW, BW, WR | 1200 | | Iron Arrow | 8, One use, Ranged | RW, BW, WR | 8 | ------------------------------------------------------ Once again, this stuff is largely found in other stores or in chests. a - Armor store ------------------------------------------------------------ | Also: Mythril equipment: Armor, Shield, Helm, Gloves, Ring | ------------------------------------------------------------ m - Magic store ---------------------------------------------------------------------- | Cure | 10, Restoritive element | WW, RW | 100 | | Thunder | 46, Thunder element | BW, RW | 700 | | Poison | 35 strength at 30% accuracy to cause poison | BW, RW | 700 | | Blind | 30% base accuracy to cause blind status | BW, RW | 700 | ---------------------------------------------------------------------- Go ahead and get Thunder. Even if enemies in the next section aren't particularly weak against it, it's the strongest straightfoward attack for the Black Wizard. Also Poison seems interesting, it just doesn't seem worth 700 Gil at this point. i - Inn (40 Gil) and Item store ----------------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Echo Herbs | Nullifies Silence state | 100 | | Gold Needle | Nullifies Petrified state | 100 | | Elixir | Fully restores HP/MP | (1) | ----------------------------------------------- After this, stay at the Inn if necessary (you'll have to pay for a bed for the first time in the game here) and head to the bottom of the mountain a tad south. It would probably be a good idea to pick up a few Gold Needles here, though. Watch the brief show and begin the next section. VII. DRAGON'S PEAK Enemies: 17 Firefly (Small, weird red bird) 18 Helldiver (Small green bird) 19 Rustbird (Bright pruple thing) 20 Rukh (Large blue green bird) NOTE: Rukhs and Rustbirds can hit to petrify, and Fireflies will throw fire-basedattacks at you. Many of the enemies here are vulnerable to air attacks, so whoever holds a Bow will be very useful. Rustbirds also carry Phoenix Downs but are tough to steal from at this point in the game. Class lecture for the Dragon's Peak: I recommend a classic FF party: Fighter/Monk/White Wizard/Black Wizard. Although there might be a better party out there, for simplicity reasons, I advise using this team as long as your heavy fighters are hitting four times per turn (although your Monk may be a tad behind for now - most believe they're well worth training). Also a Thief might be of use as well - you may want to begin training one now if you're a masochistic completist type to prepare to be skilled eough to steal a singular (but great) weapon much later on. Fround on the Dragon's Peak: ------------------------------------------------------ | Aero | 40, Wind element | WW, RW | 700 | | Mini | Changes to/from minimum status | WM, RM | 700 | ------------------------------------------------------ a - begin here _ ________ b - to Nest |b| |B_____ \___ | | |_ | | | | | | | | | ________| |_________ | | |_C______________ | | _| |_ |___| |_ |______ | __________________________| | / ________________________ | | | A - Phoenix Down \ | | | B - Aero spell | | | | C - Gold Needle | | | |_____________________ | | |_____________________ | | | | | | | | | | | | | | | _________| | |_A| | _________| | | | | |a| Watch the scene upon reaching b. You'll then find yourself in a small nest. To proceed, speak the person near the top. After this, a boss draws near. BOSS3: Bahamut HP: 65000? Weakness: None Gil: ? EXP: ? It's theoretically possible to beat Bahamut here. His only move here appears to be a weak physical attack and his defense, while stronger than the enemies faced thus far, is not impervious to attack. However, fighting Bahamut appears to be a crapshoot because the result for winning is likely to be the exact same as the result for running, so it's because to save a whole lotta time and trouble and flee. Afterward, watch the scene, during which you'll get the Mini spell. So ends this section of the guide. Second area overworld: -------------------------------------------------------------------- | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | WWWWWWWW | | 77 WWWWWW | | 77 WWWWWWWW WWWWW | | WWWWWWWWWWWWWW WWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWW | | WWWWW WWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWWWWWWWWWWWW MMMM WWWW WWWWWWWWWWWWWWW | | WWWWWW ffffff !!! MMMMMMMMMMMWWWW WWWWWWWWWWWWWWW | | WWWWWWWW fffffff WWWWW MMMMMMMMMMMWWWW WWWWWWWWWWWWWW | | WWWWWWW ffffffff WWWWWWW MMMMMMMMMMMWWW WWWWWWWWWWWWWW | | WWWWWWffffffff WWWWWWWWW MMMMMMMMMMMMWWW 1 WWWWWWWWWWWWWW | | WWWWWWffffff WWWWWWWWWWs M6MMMMMMMMMMWW WWWWWWWWWWWWWW | | WWWWWW ffff WWWWWWWWWW MMMMMMMM fff WWWWWWWWWWWWWWWW | | WWW MMMMMMMMMMMMMMMMMMM ff2ff WWWWWWWWWWWWWWWWW | | MMMMMMMMM MMMMMMMMMMMMMMMMMMMM fff WWWWWWWWWWWWWWWWW | | MMMMMMMMMMMMMMM MMMMMMMMM5MMMMMMMMMMMMM WWWWWWWWWWWWWWWW | | MMMMMMMMMMMMMMMMMM fffffffMMMMMMMM ffWWWWWWWWWWWWW | | MMMMMMMMMMMMMMMMM ffffffffff MMM ffffWWWWWWWWWWWW | | MMMMMMMMMM fffff ffffffffff MMMMM fffffWWWWWWWWWWWW | | WWWWMMMMM ffffff ffffffffff MMMMMMMfffffffffffWWWWWWWW | | WWWWWWW fffffff fffffffffMMMMMMMMMfffffffffffffffWWWW | | WWWWWWW ffffff fffffff MMMMMMMMM ffffffffffffWWWWW | | ff4ffMMMMMMMMM ffffff WWWWWWW | | M - Mountain ffffMMMMMMMMMM fffffffWWWWWW | | W - Water MMMMMM MMMM ffffWWWWWWW | | f - Forest s - ship MMMMMMM MMMM ffffffWWWWWW | | 1 - Begin section here MMMMMMM MMMM ffffffffffffWWWWWW | | 2 - Forest of Healing MMMM** MMMMff3ffffffffffWWWWWW | | 3 - Tozas MMMM MMMMMfffffffffffffWWWWWW | | 4 - Passage from Myrakula V. MMMMMMMMMMMMMfffffffffffWWWWWWWW | | 5 - Viking base entrance MMMMMMMMMMMMMMMfffffffWWWWWWWWWW | | 6 - Other base entrance MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW | | 7 - Nepto's Shrine MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW | | * - Cave of Bahamut MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW | | !!! - Here be Dragons | -------------------------------------------------------------------- M - Mountain W - Water f - Forest Enemies here: 6 Werewolf (Hairy biped with claws) 7 Berserker (looks like the Roman Warriors from the movies) 21 Basilisk (Ugly green bug things) 22 Bugbear (It's a bear) 23 Mandrake (Ugly red-orange things) ****************************************************************************** * Alright, when you regain control, head to the nearly Forest of Healing if * * needed, head south to the village of Tozas. Your guys need to be in * * Mini state before entering. You'll need to be at level 8 before this, if * * you're not there yet, battle some nearby enemies until you are. At this * * point the White Mage earns a cast of a Level 2 magic spell. When ready, * * select to cast the spell as you would any other outside of battle and * * select the bottom option, the one that targets all party members to shrink * * the entire team. * ****************************************************************************** Sorry to highlight this in the obnoxious way I did, but I've gotten so many emails on this topic I've run out of urinals that need caking. It strikes me as impossible people can comprehend English, read the above paragraph and not know how to get to Tozus. VIII. TOZUS TOWN _____ | |_ _____________ | ___ | / ___________a| | | | |_____/ / | |_s_| __/ | | | | | M |_____ | | | | | ___ | _______ | | | |_____| | | |_i_| ___ | | ___ | | | | | | |_m_| | | |_b_| | | | |____________________ | \__ | \______/ Because many obstacles in Tozas are unique to this town, they will not be marked on the map. M - Mognet a - Regular path out of town m - magic store ------------------------------------------------------------ | Also : Fire, Blizzard, Sleep, Thunder, Poison, Blind, Aero | ------------------------------------------------------------ If you're using three magicians, which is not necessarily a practice I condone or recommend, you may want to get another Fire or Blizzard. b - Bread vendor. Sells Midget Bread for 200 Gil a pop. This item has the same effect as Sight magic, which provides a view of more of the overworld. You might consider picking up a few if the maps provided here are insufficent, because they'll come in handy eventually. i - Inn (80 Gil) and Item store ---------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | ---------------------------------------- s - Find the person on the bed, give him an Antidote and go on through the passage he reveals when finished. When in this house, be sure to raid the shelves for a Mithril Bracers, Fire Staff, Fira Spell and Cura spell in that order on the table, along the bookshelf and in a pot to the right. In the hallway, a couple of Phoenix Downs lie in the chests flanking the stiarcase revealed by the man in bed after he's healed. IX. TOZUS TUNNEL Enemies: 24 Lepurchaun (Disfigured grey man) 25 Darkface (Big, funny-looking face thing) Class lecture for the Tozus Tunnel: You're all small like. Go with mages. It might be a good idea to have BW/BW/WW/BW team, but it's not likelyyou'll need a team of three Black Wizards. I like to have a Thief tagging along in times like these. Running also works here, although I don'trecommend it any more often than usual. _ a - Leads back to house s _ |a| |b|_________________| | | | |_____________________| c - to Myraluka Valley ____ _/ \__ _ _/ | _|c|_________________________/ | |__________________________________ | \____|b| After popping out of the Hidden Passage and coming out to Myraluka Valley, head into the opening in the mountains to the north. Might as well stay Minied for the next parts, although you can change size back to regular for this Roman numeral. X. VIKING'S COVE New stuff found here: ------------------------------------------------------- | Viking Axe | 32 | WR | (500) | | Spark Dagger | 23, Thunder element | WR, TH | (500) | | Blizzara | 88, Blizzard element | BW, RW | 1500 | | Fira | 85, Fire element | BW, RW | 1500 | | Thundara | 85, Thunder element | BW, RW | 1500 | ------------------------------------------------------- _ _ _|b|__|i|__ |_ | | | _ | | |a| _| | | | ___| | | | | _| | | | __| | |___ |___ wwww|___ |___ | | |WWWwwwww| | |___________________________________| |WWWWWWww| |_______________________________________|WWWWWWww| |WWW1__ww| 1 - Spark Dagger 2 - Blizzara _ 3 - Fira |d| 4 - Thundara | | 5 - Viking Axe | | 6 - 3000 Gil | | _| | i - Inn (40 gil) and Item store | | (Potion, Eye Drops, ___| | Antidote, Echo Screen, | | Gold Needle) and Magic | | store (Fire, Blizzard, | | Sleep, Thunder, Poison, | | Blind, Mini) F | | | V - Talk to this Viking for a | | scene | | ______________________________| | |__ _____ ____ ____M____ _____| | / | | | | | | wwWW |b| | | | | wwww | | | |_____ wwww w | | _ wwww w | V | _/ wwwwww wwwwww | | _/ wwwwww w w | | _/ wwwwww w w | | | _/ wwwwwww w | | |c___/ w w |_______| w w w w _ ___ w ___|c|_____ | 34| w | | |2 wwwwwwww |5 |_ |___| |6 |_____ | _____ | | | | | _____ |___________| | |__________|RRRRR| |____________ RRRRR| |RRRRR| It's pretty essential you grab the -ara elemental magic spells hidden within the place. Distribute them among your capable magic users. To use them, you'll need a Black Wizard leveld to at least 10, just so you know. Head to the Inn and head up and out of here. Although you may be tempted to do so, it is't necessary to buy any more magicfor the next section. It's possible to get by with two Black Wizardsas long as both of them possess at least one Level 1 and one Level 3 attack spell. Also, sooner or later, you'll want to pick up about 10 Echo Screens, for later. XI. NEPTO TEMPLE The first room is quite small. Go foward and enter the structure in a shrunken state. In this form you will remain as long as you're in this structure. Enemies: 26 Petit (Purple fox, bounces on tail) 27 Poison Bat (Purple bats) 28 Lilliputian (Look kinda like hedgehogs, light in color) 29 Wererat (Grey rodent) 30 Bloodworm (Ugly red Cylandrical thing) NOTE: Petits can nail you with Fire and Blizzard spells, ditto Liliputs, possibly dealing over 100 damage. Save your Thunder and Aero casts for these enemies. The Poison Bats and Bloodworms aren't as dangerous, so use the Burning Staff and Fire and Blizzard on them. Class usefulness is exactly the same here as the Hidden Path, although the Red Wizard might not quite be as useful because of limited MP. Noteworthy stuff found in Nepto's Shrine: ---------------------------------------------------------------------- | Shell Armor | 18/9 | WR, TH | 1250 | | Shell Helm | 6/5 | WR, TH | (225)| | Serpent Sword | 25, Thunder-fused | WR | 1500 | | Fire Staff | 20, Fire when used as item in battle | WW | 3500 | ---------------------------------------------------------------------- (That last one's found in Tozas, this is just the most practical place to put it) ___ _| a |_____ ___________ A - Shell Armor | | | | B - Shell Helm | | | a b | C - Serpent Sword _____| | | _________| | A B | | | | | | | _ |_________________| | | |m|_________________________________________________| | | | |_____________________________________________________| m - Statue's mouth, exit/enter point _____ ___ | C | | b |___ | | | | | |_____ | |_______| c | | _____| |_____________________| _____ | | 1 - Approaching will beget | 1 | a show and BOSS4 | | | | | | | | | | | | | | | P | | P | | | P - Pillar | | | | _ | P | |c|_________________________| P | |_________________________________| BOSS4 - Giant Rat (#199) HP - 950 Weakness - Not a whole lot Gil - 1500 EXP - 300 Four casts of Thund/Fir/Blizzara should do him in. If not, the one-time spell-casting items I hope you've been saving will. If those are not practical, then use the Flame Staff. After walking out of the shrine and returning the eye (examine the place it should be), return to the Viking Base and speak to the Viking at point V again. ship outside of that little gulf. Much of the world is opened up to you now. For simplicity reasons, the world will be divided into four regions. The first one (Ur, Sasson Castle, etc) will be the Northeastern section, and the second map drawn (Kazus, Viking Base, et al) is the Southeastern section. The first new section will be the Southwestern region. Sail a few paces west of where you first get the ship (which is on the western edge of the Southeastern region) to reach it. Southwestern region overworld: ----------------------------------------------------------------------- | WWWWWWW ffff MMM WWWWWWWWWWWWWWWWWW | __| WWWWWWWWWW fffff WWWWWWWWWWWWWWWWWW | | __ WWWWWWWWW ff5ffMMM WWWWWWWWWWWWWWWWWW | | | | WWWWWWWWW MM ff MMM WWWWWWWWWWWWWWWWWW | |___| | WWWWWWWWW MMMMMMMMM WWWWWWWWWWWWWWWWW | | WWWWWWWWWW MMMMMMM WWWWWWWWWWWWWWWWW | |_ WWWWWWWWWWWWWWMM WWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWW MM WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWWM WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWW WWWWWWWWWWWWWWWWW | | WWWWWWWWWWW WWWWWWWWWWWWWW | | WWWWWWWWWW WWWWWWWWWWWWWW | The edge of the landmass ---->| WWWWWWWWWW WWW WWWWWWWWWWWWWW | | WWWWWWWWWWWWWWW WWWW | | WWWWWWWWWWWWWWW WWW 1 | W - Water | WWWWWWWWWWWWWW ddddddddd 11M | M - Mountain | WWWWWWWWWWWWWW ddd4444dddddd M | | WWWWWWWWWWWWW d44dddd4dddddd | f - Forest __| WWWWWWWWWWWW dd4dddddd4dddddd | d - Desert ______| WWWWWWWWWWWW ddddd4dddd4ddddddd | | WWWWWWWWWWWW ddddddd4444ddddddddd | 1 - Tokkle | f ff WWWWWWWWWWW ddddddddddddddddddddd | 2 - Ancient's | ff ffff WWWWWWWWWW dddddddddddddddddddddd | Village | ffffffff WWWWWWWWWWW dddddddddddddddddddd | 3 - Chocobo | ffffffffff WWWWWWWWWWWWWW dddddddddddddddddd | Forest | fffffffffff WWWWWWWWWWWWWWW dddddddddddddddd W | 4 - Floating | ffffffff ff WWWWWWWWWWWWWW ddddddddddddddd W | Castle | ffffff f WWWWWWWWWWWWWWW dddddddddddddddd | 5 - Living Forest | f fff f WWWWWWWWWWWWWW dddddddddddddddd WWWW | -------------------| 2 f f3f f WWWWWWWWWWW dddddddddddddddd WWWW | | 22 f fff f WW WW ddddddddddddddddd WWW | | ff f ddddddddddddddddd WWW | | ffffffffff dddddddddddddddd WWW | | ffffffffff ddddddddd dddd WWWW | | ffffffffff WWWWWW WWWWWWW | | fffffffff WWWWWWW WWWWWWWW | | fffffff WWWWWWWW WWWWWWW WWWWWWWWWW | | fffff WWWWWWWWW WWWWWWWWWWWWWWWWWWWWW | | ffff WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | ------------------------------------------------- Sea Enemies: 31 Killer Fish (Little green fish) 32 Hermit (Red snails, appear as though they're coming out of their shell) 33 Sea Elemental (Crude blue tornado) 34 Tangie (Blue sea reptile thing) 35 Sahagin (Green fish-men) NOTE: Tangis will sometimes attempt to cause Sleep status upon one of your characters with a Glare attack. Pretty much all water enemies are weak against lightning. Land Enemies: 36 Parademon (Green palette-swap of Mandranke) 37 Griffon (Big tanish bird) 38 Lynx (Blue palette-swap of Wereworlf) 39 Hornet (Redish and greenish palette-swap of Killer Bee) 40 Knocker (Reddish palette-swap of Goblin) 41 Flyer (Obnoxious grey-tan circley hovering thing) 42 Lizardman (Lizard with sword and shield) 43 Gorgon (Purple-ish enemy that comes out of the ground, sharp antennas) NOTE: Parademons have a Breath attack which has a high rate of Paralyzing its target. They're best hit with fire. Fliers can gaze at you, putting the character to sleep. You won't have to worry about all the above now - they're weak against Wind as are the Hornets. The Lizardmen - Thunder. Hit the Griffons with Arrows. These enemies can be found along the western portions of this landmass. Generally speaking, enemies 36-39 are found more in the southern areas and 40-43 in the north. The following enemies can be found along the eastern araes of the continent. They can easily be bypassed for the entire game, and I recommend doing so unless you're a completist as they're quite a bit more difficult than the enemies 36-43 but don't yield as much EXP or Gil (but more Job Points). 44 Red Cap (Red-capped palette-swap of Goblin) 45 Barometz (Blue palette-swap of Mandrake) 46 Slime (Green blob) 47 Tarantula (Red and green spider, ugly) 48 Cuphgel (Pinkish palette-swap of Gorgon) It is possible to circle the perimeter of the landmass by hugging its edge. In spite of the wealth of text before you since ship acqusition, there's not a great deal to do here at the current moment. First let's make a pit stop in Tokkul. XII. TOKKUL TOWN _________ TTTTTTTT T TTTTTT| |___TTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTT TTTT | | TTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTT | | TTTTTTTTTTTTTTT TTTTTTTTTTTTT TT |__a__________| TTTTTTTTTTTTTT TTTTTTTTTTTTT TT W _____ TTTTTTTTTTTTTT TTTTTTTTTTTTT TT | |_ TTTT TTTTTT TTTTTTTTTT _____ |_______| TTTT TTTTTTTT g| | TT TTTTTTTT |_____| iTT TTTTTTTT T _________ _ TTTT TTTTTTTT ______T _| | __| | TTTT TTTTTTTT _____ | | | | | | TTTT TTTTTTTT | | b| | |_____s_____| |____| TTTT TTTT | | | | WTTTT TTTT TT | | |______| TTTT TTTT TT |_____| TTTTTTTT TTTTTTTTTTTTTTTT TTTTTTTT TTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT T - Trees W - Well New stuff found in Tokkul: --------------------------------------------------------------------- | Ice Staff | 20, Blizzard when used as an item | WW, RW | 3500 | | Sonic Knuckles | 28 | MK | 3000 | | Kenpo Gi | 20/8, Agility +1 | MK | 2000 | | Bacchus's Cider | One free use of Haste spell | All | | --------------------------------------------------------------------- b - Bacchus's Cider i - Ice Staff g - Great Bow a - Enter this house and go down the fireplace for a 3-Part Nunchuck in a pot and a Serpent Sword and Kenpo Vest in the chests. s - Enter this house to see a couple of shows. Leave the town and walk Southwest to the Ancients' Village. XIII. ANCIENTS' VILLAGE _____________________________________________ __| _____________ |_ _| _______ __ _________| |_ | | _| |_| | _| | _________ | |_ | | | | |_| |___| |_ \_ | _| | |____w__| ________| ___________ | _____ | | | | | _______| | |_| | | | |_ | __| _| _____ |_ | | | | |_ |_ _| _| _____| | | | |__a__| |_| | | _| / | | | | | |_ | | | _| | | | |__m__| | l | | | _| | |_l | _____ |_____| | | | | _| | | | | | ____ _| _l _| | | _| __| | | | | | | | | | | | T _| | |__r__| _|l||____| | |_ T | | | | T| | ___| |_______| T | T | | | |_ | |____l__| __ _____ T | _| | |_ | |_T _| | | |W _| | | | | |_____________| k | | | ___| | _| | | ________| |__i__|_| | _| | | TT | _| _| | _| |___ TT | | _| | | TT |_ T |________ _____| _| |_ | TT TT |_ l M ___| | | TTTTT |_______________ ________| |_ |_ TTTTTTT | l TTTT | |_ TT T TT __| |___ TT _______ ___ T _______| |_______|_______| l |_________| T - Trees (Unwalkable grounds are not shown on the map) M - Mognet k - Speak to this kid after circling the landmass on a Chocobo from the forest they're in due east of the village to get a Midget Bread. l - Ladder from one level to another. r - Revivification spring w - Weapon store --------------------------------------------------------------------------- | Also: Serpent Sword, Fire and Ice Staves | | Light Staff | 20, Thunder if used as an item | WW, BW, RW | 3500 | | Killer Bow | 26, Ranged | WR, BW | 4000 | | Thunder Arrow | 17, One use, ranged, thunder element | (RN) | 150 | | Fire Arrow | 17, One use, ranged, fire element | (RN) | 150 | | Ice Arrow | 17, One use, ranged, blizzard element | (RN) | 150 | --------------------------------------------------------------------------- You shouldn't need anything here for now, or ever for that matter... Except for a Light Staff, and even that's not essential. m - Magic store -------------------------------------------------------------------------- | Sight | Same as Gnomish Bread | WW, RW | 100 | | Also: Fira, Blizzara, Thundara | | Cura | 30, Restoritive element | WW, RW | 1500 | | Teleport | Warps party to overworld, escapes from battle | WW, RW | 1500 | | Blinda | Same as Eyedrop | WW, RW | 1500 | -------------------------------------------------------------------------- I advise picking up Sight and Teleport. I don't really know about Blinda - you can buy 43 Eye Drops (unlikely your characters will be going blind 43 times over the course of the game) with the money spent on Blinda and not use up a single use of Cura or Teleport in doing so. a - Armor store ----------------------------------------------------------------------- | Also: Hornshell armor | | Flame Mail | 21/11, Stronn vs. ice, weak vs. fire | WR, RW, TH | 2400 | | Headband | 10/3, Strength and Vitality +1 | MO | 1200 | | Also: Kenpo Vest | | Mage Robe | 13/13, +1 Intellect, Mind | WW, BW, RW | 2000 | ----------------------------------------------------------------------- Headbands are great for Monks, and you'll want to spring for a Mage Robe for all but one of our magic users (you'll be getting another one free soon enough). That's all for here. i - Inn (120 Gil) and Item store ------------------------------------------------- | Potion | Resotres about 100 HP | 150 | | HiPotion | Restores about 400 HP | 1200 | | Soft | Relieves Petrified state | 300 | | Maiden Kiss | Nullifies Toad state | 100 | | Echo Herb | Relieves Mute state | 100 | | Luck Mallet | Changes size | 100 | | Eyedrop | Relieves Blind state | 40 | | Antidote | Relieves Poison state | 80 | ------------------------------------------------- While you're here, I reckon you should leave with at least 10 Maiden Kisses and 10 Antidotes. Whenever you think you're finished with this town, leave, return to the ship and sail north to the Northwestern section of the landmass. ---------------------------------------------- | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW| | WWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW| | WWWWW MMM WWWWWWWWWWWWWWWWWWWWWWWWWWWWW| | WWWWWWWWMMMMMM WWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWMMMMMM WWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWMM5MMMM WWWWWWWWWWWWWWWWWWWWWWWWWWW| B - Blockade |WWWWWWWWWWWWW MMMWWWWWWWWWWWWWWWWWWWWWWWWWWW| W - Water |WWWWWWWWWWWWWW MMWWWWWWWWWWWWWWWWWWWWWWWWWWW| M - Mountain |WWWWWWWWWWWWWW MMWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWWWW MMMWWWWWWWWWWWWWWWWWWWWWWWWWWW| f - Forest |WWWWWWWWWWWWWMMMMMMWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWW MMMMM WWWWWWWWWWWWf WWWWWWWWWWWW| 1 - Aragas Castle |WWWWWWWWWWWW M4MM WWWWWW ffff WWWW WWWWWW| 2 - Gurgan Cave |WWWWWWWWWWWWWW WWWWW ffff W333WBBBB| 3 - Tower of Owen |WWWWWWWWWWWWWWW WWWWW fffff 333 BBBB| 4 - Dwarven Cave |WWWWWWWWWWWWWWWWWWWWWWWffffff WWW333WWWWW| 5 - Flame Cave |WWWWWWW WWWWWWWWWWWWWfffffff WWWWWW WWWWWW| 6 - Lake Dohr Landing |WWWWWWW MMMMWWWWWWWWWWffffff WWWWWWWWWWWWWW| |WWWWWW MMMM WWWWWWWWfffff WWWWWWWWWWWWWWW| |WWWWWW MMMMMMWWWWWWWffff WWWWWWWWWWWWWWW| |WWWWWWffffMMMM WWMMMMfff WWWWWWWWWWWWWWW| |WWWWWffffffMMMMMMMMMMf WWWWWWWWWWWWWWWW| |WWWWWffffffMMMMMMMMMM WWWWWWWWWWWWWWWW| |WWWWWffffffMMMMMMMMMM WWWWWWWWWWWWWWWWW| |WWWWWff fff MMMMM WWWWWWWWWWWWWWWWW| |WWWWW f MMM WWWWWWWWWWWWWWWWWW| |WWWWW MMMMM MM WWWWWWWWWWWWWWWWWWW| |WWWWMMMMMMMMMM MMf WWWWWWWWWWWWWWWWWWW| |WWWWMMMMMMMMMM MMMff WWWWWW WWWWWWWWWWWWW| |WWWWMMMMMMMMMM MMMffff WWWWWW WWWWWWWWWWWW| |WWWWMM2MMMMMMM MMMffff WWWWW WWWWWWWWWWWW| | MM MMMffffff WWWW WWWWWWWWWWWW| | MMMMMMMMMMMMMMMffffff WWW WWWWWWWWWWWW| | MMMMMMMMMMMMMMMffffff WWWWWWWWWWW| | MMMMMWWWWWWWWWMMMffffff 11 WWWWWWWWWWW| | MMMMMWWWWWWWWWMMMffffff 11 WWWWWWWWWW| | MMMMMWWWWWWWWWMMMffff WWWWWWWWWW| | MMMMWWWWWWWWWMMM f WWWWWWWWWWW| |WW MMMMMWWWWWWMMMMM WWWWWWWWWWW| |WWW MMMMWWWMMMMMMMMMM WWWWWWW WWWWWWWWWW| |WWWW MMMM6MMMMMMWWMMM WWWWWWWWWW WWWWWWWWWW| |WWWWW MMMMMMMMMWWMMMMWWWWWWWWWWW WWWWWWWWWW| |WWWWWWW MMMMWWWWWWWMMMWWWWWWWWWWWWW WWWWWWWWWW| |WWWWWWW MM MMMMMMM WWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWW MMMMMMMMMMMMMWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWW MMMMMMMMMMMMWWWWWWWWWWWWWWWWWWWWWWWW| --------------------------------------------- First let's stop at the Argas Castle. Take a few steps up after stepping on the map icon to officially enter the castle and go straight north in the small room immidiately proceeding that. The maps begin at this point. XIV. CASTLE ARGAS Cool new things found on this trip to Argas ----------------------------------------------------------- | Bomb Fragment | Single cast of Fira in battle | (500) | | Arctic Wind | Single cast of Blizzaga in battle | (1500)| ----------------------------------------------------------- WWWWWWWWWWWWWWWWWWWWWW The rightmost candle ('C') opens the .. wall. WWWWWWWWWWWaWWWW'C'WWW Examine it. WW WW WWWWWWWWWWWWWWWW WW WW_______________________WWWbWWWWWWWWWWWW WW .._______________________.. WW A B C WW WW PP W W PP WW WW WW WW A, B & C - WW PP W W PP WW WW ww WW 1000 Gil WW W W WW WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW WWWWWWWWWWWWWWW D - 1500 Gil WWF c IWW E, F, H - 1000 Gil WWE HWW G, I - 100 Gil WWD b GWW WWWWWWWWWWWWWWW Don't go through stairway c until you've some WWWWWWWWWWWWWWW special keys. Although you can open doors g and h WWWWWWWWWWWWWWW now with a Thief in the lead, it's probably best to wait as most of that treasure is of optimal use later. WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW (Dining Room) WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWW S. WWWWWW S.- Seat WWWWW WWWWW T - Table WWWW WW WW TTT WWwwWW WWWW WW WWccWW TTTTT WWffWW WW WW WWWWWW TTT WWWWWW WW WWWWWW WWWWWW WWWWWW WWWWWW WWWWWW WWWWWW WWWWWWWWWW WWWWwWWWW WWWWWWWWWW WWWWWW WWWWeWWWW WWWWWW WWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWW WWf KWW___________WWWWWWWW J - Antarctic Wind WW ww___________ww WW K - Bomb Fragment WW JWW WW LWW L - Arctic Wind WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWgWW WWhWW Doors g & h require WW WW Magic Keys to open WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW WW WWPPWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWPPWW WW P - Pond WW WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW WW WW WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW WW WW WWWW2 WWWWWWWWWWWWWWWWWWWWWWWWWWW 1WWWW WW 1 - Drinking here WW WWWW WWWWWWWWWWWeWWWWWWWWWWW WWWW WW restores HP/MP WW WW WWWWWWWW WWWWWWWW WW WW 2 - Drinking here WW WW WW WW revives party WW WW WW WW WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WW WW WWcWW WW WW WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW Not much to do or gain on this trip, but it will fatten your wallet. When done here, go north and west, through the forest and around the mountains into the cave. XV. GULGAN'S GULCH New thing found here: -------------------------------------------------------- | Toad | Changes target to/from frog form | WW, RW | 700 | -------------------------------------------------------- _ |a| | | | \ / | __/ M| | _/ | __/ | | | | | | | | M - Mognet | | G - Gulgan ____| |____ / \ T - This Gulgan is more / G \_ important than the | | others | G G | | b | \ / | G G | |_____________| _ _|b|_ ____| |____ | G G | | | | T | | | |____G G____| \_ _/ | | | | | | | | | |__________ |__________ | | | | | | | ________ | | / A |_| | A - Mage Robe | B ___| B - Ice Staff \__C_____| C - Fire Staff After you've spoken to the appropriate Gulgans, you should be ready to head to the Tower of Owen. XVI. Tower of Owen Enemies: 49 Pugman (Green palette-swap of Liliput) 50 Far Darrig (Yellow Palette-swap of Leprechaun) 51 Blood Bat (Palette-swap of Poison bat) 52 Petit Mage (Palette-swap of Puti) 53 Fury (Stupid purple winged creature) 54 Aughisky (Yellow palette-swap of Dark Face) NOTE: Pugmen with throw magic like Poison and Blizzard at you. They also drop Maiden Kisses quite regularly, so if you're feeling especially stingy, fight them on that first floor until you get eight of them so you'll require neither Maiden Kisses nor Toad magic to proceed. Also, Aughiskies hit particularly hard. Also, Petit Mages will now throw higher level magic (like Blizzara). They also hit to petrify and can hit members of your party with Silence magic. Well-equipped Warriors and Monks will sometimes take any enemy here down in one shot, though. Aughiskies can also Silence your characters, that with their physical attacks. This is largely why I hope you took my suggestion to pick up some Echo Herbs. Class discussion for the Tower of Owen: Basically, just do whatever you want, although a balanced 'classic' party is recommended. The usefulness among the classes doesn't differ radically enough to merit such an explanation. Noteworthy new stuff found in the Tower of Owen: ------------------------------------------------------- | Salamander Sword | 30, Fire-elemental | WR, RW |(1500)| ------------------------------------------------------- _ ______________________________|a| | | a - To Outside | ________________________ | | | | | b - Toad status is | | | | needed to proceed. | | | | It is recommeneded | |___________ | | to remove the Toad | _________ | _____ | | status right after | | | |____| | | | using the path. | | | ____ b | | | | | | | |_____| | | | | _____| | | | | | | _____| | | | | | | | | | | | | | | | |___| |__________________| | | | |________________________________| 1 - Brief interruption occurs here __________ _____ __________________________ | | _ | | | |d| | | |_|c|_| | b | | |__________ _________ | | | |___ | | |___ | | |c| | ________| | | | | | | | | | | | | | | | | | | | | | | | |_______________| | | | | | A - Echo Herbs |__________1________| | |______| |___________ | A| |__________________________| ________________________ ___________________________ | __________________ _| | 2 | |d| | | | |_________ ___________ _| | | | | | |e| | | | | |______ _ | | | _ | | |B| _ | | | |f| |______ | | |___ |e| | | | | | | | |_ | ____| |_____| |_| | | | | | | | | | |______________| |____| | |________________| |___________________________| B - Spark Dagger 2 - Another brief interruption awaits here 3 - First walk here for another short interrpution 4 - Then face up and examine wall indentation to make : wall disappear C - Echo Grass ____________________________ ___________________________ |____3______ 4_________ _| |_ ___________________ _| | | |f| | | | | | | | _ _ | | | | | | | | | | |C| |g| | :___ ____| | | | | |g| | | | | | | | | | | | | | | | | |_| | |__ | | | | | | | | | |_ | | | | | _ | | |_____| |_________| |_____| | | | |h| | | | |_| |___________________| |_| |____________________________| |___________________________| D - Echo Herbs E - Bomb Fragment F - Sonic Knuckle _______________________________ | |__________| F| _ | _____ _ _____________| _________ |i| | | | | |_____| PPPPPPPPPPP| | _____ |_____| |_ | | | | PPPPPPPPPPPPPPPP P| | | |___________| _____ | | | | PPWWPPWWWWPPWW PPW| | | |E D| | | | | PPWWPPWWWWPP | | | |___ | | | _ | |_ PPWWPPWWWWPP _____| | |_______ | | | | |j| | |_____________| | |_____ | | | | |_| | | _____________ | | |________________| | |_____|_| | |_|i|_| | | | | | __ __ | |___| |_______| |h| |______| ____________________________________ |_____ _______________ | |_ | | |_ ________| |G| | | | | | |___| |_________ |j| | ______________H| G - Flame Mail | | _ H - Salamander Sword | | _|k|_ I - Zues's Wrath | | | | | |____________________________| I| |____________________________________| Going through door k will lead to a small, straightfoward room. Approach the figure straight ahead your path and a boss fight will ensue. BOSS5: Medusa (#200) HP: 3000 Weakness: Nothing Gil: 2600 EXP: 420 She'll try to turn your guys to stone, but she's not too good at it. Otherwise, she'll use a physical attack which tend to be weaker than those of some of the enemies enounctered here. Medusa also has Thundara which she uses on one character. The elemental staves are useful against her, roughly as much so as pyhsical attacks (generally dealing about 150 damage per shot). There's also a Stare attack that attempts to petrify a character. I reckon its success rate is about 1/3. After beating Medusa, watch the show. After this, you should be warped out of the place and the whirlpool blockade very close to it in the water will now be gone. Sail up through the water previously blocked by the whirlpool and east and follow the path south until you find a town conviently located near a strip of mountains just large enough to cut it off from the rest of the non-sailing masses. There are now four more sea monsters to encounter: 71 Anet (Blue palette-swap of Killer Fish) 72 Mermaid (a Mermaid) 73 Seahorse (a Seahorse) 74 Sea Serpent (Big, green water dragon, palette-swap of Nepto) NOTE: Sea Serpents are likely to be the first non-boss enemies who will have two turns per round (quite fair as they take up the entire screen leaving no room for others). (side) XVII. GYSAHL T TTTTTTT _______ TTT TTTTTTTTTT BBBBBBBBBBBBTTTTTTTT | | TT TT TTTTTTTTTT BBWWWWWWWWBBTTTTTTTT | | TTT TTTT BBWWWWWWWWBBTTTTTTTT _____ | | TT ______ TTT BBWWWWWWWWBB | | |_______| TTT | | TTT TTBBWWWWWWWWBB TT | | TTT | | TTT TTBBWWWWWWWWBB T |__r__| TTTT |__mk__| TT BBBBBBBBBBBB SS SS M TT T BBBBWWBBBBBB _________ TT BBBBWWBBBBBB | | WWWWWWWWWWWWWWWWWWbWWWWWWWWWWWWWWW | | WW _________ FFFFFFFFFFWW | | WW | | FF FFWW |____i____| WW | | FFWW T WW |____c____| FFFFFFFFFFWW TT _____ WW bb TT | | WW WW | | WW WWWWWWWWW |__m__| WWWWWWbWWWWWW WW WW WW WW WW WW WWWWWWWWWWWWWW TTT WWWWWWWWWWWWWWWWWWWWWWWWWW TTTT TTTTT WWWWWWWWWWWWWW WWWWWWWWWWWWWW TTT TTTTTT WWWWWWWWWWWWWW WWWWWWWWWWWWWW TTTTT TTTTTT WWWWWWWWWWWWWWWWWWWWWWWWWWC TTTT TTTTT WWWWWWWWWWWWWWWWWW WWk TTTTT TTTTTT WWWWWWWWWW WWk TTTT WWWWWWWWWWWWWWWWWWWWWWWWWW FFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF W - Water b - Bridge B - Brick k - Magic Key T - Tree C - Gysahl Greens S - Shurbbery F - Fence c - Chocobo house. Has a couple of Greens within pots in this house. r - Revivification spring mk - Magic Key store sells Magic Keys at 100 Gil apeice. I don't recommend buying more than a couple keys, if any. If you wish, you can reutrn to Argas Castle to grab the items in the locked doors, without a Thief, but those items will be much more useful shortly. Also in this place, there's a Shuriken in a chest behind the counter. Walk through a false wall to get around it. m - Magic store ------------------------------------------------------------------------ | Toad | 10% base accuracy to cause Toad status | WM, RM | 700 | | Mini | 10% base accuracy to cause Mini status | WM, RM | 700 | | Break | 30% accuracy 110 pwr, Earth elm, partial petr | BM, RM | 3000 | | Shade | 20% base accuracy to cause paralysis | BM, RM | 3000 | | Libra | Scans enemy's HP and weaknesses | WM, RM | 3000 | | Confuse | 25% base accuracy to cause confusion | WM, RM | 3000 | | Silence | 40% base accuracy to cause silence | WM, RM | 3000 | ------------------------------------------------------------------------- I don't recommend anything from here, at least not at this point in the game. Or ever for that matter. Libra, Silence, Confuse and Shade are all cute, I guess, but not necessary or even all that useful. NOTE: When one is confused, they attack their friends and silenced, they can't use magic. i - Inn (120 Gil) Item store ----------------------------------------------------------------------- | Gyshal Greens | Use in funny-smelling areas to call Fat Chocobo | 150 | ----------------------------------------------------------------------- I advise getting four of these along with the Carrots strewn about the town. In the room before the Inn and Item store, there's a piano, a dancing girl and a secret path in the lower right part of the room with a Beastiary man in a room on the other side of that path. After this, there are no additional distractions in this part of the ocean. Head back to the Northwestern section of the landmass and head to the south entrance on the small island you previously couldn't because of the whirlpool blockade. XVIII. DWARVEN HOLLOWS The first room is very small and quite featureless. Going through that leads you to door a. M - Mognet _i_____w_____a_______ MB - Magic-barrier dwarf (This is the main / | W - Water room of the cave) / | H - Horn / WWWWWWWWWWWWWWWW | B - Barrier / WW WW | E - Empty, unwalkable area _/ WW H E WW | D - Dwarf beside the path _/ _ WW H E WW | _ / __/ | WW WW |_____|a\ |b| / WW WW _______M| | WWWWWWWBBWWWWWWWMB | |______________________ |________ \D________ | |c| It's probably a good idea to go over the shops before proceeding in this cave. w - Weapon store ------------------------------------ | Tyrfing Sword | 28 | WR, RM | 2000 | | Also: Flame, Ice Staves | | Diamond Bell | 42 | (GE) | 4500 | | Also: Iron Arrows, Holy Arrows | ------------------------------------ Again, nothing of great use unless you've a Red Wizard or two. a - Armor store ----------------------------------------------------------------------- | Ice Armor | 20/9, Strong against Fire, weak against Ice | WR, RW, TH | | Ice Helm | 10/6, Strong against Fire, weak against Ice | WR, RW, TH | | Ice Shield | 6/4, Strong against Fire, weak against Ice | WR, RW, TH | | Also: Kenpo Suit, Mage Robe | ----------------------------------------------------------------------- I advise buying an Ice Helm for sure, possibly a suit of armor, and if you're in a Shield sort of mood, an Ice Shield - eventually. What you have is probably sufficent for the time being and this Ice stuff will pay off much greater later. Don't think I'd put them on quite yet. i - Inn (80 Gil) and item store ------------------------------------------------ | Potion | Resotres about 50 HP | 50 | | HiPotion | Restores about 500 HP | 600 | | Gold Needle | Relieves Petrified state | 100 | | Maiden Kiss | Nullifies Toad state | 100 | | Echo Herb | Relieves Mute state | 100 | | Luck Mallet | Changes size | 100 | | Eyedrop | Relieves Blind state | 40 | | Antidote | Relieves Poison state | 80 | ------------------------------------------------ I'd pick up a few Mallets if you haven't already. _____________ _|WWWWWWWWWWWWW|_ _|WWWWWWWWWWWWWWWWW|_ _ |WWWWWWWWWWWWWWWWWWWWW| |b| |WWWWWWWWWWWWWWWWW| | | |WWWWWWWWWWWWW| | | |u| | | Passage through u | | | | requires the party | |_____________| | be in Frog state |_________________| and speaking to dwarf MB beforehand. I advise unshrinking just after u is passed through. XIX. SUBTERRANEAN LAKE Enemies: 55 Bomb (Red floating enemy, spiked top) 56 Manticore (Yellow dragon thing) 57 Stalagmite (Grey palette-swap of Carbuncle) 58 Sea Devil (Red palette-swap of Killer Fish) 59 Merman (Purple palette-swap of Sahaugin) 60 Ruinous Wave (Paler palette-swap of Sea Elemental) NOTE: Stalagmites can turn a character to Stone with its Glare attack. They also hit to pertify. Bombs can also self-destruct dealing upwards of 500 damage to a single character. They're weak against ice. Manticores will also throw Ice magic at your guys, so I hope you didn't splurge on Ice armors quite yet. They can also hit to cause petrification. I believe the fish can cause poison status with their attacks as well. Conserve strong -ara spells for the end. Class usefuless: Well, several enemies here have several semi-interesting things to steal, although your Thief might get nothing better than a Hi-Potion, good for this point in the game, if they're new to the job. Hmm. _ _|u|_____ | |___ | | | | |___ | |___ _| | | |_ | | | ______________ | | | ___ | | | ______________| | | | | | | A _a|a___ | |b| | | | | | | _| |_______________________| / |________| | ____________________ | |____| | | |______| A, D & E - Gold Needle B & C - Zues's Wrath _ _ |c| |b| ___________| | | | | _______| | | | E | | | | | | | |_ _| ___| |_ | | _________| _| | | | B | | | | _____________| | | | | __| |______________ | | | | | | | |_ | | | _________ | | | | | |_ |______ | | | | | C |_| | | | | |_ | D | | _ | |_____| | | |________| \___/ _____________ / \ | \ | 1 \ Approaching 1 | | will launch \__ | into a scene and \_______ | BOSS6. \_ _/ | | ___| | ________/ G |_ | F ___________| | / | | | | | | F and G - 3000 Gil | |_____________ \_________ | \ / \ / |c| BOSS6: Gutsco (#201) HP: 3500 Weakness: Nothing Gil: 3500 EXP: 576 He gets two turns per round, a physical attack (50-150 damage) which he uses most often, a strange water attack that's purpose is unknown and he can heal himself for 90-100 HP worth. His defensive capabilities are not noteworthy, so just hit him with what you've got and you should end up victorious. He can also cast Mini with annoyingly high percent of effectiveness, so watch out for that and have Mallets handy. After the battle, watch the