Walkthrough

   Because there's enough danged ASCII art over the course of this guide...


           Topic:                Final Fantasy III
           System:               Nintendo DS
           Type:                 Walkthrough/FAQ
           Current Version:      6
           Last Updated:         December 17, 2006
           Author:               ArkFullofSorrow (Afton 'Brian' O'Sullivan)


.... This will serve as this guide's fancy-shmancy logo title dealie

Heya.  Welcome to this guide.  Let's cut right to the chase: if for some
reason you want to contact me, do so at [email protected].
Please put 'FFIII' or 'FFIII guide' or 'FF3 question' or some other keyword/s
in the subject title so I can give the message the proper priority.
When emailing me, or anyone else for that matter, if you keep one thing in
mind, make it this simple rule: don't be stupid.  Please.  There's also a
really, really non-terrible chance I just might publish your message to me
about this, so refrain from stupidity for your own sake as well.

I invite constructive criticism, notices about missing/erronous information,
stuff from the "What I Want for this guide" section, and anything else we
know for sure will improve this guide.  Don't send messages about minor map
distortions and the like, stuff that's already answered in the guide, stuff
that for sure doesn't belong here, and anything else frustratingly stupid.
Such mail will be printed out and used as urinal cakes.

I am granting all who want it permission to post this guide at their site.
I feel it is sufficently complete for this now.

All I ask is that you leave it unaltered.  You can see the pure,
un-HTMLized version of the guide in its latest form at Gamefaqs.com pretty
much any time.  There's also my site, of course, I reckon it'll be there as
well.  So you can actually see if somebody works in a racial slur or a dirty
limerick in a pthetic attempt to ruin my character, it won't be my doing,
and be sure you check out the real thing before calling Al Sharpton.

Finally, if you want to see what might become a slightly beefed up version
of this guide, do so at www.arkfullofsorrow.com/ffiiiguide.htm
(note: not actually up yet)

Okay, so without further ado, I present this, the Final Fantasy III guide!!

Oh wait, there is ado.  First a table of contents is in order.

0. How to Use This Guide/Game Basics
1. Game Walkthrough
2. Class Evalutions
3. Party Setups
4. Monster Charts (later)
5. Weapon/Armor/Item/Magic Charts (later)
6. Version History
7. Credits/What I Want foor this Guide

To find one of these sections more quickly, do a search for '* 2' for the
job evaluations for example (but omit the quotes).


                     ****************************
                     *                          *
                     * 0. How to Use This Guide *
                     *    and Game Basics       *
                     *                          *
                     ****************************


HOW TO USE THIS GUIDE


It's pretty self-explanitory, but I can understand if certain issues
arise.  First of all, this is primarily a guide of maps, as I believe
for this type to be generally the most effective.  In every area,
there is some expounding involved, telling you what to watch out for and
things like that.

First off, there are the cavern/dungeon maps.  The maps attempt, however
proficently or poorly, to be a likeness of each individual dungeon.
Generally speaking, numbers explain events and sequences in the
dungeons, capital letters are treasures and lowercase letters are paths
from one room or door or floor to another.  A line, be it vertical like
this |, diagonal like this \ or horizontal like this _ is going to separate
a space you can walk on from a space you cannot, for the most part.
Passageways interrupted by a diagonal line generally separates pathways
entered and exited from false walls.  For the most part, on one side of
a line within a given map is a space that can be normally walked on
(without a ladder heading into water) whereas the letters and numbers
reset with every new Roman numeral, which denotes an area.  The order
in which they appear in this guide are the order in which I recommend
doing them.

There are a few different map layouts used on this guide: one for dungeons,
one for towns, one for castles, one for outdoors.  Each map should have
its own legend.  Empty spaces are those you can walk on regardless of what
other ornamentation might be on the ground.  With very little exception,
a capital letter denotes a space that cannot be walked upon regularly.
Lowercase letters can be walked upon or inside, or lower case letters may
be treasure.  I did not find it necessary to note people within the town,
lest they should be essential to progress in the game.

The plot is minimally spoiled in this guide.  Partially because much
of this is happening in a language I don't understand, and partially
because some of those reading this would rather not it be spoiled.  Now
because I do not understand much of what is going on, the names used
throughout the guide will be taken from the well-regarded translation
in the FF3j NES rom by NeoDemiforce.

There are quite a few tables in this guide.  Here is a brief explanation
on how they work.

 ----------------------------------------------------------------------
| Bell of Awesome | 1352, Ranged, stolen from Xio   | GE         | (1) |
| Plain Shield    | 4, protection against blindness | WR, NI, VI | 100 |
| (See also: Spear of Destiny)                                         |
| Bastard Sword   | 68                              | WR, KN, DK | 900 |
| Hot Fireball    | One free use of Fire9 spell     | All        | (1) |
 ----------------------------------------------------------------------

The first column is the name of the item.  The second is the information
about the item.  The number is its physical attack or defensive power, and to
the right of it, if present at all, is additional information.  At least as
much as I can fit in the space before bcoming ostentatious.  Other notable
attributes are also mentioned here, if necessary.  This is what some of
the terminology means:

- elemental properties, fire, ice, holy, etc. (specialized equipment
  particularly effective or  ineffective against certain foes)
- Ranged means a weapon does the same amount of damamge from the back row
  as the front
- One use means that weapon has one use and it's gone
- Many items come with statistical enhancements that show up on the status
  screen.
- What spells are cast using the item during battle
- And any other miscallaneous information (in this case, the Bell of Awesome
  and the fact it's stolen from Xio).

The third column is about who can equip/use the item in question.  The
classes listed here are only those relevant at the time of the acquistion
of the item.  They are abbreviated.  This column will be entirely populated
by a single dash mark until they become relevant.  The abbreviations are as
follows (not to spoil anything, but this is the order in which the classes
appear on the Class screen in the Menus once you've recieved them all):

FR - Freelancer      WR - Warrior
MK - Monk            WW - White Wizard
BW - Black Wizard    RW - Red Wizard
RN - Ranger          KN - Knight
TH - Thief           SC - Scholar
GE - Geomancer       DR - Dragoon
VI - Viking          DK - Dark Knight
EV - Evoker          BA - Bard
BB - Black Belt      DV - Devout
MG - Magus           SU - Summoner
NI - Ninja           OK - Onion Knight

And Sage is up there as well somewhere.  Bah.

NOTE: The words Class and Job are interchangable in this guide.  I use the
word class, and the game uses Job.  They're the same thing here.

The fourth column is the cost of the item.  One in parenthesees cannot
be bought.  Simple as that.  And if you see a (See also:) demarkation,
it means a shop is selling an already listed item.

Oh, and none of these items actually exist in the game itself.


GAME BASICS


Real quick, the controls:

Power    Turns game on/off
D-Pad    Moves character (on map) or cursor (in battle/menus)
L        Zooms camera in/out on map
R        Goes in and out of menu screen on map
L+R      Tells character to attempt to flee battle
X        Goes in and out of menu screen on map
A        The approvial button
B        The cancelation button (in battle, menus)
D-pad+B  Dash
Start    No effect
Select   No effect
Y        Speak to team addition when present

Touching non descript point on touch screen    Moves/Dashes character
                                               in that direction
Touching upper left corner of touch screen     Same as L (on map)
Touching upper right corner of touch screen    Same as R (on map)
Touching any selectable point on touch screen  Same as A


The Menu

Pressing X or R while on the map or in a town, dungeon and so on will
give you a screen that looks a little something like this

 ------------------------
|          1         | A |  A - Item - Use, look at items in your inventory
|                    | B |  B - Magic - Use, look at your magic spells
|                    | C |  C - Equip - Decide which weapons/armor to use
|          2         | D |  D - Status - Examine a character's status
|                    | E |  E - Alignment - Changes row and order
|                    | F |  F - Class - Changes class of a character
|          3         | G |  G - Config - Changes various details
|                    | H |  H - Suspend - Creates temporary save file
|                    |_I_|  I - Save - Creates permanent save file
|          4         | J |  J - Gil Collection - Gil Collection
 ------------------------

1, 2, 3 and 4 are places for information about your characters: a portrait,
HP/MP and status information.

Options A, B, C, E, F, H and I aren't really worth discussing further,
except that H is essentially I that can be used anywhere and that disappears
once accessed.  I is H that cannot be used else except outdoors but I lasts
until it is erased or saved over.  I'll also say you can rearrange Items and
look at Key Items (in a separate inventory) in A.  In B you can completely
trade magic sets with another character or lean/unlearn spells individually.

Status Menu.  It looks roughly like this, roughly:

 ------------------------------
|    Name          Current EXP | A - Character portrait
| A  Level         EXP Needed  |
|    Class         Class Level | a, b, c, d, e, f, g and h are all
|    HP                        | undefined values for the
|    MP Statistics             | characteristics attached by periods.
| Strength.....a   Attack...f  | These are impacted by equipment, Level,
| Agility......b   Defence..g  | Class and Crystal condition.
| Vitality.....c   Mg.Def...h  |
| Intellect....d               |
| Mind.........e               |
 ------------------------------
Current EXP - How experienced one is.  Accumulate by fighting enemies
Level       - How current EXP manifests itself
EXP Needed  - How much more EXP is needd to reach the next Level
Class Level - How proficent one is at their Class.  Increase optimally by
              performing Class unique tasks in battle. Impacts how well
              character does their class
HP          - Life meter.  When less than 1/4 its maximum, character in
              battle kneels over to indicate near-death state.  When at
              zero, character is in KOed state and cannot function in
              battle or much of anywhere else.
MP          - How many spell casts remain
Strength &
Attack      - Higher totals mean more effective physically-based attacks
Vitality &
Defence     - Higher totals mean more resistance to physically-based attacks
Agility     - This number dictates when that character will take a turn in
              battle, the higher the number, the sooner the turn
Intellect   - The higher this number gets, the more effective they use
              attack magic
Mind        - The higher this number gets, the more effective they use
              defensive magic
Mg. Def     - Magic Defense.  How well they defend themselves against magic.

Remember information about weapon accuracy or skill level aren't taken into
consideration when putting up an attack figure.  So try not to be surprised
if a big strong, rookie hammer and axe wielder is being greatly outclassed
by a wirey, but learned knife user.



Config Menu.

 ----------------------------------------
|                                        |
|                                        |
|  Message Speed   Slow  Medium  Fast    |
|  Cursor          Original      Memory  |
|  Movement        Walk          Run     |
|  Handedness      Left          Right   |
|                                        |
|                                        |
 ----------------------------------------


Battle Menu.

Here is the list of commands to chose from during battle in Final Fantasy
III:

 --------
| Fight  | Physically attacks enemy
| CUC    | CUC stands for Class Unique Command/s
| Defend | Spends turn readying self for pyhsical attacks taking less damage
| Item   | Uses Item
| Equip  | Changes Equipped Weapon, does not forefit turn
| Change | Either Ascend (changes character to front row) or Descend (to back)
| Run    | Spends turn attempting to flee from battle, doesn't always work
 --------


That should pretty much do it for here.


                 ***********************
                 *                     *
                 * 1. Game Walkthrough *
                 *                     *
                 ***********************


I. ALTAR CAVE

(To Mimimize spoilers: If you ever want to know about a certain job when you
first get it, search the document via Ctrl+F or whatever it is Macs use and
in the search box type the name of the job minus the vowels, also in all caps
if your machine's being picky, so this job now would be FRLNCR.  This brings
you to the spot in the class description part ofthe guide)

(If you ever want to know about a certain peice of equipment, do a search
for the name of the item + a forawrd slash, like 'Leather Shield /'.  This
goes with the enemies as well, although the names of enemies had to be
mangled in some cases to make room for more space, so you're better off using
the end of the enemy's name followed by a slash like 'Fang /'.)

