Final Fantasy 3 (Famicom): The Walkthrough- a FAQ for beginners By Yoichi a.k.a. Brian McGuire Did I make a mistake (You're not perfect either)? Was there something I missed? Did I give some REALLY bad advice? Got something to say? Insults? Praises? Marriage proposals? Death threats? Send all comments and verbal abuse my way at Yoichi@world-of-nintendo.com Copyright 2000. As long as this document remains completely unchanged, go ahead and post it where ever you want. If you want to alter it, then get my permission before putting it up. ***This was created with the Courier New font at a font size of 10*** Table of Contents: Section 0: The Walkthrough- FF3 in 25 Steps (Since I know it can be annoying to scroll down some ten pages to even get to the first part of the walkthrough, I'm just gonna put that in there first. If this your first time playing though, you should skip down and look over the other sections before playing.) Chapter 1: 4 Boys Fall Into a Cave 1) Ur Cave, Ur, Kasus, Sasson Castle 2) Cave of the Seal, Princess Sara, Jinn, Kazus, Cid, Canaan 3) Road to the Summit, Desh Chapter 2: Warriors of the Sea 4) Tozas, Dr. Schleco, Hidden Road, Vikings, Nepto's Shrine, Big Rat 5) Argas Castle, Tokkle, Ancient's Village, Tower Of Owen, Gishal Chapter 3: Dwarves, Fire, Treasure, Death and Flight 6) Dwarf Cave, Underwater Lake, Guzco 7) Fire Cave, Salamandr, Dwarves' loot, Tokkle 8) Hyne's Castle, Death, Living Forest, Argas Castle, Canaan, Cid Chapter 4: Brave New World 9) Waterworld, Shipwreck, Elia, Sea Cave, Kraken 10) Rupture of the Earth, Amur, Amur Sewers, Shoes 11) Goldor's Mansion, Goldor, Leiprit, Dastar, Salonia Chapter 5: The Kingdom, the Prince, Dorga and More 12) The towns of Salonia, Prince Allus, Dragon Tower, Gaurdia, Treasure 13) Dorga, Dorga's House, Magic Circle Cave 14) Temple of Time, Lute 15) Undersea Cave 16) Salonia Catacombs, Odin Chapter 6: From Unne to Bahamut 17) Unne, Ancient Ruins, Airship invincible 18) Fargabaad, Shinobi, Fargabaad Cave, Cave of Darkness, Hekaton, Titan 19) Dorga's Cave, Dorga, Unne, Keys 20) Floating Continent, Lake Dol, Leviathan 21) Cave Bahamut, Bahamut Chapter 7: Quest's End 22) Ancient's Labyrinth 23) Forbidden Land Eureka, the best Weapons/Magic, Amon, Kinoichi, Scylla, General, Guardian, Ninja, Sage 24) Sylx Tower, Zande 25) Dark World, Cerebus, Echidna, 2-Headed Dragon, Ahriman, Cloud of Darkness Section 1: Pre-FAQ FAQ (Talks about stuff going on in the document.) Section 2: What Do All These Words Mean? (I'll talk about those words you see at the menu after you hit the 'Start' button in a time of non-battle.) Section 3: Status Screen (The secrets behind Strength, Agility, Spirit, Hit%, MDEF, and more are revealed.) Section 4: Classes (Or jobs. Whatever you want to call it, it's a dissection of the possible types of warriors you can have over the course of the game.) Section 5: Hints and Tricks (some pointers on how to make your epic adventure to restore hope in the world a little bit easier) Section 6: Weapons That Do Stuff/Items and Their Functions (By far the longest title of a section. It talks about the special capabilities which are present in a certian item or weapon.) Section 7: Let's Talk Magic (If you really wish to fill up your wizards' spells collection which give you the best results, look here.) Section 8: FF3 Potpourri (Just random clips of interesting things about FF3.) Section 9: Credits (What, did you think I could do it alone? Well, I probably could have, but here's a list of those who have helped make better this FAQ.) Section 0: The Walkthrough- FF3 in 25 steps ------------------------------------------------------------------------------- Chapter 1: 4 Boys Fall Into a Cave... ------------------------------------------------------------------------------- Chapter One will see the Light Warriors accidentally realizing their destiny, Lifting a curse of an evil dude of fire, Receiving (and destroying) an airship. You're party will climb to the top of a mountain to find an amnesiac warrior only to jump all the way down afterwards. ------------------------------------------------------------------------------- 1) Ur Cave enemies: Goblin, Eyefang, Carbuncle, BlueWisp, Werewolf It seems evil has reared its ugly head upon the world, again. So who do they summon the services of, the strongest and most skilled legions of men and women across the land? Nah. You get to guide four amberdextrious, orphan (so you get to name them) identical twin (okay, technically they're quadruplets) boys on their way to victory over the ultimate evil. Anywho, it seems these four children seemed to be walking along minding their own business when they suddenly dropped into a cave. After recollecting their thoughts, they got up, and started examining the setting. It is now that they are confronted by a few GOBLINS. Their wussiness is great and they are easily dispatched. But they can do respectable damage if they chose to pile up on the same warrior. You can pile up on the same goblin if you wish- after you kill the target, somebody assigned to fight it will move on to another enemy, unlike previous FF adventures. After defeating them, be sure to collect the first two chests you come to, a POTION and LEATHER SHIELD lie within them. As you walk along the path, one of the character is your party mentions the suspicious-looking rock. Push it by facing it and pushing 'A.' The path will open. Get the LEATHER SHIELD in the chest just to your right. Now go to the doorway you see. Take the very first left path you come to a chest holding a SOUTHWIND. Go back and take the right path to come to a chest with a POTION. Go back and go straight up to get a POTION in a chest. Take a right from there and some trusting soul will suggest drinking from it. Do so to return to prefect health. The chest above the spring holds a SOUTHWIND. If you go left for a while, you'll notice a door. Don't enter it yet. Instead, build up your characters till you reach level 4, 5 would be even better. Whenever you think you're ready, go through that door mentioned in the previous paragraph. Proceed toward the WIND CRYSTAL. While doing so, you'll be attacked by the one who guards the crystal. BOSS: LandTrtl. Difficulty level: 1.5 Recommended level: 4-5 HP: 120 Weakness: Ice Don't use any items unless you really have to. Save your ice stuff. Just keep attacking it. If somebody gets weak (kneels when HP goes less than 1/4 max), move 'em to the back row by pushing the Right key and selecting. Eventually, it will fall. After completing the task, you are to speak to the Crystal. Yer not allowed to proceed any further on this journey until doing so. Speak to it, and it will grant you its powers, the jobs FIGHTER, MONK, WHITE WIZARD, BLACK WIZARD, and RED WIZARD. Watch the scene and walk your way to the star that lies just above the Crystal. It'll warp ya out of the joint. Now it's time to ditch the ONION KID distinction and change jobs. One must unequip all if one wishes to change from one job to another. At this point in of the game, I'd recommend a FIGHTER, MONK, WHITE WIZ, and RED WIZ in that order. Now re-equip everything and head back into the cave you just came out (you may want to get a couple stalves for a white wizard the town). After entering, go down the path. Walk through that suspiciously long inlet you see through a false wall (plenty are the false walls in this game). You'll find yourself in a room with two chests, 1000 GIL each. Get out the same way you came in and through the doorway you see. Walk along this path collecting the various treasure you find (COPPER RING, 2 LONG SWORDS, NUNCHUCK, and SLEEP SPELL). Give the swords to your fighter (both of them) and the ring to a mage. Don't give the nunchuck to a monk, yet. Now retrace your steps out of this cave. UR Inn Free ------------------------------------ WEAPONS: COST: ATTACK: HIT% ------------------------------------ Knife 20 6 85% Dagger 60 8 85% LongSword 100 10 80% Staff 40 3 50% Nunchuck 60 12 70% ------------------------------------------ ARMOR: COST: DEF: EVAD%: MDEF: ------------------------------------------ Cloth Outfit 50 1 0% 1 Leather Outfit 95 2 1% 2 Leather Helmet 15 1 1% 1 Leather Shield 40 3 3% 3 Copper Ring 80 1 2% 1 ------------------ ITEM: COST: ------------------ Potion 150 Eyedrop 40 Antidote 80 ---------------------------------------------------- MAGIC: COST: EFFECT: BUY? ---------------------------------------------------- W Pure 100 Cures poison status Yes After getting out of the cave, you no doubt see a town south of you. It's probably a good idea to make your way towards it. First, go into the door marked INN and plop into a bed- it's free here. When your stay is over, walk out. You'll notice your HP/MP are completely restored. Pretty good for ten seconds' sleep, isn't it? Anyways, now go by the inn (you should buy the PURE SPELL from the magic shop for a white/red wiz at some point soon. Walk right at the second row of flowers through the trees to find 3 POTIONS down the well. Get out of there and and head right and upward through a path in between trees. At the edge of the patch of grass you'll find a POTION. Now head by that older guy in the grass. Follow that path, which contains enemies like Killer Bees, into the house. Search the pots to find a couple of ANTIDOTES. Next, pull the torch, just as that guy advises, to find treasures like a LONGSWORD, 2 LEATHER OUTFITS, DAGGER, and CURE SPELL (give to white wiz, if you don't have one, red wiz). Leave the house and go to the trail of grass below it to find a POTION at the edge. I would stick around this area for a while to build up experience and skills, until level 6, 7 if you're patient. After staying at the inn at Ur (it's free in case you've forgotten) and buying some items from the item shop held within the wall of the inn. When you buy items, or anything for that matter, buying four saves you roughly 10 percent. Buying ten saves you about 40 percent. Get four POTIONS, ANTIDOES, and 10 EYEDROPS. Now make your way to the armor shop. Buy the best stuff you can, like leather vests for whoever doesn't have one, rings and what not. Sell all extraneous equipment (this means the shields and clothes). Get to the weapon shop and get some a NUNCHUCK for a monk (NOW equip them in both hands), and two staves for the white wiz. Sell your crap and move on to the other town (you may want to stop in the elder's house here, it's where you live I believe). Now that you're ready for the next part of the game, go south to the nearby town of KAZUS. Talk to that dude by the fire, and you'll find that this place is having some problem with ghosts. Everybody here was turned to a ghost because of a curse put upon the town by some jerk named JINN. Go to the inn, and head over to the ghost who's just standing still. That would be Cid, the skilled airship mechanic. After speaking to him, you'll be enlightened of an AIRSHIP hidden in the DESERT just west of Kazus. Leave the town, but before doing that, go to the unmarked building you see close to the magic shop. That row of grass (the row without any stones), leads to some pretty interesting stuff if you head leftward (ZUES' RAGE and MITHRILL HELMET to be exact) into the trees. Now you may leave. When you find yourself outside the town, head west to that patch of desert Cid was talking about. Walk straight to the airship's steering wheel and face it. Press 'A' and you get to fly around the area (it's not to big as you can see). Go northwest of Kazus to find SASOON CASTLE. Enter the castle at once. Important new stuff in Sasoon Castle: WEAPON: COST: ATTACK: HIT%: ----------------------------------------- Wooden Arrow (2) 6 90% Holy Arrow (5) 13 85% <--- Holy elemental Bow (50) 5 90% W.Slayer Sword 1000 15 80% <--- Holy elemental It seems Jinn's curse has victimized this place as well. Head up a couple screens upon your entry until you fond yourself in a room with those two chests holding 1000 GIL each (they're not hard to reach). Now go up the stairs and through the other doorway too find a LEATHER SHIELD and ICE SPELL waiting for you in chests. From there, you can go to the throne room, where you can discover the location of Jinn (SEALED CAVE to the north). You'll also find out that PRINCESS SARA is the keeper of a MITHRILL RING. Sara was supposedly captured by Jinn, and the king wants you to track her down. The ring Sara holds can capture Jinn when he is weak enough. From the throne room, go down a few screens so you can get to the castle's towers (NOTE: in the castle's towers, enemies such as DARKEYE and ZOMBIE will attack). In the right tower, you'll find 20 HOLY ARROWS 40 WOODEN AROWS, A POTION and a BOW in chests. The red and black wizards can make use of some bows and arrows, equip them if you want to. Head back down stairs as far as you can go, but before that you should take a snooze in the bed that's at the top floor. After you go down, head to the left tower. As you make your way up the left tower, you'll encounter upon treasure such as 20 HOLY ARROWS, and 20 WOODEN ARROWS. At the top of the left tower, there is a chest containing a WSLAYER SWORD. This is a holy elemental sword that only red mages can equip. When you first stick your head in the chest and take sword, a Griffin appears. Not hard at all, just go at it with you best attacks (NOT your SOUTHWINDs), and it'll die in a hurry (100HP?). It's probably a good idea to bash the undead monsters of this tower to build up because you've a sword specialized for keeping the undead at bay, and your white wizard's Cure spell hurts the undead. Leave whenever you want to, and get back to Ur to stay at the Inn. Now it's time to do that cave... 2) Cave of the seal enemies: Skeleton, Mummy, Shadow, Lurawai, CurseCoin Recommended Level: 7-8 Recommended Party: Fighter/Monk/White Wizard/Red Wizard (Black Wizard?) As you can see, undead enemies make up the great majority, so it's definitely a good idea to bring a white wizard (Cure) and red wizard (WSlayer) along for the ride (but then again, black wiz can use the Holy Arrows). Potions also hurt undead monsters, but don't use them for that purpose. Walk down the path-it's pretty straightforward. The first chest you can possibly come to has a POTION. The second one has a CURE SPELL, which should be given to the red wizard. Now walk your way to the second floor. The chest within your field of vision has 500 GIL in it. That skull in the top right will reveal a doorway when pushed. That passage leads to the princess. That ring mentioned in previous paragraphs is in her safe possession. It is decided that she will follow your party around as you make your way through the rest of the cave. In the lower right corner, there lies a treasure chest holding a SOUTHWIND within. Go back upward and continue following the path as usual. The other chest in this place contains an EYEDROP. As you make your way down the path, you'll see Jinn. Heal up before the battle then come fourth... BOSS: Jinn Difficulty level: 3 HP: 450-500 Weakness: Ice Strong against: Fire (heals him) The fighter and monk should FIGHT. The white wiz should use a SOUTHWIND in the first round of fighting, then have him cast CURE on whoever he hurts in all other rounds. The red and black wizard should cast ICE, which is good for 40- 80 Damage to Jinn each time it's used. This really is an easy fight. When you've finished him off, you are transported to Sasoon Castle and Jinn, safely stored within a mithrill ring, is tossed into the castle's basement pond. Walk around the castle a little bit, and you will see the curse has been lifted, and the Princess will follow you no more. Make your way to the throne room and speak to the King. He is grateful for what you have just accomplished. So grateful that he wishes to help you on your journey over evil, so he gives you a CANOE. Just as all of us FF1 vets will remember, this thing allows you to transport yourself across shallow lakes and rivers. You can't get your airship back without it. KAZUS Inn: Free ---------------------------------------- WEAPONS: COST: ATTACK: HIT% ---------------------------------------- Mithril Wand 400 5 60% Mithril Knife 500 10 85% Mithril Sword 500 17 85% -------------------------------------------- ARMOR: COST: DEF: EAVD% MDEF -------------------------------------------- Mithril Armor 350 3 3 3 Mithril Shield 180 5 7 5 Mithril Helmet 130 2 4 2 Mithril Gloves 120 1 5 1 Mithril Ring 120 2 7 2 ---------------------- ITEM: COST: --------------------- Potion 150 Antidote 80 Eyedrop 40 -------------------------------------------------------------------------------- MAGIC: COST: EFFECT: BUY? -------------------------------------------------------------------------------- B Sleep 100 Makes target so tired they fall asleep and very vulnerable No B Fire 100 A mild blast of heat hits enemy/s for wimpy fire damage Yes B Ice 100 A sorta cool rush of cold stuff goes to hit the target No -------------------------------------------------------------------------------- But anywho, the curse of Jinn is no more. Now would be a pretty good time to check up on our friends in Kazus, who were victimized by the curse. All shops are now open for business. As you walk into town, Cid (the airship dude, remember? Found in future Final Fantasies?) will confront you immediately. He is going to follow you around for he needs to be in CANNAN. That's on the southern part of the continent. Just one problem: a big-ass boulder keeps you from proceeding any further. If you talked to Cid a few times, you'll get the knowledge of a man named TACA, the town's blacksmith. But before you talk to him, stay at the inn, which is of no charge once again. In the pub portion of the inn, there's a kid who tells you to search one of the walls in the mine. The far upper part of the town contains the mine, you can't miss it. Walk through the mine- it has a very basic path (NOTE: Some fairly tough undead monsters such as Shadow lurk within). Go to the very top of the mine, and search that spot three steps from the left. This reveals a passage leading to two chests holding MITHRILL SWORDS. Equip them on a fighter and head out. Now the time comes to visit Taca. His house has the shortest distance to the mine (you know, that thing you just came out of) and is unmarked. Go in and speak to the one who dwells within. This will cause him to install some sort of battering ram on to your airship so you can make clear the path. Leave the town, stay at the inn if you want to. Get on the airship and ram into the boulder that is an inconvenience to you. The boulder will be gone, so will your airship (doh...). But the sacrifice was worth it for you can now proceed to the next part of the game. Walk southward and you'll come to a town, CAANAN. CAANAN Inn 40 -------------------------------------- WEAPON: COST: ATTACK: HIT%: -------------------------------------- Iron Arrow (5) 17 85% GreatBow Bow (600) 8 85% (Mithril Wand) (Mithril Knife) (Mithril Sword) ---------------- ----------------- ARMOR: ITEM: COST: ---------------- ----------------- (Mithril Armor) Potion 150 (Mithril Shield) Antidote 80 (Mithril Helmet) Eyedrop 40 (Mithril Gloves) (Mithril Ring) -------------------------------------------------------------------------------- MAGIC: COST: EFFECT: BUY? ------------------------------------------------------------------------------- W Cure 100 Restores several HP to one warrior; some to all warriors No B Bolt 700 Shocks enemy/s for a little bit of lightning damage Yes B Venom 700 Gives poison status to an enemy No B Blind 700 Deals blind status to cut the victim/s Hit % by something No ------------------------------------------------------------------------------- Just when you head a couple steps into this place, Cid will follow you no more. He's got personal matters to attend to. Journey through this place a bit. You'll notice that the shops suck. You should already have this stuff. The only thing that even comes close to wanting your business is the BOLT SPELL. Somebody in this place said there was a magician who came strollin' through and dropped a magic potion or something. Head over to the magic shop and go up, over to the ladder and into the water. Just follow this path until you can't (NOTE: every time you step through a waterfall, you'll lose 1 HP). You should find yourself on an island that's two-square units (it's small). Search the part you can't walk on, and you'll get an ELIXIR. Now follow the path out of the river and back onto land. You don't have to do this next part, but I'd do it. I think it's fun collecting treasure. Anywho, go into Cid's house which is in the top left corner of the town. Go up to Cid's sick Granny and give her the Elixir (push 'B' while facing her and pick Elixir from the menu). The medicine will immediately heal Cid's Granny of whatever sickness she might have had. Talk to Cid when you've given her the Elixir and he'll tell you to pull the candle. Do that and follow the path normally to a room with several treasure chests. These chest hold 20 IRON ARROWS, BLIND SPELL, FENIX DOWN, SOFT POTION, MIDGET BREAD, GREATBOW BOW, and POTION. Go to that small ladder in the bottom right corner of the room and walk right through the false wall. 20 IRON ARROWS, 2 SOFT POTIONS, and a FENIX DOWN await you within treasure chests. Now get back up into town. I'd recommend selling the weapons and Blind spell to one of the shops before exiting the town. Head to the southern portion to lead you to the nest part of the game. 3) Road to the Summit enemies: Rustbird, FireFly, DiveEagle, Ruku Recommended level: 8-10 Recommended party: Fighter/Monk/White Wizard/Red Wizard (Black Wizard?) Important thing found on the Road to the Summit: MAGIC: COST: EFFECT: BUY? ---------------------------------------------------------------------------- W Aero 700 Hit's target/s for a little bit of wind damage No Upon your entrance to the Summit, you will no doubt notice that big ol' creature flying to the mountain. Stay tuned. The enemies here are noticeably tougher than before. The chest in the lower right corner holds a SOFT POTION. Be sure not to miss the AERO SPELL (for the white wiz), which exists in the upper right area of this place. The chest close to the path out of here contains another SOFT POTION. Now head up to that path you see that leads upward. This will bring you to a higher point on the mountain. Walk up to get even further up the mountain... Oh wait here comes that dragon again. Darn. We were doing so well, too. The dragon probably thinks that your party were intruders or food or something. He'll bring you up to his nest. Your party comfortably fits in the nest and you have ample room to walk around. This is one big nest. When you're there, you can't help but notice that flame burning in the top left part of the nest. Go check it out- nothing else to do. When you do, a dude will pop out. This dude is DESH. Desh is a warrior who has a purpose to serve- he just forgot what that purpose is. Some of the townspeople in Canaan probably said some stuff about him. Soon after you are introduced, you'll be interrupted and a boss fight will ensue. BOSS: Bahamut Difficulty level: Yes. HP: Yes. Weakness: Uhhh... Strong against: Meet Bahamut. Looks imposing, doesn't he? Desh suggests running away like a scared person. Good idea. His HP is in the five-figure range. If you DO happen to somehow beat this guy (by some random act of God or cheating), the same thing happens as when you run. So do that. It could take a few tries, but you will pull it off. When you do that, Desh will give you a copy of the MINI SPELL for it would only be going to waste while in his possession. Be sure you don't throw the thing away; you can't proceed to the next part of the game without it. He'll then follow your party around in hope of discovering just what the hell his purpose might be. You all then jump down. ----------------------------------------------------------------------------- Chapter Two: Warriors of the Sea ----------------------------------------------------------------------------- Your party somehow survives the monumental leap from the Summit. You'll soon get to see even more of the world on which you're currently present. You can visit a vacant castle, a town in turmoil, a town of the wise and learned. There seems to be a disturbance in the seas, a whirlpool which nobody can seem to get past. After climbing a Tower, and eliminating the disturbance, more of the world still be revealed to the Warriors of Light. But first, it's to a town of the tiny and seabound vikings who are stranded because of an angry creature of the sea. ------------------------------------------------------------------------------ Man, what a fall. Okay, you're in some new territory now. Walk into the small forest next to you, and you'll find a recovery spring there. Use it if you wish (before you recover, change your RedWiz to a Black Wiz). Talk to Desh a few times, and I think he'll tell you of an important town with a maximum height so small, only midgets can get in. Get out of the recovery spring and head to the southern portion of the large forest in which you find yourself. Give the Mini spell to somebody who can cast it, and then shrink everybody. You can shrink your entire party at once by pressing right once to select everybody (in case you haven't already figured it). But all must be small. Even if one warrior is of normal size, your access to the town will be denied (this goes for all other instances for which a change in status in needed). The town is in the northwest part of the far southern portion of the large forest south of the spring. If that explanation confused you, just go to the far southern part of the forest, and walk all over while MINIed. You'll eventually find yourself in the next town. TOZAS Inn 80 --------------- ITEM1: COST: --------------- Potion 150 Antidote 80 Eyedrop 40 --------------- ITEM2: COST: --------------- MidgBread 200 --------------- ----------------- MAGIC: (Aero) (Fire) (Bolt) (Blind) (Venom) (Ice) (Sleep) ------------------ TOZAS. This place is tiny. If you talked to Desh upon your entry, he suggests moving all warriors to the back row because your attack and defensive power will be reduced to 1, no matter what you're equipping. Good idea for the only way to fight battles is with magic. If you spoke to some of the locals, you'd become aware of DR. SCHLECO, who seems to be ill to the point of no return. His house is in the top left corner of the town. But before heading there, it may be a good idea to buy some MIDGET BREAD (5-7) from the store that sells them. They allow you to get a better glimpse of the world as long as you're on the world map yourself. Now, to the house of the sick doctor. When you enter this dude's house, go upward down the path. On your way there, examine the shelves for such interesting treasure as CURE2 SPELL, BURNING STAFF, CLOTH, MITHRILL RING, and POTION. Now speak to the sick one in the bed. He will ask for an ANTIDOTE. Give him one, and he'll show you a path which will lead you to the next part of the game. You should definitely have a white mage in your party at this point because he can equip that burning staff, which gives you unlimited uses of a weaker version of FIRE. Follow the newly made path provided by Dr. Schleco and enter the doorway you'll come upon. The chests there contain a MITHRILL WAND and MITHRILL RING. Enter the stairway there to reach the HIDDEN ROAD. The enemies here aren't particularly tough (Darkface, Leprechaun). You can run if you so want, but you should definitely fight most of these battles with your magic. The fighters and monks should DEFEND in hopes of dodging an attack (what else are they gonna do? FIGHT?). This place is a mere two rooms with nothing else that can possibly be of any interest to anybody. After you clear that place (you can unshrink yourself now), head north to that cave you see. It's the VIKING BASE, and it's your next stop. VIKING BASE Inn 40 --------------------- ITEM: COST: ----------------- Potion 150 Antidote 80 Eyedrop 40 --------------- MAGIC: --------------- (Fire) (Bolt) (Ice) (Venom) (Sleep) (Blind) --------------- Don't even think about touching that ship in the water. The people here are discouraged because an enraged monster of monumental strength has kept the vikes' from trading with others thus shooting the economy in the kidneys. These people will reward you greatly if you subdue the creature. But anyways, in the first room of the base, the chest through the false wall has 300 GIL. The next room (it's not a real room at all but I think you get the picture) has three chests through a false wall. You'll have to do some fancy maneuvering within the walls, but it's worth it for the important level 3 black magic spells ICE2, FIRE2 and BOLT2. Now to get ready for the next part of the game. Have at least two black or red mages in your party. Change jobs and divide up the magic among your mages equally. Make sure both/all mages have at least one level one attack spell and one level three attack spell. You may have to visit the magic dealer in the inn to meet your needs. After you've done all that leave this place at once. But are those vikings really sad because there's a monster in their way, or are they just really bad at making profits? Let's see if they're telling the truth, or if they're just masking their problem so you wouldn't notice. Save your game. Save it again. Now that you've made sure you've saved it, let's take this boat for a ride and see the world. Sounds fun doesn't it? Off we go... Uh oh... here's NEPTO (see BAHAMUT). Well let's just do out best against this dude now that we're here and we can't seem to run away. Oh, we can barely touch the dude (thankfully we saved the game, right?). If some mighty warrior were to come along and conquer the beast, do you know what the reward is? YOU GET TO FIGHT HIM AGAIN. Yay! Fun times 4ever! Anyways, as soon as you're finished acting like an immature five-year old, let's advance to the next part of your epic quest. Head northward from the base and follow the path. You'll eventually come to a temple. Enter it. This is the Shrine of Nepto. 