show. You can leave the place by casting Teleport or walking out. Speak to dwarf MB, walk to the proper spot on the stand and press A. Watch the show and leave the place (staying at the Inn and buying some Ice equipment perhaps as well as about 40 Potions) and sail the short distance northwest to the Flame Cave. XX. MOLTEN CAVE Important new things found in the Molten Cave: ----------------------------------------------------- | Ice Blade | 32 - Ice elemental | WR, RW | (1750) | | Impact Claws | 34 | MK | (4000) | ----------------------------------------------------- Enemies: 61 Balloon (Green palette-swap of Bomb) 62 Myrmecoleon (Green-palette-swap of Manticore) 63 Crocotta (Green long-legged quadruped) 64 Adamantosie (Big tortise, palette-swap of Land Turtle) 65 Red Mallow (Red gel-like creature) NOTE: The strength curve of the enmies in this cave seems to have gotten steeper as they all hit for about 100 HP of damage. Ice attacks will prove to be quite useful, especially against the turtle (Adamantai) Class lecture: Well-balanced classic party is best, I reckon. Make sure you've Ice-related prowess (Ice Armors, Staves, Spells namely). Also, lowercase l characters mean there is lava on this spot. Remaining on such a space will rmeove 10 HP per every two seconds. _______ | | | A | _ |__ __| A & B - Antarctic _|a|_ | | Wind | | | \ | | \ | | | | |________________ | | |____________ _ |_____| | |l| |_____________| |l| |l| |l|____ _______ _____ |llllll| | B | / ___ \ ___________|lllllll | | / / \ \_____ |llllllllllllllllll| | _____| |b| \____ |___|l| |lll| |l| |_____ll| |lll| |l| |lll|___|l| |lllllllll| ________________ _________ | ____________ | E - Phoenix | E | |l| | | Down |_______ | |l| _ | | __________|l| |l| |b|_| | | _______ll| |l| |_____| | | |ll\________|l| | | |llllwwwwwlll| __/ | |l| |l| |_ __| |l| |l| |c| |l| |l| /l/ |l|_______ _/l/ |llll___ | |ll/ | | |l| | | |l| | | |l| ___| | ___ |l| | | D - |D |__|l| | C | C - Ice Blade Hi Potion |________| |_____| _ __/e\__ __/ _ \__ / / \ \ \__ | | __/ ______ \ \_/ / __|G R | G - Phoenix Down \_ _/ |d_: _____| \ | |l\ |d| \ll| Examining R opens the : wall |l| to d |l| _|l| |ll/ /ll/ |ll/ _____/ll/ _ / F lll/ |c|_ \____lll\ / | \lll\_____/ | F - Impact Claw \lllllllllllll| E leads to a small room. Take a few steps in (fully healed) and watch the show. BOSS7 - Salamander (#202) HP - 6000 Weakness - Ice Gil - 3700 EXP - 686 He'll get two attacks per round, often using them quite wisely (attacking the same person twice, potentially killing them). Having Ice-clad protective gear will greatly reduce the ferocity of his physical attacks, although oddly enough not his flame-breath used across the party. The offensive strategy I most reocmmend for this fight is one more reliant on magic. South Winds/Blizzara casts can take off more than 700 damage with regularity. Although it's risky, I tend to even use White Wizards for offense in this battle unless he spits fire. I found the more aggressively I attack, the better off I tend to be (although another possible strategy could be to have a White Wizard use Cura across the party every turn until you have no more magic uses at that level... by the time that comes, the boss should be weakened enough for a full blown attack, although you risk wasting valuable MP). After the battle, examine the Crystal and step on the sign in the back of the room to warp out of the cave. When this is over, walk back into the Dwarves' Cave, take a few steps in and watch the show. Speak to MB once again and watch the show. Speak to the dwarf beside the southern path and follow him down it. SIDE - DWARVES' CAVE and ARGAS CASTLE Passage c leads to the cave's Main Room (where a dwarf will give you a Magic Key if spoken to at this point). _ |c| | | | | | | | | | | | | | | | | A - Ottershroom | | _______ B - Gauntlets | |___| ___ | C - Echoherb rrrr|_______| | | D - Scholar Robe rrrr| | | E - Scholar Hat rr| | | F - Knight Armor | | G - Phoenix Down | | H - Heroic Shield | | I - Elixir | | J - Killer Bow | | K - Gold Needle | | L - Book of Fire | | M - Book of Ice | | N - Book of Light | | O - Phoenix Down | | P - Gysahl Greens | | | |_________ _| ABCDEFGH | |_ | |__IJKLMNOP_| New stuff found in this sidequest: ---------------------------------------------------------------------------- | Otterhead | Item equal of Teleport (non-battle) | All | 2000 | | Gauntlets | 8/4 | KN, WR |(1250)| | Scholar Robe | 20/23 | SC | 5500 | | Scholar Hat | 11 | SC | 7500 | | Knight Armor | 25/7 | KN |(3750)| | Heroic Shield | 9/6, Guards against many statuses, +1 All | KN, WR | 3500 | | Flame Book | 32, Fire element | SC |(1650)| | Ice Book | 32, Blizzard element | SC |(1650)| | Light Book | 32, Thunder Element | SC |(1650)| | Medusa Arrow | 23, One use, Ranged, 20% chance to petr | RN | 300 | ---------------------------------------------------------------------------- Now is also a pretty good time to make the trip back to Argas Castle to open those doors we skipped earlier. A Thief in the lead can open doors without Magic Keys. So let's mosey on over there, pull the torch and go buck wild. WWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWW WWWW DDWWWWWWWWWWWWWWW WWWWWWWWWWWWW WW W. WWWW STU WW WWWW WWWW WW : WW WW M N O WW WWWW WWWWWW WW WW P Q R WW WWWWWWWwWWWWWWWWWWWWWWWWWWWWW WWWW WWWW WWWWWWWwWWWWWWWWWWWWWWWWWWWWW WWWwWWWWWWWWW WWWWWWWgWWWWWWWWWWWWWWWWWWWWW WWWwWWWWWWWWW WWWhWWWWWWWWW S - 20 Light Arrows M - 20 Fire Arrows T - Killer Bow N - Book of Ice U - 20 Medusa Arrows O - Scholar Robe P - Book of Light W. - Wizard gives an Elixir when appears Q - Book of Fire after events of XXI R - 20 Ice Arrows DD - Examine this dresser to make the : wall disappear XXI. TOKKLE and HEIN'S CASTLE When finished, sail back to the Southwestern section of the landmass to Tokkle. Take a step or two in town and watch the show. When you're next able to recover, you should find yourself in the Floating Castle (it's hovering over the desert near Tokkle). Enemies: 66 Pharoh (Palette-swap of Mummy) 67 Lemur (Palette-swap of Laruwair) 68 Lamia (Big snake-woman hybrid) 69 Demon (Blue floating devil with sword) 70 Dullahan (Headless Horsewoman) NOTE: Pharoh enemies are undead and hit to confuse. Lamias have a Glare attack which puts its target to sleep. Class notes for the Floating castle: The new classess are certainly interesting. Knights and Scholars make effective replacements for designated healers, and Geomancers make effective and interesting replacements for designated attack magicians. I recommend a more magic-oriented team because of how this place ends. New things found in the Hein's Castle: -------------------------------------------- | Royal Sword | 50 | WR, KN | (5000) | | Rune Bow | 42, Ranged | RN | (6000) | -------------------------------------------- _______________ ___________________________________________a___ | | 1 | | R | | 0 | | 2 | | | \ \ | 3 | |_______________|_______________|______ ______|______ ______| 0 - Begin roughly here R - HP/MP/Status Recovery pot 1 - Important figure, you speak now a - Enter here while in a shrunken state 2 - This guy's a Daimon 3 - This one's got a Luck Mallet _ |B| | | __________ _ | | | ______ | |c| | | ___________ | | | | | | | | | B B | | | | | | | | | |_________ | | | | | T - Unwalkable parts | | | | | |__| | |a| of the tree (added | |_| |_ _________| | largely for map | |_| | legibility reasons) |________b: _ _ | \_/ \ | | |_____ : - Fake wall | | | ______| | | | | A - 20 Holy Arrows |__| | | ___ | |_____| A | |______________| _______________g_______________ | ___________________________ | | | | | | | | | | | (These doors lead to | | | | small rooms with these | | | | treasures) | | C - 3000 Gil | | | | D - Zues's Wrath | | (GH) (EF) (CD) | | E - South Wind | |___|d|______|e|______|f|___| | F - 3000 Gil |______________ ______________| G - 3000 Gil |c| H - Bomb Shard _ I - Royal Sword _ | | _ |i| | | |I| | \_| |_______________| | | h: ___ | |_________/ |_____/ \ | |g| _ /j\ | | | | | | J - Phoenix Down |J | | | | | | | | | _ | |_________________|i| | | |_______________________| _____________________ | _______________ | | | | | ___| | | | _| |_____________ | |_ | _ _______ | | | | | | | | T | |_ | |i| |___ | | T | | | | |_____ |_____| | | |_______| _| | | | | |______ |________ | _ | | |j| | |_| | |_____| ___ K - Rune Bow |K | | _| | | _ | | _|k|_ | | | | ___| | Door k leads to a straighfoward room. Heal up and |___ |__| ___| enter and go foward far enough for a scene and |____ | BOSS8. | | | | | | _____________| | |J ______ ___| |__| |j| BOSS8 - Hein (#203) HP - 4500 Weakness - Variable Gil - 4300 EXP - 866 This could be quite tricky, bit it also could be quick and easy. Physical attacks don't do a great deal to him. This is why the Black Wizard is given the highest regard even though they're replaceable. Anywho, it's best have a Scholar now to use his Study ability (third Menu selection down). This option displays the enemy's weak points be they blizzard, thunder or fire. This can be difficult if you're playing the game in a language you don't understand. My recommendation is to once again fight aggresively. Before he uses his weakness-altering 'Wall Change' ability, he has no particular weakness but no particular strength, and low magic defense in general. Nail him with any and every magic attack at your disposal. If you have an Arctic Wind (free use of Blizzaga) and a moderately skilled Scholar, it'll take off roughly half of his HP before he begins to alter his weakness. Geomancy is also quite effective. After the battle is won, watch the show. Walk back to your ship docked near Tokkle and sail north to Argas Castle. Walk up to the man in the seat marked S. in the dining room and talk to him. Return to Canaan town (it's just a bit northeast from Tokkle), enter house y, the northwesternmost house in the town, and speak to the man standing near the door. Watch the show. When it's over, leave town and return to the ship. Press A to change it to and from an airship. Fly in any one direction to depart from the landmass, but before doing so, make sure you've your inventory/Class situation sorted out now. You may also come across a suspicious-looking blue thing popping out of the water. Stay tuned. Leaving the Floating Continent. First you'll be interrupted by a scene upon flying off. Okay, this is a new area, but because it's largely desolate for the time being, a map is pretty pointless. It would at best be no more effective than the map on the top screen, and at worst it would be less than useless. So use that map. The first thing you want to find is the shipwreck, it's only marking on the northern half of the map on the touch screen, so mosey on over there and enter the wrecked ship beside the small island. Three floors down are two chests, a Zues's Wrath and a Blood Sword (55, WR/KN, Adds vapmric element) Speak to the man in the room for a show. The woman in bed is sick, so press A beside her and give her an Antidote. Watch the show then leave the wrecked ship, fly a little to the east and quite a bit north (or south) to reach the next section. When you're good and ready, land the ship in the water near the largest land structure on this landmass - it's to the south of the island near the shipwreck. You shold now be able to pick up the crystal in the north room of the building on this larger landmass, so do it. You can enter the building if you want to recover your health, and then enter the cave just north. XXII. CAVE OF TIDES NOTE: Now that you have another attack magician, you might wish to take a gander at some party strategizing and the like under the general hints section Enemies: 75 Cockatrice (Purplish palette-swap of Basilisk) 76 Poison Toad (Yellow frog) 77 Twin Heads (Yellow two-headed wolf) 78 Roper (Looks most like a closed, yellow Venus fly trap) 79 Agaliarept (Grey rockpile with tentacles, eyes, a mouth) NOTE: Poison Toads have a poisioning attack (and are weak against Thunder), Cockatrices have gradual petrification attribute to their attack. Roepers have a high critical hate rate and sometimes hit to paralyze. Roepers and Agaliarepts are weak against lightning. Class notes for the Water Cave: Geomancy is useful and unlimited but unpredictable and not always reliable. Attack magic is useful but limited Scholars are useful providing elemental and item-doubling pop. You'll probably want to do the MP-class changing trick to keep your MP if you wish to use a Geomancer for the dungeon, but switch to a Black Mage for the boss. This is really the only time I truly recommend doing this. This is new here: -------------------------------------------------- | Blizzaga | 180, Blizzard element | RW, BW | 3000 | -------------------------------------------------- _ |a| | | The events of the shipwreck | | need to be completed before | | door b becomes passable. | | | | | | | | ___| | | | _ | __| _|b|_ | | | | | | |_ _| | | | | | | | |____| | | | |_________| _____ ________ | |_______________________________________| \ | _______________________________________ \ / | | | |__ _| |____ __| |c| |b| _|c| |_ | | |_ | | ___________| | | ___________| | | | | | | | | | | | | | | | | \ / ________ |d| | | _ | |____ |d| | __ | | | | | \ | | | | | | ___ |_ | | | | | | | | | | | | | | | | | | _| | | | | |________________| | | | | | | ______ | | / | | |______| | | | | | | |________| | | | | | | | |_ | | | | | | |___| | | ____________________ ______________ |e| | ________________ | | __ | |-| | | | | | | \_____ | |e| | | | | | | | | | | | | | |___| |___ | | | |______| |_____________ | | | | | ________ | |___________| | | |____________| | | | | ______| | | | | _______| \ / | | | | | | ___ _| |_ | | | \_____| | | | | A \ ____| | |___ | | ___| ________ \____________| | |_____/ ___ | | | \ | A - Blizzaga spell |___________| | | |f| |-| _|f|_ |_ _| | | | | | | ___________ _| |_ __| ________ \ | | | __| \ \ | |__/ | \ \ |___________| _ \ \__ On the other side _|g|_ \ | of door g is a small / \ | | room. Enter it, take _ \ / | | a few steps in, / |_ | | | _| watch the show and /__ \___ | | / | fight BOSS9. | \____| |______/ / |___ _____| |__________| BOSS9 - Kraken (#204) HP - 8000 Weakness - Lightning, I think Gil - 5500 EXP - 1070 Once again, magic is going to be your top use of offense. If you have a striaght up physical attacker, it's almost better they die so healing magic is distrubuted to those of greater offensive power. Blizzaga should hit for about 1000 damage, and the lightning-related items a Scholar has will nail him for 1500-2000 damage. He can cast Blizzara across the party (giving high damage to a character with Ice stuff equipped) as well as Blind (again, reducing the usefulness of the melee attackers). He also sometimes blinds upon attack. You never know when Blizzara is coming, so a White Wizard should Cure/Cura across the whole party every time. After winning the battle, watch the show. When control is regained, you'll find yourself in a whole new world. XXIII. AMUR NOTE: Don't leave town for any reason as all, well, both, paths for the time being lead to death. If you wish, you can visit a Fat Chocobo east-southeast of town in a Chocobo Forest. WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWW s WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWW TTTTTTT l WWWWWWWWWWWWWWWWWWWWGGWWWWWWWWWWWWWWWWGG GGWWWWWWW TTd g WWWWWWWWWWWW| _____ WWSSSSSSSSSSSSSSSSWW WWWWWWWWWWWWWWWWWWWWWWWWWWWW___/ | | WWSS SSWW WWWWWWWWWWWWWWWWWWWWW______/ | | WWSS c c c c SSWW WWWWWWWWWWWWWWWWWWWW/ |_____| WWSSSS llSSSSWW WWTTTTTTTTTTTTTTTTWW M WWWWWWWWWWWWWWWWWWWW WWTTTTTTTTTTTTTTTTWW WW WW WWTTTTTTTTTTTTTTTTWWWWWWWWWbbWWWWWWWWWWWWWWW BB BB WW WW TTTTTTTTTTTTTTWW ______ WWW BBLBB WW WWWWWWWWWWWWWWWWWWWW ______ | | WWWWWWWWWW WWWWWWWWWW WW _________ WW | | | | WW WW WW | | WW | | |____w_| bb _________ WW WW | | bb |____a_| WW | | WW WW |____i____| WW WW | | WW WW WW WWWWWWWWW |____o____| WW WW WWWWWWbWWWWWWWWWWWWWWWWWW WW WWWWWWWWWbbWWWWWWWWWWWWWbWWWWW WW TT WW WW WW TTTTTTTTTTWW WW WW ____ WW TTTTTTTTTTWWWWWWWWWWWbWWWWWWWWW WW | | WW P TTTTWWWWWWWWWWWbWWBBWBBWW WW _____ | | WW TTTTWWWW BBWBBWW WW | | |____| bb bb BBWBBWW WW | | WWTTTTT TTWW BBWBBWW WW |__r__| SSS WWTTTTTT TTWWSS BBuBBWW WW SSSSSWWTTTTT TTWWSSSS BBBBBWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWbWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW S - Shrubs B - Brick F - Fence T - Trees G - Gutter W - Water. Can eventually walk on (or at least through) much of this after house o is entered L - Locked ladder. Unopenable until events of house o are completed P - Speak to this person to trigger important events at house o o - Enter this, an Old Man's house. Talk to him and watch the show. c - Four Gyshal Greens are hidden in this patch t - Thief Gloves d - Black Cowl s - Black Garb r - Revivification spring i - Inn (100 Gil) and Item store --------------------------------------------------------- | Potion | Resotres about 50 HP | 50 | | HiPotion | Restores about 500 HP | 600 | | Gold Needle | Relieves Petrified state | 100 | | Echo Herb | Relieves Mute state | 100 | | Luck Mallet | Changes size | 100 | | Eyedrop | Relieves Blind state | 40 | | Antidote | Relieves Poison state | 80 | | Carrot | Calls Fat Chocobo in their forests | 150 | --------------------------------------------------------- I suggest getting some Antidotes and HP restoration if they're running low in your supply. a - Armor store -------------------------------------------------------------------- | Viking Helm | 19/5 | VI | 5500 | | Viking Mail | 36/5 | VI | 8000 | | Also: Heroic Shield | | Thief Gloves | 11/8, Agility +3 | TH | 2500 | | Black Garb | 30/18, Agility and Vitality +2 | TH, MK, RN | 5000 | | Black Cowl | 15/10, Agility +2 | TH, MK, RN | 4000 | | Black Belt Gi | 33/18, Agility, Vitality +3 | MK | 6000 | | Chakra Band | 17/11, Agility +2 | MK | 4500 | -------------------------------------------------------------------- You don't need to buy anything for a thief. If you plan on using a Viking, go ahead and pick up a helmet and suit of armor, ditto for monks. You can also go ahead on splurge on the monk-related equipment as well. w - Weapon store ----------------------------------------------------------------------- | Battleaxe | 65 | VI, WR | 7400 | | Main Gauche | 35, Agility +3 | TH, WR, DK, BA, RW | 7000 | | Thunder Spear | 45, Thunder element | DR | 8000 | | Selene Bow | 63, Ranged | RN | 16000 | | Boomerang | 40, Ranged | TH, RN | 9000 | | Also: Iron Arrow, Holy Arrow | | Madhura Harp | 60, Ranged, Protect Song | BA | 10000 | ----------------------------------------------------------------------- You may want to get a Main Gauche just for its flexibility and agility bonus in spite of its low price/attack power ratio. If shopping for a Viking, I recommend one Battle Axe if you still have an Ice Shield handy as you'll be finding them another weapon before terribly long. The money saved on Thief armor will be partially nullified here as Boomerangs and the said knife are pricey. Also, the Selene's Bow is strong but expensive, but not as expensive as a pair of Boomerangs (that plus those elemental arrows equals a pair of Boomerangs in attack power). u - Go here to enter the Amur underground sewers. This will segue nicely. XXIV. AMUR UNDERGROUND SEWERS Enemies: 80 Dark Legs (Ugly purple insect) 81 Gigantoad (Purple palette-swap of Venom Toad) 82 Twin Liger (Blue palette-swap of Twin Head) 83 Stroper (More oragne palette-swap of Roper) NOTE: Gigan Toads may poison upon attack. Class lecture for the sewers: I say generally stick with what's given to you for free. Sure, if you're dying to use a Dragon or Bard or Dark Knight, go nuts, but you can get by with a party of guys boosted with stuff you already have/will get in this place without spending a penny. Cool new stuff found in the Underground Sewers ---------------------------------------------------------------------------- | Poison Dagger | 40, +4 Ag, 50% chance/poison | WR, RW, TH, DK, BA |(4211)| | Hammer | 55, Thunder element | VI |(250) | | Power Bracers | 13/9, Str and Vit, +2 | WR, KN, MK |(1250)| | | DR, VI, RN | | | Cat Claws | 42 | MK |(7000)| | Kaiser Knuckle | 50 | MK |(7500)| ---------------------------------------------------------------------------- _ ___________________ _|u|_| | Door u leads back to Amur | | ________| | | _ | | | | | | | |______ _| _|a| |____ _ | | | | | | | | | | | | | | |_____|_____|____| ____________________________________ | _ _ | | | |______ | | |_ | | | |____________ _|a|_ |_ | | | | | | | | | |____________ | | | |_|b| | | | | | | |_________ | | | | | A | | | |_ | A - Cat Claws |__________________|_______| | | | | |_ | | | |_____________| 1 - Walking onto here triggers a scene and a 'boss' battle with four Poison Toads. _ _|b|_ | | ______________________ ____ | | | ______1 | | | |__ | | | | | | | | | | | | | __| | | | | | | | | | |c| | |___| | | | | ____| | | | |_____| | |_________| |____________________| _ ______________________ __|c| | | | | | _________________ | _______| | _____ | | | | | ____|| | | | _______________| |_______| |_____| |________ | | |___ :_________ ___:_ ____ B | | | | F| | D | |_______| | | | | B - Diamond Bell | | | | |______| |_____| |__C| C - Hammer | | |E | | | |_______________| | | | | | | D - Kaiser Knuckles | | E - Power Bracers | | F - Poison Dagger | | | |_________d___ The room on the other side of door D is fairly non-descript | | Just enter, walk a few steps in and watch a show. When |________________| it is finished, you'll be ready to leave town. WORLD - First section Enemies of this game most of the Outdoor areas for this landmass: 84 Black Flan (Purple palette-swap of Red Mallow) 85 Hellgrao (Looks like a small, hopping dragon) 86 Vulcan (Big Orange palette-swap of Salamander) 87 Dracocotta (Yellow palette-swap of Crocotta) 88 Magician (Paper-thin purple odd thing) NOTE: Magicians have the -ara spells, puddings have pretty high defense, Leucrottas can put you to sleep upon attack and Vulcans get two turns per round and sometimes breathe fire. Black Flans are weak against Fire and Vulcans and Dracocottas are weak against Ice. Okay, there is simply far too little over such a relatively large plane of land that mapping it is far more trouble than its worth. I can tell you where you shouldn't go, though. Don't bother traversing the network of river streams here. The Water Shrine and Cave are to the east and north of Amur, but I can't envision any reason for revisiting them other than the free HP/MP restoration. You don't need to go any point north of Amur for the time being. Taking this path far enough will eventually kill you regardless the level of your characters. So don't. Where you should go is south. Keep hugging the coastline from Amur south and follow it as it traverses north into the mountains. If you completed the previous Roman numeral, you should be able to go across the swamp that would've killed you if you hadn't. Oh, and there are also two Chocobo Forests in the area, one to the southeast of Amur and one in the forest south of the mansion. Oh, and remember the location of this mansion as east of it in the ocean there's a suspicious triangular island. Pay no heed to it now, just keep it in the banks of your memory. Well, that's actually possibly worth mapping. I may get to it in another version of the guide. XXV. GOLDOR'S EDIFICE Enemies: 89 Lost Gold (Gold palette-swap of Curse Coins) 90 Gold Eagle (Gold palette-swap of Dive Eagle) 91 Gold Warrior (Gold palette-swap of Berserker) 92 Gold Bear (Gold palette-swap of Bugbear) 93 Gold Knight (Lanky, gold-colored, armored enemies holding swords) 94 Nitemare (Big gold colored horse) NOTE: If they have Gold in their name, they're a little more resistant to attack magic, but not that much. Also, I found Gold Warriors to be particularly strong and Gold Bears can cast Break, thereby essentially wasting a turn. New stuff found in Goldor's Edifice: ------------------------------------------------------------------------- | Gold Sword | 5, It's pretty, probably ornamental... Sell | KN | (2500) | | Wyvern Claw | 51, Wind element, +4 Agility | MK | (4000) | ------------------------------------------------------------------------- Class Evaluation for Goldor's Edifice: I don't particularly recommend using any of the real heavy fighters (Knights, Warriors, Dragoons, Dark Knights, Vikings) mainly because of the dated equipment, and because Thives and Monks are probably going to be hitting for more damage. Black magic is moderately effective throughout most of the dungeon (save their Blizzaga casts), and Geomancy still kicks. ____________________ a ____________________ | | | | | | | _________________ _________________ | | | | | | | | | | | | | | | | | | | First go through a | | | | | | then come back to | | | | | | this room up here | | | | | | | |_______d_________| |________e________| | | | | _________________ _________________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_______b_________| |________c________| | |___________________ ___________________| | | |ooo| o goes outside b, c, and d all lead to small rooms with nothing worth mapping e leads to a small room with a false wall in the northwest corner followed by another small room with a single staircase _____________________________________ | | | _________________________ | | | | | | |______________________ | | | | | | | ______________________| | | | | | | | |______________________ |___ | A through K - | | | | Gold Sword | ______________________| |a| L - Wyvern Claws | | | |____________________________________ | A B C D E F G H I J K L | |__________________________________________| _ _ | | | | _ _______ ___________ | | | | |f| | ___ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_____| | | | Door f leads to a small | | | | | | | | | | room. Walking far enough | | | | | | | _____ | | | into the room intiates a | | | | | | | | | | | | initiates BOSS10 | | | | | | | _________| | | | | | | | | | | | | | |_____| | | | | | | | | | | _____ | | | | | | | | |_________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_____| |___| |_____| ___ |_____| | |e| | ___ | | _____ | | | | |___| | | | |_________| |___________________| |_| BOSS10 - Goldor (#205) HP - 9000 Weakness - None Gil - 9900 Exp - 1640 Don't try to cast magic on him unless it's Blizzaga as magic spells tend not to have any effect, although Geomancy nails 'im nice and good. He can use Blind and Silence spells as well as Protect on himself. His physical attack is highly unimpressive. Hurt and heal as is per usual. After the battle, watch the show and examine the item on the stand when it ends. Get out of here and back to the ship, examining what holds it down first. Again, another large chunk of the world is opened up to you. And then again, as with other times you seem comparatively free as a bird, there is really only one general area you can truly go to make meaningful progress. I still recommend flying about the world just to get a feel for it. Be careful where you fly, though. If you encounter a walled kingdom nestled east of some formidable mountains, slow down. In fact, make note of thie general area because this is where we'll be heading next. Anywho, when you're ready, fly, from Amur south and west. North and west from Amur will also get you here, as will south and east, as will north and east. It's a round world. I find that south and west works slightly better. First continent (north): ------------------------------------------------------------------- |WWWWWWWWWWWWWWW WWWWWWWWWW | W - Water r - River | |WWWWWWWWWWWWWWffffffWWWWWWWW | M - Mountain f - Forest | |WWWWWWWWWWWWWrrrrrrffffffffff | B - Brick | |WWWWWWWWffffffffffr 2fffffffff | O - Will eventually open | |WWWWWWWWWfffffffffr 22fffffffff| | |WWWWMMMMMMffffffffr MMfffffffff| 1 - Duster (Southeast of this map)| |WWWWMMMMMMMMMMMf3frMMMMMMMMMMM | 2 - Replitlo | |WWWWWMMMMMMMMMMMffrMMMMMMMMMMMM| 3 - Chocobo Forest | |WWWWMMMMMMMMMMMMMMrrrrrrrMMMMMM| 4 - Southwest Saronia | |WWWWrrrrrMMMMMMMMMMMMMMMrMMMMMM| 5 - Southeast Saronia | |WWWWMMMMMMMMMMMMMMMMMMMMrMMMMMM| 6 - Northeast Saronia | |WWWMMMMMMWrrrrrrrrrrrrrrrrr | 7 - Northwest Saronia | |WWWrrrrrrrMMMMMMMMMMrrrrrrr | 8 - Saronia Castle | |WWWMMMMMMMMMMMMMMMMMrrrrrrrrrrr| 9 - Saronia Catacombs* | |WWWrrrrrrrMMMMMMMMMMrrrrrrrrrrr| 10 - Ancient Ruins* | |WWWMMMMMMrrrrrrrrMMMMMMMMMMMr | *Come back to these later | |WWWMMMMMMMMMMMMMrrrrrrrrrMMMW -----------------------------------| |WWWMMMMMMMMMMrrrrMMMMMMMrrrrrrrrrrMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| |WWWrrrrrrrrrrrMMMMMMMMMMMMMMMMMMMrMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| |WWWWWMMMMMMMMMMMMMMMMMMMMMMMMMMMMrMMMMMMMMMMMMBBBBBBBBBBBBBBBBBBBBB| |WWWWWWWMMMMMMMMMMMMMMMMMMMM10MMMMrMMMMMMMMMMMMB 7fff fW Wf 6f 66 B| |WWWWWWWWWrrrrMMMMMMMMMMMMMM MMMrMMMMMMMMMMMMB 7fff fW Wf 666 B| |WWWWWWWWWffffrrrrrrMMMMMMMM MMrMMMMMMMMMMMMB 777 fW88Wf 6 B| |WWWWWWWWWrrrrrMMMMMMMMMMMMM MMMrMMMMMMMMMMMMB77 77 fW Wf 66 66 B| |WWWWWWWWWWMMMMMMMMMMMMMMMMM MMMMMrMMMMMMMMMMMMB 7 fB Bf ff B| |WWWWWWWWWWrrrrrMMMMMMMMMMMM MMMMMrMMMMMMMMMMMMB ff B| |WWWWWWWWWWffffrrrrrrrrrrrrrrrrrrrrMMMMMMMMMMMMB ff B| |WWWWWWWWWWrrrrrMMMMMMMMMrrrMMMrMMMMMMMMMMMMMMMB4 4 ffff 55 5 55 B| |WWWWWWWWW MMMMMMMMMMMMMMMMMMMrMMMMfffffffffffB 4 4 ffff 5 55 B| |WWWWWWWrrrrrrrrrrrrrrMMMMMMMMMrMMMffrffrrffrrfB4444 fff 555 5ff B| |WWffffffMMMMMMMMMMMMrrrrrrrrrrrMfffrrfffffffrfB44f ffff B| |WWfffffffMMMMMMMMMMMMMMMrMMMMMMMfffrffffffffrfB f fff B| |rrrrffrrffffMMMMMMMMMMMMrMMMMMMMfffrffffffffrfBBBBBBBBBBOBBBBBBBBBB| |WWfffffrffffffffMMMMMMMMrrrrrrrrrrffffffffffrfffffffff WWWWW| |rrrrffrrrrffrffrrrrrrrMMMMMMMMMMMMffffffffffrfffffff WW9WW| |WfffffffffffffffMMMMMMMMMMMMMMMMMMffffffffffrfffff rrrrrrrrrrrWWWWW| |WfffffffffffffffMMMMMMMMMMMMMMMMMMMMffffffffrrrrrrrr WW1WW| |WffffffffffffffffMMMMMMMMMMMMMMMMMMMffffffffffr W(SE)| ------------------------------------------------------------------- Land Enemies: 95 Hellgaroo Mage (Reddish palette-swap of Helcan) 96 Needle Monkey (Purple cat) 97 Catoplebas (Giant floating bovine) 98 Sorcerer (Reddish palette-swap of Magician) 99 Sandworm (Yellow Palette Swap of Blood Worm) Sea enemies: 71 Anet (Blue palette-swap of Killer Fish) 72 Mermaid (a Mermaid) 73 Seahorse (a Seahorse) 74 Sea Serpent (Big, green water dragon, palette-swap of Nepto) 112 Sea Dragon (Palette-swap of Nepto) The Sea Dragon's a mean sucker, but you'll have but a small window of time to tackle this beast. You should do it now, because after XXVII, you most certainly will not be able to fight this guy. He's weak against thunder, as is per usual with sea monsters. Don't worry about the pure squalor of mountain/river mesh tainting this map. Even if it was mapped perfectly, it would still look ugly as hell. Anywho, you can pretty much ignore every single river here except for one mouth at the very northern part of this continent. Even then this is purely optional. Land here to reach Leprit. XXVI. JUST VISITING REPLITO and DASTAR REPLITO RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRRRRRRRR TTTTTTTTTT RRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRR TTTTTTTTTTTTTRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRR TTTTTTTTTTTTTRRRRRRRRRRRR TTTTTTTTTTTTTTTTTTTT T _________ RRRRRRRRRRRRR TTTTTTTTTTTTTTT c |RRRRRRRRRRRRR TTTTTTTTTTTTTTTT T T| |RRRRRRRRRRRRR TTTTTTTTTTTTTTT _____ T T|_________| TTTT TRRRRRR TTTTT e | | TTTTTTTRRRRRR TTTTT sTTTTT | | TTTTTTTTTTTTRRR TTTTTTTTTTTT |_____| WWWWW TTTTT TTTTT TTTTTTTTT TTTTT TTT _____ TTTTTTT TT | | _____ TTTTTTT p TT TTT | | | | TTTTTTTT TTT |_____| | | TTTTTTT TTT M |__i__| TTT TTT _____ TT _____ TT TTT | | TT RRRR RRRR SS| | TT TTTTT | | s RRRR RRRR SS| | TT TTTTT |_____| RRRR RRRRTT |__m__| TT TTTTTTT TTRRRR RRRRTTTT TT TTTTTTTTTTTTTTTTTTTTTRRRR RRRRTTTTTTTTTTTTTTTTTTTTTTT T - Trees R - Rock S - Shrubs W - Water t - Tress that can be climbed leading atop a roof. From there, you can go down chimney c. There's a false wall on the east side of the first room leading to an Elixir in a chest. s - Turtle Shell (One free use of Protect spell) e - Elixir p - Phoenix Down m - Magic Store ---------------------------------------------------------------------------- | Escape | Trips or allows party to escape | EV | 100 | | Icen | Ice attack (190) on one foe put all to sleep (25%) | EV | 7000 | | Spark | Thunder attack (193) on one foe or paralyze all (20%) | EV | 7000 | | Heatra | Fire hit on 1 foe (200) or Cure allies' HP (110) | EV | 7000 | | Hyper | Punches (170) or kicks (175) an enemy, earth element | EV | 7000 | ---------------------------------------------------------------------------- Boy is this expensive. I certainly hope you've been saving your clams, because these magics, while useful, are highly expensive. They're all worth it, or will be very much so after quite a long time. And what's with those spell names? What are we, using an awkwardly translated rom? Oh, and if you wish to have a more detailed look at a call magic spell, Crtl+F the words call magics in all caps to get right down to it. i - Inn (200 Gil) and Item store ------------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Ottershroom | Lets party warp to the outside | 2000 | | Gysahl Greens | Calls Fat Chocobo in Forests | 150 | | Midget Bread | Item equal to Sight magic | 200 | ------------------------------------------------------- DUSTER TTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTWWWWWWWWWWWTTTTTTTTTWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTWW WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTWW e WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT WWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW WW WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW WW e WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TTTTTWWTTTT WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TTTTT WW TTTTT WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TT WW TT WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TTT WWWWWWWW TTT WWWWWWWWWTTTTTTTTTT TTTTTTTTTTTTTTWW TT WWWWWWWW TTT WWTTTTTTTTT WWWWWWWWWWWWWWWW TTT WWWWWWWW TT WWTTTTTTTTT TTT TT TT WWWWWWWWWWW TTTT T TTT TTT ____ TTTTTTT TTTTT TT | | TTTTTT TTTTT T | | TTTTTT TTTTT _____ _____ |____| TTTTTTT TTTTT | | | | _____ TTTTTTTTTTT TTTTT | | | | | | FFFF TTTTTTTTTTT TTTTT |__w__| |__a__| | | TTTTTTTTTTTTT TTTTT |__i__| TTTTTTTTTTTTTTT TTTTT TTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTT TTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTT T - Trees W - Water F - Fence e - Earthen Drums (One free use of Quake spell) w - Weapon store ----------------------------------------------------------------------- | (Also: Diamond Bell, Mudhura Harp | | Loki Harp | 60, Sing to increase attack power | BA | 10000 | | Lamia Harp | 60, Sing to cause damage, hit to confuse | BA | 12000 | | Dream harp | 60, Sing to restore HP, hit to put asleep | BA | 12000 | ----------------------------------------------------------------------- The only weapon here I truly recommend is the Loki Harp. The Mudhura is alright and the Dream Harp is marginally useful, though. a - Armor store ------------------------------------------------------------------------------ | Gaia Vest | 35/25, Vitality +3 | GE | 7600 | | Bard Vest | 32/28, Agility and Mind +2 | BA | 5500 | | Feathered Hat | 10/16, Agility +2 | All | 6000 | | Rune Bracers | 11/13, Guards many statuses | WM, BM, RM, SC, GE, EV | 5000 | ------------------------------------------------------------------------------ I recommend getting two or three Feathered Hats no matter what - it's one of the best of its kind in the game. Ditto for Rune Rings. Go ahead and get a Bard's Vest if you want, although you'll get a Gaia Vest before too terribly long for free, so I don't advise picking up one of those. i - Inn (320 Gil) and Item store ----------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Maiden Kiss | Nullifies Frog state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Luck Mallet | Changes size of character | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Gyshal Green | Calls Fat Chocobo in Forests | 150 | ----------------------------------------------------- When you think you're good and ready, and make sure you are because you won't be moving from this next area for a very long time (although there are shops and the like open for business), fly close to Salonia Caslte, marked with an 8 on the map and watch the show. When it ends, leave the battle room southward and walk over to the southwestern part of the kingdom. XXVII. SARONIA TOWNS SOUTHWEST SARONIA ______________________________________________________ |WWWWWWWWWWWWWWWWWWWWWWWWWWWWWSSSS| | TT | |WWWW| |____________ | WWSSSS| | ___ TT | |WWWW| | | SS| | | | |WWWWWWWWWWWWlWWWW| | | WWW |__p____| | | | |WWWWWWWWWWWWWWWWW| | | WWWW |___| | |WWWWWWWWWWWWWWWWW| |____| WWWW TT| | | |WWWW| WWWW TT| | |____r____|WWWW| WWWW BBBBBBBBBB WWWW| | __________ WWWWWWWWWWWBB BWWWWWWWWB WWWW| | |BBBBlBBBBBWWWWW WW 2WWWWWWW BWWWWWWWWB WWWW| | |WWWWWWWWWWWWWWW WWlWWWWWWWW BBBBBBBBBB WWWW| | |WWWWW WWWWWWWWW ______ WWWW| | |WW WWWWWWW ___ | |____ WW| | |WW _____ WWWW | | | |WW| | |WW ___| |___ WW | | |________c__|WW| | |WW | | WW |___| TT _____ WW| | |WW | | WW ___ TT| | WW| | |WW | | WW | | TT| | WW| | |WW | __a__ | WW | | |_____| WW| | |WW |___| |___| |___| WW| | |WW WW WW| | |WWWWWWWWWWlWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWW| |_1|WWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWW| Empty spaces are those that can be walked on normally this time, so bridges and ladders aren't marked. W - Water B - Brick c - Enter this building for a free Fat Chocobo, and enter the fake wall on the west side of the room for 11 chests, a Carrot in each. p - Pub, enter, take a few steps to initiate a scene and fight a 'boss' battle of four Gold Knights. r - Revivification spring a - Armor store, currently sealed 1 - This guy will give you a Wind Spear is spoken to before the events of XXVIII and after events of p. 2 - This guy will give you a suit of Dragon Mail if spoken to before the events of XXVIII and after the events of p. After the events of building b have been completed, the plot can move foward and so can your guys. SOUTHEAST SARONIA BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBWWWWWWWWWWWWWW BBWW WWBBWWWWWWWWWWWWWW _____ BBWW WWBB| | WWWW | | BBWW WWBB| | WWWW | | BBWW WWBB|_____| WWWW | | BBWW WWBB ____WWWW | | BBWW WWBB | | |_____| BBWW WWBB c | | ___ TTBBWW WWBB | | | |___ TTBBWW WWBB |_______| | | BBWW WWBB | | BBWW WWBB WWWW | | BBWW WWBB WWWW |_______| BBWW WWBB WWWW TTBBWW WWBBTT WWWW WWWW TTBBWW________________aa_______________WWBBTT ____WWWW WWWW BBWW WWBB | | WWWW BBBWW WWWBB | | WWWW BBBWW WWBBB | | WWWW _____ BBBWWWWWWWWWWWWW WWWWWWWWWWWWBBB | | WWWW| | BBBBBBBBBBBBBB BBBBBBBBBBBBBB |_______| WWWW| | _____ _____ ___________ WWWW| | | | | | | |WWWW WWWW|_____| | | | | | |WWWW ___ | | | | |___ |WWWW WWWWWWWWW| |___ |_____| |_____| |_______|WWWW WWWWWWWWW| | _____ T _____ _____ WWWW WWWWWWWWW| | | | T | | | |WWWWWWWWW WWWWWWWWW| | | | | | | |WWWWWWWWW WWWWWWWWW|_______| | | | | | |WWWWWWWWW WWWWWWWWW |_____| |_____| |_____|WWWWWWWWW WWWWWWWWW WWWWWWW c - a couple of Chocobos should be walking around here Door a leads into a castle-like area with enemies and all, not unlike the encounters at Castle Sasson. Enemies: 95 Hellgaroo Mage (Reddish palette-swap of Helcan) 96 Needle Monkey (Purple cat) 97 Catoplebas (Giant floating bovine) 98 Sorcerer (Reddish palette-swap of Magician) 99 Sandworm (Yellow Palette Swap of Blood Worm) NOTE: Catoplebas, withtheir high HPs, can pertrify with their hits. Sorcerers, like their palette-swapped counterparts, also have -ara magic spells. New stuff: ------------------------------------ | Dragon Helm | 18/9 | DR | (2000) | | Dragon Armor | 35/13 | DR | (3000) | ------------------------------------ WWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWWWW WWWW Wb WWWW WWWW WWWW WWWW WWWW WWWWWwWWWWW WWWWaWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWWW WWWW cW bWWWW WWWWc Wd WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWWWWWWW WWWWWwWWWWW WWWWWWWWW WWWWlWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWWW WWWW eW dWWWW WWWW Wf WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWwWWWWW WWWWWwWWWWW WWWWhWWWW WWWWlWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW WWWWWWWWWWWW A WWWW A - Dragon Helm WWWWWW WWWWWWWWWW B C WWWW B - Dragon Mail WWWW iW WWWW C - Phoenix Down WWWW WWWWWWWWWW D E WWWW D - Elixir WWWW WWWWWWWWWWWW F WWWW E - Dragon Helm WWWWWwWWWWW WWWWWWWWWWW F - Phoenix Down WWWWhWWWW WWWWWWWWW NORTHEAST SARONIA _________________________________________________________ |WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWW | | | | | | WWWWWWWWWWW| |WWWWWWWWWWW | | |_____ | | | WWWWWWWWWWW| |WWWWWWWWWWW |__w__| |_____| | | WWWWWWWWWWW| |WWWWWWWWWWW |_w2__| WWWWWWWWWWW| | | TT | | | | TTT TTTTT |__ | |______| TT TT _____ |___| | _____ | | | | | | ________ | | | | T | | _| |_ |_____| | | T |_m2__| _| |_ ____________ | | ______ | | | | | | __| | | | | | | | | | |_ _| |___ | | | | __| |_ _| |________| | | |______| |________| | | ___ T _____ | | __| | TTT | | | | | | TT | | | | | | |__m__| | | |______| _____ ______ TT | | | | | | TT | |WWWWWWWWWWW | | | | WWWWWWWWWWW| |WWWWWWWWWWW |_____| |__i___| WWWWWWWWWWW| |WWWWWWWWWWWTT WWWWWWWWWWW| |WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW| W - Water T - Trees w - first Weapon store --------------------------------------------------------- | (Also: Thunder Spear) | | Wind Spear | 53, Wind elemental | DR | 10000 | --------------------------------------------------------- I'm just going to spoil this one for you now, the best way to fight the next battle is likely to be with four Dragoons. Although you can't get anymore armor and it seems a tad cumbersome to buy all this stuff for just one fight. I do recommend picking up at least enough for two Dragoons, as if you've climbed the tower in Southeast Salonia, you'll find ample armor for two Dragoons, plus you already have a Wind Spear from a man in Northwest Salonia. So I recommend at least one, maybe two more Wind Spears. Also note that this is likely the last time I recommend buying any weapon or armor for a very long time, almost ever. And even this is quite borderline. i - Inn (320 Gil) and Item store ------------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Echo Herb | Nullifies Mute state | 50 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Ottershroom | Lets party warp to the outside | 2000 | | Gysahl Greens | Calls Fat Chocobo in Forests | 150 | | Gnomish Bread | Item equal to Sight magic | 200 | ------------------------------------------------------- m, m2 and W2 are all sealed for the time being. NORTHWEST SARONIA ________________________________________________________ | | | | | | | | | |_________________________l__________________________| | | | |TTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTT| |TTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT| |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT| |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTT TTTTTTTT| |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTT TT | |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTT ___ | |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTT | | ___| |TT TTTTTTTTTTTTTTTT TTTTTTT | | | | | TTTTTTTTTTTTTT TTT _____ |___| | | |_____ TTTTTTTTTTTT T _| | |___| | | ______ TTTT | | | | | | |__ | _| ____ | |__m__| |__ | |__i__| | | | | |______| TT | | | | _____ TTT T | | | | | | TT T |____| | |TT| | | |TT|_____|TT TT | TT i - Inn (320 Gil) and Item store ----------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 300 | | Maiden Kiss | Nullifies Frog state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Luck Mallet | Changes size of character | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Gysalh Green | Calls Fat Chocobo in Forests | 150 | ----------------------------------------------------- You cannot yet enter buildings l or m. Whenever you think you're ready, grab your spears and head for Salonia Castle. XXVIII. SARONIA CASTLE Change as many guys as possible into Dragoons. You may want to keep one character as a White Mage if you feel this process is too costly and cumbersome. Enter the castle. The first part of the castle is a large rectangular room of minimal mapping interest. It will also be gone shotly. Enter the next room, speak to one of the guards by the castle and watch the show. BOSS11: Guardia (#206) HP: 11000 Weakness: Wind Gil: 10200 EXP: 2200 Not half the trouble maker he was for many in the original FFIII. Although he has two attacks at his disposal, his physical attack, the one used more often, is quite a non-entity. He also has a Thunder-based attack used to hit the entire party rocking those with lesser megic defenses for over 300 HP easy. As if all the Dragoon equipment around wasn't a dead giveway, they're this monster's weakness. Jumping (with a Thunder/Wind Spear combo) can take off 2000 HP, 2500 or more if enhanced with a Loki Harp's Song. Evoking Heatra is good: either substantial healing across the party or great damage to Guardia. After the battle and the scene, it's time to explore the castle. XXIX. EXPLORING SARONIA CASTLE/KINGDOM New stuff found at Salonia Castle ----------------------------------------------------------------------------- | Rusted Armor | Nobody can seem to use this | None | (50) | | Golem Staff | 30, Break as item and weapon, Spirit+3 | WW, RW, EV | 13500 | | Earth Bell | 88, Sometimes Paralyzes enemy | GE | (2750)| | Dragon Hammer | 70, Thunder elemental | VI | 7000 | | Tome of Ice | 53, Ice elemental | SC | (7500)| | Tome of Fire | 53, Fire elemental | SC | (7500)| | Tome of Light | 53, Thunder elemental | SC | (7500)| ----------------------------------------------------------------------------- WWWWWWWWcWWWW WWWWWW WWWW WWWWWWWW WWWW . means path across is actually much longer, WW WW______ it's been abbreviated for space saving purposes. WW ww_.