(Also, if you ever want to know what party setup I most recommend for a given
task going into it, type a number sign followed by a Roman numeral, so here
it would be #I).

(One more thing, if you ever want to know the recommended EXP/Experience
level I recommend for being in a certain area, I recommend it be roughly that
of the enemies, do the monster search to find that out.  If this is too much
to ask of you, take the Roman numeral and add usually ~5 to it).

Enemies:
1 Goblin (punk with a dagger)
2 Carbuncle (Blue and white thing, looks like a rock)
3 Eye Fang (Odd looking hanging red thing)
4 Blue Wisp (Blue whirly thing)

NOTES: Just watch yourself.  Because you're dropped in the cave alone,
I don't recomend spending more time here than you need since the other
characters are missing out on experience (although, experience won't be
divided among multiple characters) and you, being the only target
and all, have a much greater chance of dying.  Just don't fool around.
Get the treasures, drink the water on the second floor and go.  Run if
you wish (press L + R at the same time while selecting a command), although
it's not necessary.  Also: Eye Fangs hit kind of hard at this point of the
game, so watch out for them.

New things found in this part of the Altar Cave:
 -----------------------------------------------------
| Leather Shield | 2, Guards against poison | - | 40  |
| Long Sword     | 10                       | - | 100 |
| South Wind     | One Free use of Blizzara | - |(500)|
 -----------------------------------------------------

First floor
                              _
                   ________  |a|
                  |  _:_   |_| |
               __/  |   |   C  |
              |2   _|   |______|
              |  _|
              |1|
              | |
            _/   \__        A - Leather Shield
           /       B\       B - Potion
          |A         |      C - Long Sword
          |_        _|
            |      |        1 - Stepping here intitates a show
            |_     |        2 - Examining (with A button) removes the
              |_  /             : wall
                | |
                | |
                | |         0 - Play is begun here
                | |
                | |
                | |          __
                | |         |  |
               _| |         |  |
              |  0|         |  |
              |   |_________|  |
              |                |
            __|        ______  |
           |          |      \_|
           |          |
           |          |
           |___       |
               \______|

      _
     |b|
     | |
    _| |_              _
   |     |           _/F\_                      __
   |     |          |     |                   _/  |
   |     |          |     |_         __      /   4|
   |     |       ___|       |_______|G |_____|  44|
   |     |     _/          _____       ___3____ 44|
   |     |____/     __   _|     |_    /        |44|
   |_______________|  | |         |__|         |44|
                      | |
                      | |
                      | |   3 - A brief show occurs upon stepping here
                      | |   4 - Examine to restore HP/MP
                      | |
                      | |
                     _| |__
                    /      \
                    |       \_______
                    |     _________E|
              ______|    |
             |D________  |  D - Anarctic Wind
                       | |  E - Potion
                       | |  F - Potion
                       | |  G - Anarctic Wind
                       |a|

Door b leads to a very small room.  Enter it, take a few steps foward and
watch a show.  BOSS1 will ensue at its end.

BOSS1: Land Turtle (#196)
HP: 120
Weakness: Ice
Gil: 500
EXP: 20

Because you're flying solo here and are probably at an unimpressively low
level, I recommend using a South Wind.  If fully equipped,  the Land Turtle
generally hits for around 10 damage per hit.  To be safe, assume the next
turn it'll hit twice, so if your HP dips below 40, I reckon you should use
a potion.  Also if fully equipped, you should be hitting this guy for around
10 HP per hit, and with any luck, you'll hit twice.  The Land Turtle should
go down without too much trouble.

After finishing the battle and a scene, you are transported out of the cave
and to the outerworld.  For the sake of convienence, I will map the remainder
of the cave here, although I don't recommed plowing through it until you have
more party members.

You don't need to go into this cave again, but I highly recommend it as it
will be a great boon to your cash and equipment totals.  It should also give
you a better feel for the game.


ALTAR CAVE

New Stuff in this part of the Altar Cave:
 --------------------------------------------------------
| Bronze Knuckle | 12                          | - |  60 |
| Bronze Bracers | 1                           | - |  80 |
| Sleep          | Calls sandman upon target/s | - | 100 |
 --------------------------------------------------------
              _
            _|c|  c - Leads outside
           |_  |
             | |
             | |
             | |                __
             | |_______________|HI|
             |  ______\___\_______|
             | |
             | |  H - Leather Cap
           __| |  I - Bronze Bracers
          |__  |
             |d|


                _
          _    |M|
        _/ \___| |
       /         |
    __/     1   J|
   /             /
 _/             |_
|L_   ____        \__
   \K/    |    _____N|
          |   |__
          |____  |
               |  \__________            _
                \__________  |__________|d|
                           |______________|


J - Bronze Bracers
K - Bronze Knuckle
L - Long Sword
M - Sleep Spell
N - Long Sword

1 - To other 1 (where you were first dropped to begin the game)



First area overworld, accessable parts


                  MMMMMMMMMMMMMMMMMMMMMMMMMMMMM1MMMMM
               MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM   MMMMM
              MMMMMMMMMMMMM6MMMMMMMMMMMMMMMM     MMMM
              MMMMMMMM           MMMMMMMMMMMM    MMMM
                MMMMMWWWWWWWWWWWWWMMMMMMMMMMM   MMMMM
              MMMMMMMWWWWWWWWWWWWWMMMMMMMMMM   MMMMMM
            MMMMMMMMMWWWWWWWWWWWWWMMMMMMMMM     MMMMM
      MMMMMMMMMMMMMMMMMMMMMffffffffMMMMMMMM      MMMM
      MMMMMMMMMMMMMMMMMMMM ffffffffffMMMMMM   222MMMM
     MMMMMMMMMMMMMMMMMMM   fffffffffffMMMMMMM  22MMMM
    MMMMMMMMMMMMMM                    fMMMMMM    MMMM
  MMMMMMMMMMfffffffffffffffffffffffffffMMMMM    MMMMM
  MMM   _CC_fffffffffffffffffffffffffffMMMMM   MMMMMM
  MMM  | CC |fffffffffffffffffffffffffffMMMM    MMMMM
  MMM  | 55 |fffffffffffffffffffffffffffMMMMffffffMMM
  MMM  |    |fffffffffffffffffffffffffffMMMMffffffMMM
  MMM  |_  _|fffffffffffffffffffffffffffMMMMfffffMMMM
  MMMM      ffffffffffffffffffffffffffffMMMMffffMMMMM
    MMMMMMMMMMMMMMMMMMMMMMM     fffffffffMM  ff MMMMM
      MMMMMMMMMMMMMMMMMMMMM      fffffff        MMMMM
                     7           ffffff         MMMMM
                    MM             fff          MMMMMMM
                     MMMMMMMMMMMMM  MM      MMMMMMMMMMM
                      MMMMMMMMMMMM  MM      MMMMMMMMMMM
                            MMMMMMddddd    MMMMMMMMMMMM
                             MMMMMddd4dd   33MMMMMMMMM
                             MMMMMMMdddd    MMMMMMMMM
                             MMMMMMMMMMMMMMMMMMMM
                             MMMMMMMMMMMMMMMMMMMM
                              MMMMM     MMMMMM
                               MMM
                                    M
                                   MMM
                                  MMMMM
                                 MMMMMMM
                                  MMMMM
                                   M9M





Key -

M - Mountains       f - Forest area
W - Water           d - Desert
B - Boulder         (blank) - grassland or plains
C - Castle

1 - Altar Cave             6 - Sealed Cave
2 - Ur Town                7 - Boulders west of Kazus
3 - Kazus Town             8 - Canaan
4 - Desert west of Kazus   9 - Dragon's Peak
5 - Sasune Castle

Enemies of the area:
5 Killer Bee (Flying bee-like creature)
6 Werewolf (Bipeded beastman with claws for hands)
7 Berserker (Looks like a stereotypical Roman gladiator)

Not much to write home about here, at least nothing that hasn't
already been said.  It's worth repeating that Killer Bees
do have the ability to poison upon contact, though.



II. UR TOWN


TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTT  _____  TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TTT |     | TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
TT  |     |                              TTTTTTTT
TT  |__d__| TTTTTTTTTTTTTTTTTTTTTTT    WWWTTTTTTT <-- Enemies, Killer Bees
TTT         TTTTTTTTTTTTTTTTTTTTTTTT   WWWWTTTTTT     and Werewolves, are
TTT    TTTTTTTTTTTTTTTTTTTTTTTTTTTTT   WWWWTTTTTT     found beyond tihs point.
TTTWW pTTTTTTTTTTTTTTTTTTTTTTTTTTTTT   WWWWTTTTTT
WWWWWWWTTTTTTTTTTTTTTTTTTTTTTTT       WWWWWp   TT
WWWWWWWWTTTTTTTTTTTTTTTTTTTTT    TTTTTTWWWW  1 TT
WWWWWWWWTTTTTTTTTTTTTTTTTTTTT    TTTTTTWWWWW   TT
WWWWWWWWTTTTTTTTTTTTTTTTTTTTT    TTTTTTTWWWW   TT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTT      TTTTTWWWT  TTT
TTTTTTTTTTTTTT_   TTTTTTT _____    TTTTTTWWT   TT
TTTTTTTT |     |  __TT_  |     |    TTTTTTTTT  TT
TTTT     |     | |     | |     |     TTTTTTTT  TT
         |__m__| |     | |__w__|     TTTTTTTT  TT
                 |__a__|             TTTTTTT   TT
TTTTTT                                TTTT    TTT
TTTTTT  _______                        TTT  TTTTT
TTTTT  |       |             _____          TTTTT
TTT    |       |            |     |   TTTTTTTTTTT
TTT    |       |            |     |   TTTTTTTTTTT
TTTTT  |___e___|            |__i__|  TTTTTTTTTTTT
TTTTTT                                      TTTTT
TTTTTTTTTTTTg    TT     TTTTT        TTTT  hTTTTT
TTTTTTTTTTTTTTTTTTT     TTTTTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTT     TTTTTTTTTTTTTTTTTTTTTTTTT

1 - Go here for a scene essential for the game's progression

d - Door that leads into a house with two Antidotes on one floor.
Another floor is revealed by examining the rightmost candle, leading
to five chests: Eye Drops, Long Sword, Phoenix Down, Cure Spell, and a
Dagger.

h - The southeastern area of town has a water hole/well.  Go through
the navigable trees (marked with lowercase t's) to find a small room
with 3 Potions.

p - These are Potions.

e - Elder's House.  Interesting plot details potentially lie within.
As do rivivification and recovery springs.

g - This guy will show you the wonders of using Items on the map: press
the B button while facing him and give him a Potion and he'll give you
a Phoenix Down.

m - Magic store
 -------------------------------------------
| Poisona | Removes Poison status | - | 100 |
 -------------------------------------------
Sure buy one of these.  Or two, they're small.

a - Armor store
 -----------------------------
| Leather Armor  | 3 | - | 90 |
| Leather Shield | 2 | - | 40 |
| Leather Helm   | 1 | - | 15 |
| Bronze Bracers | 1 | - | 80 |
 -----------------------------
We'll be spending some money here, I reckon.  Leather Helemts are
a steal at 15 Gil, but unnecessary.  Pick up a Leather Armor here.
Bronze Bracers are also good buys for the more frail magic users,
but you should already have them after going through the Altar Cave
again.

w - Weapon store
 ----------------------------------------------
| Dagger       | 9                   | - | 60  |
| Also: Long Sword                             |
| Staff        | 3                   | - | 40  |
| Bow          | 10, Ranged          | - | 100 |
| Wooden Arrow | 6, One use, Ranged  | - |  4  |
 ----------------------------------------------
I don't recommend buying anything here, really.  You'll have/be
getting the rest of this stuff shortly.

i - Inn (Free) and Item store
You can take advantage of the Inn's generousity by simply plopping into
one of the open beds.  There are two potions in the Inn.  One close to
the open beds in the main room and another in the tavern area through
the door.  Also in the tavern area is a piano on which to whack and a
dancing girl.
 ----------------------------------------
| Potion   | Restores some HP       | 50 |
| Eyedrops | Nullifies Blind state  | 40 |
| Antidote | Nullifies Poison state | 80 |
 ----------------------------------------
Go ahead and buy 10 of each item (by selecting 10 from the quantity
menu, this time giving you about 20% off buying one at a time).  You
should be pretty much ready to leave the place after after doing so.