4) Nepto's Shrine enemies: Lilliput, Puti, PoisonBat, WereRat Recommended level: 10-11 Recommended party: (Red Wizard/Red Wizard/White Wizard/Black Wizard) Important stuff found in Nepto's Shrine: WEAPON: COST: ATTACK HIT% --------------------------------------- Serpent Sword 1500 25 80% <--- Bolt elemental ARMOR: COST: DEF EVAD% MDEF ----------------------------------------- Caprace Armor 1250 4 4 4 Caprace Helmet (225) 3 5 3 You don't have to have the party listed above, in case you're too lazy to change jobs (and I can understand), but it'll make life much easier if you did. But there ain't nothing wrong with running. I like to have two red wizes, a black wiz and a white wiz. The heavy fighters should be red wizes. I picked red wizards over black ones because you'll probably gain a level sometime in this place, and the black wizard's HP progression sucks. The monsters here will mostly hit you with magic, so that's something to think about. On the first floor, follow the path straightforward until you find a couple of holes. Take the left one to find chests holding CAPRACE ARMOR and CAPRRACE HELMET. Leave that little room the same way you came in, and head down the right hole instead of the left. A SERPENT SWORD awaits in a chest as you walk the path. Keep walking your way through this floor. At the end you'll find a boss... BOSS: Big Rat Difficulty level: 4 HP: 450-500 Weakness: None Strong against: Level 1 and 2 magic If you've got three warriors who can each use one of those level three spells you found in the Viking Base, you've got it made. If you were lazy and didn't change jobs, well, use those Oddball items you've been keeping all this time. There is no better time to make use of them; this is what they've been waiting for. Use the strongest magic (not Aero) and those items. The white wiz should use a SOUTHWIND or something for the first round, then heal whoever the Big Rat hurts. The rat can do impressive damage, so watch out. Keep your HP up and before you know it, you'll be on your way to victory. When you've defeated that rodent, pick up NEPTO'S EYE and head on out of this place the same way you got here. When you make it out, you should really put the eye back in its place (what else are you gonna do with it?). Face the empty socket and hit B. Select the eye from the menu, and the task will have been accomplished. Nepto is thankful for what you have done, and rewards you by giving you the WATER FANG. Now he'll be in a peaceful state and be a hassle no more. Unshrink and change the jobs back to what they were before. Now you may take the ship for a ride. Stop at the Viking base if you need to recharge. The Vikings are ecstatic now that Nepto is no longer in an irritable state. They reward you by allowing you to keep the ship that is clearly within walking distance from where you are currently standing. Well, now that you've got a ship, you might want to explore the world a little bit. Go a little north and a little west of Nepto's Shrine to find the vacant ARGAS CASTLE. Enter and go two screens up and pull the torch farthest to the right when you reach that room. Follow the path it reveals, but do not yet go into the doorway. Instead, go right as far as you can then down through a false wall. This leads to three treasure chests containing 1000 GIL apiece. Now head back to that door you had previously ignored. Enter and you'll come upon six chests totaling over 10,000 GIL. Next, head back to that room with the four torches. Go up a screen to find yourself in the Throne Room. As you walk across the room, the first door you'll come to leads to a recovery spring. To the right of the table is a pillar. Go just above it and head straight down through the center. This secret passage has two chests, SOUTHWIND, and BOMBSHARD. Head in between the chests and walk right through yet another false wall. This will lead to a PARALYZER. Now exit this castle at once for you've got no business to be here at this time. Important stuff found in Tokkle: WEAPON: COST: ATTACK: HIT% -------------------------------------- 3-Part Nunchuck 3000 25 70% Freezing Staff 3500 8 50% <--- Ice elemental (GreatBow Bow) ARMOR: COST: DEF: EVAD% MDEF ------------------------------------------ Kenpo Outfit 2000 6 8 6 Now, get on your ship and go south and a little east from Argas to the village of TOKKLE. Something really funky seems to be going down at the current moment. The building have been damaged and the townspeople are scared stupid. The area furthest up and to the left in this place has a LAMIA SCALE hidden. From there, go to the unmarked house just to the right. This is the Elder's house. Go through the fireplace to find a 3-PART NUNCHUCK in the pot furthest to the right. The two chests hold a KENPO VEST and a FENIX DOWN. Now leave that house and head to the lower left corner of the town. The trail of grass that leads into some trees gets you a GOD'S WINE when the proper spot is examined. Get out of that area and head to that suspicious-looking patch of grass left of that above unmarked building to get a GREATBOW BOW. Go back down and get to the rightmost part of the town. A patch of grass here holds a FREEZING STAFF. The next town's pretty cool. ANCIENT'S VILLAGE Inn 120 -------------------------------------- WEAPON: COST: ATTACK: HIT% -------------------------------------- Killer Bow 2000 15 85% Bolt Arrow 30 30 85% <--- Bolt elemental Ice Arrow 30 30 85% <--- Ice elemental Fire Arrow 30 30 85% <--- Fire elemental Burning Staff 3500 8 50% <--- Fire elemental (Serpent Sword) (Freezing Staff) (W.Slayer Sword) --------------------------------------------- ARMOR: COST: DEF: EVAD%: MDEF: --------------------------------------------- FlameMail Armor 2500 5 6 5 <--- Fire elemental; Strong v. Ice Headband Hat 1200 4 6 4 Wizard Outfit 2000 9 7 9 (Carapace Armor) (Kenpo Outfit) --------------------------------------- ITEM: COST: ITEM: COST: ----------------- ----------------- Potion 150 EchoHerb 100 HiPotion 1200 LuckMalet 100 Soft 800 Antidote 80 MaidKiss 100 Eyedrop 40 ---------------------------------------------------------------------- MAGIC: COST: EFFECT: BUY? ---------------------------------------------------------------------- W Sight 100 Magic MidgBread; shows more of the over world Yes W Cure2 1500 Gives you way more HP than its level ancestor Yes W Exit 1500 Escape from virtually any dungeon or town Yes W Wash 1500 Much like eyedrop, this cures blind status Yes (Fire2) (Ice2) (Bolt2) ---------------------------------------------------------------------- Now leave Tokkle and walk west across that desert that besieges you. This will take you to the ANCIENT'S VILLAGE if you walk westward enough. Lotta good stuff here. Make sure your fighter has two Serpent Swords and you have two WSlayers for a red wizard. Magic spells EXIT and SIGHT are both good buys. So is WASH, but not yet at this point in the game. The armor shop is where it's at. If you could only get one or two items from the armor shop, get two Wizard Outfits. This will make the defense of you wizards, well, much higher than you're used to seeing as far as magicians is concerned (at least that's how I had felt). And, at last, some new items! It's probably a good idea to walk around the continent once to make your party stronger. If you're good, level 11 will be fine. For must of us, however, level 12 would be more like it. Whenever you're ready, head back to your ship and sail back to the peninsula Argas Castle can be found. Get off and walk west from the castle. As soon as mountains keep you from further traveling west, turn north and head in that direction. As soon as you find a pass in the mountains, follow it westward. Eventually, you'll reach the GURGAN VALLEY. Enter it. Walk left then down, and take the stairs. You may speak to the Gurgans if you wish. They'll give you some interesting views of the future (Desh says some stuff about 'em). The Gurgan down the stairs will give you the important TOAD SPELL and he reminds us that destiny awaits for Desh. Head back to your ship and sail to the next part of the game. THE TOWER OF OWEN lies northeast of the Gurgan Valley. Go there. 5) Tower of Owen enemies: Lilliput, Pugman, Farjalug, Putimage, BloodBat, Ohishuki Recommended party: Fighter/Monk/White Wiz/Black Wiz --> Red Wiz Recommended level: 11-12 Time for the tower. Be sure to have plenty of antidotes and eyedrops before you enter; a few echoherbs and maidkisses wouldn't hurt either. Enter the tower and make your way to the center of that structure that takes up much way too much space. "But only a frog could get through there!" I believe is mentioned by somebody within the vicinity. That's right. Cast Toad on yourself, enter that space in the middle, and you'll somehow end up at the next part of the tower. Un-Toad yourself at once and make your way up the tower. The path is not exactly rocket science- it's pretty easy to follow. On the second floor, get the chest in the lower right corner to find a MAIDKISS. The chest on the fourth floor has a TRYVING SWORD, which is once again for the red wizard only. On the fifth floor, talk to Desh to figure out what to do next (pull the gear eight steps from the left to open a wall). The chest on this floor contains a MAIDKISS. On floor seven, the two chests to your right hold a BOMBSHARD and an ECHOHERB. FLAMEMAIL is waiting to be taken from the upper left chest on the ninth floor. The middle chest on this same floor has a SALAMAND SWORD. The chest on your way to the doorway contains a ZEUS'RAGE. MEDUSA waits for your arrival on floor 10. BOSS: Medusa Difficulty level: 3 HP: 900 Weakness: None Strong against: Black magic This is one of many bosses who will be especially strong against black magic. Basically, just keep hittin' her- she's a real wuss. The only thing you'll have to look out for is her ability to turn somebody to stone (it's gradual and usually ineffective, though). Just keep hacking' away and she'll be finished before you know it. When you're victorious, a short scene will ensue. His words of wisdom direct you to the Dwarf Cave. He then goes to a battle the fire and preventing any further uncertainty. You'll be warped out of there. That whirlpool that you no doubt noticed is now gone. Get on your ship and head northward through the newly created path. Turn east and follow the coastline south until you see a town lying up against some mountains. GISHAL Inn 120 ---------------- ITEM1: COST: ---------------- Carrot 150 ---------------- ITEM2: COST: ---------------- Magic Key 100 ------------------------------------------------------------------------------ MAGIC: COST: EFFECT: BUY? ------------------------------------------------------------------------------ W Toad 700 Turns target/s to/from that disgusting creature No W Size 700 Similar to the Toad spell, kills enemy in battle No B Ice3 3000 A snowy thing pelts the target for alright ice damage Yes B Shade 3000 Makes an enemy shadow bound and thus paralyzed No B Break 3000 Gradually turns an enemy to stone NO!! W Libra 3000 Makes known the target's HP and MP totals No W Confu 3000 Confuses the victim so much they don't know who to hit No W Mute 3000 Opens up a can of Shut Up so the victim can't use magic ?? This would be GISHAL, a farming community. There really isn't much to talk about as far as this place is concerned. The magic shop's only important spell is ICE3, which should be last black magic spell you'll probably consider buying for a REALLY LONG time. A magic key store exists in this town. I'd buy 10 of them (you can go back to Argas if you want and collect that treasure now if you want, but that stuff's not to useful now). The house near that big carrot patch has a couple of CARROTS hidden within pots. The bottom right edge of this town has two MAGIC KEYS hidden in the grass. I do not believe reaching the island in the middle of this place is feasible. Get out and get to the cave Desh spoke of earlier. ------------------------------------------------------------------------------- Chapter 3: Dwarves, Fire, Treasure, Death and Flight ------------------------------------------------------------------------------- Here, the Light Warriors can experience a greater coming of age as they reclaim the Fire Crystal. But before that, you are to find the one who has the Dwarves' valuable treasure. You will also help out a floundering village, save an ungrateful tree, and speak to Cid, the master mechanic who will give your party the gift of flight. ------------------------------------------------------------------------------- Sail back toward the Tower of Owen. Pass it by and keep sailing west. You'll soon reach a crescent-shaped island. Enter the southern cave; the other one is one of fire, and it's of no interest to you now. DWARF CAVE Inn 80 ----------------------------------------- WEAPON: COST: ATTACK: HIT%: ----------------------------------------- Salamandr Sword 3000 32 80% <--- Fire elemental Tonfa Nunchuck 500 20 80% Shining Staff 3500 8 50% <--- Lightning elemental (Serpent Sword) (WSlayer Sword) (3-Part Nunchuck) ------------------------- ARMOR: COST: ------------------------- Ice Armor 2400 Ice Helmet 1200 Ice Shield 1800 (Kenpo Outfit) (Wizard Outfit) ITEM: COST: ITEM: COST: ----------------- ----------------- Potion 150 EchoHerb 100 HiPotion 1200 LuckMalet 100 Soft 800 Antidote 80 MaidKiss 100 Eyedrop 40 This is the DWARVES CAVE. Walk along this place and speak to the ones who dwell within. You'll hear that a character called GUZCO has stolen the dwarves' treasure. What they want back the most is their prized HORN. You have been selected to find and kill Guzco, and at least get the horn back to where it belongs. You will not be able to touch the horn that remains for a magic barrier keeps you at bay. As you can see, most of the stuff you can buy here is pretty good, but I wouldn't buy too much now. When you feel ready, head to the left doorway of the main room of this place. Walk up to the lake, turn the party into frogs, step in the water, and de-frog the party. This is the UNDERGOUND LAKE. 6) Underground Lake enemies: Bomb, Manticore, RuinWaze, Boulder, Sea Devil, Merman Recommended level: 12-13 Recommended party: Fighter/Monk/White Wiz/Black Wiz --> Red Wiz This place could prove to be pretty tough; Bombs can take away upwards of 500 HP per explosion and Boulders can petrify you upon attack. Many of the enemies are weak against lighting. The first chest you come to will hold a SOFT POTION. Walk through the false wall (it's kind of obvious) to proceed. The next room is very small. The first chest on B2F contains a ZUES'RAGE. So does the second one. The third and fourth chests each contain a SOFT POTION. The two chests on B3F each contain 300 GIL. Keep walkin', and before you know it, you'll encounter the enemy. Heal up and prepare to fight Guzco. BOSS: Guzco Difficulty level: 5 HP: 1500 Weakness: Nil Strong against: Black magic Be sure your fighter has FLAMEMAIL equipped, because Guzco can launch ice magic at you. This is a considerably tougher boss than Medusa, but just as long as you have fighting warriors alive, taking away 1500 shouldn't be too much to ask. After the fight, pick up the horn Guzco was guarding. As you walk away, a white segment will follow you around. Suspicious? Get out of the lake and get back to the that platform the horns should be standing. You'll be allowed go onto the platform to put the thing back. Face the logical spot of the missing horn, press 'B' and select the horn from the inventory. A startling revelation unfolds as Guzco (that segment) has been following you in your shadows. Guzco will go on to steal BOTH horns and run a few feet north to the FIRE CAVE. Guzco has apparently unleashed the awesome power of fire or something, which is not something the world wants to see (duh). You must once again save the dwarves' (and the rest of the world, for that matter). Go to the inn, buy some stuff. Make sure you buy one of every piece of ICE paraphernalia in the armor shop. This is the only time in the entire game This is the only time I ever recommend dropping some money on a shield. It would definitely be a good idea to build up a couple of levels before embarking upon yer next mission. 