__ | _____ WW WW | | | | WWWW WWWW | | | b | WWWW WWWW | | |_ _| M - Rusted Armor WWWWWaWWWWW | | | | N - Earth Bell WWWWW WWWWW | | | | O - Gaia Vest | | | | P - Viking Helm A - Ice Rod | | | | Q - Dragon Helm B - Rusted Armor | | | | R - Viking Mail C - 20 Medusa Arrows | | ________| |________ _______ D - Dragon Hammer | | | | | M P | E - Gold Needle | | | | | | F - Tome of Fire | | | |____________| N Q | G - Tome of Ice | | | \____________ | H - Golem Staff | | | | | O R | I - Scholar Hat | | |___________________| |_______| J - Boomerang | | K - Selene Bow | | L - Tome of Light | | ________________| | |A B C | | | |D E F | | | |G H I | | | |J__K__L_______ _| |b| S - Statue WWWWWWWWWWWWW WWWWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWSS SSWWWW WWWW PP PP WWWW WWWW SS WWWWW SS WWWW WWWW WWWW WWWW WWWWW WWWW WWWW PP PP WWWW WWWW WWdWW WWWW WWWW WWWW WWWW WW WW WWWW WWWW PPWW WWPP WWWW WWWW WWWW WWWW WWdWW WWWW WWWWWWcWWWWWW WWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WW WWWWWWWWWWW WW WW WWWWW WW WWWWWWWWWWWWWWWWW WW WWWWWWWWW WWWWW WWWWWWWWW WW WWT TWW WW WWWWWWWWW WWaWW WWWWWWWWW WW WWT 1 TWW WW WWWWWWWWW WWWWWWWWW WW WWT TWW WW WWWWWWWWW WWWWWWWWW WW WWT TWW WW WWWWWWWWW WWWWWWWWW WW WWWWWWWWfWWWWWWWW WW WWeWW WWfWW WW WW W W WW 1 - Speak to this man WW W W WW to initiate a scene WW W W WW which should allow WWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW you to proceed in the game WWWWWWWWWWWWWWWWW WW WW WW SS SS WW__________________WWWW WW ww__________________ gW WW WW WWWW WWWWWWWWeWWWWWWWW __________ | | | WWWWWWWW | WWiWWWWW |_wwgWW ww_| WW WW WWWWWhWW WWWWWhWW _________________ |i______________ | | | T, U - Phoenix Down | | | | 3 - Examine to intiiate BOSS12 | | | | _ | | _|3|_ ___| | | | | | | (d) | |TU | |_ _| |_____| |_| Those shops that were sealed are now open for business. Armor store of Salonia's Southwestern block: ------------------------------------------------------- | Also: Rune Ring, Gaia Vest, Scholar Vest, Scholar Hat | ------------------------------------------------------- Magic store 'm' of Northeastern Salonia --------------------------------------------------------------------- | Thundaga | 183, Thunder element | 5000 | | Raze | Attempts to kill all enemies at 20% base accuracy | 5000 | | Erase | Removes magical barriers | 5000 | | Curaga | 80, Resotrative element | 5000 | | Raise | Recovers ally from KO state with low HP | 5000 | | Protect | Increases physical and magic defense | 5000 | --------------------------------------------------------------------- Pretend you see a BM in an imaginary third column in the top three and a WM in the same place in the bottom three. Red Mage can't use any of these. Makes things so much easier. If you plan on using a Black Mage, and I can understand not as they are approaching marginal status with dated equipment, Thundaga and Raze are both moderately useful. For the White Mage, pick up Curaga and Raise, the latter kills undead upon use of the spell (not that we'll see many more undeads, though). Protect is okay, but I can't exactly recommend it because there's always a Mudhara Harp, however expensive the cost and however temporary the effects may be. Eventually, when 5000 is a relatively small amount of money, I advise buying Protect. Weapon store 'W2' of Northeastern Salonia -------------------------------------------------------------------------- | Fire Rod | 25, Fira as item, Int/Mind +3 | BW, WW, RW, EV | 10000 | | Ice Rod | 25, Blizzara as item, Int/Mind +3 | BW, WW, RW, EV | 10000 | | Light Rod | 25, Thundara as item, Intellect +3 | BW, WW, RW, EV | 10000 | | (also: Golem Staff) | | Rune Staff | 33, Casts Erase as item, Mind +3 | BW, WW, RW, EV | 18000 | | Wizard Rod | 20, Intellect +5 | BW, RW, EV | 20000 | -------------------------------------------------------------------------- All the rods are expensive but effective. Back in the day, equipping the elemental rods meant strengthening the holder's magic of that element, and in my studies and observations here, I found that may or may not be the case here... I'm leaning more towards 'not' myself. The Golem Staff is also pretty good, it also at times adds partial pertfication to those smacked with it... meaning having two should double the speed of pertification, but chances are you will be getting enough of those for free before too terribly wrong. Magic store 'm2' of Northeastern Salonia ------------------------------------------------------- |(Also: Break, Blizzaga, Shade, Libra, Confuse, Silence)| ------------------------------------------------------- When you think you're done with Salonia, get into your airship and fly due north. The next part of the game again takes place in an area not worth my mapping time and efforts. This time, I know for damn sure I ain't gonna make one. Anywho, this takes place on the smallest continent of the game. You must begin at the southern tip of this continent because the rest of the truly meaningful parts of it are surrounded by mountains. There's also a town at the southeasten areas of the continent, but we'll worry about that one later. When the path splits into two, a northbound and eastbound path, take the northbound as the eastbound goes nowhere. This is the Dalug continent. Here, you may be attacked by 100 Frost Fly (Purple Firefly palette-swaps) 101 Simurgh (Palette-swap of Rukh) 102 Harpy (Single woman-bird hybrid, palette-swap of Fury) 103 Gargoyle (Bluish flying creature) 104 Chimera (Red three-headed dragon) Most of which are weak against wind. XXX. DOGA'S MANOR Enter the house, take a few steps in and watch the show. _______________________________________d_ _________ | h 2 \_____________________ | | a | | | | | | | | _____| | | | | |_ _| | | |_ _| _|c|_ _____ |_______| | | | | |1 | | | | | | _| | | | | | | | | __________| |__________ | | | | | | | | | | | | |___i___| |___m___| | | | | | |_______| | | | |____________ ________________________| | | |b| __ | | |bb| | | __| |__| | h - HP/MP recovery | | 1 - Examine candle and select Gyshal Greens | M | call a Fat Chocobo | | 2 - Examine candle to open / walla HiPotion | | |______________| d - you must be in a shrunken state to enter d (leads to XXXI) m - Magic store ---------------------------------------------------------------------- | Firaga | 190, Fire element | 10000 | | Bio | 170 | 10000 | | Warp | Kills an enemy (20%) or teleports to previous floor | 10000 | | Aeroga | 200, wind element | 10000 | | Haste | Increases number of attacks during battle | 10000 | | Stona | Nullifies stone status | 10000 | | (Also: Curaga, Raise) | ---------------------------------------------------------------------- The magic here might be immdiately pretty useful considering the next area will need to be done miniturized. The attack magic here, as is the case with black magic in general in this game, will be overwhelmed later on. It's probably recommended you simply skip everything with a Thief's escape ability here unless you wish to complete your monster list. Haste, though, is one of the best spells in the game and I definately recommend picking one of those up. i - Item Store ----------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Maiden Kiss | Nullifies Frog state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Luck Mallet | Changes size of character | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Gysahl Green | Calls Fat Chocobo in Forests | 150 | ----------------------------------------------------- When ready, cast Mini on the party and head through door d. XXXI. CAVE OF THE CIRCLE Enemies: 105 Demon Horse (Purple palette-swap of Nitemare) 106 Rock Gargoyle (Grey ... gargoyle) 107 Bovian (Grey bull holding an axe) 108 Dread Knight (Blusih palette-swap of Gold Knight) 109 Mage Flyer (Greenish palette-swap of Flier) NOTE: Flier Mages can be quite challenging with their powerful -a level spells, although they can be muted, paralyzed and blasted away with air attacks. The other enemies rely largely on physical attacks and will likely kill in two hits. Class usefulness pep talk for the Cave of the Circle: The Thief is the only useful non-magic oriented class for the escaping and stealing abilities that come with it. Running from every battle's really not too bad of an idea here, although magic can blast you through nicely. Magic classes (color mages, Geomancers and Evokers... Bards and Scholars, not really) rock the faces of those who tread this path. The cave is a series of three fairly small, narrow, striaght corridors. The final floor is a small room in which you can do little else besides take a step or two foward and watch a show. Next, sail out of the carved mountain path and hug the coast of the continent eastward. Continue until you reach the easternmost point of the map. Land in the water to submerge and follow the obvious path and emerge in the little peice of water surrounded by mountains. Note that you don't have to do this. You may encounter some enemies down here: 110 Noggle (Yellow palette-swap of Tangie) 111 Abtu (Deep blue palette-swap of Anetto) 113 Kagura (Greener palette-swap of Sea Horse) 114 Charybdis (Weird-looking reef with a mouth) Also, if you have a Thief in your party at this point, it's a good idea to keep him that way for the next dungeon. XXXII. (side) DOGA'S VILLAGE | | \__ __/ | | _/ \_ | m1 | / _ _ \ / / | | \ \ / / _| |_ \ \ _____/ / | | \ \ / /__| M \ \ \_______ | m2 __ TTT \ \_ \ |_ / / TTTT \__| m3 | |__ | \ TTTT ______ _/ \ \ \_ TT \ | | \ \ \ m5 \ | | \ \ \ _____ \ | | \ \ / / \ \ | | _\ \_/ / \ \_| | / \_______/ \ | m4 ______ m6 | \_______/ \______/ The people in Doga's Village are entirely composed of magic vendors. Except that guy up top there. We've already seen the vast majority of this stuff, although now might be a pretty good time to stock up on an additional copy of lower-level curative spells and summons... for later. I highly recommend at least another Curaga. m1 - Magic store ------------------------------------------------------------ | (See also: Fira, Blizza, Thundara, Cura, Teleport, Blindna)| ------------------------------------------------------------ m2 - Magic store ----------------------------------------------- | (See also: Escape, Ince, Speak, Heatra, Hyper | ----------------------------------------------- m3 - Magic store --------------------------------------------------------- | (See also: Break, Blizzaga, Shade, Libra, Confuse, Mute)| --------------------------------------------------------- m4 - Magic store ---------------------------------------------------------- | (See also: Thundaga, Raze, Erase, Curaga, Raise, Protect | ---------------------------------------------------------- m5 - Magic store ------------------------------------------------------------------- | (See also: Firaga, Bio, Warp, Aeroga, Stona, Haste, Curaga, Raise)| ------------------------------------------------------------------- m6 - Magic store ---------------------------------------------------------------- | Quake | 140, targets all enemies, earth element | 20000 | | Breakga | Petrifies target instantly, 10% basic rate | 20000 | | Drain | 130, single target, vampric element | 20000 | | Curaja | 120, Restorative element | 20000 | | Esuna | Nullify all negative status ailments | 20000 | | Reflect | Deflects attack spells from target to caster | 20000 | ---------------------------------------------------------------- At this point, you're not likely to have much, if any, casts of magic at this level, and 20,000 Gil at this point in the game for a spell you might be able to use As far the new selection is concerned, Quake and Drain are alright, and Breakga gives insta-kill attacks a bad name. Chances are, you don't need to be reminded of Curaja's greatness, but in case I do, it's pretty great. Esuna's useful, too, but I woldn't hurry into buying it because the amount of status effects you might recieve over the course of the game might not merit dropping 20 thousand clams. 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. M - Mognet XXXIII. TEMPLE OF TIME Enemies: 126 Dira (Bird/Woman hybrid, takes up entire enemy side, palette-swap of Fury) 127 Chimera Mage (Blue palette-swap of Chimera) 128 King Lizard (Yellowish palette-swap of Lizardman) 129 Pterodactyl (Tan Dino-dragon) 130 Wyvern (Bluish-grey floating, cresent-shaped monster, shows up alone) 131 Behemoth (Big, blue lion-thing) 132 King Seahorse (Yellowish palette-swap of Sea Horse) 133 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. Diras 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 Wyverns, though, who are weak against the wind 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. ALSO NOTE: In the interest of collecting your enemy list in as good an order as feasible, you may wish to first complete XXXVI and then XXXV, two sidequests, both located underwater as well. You'll probably, honestly, have an easier time of it going that route. I go this route because of the events of XXXIV. New stuff found in the Temple of Time: -------------------------------------------------------------------------- | Diamond Helm | 21/10 | KN, DR, VI, WR | 20000 | | Diamond Bracers | 13/16 | WW, BM, RM, | 10000 | | | GE, SC, EV | | | Diamond Mail | 40/19 | KN, DR, VI, WR | 33000 | | Diamond Gloves | 15/7 | KN, DR, VI, WR | 15000 | | Diamond Shield | 14/10 prot petr, death, blind | KN, DR, VI, WR | 18000 | | Protect Ring | 18/18, All stats +2 | All |(15000)| | Behemoth Knife | 78, Strength +8 | TH | (1) | | Defender | 95, VIT+5, Protect as item | KN, WR, RM | 16500 | | Blood Lance | 108, vampric element | DR | 28000 | -------------------------------------------------------------------------- I'm thinking the Diamond stuff might be resistant to thunder, but don't quote me on that. 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 (lizards and seahorses) here are weak against lightning, and a Dragoon with a Thunder Spear has a similar advantage. ___ | | ___ ____________| | | A | | | | | | ______ |___| | ____ | | | | ___ | |________________ | | | | | | | |____| | |_|b|_| _ |___________| | ______________ | |a| | | |d| | | | | ___ | | | | _____| B | | | A - Diamond Helm | | | _______| | | B - Diamond Bracers | | | | _ | | | |_______|c|__________________|b|______| | | | | | |________________ ________________ | | | | | | | ________________| |________________| | | | |_____________|_______________________________________| ____ _ | |____ _|d|_____| C| ____ C - Defender | ____| __________| 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 - Noah's 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. UNEI'S SHRINE _____ / \ / U \ Examine spot U and watch the show. That's all. \ / This can only be finished after you picked up \_ _/ what you needed from XXXIII. | | | | Next fly back to the Saronia Kingdom. It's | | not that far. Make yourself roughly even with | | the Southeastern Saronia and fly south until | | you reach the water. Go under and into into | | into the cave there if you're feeling like a | | side mission. _/ \_ __/ \__ /_____a_____\ XXXV. (side) SARONIA CATACOMBS Enemies: 121 Kyklops (Fat, shirtless, quasi-humans with knives) 122 Boss Troll (Grey shirtless, long-haired fellow holding a club) 123 Fachan (Blue shirtless, long-haired fellow holding a club) 124 Cenchos (Plaette-swap of Kraken) 125 Balor (Bluish thing with limbs, mouth for face) 139 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. Cenchos enemies are pretty huge, though, and get at least two turns per round - hit them with lightning. New stuff found in the Saronia Catabcoms: --------------------------------------------------------------------------- | Rune Bell | 98 | GE | (1) | | Heavy Lance | 84 | DR | (1) | | Reflect Mail | 30/30, prot petr, blind, mini | KN, DR, VI | (17500) | | Aegis Shield | 16, Resists all effects +4 Mind | RM, KN, DR, VI | (1) | | Catastro | Non-elemental attack (255) | EV | 45000 | | | or casts Reflect on all allies | | | --------------------------------------------------------------------------- Class lecture for the Saronia 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. Also, bring a Thief if you see Dragooning in your future - a very skilled Thief. _ |b| | | | | | | | | | | _| |_ |_ _| | | |a| _ |c| __________________ | | | ______________ | | | | | | | | | | | | | | | | | | | | |________| | | | | ____| | | |_______| |b| __ _ | |_____________|d|_____ | ____________________B| | | ____ | | | CD| | |___________ ___________| | |______ ____A| |E____ ________| | | | | A - Reflect Mail | | | | 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 (#207) 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). He also has a Gungir Spear - it needs to be stolen (although I reckon he has a slight chance of dropping one). This is why a Thief is particularly valuable here. Although I hear a thief can steal this thing regardless of skill level, when the Thief reaches a certain skill level, I hear he always steals the Gunge. I've heard people say skill level needs to be anywhere from 70-72 and higher to assure maximum odds. Because damn, wouldn't it suck if you walked all the way down there just to get an Elixir (not to rag on Elixirs or anything). The Gungir has an attack power of 140, it weighs as much as a hammer and grants ten point power and speed bonuses. Puts the battle of the melee fighters decidedly in the Dragoon's favor (of course, by the time you actually get to training a Thief you're confident in, you may already have weapons of almost equal impressiveness thereby lessening the Gungir's usefulness). 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) SUNKEN CAVE Enemies: 115 Dozemare (Grey palette-swap of Griffin) 116 Sea Witch (Bluer palette-swap of Mermaid) 117 Killer Snail (Greener palette-swap of Hermit) 118 Ologhai (Hybrid between a lobster and octopus) 119 Kelpie (Aqua sea lion) 120 Aegir (Yellowish palette-swap of Agaria) 138 Eater* (Red Palette-swap of Balor) 148 Zombie Dragon* (Big, long stream of bones) 149 Death Claw* (Green, lanky thing, has like six arms) 155 Peryton* (Redder palette-swap of Wyvern) 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. Ditto Death Claws. The starred weapons are only found guarding chests. New items found in the Undersea Cave --------------------------------------------------------------------- | Chakram | 50, Ranged | TH, RN | (1) | | Dual Tomahawk | 73 | VI, WR | 20000 | | Tiger Claws | 82, Strength +5 | MK | 12500 | | Metal Knuckle | 100 | MK | (1) | | Cognitome | 78, Intellect, Mind +5 | SC | (1) | | 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 Claws |__ / \_/ | |________ __ | ______ \__ | | | / |__ \__| | | / |__ / / _____/ | | / / |c| / / | \______ |__ B _| B - Dual Tomahawk |____| _ __ _|c|_ __| J|_ |_ _| _/K | | | | |_________| | |L ______ | \___ _I| \__ | | | | | | | _______| | _| | | D |_ _____ ____/ | |_____ _| | P Q |_____|O | \ | | :____:___ M| \ | | R S | \ N / | | |_____| |___| _| |_ _/ \_ |E H| D - Ancient Sword J - Diamond Armor |__F___G__| E - Diamond Shield K - Loki Harp F - Metal Knuckle L - Diamond Bracers G - Diamond Helm M - Elixir H - Cognitome N - Diamond Gloves I - Air Knife O - Phoenix Down P - Trident Spear - guarded by Pteryon Q - Aegis Shield - guarded by Zombie Dragon R - Reflect Mail - guarded by Death Claw S - Triton Hammer - guarded by Eater After you've had enough of this place, return to the middle areas of the Salonian continent. Along its western coast, find a mouth of a river that splits into two with forestry filling the area between the two ends of the river. Follow the river east and land in front of the cave. Go in. XXXVII. ANCIENT RUINS Enemies: 134 Pyralis (Green and purple palette-swap of Vulcan) 135 Silenus (Yellow beast-warrior holding sword) 136 Gaap (Strange yellow creature, has long noodle-like wiskers) 137 Azrael (Funny-looking three-pronged purple puffy thing) 138 Eater (Reddish palette-swap of Valar) 148 Zombie Dragon (Long, spirally skeletal dragon-thing) 149 Death Claw* (Green thing, has like six arms) 151 Chronos* (Green palete-swap of Sirenos) 152 Valefor* (Green man-reptile, has a tail and funny claws) 153 Haniel* (Green palette-swap of Azrael) NOTE: The splitters are back, new ones have star beside their names. They shouldn't be too much trouble New items found/bought here: ----------------------------------------------------------------------- | White Robe | 31/45, Spirit +5 | WM, RM, SC, BA, EV | 27000 | | Black Robe | 31/45, Intelligence +5 | BM, RM, GE, EV | 27000 | | Faerie Claws | 89, Intellect, Mind +2 | MK | 14000 | ----------------------------------------------------------------------- I recommend getting one of each robe - they're likely to be with you for a long time, likely 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, Gysahl Greens) | | ____| _ | a' - Armor store | | | | (see also: Diamond Shield, Helm, Armor, |_ ___| |d| Bracers, Gloves) |c| _ ________________ _|d|_ | __________ | | _| | | | | | | | | | | | | | | |ii| | | | | | | | | | | __g_______| |_______h__ | | | | | | |__________ __________| | | | | | |______________| | |__________________ | _____ | |_______f__ _____ | B | B - Black Belt | __________| | C | C - Chakra Hood _| |_ Gi | | _| |_ | | | | | | |_ _| __e_______| |____ |_ _| |_ _| | | |_ _| | | |__________________| | | |e| |f| ______________ ____________ | D | | E | E - Faerie Claws | ________| | | |_ _| |________ _| |g| D - Rune Bell |h| _ __|i|_____ | |__________________________ |__________________________ | |______ | | | |jjj| |---| __ |jjj| | |_________________ ___| | | _____________ |__________| | | | |______________ | |kk| |_______| |--| _|kk|_ | | | | ___| | | | | ________| | | | |_______ | | |______ | | | | |_______ | | |______ _| | | ___________| |_ | | | ____________| |ll| |--| |ll|_ __________| | | | | ____________| | | | | | |______ | | |______ | | |____ | | |_ ___| | | | | ________| |___ | _________| | | | |_________ | | Passage m leads to a long, straightfoward room |___________ | in which you can do little else besides walk upward. |mm| This will lead you to another ship, mapped below. __ | | ___ | |____| \___ _m_w_a_i_| \ ___ | __ __ M | \ _|_ ___ |B B| | \ | C| |B B| _____ | \ | | | || ___| | \ | || |O__ S | |_ | | ||_____| | / |_ ___| |B B| | / | |B_ _B| | / | ____ ____ |___/ | | | | | ___/ |__| |______| |_/ C - Chocobo Candle, examine and use Gyshal Greens here to see the big bird. B - Beds. Sleep here, git better. S - Steering wheel. Examine to steer this thing. O - On/Off ramp. M - Mognet m - Magic store --------------------------------------------------------- | See also: Quake, Breakga, Drain, Curaja, Esuna, Reflect | --------------------------------------------------------- w - Weapon store ------------------------------------------------------------- | Sleep Arrow | 20, At times causes sleep | RN | 200 | | Poison Arrow | 20, At times causes poison | RN | 200 | | (also: Medusa Arrow) | | Magic Arrow | 27, Intellect, Spirit +2 | RN | 250 | | Dark Knife | 93, Agility +5 | TH | 30000 | | Rune Axe | 110, Intellect, Spirit +2 | WR, VI | 35000 | | Dragon Lance | 117 | DR | 40000 | ------------------------------------------------------------- I don't particularly recommend anything from here. It's just too expensive, powerful as they may be. You're likely going to want to save as much money for a time close to the end of the game. The weapons you have are already more than sufficent, and it's just not worth low-mid five figures for something about 10% stronger than you already have. a - Armor store ----------------------------------------------------- | (also: Diamond Shield, Helm, Armor, Gloves, Bracer; | | White, Black and Gaia Robes | ----------------------------------------------------- i - Item store ------------------------------------------------------ | Potion | Restores about 50 HP | 50 | | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Ottershroom | Lets party warp to the outside | 2000 | | Gysahl Green | Calls Fat Chocobo in Forests | 150 | ------------------------------------------------------ The new airship begins over on ocean roughly halfway between the northern sections of the continents Amur and Salonia are on. While this next part is not a requirment to progress in the game, it is highly recommended you first fly east and south toward the middle of the Salonian continent. Find a row of land near the middle of this continent uninterrupted by mountains (the map typed out on this guide for the nothern areas of the Saronian continent should cut off to the south right at this point). Along this path, there is a small strip of mountains interrupting your travel south. With this new ship, jump over the inconvience by pressing A while facing it. Follow the remaineder of the brief path to reach the next section. XXXVIII. (side) FALGABARD 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 Mail 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, he can cause poison and blind status), 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, Teleport, Blindna | ------------------------------------------------------------ w - Weapon store ----------------------------------------------------------------- | Ashura | 100, Darkness elemental | DK | 16000 | | Yoichi Bow | 70, Ranged | RN | 42000 | | Yoichi Arrow | 40, Ranged, one use | RN | 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 Mail | 38/17 | DK, DR, WR, VI | 25000 | | Demon Shield | 12/8 | 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 | | Gysahl Greens | Calls fourth a Fat Chocobo | 150 | | Dwarven Bread | Gives party one cast of Sight magic | 200 | ----------------------------------------------------------- c - Cave of Falgabard. Enter here to further hone your skills and to get more stuff. Enemies: 135 Silenus (Yellow beast-warrior holding sword) 136 Gaab (Strange yellow creature, has long noodle-like wiskers) 149 Death Claw (Green thing, has like six arms) 151 Chronos (Green palete-swap of Sirenos) 152 Valefor (Green man-reptile, has a tail and funny claws) 153 Haniel (Green palette-swap of Azrael) 154 Vassago (Buff, green gargoyle-like thing) 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. ________ / D \_______ C - Kotetsu \______C_:_____ | D - Ashura | | _ | | __________/B\_ _______| | _ | ____________:_________| ___|c|___ | |________ | \_______ |______ | A - | A :_____ | | | Blessed \ / | |__________| | Hammer \______/ |__:_____________| B - Demon Mail 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 Shadows | 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 SHADOWS Enemies: 135 Silenos (Yellow beast-warrior holding a sword) 136 Gaab (Off yellow enemy, has long noodle-like wiskers) 149 Death Claw (Wirey green fella, has about six claw-like arms) 150 Hellhorse (Greenish six-legged horse) 151 Chronos (Green palette-swap of Sirenos) 152 Valefor (Green man-reptile, has a tail and funny claws) 153 Haniel (Green palette-swap of Azrael) 154 Vassago (Buff, green gargoyle-like thing) NOTE: The explanation about splitting enemies is worth re-reading at this point. Assume all enemies here split like atoms when touched. Although Hellhorses do not. New items found in the Cave of Shadows --------------------------------------------------------------------------- | Dark Claws | 115 | MK | (1) | | Kotetsu | 105, Dark element | DK | (1) | | Kiku-Ichimonji | 115, Dark element | DK | (1) | | Genji Gloves | 20/14, +4 Strength, Vitality | DK | (1) | | Genji Helm | 25/15 | DK | (1) | | Genji Shield | 18/13, res petr, toad, dark, mini, psn, conf | DK | (1) | | Genji Armor | 45/22 | DK | (1) | | Lilith's Kiss | One free cast of Drain spell |All |(1500)| --------------------------------------------------------------------------- Class lecture for the Cave of Shadows 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 either class vital to survival. _______ _ | A | A - Black Musk _______|a|_______ | | | |_____| | | _____________| |_______ _______| | |_ B - Dark Claws | | | | _________ 1 - Speak to this guy | |_______________/B _ 1| for a Kotetsu Sword | ________/ |_ _| |____________| |b| ________________________ | C :__________:____ | C - Lilith's Kiss \ / \ | D - Paralyzer |.| | | \ \ _ | | ______ \ \ /D\______| | | __ | \ \ | ______: | | | \ \ \ \ \_/ | | |c| \ \ \ \ _ | | _| |___| |_ _|b|___| | |___________| |_________| _ ________ |c| | :_: | / \ | | |d| / \ | | | | | | |_ | | | | | | | | | | |______________ | | | \___| | |___________________________/ _ _____________ |d|________________/ __ __ _| | :_______:_ | |_| | | | / |.| |_| | / | | | |_______ \ \ \ :_____ | \ \_____ \ / | | \_____ \ |.| | | \ \ | |_______| | _____ \ \ |___________| / E \__|.| E - Genji Gloves | ____| \ __| |e| |-| _|e|_ ________________ / \ / :____ | \ __/ \_____ / | |____|.| |./ |________| | |_______ |_______ | | | | | | | ______ ____________ \ \_____/ \ \ ______ | \_____:____ _| |:| \:|_________ |.| | | \_________ \ | | _|:|______ \ \______|.| / _ | \____: \ \______| | | \ | |f| \____/ |-| |f| ____ _/ \______________/ \ |_ _:___________: | | :____ | \ / | | | | | | \ | | | | | |:|____| | / | |________| | | | | _____ | | / F \_____________/ \ F - Kiku-Ichimonji |__ __:___________: / |g| \_____/ |-| |g| ____ _/G \______________/ \ G - Genji Shield |_ _:___________: | | :____ | \ / | | | | | | \ | | | | | |:|____| | / | |________| | | | | H - Genji Helm _____ | | / \______________/ \ |__ __:____________: / _ |h| \_____/ __|i|_ _/ \_______________________________/ H\ |_ ____________________________ \ \______/ | _| _____ \_____/ / \ / 2 \ 2 - Examine for a scene and BOSS13 \_ _/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | I - Genji Armor _| |_ ___ | | / I \_ / \_____________| / |___ ___:____________ / |j| \___/ BOSS13 - Hekatoncheir (#191) 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 Hekatoncheir, you can now complete the Statues of the quest, the northern areas of the Northwestern Continent on this landmass. I advise flying over to this continent, breaking the barriers (you must leave your ship before passing through, perhaps knocking down the various enemies 160 Death Needle (Orange-ish palatte swap of Needle Monkey) 161 Liger (Yellow tiger) 162 Aeon (Yellowish palette-swap of Gutsco) 163 Minotuar (Axe-carrying bluish palette-swap of Bull Man) probably quite overpowered as far as random encounters are concerned. Return to the ship, fly into the groove and jump over the little strip of mountain blocking your path. Fly east into the structure. Enter and go striaght up into the small room. Cut to BOSS18. Knock 'im down and you've got the last regular classes of the game. I would not traverse any further in this place for the time being. (NOTE: If you now have the Ninja class, the arrows found in this ship are quite good for throwing... Ninja can stand in the back row offestting their fairly paltry defenses to still make good attacks.) Before continuing with the story, it is recommended a couple side quests be done. If you shun evoking magic, it's likely you'll want to skip directly to XLII. Return to the Floating Landmass on this same airship, it's essentially due north of the Cave of Shadows area. Fly over to its Northwest section, and approach the number 6 on the map for the area from the west perferably. Jump over the small strip of mountains separating the small space just south of the lake with the swimming creature, land there, and Canoe into the Lake, running into the said creature. XL. (side) Lake Dohr Enemies: 139 Ourubourus (Reddish enemy, snake body, more human head) 140 Plancti (Reddish palette-swap of OlogHai) 141 Sea Lion (Greyish palette-swap of Sea Lion) 142 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 Plancti 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, just so you know. New Stuff found in Lake Dol: -------------------------------------------------------------------------- | White Musk | One free use of Holy spell | All | (2500) | | Black Musk | One free use of Death spell | All | (2500) | | Heavenly Wrath | One free use of Thundaga spell | All | (750) | | Raven's Yawn | One free use of Tornado spell | All | (2500) | | Platinum Hammer | 115, lightning elemental | VK | (18500) | | Leviath (W)| Petrifies single random enemy (10%) | EV, SU | 55000 | | (B)| or does wind damage to all (300) | | | (S)| or non-elment damage to all (350) | | -------------------------------------------------------------------------- The black effect might be non-elemental, though Class lecture for Lake Dohr: 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 - Hi-Potion |a| | ___ _| H - Elixir | | | | | | | |_____________| | |b| | | |______ _/ \____ |______ | \ A - Phoenix Down | \ B - Heavenly Wrath |_A_B___ C | C - Earthen Drums \D__| D - Arctic Wind _____ I - White Musk / L M_| J - Aegis Shield | K _/ K - Lamia Scale |J / L - Bacchus's Wine __/ | M - Turtle Shell _________/ \ / ____ | | __| | | | | |_I___ |___ | | |___ | | | | | | | _ | | | |_____|b| | | | | |c| |__________| ______________ |O N M L \ L - Black Hole |___________ | M - Platium Hammer | | N - Reflect Mail ____ ________| | O - Black Musk / \_______/ | | __ ______| | | \ __| |d| | _ | / / \ \ / __/ \ \_ _ / / \ \__|c| | P | \________| P - Lilith's Kiss |__Q_| Q - Raven's Yawn _ ______________________|d| / ______________________| | / | | | | | | | | | | | | | | | |_ |1| 1 - Examine to trigger |_ |____ _| |_ BOSS14 |____ |_________| \ |__________________| BOSS14 - Leviathan (#208) HP - 32000 Weakness - Thunder 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 Dohr 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 Lair from the east and enter. XLI. (side) BAHAMUT'S LAIR Enemies: 143 Grenade (Grey palette-swap of Bomb) 144 Drake (Orange-ish palette swap of Pteragon) 145 Greater Boros (Light orange/blue palette swap of Ouroboro) 146 Sabertooth Tiger (Big yellow tiger) 147 Lamia Queen (Palette-swap of Lamia) NOTE: Great Boros hit to petrify and Lamia Queens will often attempt to confuse you. Grenades are weak against Ice, Drakes the Wind and the Tigers the Lightning. New stuff found in Bahamut's Lair ------------------------------------------------------------------------ | Chocobo's Wrath | One free cast of Flare spell |All | (2500) | | Eurytos Bow | 95, Ranged, Strength +5 | RN |(10000) | | Bahamur (W)| Casts Haste on party or | EV | 65000 | | (B)| Attempts to petrify one enemy 10% base | EV | | | (S)| 400, non-element damage to all enemies | SU | | ------------------------------------------------------------------------ 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, although a Dragoon is probably better than a Ninja for at least the end parts of the area. _ _____|a|_____ C - Phoenix Down \____ ____/ D - Arctic Wind | | _ | | |A\ | | /\ | |_______/ \_______/ C| |B ________ ________ | |_/ \ / |D| | | \| | | | | __| |___ /_ \ \ __/ |b| _ E - Golem Staff _____________________|b| F - White Muck /E _______________ | G - Lilith's Kiss / _| | | H - Chocobo's Wrath | _| _____________ \ | I - Turtle Shell | | /F ______ G | \_| | | \ / \ | | | | | | | | | | | | | | | | | | | H - Chocobo's Wrath | | | | | | __ | |__ | | _| |_/HI| | \_| | |____ _| | | |c| \__ | \___/ _ |*| * Leads outside | | / \ \ 1 / 1 - Triggers scene and BOSS15 | | | | | | | | / \ | | \ / | | | | | | ___| |____ | M L \ J - Erytos Bow |_______ K\ K - Phoenix Down _ | | L - Elixir ___|c|___| | M - Kotetsu | J | |______________| BOSS15 - Bahamut (#209) HP: 34000 Weakness: Wind Gil: 16500 EXP: 5000 Basically, pound him wind attacks. His physical attack is nothing to write home about, and when his HP starts getting low, he'll get all Mega Flare on you (non-elemental damage for ~1500 damage across the party). It should be noted that this is not reflectable. So take it like a man. If you're feeling conservative, use some Protective magic on your heavy fighters. After winning the battle, you'll have to walk through the cave again back to the airship as casting Teleport will only take you to the place BOSS15 took place. XLII. DOGA'S GROTTO From wherever you may be, fly back to the Saronian continent and to the Ancient Ruins where that other airship is landed. Fly back to Doga's house ans walk in. Take a step ot two in and watch the show. Step on the circle. Enemies: 155 Peryton (Reddish palette-swap of Pteragon) 156 Ogre (Yellow palette-swap of Boss Troll) 157 Cyclops (Darker palette-swap of Kyklopes) 158 Nemesis (Reddish palette-swap of Mandrake) 159 Humbaba (Yellow palette-swap of Catoplebas) Humbabas and Perytons are weak against air and Nemesis against fire. New items found in Doga's Grotto: ---------------------------------------------- | Last Dagger | 110, Agility +8 | TH, NI | (1) | | Rising Sun | 70, Ranged | TH, NI | (1) | ---------------------------------------------- Class lecture for Doga'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 - Lust Dagger \ \ | / E - White Musk \ \ / / _______ \ \ / / | E \ \ \________/ / / CD \ \__________/ _________ \___ ___/ | F \ F - Chocobo's Wrath |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: Doga (#210) HP: 22800 Weakness: Nothing Gil: 12000 EXP: 3400 Early in the battle, Doga 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: Unei (#211) HP: 21800 Weakness: Nothing Gil: 12600 EXP: 4000 The next battle begins immidately without chance to recover and with all status effects removed. Unei 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 near death state (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 Doga. 