III. KAZUS TOWN/SASUNE CASTLE

KAZUS TOWN

Talk to the person within a few steps in town and watch the show.

There are shops afoot and the like, but until they're open they
won't be discussed here.  Head to the Inn and talk to the figure
standing still near the bar in that first room there.  You can
head into the back room if you wish and make use of another free
Inn.

I'll cover the buildings and the like when they're avalible, but
there are some items that are of great use now.  There's a Potion in
a vase in a building in the northeast part of town, and there's a
navigable path of trees in the southwest part of town leading to
patches of grass where a Staff, a Mithril Helm and a Zues's Wraith is
hiding.  I advise staying out of the mine of the northeastern part
of town for the time being

Leave town and head a few steps west to the patch of desert and an airship.
Enter, walk up to the wheel, face it and press A to get it airborne.  Fly
west and a little north to the castle.

The airship is not a very impressive contrapation as it cannot fly over
rocks or mountains.  Go to the Northwest of the area and park it in front
of the castle.


CASTLE SASUNE

Walk to the castle gate and speak to the person in front of the doors
to initiate a show.

NOTE: There are monsters in the towers (the doors marked 'a' and 'b' in
first map below):
8  Red Wisp (Palette-Swap of the Blue Wisp)
9  Dark Eye (Palette-Swap of the Eye Fang)
10 Zombie (Looks like... an undead thing coming out of the surface)

Dark Eyes and Zombies are undead, so a cast of the Cure spell distributed
across a party of undead + a physical attack by one of the other charcters
generally means dead monsters which generally means the fights should be
over with in one round.  Be warned, though, that at this point in the
game, you might be taking about 20 damage per hit.  Try to avoid using
items as there's never a bed too far away.

Also, I recommend level building here, do it with the Wight Slayer
and Daggers as not to use up the Holy Arrows.


New stuff found in Sasune Castle:
 ----------------------------------------------------------------
| Wight Slayer   | Sword holy in nature                | - |1000 |
| Ice Spell      | Effective enough ice magic          | - | 100 |
| Bronze Knuckle | 12                                  | - | 500 |
| Holy Arrow     | 8, One use, ranged, holy elemental  | - |  10 |
| Phoenix Down   | Nullifies Swoon state               | - | (1) |
 ----------------------------------------------------------------

  WWWW                                      WWWW
  WWWW                                      WWWW
  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
  WWWW www                              www WWWW
  WWWW www                              www WWWW
  WWWWWWWWWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWWWWWW
   WW  www       ________________       www  WW
   WW  www      |                |      www  WW
   WW  WhW  ____|                |____  WlW  WW
   WW      |                          |      WW
   WW      |                          |      WW
   WW      |____________a_____________|      WW
   WW                                        WW
   WW                                        WW
  WWWW         WWWWWWW     WWWWWWW         WWWW
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW  (You enter and leave
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW   the place at the hole
  WWWWWWWWWWWWWWWWWWWW     WWWWWWWWWWWWWWWWWWWW   in this area.)

   WWWWWWWWWWWWWWWWbWWWWWWWcWWWWWWW     A & B - 1000 Gil
   WWWWWWWWWWWWWWWW WWWWWWW WWWWWWW
   WWWWWWWWWWW           WW WWWWWWW     2 - Beds
   WW       WW           WW   A BWW
   WW2 2    WW           WW      WW
   WW            P   P   WW     gWW
   WWWWWWWWWWW   P   P   WWWWWWWWWW
   WWWWWWWWWWW           W
   WWWWWWWWWWW           W
   WWWWWWWWWWWWWWWWaWWWWWW


        WWWWWWWWWWWWWWWWWWWWWWWWWWW
        WWWWWWWWWWWWWWWWWWWWWWWWWWW
        WW CWWWW           WWWW  WW     C - Phoenix Down
        WW  WWWW           WWWW  WW
        WW  WWWW   WWWWW   WWWW  WW
        WW  WWWW   WWeWW   WWWW  WW
        WW  WWWW   WW WW   WWWW  WW
        WW    WW           WWd   WW
        WW    WW           WW    WW
        WW    ww           ww    WW
        WWWWWWWWWWWWWbWWWWWWWWWWcWW



                   WWWWWWWWWWW
       ____________WW       WW
      |   _________     N   WW              N - Bronze Knuckle
      |  |         WW       WW
      |  |         WWWWWWWWWWW
      |  |
      |  |
      |  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
      |  WWWWWW                     WWWWWW
      |  WWWWWW                     WWWWWW
      |__ww       WWWWWWWWWWWWWWW       WW
         WW       WWWWWWWWWWWWWWW       WW
         WW  D E  WWWWWWWfWWWWWWW       WW  D - Blizzard Spell
         WW       WW           WW       WW  E - Leather Shield
         WWWWWWWWWWW           WWWWWWWWdWW
                  WW           WW
                  WWWWWWWeWWWWWWW


    WWWWWWWWWWWWWWWWWWWWWWWWW
    WW                     WW
    WW  PP      3      PP  WW    3 - Approach this point for a show that
    WW                     WW        furthers the plot.
    WWPP                 PPWW
  WWWWPP                 PPWWWW
  WWPPPP                 PPPPWW
  WWPPPPPP             PPPPPPWW
  WWPPPPPP             PPPPPPWW
  WWPPPPPP             PPPPPPWW
  WWPPPPPP             PPPPPPWW
  WWWWWWWWWWWWWWfWWWWWWWWWWWWWW



       WWWWWWWWWWWWWW      4 - Before terribly long, you'll find
     WWWWWWWWWWWWWWWW      yourself at this spot because of an event
   WWWWWWSSSSSSSSSSWW      in the game.
   WWWWWWSSS     WWWW
   WWWWSSSSS     WgWW
   WWSSSSSSS     W WW
   WWSSSSSSS4      WW
   WWSSSSSSS       WW
   WWWWSSSSS       WW
   WWWWWWSSS     SSWW
   WWWWWWSSSSSSSSSSWW
     WWWWWWWWWWWWWWWW
       WWWWWWWWWWWWWW


     WWWWWWWWW              WWWWWWWWW
    WWWWWWWWWWW            WWWWWWWWWWW
   WWWW     WWWW          WWWW     WWWW
  WWWWWW     WWWW        WWWW     WWWWWW
 WWWW iW      WWWW      WWWW      Wm WWWW
  WWWW       WWWW        WWWW       WWWW
   WWWW     WWWW          WWWW     WWWW
    WWWWWwWWWWW            WWWWWwWWWWW
     WWWWhWWWW              WWWWlWWWW


     WWWWWWWWW              WWWWWWWWW
    WWWWWWWWWWW            WWWWWWWWWWW
   WWWW  e  WWWW          WWWW     WWWW
  WWWW     WWWWWW        WWWW       WWWW
 WWWWi     Wj WWWW      WWWWWWW      WWWW
 WWWW         WWWW      WWWW nW     mWWWW
  WWWW       WWWW        WWWW       WWWW
   WWWW     WWWW          WWWW     WWWW
    WWWWWWWWWWW            WWWWWWWWWWW
     WWWWWWWWW              WWWWWWWWW


     WWWWWWWWW              WWWWWWWWW      F & I - 20 Holy Arrows
    WWWWWWWWWWW            WWWWWWWWWWW     G & J - 20 Wooden Arrows
   WWWW     WWWW          WWWW     WWWW
  WWWW  F G  WWWW        WWWW  I J  WWWW
 WWWWWWW     jWWWW      WWWW      WWWWWWW
 WWWW kW      WWWW      WWWWm     W nWWWW
  WWWW       WWWW        WWWW       WWWW
   WWWW     WWWW          WWWW     WWWW
    WWWWWWWWWWW            WWWWWWWWWWW
     WWWWWWWWW              WWWWWWWWW


     WWWWWWWWW              WWWWWWWWW      H - Wight Slayer Sword
    WWWWWWWWWWW            WWWWWWWWWWW     (guarded by a Griffon)
   WWWW  H  WWWW          WWWW  1  WWWW
  WWWW       WWWW        WWWWK      WWWW
 WWWW         WWWW      WWWW L       WWWW  1 - Bed, for sleeping
 WWWW         WWWW      WWWW M       WWWW
  WWWW       WWWW        WWWW       WWWW   K - Potion
   WWWW  k  WWWW          WWWW     WWWW    L - 20 Wooden Arrows
    WWWWWWWWWWW            WWWWWWWWWWW     M - Bow
     WWWWWWWWW              WWWWWWWWW



IV. SEALED CAVE

It's located at the north-central part of this outerworld area.  You'll
need to fly there.

Enemies:
8  Red Wisp (Palette-Swap of the Blue Wisp)
9  Dark Eye (Palette-Swap of the Eye Fang)
10 Zombie (Looks like... an undead thing coming out of the surface)
11 Mummy (looks like a Mummy)
12 Skeleton (Set of bones, has a sword)
13 Cursed Copper (a Set of floating coins)
14 Larva (Blue spirally thing)
15 Shadow (Palette-Swap of Skeleton)
16 Reverant (Palette-Swap of Zombie)

All undead here, but watch your MP totals, try to reserve magic for
attacking the hordes of enemies while using Potions to heal.  The
Skeletons and Shadows can Blind you, so you're likely to put those
Eyedrops you've been saving this time to use.  Also, Mummies can cast
Poison, so have Antidotes ready.

The Mummies, Skeletons and Shadows are considerably bigger problems than
are Laruwais and Curse Coins.  Nothing some Holy Arrows or a Wight Slayer
can't handle.
                   _
           _______|a|_______             _____
          |                 |           |    B|
          |                 |           |_   _|
          |                 |             | |
          |_______   _______|      _______| \
                  | |             |          \
                  | |             |           |_____
                  | |             |  _____________  |
                  | |             | |             | |
       __________/ /          ____| |             | |
      |    _______/          |  ____|             | |
      |   |              ____| |                  | |
      |   |             |  ____|   _______________| |
      |   |_____________| |       |  _______________|
      |   ________________|       | |
      |  |                        | |
      |  |                        | |
      |  |                        | |__________________
      |  | A - Potion             |                 _  |
    __|  | B - Cure Spell         |________________| |b|
   |A    |
   |_____|



     _____     _     ________________
    |     \___|b|___/    1 :__       |       1 - Examine to remove : wall
    |                      |  |      |
    |                      |  |       \___
    |                      |  |   _       |
    |                      |  |__| |   _  |
    |                      |       |__| | |
    |_                     |            | |
      |___ C               |            |c|  C - 500 Gil
          |________________|

(NOTE: whenever somebody is following along with the team, press Y
to speak with them.  They may just say something entertaining or useful.)