7) Flame Cave enemies: Crocotta, Balloon, Red Mallow, Adamanti, Milmecoret Recommended levels: 14-15 Recommended party: Fighter/Monk/White Wiz/Black Wiz --> Red Wiz Make sure your fighter has equipped all that Ice protection before heading into this cave. That chest you can see from the entrance is accessed by going down and to the right contains a SOUTHWIND. This is the only chest in the floor. The second floor is a tad mazey, so it's a bit tough to explain, so bear with me. Take the first intersection down to receive an ICEBLADE SWORD in a chest. Go back up and take the next intersection left, then down the next intersection, which leads to a HIPOTION. Go up as far as you can to lead you to another HIPOTION. Then go down and proceed to level B3F. If you go straight up then left, you can get a POTION in the chest. If you went straight up, you could get a HIPOTION from a chest. Now push that rock that sticks out like a sore thumb. Doing so will reveal a passage that leads to the final portion of this place. The next room is very small; through that door lies the FIRE CRYSTAL. Heal up and head to the that door. Proceed in its direction, and Guzco, err, SALAMANDR will attack. BOSS: Salamandr Difficulty level: 7.5 HP: 2000+ Weakness: Ice?? Strong against: Black magic You would think that such a creature of infernal heat would be easily dispatched with a black wizard's ice magic? Well, no, not even close. Sure, Ice3 may dish out respectable damage on some occasions. Usually, it's frighteningly weak, and often completely ineffective. Salamandr has a bitchin' FLAME attack which can wipe out your entire party in two rounds. Keep everybody alive for as long as you can by casting some Cure spell on the entire party each time. Chances are that everybody in your party will die except your fighter, who is covered head to toe with that ice stuff I hope you got at the Dwarves' cave. That Flame attack does only like 50 DMG, and regular attacks will always do 1 DMG (to your properly equipped fighter). If your fighter is the only one left, just keep hackin' away. You may want to use that GOD'SWINE on him at the beginning of the battle, but I wouldn't. If his HP drops below 100, use a HIPOTION. Victory will be yours. When you're through with that ordeal, speak to the Fire Crystal. It will offer you its power: the jobs HUNTER, KNIGHT, THIEF and SCHOLAR. That star in the back lets you leave (Duh). Step on it (what else are you gonna do with it?). Important treasure found in the Dwarves' Cave: WEAPON: COST: ATTACK: HIT% ----------------------------------- Ice Book (1650) 32 70% <--- Ice elemental Fire Book (1650) 32 70% <--- Fire elemental Light Book (1650) 32 70% <--- Bolt elemental (Killer Bow) ARMOR: COST: DEF: EVAD% MDEF: --------------------------------------------- Knight Armor (3750) 12 9 12 Hero Shield 3500 10 10 12 Gauntlet Glove (1250) 2 8 2 Scholar Outfit 5500 15 12 15 Scholar Hat 7500 5 10 5 You should bring the news of your victory back to the dwarves. Go a few feet south to their cave. Five steps into the joint, you'll be interrupted by some dude who appears out of thin air. This news he brings is not uplifting- that ransacked village TOKKLE is in greater pearl than ever before. He also talks about HYNE and the scholar's special ability. He'll then depart in a way similar to his choice of entrance. Well, that was unexpected. Proceed regularly trough the cave, and you'll find that the mood is noticeably more lively by talking to some of the locals. One of them gives you a MAGIC KEY. Speak to the dwarf standing still and he'll allow you to get some fabulous treasure. Follow him. The bottom of that big ol' ladder lies a revivification spring. You may want to use it. ;-) But now, on to the good stuff. OTTERHEAD, ELIXIR, GAUNTLET GLOVE, KILLER BOW, ECHO HERB, SOFT POTION, SCHOLAR OUTFIT, SCHOLAR HAT, FIRE BOOK, ICE BOOK, LIGHT BOOK, KNIGHT ARMOR, HERO SHIELD, CARROT and 2 FENIX DOWNS populate the treasure chests. Phew! So you now have those new jobs. You should definitely change you fighter to a KNIGHT as soon as you get enough space in your inventory. The thief doesn't have much of a use yet, but stay tuned. A rookie scholar will do as much damage as your rookie knight, maybe more. But his use fades quickly. Same thing for hunters, but their usefulness falls at a much slower rate. Make sure you're at least at level 15 before proceeding to the next part of the game. Remember that guy who told you that bad stuff happening to Tokkle? Well, he's not bluffing. He expects your party to come to the rescue. So does everybody else. It's probably a good idea to help them out. Get on your ship and head to Tokkle. In case you forget where it's at, go east until you reach the Tower of Owen, and go south through that pass and you'll be right there. Head in, but make sure your party is at full or nearly full HP/MP before doing so. Before you can walk three steps into the town, some bad guys will surround you, capture you and imprison you within depths of HYNE CASTLE. 8) Hyne's Castle enemies: Lamia, Pharaoh, Lemwraith, Daemon Recommended level: 15-16 Recommended party: Knight/Monk/White Wiz/Black Wiz Important stuff found in Hyne's Floating Castle: WEAPON: COST: ATTACK: HIT% -------------------------------------- King Sword (2500) 80 50% Rune Bow (1500) 25 90% (Holy Arrows) Talk to the others around you and you'll realize that the evil KING HYNE has taken control, and none can end his reign of terror except the Light Warriors. One of your cellmates will give you a LUCKMALLET once spoken to. I don't suggest going over to the cell next to you for the one who dwells there is a Daemon. Cast MINI on yourself and enter that small hole in the upper left corner of you jail cell. Return to normal size at once. A good idea for this place is to be very conservative with your black magic for a reason you'll discover later. It's probably a good time to tell ya that this place is a real pain. You'll be GLAREd to the point of no return. It might not be a bad idea to run away from some of these battles for they can get really friggin' annoying. Now for the walkthrough. The chest at the bottom right section contains 20 HOLY ARROWS. The lower left part of the room has a false wall that leads to a FENIX DOWN and the doorway to the next floor. The next floor has three doors upon entry. The left one has two chests holding 100 GIL and 30 GIL. Ignore the left door. The middle room's treasure holds over 6000 GIL. The right door has two chests holding a FENIX DOWN and a ZEUS'RAGE. Now get out of that room and get around that big-ass room in the center to go through door at the center on the other side. Get the chest you see to your upper right to find a KING'S SWORD. Proceed by passing leftward through a false wall on the leftmost portion of the room. Now get the FENIX DOWN from the chest on the right side of the room. Floor 5F has a RUNE BOW in the upper right part of the room. Go through the door you passed up to find the enemy... BOSS: Death Difficulty level: 8 HP: 1500+ Weakness: Varies Strong against: Varies, Weapon attacks In some translations, Hyne referred to as Death. That's what I've always preferred calling him Death even though it's not right. This fight can prove to be easy, but I think we can all agree that it's, well, annoying. I would definitely change your monk to a SCHOLAR so you can SCAN and see through Hyne's WALLCHANGE. For the first round, a knight or monk or hunter should defend if you got 'em. Scholar should SCAN every time because Hyne supposedly changes his weakness every three rounds of fighting, but I've had instances when it was two rounds of combat between a change. You wizards should do something small like give a potion or something. After you discover his weakness, exploit it. Hope to God he'll be weak against Cold so you can douse him with Ice3 and Antarctics. A white wiz should heal whoever is hit with his level 3 black magic (Ice2, Fire2, Bolt2). When you're done with him, some important-looking dudes from Argas will come through the door and give you props for a job well done, followed by the shipment of you to the LIVING FOREST. Walk up a bit and the fairies will speak to you then give you the WIND FANG. The forest, represented by the ELDEST TREE, will then thank you by saying they need to rest for the next millenium and no visitors shall be allowed. Even access for the Light Warriors will most surely be denied. You're Welcome. Important stuff found in Argas Castle: WEAPON: COST: ATTACK: HIT% ------------------------------------- Medusa Arrow (50) 20 100% <--- Turns victim to stone in most cases (Ice Arrow) (Bolt Arrow) (Fire Arrow) (Killer Bow) (Flame Book) (Ice Book) (Light Book) Now that you saved the Kingdom of Argas, it's a good time to just invite yourself to their castle and barge on in. Your ship is in the same place you left it- just north of Tokkle. To get there, just keep following the eastern coast till you run into Tokkle. Get into your ship and head back to Argas Castle (north and a bit east of Tokkle in case you forgot). Enter the castle and go straight up until you reach the Throne Room. Speak to the King to receive the TIME GEAR. He'll also tell you of Cid's existence and all. The soldiers sitting around the table don't really have anything interesting to say. You were here to loot the place, but you haven't yet discovered all the treasure. Get to the small room with the torches and pull the fourth one. Keep walking just like you did before, but this time, walk all the way up the stairs. Follow the path right to eventually reach a locked green door. This can be open by facing the door, pressing 'B' and selecting a magic key from your inventory, or by putting a thief in the lead (hit select) to take advantage one his abilities (lockpicking!). In this room, you'll find 20 ICE ARROWS, SCHOLAR OUTFIT, ICE BOOK, FLAME BOOK, LIGHT BOOK, and 20 FIRE ARROWS. Now leave this room and head left to get to the other room. (NOTE: The stuff you find here is valuable. Some items, like the arrows, you will want to keep. Other items, such as the books, merely take up space. Leave to sell unwanted material at the nearby Viking Base.) Get the door open somehow and speak to the white wizard. This'll get you 2 ELIXIRS. Now go right in front of that small space which separates you from the treasures you see, face down and press 'A.' This leads you to such interesting treasure as 20 BOLT ARROWS, 20 MEDUSA ARROWS, and a KILLER BOW. Now get to Canaan. Canaan is not far away, it's a bit east of the Viking Base. Barge into Cid's house which is in the top left corner of the town. Get into Cid's face and show him the Time Gear by pressing 'B' and selecting Time Gear from the inventory. He'll go outside for a few seconds to mess with your ship. When he returns, you'll find out that your ship can now fly! Hell Yeah! It can travel across all terrain (except mountains, of course) free from any enemy interference (for now at least). Its landing capabilities are limited to deep waters, though. I would go to the Ancient's Village (westernmost town?) to buy 10 more Bolt Arrows, a FlameMail (assuming you don't still have one) and 99 POTIONS. You are now ready to ditch this pop stand at once. ------------------------------------------------------------------------------ Chapter 4: Brave New World ------------------------------------------------------------------------------ The four discover a world of water and someone who can see the special powers welled up within you. After you reclaim another Crystal, the over world suddenly becomes visible for some reason. Now, you're to find some Old Men, the enemy of gold, and two new towns before the fourth chapter is finished. ------------------------------------------------------------------------------ Keep flying in any one direction until you get off the Floating Continent. As soon as you get off the continent, you'll be surrounded by water as far as the eye can see and then some. You are supposed to find a shipwreck beside a very small island. (Sight spell or MidgBreads anyone?) You basically head east a long way and a bit south and you'll find your destination (I could be wrong, however). Check the map periodically to check your progress. When you do find the shipwreck, land in the water and walk into the wrecked ship. Walk regularly through the first couple levels. While walking the trail, get the ZEUS'RAGE and BLOOD SWORD from the chests. I don't recommend equipping the Blood Sword. It has a lower attack power than the Iceblade, but it drains HP from the enemy. Only problem is that it's too inconsistent to really be worth holding on to IMO. Approach the girl in the bed, hit 'B' and select Antidote from your inventory. This cures her of her ailments (duh). When she's healed, she sees the power vested within the Light Warriors and says she can be of help. It agreed that she will follow your party around (her name's Elia in case ya didn't know). You have no further business being in this defunct ship, so make your way outta here. WEAPON: COST: ATTACK: HIT%: ------------------------------------- Blood Sword 16500 35 80% <--- Drains HP from the non-undead From there, go south a long ways and a little bit east (Sight magic and Midget Bread anyone?). You should come upon an island with plenty of mountains, a temple and a cave. Land your ship in the water at the southern part of the island so you can walk to the shrine. Go ahead on in. First head right to restore HP/MP. Now, I would definitely change the white wizard to a HUNTER a this point in time. Equip the hunter with a Killer Bow and Bolt Arrows. Go back leftward and take the upward path this time. Examine the shard of Crystal, and Elia will advise gettin' to the SEA CAVE, so do that. Leave the shrine and make