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 MAZE Enemies: 164 Iron Claws (Grey palette-swap of Death Claw) 165 Greater Demon (Red Palette-swap of Demon) 166 Unei Clone (Palette-swap of Unei) 167 Thantos (Palette-swap of Dullahan) 168 Bone Dragon (Palette-swap of Zombie Dragon) 169 King Behemoth (Pink palette-swap of Behemoth) NOTE: Great Demons can summon Iron Claws and are weak against Holy. King Behemoths can cast Meteor. Thanatos can cast Breakga. Bone Dragons are undead and weak against Holy. New items found in the Ancient's Labyrinth: ------------------------------------------------------------------------- | Crystal Shield | 20/15, Resists petrification, | WR, RW, KN, | 50000 | | | toad, mini, dark, poison, stun | DR, VI, DK | | | Crystal Mail | 55/24 | WR, RW, KN, | 65000 | | | | DR, VI, DK | | | Crystal Gloves | 30/15, Strength, Vitality +4 | WR, RW, KN, | 50000 | | | | DR, VI, DK | | | Crystal Helm | 31/17 | WR, RW, KN, | 50000 | | | | DR, VI, DK | | | Break Blade | 125, Partially petrifies | KN, WR, DK |(18500)| | | | RW | | | Dual Haken | 122, Strength +3 | WR, VI | (1) | | Holy Lance | 125, Holy elemental, casts Holy | DR | (1) | | Hellish Claws | 121, Vitality +5, hits to poison | MK, BB |(20000)| ------------------------------------------------------------------------- _____ _____ _____ | | |bbbbb| | A | A - Elixir ___| |___| |___| |___ |_ _______________ _| | | | | | ____| |____ | | | _______ | | | | __| |__ | | | | | | | | | | | | | | | | | | | | | | |___ ___| | | | | _| |_ | | | | _| |_ | | | | | | | | | | | | | | | | | | | | | |_____|_____|1|_____|_____| | 1 - Stepping through this | | door and into this room |_____________ _____________| initiates BOSS18 |a| BOSS18 - Titan (#212) HP - 27000 Gil - 13500 EXP - 6900 You can pretty much insert Hecatoncheir's explanation here. G - Crystal Helm E - White Musk F - Crystal Gloves H - Dual Haken _________________ _________ ___________ ___________ | E __ | | F c.c G | | H d | | |____ | | ____| | ______| |______ | | | | | | | | | | | | | | | | | | | | | | | | |____| | | | | | | | |_____________| | | | | | | | |_________________| | | | | | | |_________________ |___________ ___________| | | | | | ________ |_______ | | |__D___| |__________ | | | | | I - Break | | K - Chocobo's B - Crystal Shield | | Blade ___| |___ Wrath C - Lilith's Kiss | | | I K | D - Crystal Mail | | |___ ___| _____________________| | | 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 Lance | | | | N - Hellish Claws | | | | | | | | | |_| | | | |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: 170 Abaia (Grey palette-swap of Vassago) 171 Sleipnir (Grey palette-swap of Hell Horse) 172 Haokah (Blue palette-swap of Valefor) 173 Acheron (Largely grey palette-swap of Titan) 174 Oceanus (Big green reptile) 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. Oceanus and Acheron can cast Quake. New stuff found in Forbidden Land Eureka: ------------------------------------------------------------------------- | Fuma Garb | 47, Agility and Vitality +3 | All | (1) | | Ribbon | 23/20, Protects against all effects | All | (1) | | Omnirod | 93, Partially petrifies, INT +10 | BW, EV, MG | (1) | | | SU, SG | | | Moonring Blade | 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 semi-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 Crystal Tower / \ / \ / _______ \ _/ _/ \_ \_ _/ _/ \_ \_ / _/ \_ \ / / \ \ | | __ __ | | C - Fuma Garb | |____/ C\ /A \____| | A - White Musk D - Chocobo's Wrath | ____ D | | B ____ | B - Elixir | | \__/ \__/ | | \ \ / / \ \ / / \ \______________/ / \______ _______/ | | |b| |-| __|b|__ | | | | _____________ \_ _/ _____________ E - White | E | | | | G | F - White Musk Musk |_ _| | | |_ F H _| G - Chocobo's Wrath \___ ___/ __| |__ \___ ___/ H - Phoenix Down |c| __/ _____ \__ |d| |-| / __/ \__ \ |-| |c|__/ / \ \__|d| | ___/ \___ | | | _ | | | | |T|_________| | T - Ribbon, Guarded by \ \ |_________ / Ninja (#213) \ \ / / \ \_______________/ / \____ ___ ____/ / / \ \ / / \ \ / / \ \ / / \ \ | | | | |e| |f| |-| |-| |e| |f| | | | | | | | | | | | | | | | | | | | | | | | | I - Shuriken |I| __ | | J - Elixir /J \__ | | \__ \_| |_ \__ \ \_ _/ | | | | K - Shuriken | | _ \ \ ___|K|_ | | _ / _____ \ | | L - Phoenix |L\/ / \ \ | | Down | _/ \ \ | | Examine M and trigger... | | \ \____/ / BOSS19: Amon (#214) |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 Moon Ring Blade 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 (#215) | | HP: 29000 ___ | | Weakness: None / \ | | ___ Gil: 14500 O - Omnirod | O |_____ | | / \ Exp: 7300 | _____ \| |____/ 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 (#216) / ___________ / \ \ 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 (#218) \______/ upon winning the battle. HP: 35000 Weakness: None ___________ Gil: 16200 ___ | k | ___ Examine S and trigger... EXP: 7700 / \____| |____/ \ BOSS23: Guardian (#217) | 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 | 320, Non-elemental damage to a single target | 60000 | | Death | Attempts to instantly kill a single target, 10% base | 60000 | | Meteor | 170, Non-elemental damage to all targets | 60000 | | Tornado | Attempts to reduce target/s to near death, 40% base | 60000 | | Arise | Nullifies KO with HP fully recovered | 60000 | | Holy | 300, 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, although I did not. Although Tornado's base rate looks impressive, it along with Silence (another 40% base), there is a handicap to it (that 40% is put into an equation, and that equation has 50 percent points taken from it at the end. It's still likely a higher rate than than most effects, though. m2 - Magic store --------------------------------------- | (see also: Catastro, Leviath, Bahamur)| --------------------------------------- i - Item store -------------------------------------------------------------------- | Shuriken | 200, One use | NI | 65550 | | (also: Crystal Shield, Crystal Mail, Crystal Gloves, Crystal Helm) | | 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, you 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 Teleport will work. XLV. CRYSTAL TOWER Enemies: 175 Gomory (Green palette-swap of Medusa) 176 Bluck (Violet palette-swap of Garb) 177 Doga's Clone (Palette-swap of Doga) 178 Azer (Palette-swap of Djinn) 179 Platinal (Purple palette-swap of Goldor) 180 Kum Kum (Palette-swap of Magician) 181 Shinobi (Red palette-swap of Ninja) 184 Dark General (Palette-swap of General) 185 Yellow Dragon (Big yellow Dragon) 186 Green Dragon (Big green Dragon) 187 Red Dragon (Big red Dragon) 188 Glasya Labolas (Palette-swap of Guardian) 190 Thor (Yellow palette-swap of Valefor) NOTE: Kum Kums can use a wide variety of high-level magic spells: Death, Breakga, 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 Onion equipment as well. Glasya Labolas at times hit to confuse. Azers are weak against Ice. Class lecture for the Crystal Tower: I find the Knight/Ninja/Devout/Summoner team works well enough for me. I'm sure whatever team you've been training works well enough for you. ___ ___ F - Choco Rage | F | | E | E - Lilith Kiss __| | | |__ / | | \ G - White Scent /_ / \ _\ | | (to | | B - Elven Bow ____ccc__ _____| | XLIV) | |_____ _________ / 1 | | \ / | |B \ / | | \ |bb| / | | \ | | | ___ \| |/ ___ | | | | _ | | | | | | | | _ | | | | |_| | | | | |_| | | | | |_| | __| |__ | |_| | |_G__|____| |____|| ||____| |____|__A_| | | | | | | | | | | | | A, D - Choco Rage ___ | |___ |_____ _____| ___| | ___ | | | | \ / | | | D | | | | __ | \ / | __ | | | | |_| | | | | | | | | |_| | | | | | | | | | | | \ | |H| | | |C| | / \_____| | | |_____/ H - Fuma | | Garb |aaaa| C - White Scent 1 - Examine this spot after the events of XLII for a scene and door c. K - Elixir _ _ _ / \__/K\__/ \ \ / __| _____ |__ / / \ \ /_ / \ _\ I - Elixir | | | | ____ __| | | |______________ / \ | | | \ | | _ \ | | _ | | | /I\ \ | | / | | | |cc| | | \ \ \ / / | | | | | | \ \ \_____/ / | | | |___| | | | \ / | |_____ | | | | | \_________/ | | | | | | \ | ________ _______ | | | | | | \ | | |_| J |_| | | | ___| | | | | __ _ | | | | / | | | | |_______| |_______| | | | / | | | | | | | | | | | | __ J - Phoenix Down | | | |_______| | | | |dd| | | | |__| | | |___________________| | |____________________| |__________________________| __ |ee| | | | | | | | | _ _ | | | \ K - Elixir /K| | | | | _____ _____ | | __ | | | | / \ / \ | |_| | | | | | | _ |______| _ | | _ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_| | | | | | | |_| | | |_____| | | | | |dd| | | | | | |_______|_|____| |____|_|_______|_|___________| ______ ______ / \ / \ / \ / \ | | | | | | | | | | | | | | | |____| | | |____| | | | | | | | | | | | | | M - Shuriken | | | | | | | | _ L - Phoenix Down | | | | | | | |__|M| _ | | | | |ff| | |________ ________|L|__| | | | | ____\______ | | ______/ | |ee| | | | | | | |____ | | | | | | | | | | | | | | | | | | | | |________| | | | |__| |____________| |__| g / \ _ | | _ / |__| |__| \ / \ | _____ | N - Phoenix Down __| / \ |__ O - Elixir / / \ \ __ /_ / \ _\ |ff| | | | | | | __| | | |__ | | ____| | | |___ | | / O | | \ | | | ___ \ / ___ | | | | | \ \ / / | | | | |N | \ \_____/ / | P | P - Elixir | | |__ | \ / |____| | | | | \ / | | | | \___________/ | | | | | | | | | | | | | | | | | |_____| | | | |___________| _ _ / |__ __| \ / | | \ | | | | __| / \ |__ / / \ \ /_ / \ _\ | | | | | | | | | | | | | | | | | \ _ / | \ \ |h| / / \ \_| |_/ / \ / \ / \____ ____/ |g| _ ___ _ / |__/ \__| \ / \ | _ _ | __| / | | \ |__ _ _______ / / |h| \ \ / | | \ /_ / \ _\| | | _ | | | | | | | | | | | | | | |__| | | | | | | | | __ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |__| | | | | | | | |________| | | | | | | | | | | _ | | | | | | |i| | | | | |____| | | |____| | | This path ____ | | ____ _______ | | leads to | | | | | | | _ | | | a whole | | | | | | | | | | | | lotta | | | | | | | | | | | | nothing __| | | | | |___| | | |_| | __\ \___| |___/ | | | |____________________________|_|________| _ _ / | | \ R - Phoenix Down | | | | ___ __| | | |__ ___ / R \ / / \ \ / Q \ Q - Crystal Mail | | | | | | | | \ / | | __ | | \ / | | /__ | |jj| | __\ | | | | | \__| |__/ | | | | | | __ __ | | | | | / | | | | \ | | | | | | | | | | | | | | |____| | | |____| | | | | | | | | | | | | | | / \______________| |______________/ \ | | | ___________ ___________ | \___/ | | | | \___/ | |ii| | | |__| | _ \________/ _ / | | \ /S | S - Crystal Shield | V\ V - Crystal Helm | | | | | | | | | | _ _ | | | | | \___________|kk|____________/ | | | | | \____ ____/ | | | | | | | | | | | | | | | | | | | | | | | | | | | \______| |______/ | | T U | | | | | | |jj| | \ |__| / \_______________________________________/ T - Crystal Gloves U - Phoenix Down ************************************************************************* NOTE: Stepping onto point 2 in the map below takes you to a point of no return (not even Teleport works), so be aware of this when stepping here. ************************************************************************* _____________________ / / \ \ / | | \ | _ \_/ _ | | / \ _____ / \ | | | | / \ | | | | \_/ | 2 | \_/ | 2 - Step here for a scene | _ \_| |_/ _ | | / \ / \ | | | | | | | | \_/ \_/ | | | \__________ __________/ | | |k| After the scene, you'll find yourself in a fairly featureless room. Walk a few steps up for another show and BOSS24. BOSS24: Xande (#219) HP: 50000 Weakness: None Gil: 25000 EXP: 8500 He likes personal enhancement spells, physical attacks and elemental magic. Nominally more difficult than a regular encounter, absolutely no more difficult than a Dragon, should you have encountered and battled one while in the tower. Don't use any Shurikens here. After the battle, watch the scene and prepare for another battle, which is ideally fought with minimal time, energy and resources consumed. Watch the show. Walk a few steps up to move on to the next area. XLVI. WORLD OF DARKNESS - CRYSTALS NOTE: See how it does not say (side) up there by this area? This means do _NOT_ enter the center portal to XLVII until this area is completely done. It's actually possible to get by without doing this part of the game, but I'll assume you're not overpowered/lucky enough to risk losing what is probably several hours on this. Enemies: 182 Shadow Master (Palette-swap of Kunoichi) 183 Kage (Dark purple palette-swap of Ninja) 189 Yourmungand (Orange palette-swap of Oceanus) 190 Thor (Palette-swap of Valefor) 193 Queen Scylla (Palette-swap of Scylla) 194 Garm (Three-headed wolf) NOTE: The ninja enemies, Kage and Ninja Leaders, can cause blindness and poison with their attacks. Many enemies cast Protect on themselves, and many enemies (the ones who are only encountered upon alone) have two turns, three in the case of Garms. The snakes also have Protect and can use Quake. Class lecture: The only thing I can truly recommend is to have a dedicated healer. Makes things much easier. The purpose of this section is largely to fight the four bosses here. Anything less will eventually lead to death. Chests A, B, C and D are all Ribbon helmets, guarded by Zande Clones (#220). I recommend getting all of them, at least for the last boss. /\ /\ / \ / \ / a \ / g \ \ |_ _| / \ |_ _| / \_ |_ _| _/ |_ |_ _| _| |_ |_ _| _| |_ |_ /\ _| _| |_ |/ \| _| |_ _| |_ _| | | / ** \ \ ** / _| |_ _| |_ _| |_ _| _|\/|_ |_ _| _| |_ |_ _| _| |_ |_ _| _| |_ |_ / _| |_ \ / _| |_ \ / c _| |_ \ \ / \ e / \ / \ / \/ \/ /\ / \ / \ /\ / \__________/ \ Teleporter b leads to a very small / bb \ room. Take a couple steps in to intiate \ bb __________ / a scene and BOSS25. \ / / / /\ \ / / / / \ BOSS25: Cerebus (#221) \ / /\/ / / \ HP: 99999 \/ / / / / Weakness: Nothing / \ / | Gil: 66666 \ / / /| | EXP: 16666 /\/ \/ / | | /A /\/\ / | | Cerebus gets three turns per round, usually \ \ \ \ | | using them physically attacking. While /\ \ / \ / | | the attack itself isn't too much to write / \_____\/______\/__/ \ home about (average damamge is about 800 / / or so), if all three are piled onto the / _________________ / same character, it could mean curtains for \ \ \ / them. The attacks also sometimes cause \ \ \/ poison status. He also sometimes uses \/\ \ the -aga spells either focused on a single \ \ character or spread across the team. Should \ \ be no big issue as long as you've Curaja casting \ \ abilities. \ \ \ \ /\ After the battle, watch the show, backtrack, and \ \/ \ move on to a different room. \ \ \ \ / \ / aa \ \ aa / \ / \ / \ / \ / \/ /\ ___________________ / \ | _______________ |___/ B \ | | |______ / | | \ / | | /\ \/ | | / \ | | / d \ | | \ / | | \ \ | | \/\ \ _____________________ | |_ | | | _______ _______ | |_ | | | | | | | | | | | | | | | | | | | | | _| | | | | | | | | | | _| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | / \____/ \______/ \_____/ \_____/ \ \ _____ _____ ____ _____ / \ / \ / \ / \ / \ / \/ \/ \ / \/ \/ | | / \ d leads to a small room. / \ Walk upward a few steps \ c / for a show and BOSS26 \ / \ / BOSS26: Echidna (#223) \/ HP: 99999 Weakness: None Gil: 66666 EXP: 16666 Echidna has Tornado, Drain, Quake and -aga elemental magic at his disposal, along with umimpressive physical attacks (lest they should be following an effectively placed Tornado). So if Tornado is targeted to the entire party, and it hits all, and he follows with Quake, as unlikely of a happenstance as this is, it will kill off your party. Spells like Protect are not likely to help a great deal because of the moot state of his attacks. Adequate healing is all you'll need. After this, retreat to the main room and select another path. /\ /\ / \ /\ / \ / \ / \ / \ f will teleport the \ / / f \ \ / party to a small / / \ / \ \ room. Enter, walk /\/ /| | \ / | |\ \/\ foward, scene, / / | | | | | | \ \ BOSS27. / \ | | | | | | / \ \ / | | | | | | \ / \ / / \___/ \__/ \ \ / | | / ___ ___ \ | | | | \ / \ / \ / | | | | \ / \/ \ / | | | | \/ /\ \/ | | | | / C\ | | | | / \ | | | | / \ | | / \ \ / / \ / \ / \ / \ \ / / \ \ / \ \ / /| |\ \ / / \/\ \/\/ / | | \ \/\/ /\/ \ / | | \ / / \ / \ / \ \ / / \ \ / \ / / \ \ / \ / \ e / \ / \/ \ / \/ BOSS27: Ahriman (#224) \ / HP: 99999 \/ Weakness: Wind Gil: 66666 EXP: 16666 Ahriman also gets two turns per round, also has -aga elemental magic, and also has an unimpressive physical attack (noteworthy because he can hit to petrify your characters). Just be ready for these. Not much else to say otherwise. Upon completion, head back to take another path. /\ /\ /\ /D \_________/ \ / \ / _______ \ / \ \ / \ / \ / \ / \ \ / / | | /\ \/\ \/\/ /| | | | / \ \ / | | | | / h \ / \ | | h leads to a small room, | | \ / \ / | | walk up a few steps, watch a show, | | /\ \ \ \ / | | fight BOSS28 | | / \ \/\ \/\ \/ | | | | / \ \ \ | | | | \ / \ \ | | | | / \ / / | | | |/ /\/\ \/\/ /\/ | | / / \ / / \ / \ / \ / \ \ / \ / \ / \ / \ / / / \/ \/ / /\/ /\ / / / \ / / / \/ / / g / \ / \ / BOSS28: 2-Headed Dragon \ / HP: 99999 (#222) \/ Weakness: None Gil: 66666 EXP: 16666 2-Headed Dragon has quite a strong physical attack (1500 damage or so to those in the front lines) and not much else. Hit him with what you've got (it's not essential you throw Shurikens, though). XLVII. WORLD OF DARKNESS - FINAL Enemies: 182 Shadow Master (Palette-swap of Kunoichi) 183 Kage (Dark purple palette-swap of Ninja) 189 Yourmungand (Orange palette-swap of Oceanos) 190 Thor (Palette-swap of Valefor) 193 Queen Scylla (Palette-swap of Scylla) 192 Hydra (Blue palette-swap of Echidna) 194 Garm (Three-headed wolf) 195 Twin Dragon (Palette-swap of Two-Headed Dragon) 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: Cloud of Darkness (#225) HP: 120,000 Weakness: Nothing Gil: 70000 EXP: 25000 There are a couple of tentacles along with the big cheese - don't worry about them. There will be Haste/Protect-casting afoot, once again, don't worry about it. The tentacles are a non-issue because their main function is an attack (Bad Breath) that causes a wide array of potentially devistating side effects. This is rendered moot by Ribbon-wearing. The boss has a semi- respectable physical attack enhanced by Haste at times, but diluted by your guys' back row position. You mainly need to be worried about a moderately powerful Thunder-based attack spread across the party - an attack that will cause much more damage to attack- based characters than magic-based ones. Diamond equipment might help mollify the crap out of this, but not likely. Then there's the heavy non-elemental attack also spread across the party (Flarewave it was/is called). It won't do 9999, but it's still the attack that makes this final boss a final boss's final boss. A safe strategy here would be to have the Devout and Sage keep spreading Curaga/Curaja across the whole party every round in anticipation for this attack. She doesn't seem to do this until a few rounds into the battle, after considerable HP has been knocked off, so a Sage can perhaps add to the HP-depletion party with an attack spell of his own. Ninjas will be throwing Shurikens from the back row or using Elixirs on themselves when needed (you should assume the Ninjas will take their turn before everybody, a Thunder attack will come before the mages use their healing magic, and the healing magic will come before Flarewave). All this is mollified, however (in)significantly by Protect, so you may wish to use that early on. Having enough Curaga/Curaja and Full Life casts as well as offensive firepower (Shuikens) is the key to victory. After the battle, watch the show. You'll probably want to save the game afterwards. XLVIII. ??? DUNGEON Okay, the Iron Giant. This is section dedicated to tackling the Iron Giant. First off, let's discuss how to go about finding him. You'll need to send four messages to Prince Allus of Saronia. The final message he gives you will unlock this chance. I'm not exactly sure about the requirements of getting the messages from him. I believe you'll need to send four to the Old Men before the Prince will send you the message telling you where to go. I also believe you'll need to send some messages to another FFIII player across Mognet. Once you've obtained the last message from the Prince, get on the Natalius and make you way about halfway between the floating landmass and the southern tip of the Dalug continent (the one with all that wind, the small one in case you forgot). The Iron Giant is located in a small room in a cave underwater at roughly this spot. You should see some suspicious discoloration when you've found what you're looking for. You can attempt to fight the Giant at any time after you're told about him by the Prince, but you'll probably want to do some training before you attempt The fight. The Iron Giant is at level 81, so it's probably recommended you at least be at this EXP level. I've heard people going through with it as low as level 60, but most seem to do it at 90-something. There are two places I recommend grinding to reach a level closer to the norm. First is Bahamut's Cave. Here the encounters give more experience than than any other encounters in the game. They're easy battles as well. I advise going through this cave with four Black Belts since they have the highest base Vitality of any class in the game. Since other statistics (Strength, Vitality, Agility, Intellect, Spirit, Max MP) at the same EXP level, job and equipment are the same, might as well improve something you can control: Max HP. Vitality plays a part in controlling HP gains at level up. Second is the actual ??? Dungeon itself. Here, all the encounters are the colored dragons. They have 100% drop rates and always drop either Onion gear or Elixirs, both useful against the beast itself. Fights here are long and quite challenging, but you're pretty much assured to gain a skill level after every battle, which is just as useful as an EXP level. I recommend fighting these battles with whatever jobs you plan on using for the Iron Giant. Speaking of jobs, what jobs to use? Well, any, but some work better than others. First let's take a brief look at the boss itself. BOSS30: Iron Giant HP: 120,000 Weakness: Nothing EXP: 100,000 Gil: 100,000 This enemy has an attack stat of 255 and a 155 defensive stat, both high above anything you've seen so far. Although the magic defense isn't known, it's likely not as impressive as his physical defense. Magic might be the preferred method of attack, but his physical attacks are much more formidable than this magic attacks. The Iron Giant gets four turns per round, at least three of them are spent using regular physical attacks (which aren't likely all that regular to your party), which might inflict status ailments upon contact. The fourth round of fighting could either be used on another physical attack, a casting of Meteor (the least of his attacks, but still could be formidable) or, if you're more than half way done with the battle, a swiping attack (called Swipe) which is roughly twice as strong as a normal physical attack which hits the whole party. It goes without saying, but Protect from a skilled hand is highly recommended for this battle, perhaps the most important nugget of information you'll hear going in to this battle. Now here are the job evaluations. HIGHLY USEFUL... ONION KNIGHT: If your level is in the upper 90s, that is. At that point, Onion Knight is unmatched, but before then, they are statistically retarded. They can also use the Onion equips as well as all non-ultimate equipments in the game. However, they require you to go out of your way to unlock and require still more maintanence upon receiving the class. MONK: A Monk at extremely high skill and experience levels can do _serious_ damage with Retaliate. However, unless at these high levels, don't bother. They also need to get hit in order to use this special ability, and they don't exactly take beatings the best of ways. Still, doing serious damage against the Iron Giant is not something all or even most classes can do. SCHOLAR: Magic hits the Iron Giant harder than physical attacks, and they use attack magic potentially twice as well as any mage. Need I say more? Actually, I reckon I do. Downside is that their propesity to take beatings is basically the worst in the game and getting the items to optimally nail this beast is trickly and will likely involve training a Thief, a borderline useless job for this task (and the truly great items for beating this guy, White Musks and Chocobo Rages, are extremely tough to get from enemies). (Do a Ctrl+F search on this guide's, or some other enemy list to find out from whom you can get Bomb Arms, Arctic Winds, Heavenly Wraths, White Musks and Chocobo Rages) VIKING: Give them two Shields, send them to the back row, give them a Protect spell and watch 'em Provoke the hell out of the Iron Giant. I don't know how well this works, but it seems like a good way to keep the physical attacks away from those who can't take them - until he starts swiping. DEVOUT: Strongest healing magic, quite abundant. Enough said. SUMMONER: Bahamut and Leviathan are stronger than Flare and whatever useless (for this battle) crap the Magus has at level 7. Not to mention by the time you're at a level most people will believe to be Iron Giant-ready, this guy will have considerably more upper-level MP uses than the Magus. I don't think I'd send Ifirt or Ramuh or Odin to attack the Iron Giant, but I can think of other things I'd rather do than send a Magus to take Thundaga to the Iron Giant. NINJA: Not the greatest defenders - Genji Shield helps - not the greatest attackers either - Murasama or Behemoth Knife help. The fact they can throw Shurikens from the back row helps nullify both of these things. There's also the fact they help you actually use that money you've probably been accumulating building up your guys, although this would involve another trip to Eureka's last floor, one very far out of the way. PRETTY USEFUL... WARRIOR: Advance really helps penetrate that iron guard the giant has going on. Unfortunately, this also means sacrificing a great deal of defense, defense you'll likely need to stave off his four turns per round (meaning odds are very likely a Warrior will get nailed any single round, non-terrible odds of getting thonked more than once). Not a bad choice for the Iron Giant, but I was/am tempted to move this one down to margainally useful. KNIGHT: Good attack, but but really should be better when confronting this guy. Good defense, but comes up short of the Viking in stats and in class- specific command. DRAGOON: Needs to jump to penetrate the Iron Giant's defenses... Has this the same pluses and minues the jump command has anywhere else: the Dragoon themself avoids attack for some time, but the attacks are then piled upon to other, perhaps less durable, characters. If you made your whole team Dragoons... That would be stupid and boring. DARK KNIGHT: Souleater's physically based, so if you must have a Dark Knight in there, make sure their HP remains _high_ in order for them to be truly effective. This is a task that seems more work than its worth, but has optential nonetheless. BARD: It's obviously a good idea to cast Protect on your guys soon into the battle, but if you have a good enough Bard, that might not be necessary. I reckon a Mudhura Harp song one turn followed up by a Loki Harp song (to Hasten physical attackers) or a Lamia Harp could be useful. Unfortunately, they won't produce the results a skilled Devout would produce and effects wear off quite quickly. They also lack beating-taking skills. BLACK BELT: Very high base strength and vitality. Unfortunately, doesn't get any statisitcal bonus other classes get with weapons. Plus, I'd rather do something ohter than 'Fight' with a character, even if they are basically the best at it, because I'm not going to be storing power for the same reasons I wouldn't with the Warrior. MAGUS: Would perhaps be in the highly useful bracket if not for the Scholar and Summoner. Really, just imagine the Summoner, but 70-80 percent as good. I suppose the -aga elemental spells are more useful than most physical attacks in this battle. MARGINALLY USEFUL AND BELOW... FREELANCER: I suppose a Freelancer at level 99 with Celestial Gloves, an Excalibur and Ultima Weapon can be a force to be reckoned with, of sorts, as this would put all their stats into the 80s, but other than that, I wouldn't have one around. Of course, if you couldn't figure out how to can jobs from Freelancer for a long time or just gain a helluva lot of job levels here before finding the class, I suppose you could give this a shot. COLOR MAGES/EVOKERS: White and Black Mages are simply outdone by classes gained later, ditto Evokers. Besides, worthwhile spells aren't abundant enough (or not present if discussing the highest levels) for them. Red Mages have no place in a battle of ultimate specialization, a job with no expertise: not strong enough to do great physical damage and not magical enough to contribute significantly enough with magic. RANGER: Weak attack base attack potential not capable of penetrating the Iron Giant's awesome defensive barriers, weaker job-specific command even less likely to penetrate said barriers. THIEF: See previous answer, except replace comment about commands and barrier-breaking with nothing to steal. GEOMANCER: If this was taking place in Eureka, then I say go for it, but lo, such is not the case. ************************ * * * 2. Class Evaluations * * * ************************ The class. It's the bread and butter of Final Fantasy III's gameplay. It is here in this section, as implied by its title, the various classes are discussed. It is here each classes' statistics, unique abilities, weapon, armor and anything else that could pass as useful information. They will be discussed in the order they are obtained. NOTE: Numbers by statistics are multipliers of the character's current EXP Level. All characters at the same class and EXP level and equipment will have the same values for all five perameters (Strength, Agility, Vitality, Intellect and Mind) regardless of past experience. All initial figures beside the perameter are multipliers compared to the EXP level, and all initial multipliers are in Crystal Sickness (the period of time when a character changes from one class to another) state. This state continues for 2-8 consecutive battles while the character gets used to that class and stats proceed to return to normal (more like two if the enemies are at a level higher, eight or more if greatly lower). This normal state is denoted beside the multiplier (for example, a Freelancer is going to have at 28 Strength at Level 56 just after switching to that class, and 32 Strength after getting used to it. The stat multipliers are not 100% accurate over the course of the entire game, it just gives an idea as to where the classes' stats stand. INITIAL CLASS Freelancer (FRLNCR) Strength = .5 +4 Agility = .5 +4 Vitality = .5 +4 Intellect = .5 +4 Mind = .5 +4 Weapons: Every weapon found before the first class crystal, select knives (all of them until the Poison Dagger), and swords (all of them until the King's Sword, the Excalibur and others). Armor: Freelancers can put on any peice of defensive gear with only a scant class-exclusive exception every here and there. Magic: White and Black Level 1 Unique battle command: Magic - uses magic during battle The Freelancer gets the class done for the time you have no other classes. Much like the Onion Kid class from the original, this one goes out of style when other classes with a greater range of weapons, skills and abilities becomes avalible. Also much like the Onion Kid class from the days of old, this class seems suspiciously weak. Stay tuned. 1ST CLASS CRYSTAL Warrior (WRRR) Strength: .666666 +6 Agility: .666666 +6 Vitality: .6 +4 Intellect: .44 +3 Mind: .44 +3 Weapons: Select knives (all of them until the Poison Dagger), swords (can use all with scant exception, most notably the Excalibur), axes, some bows and arrows Armor: Can use most non-class specific heavy armor, shields, helms and gloves. Magic: None Unique battle command: Advance - attack enemy with higher power at the expense of some defense (effectiveness is based on skill level). The Warrior is an offensive-minded class, and perhaps one you'll consider using for much of the game. Their excellent weapon flexibility means you will probably not tarry about for too long with dated weaponry. Although I didn't find myself using Advance a whole helluva lot (the Warrior's usual attack is usually sufficent), but it is one of the more useful class-specific commands. I don't know exactly how much attack power is gained and how much defensive power is lost upon selection of the command, but it is sizable. Ultimately, I did end up ditching this class by the time the subsequent Crystal was reached, but I can envision a reasonable person sticking with this class for greater durations. Monk (MNK) Strength: .8 +5 Agility: .6 +4 Vitality: .666666 +5 Intellect: .375 +3 Spirit: .375 +3 Weapons: Fists, Claws, Fangs Armor: Mostly the robes and gis for the body, specialized headgear, some heavier gloves Magic: None Unique battle command: Retaliate (instead of taking a regular physical attack, power is focused and released for a more powerful one when physically attacked) I've noticed class skill levels to be for most classes comparatively moot next to the skill level of the Monk. The Monk's growth curve is definately more exponential than that of most classes. It starts off small, but grows at a fairly rapid pace. I wouldn't depend on a Monk with a skill level of 1, though. A downside, besides starting off slow, is that equipment they can is pretty limited. Although generally sufficent, I have noticed they tend to get knocked around more often than heavy armor-wearing frontline fighters. The fact their top standard weapon tops out at 121 doesn't really help (although high base strength offsets this). Counter's effectiveness also relies on getting attacked physically. I also personally found them boring, but that's just me. The fact their unarmed attack power gains two points per every skill level might offset the boring for some, and since a great deal of their attack power comes from their base Strength, enough skill could have them making Bruce Lee looking more like that crippled kid in Rumble in the Bronx. Still not worth the boring IMO, though. White Mage (WHTMG) 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 helms (namely those helms 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 Mage (BLCKMG) Strength: .5 +4 Agility: .6 +4 Vitality: .6 +4 Intellect: .666666 +5 Spirit: .44 +3 Weapons: Elemental Staves, Rods, beginner's bows and arrows Armor: Certain robes (Magician's Clothes, Black Robe namely), certain helms (namely those helms 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 Mage (RDMG) Strength: .5 +4 Agility: .5 +4 Vitality: .6 +4 Intellect: .6 +4 Mind: .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 helms 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 Mind: .375 +3 Weapons: Knives, boomerangs Armor: Early heavy armors and helmets, dark vests and hoods, select gloves Magic: None Unique battle commands: Steal (attempts to steal and item), Flee (uses turn to attempt to flee from battle, defense increases instead of decreases if fails of others attack before turn is taken) The Thief is a really good class for a really long time. Stealing has numerous possibilities. Even if you are just stealing HiPotion after HiPotion, you're still saving considerable money. They're also statistically impressive with surprisingly good strength and vitality ratings to accompany that neck-breaking speed. Boomerangs are always an interesting addition, too. Another attribute of the Thief is their ability to pick locks. Granted, keys required to open those doors are cheap, but why bother with those? I didn't find Escape to be particularly useful, though, since it doesn't seem to increase rate of success over just plain fleeing, although if you plan on fleeing, you have little reason not to use this command because, hey, higher defense. I also found myself utilizing this class considerably less after the various locked door scenarios had finished, but for pretty much the entire time between XXIII and XXXVI or so, and a couple points before and after, I put one of these guys in the lead, and I'd do it again. 2ND CLASS CRYSTAL Ranger (RNGR) Strength: .666666 +5 Agility: .8 +5 Vitality: .6 +4 Intellect: .444444 +3 Mind: .444444 +3 Weapons: Bows and arrows, a couple boomerangs Armor: Early heavy armors and the thief garb, early helms and select gloves Magic: None Unique battle command: Barrage (Randomly shoots a random number of arrows for a random number of attacks randomly across the enemes) If you wish for a class summary right now, let it be this: I liked other classes considerably more than I liked this one. Although they start off pretty good, with very good defense (heavier stuff in the back row) and equally good attack, the class doesn't age real well. Before long, You'll find ranged weapons that equal the power of this class' bows and arrows without worrying about running out or going through the trouble of buying and storing and reequipping them every other battle. Barrage is cute, but not my favorite unique battle command as it consumes multiple arrows and is generally unpredictable (even if at times effective). This fact these the ultimate bodyguard for this class is found at roughly the halfway point in the game doesn't help even if they can do their work optimally from the back row. This is not to say this is a useless class, either. I actually recommend using this class for when you first get the free equipment for it. Once this equipment starts to become dated or it just runs out, I'd say it's time to switch away from this class for good. This is not to say the Ranger won't contribute well if trained well and equipment maintained. It's more trouble than it's worth in the long run in my humblest of opinions. Knight (KNGHT) Strength: .8 +5 Agility: .444444 +3 Vitality: .8 +5 Intellect: .444444 +3 Mind: .5 +4 Weapons: Swords Armor: All heavy armors, shields, helms, gloves except those of a dark and class theme Magic: Level 1 White Unique battle commands: Magic, Defend (increases personal defensive power, guards near-death characters when physically attacked) First the bad news: a very good portion of the game leaves this class with dated equipment during that point in time swords and non class-specific heavy armor is found (not to spoil, but see the previous class entry for when this will be). Even after new weapons and armor are found, you may find the class a tad behind the others (at least I'm quite sure I did). Also, the magic, while better than nothing, is so moot it's almost not worth mentioning. Next, this is quite a slow class. While this isn't entirely a bad thing (a moderately fleet of foot character can use attack enhancement so every round the Knight will benefit from it), but often the battle will end with the Knight not acting at all in the final round because they're so slow. Because a character needs to perform that act in battle before they get Class points, this could cause the Knight's class score to suffer. Also, Cover isn't one of the better class unique commands. In order to be optimally useful, other characters need to be at a near-death state and you need to face against predominately melee attackers. Besides, they step in front of attacks targeted to near-death characters without selecting this command anyway (although the absorbtion of those attacks wouldn't be as good). Now the plus side. Because Cover is one of those commands performed at the start of battle before regular actions, it is a good way to nullify the Class exp stunting mentioned earlier by performing it when you know you're about to win the battle with one more swing of a pinky. It is very hard to argue with that strength and vitality, also. Finally, officially giving this class the nod over its more offensive counterpart, the Warrior (the Knight was initially the replacement from the Warrior class in the Famicom days, but this time, the Knight has more emphasis on defense and the Warrior offense), and pretty much most other classes is the ability to use both the Rangarok and Excalibur. While this might not be worth utilizing a class that is merely sufficent for much of the game where other classes might excell, I found the final couple areas to be much breezier thanks to it. If you must overutilize (use when another class might be better) a class, I say make it this one. Scholar (SCHLR) Strength: .6 +4 Agility: .666666 +5 Vitality: .375 +3 Intellect: .9 +6 Mind: .44 +3 Weapons: Books Armor: Robes (Cloth and Leather Vests, Wizard Robe, Scholar Robe, White Robe to be exact), certain hats (Leather, Feathered, Scholar, and Ribbon), Rings. Magic: White and Black Level 1-3 Unique battle commands: Magic, Study (same as Libra magic - examines enemies' HP stats and weak points if successful). The Scholar also has the ability to use items twice as well as those of other classes. This includes potions and those oddball one-use spell items strewn about the game. Scholars can do -major- damage to enemies if they hit one with an item giving the user a free use of a spell that is their weakness. The books are also quite effective when you first get them as they're generally as strong as any other weapon and have elemental attributes to boot. Unfortunately for the Scholar, time is less than kind to them as the weapons, armor and magic they use is limited. They're also not very tough and need to be in the front row if contributing optimally as they aren't ranged. When they do finally get new equipment, it's too little too late. They're still very valuable for a few fleeting moments. Geomancer (GMNCR) Strength: .5 +4 Agility: .666666 +5 Vitality: .5 +4 Intellect: .666666 +5 Mind: .5 +4 Weapons: Bells Armor: Leather/Cloth stuff, Wizard/Earth/Black Robes, the same helms everybody can equip, rings Magic: None Unique battle command: Terrain (use landscape to perform magic attack) Although the Geomancy class presents itself as more of a magic-oriented class from top to bottom, let's get this out of the way: for a long while there, this class is an attacking powerhouse. All three normally encountered bells are generally the most powerful weapons at those points in the game - by a fairly large margin. Their physical defense is also quite respectable as well falling generally halfway between that of a physical fighter and that of a magic user. However, both these weapons and armor eventually becomes dated and you're better off sending them to the back row. All this being said, they are a more magic oriented class at heart. Terrain is generally more powerful than back magic at no cost, but unpredictable. The usefulness of such an attack varies from environment to environment, but not that much: Terrain is generally a more powerful, less limited attack than a typical black magic spell, although less powerful and much less limited than the most powerful black magic spells. In a couple of the areas, geomancy more or less regins supreme. In most areas, it can be quite annoying to see the same insta-kill moves kill or that disappointing attack they do sometimes. 