                                                 _
                                               _|d|
                       ______________         |   |
                      |  _           |        |   |
                      | | |________  |        |  _|
                      | |          | |        | |
        ______________| |_____     | |        | |
      _/   _____              |    | |        | |
     |  __/     |            _|    | |        | |
     | |        |_ E        |      | |        | |
     | |          |         |      | |       /  |
     | |          |_________|      | |      |  _|
     | |                           | |______| |
     | |                          _|   _______|
     | |                         |  __|
     | |          _____          | |
     | |_        |  4  |         | |     D - Antarctic Wind
    /    \_      |     |         | |     E - Eye Drop
   |       |     |     |         | |________
   |       |     |     |_      __|          \
   |       |_____|       |    |        ____  |
   |_       _____        |    |     __|    | |
     |_____/     |_______|    |____|       | |___
                                           |     |
                                           |   D |
    4 - Approaching will trigger scene     |_____|
        and BOSS2

BOSS2: Djinn (#197)
HP: 650
Weakness: Ice
Gil: 1400
EXP: 50

Not overly difficult.  He has a Fire spell attack that isn't any more
powerful than other attacks you've seen throughout the rest of the
dungeon, he can just spread it across your team.  If you want to make
quick work of him, use an Antarctic Wind or two for as much as 500
damage per use.  I wouldn't use more than onefor they are better conserved
for a different fight down the line.

After the battle is won a scene will ensue.  Return to Sasune Castle,
watch the show and leave the place, return to retrieve your airship across the
blue stuff near the Sealed Cave.  Now the plot has been furthered enough
to revisit Kazus.



V. KAZUS TOWN

Enter the town, take a few steps in and watch the show.

 TTTRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
 TTTRRRR   RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
 TTTTTTT  hRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
 TTTtttt     lRRRRRRRRRRRRRRRR     RRRRcRR    R
 TTTttTTTT    RRRRRRRRRRRRRRRR  _____         R
 TTTttTTTTTTTTRRRRRRRRRRRRRRRR |     |        R
 TTTttttttttTTRRRRRRR    RRRRR |     |  RRRRRRR
 TTTTTTTTTttTT     RR    RRRRR |__b__| RRRRRRRR
 T       tttTTTT                      RRRRRRRRR
 Tz RRRRRTttTTTTTT                    RRRRRRRRR
 TRRWWWWWTttTTTTTTTTTT       _______  RRRRRRRRR
 TWWWWWWWTttTTTTTTTTTT      |       | RRRRRRRRR
 TWWWWWTTTttTT|     |       |       | RRRRRRRRR
 TTTTTTTTTttTT|     |       |       | RRRRRRRRR
 TTTTTTTTTttTT|__r__|       |__i____| RRRRRRRRR
 TTTTTTTTTttTTTT         ___________  RRRRRRRRR
 TTTTTTTTTtttttt        |           | RRRRRRRRR
 TTTT  TTTTTTTTT        |           | RRRRRRRRR
 T       TTTTTTT        |__m__w__a__| RRRRRRRRR
 TTTT       TT                         RRRRRRRR
  TTT                   TTTTTTT       TTTTTTTTT
            T        TTTTTTTTTTT     TTTTTTTTTT
            T    TTTTTTTTTTTTTTTTTTTTTTTTT    T

T - Tree
R - Rock
W - Water

h - Mithil Helm
l - Leather Shield
z - Zues's Wraith

c - Cave of Mithril
b - Blacksmith's house

m - Magic store
 -------------------------------------------------------------
| Fire  | Weakest fire spell but good for now  | BW, RW | 100 |
| also : Blizzard and Sleep                                   |
 -------------------------------------------------------------
At last, Fire.  Get one of those and get out.  Just remember that
in Final Fantasy III (DS), undeades are not weak against Fire.
Undeads are NOT WEAK AGAINST FIRE as is per every single other
RPG in the history of gaming.

w - Weapon store
 ------------------------------------------------------
| Mithril Rod    | 12, Intellect +1 | BW, RW     | 400 |
| Mithril Dagger | 14               | WR, RW, TH | 500 |
| Mithril Sword  | 17               | WR, RW     | 500 |
 ------------------------------------------------------

a - Armor Store
 -----------------------------------------------------------------------
| Mythril Armor   | 10                               | WR, RW, TH | 350 |
| Mythril Shield  | 3, Guards Confusion and Darkness | WR, RW, TH | 180 |
| Mythril Helm    | 4                                | WR, RW, TH | 130 |
| Mythril Gloves  | 3                                | WR, MK, TH | 120 |
| Mythril Bracers | 2                                | WW, BW, RW | 120 |
 -----------------------------------------------------------------------
Pick up a suit of armor for a Warrior and/or Red Wizard if you still
wish to use them, a set of gloves for the Fighter and rings for all
characters with a mage in their class description.

i - Inn (Free) and Item store
 ----------------------------------------
| Potion   | Restores some HP       | 50 |
| Eyedrops | Nullifies Blind state  | 40 |
| Antidote | Nullifies Poison state | 80 |
 ----------------------------------------
Speak to the man near the bar section of the front area of the Inn and
watch the show.

After picking up what you believe you'll need for later, head into the
blacksmith's house for a show.  Then leave town and enter the airship
for another scene.  Land the ship when it ends and enter the mine in the
northeastern part of town.


CAVE OF MITHRIL
                                ____
                               /    |
    A & B - Mythril Swords    | A B |
    1 - Examining this        |     |
        removes the : wall    |     |
        and reveals d         |     |
     _ ______________         |_    |
    |d: 1            |          \   |
      |____________  |           \  |
                   | |            | |
                   | |            | |
                   | |            | |
                   | |            | |
                   | |            | |
                   | |            | |
        _          | |         ___| |
     __|c|_________| |        |  ___|
    |________________|        | |
                              | |
                              | |
                              |  \      _
                              |   |    |d|
                              |   |    | |
                              |_  |    | |
If you were able to tear        \ |____| |
throuh the Cave of the Seals,    \_______|
this one should be no problem.
The enemies are largely the same as those from the Cave of the
Seals.  Because it is so short, mages can go all out with their
spells on every turn if you wish.  The reward is the pair of
Mithril Swords in the back of the mine, well worth it.


After that's done, enter the blacksmith's house, it's the one
closest to the cave, get a Potion from a chest and talk to the
man inside and watch the show.

Go out to your airship and ram into the boulders to the west of Kazus.
Watch the show then walk south to the next town.


VI. CANAAN TOWN
                               ________________________
                            __|    TTT         TTTTT   |
WWWWWWWWWWWWWWWWWWWWWWWWWWW|     TTTTTT            TT  |
WWWWWWWWWWWWWWWWWWWWWWWWWWW|     TTTTTTGGGGbGGGG    TT |
W TTTTTTTTTTTTTTTTTTTTTTT _|      TGGGGRRRRRRRRRT    __|
W   _________TTTTTTTTTTTT|   GGGGGGRRRRRRRRRRRTTT   |GGW
WTT|         |   T       |  TRRRRRRRRTTTTRRRRRTT    |  W
WTT|         |  TT  T    |  TRRTTTTTT T  RRRRRTT    |  W
W  |______y__|  T   T    |  TRRTTTTTTT    TTTTTT    |  W
W                        |__TRRTT__  TTTTTTTTTTT   _|  W
W           T    T       GGGGwwGGGG|________  ____|G   W
W           T    T           ww    GGGGGGGGGbbGGGG     W
W       _____  RRRRRRRRRRRR  RR                        W
W      |     |RRRRRRRRRRRRR  RR                       TW
W      |     | |         |   RR           _____     TTTW
W TTT  |__a__| |         |   bb          |     |  TTTTTW
W  TT          |__r______| GGRR          |     |  TTTTTW
W  TTT       F             RRRR          |__m__|  TTTTTW
WTTTTT         _______     RR               _____     TW
W    _________|       |  GGRRGG            |     |     W
W   |         |       |  RRRRRRGbbGGG      |     |     W
W   |         |       |  RRRRRRRbbRRR      |     | TT  W
WTTT|         |       |  RRRRRR    RR      |__w__| TT  W
WTTT|____i____|____x__|            RR            GGGGGGW
WTTTTT                    F        bb            RRRRRRW
W TTTTT                            RRGGGGGGGGGGGRRR   eW
W  TTTTTTTTTTTTTTTTT               RRRRRRRRRRRRRRRRbbGGW
W    TTTTTTTTTTTTTTTT                  RRRRRRRRRRRRRRRRW
WWWWWWWWWWWWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWWWWWWWWWWWWW

W - Wall     G - Unwalkable Ground
T - Tree     F - Fountain
R - River

b - Bridge
w - Waterfall
e - Elixir, obtain by crossing a bridge in the notrheast part of town
to the elevated area, then a second bridge into the river.
Follow the river onto a peice of land in the southwest part of town
to get it.

y - Take said Elixir to this house to the person in bed.
Then talk to man beside her and pull the candle when he
jumps away.  This leads to a room with several treasures:
20 Iron Arrows, Blind Spell, Great Bow, a Golden Needle, 2 Gnomish
Breads, a Potion and 3 Phoenix Downs.  Four of the treasures are
in another room through a fake wall in the southeastern part of
the room.  Doing this will also net you an additional two chests with
2000 Gil in each.

You don't need to do this, but I recommend it.  Some of this stuff
will help mightily in the immediate future.

x - Learn some plot details here.  You must talk to the person in
bed before maving on with the game.

r - Revicification spring

w - Weapon store
 ------------------------------------------------------
| Also: Mythril Rod, Mythril Dagger, Mythril Sword     |
| Great Bow  | 18, Ranged          | RW, BW, WR | 1200 |
| Iron Arrow |  8, One use, Ranged | RW, BW, WR |  8   |
 ------------------------------------------------------
Once again, this stuff is largely found in other stores or in chests.

a - Armor store
 ------------------------------------------------------------
| Also: Mythril equipment: Armor, Shield, Helm, Gloves, Ring |
 ------------------------------------------------------------

m - Magic store
 ----------------------------------------------------------------
| Also: Cure                                                     |
| Thunder | Weakest lightning attack spell        | BW, RW | 700 |
| Poison  | Does slight damage and poisons target | BW, RW | 700 |
| Blind   | Reduces effectiveness of attacks      | BW, RW | 700 |
 ----------------------------------------------------------------
Go ahead and get Thunder.  Even if enemies in the next section aren't
particularly weak against it, it's the strongest straightfoward
attack for the Black Wizard.  Also Poison seems interesting, it just
doesn't seem worth 700 Gil at this point.

i - Inn (40 Gil) and Item store
 -----------------------------------------------
| Potion      | Restores some HP          | 50  |
| Eyedrops    | Nullifies Blind state     | 40  |
| Antidote    | Nullifies Poison state    | 80  |
| Echo Herbs  | Nullifies Silence state   | 100 |
| Gold Needle | Nullifies Petrified state | 100 |
| Elixir      | Fully restores HP/MP      | (1) |
 -----------------------------------------------
After this, stay at the Inn if necessary (you'll have to pay for a bed
for the first time in the game here) and head to the bottom of the
mountain a tad south.  It would probably be a good idea to pick up a few
Gold Needles here, though.  Watch the brief show and begin the next
section.