your way due north and you'll be at the Sea Cave in no time. 9) Sea Cave enemies: Twinhead, VenomToad, Roper, Cocktrice, Agaria Recommended level: 16-17 Recommended party: Knight/Monk/Hunter/Black Wiz or Red Wiz The first thing you should know about this place is that there is absolutely no treasure whatsoever in this place. I really recommend taking a hunter along because each time he uses a bolt arrow, it's like a cast of the Bolt spell. A black wizard isn't all that useful, but this place is easy enough so you might as well just leave him in there- this will probably be his final chance to do anything. Anywho, follow the path. When you come to the door, Elia will start praying thus breaking the seal which would have prevented you from entering earlier. The first three rooms are very straightforward. On floor B3F, take the lower path. The next room is very basic as well, and through the door is the WATER CRYSTAL which is guarded by KRAKEN. Elia returns the shard in an excited haste, and when she does, Kraken floats an arrow her way. Now the Warriors of Light must toil through another boss before they can proceed any further. BOSS: Kraken Difficulty Level: 1.5 HP: No more than 2000 Weakness: Bolt or Ice Strong against: Nil, really Nope, that difficulty level is no misprint, you won't even have to heal up beforehand. Heck, even black magic does respectable damage (Ice3 in particular). Keep on hackin' away. Ya know, I'd have a saved state right before I walked in that door, and I'd go in and fight her like four times more than I normally do just because I felt cheated. The only reason the level of difficulty is a 1.5 and not a 1 is because she may knock one of your warriors with a critical hit for alright damage, but still nothing to get to scared over. She also has moderately strong level three magic, but you'll probably kill this overgrown octopus before that happens. If somebody gets weak (won't happen), have the hunter cast Cure2 on them. She'll be dead in no time. After you've struggled through that ordeal (yeah, right), Elia will help excrete the powers of the Water Crystal, which are the jobs: GEOMANCER, DRAGOON, VIKING, M.KNIGHT, KARATEKA, CONJURER and BARD. She then passes away never to be seen by us again. At the current moment, geomancers, dragoons, m.knights, conjurers and bards are all bad selections for you can't get proper supplies for them now. If you have a scholar or red wiz, ditch them immediately. You'll probably want to do the same with your black wiz- they're simply not as useful as they once were, and their usefulness will, for the most part, decline as the game progresses. Make your monk a KARATEKA and change the black wiz to a THIEF. But back to the game and the story and what not. Upon unleashing the power of the Water Crystal, your party was knocked out cold by an earthquake. The quake was of such powerful force and magnitude that the rest of the world has somehow been revealed. Your party has been knocked out for three days, and when they finally arise from their slumber, you'll find that some residents from the town AMUR found them and brought them in for shelter. Speak to the people in both levels of the inn (and the rest of the town for that matter), and you'll find that some evil doer by the name of GOLDOR has chained up your ship nice and tight. Don't leave the premises of the town yet- all paths will eventually take you to one of two destinations: GOLDOR'S MANSION (south), and the STATUES OF THE QUEST (north); both lead to death. AMUR Inn: 200 -------------------------------------- WEAPONS: COST: ATTACK HIT% -------------------------------------- Battle Axe 5500 45 60% M.Star Axe 8000 50 70% M.Gouche Knife 7000 30 100% Boomerang 9000 35 70% Kaiser Claw 7000 36 100% -------------------------------------------- ARMOR: COST: DEF EVAD% MDEF -------------------------------------------- Viking Helmet 3000 7 10 7 Viking Armor 4000 10 8 7 Hero Shield 3500 10 10 12 Thief Gloves 2500 3 9 4 <--Strength +5 DarkSuit Outfit 3800 8 70 5 <--Agility +5 DarkHood Helmet 2000 5 8 5 <--Strength +5 Blackbelt Outfit 3000 11 10 5 <--Agility +5 Chakra Helmet 2000 9 10 6 <--Strength and Vitality +5 ----------------- ----------------- ITEM: COST: ITEM: COST: ----------------- ----------------- HiPotion 1200 LuckMalet 100 Soft 300 Antidote 80 MaidKiss 100 Eyedrop 40 EchoHerb 100 Carrot 150 Any who, leave the inn and change to the jobs listed above, but don't buy anything yet. Go right, ignoring the shops, to cross the bridge to the next island. Enter the unmarked house and go up to JIRU, who will explain the situation. Then a short scene involving some OLD MEN will ensue. Jiru will take you outside to unlock the watergate allowing you to venture into the town's waterways. This is to allow you to enter the AMUR SEWERS, but it's time to get some cool stuff hidden in grass of various locations. Enter the water, and first go to the island just above you to get four CARROTS. Go back into the water and go left at the first opportunity. Go up that small waterfall and get to that bigger island covered with grass. The upper right corner has a DARKSUIT and two spaces at the upper left area contain a DARKHOOD and THIEF GLOVES, which is all you will need as far as armor is concerned for your thief. Next go back down that waterfall and head back to where you entered the waters. Get back onto land, head into shops, buy necessary equipment. This would mean 2 BOOMERANGS for a thief (who goes in the back row), and a CHARKA HELMET, and a BLACKBELT OUTFIT for your karateka (you could get him a KAISER KNUCLE or two, but I wouldn't recommend it because he fights well with fists and you'll soon get two stronger claws). Now go back into the water and make your way to the lower right corner of the town into that stone structure you see. 10) Amur Sewers' enemies: DrkFoot, GiganToad, TwinLiger, Storoper Recommended party: Knight/Karateka/Hunter/Thief Recommended level: 18-19 Important stuff in the Sewers: WEAPON: COST: ATTACK: HIT% ------------------------------------- Catclaw Claw (7000) 42 100% Thor Hammer (7000) 30 70% Oriaicon Knife (6000) 45 100% <--- Drain HP from the non-undead (M.Gauche Knife) ARMOR: COST: DEF: EVAD%: MDEF: --------------------------------------- Power Ring (1250) 4 11 4 <--- Strength +5 The first floor isn't hard to figure out. Head leftward on to B2F. Collect the CATCLAW CLAW from the chest and move on to B3F and you'll come upon those four Old Men who think they are legendary heroes or something. They seem to be losing to some strong force... such as Goblins. You will have to face eight of them. It will be a hard fight (note the sarcasm), but you can do it. After struggling through that great force of evil, those dudes will admit their mediocrity and then they'll start running around like a bunch of idiots. Proceed to B4F. Go left, stop at the bridge, and head down till you can no longer. Go right through the false wall to lead you to an M.GAUCHE KNIFE and THOR HAMMER. Exit the room the same way you came in and go straight left until you find yourself in another small treasure room. The chests in this small room has an ORIAICON KNIFE and POWER RING. Give the ring to the karateka so that character finally has something to put on his hands. Be sure you keep this ring; it's valuable for a VERY long time, don't sell it until you can get CRYSTAL stuff. Leave this room the same way you got in. Then head up, then left and follow the path till you reach a doorway. Go in it. Here you'll find DELIA, keeper of the FLOATING SHOES. She'll toss you a pair. Then the four Old Men come storming in to remind you of their phoniness (How were they able to get by Storopers if they were having trouble with Goblins?). Turns out they're a little bit better than mediocre after all. Delia will toss you the real deal and now you can get to Goldor's Mansion. One of the Old Men uses Exit magic (actually, it was just an Otterhead) and you're warped out of the joint. Go to the inn, rest up, buy some (10-20) HIPOTIONS, and sell the stuff you know you won't use. Now leave the town and go south. If you go east of the mountains, you'll see a CHOCOBO FOREST. In here, you can find a place to put a FAT CHOCOBO when you use a CARROT. Stick your equipment for mages here. If you want to make your life a little easier, you can catch a roaming chocobo and you get to ride to the mansion free from enemy attack. Go south WEST of those mountains and across the desert and head north to come to the mansion of Goldor. 11) Goldor's Mansion enemies: Nitemare, GoldKnight, GoldBear, GoldEagle Recommended party: Knight/Karateka/Hunter/Thief Recommended levels: 18-19 Important stuff found in Goldor's Mansion: WEAPON: COST: ATTACK HIT% ---------------------------------- Shiny Sword (2500) 5 20% Dragon Claw (9000) 48 100% <--- Fire/Bolt elemental If you insist on having a black wizard in your party, here's where you will really begin to realize his futility. Enemies who have 'gold' somewhere in their names usually have high magic defense (hence, no attack magician in the recommended party). Enter the mansion and go straight upward to the next floor ignoring all those rooms. Walk up, left, down and right to make your way around that big-ass structure. When you get around, 12 chests will meet the eye. 11 SHINY SWORDS and a DRAGON CLAW (NOW equip both claws) are within the chests. All of us who have played FF2 can remember the weakest sword in the game, the Blood Sword. It had an attack power of zero (0). But if you had two warriors remotely skilled in swords, the Emperor (last boss) became the easiest last boss in the history of Nintendo. The special virtue of the Blood Sword is that's the Emperor's weakness. The game gives you two of them. The Shiny sword can't cut butter too much better, and I strongly doubt these things have a special use of any kind (there are eleven of them. 11!). If anybody out there knows its special use (if it even has one), could ya mail me? I'd really appreciate it. But they DO sell for 2500 Gil a pop. Pretty good. But now back to FF3. After you collect the treasure, I'd recommend walking out and all the way back to Amur to stay at the inn and to sell your crap (like Shiny Swords). This is strictly for level-building purposes, so you don't have to do it. Go back to the first floor of the mansion. There are four rooms here, but the only room that you should care about is the upper left room. Open the door somehow and walk through the false wall in the upper left corner. The next room is very small. The following room is kinda mazey, but simply walking along the bottom row through several false walls will make life a bit easier. Keep following the path, and after a while, you'll come to a room. Heal up and proceed to face... BOSS: Goldor Difficulty level: 6 HP: 2300 Weakness: None (VERY) Strong against: Magic Goldor's kinda tough. You may recall somebody mentioning something about him having perfect magic defense. This is half the reason to lose your black wizard when you did. He has a relatively weak regular attack which won't do any more than 200 DMG. He has level 3 elemental magic (like Ice2), and a nasty Ice3 that will take away like 500 HP, 800 to a karateka who makes use of the BuildUp command. But, one attack after he's been BuiltUp will get Goldor about halfway dead, so the karateka should do that. Everyone else should fight, but if someone gets weak, the hunter or white wiz should Cure2 them. The only thing to fear here is that he might go after the same warrior every time. If he does that, he'll probably die. Hopefully, he won't go after your karateka after he's been BuiltUp, cuz he's the majority of your offense. After you have proven yourself better than him, he'll break the gold crystal as a final act of dignity or something. This is okay, for the Gold Crystal is not as important as one may think. When he dies he will leave behind the KEY to your ship. Go up to it, examine it, and the lock which once restricted your ship to a very small area will somehow evaporate. Now leave this place somehow, get back to Amur, stay in the inn, buy 30-40 more HiPotions (and a couple of Otterheads maybe). Now leave Amur, step in your ship, press 'A' and fly outta here. Okay, this next part is pretty tough to explain, but I'll do the best I can. Head to the southern tip of the continent Amur is on. and head east until you reach the floating continent. Go due south when you find it and you'll eventually stumble upon the town of LEPRIT. LEPRIT Inn 200 ------------------ MAGIC: COST: EFFECTs: ------------------------------------------------------------------------------- C Choco 100 B: Stumbled; The stupid bird trips thus having no effect W: Escape; Makes party get away from the battle S: Chocobo Kick; A pesky birds kicks around a monster C Shiva 700 B: Icy Glare; Hits an enemy with a cold frosty blast W: HypnoBeam; Makes all enemies sleepy and easy targets S: Diamond Dust; Hits all enemies for exceptional ice damage C Ramuh 1500 B: God's Thunder; Shocks one enemy with a jolt of lightning W: Mindblast; Puts all enemies into a catatonic stupor S: Heaven's Rage; Impressive lightning damage on all enemies C Ifrit 3000 B: Flames of Fury; A powerful fireball falls on an enemy W: Recovery; The Light Warriors all regain a few HP S: HellFire; Flames of the depths of Hell burn all enemies C Titan 5000 W: Punch; Earth elemental hits one enemy hard B: Kick; Hits enemy harder S: Earthquake; Rocks all enemies for awesome Earth damage --------------------------------- ITEMS: --------------------------------- HiPoiton 1200 Antidote 80 Soft 300 Otterhead 2000 EchoHerb 100 Carrot 150 Eyedrop 40 MidgBread 200 --------------------------------- This is a conjurer-oriented town. Go up and to the left a bit till you see a small forest with some suspicious-looking grass. When you see a row of three patches of grass, go left to find a TURTLSHEL and ELIXIR. Now go right to that forest, and you'll see some more suspicious-looking grass. Make yourself even with the pond you see and walk into the trees to get a FENIX DOWN at the end. Now get out of the forest and now, we must do some business with the town's shopkeepers. Strip your thief of everything and change his job to a CONJURER. You should still have some stuff left over from your mages, don't get your shorts in a knot if you sold that stuff. Get your new conjurer a FEATHER, which is good for one LONG-ass time, CHOCOBO, SHIVA, and RAMUH espers (Yeah, that's what I'll call 'em in this game), IFRIT too if you're in a buying mood, and come back and by TITAN when you get the MP for it. All of the magic spells here are good buys. Sell your thief gear and leave this place hoping that you saved some money for the next town. Head back to your ship and levitate. Just east of those mountains you see lies the kingdom of SALONIA. Don't fly too close to the castle for you will most certainly be shot down if you test 'em. Go a but east of Salonia and turn south to come to DASTAR, a bard and geomancer community. DASTAR Inn 320 ------------------------------------- WEAPONS: COST: ATTACK: HIT%: ------------------------------------- Giyman Bell 4500 25 80% Mandora Harp 8000 40 70% ------------------------------------------- ARMOR: COST: DEF: EVAD% MDEF: ------------------------------------------- Gaia Outfit 4200 16 12 8 Bard Outfit 5500 15 18 7 Feather Hat 8000 7 10 8 <---Agility +5 Rune Ring 5000 5 10 6 There are two EARTHDRUMs hidden within Dastar's upper grass. I would change your hunter to a GEOMANCER. You may have noticed his use dissipating at Goldor's Mansion, and that slide is just going to continue. If you do, you'll have no means of magical healing except Ifrit's crappy Recovery thing. Now you will need even more HIPOTION. You should also get him some snappy swag from the armor shop. Head back over to Salonia, but go just to the southern edge of the kingdom. Land your ship in the water and walk over to the marshy area to break in these new jobs, and to gain more exp and gold. Get at least to level 21, head back to Amur, buy 50 HIPOTIONs , then fly back to Salonia. Fly right in front of the castle with your tongue hanging out spewing some obnoxious utterance of mockery. They will shoot you down. -------------------------------------------------------------------------- Chapter 5: The Kingdom, the Prince, Dorga and More -------------------------------------------------------------------------- It seems the Light Warriors are stranded in a distinguished kingdom during a civil war. Whateva. You'll have to find the banished prince and a possessed king. After eliminating an evil-enduced bird summon, another new door of possibilities opens up for your guys. You'll need to see Dorga, a wise dude of magic, and he'll explain why the world is in disorder. You will also probably wish to do a few side quests for some good stuff. -------------------------------------------------------------------------- Well, you seemed to have come to this place at the wrong time. Right away, turn around back to the world map. It's time to see what this well-developed kingdom has to offer. First get to NORTHWEST SALONIA. (NOTE: Most of the shops will be closed until you've killed Phoenix) NORTHWEST SALONIA Inn 320 -------------------------------------- ITEM: COST: ITEM: COST: ----------------- ----------------- HiPotion 1200 LuckMalet 100 Soft 300 Antidote 80 MaidKiss 100 Eyedrop 40 EchoHerb 100 Carrot 150 MAGIC: ------ (Fire2) (Cure2) (Ice2) (Exit) (Bolt2) (Wash) Not much for you to do in this part of town. The magic shop and library are closed now. The inn is open for business. Now leave this place and go due south to SOUTHWEST SALONIA. SOUTHWEST SALONIA ------------------------ ARMOR: COST: DEF: EVAD%: MDEF: MEVD: --------------------------------------------------------- WhiteRobe Outfit 7000 20 12 14 2 <--- Sprit +5 BlackRobe Outfit 7000 20 12 14 2 <--- Intelligence +5 (Rune Ring) (Gaia Outfit) (Scholar Outfit) (Scholar Hat) Southwest Salon's where it's at. Enter and go straight up. Talk to that guy you see just across that bridge. He'll tell you to go into the bar. Do what he says- it's a trap, but a pathetic one so you've nothing to worry about. Some dudes seem to be making life kinda difficult for some kid. Go to save him from future torture. Some GoldKnights will confront you. Kick their asses. The kid's gonna follow you around. Prince Allus (the kid you just saved) was banished from the castle for some reason. Leave the pub and cross the bridge left and head into the water. Go down to the unmarked house you see, and get down to the lower left corner of the town. Talk to the man to receive a WIND JAVELIN. Head back on up, go into the water and make your way due east to that guy an the island. He'll give you a DRAGON ARMOR when spoken to. It should also be noted that there's a free Fat Chocobo for you in lower right house here. In that room, go through the left indentation to find several CARROTS within chests. Now leave the town. Head east, but not to the southeast portion of the kingdom, but to NORTHEAST SALONIA instead. NORTHEAST SALONIA Inn 320 ------------------------------------------ WEAPON1: COST: ATTACK: HIT% ------------------------------------------ Wind Javelin 10000 50 80% <--- Wind elemental Thunder Javelin 8000 35 80% <--- Bolt/Wind elemental ------------------------------------- WEAPON2: COST: ATTACK: HIT%: ------------------------------------- Golem Staff 13500 16 70% <--- Earth elemental/Strength +5/Randomly Rune Staff 18000 20 80% casts Break Flame Wand 3000 12 70% <--- Fire elemental/Strengthens fire magic Ice Wand 3000 12 70% <--- Ice elemental/Strengthens ice magic Light Wand 3000 12 70% <--- Bolt elemental/Strengthens bolt magic (Shinning Staff) (Burning Staff) (Freezing Staff) --------------------------------- ITEMS: COST: ITEMS: COST: --------------------------------- HiPoiton 1200 Antidote 80 Soft 300 Otterhead 2000 EchoHerb 100 Carrot 150 Eyedrop 40 MidgBread 200 --------------------------------- ---------------- MAGIC1: ---------------- (Break) (Libra) (Ice3) (Confu) (Shade) (Mute) ----------------------------------------------------------------- MAGIC2: COST: EFFECT: BUY? ----------------------------------------------------------------- B Bolt3 5000 An okay blast of lightning will hit stuff No B Kill 5000 Obliterates all enemies on the screen Yes B Erase 5000 Eliminates an enemy's special defenses No W Cure3 5000 Imagine Cure2, only better Yes W Life 5000 Revives a swoon soul to minimal strength Yes W Safe 5000 Improves a warrior's armor by something No Buy a Wind Javelin and leave this place and go due south to SOUTHEAST SALONIA. In Southeast Salonia, one of the locals will tell you about GAURDIA, the one that only dragoons can defeat. That's food for thought. There's really nothing worth spending time worrying or typing about in this part of town except that DRAGON TOWER in the middle. You'll have to do some maneuvering to reach it. Enter the door when you reach it. (NOTE: You don't have to do this, but if you want some dragoons...) 12) Dragon Tower enemies: Catoblapas, Needler, Sandworm, M.Helcan, Sorcerer Recommended level: 21-22 Recommended party: Knight/Karateka/Geomancer/Conjurer Important stuff found in the Dragon Tower: WEAPON: ----------------- (Thunder Javelin) (Wind Javelin) ARMOR: COST: DEF: EVAD%: MDEF: ------------------------------------------- Dragon Armor (4000) 15 10% 15 Dragon Helmet (4000) 7 10% 7 The explanation may be confusing because most of it is about traveling through false walls. This part is made up of four parts. Enter the tower and go right to the indention through a false wall. Follow this path until you can walk through the right indentation of the of the lower right part. Then go up the false wall in the middle of that part. Follow that path the path until you reach the right indention of the top right part. Walk left through that wall and continue walking to go through the fake wall of the left indention. That way will eventually bring you to the doorway you have to go through. Keep going up the stairs until you reach the top. There are two roads to talk through- let's do the top first. You'll find a bounty of treasure waiting for you: a FENIX DOWN, 2 DRAGON ARMORS, THUNDER JAVELIN and 2 DRAGON HELMETS. The lower path has 2 THUNDER JAVELINS, FENIX DOWN, 2 DRAGON HELMETS and DRAGON ARMOR. Be sure to take both paths. Now get out of here somehow. I suggest using an Otterhead. The game was trying to tell you something by giving you all that dragon (should be DRAGOON, they missed an 'O' but anyways...) equipment. Change everybody's job to DRAGOON. Chances are, you'll have to use that Fat chocobo in Southwest Salonia. Everybody's HP should be at least 850 before continuing to the next part. If needed, go back to the Dragon Tower and fight enemies. The area outside of Salonia is not exactly prime-level building ground (I've once walked around for nearly 2 and a half minutes trying to run into a fight). But as soon as you've done that, head into SALONIA CASTLE, which is obviously in the northern edge of the center of the kingdom. Making sure your HP is full, proceed upward until you are stopped. The King apparently gives the guards the permission to let your party and Prince Allus to enter the castle. He'll even give you guys a room. Hmmm... Awfully generous from somebody who recently banished his own son from the premises of the castle for absolutely no reason whatsoever (suspicious?). Nobody can get to sleep, so your HP will not refill. After a little while, the King of Salonia will come stormin' in with some character of evil called GIGAMESH (Gilgamesh is future FFgames?). Gigamesh controls the King and the King stabs his son with something. Soon after the king snaps out of it and shakes all evil influence. Now Gigamesh is pissed. He's a pushover in future FF games (FF5 in particular), and he's is no different in FF3. He can't fight the Light Warriors himself so he calls on a boss... BOSS: Gaurdia Difficulty level: 9 Weakness: Aero/Wind HP: 5000 Recommended level: 22-23 Man, talk about tough. You should be fine if your party is at level 22, 23 would be more like it though. Make your all dragoon party JUMP each time. If you're lucky, you'll get somebody to land square on his head for over 1000 DMG. But chances are, you'll have more misses than orgasmic blasts of power. Your success will not depend on picking the correct commands at the correct times; it'll depend on when your party decides to Jump (a precursor to several future boss battles including the last one). His mighty BOLT attack will do a good 400 HP of damage to every warrior, so if somebody gets hit three times, they're done for. But you're entire party can evade his Bolt attack if he waits to attack. But if you're party waits a while before they decide to jump, they'll be hit. Eventually, he WILL fall. Jumps, if they hit, can do anywhere between 100-1200. You'll usually get it around 600 if you're at level 22. Just after the fight, the King dies. I guess the elimination of evil took too much out of him. Prince Allus laments for a short time before assuming the position his father just vacated. Gigamesh seems to have scampered away or something. You are now free to roam around as much as you want. (NOTE: You should probably return back to the jobs you had when you first arrived. This will involve spending some time with the Fat Chocobo in Southwest Salonia. You're going to want to keep some of your dragoon items, however) Imprint Stuff found in Salonia Castle: WEAPON: COST: ATTACK: HIT%: ------------------------------------ Earth Bell (2750) 30 80% <--- Earth elemental?/Randomly stuns enemy (M.Gauche Knife) (Thor Hammer) (Golem Staff) (Freezing Staff) (Medusa Arrows) ARMOR: COST: -------------------------------------------- Rusted Armor (250) This can't be equipped (Scholar Hat) (Viking Armor) (Viking Helmet) (Dragon Helmet) (Gaia Outfit) If you go around to talk to some of the people, you'll discover the fact that there's a whole bunch of treasure scattered throughout the castle. In the room of the Gaurdia fight, there exists a false wall on the right wall between those two stools you see. Follow the path by walking right and down where a dozen chests are ripe for the pickin' (remember two words while looting- Fat Chocobo) : 2 HIPOTIONS, SCHOLAR HAT, GOLEM STAFF, THOR HAMMER, FREEZING STAFF, M.GAUCHE KNIFE, 20 MEDUSA ARROWS, and 4 RUSTED ARMORS. Next go down those stairs. Go to the rightmost part of the platform you see and walk across the invisible bridge to encounter upon the treasures of EARTH BELL, GAIA OUTFIT, VIKING ARMOR, DRAGON HELMET, VIKING HELMET, and RUSTED ARMOR. After you're done in here, retrace your steps back to the room in which you fought Gaurdia and leave it downward. Head to the lower left room and get to the spot just to the left of the table and examine it by pressing 'A.' Go straight through the path provided and down the stairs. Then go left through a false wall, up, right, and left through another false wall to another staircase. Follow the path provided to find two FENIX DOWNs. See that important-looking dude leftward across the wall? Stay tuned. Now retrace your steps out of the treasure area. The bottom right room outside the room in which you fought Gaurdia has some scholars. Speak to then, and they'll whip up an airship and return (gotta love somebody who can just construct an airship in a few seconds flat). You may now leave this place for good. You may have noticed that the karateka character has been a less than stupendous force of defense. That's why I suggested keeping the dragoon equipment (1 Wind Javelin and 1 Thunder Javelin and some armor). You will probably want to periodically switch jobs from karateka to dragoon and back. The plan I used, up to the Bahamut fight, the job of choice was mostly karateka. But from the minute I was finished with that cave to the time you can get ninjas, it was the dragoon that was the dominant class. Basically, the rule is make him a karateka, and if you fell he is taking to much damage, change him to a dragoon. So just pretend the recommended party reads Karateka- Dragoon whenever another dungeon is forthcoming. For the Temple of Time and Undersea Cave, it'll be all Karateka though to save inventory space. Now it's time to move on. Make your way back to Amur and fly due west. You'll eventually reach the continent various people have mentioned. If you tried to fly through the pass in the mountains before, your access was most certainly denied. Fly around this continent until you find a pass in the mountains. This is why your ship is so fast- so it can turn aside the powerful winds of this continent. Fly through the path until you find a house. You will be attacked by some fairly though monsters for this part of the game, but you should make it just fine. Land your airship in the grass (this one can be set down on land) and walk into DORGA'S HOUSE (did you see that town in the middle of the mountains? That's DORGA'S VILLAGE. You can buy most of all the magic in the game here. It can be reached by going east of the continent so you can see the town, then going slightly north of it, submerging underwater and following the highlighted path). DORGA'S HOUSE Inn Free -------------------------------------- ITEM: COST: ITEM: COST: ----------------- ----------------- HiPotion 1200 LuckMalet 100 Soft 300 Antidote 80 MaidKiss 100 Eyedrop 40 EchoHerb 100 Carrot 150 --------------------------------------------------------------------------- MAGIC: COST: EFFECT: BUY? --------------------------------------------------------------------------- B Fire3 10000 A Flame's gonna come and start hittin' stuff No B Bio 10000 A kinda strong venomous attack No B Warp 10000 Warps you to the previous level of a dungeon ?? W Aero2 10000 Much like black magic; a disappointing wind attack No W Soft 10000 A spell just like the potion with the same name Yes W Haste 10000 Makes your WEAPON lighter (not weaker) to raise Hit% YES! (Cure3) (Life) --------------------------------------------------------------------------- Walk in and you will be confronted by MOOGLES upon your entry. Dorga will come to see what's up. After a quick examination, he realizes your importance, and he tells the moogles to shoo. Dorga is very wise. He'll give you the 411: All this chaos and pandemonium has been caused by the one called ZANDE. It is then agreed that he will follow your party around through the MAGIC CIRCLE CAVE. Just go straight through this place. Refresh yourself at the Recovery Pots stored right there. Go to the spot to the left of his bookshelf and examine the spot while looking up to gain a HIPOTION. Now yank that candle and walk to the end of the path provided. It seems that this entire cave has a ceiling height of 12 inches at its highest point. You'll have to be MINIed, and your should turn one of your heavy fighters into a THIEF. Don't worry about giving him any equipment. 