3RD CRYSTAL CLASSES Dragoon (DRGN) Strength: .666666 +5 Agility: .666666 +5 Vitality: .5 +4 Intellect: .5 +4 Spirit: .5 +4 Weapons: Spears, lances Armor: Most heavy armors, shields, helms and gloves Magic: None Unique battle command: Jump (take one turn to leap off the field of battle, take the next turn to return landing doing about 1/4-1/3 more damage than a regular physical attack) I'm not so sure about this class. On the one hand, their attack power is noticably, although not greatly, lower than that of pretty much all the other weapon-based classes. For a pretty long while there, Dragoons won't be hitting as hard as Geomancers of relatively equal skill level. Some people seem to think Jump is cool, but I'm not one of them. Really, I'd rather just deal attacks and would rather not wait for the Dragoon to go all the way up and down. While it is true Jump provides defense, this is a class who can use some of the finest armor in the game. Granted, their magic defense might not be that high, but would you rather a Dragoon in their armor of awesome take hits or a Monk in their lighter robes take hits? Not helping their cause is the fact their vitality is also quite low. However, their weaponry, although quite behind at first, does catch up eventually, and they can use some of the coolest weapons in the game (namely the Blood Lance, a powerful, but quite heavy, HP sucking weapon, one that will greatly limit HP-restoring attention they require and the Gungir, an extremely powerful spear that can supposedly be stolen from Odin). Once again, their attack is respectable enough come endgame with a Holy Lance and a Blood Lance. Viking (VKNG) Strength: .9 +6 Agility: .444444 +3 Vitality: .666666 +6 Intellect: .444444 +3 Spirit: .5 +4 Weapons: Hammers, axes Armor: Most heavy armors, shields, helmets and gloves Magic: None Unique battle command: Provoke (attracts an enemy's attacks) The Viking, like the Monk, is another class that takes some time before they truly start to butt-kick. Even when they are butt-kicking, the hill to climb for further kicking is still steeper than that of other classes: their weapons of choice are all much heavier and less accurate than those of essentially any other class. Now, those weapons, generally speaking, when they are found, are among the strongest availible. Adding to this usefulness is the fact all hammers are lightning-fused making those areas populated largely by sea creatures much easier. This is their specialty. They're quite slow, which is kind of a good thing (for weapon-improvement), but usually not (always one of the last to take a turn, Class level falls behind if fails to act enough). The Class level growth stunting can be mollified with Provoke as it's one of those abilities that, like the Knight's Cover ability, is performed before regular attacks. Provoke is, by the way, like a lamer version of Defend, which is already quite lame. Oh, and as if Provoke didn't already give this impression, the Viking can take a serious beating. They are, though, kind of weak against magic (as heavy fighters tend to be) 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, helms, 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. I prefer the regular Knight's Ragnarok/Excalibur is you're looking for straight up butt-kicking. Evoker (VKR) Strength: .6 +4 Agility: .5 +4 Vitality: .444444 +3 Intellect: .666666 +5 Mind: .666666 +5 Weapons: Most staves and rods Armor: Usual wizardry equipment (robes, hairpeices, rings) Magic: Call magic Level 1-8 Unique battle command: Magic If nothing else, the Evoker class is an interesting one. Often compared to black magic, that of the Evoker tends to be a couple notches stronger, a notch less abundant and a notch less predictable thereby making the classes pretty even. Each one of its classes has one of two effects, people often refer to them as a black effect (usually a direct attack) or a white effect (usually an effect). The effects have been dubbed down since we last saw them on the Famicom (that is, the white effects have been dubbed down) in that when Ramuh was called and tried to stun all enemies, Ramuh stunned all the damn enemies lest they were immune. Here, effects happen with the same reliability we've come to expect from effects (which is to say not much). While certainly not a useless class, I don't think there's a time in the game an Evoker is truly vital. Oh sure, Ifrit's white effect is pretty gnarly, and Odin's white effect can make things much easier for a few key battles, but I can think of not a single battle in which "man if I had only changed my * guy to an Evoker I'd be spared that 'and they were never seen again' message!" Bard (BRD) Strength: .444444 +3 Agility: .6 +4 Vitality: .6 +4 Intellect: .6 +4 Mind: .6 +4 Weapons: Certain knives (think Poison Dagger and weaker), harps Armor: Clothes, Robes, the usual magician's gear (light headgear, rings) Magic: None Unique battle command: Sing (perform songs with various effects) Another class I throughly enjoyed. Sure, early incarnations of this class might have soured everyone who might come in contact with future versions of it, and you might need to drop some formidable coin in optimally using one, and they might be borderline useless when you first get this class, but don't let any of this stop you. The Bard has songs that give you the Haste and Protect spells for the entire party before you can cast either spell usually targeted to only one party member. Granted, those songs might be diluted versions of the effect spells they ape (it's kind of hard to tell with weapon/ defense enhancement spells like these in this game... they tend to be inconsistent but effective enough). If getting to spread a Level 7 attack enhancement spell across the party quite a bit of time before the usual user of this spell is going to be able to cast it once on a single member, you are not going to be warming up to this class. They also have songs to attack enemies and restore HP, but they're not as impressive as the said two songs. The songs' usefulness increases since this is one of those commands executed at the beginning of the battles before regular commands are done. 4TH CLASS CRYSTAL Black Belt (BLCKBLT) Strength: .9 +6 Agility: .666666 +5 Vitality: .9 +6 Intellect: .375 +3 Mind: .375 +3 Weapons: Fists, Claws, Fangs Armor: Dark and Karate garb, some heavier gloves Magic: None Unique battle command: Boost (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 more important than for most classes. Yes, the Black Belt 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 Boosting Black Belt 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, althuogh one can chose it and still get by just fine. Also like the Monk, the Black Belt gains two attack points to their unarmed attack power for every skill level they gain, and since they have higher base Strength, by .1, they'll probably by stronger by roughly that much. Devout (DVT) Strength: .444444 +3 Agility: .5 +4 Vitality: .6 +4 Intellect: .5 +4 Mind: .9 +5 Weapons: Staves Armor: Usual (white) mage stuff Magic: White magic Level 1-8 Unique battle command: Magic Ladies and gentlemen, unless you've been really training a White Wizard, nursing them along through those areas no access to any greater bodily protection than a Wizard Robe, staunchly and stupidly and incorrectly insisting that you NEED a dedicated healer, I present you the White Wizard replacement. Okay, maybe it's not quite this dramatic, but this is a great class. Because I seem to focus largely on neagtives here, let's just discuss them first. Whereas the White Wizard more or less made curative items obsolete throughout the game, the MP for this class won't quite allow it. The MP distribution of this class is not the traidtional pyramid style (more MP casts to lower level spells, lessening casts as levels go up), but much more evenly distributed throughout the levels. Then again, having more casts of Life than Cure isn't necessarily a bad thing, either. Although spell casts are much more even, those at the highest levels are still have one-third to one-half the casts those in all other levels. Oh, and Level 8 magic? Pretty sweet. I can see the potential in Tornado, but I found myself pretty much depending on Full-Life for a couple (okay, one) fleeting moments. Magus (MGS) Strength: .444444 +3 Agility: .6 +4 Vitality: .5 +4 Intellect: .9 +6 Mind: .5 +4 Weapons: Certain staves, rods Armor: Usual mage stuff Magic: Black magic Level 1-8 Unique battle command: Magic The Magus is statistically roughly equal to the Devout, has the same odd MP distribution, little less tough, a little faster. It can be said the Magus is like the Devout except where we have 'white' for the former we have 'black' for the latter. Which is to say, when describing the classes, where we have 'great' and 'dang near essential' for the Devout, we have 'shitty' for the Magus. Kidding aside, yes, the Magus can get the job done, more or less. The MP puts ephasis on the -aga spells, and they are effective enough when used by this class. Only problem is that their magic is soundly outclassed by summon magic. There -aga spells are generally only as good as a physical attack on one enemy; the summons are equally strong across all enemies. Summoner (SMMNR) Strength: .444444 +3 Agility: .444444 +3 Vitality: .5 +4 Intellect: .8 +5 Mind: .8 +5 Weapons: Many staves, rods Armor: The usual magician stuff Magic: Call magic Level 1-8 Unique battle command: Magic Now this is attack magic, the way the Bible taught it! Whereas the Evoker's magic was fickle, unpredictable and at time disappointing, the Summoner's magic is considered to be the best of what the beasts have to offer. Granted, their MP might not quite be up to snuff, there's still plenty of it to make it through most dungeons if you're at all wise. No more attack one random enemy or largely ineffective status-altering BS: straightfoward magic attacks spread across all enemies for high damage. All the elements are covered in equal amounts and equal strength. And that strength is high with low level summons generally being much more powerful than upper level spells used by a Magus. Only drawbacks include the MP (while sufficent, you'll barely be able to use the highest level spells as often as you'd probably like) and the variety (there are only eight spells to choose from, most of which just do the same thing - damage across the enemy party). This is also essentially the only class with comic relief (Chocobo) as well. This class is a winner all the way even though that phallic hat they wear gives every impression to the contrary. Sage (SG) Strength: .375 +3 Agility: .375 +3 Vitality: .6 +4 Intellect: .8 +5 Mind: .8 +5 Weapons: Staves, Rods Armor: Magician stuff, all of it Magic: All off it Unique battle command: Magic I had high hopes for the class, I really did. A Sage with Bahamut and Curaja, that was all you needed back in the day. Times have changed, though. They still use every magic spell in the game roughly as well as the other classes, but it's just not the same. First and most noticably is that the summon magic they used to be able to use has been downgraded to call magic. Since the vast majority of black magic is obsolete by the time you recieve this class (the -aga spells are alright it guess), the Sage essentially becomes a healer with a bunch of bizarre, unpredictable effect spells. Compounding the disappointment of this class is their MP. It has a traditional pyramid style, but with half as many uses of lower level spells as black/white wizards and double their upper level casts. The fact they're as slow as sin doesn't help very much (although no time to heal up the party like after the enemy has finished their attacking). If you are physically-attack-minded, it might be a good idea to have a Sage and three of your favorite fighting classes so you still have some attack magic, but it might be a better idea still to use a Devout and three fighters. I did actually end up utilizing the services of a Sage in the very last section, but other than that I recommend a Summoner and Devout. Ninja (NNJ) Strength: .666666 +6 Agility: .8 +5 Vitality: .5 +4 Intellect: .5 +4 Mind: .5 +4 Weapons: Dark Swords, knives, boomerangs Armor: Dark/ninja themed fighting gear Magic: None Unique battle command: Throw (Hurls a weapon or item for damage much higher than if used against the same target via a regular attack. After thrown, weapon or item disappears forever. Sometimes misses.) Generally speaking, Ninjas are outmuscled by Martial Artists and other tougher fighters. If you're interested is consistently doing the highest damage possible in as many regular battles as possible, go with a Martial Artist or Knight with their best equipment. Ninjas tend to be lacking in strength and overall defense (their magic defense is especially low). One major advantage this class is that they can use boomerangs, most specifically the Full Moon. This allows them to take their disadvantaged physical defense to the back row without losing a whole helluva lot. The other significant advantage they have is the ability to throw stuff for quite substantial damage. You can also throw those annoying weapons that have been taking up space in your inventory that you haven't got around to selling even if it's maybe not the most effective way to use a turn, it's still reltively interesting. They can throw pretty much all weapons, but most notably, they can throw Shurikens, the single most powerful item in the game. This makes them quite essential in the biggest battles/battle to be fought. Adding to their usefulness is their ability to use both other special forbidden weapons (the said Full Moon, and the Masamune) if a Knight has the Excalibur and Ragnarok. They also have blazing base speed matched only by Rangers and surpassed only by the Thief. The verdict with the Ninja is that while most fighting classes do greater base damage than this class, few nail bosses (most importantly the last one) quite like this one. UNLOCKABLE CLASS (see the Onion Knight section to see how this is done) Onion Knight (NNKNGHT) Weapons: All except class mastery Armor: All except class mastery Magic: All Black and White Unique battle command: Magic Not gonna bother mathmatically explaining their statistics but I will say they're very low until you reach an experience level in the mid 90s. Then their statistics grow at a rate of about 12 per level. When they reach level 99, all statistical perameters are at 99 if naked and not striken with crystal sickness. If decked out with the absolute best equipment at any given time, I suppose this could offset this statistical irregularity. Their MP is a little harder to explain. They have casts of every spell level right from the get-go. Yes, they can cast Curaja or Flare at level 10. Because their stats are so low at this point, one can question how effective this will be. You could have them cast spells like Arise or Erase, spells that don't depend on serious number-crunching, I guess, but it doesn't sound like that's worth it. Anywho, their MP doesn't quite enjoy the same kind of explosion as they only have four level eight casts and ten level seven casts at level 99. Probably a class best left to power levelers or Iron Giant hunters. I suppose you could get a jump start on Iron Giant training by utilizing an Onion Knight earlier in the game (when you're first able to get the class, they're not all that behind in stats) for skil building purposes. Also a good class if you're one to make consessions to make their games more of a challenge. ******************************************* * * * 3. Party Setups and other general hints * * * ******************************************* PARTY SETUPS The DS version of Final Fantasy III is more flexible than a controtionist from the former Soviet bloc. There are many different ways to play much of the game, but some party setups at some times do a better job than others. The following is a party list I recommend for the various times of the game. Sort of explains itself, except the job shorthands are the same as used in the tables. Oh, when you see this: MK/VK it means I found both roughly equal in terms of goodness. Also, when you see this: BM->EV->GE, start off as a Black Mage, liberally use the most powerful spells, then switch to Evoker, and to Geomancer when you get sick of that. GE->BM means to use the MP trick discussed in the hints section. 1ST Char 2ND Char 3RD Char 4TH Char #I FR - - - #II FR - - - #III FR FR FR FR #IV FR FR FR FR #V WR RM WM BM #VI WR RM WM BM #VII WR RM WM BM #VIII TH RM WM BM #IX TH RM WM BM #X TH RM WM BM #XI TH RM WM BM #XII WR MK WM BM #XIII WR MK WM BM #XIV WR MK WM BM #XV WR MK WM BM #XVI WR MK WM BM #XVII WR MK WM BM #XVIII WR MK WM BM #XIX WR MK WM BM #XX WR MK/RM WM BM #XXI KN SC WM BM #XXII KN SC RN->WM GE->BM #XXIII TH SC RN GE #XXIV TH MK/VK RN GE #XXV TH MK/VK RN GE #XXVI TH MK/VK RN GE #XXVII TH MK/VK BA GE #XXVIII DR DR BA GE #XXIX TH DR BA GE #XXX TH RM WM BM #XXXI TH RM WM BM #XXXII TH VK WM BM #XXXIII TH VK WM->BA BM->EV->GE #XXXIV KN VK WM GE #XXXV KN DR WM/BA GE #XXXVI KN VK WM->BA BM->EV->GE #XXXVII KN MK WM->BA BM->EV->GE #XXXVIII KN DK BA BM #XXXIX KN DK WM BM->EV->GE #XL KN VK DV SU #XLI KN DR DV SU #XLII KN NI DV SU #XLIII KN NI DV SU #XLIV KN NI DV GE #XLV KN NI DV SU #XLVI KN NI DV SU #XLVII NI NI DV SG GENERAL HINTS * This one comes to us from Alex Baker (aka tkshredder). It's the MP trick referenced to just above. It seems to work well enough. Here it is cut and pasted. I've been playing the shit out of FF3 for DS recently, and I just stumbled across your FAQ for it (been referencing the NES FAQ's up until now). I looked for it, but couldn't find it, a little trick about conserving MP that is totally awesome. Essentially, before you go into any dungeon, if you first switch any party member to a magician class ( i.e., a White Mage), rest up at an inn / bed / recovery point, and then switch classes to some non- magic using class (i.e., Black Belt), then switch back to the White Mage (i.e., deep in the dungeon, before the boss, and you're out of potions), you will still have all the MP saved up. This is great for dungeons later in the game, and is just an added health insurance plan for your party. This power / trick can be abused for other magic using classes as well; the key point here is that you must have some magic using class to begin with when staying at said inn / recovery point. * This another another MP trick. It's really less a trick than it is smart use of MP. When in a longer dungeon and you wish to use magic attack-oriented classes, begin with a Black Mage. Use their upper level spells quite liberally (indeed, later on in the game, these will be the only Black magic spells that will do significant damage). When they start to run out, switch to an Evoker. Use their magic like it's going out of style. When that's all gone, or when you're just sick of looking at a character with a dorky horn on their head, switch to a Geomancer. This is rendered fairly moot when you get the advanced magic jobs with more higher level MP, but still what I like to do in the middle parts of the game. * Most classes can wield two weapons at once Kind of a given I thought because the game gives you that option after equipping your first weapon, more weapons appear available in the second hand. However, don't get to negligent with shields, especially if you plan on use the Knight's Defend, Viking's Provoke or the other classes' Guard commands. Although nearly doubling your attack power is generally more desirable than increasing your defense by 15%, I advise trying them every now and then. * Fool the DS Clock This is a well-known Wi-fi trick, but it's worth mentioning here. When making use of the Mognet, you're usually only allowed to send one message an hour. If you find this bothersome and wish to get around it in a small fraction of the time, save the game and turn off the DS. Turn it back on and when the game selection screen comes up, don't go directly to the game, select the system's settings instead. Push the clock ahead an hour and continue wi-fi-ing. * Job Mastery Items/Legendary Blacksmith This one isn't my doing. This one come to us from Carlos Vidal and Penguin Knight (who also to my knowledge was a significant contributor at the FFIII Translation Wiki) and Pazzle, but Mr. Vidal gets the brunt of the credit. WARNING: This walkthrough contains spoilers, if you have not aquired the Earth Crystal and do not want plot elements ruined. Wait to read this!!! The following is a list of all the quests involved with the Legendary Blacksmith of Final Fantasy III. The rewards for the hard work involved in this line of tasks includes the most powerful weapon in the game and each job's master item, and piece of equipment awarded to those who reach Job Lvl.99 in a profession (job). Note: A certain amount of messages to other players via mognet are required for recieving messages from the NPCs required to finish this line of questing. If you are unable to recieve a reply from Sara, Takka, or Cid after fulfilling the prerequisites the problem is most probably a lack of communication between you and other players. THIS IS IMPORTANT!, so start collecting those mognet codes! Note: This quest line should be left until late game after you have aquired The Invincible and defeated Doga/Unei to recieve the key to Syrcus/Crystal Tower and the dreamworld Eureka. Quest I: Sara's Pendant Begin trading mail with Sara, princess of Sasune. Upon recieving her fourth reply she asks the group to return to Sasune Castle and speak with her. Sara informs you that her special pendant is broken and if you could find someone capable of repairing the heirloom. Take the pendant to Takka is the village of Kazus, he examines the pendant but informs the group that its far beyond his abilities. You're now out of luck. Begin trading mail with Takka and Cid (the airship builder from early in the game), upon recieving the fourth reply from Takka, he mentions a legendary blacksmith! Travel to NW (Northwest) Saronia and on the right side between the trees and the buildings should be a silver haired woman, she is the Legendary Blacksmith. The group and her converse and she agrees to fix the pendant, in return she asks that if you are to ever run across a very rare metal known as Orichalcum, that you bring it to her so she may work with it. In return she agrees to give you whatever she is able to make from the metal. Pretty good deal. Return to Castle Sasune and return the pendant to Sara (this isnt required, but give the girl her treasure back lol). Make sure to trade another mail with Takka for a fifth reply where he mentions the Orichalum -------------------------------------------- Quest II: Orichalcum If you have been trading mail with Cid, good. When you recieve his fifth reply, he tells you that his wife was scared by a monster that has taken up residence in his basement. Its time for the heroes to investigate! Goto Cid's house in Canaan and fight this dastardly creature. Basement Creature: Aeon Lvl - 42, HP - 10060, Gil - 3200, Exp - 10200 Aeon can strike twice per turn and can perform Earthquake which can do 1400- 1500 dmg to those with lower magical defense. Nothing to worry about. When the creature is defeated it leaves behind an odd metal that the party cannot identify, go back upstairs and talk to Cid. Cid reveals that it is in fact the rare metal Orichalcum! Now you have the material, you need to get back to the blacksmith...unfortunately she is nowhere to be found... If you had been following the story and waited till you've aquired defeated Titan and acquired the Earth crystal, then you're in good shape. If not, you have to wait until you get to this point to continue. In order to make the Smith appear again, you must open the door to the Eureka that Doga and Unei gave you. Travel through the Ancient Ruins where you fought Titan (its very straight foward), and once you get through the Crystal Tower lies before you. Go inside the tower and go foward and up the giant stairs and thru the central opening. Proceed foward and activate the door, which begins the sequence. Congradulations, you've opened the door to Eureka. This place is full of powerful items and the town at the end holds the strongest magic for purchase in the game, proceed thru it if you wish, I wont guide you thru it. (NOTE: But I will ~ArkFullofSorrow) When you are ready to leave Eureka, Teleport out and go back thru the Ancient Ruins to reach the outside world again. Board The Invincible and proceed to Saronia, go a bit southwest thru a valley with no river (this is rare in that area) and follow it (hopping mountains along the way) to reach the city of Falbagard. If everything has been done right, the Legendary Smith appears in the town just right of the weapon shop. Talk to her. The Smith will craft your Orichalcum into the Ultima Weapon (Sword, Atk 150 +15 all stats)! She will then tell you she must leave to continue her journey. The smith now wanders. --------------------------------- Quest III: Job Master Items Once The Legendary Smith has given you your Ultima Weapon and sent wandering, she will be able to reward you for reaching Lvl.99 in any job. Their is no point in seeking her out unless you have reached this goal (you must repeat it every time you want to recieve an item from her, she only gives one at a time), if you haven't she will say something trivial and wander again to another town. Thanks to Penguin_knight for this piece When carrying out this seirie of forgings, the blacksmith actually randomly travels around the world. Once you enter and leave a town, her position will be re-randomized again. So, what you can do is to get a small airship, and travel across two close towns that she frequents, until you found her. One pair of places would be: Gysal village on the east of floating island and the little hidden forest to the west of it (where you can meet with one mini guy and two recovery springs). It's just a half an inch to the west, you won't miss it. Use airship to travel to and fro, and by some chance you'll see her appear in either one place. And remember, the character who is going to get the equipment has to be IN THE TEAM. For example, if you have a j.level 99 thief, that person has to be changed into a thief BEFORE you start talking to her. Otherwise she will not forge you anything and then that encounter will end. /end penguin contribution :P The Legendary Smith's wandering locations (Thanks to Pazzle for this list, remember however to look to Penguin's contribution to find her the easy way): Ur, in the well Sasune Castle, third floor east tower Healing Copse, the grove where you land before entering the gnome village Village of the Ancients, Inn Gyshal, Chocobo Pen Dwarven Hollows, entrance to Subterranean Lake Replito, inside the northernmost house Saronia Castle, second basement level Doga's Village, central island Ancient Ruins, Inn * Get the Onion Knight, if you want to This tip comes to us from Rob Meyers. Hey man, loved the FAQ you wrote. Here's how to get Onion Knight: You must send mail to all 6 people in the moggle list and one person using the moghouse (wifi) You then must send Topapa 3 more mails until he talks about kids of Ur getting lost in the cave, the first cave you start in. Walking in leads to a fight with some Bomb monsters and the kids reward you with something they found "Onion Knight" /Meyers I recommend doing this even if you don't use the job at all. I mean, you get pretty much the entire FF3 Famicom plot, or at least the best parts of it (four boys dropping into a well - cute little Onion Kids). Moreover, the guy said he loved the FAQ I wrote, and I feel compelled to include this within in guide. * Easy level-ups for Job Skill Level This is pretty much common knowledge by now, but... A cheap, easy, but dull and time consuming way to increase you guys' job levels is to just keep selecting Defend while in battle. Do this about a half dozen times to gain a job level. Best done against enemies much weaker than your party. Not something I believe is necessary, but if you're doing a low-level quest or something to that effect, you might as well give this a try. * The Iron Giant I don't have a strategy for fighting it yet, as I haven't got to this yet. I will in the next edition of the guide. Once again, this is common knowledge: Get four emails from the four Old Men and Four from Prince Allus. The fourth from the Prince will tell you how to find the place you can find the Iron Giant. ********************* * * * 4. Monster Charts * * * ********************* Beastiary. Shows information about enemies. The info will be displayed in the following order: Number Name / Location / Level / HP / Attack / Defense / Gil / Exp (Noteworthy items dropped and stolen. Common items found in stores will not be listed. I don't consider them noteworthy. Many enemies -rarely- have Phoenix Downs to drop/steal along with more disposable items like Potions and Antidotes. These won't be mentioned either. A distinct majority of the earlier enemies drop all sorts of those bought common items.) - Personal comments and notes. Some are useful (like weaknesses) some are not (I may go on about how ugly they are or something). Will I go through the trouble to make comments about all? Read on to find out. Here, EXP is total cumulative EXP. It will be divided among all surviving characters, whereas in the boss explanations above, EXP totals assumed all four characters were alive unless otherwise noted. Items include stuff stolen, there's probably other things they can drop and steal. Maybe I'll include a full list, but this is what I found, usually with a skilled (skill level 30-90 Thief). This deserves a special mention: much of this info is found is the game's Beastiary visited via a man in Gysahl, I did lift the template from it right from the FF3 Translation Wiki (http://ff3trans.pbwiki.com/). Oh, and the location is sometimes shortened to the guide's abbreviations in the interest of space saving. (for example, Sasune Castle becomes III) Finally, stats are not the sole resource for determining the strength of an enemy: much of an enemy's damamge from attacks, and damage they take from attacks come from their Strength and Vitality numbers which are not known to me at this time. Think of the ATK and DEF totals as equipment statistics or something. 1 Goblin / Altar Cave / LV 1 / 7 HP / 6 ATK / 6 DEF / 10 Gil / 1 EXP (NA) - Goblins are Goblins. Mkay? 2 Carbuncle / Altar Cave / LV 1 / 10 HP / 6 ATK / 6 DEF / 5 Gil / 2 EXP (NA) - Treat them like Goblins 3 Eye Fang / Altar Cave / LV 1 / 11 HP / 7 ATK / 6 DEF / 7 Gil / 3 EXP (NA) - Better level up a level before confronting this in a cave 4 Blue Wisp / Altar Cave / LV 1 / 14 HP / 7 ATK / 6 DEF / 10 Gil / 4 EXP (NA) - More bang for your back as far as Altar Cave monsters are concerned. I still wouldn't go hunting for them, though. 5 Killer Bee / Around Ur / LV 2 / 18 HP / 8 ATK / 6 DEF / 12 Gil / 12 EXP (NA) - They sometimes hit to cause poison status. Weak against Wind. 6 Werewolf / Around Ur / LV 3 / 24 HP / 9 ATK / 6 DEF / 14 Gil / 12 EXP (NA) - This is pretty much the reason you save the instant you're brought to the outdoors. If you encounter one of these bad boys with one level 3 character, you're a sucker bet. 7 Berserker / Around Ur / LV 4 / 28 HP / 11 ATK / 6 DEF / 22 Gil / 14 EXP (NA) - Insert Werewolf explanation here. 8 Red Wisp / III, IV / LV 5 / 39 HP / 12 ATK / 10 DEF / 18 Gil / 70 EXP (NA) - Weak against Holy/Restorative elements. Note how it doesn't say Fire. Also note the steeper curve in the growth of the statistics of the enemies. 9 Dark Eye / III, IV / LV 5 / 43 HP / 12 ATK / 10 DEF / 20 Gil / 95 EXP (NA) - Weak against Holy/Restorative elements. 10 Zombie / III, IV / LV 6 / 47 HP / 14 ATK / 10 DEF / 22 Gil / 100 EXP (NA) - Weak against Holy/Restorative elements. 11 Mummy / Sealed Cave / LV 6 / 52 HP / 15 ATK / 10 DEF / 24 Gil / 100 EXP (NA) - Weak against Holy/Restorative elements. Note that the enemies marked with 'Sealed Cave' in their location boxes can also be found in the mine in the northeast of Kazus. 12 Skeleton / Sealed Cave / LV 6 / 57 HP / 14 ATK / 10 DEF / 26 Gil / 105 EXP (NA) - Weak against Holy/Restorative elements. 13 Cursed Copper / Sealed Cave / LV6 / 42 HP / 14ATK / 10 DEF / 52 Gil / 105EX (NA) - Weak against Holy/Restorative elements. Come to think of it, undeads are probably not especially weak against Restorative stuff. It just hurts them as much as it heals others. Also, this particular enemy is, as you might expect, a good Giller. 14 Larva / Sealed Cave / LV 6 / 44 HP / 15 ATK / 10 DEF / 30 Gil / 120 EXP (NA) - Weak against Holy/Restorative elements. 15 Shadow / Sealed Cave / LV 7 / 66 HP / 15 ATK / 10 DEF / 32 Gil / 120 EXP (NA) - Weak against the standard undead fare. It's about now when most people say the game's initial 'OGM HARWD' challenge fades away as level seven monsters hit only a notch harder than those at level three. 16 Revenant / Sealed Cave / LV 7 / 70 HP / 14 ATK / 10 DEF / 34 Gil / 130 EXP (NA) - Weak against Holy/Restorative. Didn't give us nearly as much trouble as they did in the Famicom days. 17 Firefly / Dragon's Peak / LV 9 / 92 HP / 17 ATK / 15 DEF / 36 Gil / 130 EXP (NA) - Weak against Wind and Ice. Again, the game takes a noticable upturn in difficulty, although so have you. Dragon's Peak is also not the greatest of places to build levels, 18 Helldiver / Dragon Peak / LV 8 / 120 HP / 17 ATK / 15 DEF / 38 Gil / 130 EX (NA) - Weak against Wind, 19 Rustbird / Dragon's Peak / LV 9 / 135 HP / 18 AT / 15 DEF / 40 Gil / 150 EX Has Phoenix Downs to drop/steal - Weak against Wind. The rarest enemy in this area, I think. Be sure to snatch a Down from them if you have the chance. If not, then don't worry about it. They also hit to petrify. 20 Rukh / Dragon's Peak / LV 9 / 155 HP / 19 ATK / 15 DEF / 42 Gil / 150 EXP (NA) - Weak against wind. They hit to cause petrification. 021 Basilisk / Near Tozus / LV 9 / 100 HP / 18 ATK / 15 DEF / 44 Gil / 150 EXP (NA) - Better off leveling up against these enemies neat Tozus. 22 Bugbear / Near Tozus / LV 9 / 110 HP / 20 ATK / 15 DEF / 46 Gil / 180 EXP (NA) - They're not a tough as they look, really. 23 Mandrake / Near Tozus / LV 9 / 120 HP / 19 ATK / 15 DEF / 48 Gil / 180 EXP (NA) - Being an ugly plant thing, they're weak against Fire. 24 Leprechaun / Tozus Path / LV 9 / 142 HP / 16 ATK / 15 DEF / 52 Gil / 200 EXP (NA) - It wouldn't be such a bad idea to build levels against these guys because they are quite easily nuked with magic, but you'll have to be mages to do this, an unhappy prospect if there ever was one. 25 Dark Face / Tozus Path / LV 9 / 168 HP / 16 ATK / 15 DEF / 53 Gil / 200 EXP (NA) - See previous comments here. 26 Petit / Nepto Temple / LV 9 / 103 HP / 15 ATK / 15 DEF / 54 Gil / 200 EXP (NA) - Given the meager stats, I'd say this is an even better place to build up a little, but these guys throw annoying magic spells at you, which at this point the game are likely quite powerful. 27 Poison Bat / Nepto Temple / LV 9 / 98 HP / 15 AT / 15 DEF / 56 Gil / 220 EX (NA) - Weak against wind, although don't let this goad you into using a valuable Aero cast against it. They're not as troublesome as the Petits. 28 Liliputian / Nepto Temple / LV10 / 118 HP / 17 AT / 15DEF / 58 Gil / 220 EX (NA) - Like the Petit, these brats will sometimes throw magic your way. Rid yourself of them reasonably (this means no -ara casts) as soon as possible. 29 Wererat / Nepto Temple / LV 10 / 130 HP / 18 AT / 15 DEF / 60 Gil / 220 EXP (NA) - I tend to forget whether or not this enemy has a poison attribute to their attacks. I'm guessing so. Otherwise, they're not too much of an issue, but their HP is a tad high for going up against a team of shorties. 30 Blood Worm / Nepto Temple / LV11 / 165 HP / 22AT / 15 DEF / 62 Gil / 240 EX (NA) - As before, not alot of trouble, but HP, a tad high, not nothing a couple of staff uses won't fix. 31 Killer Fish / Inner Sea / LV 13 / 135 HP / 22 AT / 16 DEF / 64 Gil / 240 EX (NA) - Weak against Thunder. Not like that keeps it from being any less annoying than a typical Final Fantasy sea enemy. 32 Hermit / Inner Sea / LV 13 / 173 HP / 22 AT / 16 DEF / 66 Gil / 240 EXP (NA) - Weak against Thunder. I'm pretty sure these guys are theo nes with the paralysis attribute to their attacks, but don't quote me on that. 33 Sea Elemental / Inner Sea / LV12 / 155HP / 22AT / 16 DEF / 67 Gil / 250 EXP Various oddball items can be stolen and dropped, especially Antarctic Winds - Weak against Thunder. Looks like a crude tornado, but if you're planning on doing one of those strange challenges that involve oddball items, this is one cyclone you'd better get used to seeing. Better skill up your Thief because they also have Potions (weak). 34 Tangie / Inner Sea / LV 13 / 225 HP / 24 ATK / 16 DEF / 68 Gil / 250 EXP Various oddball items are stolen from these guys as well, mostly lower elemental items. They also have Tranquilizers. Oh, and Potions as well. Guess which is most common. - Weak against lightning. They will also sometimes attempt to put your guys to sleep, and this is annoying when it works. Yeah, the bit about the oddball items can be repeated here. 35 Sahagin / Inner Sea / LV 13 / 190 HP / 22 ATK / 16 DEF / 70 Gil / 250 EXP Again, with the oddball stuff. I've never gotten anything but a Potion or Antarctic Wind from them, though. - Weak against Thunder. Not as annoying as they are in Final Fantasy, but still quite a nuiscance. 36 Parademon / FC South Side / LV16 / 245HP / 27ATK / 16DEF / 72Gil / 270EXP These guys hold arrows. Single arrows. Screw 'em. - Weak against Fire. Stupid ugly plant thing. Attempts to add paralysis with their attacks. 37 Griffon / Around Tokkle / LV 6 / 230 HP / 15 ATK / 8 DEF / 40 Gil / 130 EXP They seem to have a diverse range of oddball items to take as well. - Weak against Wind. Remember when you first fought this guy to get that sword? Now they're not so tough. In fact, now they're pretty much just taking up your time. 38 Lynx / FC, South Side / LV 16 / 265 HP / 27 ATK / 16 DEF / 76 Gil / 270 EXP (NA) - If case you haven't realized, the strength of the enemies has taken a noteworthy upturn. Althuogh you should be able to handle this without that much trouble. 39 Hornet / FC, South Side / LV 15 / 260 HP / 25 AT / 16 DEF / 78 Gil / 300 EX (NA) - Weak against Wind. A better source of EXP than most of the enemies around here, and I don't think they're poisonous to the touch like their palette- swapped counterpart. 40 Knocker / Near Tokkle, Owen / LV13 / 131 HP / 23 AT / 16DEF / 80Gil / 300EX I have seen them drop Zues's Wraths and Potions. I'm sure other oddball items are waiting in the wings for those curious enough to try to get them. - An even better enemy for EXP hunting. 41 Flyer / Near Tokkle, Owen / LV12 / 139 HP / 23 AT / 16 DEF / 82 Gil / 300EX (NA) - Weak against Air. Another good target for EXP hunting before you enter the Tower of Owen. 42 Lizardman / Near Tokkle, Owen / LV13 / 155HP / 24AT / 16DEF / 84Gil / 320EX (NA) - Weak against Thunder. You know, usually enemies out of the way are those most worth hunting. At least that would give me a good reason to go out of my way. Who is going to fight Lynxes if Lizardmen, although giving less job points are weaker and more generous with Gil/EXP and hanging around areas you'll be? 43 Gorgon / Near Tokkle, Owen / LV13 / 145 HP / 24ATK / 16 DEF / 86Gil / 320EX (NA) - I remember nothing about them, except that I fighted a bunch of them. Just another encounter. 44 Red Cap / FC, East Side / LV 18 / 252 HP / 31 ATK / 16 DEF / 87 Gil / 320EX I remember getting a Zues's Wrath or two from them. And some Potions. - An enemy you're better of completely bypassing. 45 Barometz / FC, East Side / LV 18 / 264HP / 31 ATK / 16 DEF / 88 Gil / 330EX (NA) - Weak against Fire. An enemy you're likely better of completely bypassing. Oh, and they can paralyze upon attack. 046 Slime / FC, East Side / LV 17 / 240 HP / 28 AT / 16 DEF / 90 Gil / 330 EXP I've stolen an Antarctice Wind and a Zues's Wrath from Slimes I believe. Certainly there are other oddball items to be found. - Weak against Fire. Why can't they at least be as adorable as a Dragon Quest Slime? 47 Tarantula / FC, East Side / LV18 / 240 HP / 31AT / 16DEF / 92 Gil / 330 EXP (NA) - Weak against Fire. Another reason to avoid battles on the East Side. No, not because the gangs there throw down, although they do, and they also represent, but man are they not worth it. 48 Cuphgel / FC, East Side / LV 18 / 240 HP / 31AT / 16 DEF / 94 Gil / 360 EXP (NA) - Why are these enemies so statistically similar? Granted, some differences would likely arise should other factors be taken into consideration like agility and ugliness, but I don't have access to such essential, empirical information now, do I? Because if I did, man that'd be a lot of typing, which I'd probably do, but it'd take quite a while. 49 Pugman / Tower of Owen / LV14 / 171 HP / 27 AT / 17 DEF / 96 Gil / 360 EXP Well hey have Maiden Kisses which are immidately useful I guess. - Finally back to enemies you're encountering regularly. Other than that, I can't say as though I remember a single thing about them. I remember them having a couple of magic spells, but I had to search by the Tower of Owen intro text to see that. 50 Far Darrig / Tower of Owen / LV14 / 177 HP / 25AT / 17 DEF / 98Gil / 360 EX (NA) - No comment. 51 Blood Bat / Tower of Owen / LV 14 / 208HP / 27 AT / 17DEF / 100Gil / 380 EX (NA) - Weak against Wind. They ain't so tough. 52 Petit Mage / Tower of Owen / LV13 / 196HP / 23 AT / 17DEF / 101Gil / 380 EX Drop Gold Needles, relevant because... - They hit to petrify. They also have -ara level spells which hurt quite a bit at this point in the game, so try to keep your HP up in anticipation of getting rocked with such a spell quickly. 