VII. DRAGON'S PEAK

Enemies:
17 Firefly (Small, weird red bird)
18 Helldiver (Small green bird)
19 Rustbird (Bright pruple thing)
20 Rukh (Large blue green bird)

NOTE: Rukhs and Rustbirds can hit to petrify, and Fireflies will throw
fire-basedattacks at you.  Many of the enemies here are vulnerable to air
attacks, so whoever holds a Bow will be very useful.  Rustbirds also
carry Phoenix Downs but are tough to steal at this point in the game.

Class lecture for the Dragon's Peak:
I recommend a classic FF party: Fighter/Monk/White Wizard/Black Wizard.
Although there might be a better party out there, for simplicity reasons,
I advise using this team as long as your heavy fighters are hitting four
times per turn (although your Monk may be a tad behind for now - most
believe they're well worth training).  Also a Thief might be of use as
well - you may want to begin training one now if you're a masochistic
completist type to prepare to be skilled eough to steal a singular (but
great) weapon much later on.

Fround on the Dragon's Peak:
 ---------------------------------------------------------------
| Aero | Finally some offense for a White Wizard | WW, RW | 700 |
 ---------------------------------------------------------------


  a - begin here        _      ________
  b - to Nest          |b|    |B_____  \___
                       | |           |_    |
                       | |             |   |
                       | |             |   |
               ________| |_________    |   |
              |_C______________    |   |  _|
                               |_  |___| |_
                                 |______   |
              __________________________|  |
             /  ________________________   |
             | | A - Phoenix Down       \  |
             | | B - Aero spell         |  |
             | | C - Gold Needle        |  |
             | |_____________________   |  |
             |_____________________  |  |  |
                                   | |  |  |
                                   | |  |  |
                                   | |  |  |
                          _________| |  |_A|
                         |  _________|
                         | |
                         | |
                         |a|

Watch the scene upon reaching b.  You'll then find yourself in a small
nest.  To proceed, speak the person near the top.  After this, a boss draws
near.

BOSS3: Bahamut
HP: 65000?
Weakness: None
Gil: ?
EXP: ?

It's theoretically possible to beat Bahamut here.  His only move here
appears to be a ewak physical attack and his defense, while stronger than
the enemies faced thus far, is not impervious to attack.

However, fighting Bahamut appears to be a crapshoot because the result for
winning is likely to be the exact same as the result for running, so it's
because to save a whole lotta time and trouble and flee.  Afterward, watch
the scene, during which you'll get the Mini spell.  So ends this section of
the guide.



Second area overworld:

   --------------------------------------------------------------------
  |    WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW                                |
  |                           WWWWWWWW                                 |
  |    77                       WWWWWW                                 |
  |    77        WWWWWWWW         WWWWW                                |
  |         WWWWWWWWWWWWWW        WWWWWW  WWWWWWWWWWWWWWWWWWWWWWWWWWW  |
  |                    WWWWW       WWWWW   WWWWWWWWWWWWWWWWWWWWWWWWWW  |
  |  WWWWWWWWWWWWWWWWWWWWWWWW     MMMM      WWWW      WWWWWWWWWWWWWWW  |
  |  WWWWWW   ffffff     !!!     MMMMMMMMMMMWWWW      WWWWWWWWWWWWWWW  |
  |  WWWWWWWW fffffff   WWWWW    MMMMMMMMMMMWWWW       WWWWWWWWWWWWWW  |
  |  WWWWWWW  ffffffff WWWWWWW   MMMMMMMMMMMWWW        WWWWWWWWWWWWWW  |
  |  WWWWWWffffffff  WWWWWWWWW  MMMMMMMMMMMMWWW   1    WWWWWWWWWWWWWW  |
  |  WWWWWWffffff  WWWWWWWWWWs  M6MMMMMMMMMMWW         WWWWWWWWWWWWWW  |
  |  WWWWWW ffff    WWWWWWWWWW      MMMMMMMM  fff    WWWWWWWWWWWWWWWW  |
  |  WWW                 MMMMMMMMMMMMMMMMMMM ff2ff  WWWWWWWWWWWWWWWWW  |
  |  MMMMMMMMM          MMMMMMMMMMMMMMMMMMMM  fff   WWWWWWWWWWWWWWWWW  |
  |  MMMMMMMMMMMMMMM  MMMMMMMMM5MMMMMMMMMMMMM        WWWWWWWWWWWWWWWW  |
  |         MMMMMMMMMMMMMMMMMM  fffffffMMMMMMMM       ffWWWWWWWWWWWWW  |
  |         MMMMMMMMMMMMMMMMM    ffffffffff  MMM     ffffWWWWWWWWWWWW  |
  |         MMMMMMMMMM fffff     ffffffffff  MMMMM  fffffWWWWWWWWWWWW  |
  |         WWWWMMMMM ffffff    ffffffffff MMMMMMMfffffffffffWWWWWWWW  |
  |         WWWWWWW  fffffff    fffffffffMMMMMMMMMfffffffffffffffWWWW  |
  |         WWWWWWW ffffff       fffffff MMMMMMMMM  ffffffffffffWWWWW  |
  |                               ff4ffMMMMMMMMM       ffffff WWWWWWW  |
  |   M - Mountain                 ffffMMMMMMMMMM       fffffffWWWWWW  |
  |   W - Water                       MMMMMM  MMMM        ffffWWWWWWW  |
  |   f - Forest   s - ship          MMMMMMM  MMMM       ffffffWWWWWW  |
  |   1 - Begin section here         MMMMMMM  MMMM ffffffffffffWWWWWW  |
  |   2 - Forest of Healing          MMMM**   MMMMff3ffffffffffWWWWWW  |
  |   3 - Tozas                      MMMM    MMMMMfffffffffffffWWWWWW  |
  |   4 - Passage from Myrakula V.   MMMMMMMMMMMMMfffffffffffWWWWWWWW  |
  |   5 - Viking base entrance       MMMMMMMMMMMMMMMfffffffWWWWWWWWWW  |
  |   6 - Other base entrance        MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW  |
  |   7 - Nepto's Shrine             MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW  |
  |   8 - Cave of Bahamut            MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW  |
  |   !!! - Here be Dragons                                            |
   --------------------------------------------------------------------

M - Mountain
W - Water

f - Forest

1 - This is where you begin this section
2 - Healing Copse
3 - Tozus
4 - Passage from Myrakula Valley
5 - Vikings' Cove
6 - Ship
7 - Nepto Temple

** - Worry about this later
!! - Don't go here (Here is #198 - Nepto Dragon)

Enemies here:
 6 Werewolf (Hairy biped with claws)
 7 Berserker (looks like the Roman Warriors from the movies)
21 Basilisk (Ugly green bug things)
22 Bugbear (It's a bear)
23 Mandrake (Ugly red-orange things)


Alright, when you regain control, head to the nearly Forest of Healing if
needed, head south to the village of Tozas.  Your guys need to be in
Mini state before entering.  You'll need to be at level 8 before this, if
you're not there yet, battle some nearby enemies until you are.  At this
point the White Mage earns a cast of a Level 2 magic spell.


VIII. TOZUS TOWN


           _____
          |     |_        _____________
          |  ___  |      / ___________a|
          | |   | |_____/ /
          | |_s_|      __/
          |           |
          |           |
          |       M   |_____
          |                 |
          |                 |
          |         ___     |      _______
          |        |   |    |_____|       |
          |        |_i_|    ___           |
          |       ___      |   |          |
          |      |   |     |_m_|          |
          |      |_b_|                    |
          |                               |
          |____________________           |
                               \__        |
                                  \______/

Because many obstacles in Tozas are unique to this town, they will
not be marked on the map.

M - Mognet

a - Regular path out of town

m - magic store
 ------------------------------------------------------------
| Also : Fire, Blizzard, Sleep, Thunder, Poison, Blind, Aero |
 ------------------------------------------------------------
If you're using three magicians, which is not necessarily a practice I
condone or recommend, you may want to get another Fire or Blizzard.

b - Bread vendor.  Sells Midget Bread for 200 Gil a pop.
This item has the same effect as Sight magic, which provides
a view of more of the overworld.  You might consider picking
up a few if the maps provided here are insufficent, because
they'll come in handy eventually.

i - Inn (80 Gil) and Item store
 ----------------------------------------
| Potion   | Restores some HP       | 50 |
| Eyedrops | Nullifies Blind state  | 40 |
| Antidote | Nullifies Poison state | 80 |
 ----------------------------------------

s - Find the person on the bed, give him an Antidote and go on
through the passage he reveals when finished.  When in this house,
be sure to raid the shelves for a Mithril Bracers, Fire Staff, Fira
Spell and Cura spell in that order on the table, along the bookshelf
and in a pot to the right. In the hallway, a couple of Phoenix Downs
lie in the chests flanking the stiarcase revealed by the man in bed
after he's healed.



IX. TOZUS TUNNEL

Enemies:
24 Lepurchaun (Disfigured grey man)
25 Darkface (Big, funny-looking face thing)

Class lecture for the Tozus Tunnel:
You're all small like.  Go with mages.  It might be a good idea to have
BW/BW/WW/BW team, but it's not likelyyou'll need a team of three Black Wizards.
I like to have a Thief tagging along in times like these.  Running also works
here, although I don'trecommend it any more often than usual.

                                                                        _
                  a - Leads back to house s         _                  |a|
                                                   |b|_________________| |
                                                   |                     |
                                                   |_____________________|

      c - to Myraluka Valley                   ____
                                             _/    \__
               _                           _/         |
             _|c|_________________________/           |
            |__________________________________       |
                                               \____|b|


After popping out of the Hidden Passage and coming out to
Myraluka Valley, head into opening in the mountains to the north.

Might as well stay Minied for the next parts, although you can change size
back to regular for this Roman numeral.



X. VIKING'S COVE

New stuff found here:
 -------------------------------------------------------
| Viking Axe   | 32                    | WR     | (500) |
| Spark Dagger | 23, Thunder elemental | WR, TH | (500) |
| Blizzara     | L3 Blizzard attack    | BW, RW | 1500  |
| Fira         | L3 Fire attack        | BW, RW | 1500  |
| Thundara     | L3 Thunder attack     | BW, RW | 1500  |
 -------------------------------------------------------
                                               _    _
                                             _|b|__|i|__
                                            |_          |
                                              |         |
   _                                          |         |
  |a|                                        _|         |
  | |                                    ___|           |
  | |                                   |              _|
  | |                                   |           __|
  | |___                                |___   wwww|___
  |___  |                                   | |WWWwwwww|
      | |___________________________________| |WWWWWWww|
      |_______________________________________|WWWWWWww|
                                              |WWW1__ww|

      1 - Spark Dagger
      2 - Blizzara                          _
      3 - Fira                             |d|
      4 - Thundara                         | |
      5 - Viking Axe                       | |
      6 - 3000 Gil                         | |
                                          _| |
      i - Inn (40 gil) and Item store    |   |
          (Potion, Eye Drops,         ___|   |
          Antidote, Echo Screen,     |       |
          Gold Needle) and Magic     |       |
          store (Fire, Blizzard,     |       |
          Sleep, Thunder, Poison,    |       |
          Blind, Mini)               F       |
                                     |       |
      V - Talk to this Viking for a  |       |
          scene                      |       |
       ______________________________|       |
      |__    _____   ____   ____M____   _____|
         |  /     | |    | |         | |
          wwWW    |b|    | |         | |
          wwww           | |         | |_____
          wwww            w          |       |
       _  wwww            w          |  V    |
     _/ wwwwww            wwwwww     |       |
   _/   wwwwww            w    w     |       |
 _/     wwwwww            w    w     |       |
|     _/            wwwwwww    w     |       |
|c___/              w          w     |_______|
                    w          w
                    w          w
     _              ___        w
 ___|c|_____       | 34|       w
|           |      |2   wwwwwwww
|5          |_     |___|
|6            |_____
|            _____  |
|           |     | |           _____
|___________|     | |__________|RRRRR|
                  |____________ RRRRR|
                               |RRRRR|

It's pretty essential you grab the -ara elemental magic spells
hidden within the place. Distribute them among your capable
magic users.  To use them, you'll need a Black Wizard leveld to at least
10, just so you know. Head to the Inn and head up and out of here.
Although you may be tempted to do so, it is't necessary to buy any more
magicfor the next section.  It's possible to get by with two Black
Wizardsas long as both of them possess at least one Level 1 and one
Level 3 attack spell.