13) Magic Circle Cave enemies: MageFlyer, DkKinght, DevilHorse, BullMan, MarGoyle Recommended party: (Anything with a thief is fine.) Recommended levels: 22-23 Use the thief's ESCAPE ability in each battle to experience minimal damage for the battles are not worth fighting. Much like the Sea Cave, there is no treasure at all with the depths of this cave. The first floor is straightforward. On B2F go right and through the door. For B3F you must go left, then down and through the door you see. Now walk to the transporter. Well, it seems the end for Dorga's life is not far. He must be transported to the depths of some other cave to locate the EUREKA KEY. His final words of wisdom to you is get the LUTE to awake the second member of the triad of mystery, UNNE. Before he goes, he also somehow gives your ship the ability to plunge underwater (who-hoo!). The cave will promptly collapse upon use of the transporter. Dorga warps you out just in time. (NOTE: Some people would say to do the UNDERSEA CAVE section first. You are probably going to be ending up doing them both, but I'll put this first because Dorga just mentioned it.) Before you forget, let's get that LUTE. It'll require several MAGIC KEYS or a THIEF. I recommend the former. Change your thief back to the heavy fighter he once was. You should definitely have an OTTERHEAD if you are using the recommended party or some other party without an Exit caster. (I hope I don't need to tell you to unMINI yourself.) The Lute is in the TEMPLE OF TIME. Fly your way through the pass in the mountains and go east to the Salonia continent. At the southern tip of the continent, there exists a couple of horns. Plunge your airship into the water by pressing 'A' over some deep water area, in this case, it's the space between the horns. Enter the building you see and you're there. 14) Temple of Time enemies: Dirai, KingLizard, SeaKing, MagicChimera, Behemoth, Dragon Recommended party: Knight/Karateka/Geomancer/Conjurer Recommended level: 22 or higher Imprint stuff found in the Temple of Time: WEAPON: COST: ATTACK: HIT% --------------------------------------- Defender Sword 16500 95 80% <--- Vitality +5 (Orialcon Knife) ARMOR: COST: DEF: EVAD% MDEF ------------------------------------------------------------- Diamond Shield 18000 13 14% 15 *All Diamond swag is strong v. Bolt Diamond Helmet 20000 8 12% 9 Diamond Armor 33000 18 10% 10 Diamond Ring 10000 6 12% 6 Diamond Gloves 15000 6 10% 5 Over the course of the next three sections or so, you'll be spending the majority of the time in unorthodox settings. That means the geomancer is really going to be of good use. Well, walk down then left until you come to a door. Open it for a DIAMOND HELMET in a chest. Give it to your knight (that Ice Helmet is getting pretty old). The locked door just to the right of that contains a chest with a DIAMOND RING held within. Leave that room and head straightforward to the doorway. The chest in the upper right corner of the small room you now find yourself in has a DEFENDER SWORD. Then go to the door to lead you to B2F. Head due right and open the door that leads to a chest with a DIAMOND ARMOR. Now leave that room and walk into the water. The top left room's treasure is of ORIALCON KNIFE and DIAMOND GLOVES. The top right room has the doorway to B3F. On this floor, head downward along the path. The bottom left room holds a DIAMOND SHIELD. The bottom right room on B3F contains the LUTE you'll need to wake up Unne. Now leave this place (Otterhead anyone?) somehow. After leaving the temple, head to some town and sell all loose equipment (the Diamond Shield is good, but it's probably better to just hold two weapons), stay at some inn, and restock the potion supply. Now you don't have to do this next part, but I strongly advise it because you'll find tons of really cool treasure, and it's also arguably the best level-building area of the game. Fly around until you find the continent Amur is on. Go a little bit east of it, and fly south. There will be a triangular island that has to be good for something. Go a couple paces south and a couple paces east and submerge. There will be a cave with the original title of UNDERSEA CAVE. Go ahead and enter it. 15) Undersea Cave enemies: SeaWitch, Dosema, KillerSnail, Olg-Hai, Aegil, Kelipe Recommended party: Knight/Karateka/Geomancer/Conjurer Recommended level: 22 or higher Important stuff found in the Undersea Cave: ---------------------------------------- WEAPONS: COST: ATTACK: HIT%: ---------------------------------------- Tomahawk Axe 20000 60 80% Triton Hammer 20000 85 80% Ancient Sword 16500 5 80% <--- Holy elemental; Often stuns enemy Lamia Harp (10750) 0 80% <--- Often confuses enemy AirKnife Knife (5000) 60 100% <--- Wind elemental Blood Javelin (10000) 70 80% <--- Wind elemental/Drains HP from non-undead (Defender Sword) -------------------------------------------- ARMOR: COST: DEF: EVAD% MDEF -------------------------------------------- Reflect Armor (17500) 20 12% 20 Aegis Shield (14000) 16 16% 16 (Diamond Shield) (Diamond Helmet) (Diamond Armor) (Diamond Ring) (Diamond Gloves) If you ever run out of room in your inventory, I'd advise walking out of here, flying northwest back to Amur to sell the stuff you don't plan on using at all, staying at the inn and restocking your supplies. Proceed through the first floor regularly heading leftward for the most part. The chest just to your left upon your entrance to B2F contains a DIAMOND SHIELD. Now go straight right to eventually come to a chest that holds a DEFENDER SWORD. Now make your way to the lower left corner of the pillar to find a TOMAHAWK AXE. Now go to the doorway you see just to the right of you to head to B3F. Go down the first bridge, then go left at your first chance. The four chests that sit there hold DIAMOND ARMOR, AIRKNIFE KNIFE, DIAMOND RING, and LOKI HARP. Go down the bridge you can to find treasure such as FENIX DOWN, ELIXIR, and DIAMOND GLOVES. Next proceed left through that false wall you can see. All four chests you can see are guarded by fairly strong enemies. The one that holds a BLOOD JAVELIN (top left) also holds a Peryton. The bottom right chest holds a TRITON HAMMER will lead to a fight with an Eater. An AEGIS SHIELD awaits in the top right chest, but so does a ZombieDragon. A DeathClaw (divides when hit with most weapons if still has HP left, heh) protects you from the REFLECT ARMOR in the bottom left chest. Now make your way back to the entrance to the floor, but take the path leading downward instead of the one that goes rightward. Walk the path, and the first chest you come to has an ANCIENT SWORD (keep for a little while- very low attack power but often paralyzes enemies). Now head downwards to find four more treasures bound within chests: DIAMOND HELMET, DIAMOND SHIELD, GOD'S WIME, and some other item that I am not sure of (you can forgive me, can't cha?). It is definitely a good idea to build levels until you reach 29 at least, if you're not there already. The enemies here pack a fairly good punch, but it's nothing to wet your pants over. You don't have to, but it should not really take you that long. This IS, after all, prime level-building ground. Now find some town, and sell the stuff you don't plan using at all through the game (sell Aegis; I used it in the next part- there's one in a chest). Stay at an inn restock (find a Fat Chocobo, if you wish, and put your karateka material there. This next part's all dragoon with a Wind and a Blood Javelin). Also, if you like white wizards but haven't been using them, you should go to Dorga's Magic Shop talked mentioned when Dorga's House was talked about and you should pick up CURE3 and HASTE. Make your way to Southeast Salonia and sink into the water just south of that town. Enter the opening to the SALONIA CATACOMBS. 16) Salonia Catacombs enemies: Fura, BossTroll, Cyclops, Valar, Kenkos Recommended Party: Knight/Dragoon/Geomancer/Conjurer Recommended level: 29-30 Important stuff found in the Catacombs: WEAPONS: ARMOR: ----------- ------ (Giyaman Bell) (Gaia Outfit) (Reflect Armor) (Golem Staff) (Aegis Shield) There's nothing tricky about the first couple rooms. When you get to a room that meets you with a really big intersection, go right and follow the path. Head left in the indentation to come to a chest that holds a GOLEM STAFF. Leave the indentation, and continue following the path until you find chests of AEGIS SHIELD and GAIA OUTFIT. Now go back to the entrance and head to the left intersection. Follow this path, and enter the rightward indentation to pick up a REFLECT ARMOR from the chest. Return from the indention and continue walking the path up then right. A GUIYMAN BELL greets you in the chest you see. Now go back around and enter the door just to the right. The next two rooms are simple, regular things. See that imposing figure of existence right in front of your face (looks familiar)? (If you like white magic, change your geomancer to a white wizard and give him an Elixir. I don't recommend doing that, however) Talk to it. BOSS: Odin Difficulty level: 6.5 HP: (Probably less than) 7000 Strong/Weak Against: Nothing This is the first FF game that really involves Odin. As you may expect, he's got that signature move that involves slashing the target(s) for hefty damage (ATOM EDGE- 400-1000+ to who ever it hits). He can also chose hit one of your guys with a really strong physical attack which will, uh, kill him. A dragoon should jump with hopes of avoiding Atom Edge. The geomancer should give a God's Wine to a knight with doubled-up Defender Swords. The white wizard should haste the knight, and then cast Cure3 every time because you never know when he'll whip out his Atom Edge. The conjurer should just call Titan every time. It's really not that hard of a fight. Chances are, you'll be able to withstand that Atom Edge. When you beat him, he'll deem the Light Warriors worthy and you'll get a copy of the ODIN ESPER. MAGIC (Odin): ---------------------------------------------------------------------------- C White: Barrier; Casts Wall on your party Black: SwordCut; Hits one enemy like a crazy person Summon: Atom Edge; Slashes all enemies to kill them unless he gets scared ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Chapter 6: From Unne to Bahamut ---------------------------------------------------------------------------- Dorga's Dream World counterpart, Unne will be of great help now. You'll get a Fang to blow up stuff and one helluvan airship. You'll see mystic knights, a cave of darkness elemental, three new jobs, and you'll visit two potent monsters who were dispatched by Noah. ---------------------------------------------------------------------------- Leave, recover, sell, stock up, the usual. If you chose to have a white wizard during the Odin fight, might as well keep him that way. If he's a geomancer, you should just leave him that way one, even though he will not as useful as he used to be. But whatever party you chose to have, it's time to make use of that Lute that's been sitting in your inventory for a little while now. On the continent Salonia is where you'll find Unne patrolling the Dream World or something. Near the southern edge of the continent (the horns) is where she currently rests. The cave that holds her can be reached from the east or the west. Land your ship and walk on into the cave. Walk through the cave, and go up to the one in bed. Walk rightward through the false wall just to the left of her bed, get to the bed and face Unne, press 'B' and select Lute from your inventory (it's not as complicated as I made it sound ;-). After the Lute is done making noise, Unne will rise from her slumber and get the blood moving again. When you next have control, speak to her, and she'll speak of a rockin' airship. Make your way out, and you will be given the WIND FANG. She suggests going to the ANCIENT RUINS which lies to the north. It is decided that she's gonna follow your crew around. Head to the Ancient Ruins, but not quite yet. You told you can shatter some statues with dem fangs (commonly referred to as the Statues of the Quest). Let's do that. Get into your ship and fly west then north to an area north west of Amur. Land your ship on some grass, and walk (yeah, ya haveta walk) through the first three rows of statues that would have given you death had you walked through them at an earlier time. But don't go through the fourth one- it's still gonna kill you. There, now those three fangs you once had are no longer your responsibility to hold (in other words, you'll have an extra three spaces in your inventory). Okay, now for the ruins. From there, get to Salonia kingdom (it's not that hard), head west to the nearby mountains and scan them over. You'll no doubt notice a river that makes its way through the mountains. Fly over the river going west, north, east, north, west and north (really, it's not that hard). Land your ship and get into the cave. 17) Ancient Ruins enemies: ZombieDragon, Pyralis, Azreal, Eater, Sirenos, Garb, Haniel, Balfrey Recommended party: Knight/Karateka/Geomancer/Conjurer Recommended level: 30-31 Walk the path which leads basically rightward to the Adamantie. Let Unne send the inconvenience to the Cleft of the Dimensions. Head down the newly created path and go to the first door you come to for a REFLECT ARMOR. The next door on the path has places to blow some money (make sure you stay at the inn, though). If you don't have an Ancient Sword, I advise getting one. The next door you'll come to that doesn't lead to a place that sells stuff will get you to B2F. ----------------- RUINS Inn 200 ----------------------------------- WEAPONS: COST: ATTTACK: HIT% ----------------------------------- Rune Bell 5500 40 100% Eleven Claw (9000) 37 100% (Blood Sword) (Defender Sword) (Tomahawk Axe) (Triton Hammer) (Ancient Sword) ------ ARMOR: --------------------------------- (Diamond Shield) (Diamond Helmet) (Diamond Armor) (Diamond Ring) (Diamond Gloves) ---------------- ITEMS: HiPotion 1200 Eyedrop 40 Soft 300 Antidote 80 MaidKiss 100 Carrot 150 EchoHerb 100 -------------------------------- On B2F, life is going to get a little bit tougher. Splitting