53 Fury / Tower of Owen / LV 16 / 216 HP / 29 ATK / 17 DEF / 102 Gil / 380 EXP (NA) - Weak against Wind. Kind of a rarer enemy, I think. Appears alone which is interesting because they're only about as strong as those enemies who appear in clans. Kinda high attack, though. 54 Aughisky / Tower of Owen / LV 15 / 235 HP / 28AT / 17DEF / 105 Gil / 400 EX (NA) - They can hit to cause slience and if two or three of them attack the same character, they're probably done for. 55 Bomb / Underground Lake / LV 16 / 315 HP / 31 AT / 19DEF / 110 Gil / 400 EXP Steal Bomb Arms from them, a remarkably strong item for this point in the game. However... - They can also do upwards of 500 damage when they blow up. Doing the pilfer thing runs this risk. Also, they're weak against Blizzard. 56 Manticore / Underground Lake / LV17 / 375HP / 32AT / 19DEF / 112 Gil / 400 EX (NA) - They can use Blizzard-based attacks on you. Don't put that Ice Armor on just yet. They can also hit to petrify. 57 Stalagmite / Underground Lake / LV17 / 284 HP / 30AT / 19DEF / 115Gil / 400EX (NA) - You have a chance of getting stoned when they attack you. 58 Sea Devil / Underground Lake / LV 17 / 339 HP / 31AT / 19DEF / 116Gil / 450EX You can take Antarctic Winds from them. - Weak against Thunder. A thougher enemy than most here, see. 59 Merman / Underground Lake / LV17 / 296 HP / 31 AT / 19 DEF / 118 Gil / 450 EX (NA) - Weak against Thunder. 60 Ruinous Wave / U-ground Lake / LV18 / 296HP / 30AT / 19DEF / 120Gil / 450EXP You can also take Antarctic Winds from these guys as well. - Weak against Thunder. Just toss some bolts at these things and move on. 61 Balloon / Molten Cave / LV 18 / 386HP / 33 ATK / 19DEF / 120 Gil / 450 EXP Snatch Right Arms from these guys if you're up for it and able/skilled enough. - Weak against Ice. I don't think these guys explode like their red counterparts encountered in the Subterranean Lake. 62 Myrmecoleon / Molten Cave / LV 19 / 494 HP / 35 AT / 19 DEF / 130 Gil / 494EX (NA) - Probably more trouble than they're worth. Only enemy in the cave not weak against Blizzard. 63 Crocotta / Molten Cave / LV19 / 500 HP / 35 ATK / 19 DEF / 135 Gil / 500 EXP I've gotten one Sheep Pillow item in the game, and I know it was from this guy. Too bad I didn't save or anything, although it's not a particularly useful item or anything like that. - Weak against Blizzard. Quick suckers. Hurry up and use your Ice Staves on them, although by the time the mages get around to this, they'll have already done their damage. Hmmm. 64 Adamantoise / Molten Cave / LV 21 / 800 HP / 40 AT / 19 DEF / 270Gil / 700 EX You can steal Antarctic Winds from them nd use it on them! I also believe I saw him leave a Bacchus' Cider, but don't quote me on that one. - Weak against Blizzard. You know, with that big old turtle shell on its back, you'd think the DE Fwould be a little higher, as is per usual with hard-backed enemies. Oh well, not that I'm complaining or anything. 65 Red Marshmallow / Molten Cave / LV18 / 510HP / 34 AT / 19DEF / 140Gil / 500EX (NA) - Weak against Ice. You'd also think that these gel-like creatures would suck up physical attacks better than other enemies in the area, as is the usual Final Fantasy fare, but lo, otherwise. 66 Pharoh / Hein's Castle / LV 20 / 580 HP / 41 ATK / 19 DEF / 145 Gil / 600 EXP (NA) - Weak against Holy. They hit to confuse sometimes. 67 Lemur / Hein's Castle / LV 19 / 752 HP / 38ATK / 19 DEF / 150 Gil / 600 EXP (NA) - Weak against Holy. Also, umm, Lemur? Does this spiral, tornado thing look like some hairy animal? 68 Lamia / Hein's Castle / LV 23 / 840 HP / 44ATK / 19 DEF / 310 Gil / 840 EXP (NA) - Has the ability to attempt to put your characters to sleep. I wish I could say something more interesting, but damn, only appears alone isn't exactly more interesting. 69 Demon / Hein's Castle / LV 23 / 742 HP / 45 AT / 19 DEF / 318 Gil / 1008EXP These guys drop arrows, at least I think they do. They dropped quite a bit in the Famicom days and I'm just going to assume they still do. - Weak against Holy. I've nothing more to add. 70 Dullahan / Hein's Castle / LV23 / 1000HP / 48AT / 19DEF / 320 Gil / 1008EXP (NA) - 1008 strikes me as an odd grand total for EXP. I know it's divisible by four, but it's still awkward. Oh, and these gals gets two attacks as they only appear alone. 71 Anett / Outer Sea / LV 14 / 268 HP / 25 ATK / 19 DEF / 100 Gil / 400 EXP You can steal Antarctic Winds from them as well as Potions. mostly Potions. - Weak against lightning. Oh now we're taking this step backwards in the enemy strength lexicon, to areas of the Beastiary book you likely filled a while ago? Fine, lte's make this quick and painless. 72 Mermaid / Outer Sea / LV 15 / 364 HP / 25 ATK / 19 DEF / 123 Gil / 450EXP You can also steal Antarctic Winds from them. - Weak against Lightning. I believe they're also kinda fast, so unless you're facing them after you've toppled Hein, expect to get poked. 73 Seahorse / Outer Sea / LV 14 / 278 HP / 25 ATK / 19 DEF / 119 Gil / 450EXP You can also steal Antarctic Winds from these guys. - Weak against Thunder. Moving right along... 74 Sea Serpent / Outer Sea / LV 17 / 530HP / 30AT / 19 DEF / 406 Gil / 700EXP You can also steal (you guessed it) Antarctic Winds from these guys. - Weak against Thunder. These guys are pretty tough and get two turns per round, so watch out for that. 75 Cocatrice / Cave Of Tides / LV 20 / 890HP / 44AT / 19DEF / 185Gil / 800EXP These guys have Golden Needles. Use them to fix that gradual petrification thing they do. - Gradual petrification, they inflict. 76 Poison Toad / Cave of Tides / LV19 / 800HP / 40AT / 19DEF / 190Gil / 900EXP (NA) - They can poison upon physical contact, and they're weak against lightning. 77 Twin Heads / Cave of Tides / LV 19 / 910HP / 42AT / 19DEF / 195Gil / 900EXP (NA) - No comment. 78 Roper / Cave of Tides / LV 20 / 815 HP / 43 ATK / 19 DEF / 200 Gil / 900EXP This is the weakest enemy you can steal oddball items for -aga level elemental spells. I've also gotten a Turtle Shell from these guys. 79 Agariarept / Cave of Tides / LV21 / 930HP / 45AT / 19 DEF / 210 Gil / 930EX (NA) - Weak against Thunder. For some reason, my mind is telling me to add that this enemy attempts to add either petrification or paralysis with their physical attacks, but don't quote me on that. 80 Darklegs / Sewers / LV 22 / 940 HP / 41 ATK / 20 DEF / 240 Gil / 1000 EXP (NA) - Weak against Fire. The Amur Sewers are home to some boring monsters, so don't except golden commentary. 81 Gigan Toad / Sewers / LV 20 / 838 HP / 41 ATK / 20 DEF / 230 Gil / 1000 EXP (NA) - Weak against Lightning. Interesting thing here is that they're not very large in size, although the Gigan up there gives that impression. They can also poison upon attack. 82 Twin Liger / Sewers / LV 22 / 960 HP / 43 ATK / 20 DEF / 240 Gil / 1100 EXP (NA) - No comment. See, I told you twas gonna be dull. 83 Stroper / Sewers / LV 21 / 1100 HP / 41 ATK / 20 DEF / 250 Gil / 1100 EXP (NA) - Weak against Thunder. 84 Black Flan / Around Amur / LV22 / 880 HP / 44AT / 20DEF / 260Gil / 1100 EX I know I've swiped an -aga oddball item or two fron these creatures. Failing that, get a Hi-Potion. - Weak against Fire. Again, don't rush into this battle thinking their defense is ironclad. Also, they can attempt to turn your guys into frogs. 85 Hellgaroo / Around Amur / LV 22 / 888 HP / 44AT / 20DEF / 260 Gil / 1250 EXP (NA) - Fricking annoying dino-things. Can cast Blind, hence the annoyance. 86 Vulcan / Around Amur / LV 26 / 2200 HP / 50 AT / 20 DEF / 560 Gil / 1750 EX I've stolen some Bomb Fragments... and a Silence Seal from Vulcans. - Weak against Ice. A fairly troublesome enemy, but not to much so. Gets two turns per round, and no, that fire spitting attack isn't nullified with Ice Armor. Slow as sin, though, if I remember correctly. 87 Dracrotta / Around Amur / LV 23 / 1050 HP / 44AT / 20DEF / 290 Gil / 1250EX (NA) - Weak against Ice and hit to cause Sleep status. 88 Magician / Around Amur / LV 23 / 1040HP / 43 AT / 20DEF / 300 Gil / 1400 EX Has interesting stuff to steal. First, they have Chocobo's Wraths and Shining Curtains. They also carry Heavenly Wraths as well. Even if you get the worst item, it's a Hi-Potion, a very use item at this point in the game, so set to swiping. - Has -ara magicks. No kidding, this is a Magician. 89 Lost Gold / Goldor's Manor / LV23 / 928 HP / 38AT / 22DEF / 310 Gil / 1400 EX (NA) - You'd think roaming coins made of gold would give more than 3 percent more money than monsters you just encountered outside not made of gold. The enemies in here are pretty boring. 90 Gold Eagle / Goldor's Manor / LV23 / 935 HP / 43 AT / 22DEF / 320Gil / 1400EX (NA) - Not even weak against wind, although who really cares about Aero-related weaknesses at this point in the game? You're not using a Dragoon or a White Mage are you? 91 Gold Warrior / Goldors Manor / LV24 / 1130HP / 47AT / 22DEF / 330Gil / 1500EX (NA) - I guess they're a little stronger than most enemies found here. But not more than negligably so. 92 Gold Bear / Goldor's Manor / LV24 / 1090 HP / 49ATK / 22DEF / 340Gil / 1500EX (NA) - Break? Hahahahahaha oh wait what if it lands? 93 Gold Knight / Goldors Manor / LV25 / 1100HP / 48ATK / 22DEF / 350Gil / 1500EX (NA) - I told you the enemies in here are pretty boring. 94 Nightmare / Goldor's Manor / LV25 / 1120HP / 48ATK / 22 DEF / 360Gil / 1900EX (NA) - I'm pretty sure there's something unique about this enemy, but I just don't remember/care at the current moment. 95 / H-garoo Mage / Saronia Area / LV25 / 1093HP / 49AT / 22DF / 370Gil / 1400EX (NA) - Jut as annoying as their palette-swapped counterpart, maybe moreso with that magic they've got (-ara spells). 96 Needle Monkey / Saronia Area / LV25 / 1100HP / 48AT / 22DEF / 380Gil / 1400EX Has several effect-related oddball items, the only way I know to recieve a Shell Breaker is from the Needle Monkey. Also has Hi-Potions and Black Holes. - For some reason, I want to say they add paralysis effects with their physical attacks, but don't quote me on that. 97 Catoblepas / Saronia Area / LV26 / 1260HP / 54ATK / 22DEF / 390Gil / 1600 EXP You can recieve Golden Neeldes from them, especially useful for this monster. - Look at that thing. I actually feel kind of bad for it, practically hanging limp, helpless and appearing to be suffering. Then he attacked me and did more damage than any other regular enemy's regular attack and turned me to stone. This is one dead enemy says I. 98 Sorcerer / Saronia Area / LV25 / 1270 HP / 51 ATK / 22DEF / 400Gil / 1600 EXP You can snatch Arctic Winds from these guys.. As well as Hi-Potions. - Imagine Magicians if their stats were slightly higher and they knew Blizzaga. This is what you've got, a Sorcerer. 99 Sand Worm / Saronia Area / LV26 / 1290HP / 53ATK / 22DEF / 420Gil / 1920 EXP (NA) - These guys can blind with their physical attacks. Mix these guys with the possibly stunning Needle Monkeys and the definately stoning flying cows and you've got yourself an annoying effect battle fest. 100 Frost Fly / Sky / LV28 / 1200 HP / 54 ATK / 23 DEF / 430 Gil / 1920 EXP These things have bene known to drop Arctic Winds. And Hi-Potions. - Weak against Fire and Wind. They sky enemies appear only sparcely, and they die the instant a spear touches them, pretty much. Of course I would not right away switch to a Dragoon just for sky monsters. 101 Shimruge / Sky / LV28 / 1220 HP / 55 ATK / 23 DEF / 450 Gil / 2080 EXP (NA) - Weak against Wind. 102 Harpy / Sky / LV30 / 1650 HP / 56 ATK / 23 DEF / 460 Gil / 2080 EXP (NA) - Weak against Wind. Yawn. 103 Gargoyle / Sky / LV 28 / 1240 HP / 56 ATK / 23 DEF / 470 Gil / 2400 EXP (NA) - Weak against Wind. If two of these guys come at you at once, the rewards have very good potential for this part of the game. 104 / Chimera / Sky / LV 28 / 1250 HP / 57 ATK / 23 DEF / 475 Gil / 2400 EXP (NA) - Not weak against wind. Even more annoying typing about them than it is fighting them. 105 Demon Horse / Circle Cave / LV29 / 710HP / 36 AT / 23DEF / 480 Gil / 2640EXP (NA) - My are those stats low, but... so are yours. This means that if any two attacks land on the same character at regular levels and they haven't been healed in between, they're done for. 106 Rock Gargoyle / Circle Cave / LV29 / 720HP / 36AT / 23DEF / 490Gil / 2640EXP Steal Bomb Arms from them. - Weak against Wind. 107 Bovian / Circle Cave / LV29 / 730 HP / 36 ATK / 23 DEF / 500 Gil / 2640 EXP (NA) - Just another envounter. 108 Dread Knight / Circle Cave / LV29 / 740HP / 36AT / 23DEF / 510Gil / 2800EXP (NA) - Also just another encounter. 109 Mage Flyer / Circle Cave / LV28 / 680 HP / 36ATK / 23DEF / 520Gil / 2880 EXP (NA) - Weak against Wind. Has -ara spells and I'm pretty sure Blizzaga. 110 Noogle / Underwater / LV30 / 1210HP / 56AT / 24DEF / 540Gil / 2880EXP (NA) - Weak against Thunder. 111 Abtu / Underwater / LV 29 / 1128 HP / 54 ATK / 24 DEF / 550 Gil / 2880 EXP (NA) - Weak agaunst Thunder. The hell kind of a name is Abtu anyway? Unless it's actually the name of some fish I'm not aware of or a mistranslation. 112 Sea Dragon / Main World Sea / LV27 / 2550HP / 57AT / 24DF / 1120Gil / 4680EX (NA) - Weak against Thunder. Although this is an enemy I don't exactly ever recommend encountering (because I don't recommend ever sailing above water in the Main World), and if/when you are first able to, you do, it may be a tad much, I highly recommend fighting a Sea Dragon if you run into them. That EXP total simply cannot be denied. Also, if you're hellbent on tallying all the enemies, you shuold probably fight this one as soon as you become unchained because after a certain point in the game, you won't be able to encounter this enemy again. 113 Kagura / Underwater / LV29 / 1143 HP / 54 ATK / 24 DEF / 580 Gil / 3120EXP (NA) - Weak against Thunder. 114 Charybdis / Underwater / LV 30 / 1350HP / 57AT / 24DEF / 600 Gil / 3120 EXP (NA) - Weak against Thunder. Don't worry, the boring-ass underwater monsters are no longer now. 115 Dozemare / Sunken Cave / LV31 / 1650HP / 58ATK / 24DEF / 780 Gil / 4400 EXP (NA) - Weak against Wind. The entire Sunken Cave is a trove for enemies with high reward:risk ratios. The Dozemares are no exception. 116 Sea Witch / Sunken Cave / LV31 / 1660HP / 58ATK / 24DEF / 800Gil / 4800 EXP Carries Arctic Winds, Turtle Shells and Raven Yawns (also Hi-Potions). - Weak against Thunder. I wanna say they also have some spells as well. 117 Killer Hermit / Sunken Cave / LV31 / 1680HP / 59AT / 24DEF / 820Gil / 4800EX Carries Arctic Winds and probably other stuff, like Hi-Potions. - Weak against Thunder. 118 Ologhai / Sunken Cave / LV30 / 1415HP / 58ATK / 24 DEF / 840 Gil / 4800 EXP Also carries Arctic Winds and probably other stuff, like Hi-Potions. - Weak against Thunder. 119 Kelpie / Sunken Cave / LV30 / 1420HP / 58ATK / 24 DEF / 850 Gil / 5600 EXP Also carries Arctic Winds and other stuff. I'm beginning to think all the enemies in this place have the save Drop code or something, as they probably did in the NES version, although I've yet to get a Raven's Yawn from anybody but a Sea Witch here, from whom I've gotten two. - Weak against Thunder. One of the highest EXP/HP ratios in the game, at about 4/1. Knock these suckas down. 120 Aegir / Sunken Cave / LV31 / 1740 HP / 58 ATK / 24 DEF / 860 Gil / 5600EXP Insert Arctic Wind/Hi-Potion thing here. - Weak against Thunder. I also want to add some kind of other effect with this guy's attacks, like paralysis or petrification, but don't quote me on that one. 121 Kyklops / Catacombs / LV32 / 1580HP / 66AT / 24DF / 720 Gil / 4000EX You can swipe Heavenly Wraths for them. - No comment. 122 Boss Troll / Catacombs / LV32 / 1600HP / 66AT / 24DF / 740 Gil / 4000 EXP You can steal Bomb Arms from them. You can also recieve Tranquilizers from these guys. - No comment. 123 Fachan / Catacombs / LV32 / 1620 HP / 65 ATK / 24 DEF / 745 Gil / 5600 EXP You can swipe Heavenly Wraths from them. - Why is it that an enemy probably a smidge less powerful than a palette-swap of itself is worth much mroe in the way of EXP? Not that I'm complaining or anything. 124 Cenkos / Catacombs / LV32 / 4000 HP / 69 ATK / 24 DEF / 1500 Gil / 6600 EXP You can swipe Arctic Winds from them as well. - They have a weakness against Thunder. Or save them for the Iron Giant. Doesn't matter to me. Also, this monster can have up to three turns and I'm pretty sure hits to cause blindness. 125 Balor / Catacombs / LV 32 / 1660 HP / 65 ATK / 24 DEF / 760 Gil / 4400 EXP They have Arctic Winds for the taking. - This is an splitting enemy (physically attack it with a weapon other than a Dark Sword and it divides assuming it's not dead or asleep or paralyzed). 126 Dira / Temple of Time / LV33 / 5000 HP / 73 ATK / 25 DEF / 610 Gil / 3280 EX (NA) - Weak against wind. This enemy has struck me as a long, arduous waste of time. 127 Chimera Mage / Time Temple / LV33 / 1540HP / 69AT / 25DF / 615Gil / 3280EX (NA) - Catch three of these guys at once and their trouble. They can nail you with a Thunder-based attack, hence the trouble. 128 King Lizard / Temple of Time / LV33 / 1560HP / 68AT / 25DF / 620Gil / 3820EX (NA) - Weak against Thunder. Just another enemy to encounter. 129 Pterodactyl / Temple of Time / LV33 / 1570HP / 68AT / 25DF / 640Gil / 3280EX (NA) - Weak against Wind. Also just another enemy to encounter. 130 Wyvern / Temple of Time / LV36 / 1825 HP / 78 AT / 26DEF / 1300 Gil / 6000EX (NA) - In stark contrast to the Diras, these guys weak against the Wind are well worth fighting, try Geomancy against them. 131 Behemoth / Temple of Time / LV37 / 12650HP / 84AT / 26DF / 4668Gil / 6900EX (NA) - Nasty, although not unbearable. Gets two turns per round. 132 King Seahorse / Time Temple / LV33 / 1405HP / 68AT / 25DEF / 680Gil / 3600EX (NA) - They have Blizzaga which can be either spread out across your party or focused to a single party member. They're also weak against Thunder. 133 Dragon / Temple of Time / LV38 / 11000HP / 85 AT / 26 DEF / 9000Gil / 7000EX (NA) - But shouldn't these guys have something great to steal, being as nasty as they are? They move quickly, get two turns per round and may use one of those turns to spew fire. Not really worth it. 134 Pyralis / Ancient Ruins / LV37 / 6550HP / 81AT / 26DEF / 1760 Gil / 14400 EX (NA) - Think of them a big Vulcans. Actually, the're about the same size as Vulcans, think of them as stronger Vulcans, fire-breathin' Blizzard-weakness and all. 135 Silenus / Ancient Ruins / LV35 / 2120 HP / 74AT / 25 DEF / 900 Gil / 1020 EX NA) - A splitting enemy, weak against Dark Swords. Not generally worth it. Oh, just so you know, the next several enemies, the splitters with locations in the Ancient Ruins, are not only found in the Ancient Ruins. Most of them are also found in the Falagbard Cave and the Cave of Darkness. I just don't feel like listing all that in that tiny little space up there. 136 Gaap / Ancient Ruins / LV34 / 1800 HP / 73 ATK / 25 DEF / 623 Gil / 1020 EXP (NA) - Splitter, weak against Dark Swords. Again, not worth it, but fight on anyway. 137 Azrael / Ancient Ruins / LV34 / 1950 HP / 73 AT / 25 DEF / 640 Gil / 1020 EX (NA) - Splitter, weak against Dark Swords. Not worth it... Well, I guess once you find Dark Swords, they more or less shrivel once you tap them with one of those, so I guess they might be worth that trouble. 138 Eater / Ancient Ruins / LV35 / 2700 HP / 74 AT / 25 DEF / 945 Gil / 1020 EXP (NA) - Splitter, weak against Dark Swords. Pretty much all splitters are the same. 139 Ouroboros / Lake Dohr / LV36 / 2660 HP / 81 AT / 26 DEF / 1300 Gil / 7200 EX (NA) - Weak against Thunder. Interesting how we go from one of the worst EXP enemies in the game to one of the best. 140 Plancti / Lake Dor / LV 35 / 2260 HP / 76 ATK / 26 DEF / 1223 Gil / 7200 EXP (NA) - Weak against Thunder. All of Lake Dohr is pretty much a haven for EXP. 141 Sea Lion / Lake Dor / LV35 / 2275 HP / 76 ATK / 26 DEF / 1325 Gil / 7600 EXP (NA) - Weak against Thunder. 142 Remora / Lake Dor / LV 36 / 2720 HP / 81 ATK / 26 DEF / 1345 Gil / 7600 EXP (NA) - Weak against Thunder. I heard from somewhere these guys hit to cause paralysis. Don't remember if this is true, but there's the rumor for you. 143 Grenade / Bahamut's Lair / LV36 / 2305 HP / 82AT / 26DEF / 1400 Gil / 7600EX You can steal Bomb Arms from them. - Quite possibly the best pound-for-pound EXP in the game along with the Remora up there as well. If you run into three of them, that is. They're weak against Blizzard. 144 Drake / Bahamut's Lair / LV37 / 3260 HP / 83AT / 26 DEF / 1650 Gil / 7600 EX (NA) - Although they're a little tougher than Granades, they still give 7600 EXP when beaten and can easily be defeated with Wind, to which they are weak. They're also quite small and as many as three of them can fit on the screen at a time yielding even more EXP. 145 Gr. Boros / Bahamut's Lair / LV37 / 3280HP / 83AT / 26DF / 1700Gil / 7600EXP (NA) - Weak against lightning. They sometimes hit to cause petrification. 146 S-Tooth Tiger / B-mut's Lair / LV37 / 3300HP / 83AT / 26DF / 1800Gil / 7600EX (NA) - I wanna say they attach an effect with their physical attacks, but I don't think they actually do. 147 Q. Lamia / Bahamut's Lair / LV39 / 7200 HP / 86AT / 26DF / 4400Gil / 12000EX (NA) - She will often confuse your characters. 148 / Z. Dragon / Ancient Ruins / LV41 / 11K HP / 90AT / 27DF / 2880Gil / 15K EX (NA) - Weak against Holy, gets two turns per round. 149 Death Claw / Ancient Ruins / LV38 / 3800HP / 85AT / 26DF / 680 Gil / 7500 EX (NA) - Unlike most of the enemies found with the other splitters, these guys don't divide. They're not particularly weak against Dark Swords either. 150 Hell Horse / Cave of Shadows / LV38 / 4360HP / 87AT / 26DF / 690Gil / 8K EXP (NA) - Once again we have another non-divider on our hands. It would be a tad unfair of the game to allow these monsters of 8000 EXP to divide, wouldn't it? 151 Chronos / Ancient Ruins / LV38 / 4100 HP / 86AT / 26DEF / 320 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. These next few enemies, cave 'Cave of Shadows' sect of enemies, but also found in the Ancient Ruins and that other cave, have basically the worst work/reward ratio in the entire game. But cut through them anyway. 152 Valefor / Ancient Ruins / LV38 / 4240 HP / 88AT / 26DF / 320 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. At least in the Famicom days they gave you a whole bunch of gold for the splitters along with crap for EXP. 153 Haniel / Ancient Ruins / LV37 / 3400 HP / 82AT / 26DEF / 1450 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. Here we have an enemy that might actually almost be worth fighting three or four per battle. I think the developers forgot to cut down the Gil total. 154 Vassago / Ancient Ruins / LV38 / 4440 HP / 88AT / 26DEF / 320 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. This is the last of 'em, thank God. 155 Peryton / Doga's Grotto / LV41 / 9650 HP / 92AT / 27DEF / 2400 Gil / 9600EXP (NA) - Weak against Wind. 156 Ogre / Doga's Grotto / LV 39 / 5680 HP / 93 ATK / 26DEF / 950 Gil / 6800 EXP (NA) - No comment. 157 Cyclops / Doga's Grotto / LV39 / 4700 HP / 91AT / 26DEF / 1000 Gil / 6800 EX (NA) - Man these things are ugly. 158 Nemesis / Doga's Grotto / LV39 / 4720 HP / 89AT / 26DEF / 1050 Gil / 6800 EX (NA) - Weak against Fire. Also quite ugly. Then again, it's probably easier to fight against a fugly enemy than it is an adorable one. 159 Humbaba / Doga's Grotto / LV39 / 6740 HP / 91AT / 26DEF / 1100 Gil / 6800 EX (NA) - Weak against Wind. 160 Death Needle / Near XLIII / LV40 / 4060 HP / 91AT / 28DEF / 1550Gil / 6400EX (NA) - These punks are quick, so don't expect to attack before they do. You're probably better off bypassing them and all final outdoor encounters by flying over them. 161 Liger / Near XLIII / LV41 / 5870 HP / 92 ATK / 28 DEF / 1200 Gil / 6400 EXP (NA) - Once again, I recommend just flying over them. 162 Aeon / Near XLIII / LV43 / 10060 HP / 98 AT / 28DEF / 3200 Gil / 10020 EXP (NA) - Gets two turns per round, only appears along, sometimes casts Quake. I'd adivse just flying over this whole area. 163 Minotaur / Near XLIII / LV 41 / 5960 HP / 93AT / 28DEF / 1640 Gil / 6800 EX (NA) - Just fly over them unless you're trying to complete the monster list. 164 Iron Claws / Ancient Maze / LV41 / 5760 HP / 93AT / 28DEF / 2K Gil / 7600EX (NA) - Just another enemy to cut through. 165 Gr. Demon / Ancient Maze / LV42 / 10750HP / 97AT / 28DEF / 4800Gil / 14400EX (NA) - Weak versus Holy. Gets two turns per round, is able to summon up to two Iron Claws during battle, and very often does. 166 Unei Clone / Ancient Maze / LV42 / 10K HP / 96AT / 28DEF / 8500Gil / 14400EX Nothing to steal or drop - Will often perform a wind-based attack on your party, roughly as strong as Quake. 167 Thanatos / Ancient's Maze / LV42 / 11800 HP / 98AT / 28DF / 5K Gil / 11400EX (NA) - Gets two turns per round, oftne uses one on a moderately effective Breakga cast. Pretty ugly and annoying. 168 Bone Dragon / Ancient Maze / LV43 / 14K HP / 95AT / 28DF / 7800Gil / 11400EX (NA) - Weak against Holy. Just another enemy to cut through. 169 K. Behemoth / Maze / LV50 / 45K HP / 112 ATK / 28 DEF / 10800 Gil / 15200 EX You can steal Exlixirs from them and they have a slight chance of dropping Protect Rings. - Gets two turns per round, often uses one on a Meteor cast. The stats above look nasty, and they are, but I found myself having more trouble with its palette-swapped counterpart found in the Temple of Time when I walked through that place. Maybe I was slightly underpowered when going through that place. I don't know. 170 Abaia / Eureka / LV42 / 6970 HP / 93 ATK / 29 DEF / 2700 Gil / 8000 EXP You can steal Heavenly Wraths from them. - Pretty non-descript as far as enemies frmo Eureka go. 171 Sleipnir / Eureka / LV43 / 7000 HP / 94 AT / 29 DEF / 2800 Gil / 8000 EXP You can also steal Heavenly Wraths from these guys as well. - They have the ability to blind, frogify and poison your guys. Probably petrify and miniturize as well, but don't quote me on those last ones. 172 Haokah / Eureka / LV43 / 7200 HP / 93 ATK / 29 DEF / 2900 Gil / 8000 EXP You can snatch Heavenly Wraths from these guys as well. - They will very often throw a Thunder-based attack across the party. Get used to this, as several enemies over the course of the endgame will toss this at you, usually stronger than the Haokah. 173 Acheron / Eureka / LV44 / 13600 HP / 102 ATK / 29 DEF / 6600 Gil / 12K EXP You can swipe Heavenly Wraths from them. - They get two turns per round, I think thee are the ones who cast Quake sometimes. 174 Oceanus / Eureka / LV44 / 13200 HP / 100 ATK / 29 DEF / 6800 Gil / 12600 EXP You can swipe... Chocobo's Wraths from them. I jest! Actually, you might be able to, when I was walking around Eureka, I didn't have my 'A+' Thief in there. They have Heavenly Wraths for the taking as well. - Also get two turns per round. Was it these guy who casted Quake as opposed to the Acherons? Mere trifles anyway! 175 Gomory / Crystal Tower / LV45 / 20K HP / 98 ATK / 29 DEF / 7K Gil / 12600 EX Black Holes and Lilith Kisses can be stolen from them. - The battles with these big, dumb, green Medusa-swaps tend to be more long than legitimately challenging, with all that HP and what have you. Drain casting only complicates this problem. 176 Bluck / Crystal Tower / LV44 / 6720 HP / 94 AT / 29 DEF / 1655 Gil / 8400 EX Black Holes and Lilith Kisses can be stolen from them. - Fairly non-descript. Just knock 'em down and go home. 177 Doga Clone / Crysl Tower / LV45 / 18500 HP / 96AT / 29DF / 5K Gil / 20K EXP Has nothing to steal or drop - You know, I really thought I'd remember more about this flashy, ugly old lich other beyond what I've already typed in this sentence, but I just do not. 178 Azer / Crystal Tower / LV45 / 17560 HP / 106 AT / 30DEF / 7400 Gil / 13200EX You can swipe Black Holes from them. - Weak against Blizzard. Get two turns per round, often spends one on a frankly unimpressive fire attack spread across the party. 179 Platinal / Crstl Tower / LV47 / 20K HP / 107AT / 30DEF / 7600Gil / 13200EXP These guys have Black Holes as well. - These guys are annoying. They gets two turns per round and have good defense. I recommend just saving yourself some time and trouble by running away when you see an enemy in purple armor. I'm pretty sure they also have Breakga. 180 Kum Kum / Crystal Tower / LV46 / 9600HP / 84AT / 30DEF / 3600Gil / 8800EXP These guys - Black Hole. And Hi-Potions, but that's a given. - Can cast Death, Breakga and the -aga spells. Have probably very low vitality so they generally disintergrate as soon as you hit them with a sword. Oh, and if they have space, they often summon Blucks to fight. 181 Shinobi / Crystal Tower / LV46 / 11K HP / 102AT / 30DEF / 3700Gil / 8800EX I hope you're not sick of Black Holes, because that's exactly what these guys have. Although I've also seen Lilith Kisses from them. - Fast, they take their turns early. Sometimes add a poison/blind attribute with their attacks. Annoying as hell. 182 Shadow Master / Dark World / LV46 / 10K HP / 100AT / 30DF / 3800Gl / 8800 EX They have Black Holes and probably other stuff. - They can cast Protect and cause Blindness with their attacks. It's funny when you're up against a pair of them and they both decide to gave the same enemy a guard. It's less funny when they're hitting you with annoying effecty attacks. 183 Kage / World of Darkness / LV47 / 12K HP / 104AT / 30DEF / 3900Gil / 9200EX Again with the Black Holes - They can inflict poison and blindness like the Shinobi, and also like them, they are quite fast. By the way, what's the deal with having a couple of Dark Wordlers interrupting the flow of Crystal Tower enemies? An unreasonable person will trudge through the tower, perhaps knowing the Dark World is a point of no return, will search high and wide for numbers 182 and 183 in the Tower. Idiots. 184 D. General / Crystal Tower / LV48 / 20K HP / 110AT / 30DF / 8600Gl / 13800EX (NA) - Just treat them like Platinals, although I didn't find them quite as annoying. 185 Y. Dragon / Crystal Tower / LV50 / 80K HP / 107ATK / 40DF / 12K Gil / 30K EX Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate. - Have pretty much all the most powerful spells in the game, can have up to three turns. A real endurance test this is, but one worth the effort. You'll probably need an Elixir, but there's like a 95% chance you'll get it back upon winning the battle. This is one of the main reasons you should have a dedicated healer in the Crystal Tower. I wouldn't use any Shurikens if you have any. Oh, and I'm pretty sure they also cause some status effects, or have the ability to do so. 186 G. Dragon / Crystal Tower / LV60 / 90K HP / 129AT / 45DF / 13330Gil / 45K EX Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate. - Pretty much insert previous explanation here, except these guys are like 12 percent more powerful. 187 R. Dragon / Crys Tower / LV70 / 100K HP / 150AT / 50DF / 14666Gil / 60K EX Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate. - Pretty mcuh insert Yellow Dragon explanation here, except these guys are about 20 percent more power than Yellow Dragons. 188 Glasya Labolas / Tower / LV52 / 22800 HP / 112AT / 31DEF / 8400Gil / 13800EX You can steal Lilith Kisses and Black Holes from them. - Big, tough guys, kind of annoying. Their attacks have a high percentage of confusion-inflicting and they're quite hard to run away from. You should just trudge through the battle, I reckon. 189 Yormungand / XLVI, XLVII / LV52 / 30K HP / 134AT / 31DF / 8800Gil / 13800EX More Black Holes. Tired of them yet? - Highest attack power of any non-boss/dragon in the game. Hell, fourth highest ATK stat of any enemy in the game. Luckily, they don't always use this power and instead insist on casting Protect or Quake. Protect is really just annoying. makes it harder to widdle down that 30K+ HP he's got there. And Quake, well, it's Quake. 190 Thor / XLV, XLVI, XLVII / LV50 / 12540 HP / 105AT / 30DF / 4K Gil / 9600 EX They have Heavenly Wraths for the taking. - They're just stronger Haokahs, Thunder-based magic attack and all. 191 Hekatoncheir / Ancient Maze / LV43 / 28K HP / 89AT / 32DF / 8K Gil / 14400EX (NA) - Because I didn't really outline a plan of attack in the main guide, I'll do it here: everybody does what they do best. No need to set up barriers if you heal every time. Just go at him with what you've got. Simple Simon. By the way, this is a very unusual place for a boss in the Beastiary list, innit? 192 Hydra / Dark World / LV63 / 33800HP / 123AT / 32DEF / 8500Gil / 14400EX You can swipe Black Holes from them. My mistake, force of habit, sorry. You can snatch Arctic Winds from them. Yeah. - A dummied monster from the Famicom days, or at least one not programmed into the game (much like the Rock Gargoyle and Lost Gold). I can honestly barely remember them, I think they case Meteor and get two turns per round. 193 Q.Scylla / Dark World / LV52 / 34760HP / 107AT / 32DEF / 10K Gil / 14400 EX You can swipe Black Holes from them. This is for reals. - Gets two turns per round, I'm pretty sure has at least -aga level magic spells, but don't quote me on that. 194 Garm / World of Darkness / LV52 / 20K HP / 107AT / 32DF / 4K Gil / 9600 EX You can steal - get this - Black Holes from them. Don't worry, this streak is just about over for good. - Three turns per round, sometimes spending one to throw lightning at you, not too much to write home about. 195 Twin Dragon / Dark World / LV54 / 35K HP / 131AT / 32DF / 11K Gil / 15K EX Black Hole and Lilith Kisses. - These bad boys get two turns per round. I don't think they have any other move besides a physical attack, but they're quite good at doing that. Okay, the rest of the enemies are bosses. I feel I've already typed enough about them in the walkthrough and would rather not type more. I haven't tried stealing stuff like I have for the vast majority of the enemies, but this is because the vast majority of them were already defeated when I decided to chart the things enemies had. Plus, the only thing I had been able to steal from pretty much every single boss I fought was a Hi-Potion, so I'll just assume this for all bosses (except Odin). So, no commentary with very little exception and nothing in the steal/drop line, mkay? 196 Land Turtle / Altar Cave / LV4 / 111 HP / 8 AT / 6 DEF / 500 Gil / 20 EXP Defense looking a little skimpy for a big, bad turtle, dunnit? 197 Jinn / Sealed Cave / LV 7 / 600 HP / 20AT / 8 DEF / 1400 Gil / 200 EXP 198 Nepto Dragon / Near X / ?? / ?? / ?? / ?? / ?? / ?? Little help here? 199 Giant Rat / Nepto Temple / LV11 / 900HP / 24AT / 29DEF / 1500 Gil / 1200 EX 200 Medusa / Tower of Owen / LV17 / 3000 HP / 35AT / 22DEF / 2600 Gil / 1680 EX 201 Gutsco / Underwater Lake / LV17 / 3500HP / 35AT / 24DEF / 3500Gil / 2744 EX 202 Salamander / Molten Cave / LV18 / 5700HP / 41AT / 25DEF / 3700Gil / 2744 EX 203 Hein / Hein's Castle / LV22 / 4500 HP / 47AT / 26DEF / 4300 Gil / 3464 EXP 204 Kraken / Cave of Tides / LV24 / 8K HP / 47AT / 26DEF / 5500 Gil / 5280 EXP 205 Goldor / Goldor Manor / LV26 / 9K HP / 53AT / 28DEF / 9900 Gil / 6560 EXP 206 Garuda / Saronia Castle / LV28 / 10K HP / 57AT / 29DF / 10200 Gil / 8800 EX 207 Odin / Saronia Catacombs / LV40 / 31K HP / 81AT / 35DF / 16800 Gil / 20K EX 208 Leviathan / Lake Dohr / LV42 / 32K HP / 85AT / 36DEF / 17100 Gil / 20K EX 209 Bahamut / Bahamut's Lair / LV45 / 34K HP / 30AT / 37DF / 16500 Gil / 20K EX 210 Doga / Doga's Grotto / LV45 / 22800 HP / 89AT / 40DEF / 12K Gil / 13600 EXP 211 Unne / Doga's Grotto / LV44 / 21800 HP / 86AT / 42DEF / 12600 Gil / 16K EXP 212 Titan / Cave of Shadows / LV46 / 29K HP / 96AT / 44DF / 13500 Gl / 27600 EX 213 Ninja / Eureka / LV 47 / 24K HP / 96 AT / 46 DF / 14400 HP / 28400 EXP 214 Amon / Eureka / LV48 / 33500 HP / 96 AT / 46 DF / 20350 Gil / 26800 EXP 215 Kunoichi / Eureka / LV48 / 29K HP / 96 AT / 46DF / 14500 Gil / 29200 EXP 216 General / Eureka / LV48 / 35K HP / 105AT / 46DEF / 15600 Gil / 30000 EXP 217 Guardian / Eureka / LV49 / 33700 HP / 107AT / 46DEF / 16500 Gil / 31600 EX 218 Scylla / Eureka / LV49 / 35K HP / 104AT / 46DEF / 16200 Gil / 30800 EXP 219 Xande / Crystal Tower / LV50 / 50K HP / 110AT / 48DEF / 35K Gil / 34K EXP 220 X. Clone / Dark World / LV49 / 39K HP / 109AT / 45DEF / 15K Gil / 24800 EX - Fight pretty much the same way you'd fight Xande (go pretty much all out but save the ninja stars). 