Also, sooner or later, you'll want to pick up about 10 Echo Screens,
for later.



XI. NEPTO TEMPLE

The first room is quite small.  Go foward and enter the structure in a
shrunken state.  In this form you will remain as long as you're in this
structure.

Enemies:
26 Petit (Purple fox, bounces on tail)
27 Poison Bat (Purple bats)
28 Lilliputian (Look kinda like hedgehogs, light in color)
29 Wererat (Grey rodent)
30 Bloodworm (Ugly red Cylandrical thing)

NOTE: Petits can nail you with Fire and Blizzard spells, ditto Liliputs,
possibly dealing over 100 damage.  Save your Thunder and Aero casts for
these enemies.  The Poison Bats and Bloodworms aren't as dangerous, so
use the Burning Staff and Fire and Blizzard on them.

Class usefulness is exactly the same here as the Hidden Path, although
the Red Wizard might not quite be as useful because of limited MP.

Noteworthy stuff found in Nepto's Shrine:
 ---------------------------------------------------
| Shell Armor   | 18                | WR, TH | 1250 |
| Shell Helm    |  8                | WR, TH | (225)|
| Serpent Sword | 25, Thunder-fused | WR     | 1500 |
| Fire Staff    | 20                | WW     | 3500 |
 ---------------------------------------------------
(That last one's found in Tozas, this is just the most practical place
to put it)

                          ___
                        _| a |_____                  ___________
A - Shell Armor        |           |                |           |
B - Shell Helm         |           |                |   a    b  |
C - Serpent Sword _____|           |                |  _________|
                 | A B             |                | |
                 |                 |                | |
 _               |_________________|                | |
|m|_________________________________________________| |
|                                                     |
|_____________________________________________________|

 m - Statue's mouth, exit/enter point

                 _____
 ___            |  C  |
| b |___        |     |
|       |       |     |_____
|       |_______|        c  |
|                      _____|
|_____________________|

                             _____
                            |     |
1 - Approaching will beget  |  1  |
a show and BOSS4            |     |
                            |     |
                            |     |
                            |     |
                            |     |
                            |     |
                            |     |
                            |  P  |
                            |  P  |
                            |     |
            P - Pillar      |     |
                            |     |
 _                          |  P  |
|c|_________________________|  P  |
|_________________________________|


BOSS4 - Giant Rat (#199)
HP - 950
Weakness - Not a whole lot
Gil - 1500
EXP - 300

Four casts of Thund/Fir/Blizzara should do him in.  If not, the one-time
spell-casting items I hope you've been saving will.  If those are not
practical, then use the Flame Staff.

After walking out of the shrine and returning the eye (examine the place
it should be), return to the Viking Base and speak to the Viking at point V
again. ship outside of that little gulf.  Much of the world is
opened up to you now.


For simplicity reasons, the world will be divided into four regions.
The first one (Ur, Sasson Castle, etc) will be the Northeastern section,
and the second map drawn (Kazus, Viking Base, et al) is the Southeastern
section.

The first new section will be the Southwestern region.  Sail a few paces west
of where you first get the ship (which is on the western edge of the
Southeastern region) to reach it.


Southwestern region overworld:

-----------------------------------------------------------------------
                       |       WWWWWWW     ffff MMM WWWWWWWWWWWWWWWWWW |
                    __|         WWWWWWWWWW fffff    WWWWWWWWWWWWWWWWWW |
                   |    __     WWWWWWWWW   ff5ffMMM WWWWWWWWWWWWWWWWWW |
                   |   |  |    WWWWWWWWW  MM ff MMM WWWWWWWWWWWWWWWWWW |
                   |___|  |    WWWWWWWWW  MMMMMMMMM  WWWWWWWWWWWWWWWWW |
                          |     WWWWWWWWWW MMMMMMM   WWWWWWWWWWWWWWWWW |
                          |_     WWWWWWWWWWWWWWMM    WWWWWWWWWWWWWWWWW |
                            |    WWWWWWWWWWWWWW MM  WWWWWWWWWWWWWWWWWW |
                             |    WWWWWWWWWWWWWWM   WWWWWWWWWWWWWWWWWW |
                              |    WWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWW |
                              |    WWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWW |
                              |    WWWWWWWWWWWWW    WWWWWWWWWWWWWWWWWW |
                              |    WWWWWWWWWWWW      WWWWWWWWWWWWWWWWW |
                              |    WWWWWWWWWWW          WWWWWWWWWWWWWW |
                              |    WWWWWWWWWW           WWWWWWWWWWWWWW |
The edge of the landmass ---->|    WWWWWWWWWW  WWW      WWWWWWWWWWWWWW |
                              |    WWWWWWWWWWWWWWW           WWWW      |
                              |    WWWWWWWWWWWWWWW            WWW  1   |
W - Water                     |    WWWWWWWWWWWWWW    ddddddddd     11M |
M - Mountain                 |     WWWWWWWWWWWWWW    ddd4444dddddd   M |
                             |     WWWWWWWWWWWWW     d44dddd4dddddd    |
f - Forest                 __|     WWWWWWWWWWWW     dd4dddddd4dddddd   |
d - Desert          ______|        WWWWWWWWWWWW   ddddd4dddd4ddddddd   |
                   |               WWWWWWWWWWWW  ddddddd4444ddddddddd  |
1 - Tokkle        |   f   ff       WWWWWWWWWWW  ddddddddddddddddddddd  |
2 - Ancient's     |   ff ffff     WWWWWWWWWW    dddddddddddddddddddddd |
    Village       |  ffffffff    WWWWWWWWWWW     dddddddddddddddddddd  |
3 - Chocobo       | ffffffffff  WWWWWWWWWWWWWW    dddddddddddddddddd   |
    Forest        | fffffffffff WWWWWWWWWWWWWWW   dddddddddddddddd   W |
4 - Floating      | ffffffff ff  WWWWWWWWWWWWWW   ddddddddddddddd    W |
    Castle        | ffffff     f WWWWWWWWWWWWWWW dddddddddddddddd      |
5 - Living Forest  |    f  fff  f WWWWWWWWWWWWWW dddddddddddddddd WWWW |
-------------------|  2 f  f3f  f WWWWWWWWWWW    dddddddddddddddd WWWW |
                   | 22 f  fff  f    WW  WW    ddddddddddddddddd   WWW |
                   |    ff      f             ddddddddddddddddd    WWW |
                  |    ffffffffff            dddddddddddddddd      WWW |
                  |    ffffffffff             ddddddddd dddd      WWWW |
                  |    ffffffffff     WWWWWW                   WWWWWWW |
                   |   fffffffff     WWWWWWW                  WWWWWWWW |
                    |  fffffff       WWWWWWWW      WWWWWWW  WWWWWWWWWW |
                    |   fffff        WWWWWWWWW   WWWWWWWWWWWWWWWWWWWWW |
                     |  ffff         WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW |
                      -------------------------------------------------
Sea Enemies:
31 Killer Fish (Little green fish)
32 Hermit (Red snails, appear as though they're coming out of their shell)
33 Sea Elemental (Crude blue tornado)
34 Tangie (Blue sea reptile thing)
35 Sahagin (Green fish-men)

NOTE: Tangis will sometimes attempt to cause Sleep status upon one of
your characters with a Glare attack.  Pretty much all water enemies are
weak against lightning.

Land Enemies:
36 Parademon (Green palette-swap of Mandranke)
37 Griffon (Big tanish bird)
38 Lynx (Blue palette-swap of Wereworlf)
39 Hornet (Redish and greenish palette-swap of Killer Bee)
40 Knocker (Reddish palette-swap of Goblin)
41 Flyer (Obnoxious grey-tan circley hovering thing)
42 Lizardman (Lizard with sword and shield)
43 Gorgon (Purple-ish enemy that comes out of the ground, sharp antennas)

NOTE: Parademons have a Breath attack which has a high rate of Paralyzing
its target.  They're best hit with fire.  Fliers can gaze at you, putting
the character to sleep.  You won't have to worry about all the above now -
they're weak against Wind as are the Hornets.  The Lizardmen - Thunder.
Hit the Griffons with Arrows.

These enemies can be found along the western portions of this landmass.
Generally speaking, enemies 36-39 are found more in the southern areas and
40-43 in the north.  The following enemies can be found along the eastern
araes of the continent.  They can easily be bypassed for the entire game,
and I recommend doing so unless you're a completist as they're quite a bit
more difficult than the enemies 36-43 but don't yield as much EXP or Gil
(but more Job Points).

44 Red Cap (Red-capped palette-swap of Goblin)
45 Barometz (Blue palette-swap of Mandrake)
46 Slime (Green blob)
47 Tarantula (Red and green spider, ugly)
48 Cuphgel (Pinkish palette-swap of Gorgon)

It is possible to circle the perimeter of the landmass by hugging its
edge.

In spite of the wealth of text before you since ship acqusition, there's not
a great deal to do here at the current moment.  First let's make a pit stop
in Tokkul.



XII. TOKKUL TOWN
                        _________
  TTTTTTTT    T  TTTTTT|         |___TTTTTTTTTTTTTTTTTTTTTTTT
 TTTTTTTTTTTTTT  TTTT  |             |        TTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTT      |             |        TTTTTTTTTTTTTTT
TTTTTTTTTTTTT  TT      |__a__________|         TTTTTTTTTTTTTT
TTTTTTTTTTTTT   TT                     W _____ TTTTTTTTTTTTTT
TTTTTTTTTTTTT   TT                      |     |_ TTTT  TTTTTT
TTTTTTTTTT   _____                      |_______|        TTTT
TTTTTTTT   g|     |                                        TT
TTTTTTTT    |_____|                                       iTT
TTTTTTTT                  T          _________        _  TTTT
TTTTTTTT            ______T        _|         |    __| | TTTT
TTTTTTTT   _____   |      |       |           |   |    | TTTT
TTTTTTTT  |     | b|      |       |_____s_____|   |____| TTTT
TTTT      |     |  |      |                             WTTTT
TTTT  TT  |     |  |______|                              TTTT
TTTT  TT  |_____|           TTTTTTTT         TTTTTTTTTTTTTTTT
TTTTTTTT          TTTTTTTTTTTTTTTTTT   TTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT   TTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT   TTTTTTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT
 TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT
  TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT

T - Trees
W - Well

New stuff found in Tokkul:
 ---------------------------------------------------------------------
| Ice Staff       | 20, Blizzard when used as an item | WW, RW | 3500 |
| Sonic Knuckles  | 28                                | MK     | 3000 |
| Kenpo Gi        | 20, Agility +1                    | MK     | 2000 |
| Bacchus's Cider | One free use of Haste spell       | All    |      |
 ---------------------------------------------------------------------

b - Bacchus's Cider
i - Ice Staff
g - Great Bow

a - Enter this house and go down the fireplace for a 3-Part Nunchuck
in a pot and a Serpent Sword and Kenpo Vest in the chests.

s - Enter this house to see a couple of shows.