enemies such as Haniels and Balfrey lurk here. Most of them (the green ones) will split when hit with the weapons you have, assuming their HP does not run out. When they do divide, the new one will have the exact same as its predecessor. So if a mage was to attack one of these things (with 2000 HP) with his knife of wussiness (for 100HP), the divided enemy will have 1900 HP, just like its originator. This is a really good way to get gold, but these enemies give off terrible EXP and they hit pretty hard. It's also pretty time consuming, so I'd keep the splitting to a minimum. An enemy can't divide when asleep (Shiva effect) or while paralyzed (Ramuh effect, Ancient Sword), so a skilled conjurer's a plus. But on with the walkthrough. Go down, right, and down the next path which leads to a CHAKRA HELMET within a chest. The door in the lower left corner has a chest with a BLACKBELT OUTFIT inside. Now head back to the path and continue upward. Then go left at the second intersection you come to. The chest behind this door conceals a RUNE BELL inside a treasure chest. Leave that room at once and continue going right through the door you will find next. ELVEN CLAW hides within the chest, but your karateka, if you've got one, will do more damage with no weapon equipped. Leave that room and go up at the next intersection you see and then right and go through the door. The next floor is straightforward. On B5F, you'll probably notice that life will get distinctly tougher still (like it did for me). But you'll make through, just keep at it. Just make your way straightforward through this place- nothing special. A transporter on B8F is on the other side of a long bridge. Step on it to lead you to your new airship, the INVINSIBLE. AIRSHIP INVINSIBLE Inn Free ---------------------------------------- WEAPON: COST: ATTACK: HIT% ---------------------------------------- GreatAxe Axe 14000 85 80% Inferno Book 16500 65 80% <--- Fire elemental Blizzard Book 16500 65 80% <--- Ice elemental Illumina Book 16500 65 80% <--- Bolt elemental Loki Harp 40000 60 100% Yoichi Arrow 200 70 100% (Defender Sword) (Rune Bell) -------------------------------------- ARMOR: -------------------------------------- (Diamond Shield) (Diamond Gloves) (Diamond Armor) (WhiteRobe Outfit) (Diamond Helmet) (BlackRobe Outfit) (Diamond Ring) (Gaia Outfit) --------------- --------------- ITEMS: COST: ITEMS: COST: --------------- --------------- HiPotion 1200 Antidote 80 Soft 300 Otterhead 2000 EchoHerb 100 Carrot 150 Eyedrop 40 MidgBread 200 ------------------------------------------------------------------------------ MAGIC: COST: EFFECT: BUY? ------------------------------------------------------------------------------ B Quake 20000 A somewhat strong erthal spell that just doesn't cut it No B Brak2 20000 Turns one enemy to stone with a VERY high success rate Yes B Drain 20000 Takes a target's HP and adds it to the caster's HP ?? W Cure4 20000 Recovers a non-wounded warrior to 100% full strength YES W Heal 20000 Recovers any status aliment No W Wall 20000 Protect a warrior from some magic attacks with a wall No Man, is this thing's the shi...bomb. It's got a free bed to recover, a Fat Chocobo area and vending machines which will do business with you. This thing can even jump over small inconveniences such as thin strips of mountains which have kept you from previously reaching certain areas. The only complaint one could have about this ship is that it flies at a disgustingly slow pace. Anyways, Unne will say Adios to your party. But before ditching your party, she will explain pretty much what was just said but 5 seconds ago. But now it's time to continue your journey. Head east and south a little bit until you reach the continent of Salonia again. If you would have bothered to speak to the people within Salonia, you would have gotten wind of a town for paladins (or as they're called in this game, M.KNIGHTs). When at the Kingdom of Salonia (you will probably want to buy a copy of Cure2 from the town and give it to your geomancer), go southwest into the break in the mountains. Follow the very basic path, which involves jumping, to the next town. FARGABAAD Inn 640 ------------------------------------ WEAPON: COST: ATTACK: HIT% ------------------------------------ Asura Sword 20000 65 100% <--- Darkness elemental Yoichi Bow 42000 50 100% (Yoichi Arrow) Kotesu Sword (10500) 125 90% <--- Darkness elemental/Found in F. Cave Kiku Sword (11000) 105 100% <--- Darkness elemental/Won after Shinobi ------------------------------------------ ARMOR: COST: DEF: EVAD%: MDEF: ------------------------------------------ Demon Armor 25000 17 15% 17 Demon Shield 12500 12 14% 12 ----------------- ITEM: COST: ----------------- HiPoiton 1200 Carrot 150 MidgBread 200 ----------------- MAGIC: ----------------- (Fire2) (Cure2) (Ice2) (Exit) (Bolt2) (Wash) FARGABAAD- the mkinght town. The first thing you should do is to go above the weapon and armor shops that greet you upon your arrival. There is a forest to the right; some of the trees extend pretty far left. Get to the spot to the left of the space between the two trees. Walk right into the trees and follow the path, and you'll eventually come to the Fargabaad Falls. Walk up to the man you'll find in this room and speak to him. After doing so, you get to fight Shinobi, an annoying ninjawuss you'll encounter upon many a time later in the game. A KIKU SWORD will be yours when you win. Now leave the Falls, but don't go right back into the trees. Instead, follow the path of water downward onto the island. 2 HIPOTIONS, DEMON ARMOR, and DEMON SHIELD lie in the grass on the island. Now it's time to bid your geomancer a fond farewell. Strip him bare, change his job to an M.KNIGHT, sell your geomancer stuff, and equip that DEMON wear. (Please note that the mknight, also known as PALADIN in some translated versions, is equipped with Demon armor and his weapon of choice is the Dark Sword. The mknight seems to take on a dark form/element. This is interesting because in the game just following this in the series, FF4, the game's protagonist, Cecil, begins as a Dark Knight. He equips gothic paraphernalia like the Black Sword and Darkness Armor. He was a warrior of the element of Darkness. But over the course of the game, as I'm sure you all know, Cecil undergoes a radical conversion to a Paladin, who was, in that game, a character of Holy elemental. New and improved Cecil could now equip mainly holier things such as the Legend Sword and Crystal Mail. The mknight/paladin job are opposites in the two consecutive games. Even this game's mknight looks much like Dark Knight Cecil. What gives? I guess mknight is just another word for dark knight or something.) But enough about that. Do you see that cave at the top of the town? Well, it's got come cool stuff in there. It's also got splitting enemies (DeathClaw, Haniel, Balfrey, Sirenos, Garb). The beauty of the mknight is that his dark swords will not cause these enemies to split when attacked. His weapons are the only ones that with that attribute. There is plenty of great treasure in this cave (THOR HAMMER, DEMON ARMOR, KOTETSU SWORD, and ASURA SWORD). I recommend going into the cave and getting this stuff, because chances are, you'll need it. I had too much trouble walking around the false walls, mapping out the steps and remembering the treasure (and I'm really sorry), so it's up to you to figure it out. When you're finished with that town, leave it and take your airship for a ride. Head north around the mountains and westward, and you'll be near Amur again (I think). On the north side of the continent Amur is on, there is a big set of mountains with a whole lotta holes. Enter the indentation which is on the west side of the mountains. Jump your way through the maze. I think you can do it- it's not exactly quantum physics. Hopefully, those pesky airbound enemies will leave you alone. If not, the airship's cannon blast will help you out (as if you need it). Eventually, after all that hopping around, you'll find yourself at the CAVE OF DARKNESS. 18) Cave of Darkness enemies: Haniel, DeathClaw, Sirenos, Garb, Balfrey, Chronos, Varasago, Hellhorse Recommended level: 31-32 Recommended party: Knight/Karateka/MKnight/Conjurer --> MKnight Important stuff found in the Cave of Darkness: WEAPON: ------- (Kotesu Sword) (Kiku Sword) ARMOR: COST: DEF: EVAD%: MDEF: -------------------------------------------- Genji Armor (20000) 24 20% 24 Genji Helmet (16000) 10 15% 10 Genji Shield (19000) 20 20% 20 Genji Glove (15000) 9 15% 9 This place is no picnic. Many are the people who have complained about the difficulty of this place. Every enemy splits after you attack it assuming it still has HP or is conscious except for Hellhorses. Nobody should have a shield. These enemies will just hit right through Aegis as if it's not there. The knight should have swords of Defender and Ancient in hopes of paralyzing and thus preventing the enemy from splitting (doubled up defenders just won't do the trick). I also found the karateka's BuildUp attribute to often produce disappointing results (you may want to Defend until your conjurer casts a spell). Because of that, I've had my karateka die at times. You may want to exit and switch him to a dragoon if you find he's taking too much damage. The conjurer has a certain amount of usefulness to him. The Shiva (Hynobeam) and Ramuh (Mindblast) calls might put enemies into a hypnotized daze effective enough to keep them from dividing. Black magic may actually be kind of useful, but I definitely don't recommend having a black wizard unless you've had one all this time. Same thing goes for a white wizard. The problem with magic, especially callers, is that it runs out. When it does, this leaves them nothing to do besides running (makes you defenseless), moving from back row to front row (useless), and attacking with their mighty mighty staves. So after the conjurer runs out of magic, take that mknight equipment I hope you got in Fargabaad and put it to use. Another point to mention is that at first the mknight's defense will be less than respectable. It's just something you're going to have to live with until you get treasure. Buy 99 HiPotions and an Otterhead from the Invincible before entering the cave. Don't forget that mknights can use the same magic the hunter can. Now let's get in there and kill 'em all!! (warning: my explanations can be a bit confusing, so I put more letter in all caps to make it easier for you to find your place if you get lost) Enter the cave. Talk to the wounded mknight if you want to. He'll tell you just how hard this place can be, heh. Go right through the false wall that will eventually lead to a LAMIA SCALEd chest if you want it. Head down the main path which will eventually lead rightward through a false wall. You'll also encounter another wounded mknight along the way. Speak to him. The chest right there along the path holds a KOTESU SWORD. Go through the door and head right through a false wall. Then go up, right then down through a door. Walk straight through B2F and you'll be lead to a chest with a PARALYZER within. Return to the path you were originally traveling up through a false wall until you can't anymore. Now travel left through a false wall containing a LILITHKISS in a chest. Now go right through the obvious false wall that will lead you down. Now go down till you can't, then left till you can't, then up so you can find go through a door (By now, you should either get the idea or be completely confused:) On B3F, follow the path until you find a leftward indentation with an obvious false wall. Walk through it, and you find THREE PASSAGES. The top one will lead you to GENJI GLOVES (eventually) whereas the other two lead to one another. Now leave this room the same way you got here and get back on to the main path on which you'd been traveling and enter the pass on the other side. You should see FOUR PASSAGES. The FIRST and THIRD passages both lead to the FOURTH one (so ignore them). The SECOND PASSAGE will take you to B4F. Just like before, some passages meet you upon your entry. Only one is worth caring about: the LOWER RIGHT one. Next proceed regularly through B5F. The first two passages you'll come to will, once again, waste your time. The third pass will eventually lead you a KIKU SWORD (ditch your conjurer, or other mage, and make him your second mknight NOW if you haven't already). Now, head right through an obvious false wall. Now go down and leftward around the walls. Soon you'll be met with more passages. Take the SECOND PASSAGE if you wish not to waste time. Walk through B6F like any other floor. Head rightward and you'll come to several passages, again. Only one of them are of any importance, again (THE TOP ONE). Follow the path to soon reach B7F. Head right through the false wall to lead you to a GENJI HELMET (Genji... Yeah!). Now return to the original path and you will be met by, SURPRISE, more passages (ACK! Take THE LEFT ONE!). You'll promptly come to a room with a choice of four different passages. The UPPER ONE is the only one which is of any significance. Head right then up and you'll soon come to B8F (more Hellhorses here, thank God). Head down through the pass you see to bring you to GENJI ARMOR. Now go back up and left all the way across the bridge and INTO THE WATER. Ignore the first false wall you can see heading right across the water instead. Keep going right, and you'll be met by three more passages. The one on the RIGHT's the only one worth typing about. This is the last passage dilemma you'll come to in this cave (yes!). Head down through that right passage, then left when you can, then upward when the path leads you that way. Heal up, (Man, I hope you have an Otterhead or a cast of a level 3 spell and Exit) and examine the EARTH FANG. This guy will attack. Boss: Hekaton Difficulty level: 2.5 HP: 6400 Weakness: Earth? Strong against: Nothing If you made it through the cave okay and can heal up to a decent HP level, you are going to pound this guy so far into the ground you'll laugh obnoxiously. If you had a conjurer all this time and still have a Titan call left, his Kick effect could deal upwards of 2000 HP. But I just charged at him with a the party KN/KA/MK/MK. This guy will probably fall after one round, but it might take ya two if your guys decide to hit him a bit easier. Don't BuildUp with the Karateka. You won't need it, and if he attacks him critically, he can get hit for 3000+ HP. This guy's a wuss, but he does hit pretty hard doing at least 1000 HP each hit (usually more like 2000 though). You won't need to use Haste or a God's Wine. You shouldn't spend time healing either. Just keep Fighting, and you'll be victorious and the fourth and final elemental fang will be yours. Get out of here after you're done with him. I don't think you'll be able walk out, nor will any sane person ever WANT to go just walk through this again, heh. Now get back on to your airship. It's time to make use of that fang you have just earned. J