221 Cerberus / XLVI / LV55 / 100K HP / 123AT / 46DEF / 66666 Gil / 66666 EX 222 2-Head. Dragon / XLVI / LV55 / 100K HP / 151AT / 46DF / 66666Gil / 66666EX 223 Echidna / XLVI / LV55 / 100K HP / 117AT / 46DEF / 66666 Gil / 66666 EXP 224 Ahriman / XLVI / LV55 / 100K HP / 107AT / 46DEF / 66666 Gil / 66666 EXP 225 Cloud-Darkness / end / LV60 / 120K HP / 120AT / 55DEF / 70K Gil / 100K EXP 226 Iron Giant / ??? Cave / LV81 / 200K HP / 255AT / 155DF / 100K Gil / 100K EX ************************************* * * * 5. Weapon/Armor/Magic/Item Charts * * * ************************************* You know actual print guides? You know how some of them have a section about weapons and armor and stuff? Not usually all that useful, but they often came with cool pictures of the stuff that made them owrth looking at. Well, I guess this means this part of the guide is lacking both noteworthy worth and catchy images. Wait, why did I spend so much time doing this? I feel special mention is necessary here, the following wouldn't be nearly as complete or easy to add if not for the contributions of the folks at the Final Fantasy III Translation Wiki: http://ff3trans.pbwiki.com Much of this is essentially copied right from this page. WEAPONS ******* The descriptions for the weapons generally go in the following order: Name / Attack Power / Accuracy / Weight / Who can use it / How to obtain - Special notes, if applicable (elemental, magical powers, statistical) Comments (a personal review of the item, if you will) KNIVES Knife / 8 / 85% / 0 / FR WR RM TF DK BA NJ / Begin the game with it All four characters when they first join the team begin with this weapon, and while this weapon becomes obsolete quite quickly (even when some of the characters first join), it gtes the job done well enough while it's around. As stated earlier, it's soon outclassed by weapons you find in chests. Completists beware: the four the characters come with are the only four in the game. Dagger / 9 / 85% / 0 / (see above) / Find and buy: II (for 60 Gil) Just insert explanation about the Knife here, but it's 12.5% stronger. Once again, other weapons found for free that equal or better the Dagger are on the horizon, so just take what you've given and move on. Mythril Dagger / 14 / 85% / 0 / (see above) / Buy: V & VI (500 Gil) A pretty good weapon for a Thief, should you choose to use one, although that's not exactly something I recommend. Warriors and Red Mages get bigger, stronger weapons for free. Spark Dagger / 23 / 100% / 0 / FR WR TF DK BA NJ / Find: X and XVI - Thunder Elemental, Agility +2 This is a great weapon to have for a Warrior as early on they're pretty slow but pretty strong. Their thunderous nature is great for the sea monsters of which you'll likely see many while the weapon is effective. Main Gauche / 35 / 100% / 0 / FR WR RM TF DK BA NJ / Buy: XXIII (3500 Gil) - Agility +3 Not actually all that useful, although if you plan on farting around with some of the jobs you've just recieved, you'll probably want to buy one of these knives as they're quite versitile in their use. Poison Dagger 40 / 100% / 0 / FR WR RM TF DK BA NJ / Find: XXIV - Agility +4, 50% chance of attempting to poison target While it may be a mighty fine weapon, I tend not to use any of these classes while it's at its most effective (although this weapon gives these said jobs usefuless) except the Thief, and with them I prefer to use Boomerangs. Behemoth Knife / 78 / 100% / 0 / TF NJ / Find: XXXIII - Strength +8 A pretty awesome weapon. Not only does it provide a much-needed weapon upgrade for the Thief, but also provides equally-needed powre points. Too bad that by the time you get it, I recommend to begin the phasing out of the Thief job. I recommend holding on to this weapon for the game's very last area when I advise having two Ninjas. Air Knife / 89 / 100% / 0 / TF NJ / Find: XXXVI - Air elemental, casts Aero when used as an item, Agility +6 Another weapon I recommend keeping around. It may as well delay the Thief's inevidable decline as it is a quite strong, light, accurate weapon. Dark Knife / 93 / 100% / 0 / TF NJ / Buy: XXXVII (30000 Gil) - Agility +5 Prehaps a valuable asset if it was especially effective against monsters who split on you, but I don't feel this is the case. Also perhaps valuable if it provided Strength or Vitality as the Thief doesn't need any more agility. The fact you can only buy it officially pushes this rating to 'fuggetaboutit' unless you're really trying to master the Thief job. Last Dagger / 110 / 100% / 0 / TF NJ / Find: XLII - Agility +8 A cute little weapon... too bad the Thief is more or less obsolete and you'll have already recieved a couple of more effective dark swords by the time you find this one. Gladius / 130 / 100% / 0 / TF / Get: Thief Card - Agility +20 You reward for mastering the Thief class? This baby. I'm sure it's great, just not worth training the hell out of a Thief. Agility +20? What does a Thief need that much more agility for? To max it out? SWORDS Gold Sword / 5 / 20% / 1 / FR WR RM KN DK / Find: XXV There might be a worthwhile battle use for this weapon. I wouldn't bet on it. You'd be better off taking these to the nearest store and selling the hell out of them so as to keep them from annoying you too much. Long Sword / 10 / 80% / 0 / FR WR RM KN DK / Find: I, II Buy: II You should stumble upon several of these early on rendering the sales of weaponry pretty much moot until you get to those with Mithril in their names. Wight Slayer / 15 / 80% / 0 / FR RM / Find: III - Curative Element Beats the hell out of undeads does it. Also helps, however temporarily, assert early Red Mage superiority (even if they probably should be using bows early on). Mythril Sword / 17 / 85% / 0 / FR WR RM KN DK / Find: IV Buy: IV, V (500 Gil) Although a good weapon from when you come across it, I wouldn't recommend buying any as two are found free in IV and they're only marginally more effective than other weapons (not to mention you'll find more powerful weapons before too long). Serpent Sword / 25 / 80% / 0 / FR WR RM KN DK / Find: XI, XII, Buy: XIII - Deals Thunder damage Quite gnarly. But don't be stupid and buy another when there's already two for free. Tyrfing Sword / 28 / 75% / 1 / FR WR RM KN DK / Buy: XVIII (2000 Gil) A weapon you have to buy that's only slightly more useful than ones you've recieved for free? No thanks. Salamander Sword / 30 / 100% / 1 / FR WR RM KN DK / Find: XVI - Deals Fire damage, Casts when used as an Item in battle Pretty great, I would limit its use in the Molten Cave. Freezing Blade / 32 / 80% / 1 / FR WR RM KN DK / Find: XX - Deals Ice damage, Casts Blizzard when used as an Item in battle Just as great as its firey counterpart, more powerful and less accurate. Use extensively in the Molten Cave. Royal Sword / 50 / 80% / 1 / FR WR RM KN DK / Find: XXI Makes the Knight seem quite studly when you first come in contact with it, that's for sure. It'll also be one of the last weapons they get to hold for quite some time, and it will get to bad-smelling before terribly long. Blood Sword / 55 / 80% / 1 / WR KN DK / Find: XXI - Absorb element, heals 1/6 of total damage If there is a weapon I would have to call the game's Most Valuable, the one swung more often than the others, if would have to be this one. It almost makes using the Knight when that job's equipment is obscenely dated reasonable and desirable. It makes the amount of curative attention the holder requires greatly reduced for a great long time. Because its attacks become of the absorbable element regardless of what else the attack holds, they are healed 1/6 of the total damage, not just of the damage that sword does, so if you're holding a much more powerful weapon along with this one, 1/6 of the total HP is restored. Because of its element, don't go around trying to beat undeads with it: the damage done by that weapon will heal them and the HP that's supposed to heal you will hurt you. Ancient Sword / 80 / 80% / 1 / WR KN DK / Find: XXXVI - Healing element, 30% chance of attempting to enduce Paralysis Kind of a disappointment: whereas back in the day, that first 80 was a 5 but that 30% was a 100% making it very valuable for certain areas of the game. Still, if nothing else, this weapon helps introduce the Knight back into relevancy (even if other weapons found in XXXVI are more powerful). Defender / 95 / 100% / 1 / WR RM KN DK / Find: XXXIII, Buy: XXXVII (16500) - Vitality +5, Casts Protect when used as an item during battle Awesome. Almost worth buying. But not really. I didn't find myself using Protect often (or ever) with this weapon, but that Vitality bonus is always welcome. Break Blade / 125 / 80% / 1 / WR RM KN DK / Find: XLIII - 100% chance of attempting to inflict target with gradual petrification Comes just in a nick of time, at a time when the Knight's weapons are starting to wear thin and even the Blood Sword is feeling its age. Couple this up with another weapon with halfway petrification to perhaps double its speed. Excalibur / 137 / 90% / 1 / FR RM KN / Find: XLIV - All statistics +5 This is one of the reasons I suggest trudging along with a Knight even in time another class could get it done a little easier. It's hard to argue with this power and those statistical bonuses. All this without having to chase some skirt and power-job-level some class through times far above and beyond what is practical. Ragnarok / 140 / 100% / 1 / WR KN DK / Find: XLIV - All statistics +5 This is the other main reason to utilize the services of a Knight when other jobs get it done better. Otherwise, just re-read the Excalibur's explanation now. Onion Sword / 156 / 100% / 1 / OK / Find: Colored Dragons - All statistics: +5 Finding one of these is a long (make it to the final levels of the Crystal Tower), hard (defeat a big bad Color Dragon) and perhaps frustrating (Elixirs, great as they are, come up all too frequently). It's also just for those bratty Onion Kids. Getting the sword is one step closer to revisiting the ultimate glory to the fully-loaded Onion Kid of old. Save The Queen / 140 / 90% / 1 / KN / Get: Knight Card - Vitality, Mind +10, casts Reflect when used as an item in battle. Granted, the Knight already has the Excalibur and the Ragnarok... Well, here's another good one. It's his ultimate weapon. I almost prefer the more balanced statistical distribution of the Excalibur to this (will the Knight really need more Vitality by the time you net him 99 job levels) But this weapon frees up the Excalibur for another class, if nothing else. Onion Blade / 150 / 100% / 1 / OK / Git: Onion Card - All statistics +7, 50% Chance of attempting to cause Death, Darkness, Confusion and/or Poison Hard to argue with all that. Well, I guess having to go through the trouble to job-level the Onion Knight 98 times is a valid argument against. Also troublesome is going through the trouble to get this job in the first place. Still probably easier to get than the Onion Swords, though. Ultimate Weapon / 155 / 100 / 0 / FR WR RM KN DK / Get: A Wi-fi Mission - All statistics +15 I reckon it's as good as it looks. KATANAS Ashura / 100 / 100% / 1 / DK NJ / Find, Buy: XXXVIII (16000 Gil) - Dark element It's saying quite a bit when the weakest weapon of a certain group hits for 100 attack power. Anywho, yeah, it's pretty great, but not great enough to buy because you'll soon find all the Drak Swords you'll need before terribly long. Kotetsu / 105 / 90 / 1 / DK NJ / Find: XXXVIII, XXXIX, XLI - Dark element Well you sure do find enough of these. Kiku-Ichimonji / 115 / 90% / 1 / DK NJ / Find: XXXVIII, XXXIX - Dark element Exactly. Masamune / 132 / 70% / 1 / DK NJ / Find: XLIV - Dark element, Agility +10 Well this gives the Dark Knight some more agility, which they could use (not so sure about how useful that extra speed will be for a Ninja). If combined with a Ragnarok, the Dark Knight could be trouble. Murkamato / 140 / 100% / 1 / DK / Get: Dark Knight Card - Dark element, Agility +20 It's the Dark Knight's ultimate weapon. If you went through the trouble to earn it, you're going to equip it, I reckon. Muramasa / 140 / 90% / 1 / NJ / Get: Ninja Card - Agility +10, All other stats +5, 20% chance of attempting to cause Death, Confusion and/or Poison One of the better special job weapons from the looks of it. STAVES Staff / 3 / 50% / 0 / FR WM BM RM EV MG SU SG / Find: III, Buy: II (40 Gil) You're almost ltierally better off going at it unarmed than whacking away with these prongs of wood. Fire Staff / 20 / 50% / 0 / (same -FR) / Find: VIII, XV, Buy: XIII (3000 Gil) - Intellect, Mind +2, Casts Fire when used as an Item in battle Awesome. Not awesome enough to be worth 3000 Gil at this point in the game, though (although it would should you not have recieved two of them). Ice Staff / 20 / 50% / 0 / (same) / Find: XII, XI, Buy: XIII (3000 Gil) - Intellect, Mind +2, Casts Blizzard when used as an Item in battle Nice. Again, not nice enough to merit to money-spending, but would be if you didn't already have adequate magic wands. Light Staff / 20 / 50% / 0 / (same) / Buy: XIII (3500 Gil) - Intellect, Mind +2, Casts Thunder when used as an Item in battle This is one of about the half dozen weapons I actually recommend buying, but you can arguably get by just as easy without it. It's free uses of a more powerful Thunder attack which should prove useful against many of the enemies you'll encounter soon after first coming in contact with this weapon. Golem Staff / 30 / 70% / 0 / WM RM EV SU SG / Buy: XXIX, Find: XXIX, XXXV, XLI - Mind +3, Break when used as Item, 100% chance of trying to partially petrify A great weapon for those whose self worth comes from white magic. Useful until the end of the game. Rune Staff / 33 / 80% / 0 / WM RM EV SU SG / Buy: XXIX (18000 Gil) - Mind +4, Erase when used as an item in battle An item more useful in battle than the Golem Staff. Renders the Erase magic, which is first obtainable at the same time, completely useless. Only problem is that it costs money whereas other staves are found that are roughly as good (like the Golem Staff) for free. Buy if you want - Erase does look moderately cool if nothing else. Eldest Staff / 85 / 90% / 0 / WM DV SG / Find: XLIV - Mind: +6, Cura as item in battle An ultimate Staff that doesn't require mounds of extraneous training. My only real gripe is that Summoners can't use it, although it's not like the Mind stat is all that useful for them, so it's better off in the hands of a Devout or Sage. Holy Wand / 110 / 95% / 0 / DV / Get: Devout Card - Mind +20, Curaga as item in battle Sweet sassy molassey, imagine the greatness one could achieve (in Final Fantasy III) if somebody cared enough to get this. Would be better if those Mind points were perhaps distributed more evenly across other categories because man Devouts already have mad will power. Sage's Staff / 110 / 95% / 0 / SG / Get: Sage Card - All stats +10 One of the best job-specific weapons out there giving a whopping fifty point bonus, although its lack of spell casting powers don't bode well of this fairly MP retardant class. RODS Mythril Rod / 12 / 60% / 0 / FR BM RM EV MG SU SG / Buy: IV, V (400 Gil) - Intellect +1 Take that intellect and shove it. Go with bows instead for the time this weapon is relevant. Wizard Rod / 20 / 100% / 0 / BM RM EV MG SU SG / Buy: XXIX (20000 Gil) - Intellect +5 An effective Black Wizard weapon... Unfortunately, 20 large is an awful lot to spend on a class I don't recommend using for terribly long while the weapon is effective. Fire Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (10000 Gil) - Intellect and Mind +3, Casts Fira if used as an item in battle The prospect of unlimited Fira casts is quite hard to pass up and at 10000 Gil is a pretty good price. Hard to argue with those statistical bonuses as well. I recommend picking up one additional elemental rod, the Light Rod is probably preferred. Ice Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Find, Buy: XXIX (10000 Gil) - Intellect and Mind +3, Casts Blizzara when used as an item in battle Pretty much insert the Fire Rod's explanation here. Difference here is that I certainly do not recommend buying one of these because you find one. Invest in elemental rod diversity. Light Rod / 25 / 60% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (1000 Gil) - Intellect and Mind +3, Casts Thundara when used as an item in battle Pretty much insert the Fire Rod's explanation here. Difference here is that the buy recommendation is stronger since you'll likely be squaring off against more enemies with a Thunder weakness down the road than with a Fire weakness. OmniRod / 93 / 80% / 0 / BM EV MG SU SG / Find: XLIV - Intellect +10, 100% to attempt to cause gradual petrification It's unguarded and it provides a great boost. If you don't use this one, you're either doing some insane tool-assisted speed run or some other wacky challenge or you're just plain prejudiced against attack magic which is pretty okay in the world of FFIII. Lilith Rod / 110 / 90% / 0 / Get: Black Mage card - Intellect +20, Casts Death if used as an item in battle This will push the Black Mage's intelligence nice and high, but it's still a little too little too late. Struggling through times of thin and thinner with a Black Mage just because 'his ultimate item might be worth it' or because of his resemblance to an 8-Bit Theater character you like for some reason, give up all hope now. Although if his intellect is high enough, I suppose I can envision Death halfway reverting to its glory days on the FF3 Famicom. Millenium Rod / 110 / 100% / 0 / Get: Magus Card - Intellect and Mind +10, Casts Blizzaga when used as an item in battle This one's a little more worth it, although I'd still prefer to use several other classes over the Magus if I har a choice. Also, what's a Magus gonna do with that extra Mind score? Use a White Musk or something? BOWS Bow / 10 / 70% / 0 / FR WR BM RM RN / Find: III, Buy: II (100 Gil) - Ranged Just an ordinary bow. Good for the early parts of the game. Until you get a... Great Bow / 18 / 65% / 0 / same as Bow / Find: IV, XII Buy: IV (1200 Gil) - Ranged Can do all the things a Bow can do, except hit 5% less of the time. You can take that 5% accuracy and cram it because it's all about this bow now. By the way, Great Bow? Is it really all that great? I reckon it is for the time you first find it, but not much long soon thereafter. Killer Bow / 26 / 65% / 1 / same as bow / Find: XX, Buy: XIII (4000 Gil) - Ranged Although you can have it quite early where it can be of some pretty good use, why buy when you can soon enough find for free? Rune Bow / 42 / 80% / 1 / RN / Find: XXI - Ranged; Intellect, Mind +2 Now why the hell would a Ranger ever need to add to their statistics that involve magic power? Other than that, the existance of this bow and the various elemental arrows scattered about, all for free, justify use of the Ranger for at least a little while. Selene Bow / 63 / 75% / 1 / RN / Find: XXIX, Buy: XXIII (16000 Gil) - Ranged Skip this one. 16 Hard is not worth it for a class that will soon downward spiral. Even though you do get one of these for free, when recieved, the Ranger's descent is already very close to the point of no return. Yoichi Bow / 70 / 75% / 1 / RN / Buy: XXXVIII (42000 Gil) - Ranged, Agility +5 Let me get this straight: you want me to spend 42 thousand on a bow for a character likely very far behind in the skill department providing a margainlly useful statistical enhancement at best (we all know how important it is the Ranger attacks before the Thief) with disappointing attack power (although improved with new arrows on sale at roughly this same time) only 1/8 more powerful than a weapon I found for free? No thank you. Eurytos Bow / 95 / 75% / 1 / RN / Find: XLI - Ranged, Strength +5 Well at least it's not a complete sucker bet like the Yoichi Bow. Actually this is a pretty good weapon for this part of the game if you've trudged through other areas with a Ranger in the name of Job Skill level. If you haven't, then just have a Ninja throw it. Elven Bow / 109 / 75% / 1 / RN / Find: XLV - Ranged, Agility +5 Another case of too little too late. This bow plus the most powerful arrow (Yoichi Arrow, ATK 40) still equals less attack power than what a Thief or Ninja can enjoy with a Full Moon and a Rising Sun. The Sun and Moon are more accurate to boot. The Sun and Moon are also free and need no additional replacement. The Thief and Ninja's abilities are more useful to boot. Why are you still reading this? Artemis Bow / 122 / 75% / 1 / RN / Git: Ranger Card - Ranged; Agility, Strength +10 If you endure the Ranger long enough to raise the job skill to 99 and you hunt down that blacksmith hoe, you'll get this. Again, this weapon's attack plus that of the most powerful arrow still comes up well short of that of a Sun and Moon (although the power bonus here helps change that). ARROWS Wooden Arrow / 6 / 80% / 0 / FR WR BM RM RN / Find: III, Buy: II (4 Gil) - Ranged, one use Just so we all know, I don't recommend at any point in the game ever spending money on an arrow. You'll find 60 of these if you look in enough chests. That's about 40 more than I have used. Holy Arrow / 8 / 75% / 0 / FR WR BM RM RN / Find: III, XXI Buy: XVIII, XXIII - Ranged, one use, Holy element A pretty good value a just 10 Gil, but still not one worth it as you'll be getting 60 over the course of the game in chests for nuthin. I suppose they have some use later in the game against those various undeads that confront your team. Too bad I don't care enough to try them on them. Iron Arrow / 12 / 75% / 0 / FR WR BM RM RN / Find: IV, Buy: IV, XVIII, XXIII - Ranged, one use Although you only find 20 for free over the course of the game, this is more than enough. Even if they're only 8 Gil a pop. Fire Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil) - Ranged, one use, Fire element The least great of three elemental arrows. Ice Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil) - Ranged, one use, Blizzard element The middle of the three elemental arrows. Light Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil) - Ranged, one use, Thunder element The greatest of the three ranged arrows - often hitting weaknesses of enemies during times this arrow's power might be considered formidable. Still, don't buy a single Light Arrow, or any kind of arrow. Sleep Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil) - Ranged, one use, 20% chance of attempting to cause Sleep Are you kidding? You expect me to keep from forgetting about the Ranger for this arrow? Do better. Poison Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil) - Ranged, one use, 20% chance of attempting to cause Poison Only 20% chance? Poison is already kind of a negligable status effect so if you want this arrow to be worth consideration, make those odds at least 100%. Medusa Arrows / 23 / 75% / 0 / RN / Find: XIX, XXIX Buy: XXXVII (300 Gil) - Ranged, one use, 15% chance of attempting to cause gradual petrification Remember Medusa Arrows from back in the day? Change that 15% to 100% and remove that gradual and suddenly the Ranger class becomes worthwhile during the game's later points. But at least they're a little stronger here, not nearly worth buying, though. Magic Arrows / 27 / 75% / 0 / RN / Buy: XXXVII (250 Gil) - Ranged; one use; Intellect, Mind +2 Another reason I'm probably a little harder on the Ranger than I probably should be: so much damn typing. Yoichi Arrows / 40 / 80% / 0 / RN / Buy: XXXVIII (400 Gil) - Ranged, one use On the plus side, this one's at least 50% stronger than any other arrow in attack power. On the minus side, its attack power is about 50% short of me giving a toot. BOOKS Book of Fire / 32 / 70% / 0 / SC / Find: XX - Fire element, Intellect and Mind +2 Not so good. Book of Ice / 32 / 70% / 0 / SC / Find: XX - Blizzard element, Intellect and Mind +2 Little better. Still pretty pfeh. Book of Light / 32 / 70% / 0 / SC / Find: XX - Thunder element, Intellect and Mind +2 Very good book until it does obsolete, which happens quite quickly. But still, a Scholar becomes Hell With Spectacles in the Water Cave when holding a couple of these. Tome of Fire / 53 / 80% / 0 / SC / Find: XXIX - Fire element, Intellect and Mind +3 Far too little too late. Tome of Ice / 53 / 80% / 0 / SC / Find: XXIX - Blizzard element, Intellect and Mind +3 Still far too little far too late. Tome of Light / 53 / 80% / 0 / SC / Find: XXIX - Thunder element, Intellect and Mind +3 I can't envision this to be particularly worthwhile even if you will probably be facing hordes of sea monsters in the trials ahead. Use hammers instead. Cognitome / 78 / 100% / 0 / SC / Find: XXXVI - Intellect and Mind +5 Good bonus for that point in the game, but lack of other equipment for this class hurts its usefulness. Omnitome / 130 / 100% / 0 / SC / Git: Scholar Card - Intellect and Mind +10 I suppose this thing has some potential since the Scholar specializes in item using, once they use an oodball item, you might as well up those bonuses to +20. There's also the fact the Scholar seems to gain job levels faster than pretty much every other class. Still though, it doesn't increase their other stats (all of which the job could use very much) and it provides no spell usage. CLAWS Bronze Knuckle / 12 / 100% / 0 / FR MK BB / Find: I, III Just an ordinary fist. I have no otherwise comment. Sonic Knuckle / 28 / 100% / 0 / MK BB / Find: XII, XVI - Agility +2 Equipping two of these will give the Monk a Sonic the Hedgehog-like agility bonus. You know, like that little blue thing to appear in Sonic and Knuckles? Man that was lame. I hope nobody's readding this. Impact Claw / 34 / 100% / 0 / MK BB / Find: XX Yes, it's a pretty strong weapon for this point in the game. The strongest, you can use, actually, up until this point. Does it justify a class change to a Monk? Probably not because the Ice Swords and magicks afoot more than make up for the use brought upon by this weapon. Cat Claws / 42 / 100% / 0 / MK BB / Find: XXIV - Agility +3 Probably not worth changing your party alignmnet to include a Monk if/when you find this. Kaizer Knuckle / 50 / 100% / 0 / MK BB / Find: XXIV Okay, now I suppose it's okay to restart Monk useage. Wyvern Claw / 51 / 100% / 0 / MK BB / Find: XXIV - Agility +4, Wind Elemental It's prety obvious you'll be equipping this, unless the Monk's skill level is high enough to do it all unarmed. If the Monk is attacking before enemies usually, stick with the Kaiser Knuckle plus this one. If you want to hit the enemies before they hit you, it's Catclaw time. Tiger Claws / 82 / 100% / 0 / MK BB / Find: XXXVI - Strength +5 What a time this weapon comes - it's 12 areas between ewapons for the Monk. Of course, by the time this weapon is found and if the Monk has been trained throughout, their skill is likely such that they hit better without fist enhancement than with even with this one's power bonus (of course, finding weapons like this means that class won't get obsoleted). Faerie Claws / 89 / 100% / 0 / MK BB / Find: XXXVII - Intellect, Mind +2 Unless Revenge utilizes the Monk's magic powers, what do they even have a Mond and Intellect stat for? You'll probably prefer the Tiger Claws' strength bonus to this weapon's seven additional attack points if you're using weapons for the Monk at all. Metal Knuckle / 100 / 100% / 0 / MK BB / Find: XXXVI Nothing fancy. Just a metal prong you attach to yur fist. Awesome. Dark Claws / 115 / 100% / 0 / MK BB / Find: XXXIX A fist with 115 attack power. It is what it is. Hellish Claws / 121 / 100% / 0 / MK BB / Find: XLIII - Vitality +5, 50% chance of attmepting to cause poison status It's pretty much as good as the other weapons found in the Maze if you're not skilled enough to be hitting harder unarmed. You may wish to sacrifice some attack power for the vitality bonus and the chances to poison, but not much. AXES Viking Axe / 33 / 70% / 3 / WR VI / Find: X Notable because this is your introduction to heavy-ass weapons. In spite of attack power not likely to be matched by a single weapon for several sections, you'll probably find the lighter, more accurate but weaker swords and knives found are better for a Warrior than this hefty basher. This pattern of weight and wildness continues throughout the axe and hammer family. Although sometimes they're worth it, though. Battleaxe / 65 / 70% / 3 / WR VI / Buy: XXIII (Buy: 7400) Boy is this expensive, but worth it if you plan on using a Viking right after you fight recieve the class. It's, by kind of a wide margin, the most powerful direct weapon you can hold at this point in the game (the bow you can buy doesn't really could because you have to double it up with a much weaker arrow), another pattern you'll find this weapon family follow over the course of the game. Dual Tomahawk / 73 / 70% / 3 / WR VI / Find: XXXVI This is one of the exceptions to that rule that state such weapons will be the most powerful and least among among those founs in the same area. This one only follows the creed stating it'll be heavier and relatively inaccurate and I don't think you should alter your party because of its discovery. Rune Axe / 110 / 75% / 3 / WR VI / Buy: XXXVII (35000 Gil) - Intellect and Mind +2 Because we all know how mentally-oriented axe users are. Anywho, I don't particularly recommend axe-wielders when you come upon this store, and if I did, I'd still pass this one up because you'll find other, stronger such implements for free before terribly long. But hey, and axe with 75% accuracy. That's gotta count for something. Demon Axe / 116 / 70% / 3 / WR VI / Buy: XXXVIII (40000 Gil) - Strength, Vitality +2 Insert Rune Axe's explanation here with a more useful stat bonus. Dual Haken / 122 / 70% / 3 / WR VI / Find: XLIII - Strength +3 Although I prefer pretty much every other weapon found in the game's final areas to this one, it's still something obviously worth getting if you're utilizing the services of a character specializing in such weaponry (which I do not particularly). Giant's Axe / 155 / 75% / 3 / WR / Get: Warrior Card - Strength +20, Earth element Well this almost makes the Warrior class worth it, dunnit? HAMMERS Hammer / 55 / 70% / 3 / VI / Find: XXIV - Thunder element, Vitality +1 I suppose this keeps you from needing to spend money on two axes if you wish to use the Viking as soon as you get the class. Dragon Hammer / 70 / 70% / 3 / VI / Find: XXIX - Thunder element, Vitality +4 Now go wail on some sea monsters. Triton Hammer / 110 / 75% / 3 / VI / Find: XXXVI - Thunder element, Vitality +2 The sea monsters are right there. Go now. Go. Platinum Hammer / 115 / 70% / 3 / VI / Find: XL - Thunder element, Vitality +3 I actually recommend doing the parts where other, more powerful hammers around found before doing the place where this is found, so I reckon there's a good chance this weapon will be hammered to death when you get to it. Blessed Hammer / 120 / 70% / 3 / VI / Find: XXXVIII (2) - Thunder element, Vitality +3 Two of these babies? Pretty much makes the Viking useful for this part of the game, something. I'd still probably rather not. Mighty Hammer / 145 / 80% / 3 / VI / Get: Viking Card - Thunder element, Vitality +20 Can you say Hammer time? So can I. Seriously though, if you went though the trouble to get this, what are you going to do, not use it? As far as class mastery weapons are concerned, this one ain't bad, but does the Viking really need to get any tougher? How about some speed or some power (although his power should also pretty much be maxed out by the time you earn this baby). SPEARS: Thunder Spear / 45 / 90% / 1 / DR / Find: XXVII, Buy: XXIII, XXVII (8000 Gil) - Wind and Thunder element, casts Thunder if used as an Item in battle Use the ones found for free on the big bird and sell them. This is the only Thunder Spear-related shenanegan you should do the entire game. Perhaps arguments can be made for an underwater event, but those arguments fail because of the weakness of this weapon. Wind Spear / 53 / 90% / 1 / DR / Find, Buy: XXVII (10000 Gil) - Wind element, casts Aero if used as an item in battle What's with all these spell uses of items for heavy attackers? Even if fighting enemies with high physical defense, it's not like you're ever going to go through the trouble of selecting Item if you don't need to. Anywho, if you're feeling unconfident going into that battle with the big bird, you can buy another one of these, but 10Gs is quite alot to drop on just a single battle. Heavy Lance / 84 / 90% / 1 / DR / Find: XXXV - Wind element Unless you really like Dragoons, I can't say as though I particularly recommend ever using this one. There's the Blood Lance which I advise picking up before this one, so unless you're feeling Dragoon-happy, this one's likely to be collecting dust in your inventory. In a strange twist of irony, the Heavy Lance... isn't compared to some of its more powerful counterparts. Blood Lance / 95 / 90% / 2 / DR / Find: XXXIII - Wind, Regenerative element A weapon that basically launches the Dragoon into relevancy - no pun intended. Although quite heavy, it's quite powerful and it's restores 1/6 of the total damage. Works just lke the Blood Sword except it's heavier, more powerful and obtained much later in the game. If you wanted to justify using the Dragoon, all you'd need to say is 'Blood Lance' to reasonable person and they'll be completely convinced. Well, the average reasonable person probably wouldn't know what you're wafflin' about. Screw 'em. Trident / 108 / 90% / 1 / DR / Find: XXXVI - Wind element Tear through the Pteryon and get it - if not for the experience than for a weapon to throw/sell. But if you have a Dragoon or two, strap it on and go buck wild. Dragon Lance / 117 / 90% / 1 / DR / Buy: XXXVII (40000 Gil) - Wind element A weapon that is roughly 9% stronger than one I will probably end up getting for free (but decidedly lesser than its bloodied counterpart for obvious reasons)? No thanks. Unless you're insistent on both using Dragoons and bypassing the cave the Trident's found. In which case, here you go, that'll be 40000 clams, retard. Holy Lance / 125 / 90% / 3 / DR / Find: XLII - Holy/Wind element, casts Holy when used as an Item in battle The legendary Holy Lance. Less legendary if you managed to pilfer a Gunge from Odin. But still, Holy + Blood Lance is a pretty good combo that won't fully age until the very last areas. Gungnir / 140 / 90% / 3 / DR / Find: Odin - Wind element, Strength and Agility +10 Look at it. I probably don't need to tell you how good it is. Only problem is that getting it will likely be a pain in the rear end causing either frustration (see if a moderately-skilled Thief can get it, if not, gotta turn it off, go through the Catacombs and try again) or major detours (a very skilled Thief, which you probably wouldn't train independently, is needed to backtrack here when weapons nearly as impressive have been acquired thus drastically reducing its value). If you do manage to get this weapon when I regularly suggest trudging though the Catacombs, it will put the battle of the classes decidedly in favor of the Dragoon. Magic Lance / 145 / 90% / 3 / DR / Recieve: Dragoon Card - Wind element, +20 Strength This plus the Gungir? That's one BAD Dragoon. Although carrying two of the heaviest weapons possible reduced the bad by a little, but still a significant force. THROWN WEAPONS Boomerang / 40 / 85% / 0 / RN TF NJ / Find: XXIX, Buy: XXIII - Ranged If you plan on using a Thief, which I recommend, might as well pick up two of these since by the time you find one, much of their value will have eroded by the time you find one while looting Saronia. Chakram / 50 / 85% / 0 / RN TF NJ / Find: XXXVI - Ranged I actually recommend ignoring the hell out of this one since you'll find interesting stat-enchancing Knives for a Thief, and Rangers, come now. Rising Sun / 70 / 85% / 0 / TF NJ / Find: XLII - Ranged An interesting concoction. If there was another weapon almost this one's equal easily attainable at this point in the game, I'd say this is pretty good. But lo, I prefer the Dark Swords for a Ninja and completely benching the Thief at this point. Moonring Blade / 110 / 85% / 0 / TF NJ / Find: XLIV - Ranged Well it's guarded by Hein's palette-swap, so it'd better be good. And it is. Give this to a Ninja and send them to the back row with a Masamune sacrificing some of the latter's defensive power and watch them take hits half as proficently as a Knight in the front row. BELLS Diamond Bell / 42 / 100% / 0 / GE / Find: XIV, Buy: XVIII (4500 Gil) On the one side, this is a bell that really pops 'em. You first come in contact with this one at a time most of your guys have weapons half this strong. On the other side, each one is 4500 Gil and there's a good chance you won't want to drop this much on a character best trained by using magical attacks. I advise buying one and then taking the other from the Sewers. By the way, why's such a big bulky bell hitting with a 100% accuracy rating with Earth Bell / 88 / 100% / 0 / GE / Find: XXIX - 50% chance of attempting to cause Paralysis What an awesome weapon. It's literally a half dozen areas I recommend visiting before you'll find a stronger weapon (and that weapon is the Rune Bell... Actually, no, but it could very well be). And this is supposed to be a magic-oriented class. Rune Bell / 98 / 100% / 0 / GE / Find: XXXV, XXXVII Pretty much turns your pajama-clad earth hippie into a straight up butt- kicker. Although I find it a tad unusual that a weapon with Rune in its title given to a character usually considered magical in orientation with no Intellectual bonus or magic spell use while beefier heavy fighters find magically-tinged weapons, Intellectual statistical bonuses and free uses of a spell. Blessing Bell / 130 / 100% / 0 / GE / Get: Geomancer Card - Holy element; Agility, Mind and Intellect +10 Indeed. Worth extrraneously training for? Nah. Not likely. HARPS Madhura Harp / 60 / 100% / 0 / BA / Buy: XXIII, XXVI (10000 Gil) - Mind +5, Minne (Protect on all Allies) Pretty great. I recomend picking one up if you plan on doing the Bard thing (which I recommend for much of the game) Loki Harp / 60 / 100% / 0 / BA / Find: XXXVI, Buy: XXVI (10000 Gil) - Mind +5, Minuet (Haste on all Allies) Haste on all allies? Are you kidding me? Granted, it might be a diluted version of the spell, especially weak when you first find it (effectivness goes up with experience and skill levels), but man, how can you not at least somewhat get behind that? Buy one of these and a Madhura Harp and alternate between the two (since both effects last two turns). Lamia Harp / 60 / 100% / 0 / BA / Find: XXXIII, Buy: XXVI (12000 Gil) - Mind +5, Requiem (Damages all enemies), 50% chance of attempting to cause Confusion upon attack I'd skip this one. The confusion rarely works (as is per usual with effects that come upon attack) and Requiem isn't all that powerful. Dream Harp / 60 / 100% / 0 / BA / Buy: XXVII (12000 Gil) - Mind +5, Paeon (Kind of like Cure spread out across the party), 50% chance of attempting to cause sleep upon attack This is a pretty good one, although don't expect it to eliminate a dedicated healer in the more intense battles. It can provide as a probably adequate substitute for a healer in regular battles and areas without bosses. Appollo Harp / 60 / 100% / 0 / BA / Buy: XLIII (60000 Gil) - Mind +10, Elegy (Casts Reflect across the whole party), 50% chance to attempt to cause Death upon attack Causes Death does it? Although I haven't seen it work, (could be that because by the time you get it, most enemies you'll see are strong against instant kill attacks), it sounds pretty great. Reflect is also quite nice, renders magic users much less powerful. Although I can only envision myself really using this thing in just a couple of battles (a couple of the bosses really late), it can make those battles much easier (although I don't find any of those battles particularly difficult). There's also the fact I forego Bard at this point in the game. Personally, I'd bypass this weapon. ARMOR ***** Armor statistics will be listed in the following order: Name / Attack Defense / Magic Defense / Weight / who can wear / how and where to obtain - Other noteworthy details (if necessary) Personal commentary BODY ARMOR Vest / 1 / 1 / 0 / All Jobs / The first character begins the game with this Just an ordinary set of clothes. Get someting better. Completists beware: this is the only one of these you'll find over the course of the game. Rusted Armor / 1 / 0 / 1 / FR WR KN DG VK DK NJ / Find: XXIX If this was one of those games where a good many items are forged from other items, this is the type of item that could be crafted to form something great. Unfortunately, this is not the case and it'll end up in a Fat Chocobo likely becoming even Rustier. Leather Armor / 3 / 1 / 0 / All Jobs / Characters begin with it, Buy: II (90 Gil) Buy one of that vested character mentioned earlier. Mythril Armor / 10 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Buy: V, VI (350 Gil) Quite a sturdy breastplate for this point in the game. Get them for whoever can equip them. Mage Robe / 13 / 22 / 0 / all magic classes / Find: XV, Buy: XIII (2000 Gil) - Intellect, Mind +1 Wow, look at that Magic defense. Those are some unmatched figures (by most heavier armors). It's quite effective for quite a long time (although not long enough). Shell Armor / 18 / 19 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI, Buy: XIII (1250 Gil) The one found in the shrine should suffice, unless you're feeling Red Mage happy (you shouldn't). Ice Armor / 20 / 10 / 1 / FR WR RM RN KN TF DG VK DK / Buy: XVIII (2400 Gil) - Increases resistance to Fire, decreases resistance to Ice Pick up at least one of these after you finish XIX (prominent enemies during XIX will throw ice attacks at you). Kenpo Gi / 20 / 8 / 0 / FR MK BB NJ / Find: XII, Buy: XIII, XVIII (2000 Gil) - Agility, Vitality +1 This would be a pretty awesome outfit to buy - if you didn't already find one for free. Utilizing the services of two Monks? Only if you want the game to suck. Scholar Robe / 20 / 23 / 0 / FR SC / Find: XX (2), Buy: XXIX (5500 Gil) - Intellect, Mind +2 The hell you need more than one of these for? Anywho, it is quite a useful garment when you first get it, one of the reasons the Scholar is as respectable as they are when the class is first recieved. By the time you are able to buy this thing, though, the class is already out of style. Firemail / 21 / 11 / 1 / FR WR RM RN KN DG VK DK / Find: XVI Buy: XIII (2400 Gil) - Increases resistance to Ice, decreases weakness to Fire The Flame Mail (name shortened above to make the line 80 characters) is to be treated just like the Ice Armor, but I don't recommend buying any of these. Also, this is the most powerful of the 'lesser' heavy armors, the ones used by not usual heavy armor classes. Knight Armor / 25 / 7 / 1 / FR KN / Find: XX Doesn't provide much of anything in terms of magic defense, but that physical defense is second to none when you do come upon it. Had better be, because the only armors you'll be stumbling upon in the near future are not those suitable for Knights. Black Garb / 30 / 18 / 0 / FR MK RN TH BB NI / Find, Buy: XXIII (5000 Gil) - Agility, Vitality +2 How could a simple black outfit be lighter and more protective than a big ol' suit of Knight's Armor? I don't know either, but this is still one fine apparatus, although not really worthy of buying considering one is hidden in the grass of the same place you buy it. Reflect Mail / 30 / 30 / 1 / FR WR RM KN DR VI / Find: XXXV, XXXVI, XXXVII, XL Protects against Petrification, Minimization and Darkness; Intellect and Mind +2 This is pretty much the body guard of choice of armored party members if fighting against enemies whose most fearsome attacks are magical in nature. In other words, it'll sit and rot in your inventory until the very last fight in the regular game, and even then I don't recommend using any of the classes that can use this. Would've been better if acquired sooner. More or less a Red Mage's dressing. Interesting fact: it's the only body guard that mollifies the tide of any effect. White Robe / 31 / 45 / 0 / FR WM RM SC EV BA DV SU SG / Buy: XXXVII (27000 Gil) - Mind +5 Finally, about time the White Mage recieved an upgrade. Likely the last armor you'll buy. This will likely be your third character armor for the rest of the regular game. I can't say enough about it, then again, I don't have a whole lot to say about it. Black Robe / 31 / 45 / 0 / FR BM RM GE EV MG SU SG / Buy: XXXVII (27000 Gil) - Intellect +5 Insert previous comments here with a black twist to them. Bard Vest / 32 / 28 / 0 / FR BA / Buy: XXVI (5500 Gil) - Agility, Mind +2 A steal if you plan on using a Bard, which you should. Unusually durable, arguably lasts until at least XXXVI, if not the entire game (not that I advise using a Bard for quite that long, though). Black Belt Gi / 33 / 18 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (6000 Gil) - Agility, Vitality +3 Well I'd have preferred if this baby had given power instead of speed, but whatever. You don't get this until long after you're first introduced to it in the stores, so if you're intent on using a Monk, spring the six grand. Dragon Mail / 35 / 13 / 1 / FR DR / Find: XXVII (2) I really have no comment other than if you plan on using a Dragoon or three, you will obviously want to use this until you start running into Diamond gear. Gaia Vest / 35 / 25 / 0 / FR GE / Find: XXIX, Buy: XVI, XXIX, XVIII (7600 Gil) - Vitality +3 A very tough tunic for a class that could use it. Perfectly situated for this job: very high defensive powers for when you first find this, a time when the Geomancer is probably best a frontline fighter; lesser defensive powers later on when the Geomancer's attack power become less formidable, but still enough if you put them in the back row. Although you'll probably perfer a Black Robe when you have access to it. Viking Mail / 36 / 5 / 1 / VI / Find: XXIX, Buy: XXVIII (8000 Gil) 8000 Seems like quite a bit for something that provides no statistical bonus and falls in the bottom 15% of magic defense in terms of body armor. These negatives are compounded when you consider it's obtained for free and the Viking isn't terribly essential before the point you can take it from a chest. Only buy if you must use a Viking when you first get the class. Demon Mail / 38 / 17 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (2) (25000 Gil) Well finally some armor for the Dark Knight. Other than that, I make no other comments except don't buy it as two set of armor found free is one more than I ever recommend putting on. Diamond Mail / 40 / 19 / 1 / FR WR KN DG VI / Find: XXXIII, XXXVI Buy: XXXVII (33000 Gil) - Resists lightning Finally, an armor that gives the Knight the armor he needs to be the defensive stud you're paying him to be. Oh, and the armor is pretty good as a defensive barrier as well. Genji Armor / 45 / 22 / 1 / FR DK NJ / Find: XXXIX A much needed heavier armor of Dark Knights and Ninjas. That's all I have to say about that. Fuma Garb / 47 / 30 / 1 / MK TH BB NJ / Find: XLIV, XLV - Agility, Vitality +3 The best body armor for Ninjas, Thives and Monks. Not a bad one, but if this is the most powerful body armor for certain classes, maybe you should expect a little more. Crystal Mail / 55 / 24 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLIV (65000 Gil) It's Crystal armor. In a Final Fantasy game. You -know- how good it is. Although I know I'd have personally liked to have seen its magic defense a little higer than 24, but you know how that goes. Onion Armor / 60 / 40 / 1 / OK / Find: Color Dragons - All stats +5, Guards against all status effects You know how awesome Crystal Armor's reuptation is? Well this armor is actually that good. Only problem is that you have to fight Dragons to get it and they only have like a 0.000777% chance of dropping it. You also have to use the statistically awkward (but oh so cute) Onion Knight to make use of it. Still, you need to admit it's hard to argue with this thing's power. Angel Robe / 45 / 45 / 1 / WM / Get: White Mage Card - Mind +20 Although a very useful class, not nearly useful enough for me to use regularly when their armor wears too thin, and certainly not a class I would prefer over the Devout knowing this. Still, that's some great defensive power we've got here. Not sure she needs all that Mind because by the time you get it, you're likely to have a very high Mind stat as is plus the various Mind-boosting items you'll have come in contact with. Crimson Vest / 50 / 25 / 1 / RM / Get: Red Mage Card - All statistics +10 Man, I feel like I'm wasting my time getting the Red Mage's skill level to 10, much less to 99. But hey, I hear many people out there really like this class, and if this is you, maybe leveling up to get this item might be worth it. Too bad that Crystal Mail you find in a chest is almost as good as it. Master Dogi / 54 / 23 / 1 / MA / Get: Black Belt Card - Agility, Mind +10 I don't know why this thing gives the Black Belt mental power. Maybe their power build-up uses mental power. Maybe it's because by the time you can get this, his strength and vitality are pretty much maxed out. I know, like the Black Belt's non-mastery best armor, I'd have liked for it to provide more base protection - the Fuma Garb arguably protects better than this thing. SHIELDS Leather Shield / 2 / 1 / 0 / FR WR RM KN TH DR VI DK NI / Find: I, III, V Buy: II (40 Gil) - Guards against Poison Put this on when you find it while walking through I. The Long Sword you find will pretty much take down all the enemies you'll encounter there in a single hit. Any other weapon is overkill. Mythril Shield / 3 / 3 / 1 /FR WR RM KN TH DR VI DK / Buy: IV, V (180 Gil) - Guards against Darkness and Confusion If only this thing would've come at the start of section III, when over the next three sections, enemies would attempt to blind you quite frequently. No. Instead it's offered just after that when such moments are much more rare over the course of the game. Ice Shield / 6 / 4 / 1 / FR WR RM KN TH DR VI DK / Buy: XVIII (1800 Gil) - Protects against Death, Paraylsis, Sleep; Reducse Fire damage, increases Blizzard damage A pretty good item to have for the Molten Cave, although not essential. Heroic Shield / 9 / 6 / 1 / FR KN DR / Find: XX, Buy: XXIII (3500 Gil) - Guards against Petrification, Toad, Mini, Darkness, Poison, Sleep, Confusion; All Stats + 1 Phew, what a long list of protections. What we really need is Paralysis protection (against the Roepers and such of the Water Cave) and Death guard (okay now we're getting greedy) and we've got a bonafide Ribbon on our hands. Too bad Vikings can't use it because man that'd be rocking. Take this into the Water Cave if you're feeling conservative. Demon Shield / 12 / 8 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (12500 Gil) - Protects against Toad and Darkness Consider this the opposite of the Heroic Shield: Knights can't use it, provides scant protection against status effects and no statistical increases. Diamond Shield / 14 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI Buy: XXXVII (18000 Gil) - Protects against Petrification, Death and Darkness; reduces Thunder damage Is it worth giving up some 80 points of attack power for 14 points of defensive power? Not usually. Aegis Shield / 16 / 17 / 1 / FR RM KN DR VI / Found: XXXV, XXXVI, XL - Protects against all negative status effects, Mind +4 Another shield with some serious potential, although I'm not sure just how much you'll be using it since by the time you get it, other weapons available for these class will cross your path, ones with attack powers nearing triple digits. Why protect yourself against a status ailment if you can defeat that enemy because of holding another weapon before they attack? Genji Shield / 18 / 13 / 1 / FR DK NI / Found: XXXIX - Protects against Gradual petrification, Petrification, Toad, Mini, Darkness, Poison, Confusion A shield more awesome than most, but still perhaps not worth equipping right away. It does provide all sorts of status effects like the Aegis Shield. In fact, if you're feeling frisky and slothful, this shield could make for an adequate substitute for a Ribbon if you don't feel like getting one of those for a Ninja, especially true if this is the battle where they don't do anything but throw stuff. This isn't something I suggest - replacing the Ribbon with this - but still something you'll likely want for that battle. Crystal Shield / 20 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLIV (50000) - Protects against Gradual Petrification, Petrification, Toad, Mini, Darkness, Poison, Paralyzation If only this offered significant statistical bonuses, then we might be in business, but I really didn't find myself using this a whole lot. There aren't a whole helluva lot of enemies that hit you with status depressers often enough that late in the game, and its usefulness deteriorates even more when you start coming across Ribbons. Onion Shield / 30 / 30 / 1 / OK / Find: Color Dragons - Protects against all status effects, All statistical perameters +2 Final a shield almost awesome enough to be worth cutting your attack power in half. If all your other awesome weapons are being used by other characters and you do happen to stumble upon this, then use it. If not, times two your attack power. HEADGEAR Leather Cap / 1 / 1 / 0 / All Jobs / Find: I, Buy: II (15 Gil) Definately a good buy for those who don't have one. Although, you find one in a chest for free for the one doesn't have one and the other characters begin with one of these. Oh well. If only all helms cost 15 Gil per point of magic and physical defense. Mythril Helmet / 4 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Find: V Buy: V, VI (130 Gil) You get one for free. Buy another if another can use at this point in the game. I shouldn't have to tell you this. Shell Helm / 6 / 5 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI Headgear upgrade. Worth getting if you're utilizing the serives of those who can use it. Headband / 8 / 3 / 0 / FR MK BL NJ / Buy: XIII (1200 Gil) - Strength and Vitality +1 The sturdies helmet ofr this point in the game - not too often can this be said about martial artist gear. Buy, buy, buy! If you're using a Monk, that is. Ice Helm / 10 / 6 / 1 / FR WR RM RN KN TH DR VI DK / Buy: XVIII (1200 Gil) - Protects against Fire, increases damage against Ice Quite a versitile little helm, you may wish to buy two just for flexibility purposes. More likely you'll only need/want one. Feathered Cap / 10 / 16 / 0 / All Jobs / Buy: XXVI (6000 Gil) - Agility +2 Nearing necessity for the real mage types considering this is one of just three Caps they are able to wear. You'll probably want two. Scholar Hat / 11 / 16 / 0 / FR SC / Find: XX, XXIX, Buy: XXIX (7500 Gil) - Intellect +1 Another exceptional hairpeice when you first come in contact with it, greatly enchancing the value of the Scholar however temporarily. Black Cowl / 15 / 10 / 0 / FR MK RN TH BL NI / Find, Buy: XXIII (4000 Gil) - Agility +2 Once again a really good buy: a versitile helm for classes often lacking in good headgear. You get a speed bonus to boot. Only thing is that one is found for free, and this should suffice. Chakra Band / 17 / 11 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (4500) - Vitality +2 This one is quite borderline. I'd probably say sure, go ahead and buy it if you're in a Monk sort of mood. Although one free one is found, when it is found, it has lost a great deal of its effectiveness. Dragon Helm / 18 / 9 / 1 / FR DR / Find: XXVII (2), XXIX No comment. Viking Helm / 19 / 5 / 1 / VK / Find: XXIX, Buy: XXIX (5500 Gil) Like with the Viking Armor, maybe you don't want to spring for some armor that provides no statistical bonuses and lacks respectable magic defense. You're also gonna get this one for free at a time when the Viking becomes much more valuable. Buy only if you wish to get all Viking on 'em when you first get the class. Diamond Helm / 21 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI Buy: XXXVII (20000 Gil) - Resists lightning You find two of these. Awesome. Ribbon / 23 / 20 / 0 / All Jobs / Find: XLIV, XLVI (4) - Resists all status effects Look at all that protection. Not only is this peice of cloth somehow more durable than most heavy helms, it's more protective against magics than all of them. You're going to want to get all of these if nothing else for the experience that comes with fighting Ninja/Clones, but for at least one battle - yes even the heavier fighters. Genji Helmet / 25 / 15 / 1 / FR DK NI / Find: XXXIX Finally some headgear for the Dark Knight. What you were going into the cave with an Ice Helm? Better than othing I suppose. Crystal Helm / 31 / 17 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLIV (50000 Gil) Second most formidable helm to the Ribbon. Onion Helm / 40 / 40 / 1 / OK / Find: Colored Dragons - Resists all status effects, Mind and Intellect +5 A formidable helm indeed, moreso than the Ribbon, but because getting it is quite a pain in the rear end, let's pretend it doesn't exist. Unless you actually get it. Royal Crown / 33 / 36 / 0 / EV / Get: Evoker Card - Intellect, Mind +10 Does the Evoker haev use during the later parts of the game? I reckon not a whole lot. Yes, there are a number of enemies with very high HP counts, and rendering them sleepy or paralyzed for the duration of the battle is probably better than whatever other magic you can throw at it. However, in my experiences with funny effecty stuff, successes tend to be low. Plus, you have to give up the Ribbon to use this one, and that's just not worth it. Ballad Crown / 35 / 34 / 0 / BA / Git: Bard Card - Vitality, Mind +10 Well the Bard might actually be worth the time to train, unlike the Evoker. Like the Evoker, though, I just don't envision myself giving up that status protection even if status effects may not quite be the troublesome details they are elsewhere. ACCESSORIES Bronze Bracers / 1 / 1 / 0 / All but DK / Find: I (2), Buy: II (80 Gil) You find two. This should be sufficent explanation. Mythril Bracers / 2 / 4 / 0 / All magic jobs / Find: VIII, Buy: IV, V (120 Gil) - Intellect and Mind +1 Assuming you're using two magic oriented jobs, buy one when you first can. You should be able to find another for free. If not, make that ultimate commitment (suicide) and stop dumbening the gene pool! Mythril Gloves / 3 / 1 / 1 / All fighting jobs / Buy: IV, V (120 Gil) Yeech, actually worse than the Bracers by an almost visible amount. But buy one anyway. It'll have to do for kind of a while. Gauntlet / 8 / 4 / 1 / FR WR KN DR VI DK NI / Find: XX - Strength, Vitality +1 A pretty great armguard that's effective for a pretty long time - although not quite long enough. Thief Gloves / 11 / 8 / 0 / FR TH NI / Find, Buy: XXIII (2500 Gil) - Agility +3 Finding this baby makes the Thief's status jump from good to great at the time you get it. Just don't go around buying one because it's a tad unbecoming for a Thief to spend money on something they can find for free. Rune Bracers / 11 / 13 / 0 / all magic classes / Buy: XXVI (5000 Gil) - Protects against Petrification, Toad, Mini; Intellect, Mind + 2 Buy one of these for each one of your mage-types as soon as possible, which I hope is no more than two. Quite strong for a little bracelet if I say so myself, and effective (or at least the best available for a very long time). Power Bracers / 13 / 9 / 1 / FR WR MK RN KN TH DR VK BL NI / Find: XXIV - Strength and Vitality +2 Another excptional bracer, this time for the big boys. I like to keep this one in my inventory just in case I'm for some reason short on heavy gloves. In case the impression isn't already there, yes, those big boys will be a tad short on premium armguards in the near future. Diamond Bracers / 13 / 16 / 0 / FR WM BM RM SC GM EV BA DV MG SU SG NI / Find: XXXIII, XXXVI, Buy: XXXVII (10000 Gil) - Intellect and Mind +3, resists lightning Blah Blah, Bracer upgrade, how much longer can I talk about this? Diamond Gloves / 15 / 7 / 1 / FR WR MK RN KN TH DR VI DK BL NI / Find: XXXIII, XXXVI, Buy: XXXVII (15000 Gil) - Strength and Vitality, +3, resists lightning Seriously now? Protect Ring / 18 / 18 / 0 / All Jobs / Find: XXXIII, XLIII - Resists Fire, Thunder, Ice, Wind and Light; All Stats +2 An ultiamte arm guard, of sorts. Just look at those figures and tell me you're not impressed. Made largely for little guys, though. Genji Gloves / 20 / 14 / 1 / FR DK NI / Find: XXXIX - Strength, Agility +4 Well obviously if you know an item is gonig to be among the best, and sometimes only, ones for that class if it has Genji in its title. Crystal Bracer / 30 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLVI (50000 Gil) - Strength, Vitality +4 And you know something's even better if it has Crystal in its title. Onion Gauntlet / 50 / 25 / 1 / OK / Find: Color Dragons - Resists Blizzard, Fire, Thunder, Wind and Light; Resists all status ailments; All statistics +3 Of course, all things pale compared to that which has Onion in its title. Celestial Glove / 40 / 18 / 0 / FR / Get: Freelancer Card - All statistics +15 Although, the class-specific items aren't too shabby themselves. For those disappointed in the lack of oomph in the Freelancer class (compare to the Suppin class of Final Fantasy V), well, give them one of these, an Ultimate Weapon and an Excalibur, and try to tell me this doesn't make them rock harder than Norah Jones. Shura Gloves / 45 / 19 / 0 / MK / Get: Monk Card - Strength +20 Yeah, pretty much maxes the hell out of his power stat, I guess. That's pretty useful. Still which it'd guard against magic or effects better. Astral Bracers / 47 / 20 / 0 / SU / Get: Summoner Card - Resists Blizzard, Fire, Thunder, Wind and Light; Intellect and Mind +10 A totally rad item for a totally rad job. But is it really worth the trouble? Eh, not bloody likely. MAGIC ***** Magic will be listed like so: Level Name of spell / who can use / found, bought - What it does Other explanation; I wish I knew the exact accuracy and strength of the spells here as I'm sure they have exact (or at least a range of) values. While interesting, this is certainly not vital information. WHITE MAGIC L1 Cure / FR, WM, RM, KN, SC, DV, SG, OK / Find: II, IV, Buy: VI (100 Gil) - Restorative element, slightly restores HP to one or all targets It's of a restorative element, so it hurts undeads. It's a pretty valuable spell for what it's worth - it's one of the fe wlower-level magic spells to have actual value for the entire game as well as out-of-battle value. I don't imagine needing more than the two that are found, though. L1 Poisona / FR, WM, RM, SC, DV, SG, OK / Buy: II (100 Gil) - Removes poison state Sure, what the hey, get one, although it's not essential. It's not like Antidotes are super rare or anything. I'd buy it when you first can because man it would suck quite a bit to return all the way to Ur just to get one non-essential but useful spell. L1 Sight / FR, WM, RM, SC, DV, SG, OK / Buy: XIII (100 Gil) - Displays on map (top DS screen) locations of all events donted by Roman numeral in this guide Moderately useful. Could've been moreso if the game didn't already display places you've previously visited, but still a steal at 100 Gil. L2 Aero / WM, RM, SC, DV, SG, OK / Find: VII, Buy: VIII (700 Gil) - Deals wind-based damage to target/s. A tad more powerful than Fire/Blizzard. Git those birds outta the sky! Very useful on the mountain you find it, too bad you're pretty much at its peak before you collect it. What you need more than one of these for is beyond me. L2 Toad / WM, RM, SC, DV, SG, OK / Find: XV, Buy: XVII (700 Gil) - Turns target/s to/from toad state (while in toad state, statistics are greatly reduced and the only spell that can be cast is Toad Remember this spell from the Famicom days? Remember how it used to be, well, good and stuff? Remember how it used to justify effect magic? Well it's not longer that useful for that long. Instead of being an-insta killer, it's now only something that changes the target's shape. Although it's all but dead at this point, but the fact the game makes you go through this trouble says something... about society. Or not. It also used to be effective on pretty much every regular encounter in the game. These days... It's pretty much a regular bodily-altering effect spell. That is all you need to know. But hey, it's free and essential for two parts of the game. L2 Mini / WM, RM, SC, DV, SG, OK / Find: VII, Buy: XVII (1000 Gil) - Changes size of target/s. When shrunken, again statistics are greatly disadvantaged, although if you're only minied and not a frog, you can regularly makes use of magic Insert Toad explanation here. L3 Cura / WM, RM, SC, DV, SG, OK / Find: VIII, Buy: XIII, XXXII, XXXVIII - Restorative element, roughly three times as powerful as Cure I actually recommend dropping 1500 clams on another Cura in addition to the one found on a shelf. But not until that XXXII one or that XXXVIII one. L3 Teleport / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil) - Team either escapes to outerworld if not in battle or escapes battle (if escpae option is viable) if used outside of battle. An excellent spell for escaping those dungeons when you simply don't feel like clawing out. I don't think I used it to escape more than a couple times, though, although I guess it beats attempting to and failing to flee from a battle. L3 Blindna / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil) - Nullifies blind status As stated when you first enocunter the spell, are you really going to go blind more than 43 times over the course of the game? Because this is how much blindness can be fixed with Eyedrops. Eyedrops don't consume L3 MP better used on Cura or Teleport. L4 Silence / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Mutes target preventing them from using magic Perhaps this will work against a boss or two. I don't know. I do know you're better off hitting magic-based enemies physically causing some damage for sure, getting them closer to death. Most magic enemies you'll face don't know how to gaurd against physical attacks. L4 Confuse / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Causes confusion state, target/s don't know who to attack See Silence, although perhaps better because it's not just magic-types targeted by this spell. I don't think I'd buy it though. L4 Libra / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Indentifies enemies' status and weak points Rendered useless by a Scholar. Or renders Scholar useless. Or rendered useless by this guide. Either way I wouldn't buy. Level 4 White magic reeks high hell. L5 Curaga / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil) - Restorative element, Roughly three times more powerful than Cura Maybe shouldn't be bough when you first come in contact with it; chances are you'll only have one (give or take) use of level five magic when you first find this, and that use is better spent on Life. Get it anyway, two of them preferably as it gains usefulness as level five casts become more avalible. L5 Raise / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil) - Revives target with a little HP, kills undead (restorative element) Pretty much an invaluable spell considering the inability to buy Phoenix Downs. L5 Protect / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil) - Increases physical/magic defense When you first come in contact with this spell, chances are Mind/Skill number aren't going to be high enough to show significant improvement because of this spell. Later on, as these number increase, so does the effectiveness of this spell. Although I only found myself using it and considering it necessary in maybe two or three battles over the course of the game, only one of them being not part of a sidequest (it was the final boss), you'll want it around just in case. But I image this spell's goodness is nullified with an expert Bard, which I don't exactly recommend training. L6 Aeroga / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil) - Wind based attack, about 10 times stronger than Aero Send the enemy/enemies flying through the wind with this spell. Or don't, I don't care. I was actually a little disappointed in it, but you may want to keep it around for the various winged foes who attack you later on. L6 Haste / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil) - Increases number of hits Wanna make that Viking with this axes and hammer hit more like a Thief, or at least a Knight? Well this is you answer. As with Protect, it appears to start out quite negligable when you first have access to it; at times effect appears to be minimal or non-existant. As with protect, effectiveness improves and the stats go up. I'd pick one of these up. L6 Stona / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil) - Nulliifes stone state You should already have plenty of Golden Needles piling up for the rest of the game. L7 Curaja / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Fully heals single target (up to 9999), greatly heals entire party (think 2500 HP or more), harms undead (restorative element) Granted, I didn't find myself using this a whole helluva lot. In fact, I only really used it for a few select battles. But my if it didn't assure victory in the majority of those. Pick up at least one, preferably two. L7 Esuna / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Nullifies all negative status effects other than death Only get this if you plan on using an Onion Knight, whose poor statistics most of the game make them poor healers, but spells like this not based as greatly on statistics are good form them because they have MP for all levels as soon as you recieve the class. Other than that, I'd say forget about it because what's wrong with the cheap, plentiful status items you have already got? L7 Reflect / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Creates a green shield that reflects all magic, good and bad, back to caster. Once used for this purpose, the shield disappears I can only think of a couple battles where I was gald I had this. In fact I could only think of one where I was very glad I had this. Actually, it was more like two battles, see if you can guess which battle this is. Also, it has no item substitute found regularly (Shining Curtains are found only by enemies). L8 Araise / DV, SG, OK / Buy: XLIV (60000 Gil) - Revives fallen party member with full HP Not actually a spell I found myself or even using before, like, XLVII, but my, oh my was I ever thankful I had it for that battle. Although you can get by with only one or even none, I advise picking up two if you're feeling conservative. L8 Holy / DV, SG, OK / Buy: XLIV (60000 Gil) - Holy elemental, one enemy only I understand this one kills undead monster, well, dead. But think long and hard about this one: how many undeads are you really going to be encountering from the time you use this until the time you beat the game? Zero I reckon. Yes, this nets the Devout some additional firepower, but it's not too much stronger than the unlimited regular physical attacks with weapons found for free in the same place. L8 Tornado / DV, SG, OK / Buy: XLIV (60000 Gil) - Reduces HP of target/s to single digits if successful If I'm going to consume paltry top-level HP, to use an inaccurate spell that's likely going to get me one less Shuriken, it had better finish the job, not simply reducing them to single-digits. BLACK MAGIC L1 Sleep / FR, BM, RM, SC, MG, SG, OK / Find: I, Buy: V, VIII, X (100 Gil) - Attempts to put target/s to sleep You get one for free, but you have to go out of you way from your normal chest-collecting duties to collect that one in that cave. That's kind of a rip off. L1 Blizzard / FR, BM, RM, SC, MG, SG, OK / Find: III, Buy: V, VIII, X (100 Gil) - Blizzard element, throws some cold stuff at the target/s The strength of Blizzard is once again not something I can pinpoint like I can with a weapon or a peice of armor. Its power is likely a number, or perhaps a range, like the other total-based spells seen the in ther White Magic section. Whatever the number or range may be, though, I say it's not worth buying again. L1 Fire / FR, BM, RM, SC, MG, SG, OK / Buy: V, VIII, X (100 Gil) - Fire element, deals fire damage Insert Blizzard lecture here but this time about heat. L2 Thunder / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil) - Thunder element, deals thunder damage Insert Blizzard lecture here but this time about sparks (although maybe it's a little stronger, just a little, maybe). L2 Blind / BM, RM, SC, MG, SG, OK / Find: VI, Buy: VI, VIII, X (700 Gil) - Attempts to cause blind status, lessening the accuracy of target/s' physical attacks by as much as 1/2 You get one for free. I used my freebie a grand total of three times not proving effective on any of the attempts, even partially. Think about it: attempting to use a spell with a low accuracy that will only partially keep the enemy from attacking? If you must take chances with a spell of low accuracy, use Sleep. At least that'll keep the enemy from making a move all together and works beyond physical attacks. L2 Poison / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil) - Attempts to cause poison status (gradual, slight lessening of HP) Poison is one of those spells that are much more useful for an enemy to have than you. This is because it has longer-term implications with its out-of-battle status effects. If you were to meet an enemy again, I'd say this spell might be useful, but because you wish to defeat, not just weaken them, I don't advise getting this one. L3 Fira / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500 Gil) - Fire element, roughly four times stronger than Fire You get one of these babies for free, and buy absolutely no more. L3 Blizzara / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500) - Blizzard element, roughly fourtimes stronger than Blizzard You get one of these babies for free, and buy absolutely no more. L3 Thundara / BM, RM, SC, MG, SG, OK / (see other -aras) (1500 Gil) - Thunder element, roughly four times more powerful than Thunder You get one of these babies for free, and buy absolutely no more. Yeah. L4 Shade / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Attempts to paralyze to target/s It seems to have a higher accuracy rating than Sleep, but that doesn't give you an excuse not to use that you used shadow-binding your opponent turn for ass-kicking. L4 Blizzaga / BM, RM, MG, SG, OK / Find: XXII, Buy: XXIX, XXXII (3000 Gil) - Blizzard element, about four times stronger than Blizzara Very interesting how they don't let you buy this one at Gysahl no more. That's because it's been radically improved, although not enough to be worth getting an additional pressing of the spell. L4 Break / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Attempts to cause moderate earth damage (equal to -ara spells) and cause gradual petrification Wanna have a spell with an unforgivably low hit rate and an even more useless status effect? All for just 3000 Golds? L5 Thundaga / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil) - Thunder element, roughly four times stronger than Thundara The game has thankfull split the high-level elemental spells up one per level, because everybodt knows those are the only spells in this range truly worth using. Don't know how often, though, because black magic's usefuless begins to fade at this point. Hit one or all targets. L5 Raze / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil) - Attempts to kill all enemies on screen It's an interesting little spell, although I don't know how often you'll truly be using it as it only works against the enemies you don't need it to. You may wish to pick it up simply for diversity purposes. L5 Erase / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil) - Removes positive status effects (Haste, Protect, Reflect) Pick up a Rune Staff instead. Or just screw it all together. You may wish to invest here because it just looks cool, but if you remove an enemy's protective barrier, they may spend a turn putting it back up instead of throwing some amazing attack at you. Just saying. L6 Firaga / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil) - Fire element, roughly four times stronger than Fira See Thundaga but with a firey slant to the explanation. L6 Bio / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil) - Deals non-elemental damage to target/s It's a little weaker than Firaga. I think it causes Poison status as well. I'd probably pass it up as non-elementals are supposed to be stronger than their elemental counterparts. L6 Warp / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil) - If used out of battle, teleports party to previous floor, if used during battle, teleports an enemy out of battle I can't really ever think of a time while playing this game I ever thought to myself "gee, I gotta git back to the previous floor now" or anything along those lines. Now did I ever find myself looking at a game over screen only to think imagining an insta-kill spell would've prevented this. Not really one of the more useful Level 6 spells, but moreso than, let's say Odin, or Catastro. L7 Breakga / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Instantly petrifies target causing stone status if successful Back in the days of yesteryear, this baby worked pretty much every time. You could turn every enemy guarding a Ribbon to turn with the snap of a finger. Here... not so much. I advise bypassing this one even if it does work on occasion. L7 Quake / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Earth element, hits all enemies with rupture in earth Kind of disappointing actually. But at least it won't consume MP designated for more useful, but still slightly disappointing -aga magic. L7 Drain / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Regenerative element, on one single target It's not quite as strong as Quake and relegated on to one enemy. It also heals 100% of the damage given to the enemy unless you use it on an undead. Although you do find several Lilith Kisses over the course of the game rending this spell less useful. Worth it if you plan on doing the Magus thing, which I wouldn't. L8 Flare / MG, SG, OK / Buy: XLIV (60000 Gil) - Non-elemental, single target Imagine if you summoned Bahamut but it could only attack a single target. Because the Magus has more casts than the Summoner for eighth level magic, I guess the Magus has the advantage against the toughest enemies like that. Too bad many of those toughest enemies aren't tough enough to alter your party just for a boss fight. L8 Meteor / MG, SG, OK / Buy: XLIV (60000 Gil) - Non-elemental, all targets Now imagine if you summoned Bahamut but it was only about half as strong but targeted all enemies. Seriously, this spell is only in here to give the enemies something menacing to cast. Don't be suckered into buying it even if you're doing the Magus thing, which I wouldn't. L8 Death / MG, SG, OK / Buy: XLIV (60000 Gil) - Attempts to instantly kill a single target Now imagine Breakga if it was a smidge less accurate and healed undeads and costed three times as much. Granted, this was also the case in the Famicom days, but in those days, when the spell's accuracy was only 45% it actually worked basically 100% of the time if you weren't an idiot. Plus, it gave you that awesome red X over the enemy when it worked. What do you get these days? A skull head? Yeech, can you get any less original? CALL MAGICS NOTE: Sages and Evokers get either effects A or B, the game decides. Summoners get effect C. These classes can use all the calls and only these jobs can. L1 Escape / Summons Chocobo / Buy: XXVI, XXXII (100 Gil) A: Chocobo Dash - Party escapes the battle B: Chocobo Kick? - Attempts to attack one enemy (to no effect) C: Chocobo Kick - Damages single enemy of caster's choosing, damage is based on differences in levels between caster and target Comic relief in Final Fantasy III. And oh so cute! But not that useful. Still, 100 Gil is worth it just for this. Chocobo Dash works every time unless you're in a fight from which you cannot run, so that's good. Althuogh usually running away from battle isn't much of an issue, and perhaps it's better done by character who will take their turns earlier in battle. L2 Icen / Summons Shiva / Buy: XXVI, XXXII (7000 Gil) A: Mesmerize - Attempts to acuse sleep status to all enemies B: Icy Stare - Hits one random enemy with a block of ice (basically as strong as Blizzaga) C: Diamond Dust - Icy Stare across all enemies without losing steam The superiority of summon magic begins now. It does what attack magic is supposed to do, hit all enemies at once, but not lose any steam. Awesome. L3 Spark / Summons Ramuh / Buy: XXVI, XXXII (7000 Gil) A: Mind Blast - Attempts to paralyze all enemies B: Thunderstorm - Hits one random enemy with a thunder bolt roughly as strong as Thundaga C: Judgment Bolt - Thunderstorm hits all enemies without losing any steam Mind Blast is okay I guess - many powerful enemies can indeed by paralyzed. However, wouldn't you rather cut the crap and just zap them bringing them one step closer to death? I know I would. L4 Heatra / Summons Ifrit / Buy: XXVI, XXXII (7000 Gil) A: Healing Light - Curaja spread across the whole party B: Hellfire - Hits one random enemy with a fireball roughly as strong as Firaga C: Inferno - Hellfire, hitting all enemies, without losing a beat Healing Light is an exceptional effect, too bad you can't rely on it. Otherwise just another example of calls being the classic attack magic. L5 Hyper / Summons Titan / Buy: XXVI, XXXII (7000 Gil) A: Clobber - Earth damage to one enemy, I think as strong as Quake B: Stomp - Earth damage to one enemy, a little more than Clobber C: Earthen Fury - Earth damage as strong as the other summons for all the enemies Here's one that's just striaghtforward butt-kicking. Too bad it just doesn't quite kick as much as we'd like. However, get one for the Summoner, for sure. L6 Catastro / Summons Odin / Find: XXXV, Buy: XLIV (40000 Gil) A: Protective Light - Casts Reflect on entire party B: Slash - Non-elemental damage for all enemies, think -aga spell levels of power of all enemies C: Zantetzuken - Attempts to kill all enemies Perhaps for the first time ever, both call effects are better than the summon effect. He can never seem to insta-kill the enemies you really need him to. But hell, Zantetzuken is the only non direct damage spell the Summoner has, so you might as well just take to for diversity purposes. L7 Leviath / Summons Leviathan / Find: XL, Buy: XLIV (50000 Gil) A: Cyclone - Deals wind damage to all enemies (think Aeroga but a litte stronger and targeting all enemies on screen without losing steam fir its distribution) B: Demon Eye - Attempts to petrify all enemies C: Tsunami - Throws what I believe is non-elemental damage, roughly 1.5 times stronger than the elemental summons Simply great. I don't advise getting more than one, though, and if you're doing the Sage thing, I'm not sure I'd consume their sparce seventh-level spells on what will probably be disappointing petrification attempts. L8 Bahamur / Summons Bahamut / Find: XLI, Buy: XLIV (60000 Gil) A: Aura - Casts Haste on party for a couple turns B: Rend - Attempts to instantly kill a single target C: Mega Flare - Deals non-element damage to all enemies, about 2X stronger than the elemental summons Mofoin' Bahamut. One BAD dude. I shouldn't have to tell you about Bahamut. In fact I won't. ITEMS ***** Okay, real quick the items. I image this is going to be about as interesting as watching an apple rot as that's about how interesting this part is to work on, but I just couldn't call this guide Complete, or as Complete As I Wanted It without its inclusion. The first order of business are the commonly found items. Although the selection of Item stores varies from town to town, you won't have to wait long before encountering one of these items in a store. So I won't list locations from which they can be picked up. Because commentary can be generalized among many items and still be effective, I'll do this here. Saves me alot of time and trouble. Ready, steady, go. First the more common items. Potion 50 Gil Restores 50 HP Eyedrops 40 Gil Nullifies Blind status Antidote 80 Gil Nullifies Poison status Phoenix Down (1) Nullifies KO status Echo Herbs 100 Gil Nullifies Silence state Gold Needle 100 Gil Nullifies Stone state Madien Kiss 100 Gil Nullifies Toad state Luck Mallet 100 Gil Changes Size Hi-Potion 600 Gil Restores 500 HP Elixir (1) Restores HP/MP Ottershroom 2000 Gil Warps party out of area onto world map Gnomish Bread 200 Gil Shows the most noteworthy places on top screen map Gysahl Greens 150 Gil Use in funny-smelling areas to call Fat Chocobo Magic Keys 100 Gil Opens any non-sealed door in the game Okay, my awesome commentary: Potions are pretty great, although essentially rendered worthless with a good White Mage. If you buy a few dozen from the get-go and use a White Mage for the entire time Potions are highly relevant, it may be all you need. Plus, you find several of them. I recommend phasing them out when Hi-Potions gain notable relevancy. Any description with the word 'Nullifies' should be bought in packages of 10 when you first find them. This is probably more than you need, but you get a nice discount doing this and it gives you peice of mind. And I hope I don't need to tell you what to do with the Phoenix Downs: use them in dungeons when a character dies and on Raise-casters when they fall. If on the overworld, make it to a revive spring and if you have casts of A/Raise, use them saving the Downs for the users of the magic. You can't buy any of these, but the game gives you many opprotunities to find some, which should be plenty. Hi-Potions are alright. When they start becoming truly relevant, which happens around XXIII, at the time the Thief starts becoming awesome, enemies have them for the taking. Very often, during the Thief's high points in relevance, enemies will be carrying Hi-Potions which can easily be stolen. When the Thief's usefulness begins to wane, though, I advise buying some of these, but not until this point. Hi-Potions, though, are just not as essential with the presence of a dedicated healer. Out of the four items on the bottom, the ones non usable in battle, none are essential, and the only one really being moderately useful is an Ottershroom, and that's only if you run out of Exist casts. I never at any point recommend using a key since whenever they're needed, a Thief is pretty much at least in moderate vogue. The Greens, while nearly vital in the FFIII of old, are much less so because I have never come to need extra space in my Item inventory on the DS version. I suppose this helps cut the crap from your item list and make it easier to manage, but that's what the Sell option in various shops are for. Oh and Elixirs? They don't come too often, although I found myself with nearly a couple dozen left over when I finish my regular quests. Obviously, they're best used on magic users or on a weakened character in a tough fight by a fast guy before the enemy takes a turn fearing a KO when they enemy goes (and you would rather not wait for a healer with their magic). Okay, now for the oddball items, the ones that give the user one use of a spell before disappearing. That's all this is. As up there, some commentary comes after the lists. I'm pretty sure this is all of them, but I could be mistaken. The first set are straightforward damage inflicting items. The second set are those with effects targeted to enemies, and thefinal are effect items targeted to your guys. The ones with stars beside their names are not found regularly in chests, you'll have to steal or win them as post-battle rewards. Antarctic Wind Blizzara Arctic Wind Blizzaga Bomb Fragment Fira *Bomb Arm Firaga Zues's Wrath Thundara Heavenly Wrath Thundaga Earthen Drums Quake Lilith's Kiss Drain Chocobo's Wrath Flare White Musk Holy Raven's Yawn Tornado Lamia Scale Confuse Tranquilizer Shade Black Hole Warp *Shell Breaker Erase *Silence Seal Silence *Sheep Pillow Sleep Black Musk Death Turtle Shell Protect Bacchus's Cider Haste Angel's Sigh Esuna *Shining Curtian Reflect Sellback peices are pretty negligable, only bringing in between 500-2500 Gil per item. Some of these items also only appear once (Raven's Yawn for example) in chests, so completists beware. Further explanation as to where to find some of these items is found in the monster listing. ********************** * * * 6. Version History * * * ********************** Ver.# - Date - Notes 1 - 10/13/06 - Basic Walkthrough and its introduction completed, I think 2 - 10/23/06 - Class evaluations are presentable, Walkthrough polished 3 - 10/31/06 - Monsters in the walkthrough are now easier to identify 4 - 11/18/06 - Americanized; Refined all sections, added the section about class recommendations and general hints 5 - 11/29/06 - Polished walkthrough, fleshed out section on weapons and armor and added some hints 6 - 12/17/06 - Polished walkthrough some more, should answer all FAQs I recieve. Also, enemy listing is complete enough. Finally, guide is 'public'. 7 - 5/27/06 - Added Iron Giant section, more information to the tables, Onion Knight to the job evaluations. And polished it some. ***************************************** * * * 7. Credits/What I Want for This Guide * * * ***************************************** I would like to thank the following: + All of those involved enabling me to play this game/write this FAQ. + The translation team of the original FF3. + The translation team at http://ff3trans.pbwiki.com/ for a greal deal of translations and information, the parts I used were mostly about equipment. + Special thanks goes out to Penguin_Knight. Pretty much anything statistical can be traced back to him.