Leave the town and walk Southwest to the Ancients' Village.



XIII. ANCIENTS' VILLAGE
        _____________________________________________
     __|                              _____________  |_
   _|      _______   __     _________|             |_  |
  |      _|       |_|  |  _| |    _________          | |_
  |     | |       |    |_|   |___|         |_        \_  |
 _|     | |____w__|  ________|  ___________  |  _____  | |
|       |           |   _______|           | |_|     | | |
|_      |         __| _|           _____   |_  |     | | |
  |_    |_      _|  _|       _____|     |  | | |__a__| |_|
    |     |   _|   /        |     |     |  | | |_      | |
    |    _|  |    |         |     |__m__|  | l   |     | |
   _|   |    |_l  |  _____  |_____|         |    |     | |
 _|     |       | | |     |         ____   _|  _l     _| |
|      _|     __| | |     |        |    | |   |      |   |
|     |   T _|    | |__r__|    _|l||____| |   |_  T  |   |
|     |   T|      |        ___|   |_______| T   | T  |   |
|     |_   |      |____l__|   __   _____    T   |   _|   |
|_      |  |_T              _|  | |     |W     _|  |     |
  |     |    |_____________|  k | |     |  ___|    |    _|
  |     |               ________| |__i__|_|        |  _|
  |     |       TT     |               _|         _| |
 _|     |___    TT     |              |         _|   |
|  TT       |_   T     |________ _____|       _|     |_
|  TT   TT    |_                l  M      ___|         |
|       TTTTT   |_______________ ________|             |_
|_      TTTTTTT |               l              TTTT      |
  |_          TT                           T    TT     __|
    |___      TT         _______ ___       T   _______|
        |_______|_______|       l   |_________|

T - Trees
(Unwalkable grounds are not shown on the map)

M - Mognet

k - Speak to this kid after circling the landmass on a Chocobo from
the forest they're in due east of the village to get a Midget Bread.

l - Ladder from one level to another.

r - Revivification spring

w - Weapon store
 -----------------------------------------------------------------------------
| Also: Serpent Sword, Fire and Ice Staves                                    |
| Light Staff   | 20, Thunder if used as an item          | WW, BW, RW | 3500 |
| Killer Bow    | 26, Ranged                              | WR, BW     | 4000 |
| Thunder Arrow | 17, One use, ranged, thunder elemental  | (RN)       | 150  |
| Fire Arrow    | 17, One use, ranged, fire elemental     | (RN)       | 150  |
| Ice Arrow     | 17, One use, ranged, blizzard elemental | (RN)       | 150  |
 -----------------------------------------------------------------------------
You shouldn't need anything here for now, or ever for that matter... Except
for a Light Staff, and even that's not essential.

m - Magic store
 --------------------------------------------------------------------------
| Sight    | Same as Midget Bread                          | WW, RW | 100  |
| Also: Fira, Blizzara, Thundara, Cura                                     |
| Teleport | Warps party to overworld, escapes from battle | WW, RW | 1500 |
| Blinda   | Same as Eyedrop                               | WW, RW | 1500 |
 --------------------------------------------------------------------------
I advise picking up Sight and Teleport.  I don't really know about Blinda -
you can buy 43 Eye Drops with the money spent on Blinda and not use up a
single use of Cura or Teleport in doing so.


a - Armor store
 ------------------------------------------------------------------------
| Also: Hornshell armor                                                  |
| Flame Mail | Strong against Ice, weak against fire | WR, RW, TH | 2400 |
| Headband   | Strength and Vitality +1              | MO         | 1200 |
| Also: Kenpo Vest                                                       |
| Mage Robe  | Quite a good defensive vest for wizes | WW, BW, RW | 2000 |
 ------------------------------------------------------------------------
Headbands are great for Monks, and you'll want to spring for a Mage Robe
for all but one of our magic users (you'll be getting another one free soon
enough).  That's all for here.

i - Inn (120 Gil) and Item store
 -------------------------------------------------
| Potion      | Resotres about 100 HP      | 150  |
| HiPotion    | Restores about 400 HP      | 1200 |
| Soft        | Relieves Petrified state   | 300  |
| Maiden Kiss | Nullifies Toad state       | 100  |
| Echo Herb   | Relieves Mute state        | 100  |
| Luck Mallet | Changes size               | 100  |
| Eyedrop     | Relieves Blind state       | 40   |
| Antidote    | Relieves Poison state      | 80   |
 -------------------------------------------------
While you're here, I reckon you should leave with at least 10 Maiden
Kisses and 10 Antidotes.

Whenever you think you're finished with this town, leave, return to the
ship and sail north to the Northwestern section of the landmass.

 ----------------------------------------------
|        WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|       WWWWW   WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|      WWWWW MMM  WWWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|   WWWWWWWWMMMMMM WWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWMMMMMM WWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWMM5MMMM WWWWWWWWWWWWWWWWWWWWWWWWWWW|  B - Blockade
|WWWWWWWWWWWWW   MMMWWWWWWWWWWWWWWWWWWWWWWWWWWW|  W - Water
|WWWWWWWWWWWWWW   MMWWWWWWWWWWWWWWWWWWWWWWWWWWW|  M - Mountain
|WWWWWWWWWWWWWW   MMWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWWWW  MMMWWWWWWWWWWWWWWWWWWWWWWWWWWW|  f - Forest
|WWWWWWWWWWWWWMMMMMMWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWW MMMMM WWWWWWWWWWWWf  WWWWWWWWWWWW|  1 - Aragas Castle
|WWWWWWWWWWWW M4MM  WWWWWW  ffff    WWWW WWWWWW|  2 - Gurgan Cave
|WWWWWWWWWWWWWW      WWWWW  ffff      W333WBBBB|  3 - Tower of Owen
|WWWWWWWWWWWWWWW    WWWWW fffff        333 BBBB|  4 - Dwarven Cave
|WWWWWWWWWWWWWWWWWWWWWWWffffff      WWW333WWWWW|  5 - Flame Cave
|WWWWWWW  WWWWWWWWWWWWWfffffff    WWWWWW WWWWWW|  6 - Lake Dohr Landing
|WWWWWWW MMMMWWWWWWWWWWffffff    WWWWWWWWWWWWWW|
|WWWWWW  MMMM WWWWWWWWfffff     WWWWWWWWWWWWWWW|
|WWWWWW  MMMMMMWWWWWWWffff      WWWWWWWWWWWWWWW|
|WWWWWWffffMMMM WWMMMMfff       WWWWWWWWWWWWWWW|
|WWWWWffffffMMMMMMMMMMf        WWWWWWWWWWWWWWWW|
|WWWWWffffffMMMMMMMMMM         WWWWWWWWWWWWWWWW|
|WWWWWffffffMMMMMMMMMM        WWWWWWWWWWWWWWWWW|
|WWWWWff fff  MMMMM           WWWWWWWWWWWWWWWWW|
|WWWWW f       MMM           WWWWWWWWWWWWWWWWWW|
|WWWWW MMMMM       MM       WWWWWWWWWWWWWWWWWWW|
|WWWWMMMMMMMMMM    MMf      WWWWWWWWWWWWWWWWWWW|
|WWWWMMMMMMMMMM   MMMff    WWWWWW WWWWWWWWWWWWW|
|WWWWMMMMMMMMMM  MMMffff   WWWWWW  WWWWWWWWWWWW|
|WWWWMM2MMMMMMM  MMMffff    WWWWW  WWWWWWWWWWWW|
|    MM         MMMffffff   WWWW   WWWWWWWWWWWW|
|   MMMMMMMMMMMMMMMffffff    WWW   WWWWWWWWWWWW|
|   MMMMMMMMMMMMMMMffffff           WWWWWWWWWWW|
|  MMMMMWWWWWWWWWMMMffffff   11     WWWWWWWWWWW|
|  MMMMMWWWWWWWWWMMMffffff   11      WWWWWWWWWW|
|  MMMMMWWWWWWWWWMMMffff             WWWWWWWWWW|
|   MMMMWWWWWWWWWMMM f              WWWWWWWWWWW|
|WW  MMMMMWWWWWWMMMMM               WWWWWWWWWWW|
|WWW  MMMMWWWMMMMMMMMMM    WWWWWWW   WWWWWWWWWW|
|WWWW  MMMM6MMMMMMWWMMM  WWWWWWWWWW  WWWWWWWWWW|
|WWWWW   MMMMMMMMMWWMMMMWWWWWWWWWWW  WWWWWWWWWW|
|WWWWWWW MMMMWWWWWWWMMMWWWWWWWWWWWWW WWWWWWWWWW|
|WWWWWWW MM  MMMMMMM   WWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWW MMMMMMMMMMMMMWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWW  MMMMMMMMMMMMWWWWWWWWWWWWWWWWWWWWWWWW|
 ---------------------------------------------

First let's stop at the Argas Castle.  Take a few steps up
after stepping on the map icon to officially enter the
castle and go straight north in the small room immidiately
proceeding that.  The maps begin at this point.

XIV. CASTLE ARGAS

Cool new things found on this trip to Argas
 -----------------------------------------------------------
| Bomb Fragment | Single case of Fira in battle     | (500) |
| Arctic Wind   | Single cast of Blizzaga in battle | (1500)|
 -----------------------------------------------------------

WWWWWWWWWWWWWWWWWWWWWW  The rightmost candle ('C') opens the .. wall.
WWWWWWWWWWWaWWWW'C'WWW  Examine it.
WW                  WW                       WWWWWWWWWWWWWWWW
WW                  WW_______________________WWWbWWWWWWWWWWWW
WW                  .._______________________..   WW A B C WW
WW  PP  W    W  PP  WW                       WW   WW       WW A, B & C -
WW  PP  W    W  PP  WW                       WW   ww       WW 1000 Gil
WW      W    W      WW                       WWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWW                       WWWWWWWWWWWWWWWW


WWWWWWWWWWWWWWW
WWWWWWWWWWWWWWW    D - 1500 Gil
WWF    c    IWW    E, F, H - 1000 Gil
WWE         HWW    G, I - 100 Gil
WWD    b    GWW
WWWWWWWWWWWWWWW    Don't go through stairway c until you've some
WWWWWWWWWWWWWWW    special keys.  Although you can open doors g and h
WWWWWWWWWWWWWWW    now with a Thief in the lead, it's probably best to
                   wait as most of that treasure is of optimal use later.


    WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
    WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW       (Dining Room)
    WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWW               S.              WWWWWW  S.- Seat
WWWWW                                 WWWWW  T - Table
WWWW    WW  WW      TTT      WWwwWW    WWWW
WW      WWccWW     TTTTT     WWffWW      WW
WW      WWWWWW      TTT      WWWWWW      WW
WWWWWW  WWWWWW               WWWWWW  WWWWWW
WWWWWW                               WWWWWW
WWWWWWWWWW       WWWWwWWWW       WWWWWWWWWW
    WWWWWW       WWWWeWWWW       WWWWWW
    WWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWW
          WWWWWWWW       WWWWWWWW
          WWWWWWWW       WWWWWWWW


WWWWWWWWWWWW
WWWWWWWWWWWW           WWWWWWWW
WWWWWWWWWWWW           WWWWWWWW
WWf      KWW___________WWWWWWWW   J - Antarctic Wind
WW        ww___________ww    WW   K - Bomb Fragment
WW       JWW           WW   LWW   L - Arctic Wind
WWWWWWWWWWWW           WWWWWWWW
WWWWWWWWWWWW           WWWWWWWW
WWWWWWWWWWWW           WWWWWWWW


WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWgWW                                         WWhWW Doors g & h require
WW                                               WW Magic Keys to open
WW  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW  WW
WW  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW  WW
WW  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW  WW
WW  WWPPWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWPPWW  WW P - Pond
WW  WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW  WW
WW  WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW  WW
WW  WWWW2   WWWWWWWWWWWWWWWWWWWWWWWWWWW   1WWWW  WW 1 - Drinking here
WW  WWWW      WWWWWWWWWWWeWWWWWWWWWWW      WWWW  WW     restores HP/MP
WW  WW          WWWWWWWW   WWWWWWWW          WW  WW 2 - Drinking here
WW  WW                                       WW  WW     revives party
WW  WW                                       WW  WW
WW  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW  WW
WW  WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW  WW
WW                     WWcWW                     WW
WW                                               WW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

Not much to do or gain on this trip, but it will fatten your
wallet.

When done here, go north and west, through the forest and around
the mountains into the cave.



XV. GULGAN'S GULCH

New thing found here:
 --------------------------------------------------------
| Toad | Changes target to/from frog form | WW, RW | 700 |
 --------------------------------------------------------
                              _
                             |a|
                             | |
                             |  \
                            /   |
                         __/   M|
                        |     _/
                        |  __/
                        | |
                        | |
                        | |
                        | |                     M - Mognet
                        | |                     G - Gulgan
                    ____| |____
                   /           \                T - This Gulgan is more
                  /      G      \_                  important than the
                 |                |                 others
                 | G           G  |
                 |       b        |
                 \               /
                  | G         G |
                  |_____________|
          _
        _|b|_
   ____|     |____
  |    G     G    |
  |               |
  |       T       |
  |               |
  |____G     G____|
       \_   _/
         | |
         | |
         | |
         | |
         | |__________
         |__________  |
                    | |
                    | |
                    | |
          ________  | |
         /  A     |_| |   A - Mage Robe
        |   B      ___|   B - Ice Staff
         \__C_____|       C - Fire Staff


After you've spoken to the appropriate Gulgans, you should be ready to
head to the Tower of Owen.



XVI. Tower of Owen

Enemies:
49 Pugman (Green palette-swap of Liliput)
50 Far Darrig (Yellow Palette-swap of Leprechaun)
51 Blood Bat (Palette-swap of Poison bat)
52 Petit Mage (Palette-swap of Puti)
53 Fury (Stupid purple winged creature)
54 Aughisky (Yellow palette-swap of Dark Face)

NOTE: Pugmen with throw magic like Poison and Blizzard at you.  They also
drop Maiden Kisses quite regularly, so if you're feeling especially
stingy, fight them on that first floor until you get eight of them so
you'll require neither Maiden Kisses nor Toad magic to proceed.  Also,
Aughiskies hit particularly hard.  Also, Petit Mages will now throw
higher level magic (like Blizzara).  They also hit to petrify and can
hit members of your party with Silence magic.  Well-equipped Warriors
and Monks will sometimes take any enemy here down in one shot, though.
Aughiskies can also Silence your characters, that with their physical
attacks.  This is largely why I hope you took my suggestion to pick up
some Echo Herbs.

Class discussion for the Tower of Owen:
Basically, just do whatever you want, although a balanced 'classic' party
is recommended.  The usefulness among the classes doesn't differ radically
enough to merit such an explanation.

Noteworthy new stuff found in the Tower of Owen:
 -------------------------------------------------------
| Salamander Sword | 30, Fire-elemental | WR, RW |(1500)|
 -------------------------------------------------------
                                        _
         ______________________________|a|
        |                                | a - To Outside
        |    ________________________    |
        |   |                        |   | b - Toad status is
        |   |                        |   |     needed to proceed.
        |   |                        |   |     It is recommeneded
        |   |___________             |   |     to remove the Toad
        |    _________  |     _____  |   |     status right after
        |   |         | |____|     | |   |     using the path.
        |   |         |  ____   b  | |   |
        |   |         | |    |_____| |   |
        |   |    _____| |            |   |
        |   |   |  _____|            |   |
        |   |   | |                  |   |
        |   |   | |                  |   |
        |   |___| |__________________|   |
        |                                |
        |________________________________|


  1 - Brief interruption occurs here

   __________    _____       __________________________
  |    |  _  |  |     |     |d|                        |
  |    |_|c|_|  | b   |     | |__________   _________  |
  |          |  |___  |     | |___       | |         |c|
  |  ________|      | |     |     |      | |
  | |               | |     |     |      | |
  | |               | |     |     |      | |
  | |_______________| |     |     |      | |  A - Echo Herbs
  |__________1________|     |     |______| |___________
                            |                         A|
                            |__________________________|

 ________________________     ___________________________
|  __________________   _|   |                2          |
|d|                  | | |   |_________   ___________   _|
                     | | |             | |           |e|
                     | | |             | |______    _
                     | | |    _        |        |  |B|
              _      | | |   |f|       |______  |  | |___
             |e|     | | |   | |              | |  |_    |
         ____| |_____| |_|   | |              | |    |   |
        |                |   | |______________| |____|   |
        |________________|   |___________________________|

B - Spark Dagger
2 - Another brief interruption awaits here
3 - First walk here for another short interrpution
4 - Then face up and examine wall indentation to make : wall disappear
C - Echo Grass
   ____________________________     ___________________________
  |____3______   4_________   _|   |_   ___________________   _|
              | |          |f| |   | | |                   | | |
   _       _  | |          |   |   | | |                   | | |
  |C|     |g| | :___   ____|   |   | | |                   |g| |
  | |     | | |     | |        |   | | |                       |
  | |     | |_|     | |__      |   | | |                       |
  | |     | |       |_   |     |   | | |                    _  |
  | |_____| |_________|  |_____|   | | |                   |h| |
  |                            |   |_| |___________________| |_|
  |____________________________|   |___________________________|

D - Echo Herbs
E - Bomb Fragment
F - Sonic Knuckle
                                    _______________________________
                                   |                 |__________| F|
                 _                 |  _____   _       _____________|
 _________      |i|                | |     | | |_____|  PPPPPPPPPPP|
|  _____  |_____| |_               | |     | |  PPPPPPPPPPPPPPPP  P|
| |     |___________|   _____      | |     | |  PPWWPPWWWWPPWW  PPW|
| |                    |E   D|     | |     | |  PPWWPPWWWWPP       |
| |                    |___  |     | |  _  | |_ PPWWPPWWWWPP  _____|
| |_______                 | |     | | |j| |   |_____________|     |
|_____    |                | |     | |_| | |    _____________      |
      |   |________________| |     |_____|_|   |             |_|i|_|
      |                      |             |   |
      |        __   __       |             |___|
      |_______|  |h|  |______|

 ____________________________________
|_____   _______________             |
|_    | |               |_   ________|
|G|   | |                 | |
| |___| |_________        |j|
|  ______________H|                    G - Flame Mail
| |                               _    H - Salamander Sword
| |                             _|k|_  I - Zues's Wrath
| |                            |     |
| |____________________________|    I|
|____________________________________|

Going through door k will lead to a small, straightfoward room.  Approach
the figure straight ahead your path and a boss fight will ensue.

BOSS5: Medusa (#200)
HP: 3000
Weakness: Nothing
Gil: 2600
EXP: 420

She'll try to turn your guys to stone, but she's not too good at it.
Otherwise, she'll use a physical attack which tend to be weaker than those
of some of the enemies enounctered here.  Medusa also has Thundara which she
uses on one character.  The elemental staves are useful against her, roughly
as much so as pyhsical attacks (generally dealing about 150 damage per shot).
There's also a Stare attack that attempts to petrify a character.  I reckon
its success rate is about 1/3.

After beating Medusa, watch the show.  After this, you should be warped out
of the place and the whirlpool blockade very close to it in the water will now
be gone.  Sail up through the water previously blocked by the whirlpool and east
and follow the path south until you find a town conviently located near a strip
of mountains just large enough to cut it off from the rest of the non-sailing
masses.


There are now four more sea monsters to encounter:

71 Anet (Blue palette-swap of Killer Fish)
72 Mermaid (a Mermaid)
73 Seahorse (a Seahorse)
74 Sea Serpent (Big, green water dragon, palette-swap of Nepto)

NOTE: Sea Serpents are likely to be the first non-boss enemies who will have
two turns per round (quite fair as they take up the entire screen leaving no
room for others).


(side) XVII. GYSAHL
                             T    TTTTTTT
              _______        TTT  TTTTTTTTTT  BBBBBBBBBBBBTTTTTTTT
             |       |   TT   TT  TTTTTTTTTT  BBWWWWWWWWBBTTTTTTTT
             |       |  TTT             TTTT  BBWWWWWWWWBBTTTTTTTT
      _____  |       |  TT    ______    TTT   BBWWWWWWWWBB
     |     | |_______| TTT   |      |   TTT TTBBWWWWWWWWBB      TT
     |     |          TTT    |      |   TTT TTBBWWWWWWWWBB       T
     |__r__|        TTTT     |__mk__|    TT   BBBBBBBBBBBB
      SS SS     M       TT               T    BBBBWWBBBBBB
      _________          TT                   BBBBWWBBBBBB
     |         |  WWWWWWWWWWWWWWWWWWbWWWWWWWWWWWWWWW
     |         |  WW     _________      FFFFFFFFFFWW
     |         |  WW    |         |     FF      FFWW
     |____i____|  WW    |         |             FFWW             T
                  WW    |____c____|     FFFFFFFFFFWW            TT
           _____  WW                              bb            TT
          |     | WW                              WW
          |     | WW                       WWWWWWWWW
          |__m__| WWWWWWbWWWWWW            WW
                             WW            WW
                             WW            WW
                             WW    WWWWWWWWWWWWWW               TTT
                           WWWWWWWWWWWWWWWWWWWWWWWWWW           TTTT
 TTTTT                     WWWWWWWWWWWWWW    WWWWWWWWWWWWWW     TTT
 TTTTTT                    WWWWWWWWWWWWWW    WWWWWWWWWWWWWW    TTTTT
 TTTTTT                    WWWWWWWWWWWWWWWWWWWWWWWWWWC        TTTT
  TTTTT                      WWWWWWWWWWWWWWWWWW    WWk       TTTTT
  TTTTTT                         WWWWWWWWWW          WWk
    TTTT                         WWWWWWWWWWWWWWWWWWWWWWWWWW
FFFFFFFF             FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

W - Water       b - Bridge
B - Brick       k - Magic Key
T - Tree        C - Gysahl Greens
S - Shurbbery   F - Fence

c - Chocobo house.  Has a couple of Greens within pots in this house.

r - Revivification spring

mk - Magic Key store sells Magic Keys at 100 Gil apeice.  I don't
recommend buying more than a couple keys, if any.  If you wish, you can
reutrn to Argas Castle to grab the items in the locked doors, without a
Thief, but those items will be much more useful shortly.  Also in this
place, there's a Shuriken in a chest behind the counter.  Walk through a
false wall to get around it.

m - Magic store
  ------------------------------------------------------------------------
| Also: Toad, Mini                                                        |
| Break   | Earth damage and partial petrifaction if hits | BM, RM | 3000 |
| Shade   | Paralyzes target                              | BM, RM | 3000 |
| Libra   | Scans enemy's HP and weaknesses               | WM, RM | 3000 |
| Confuse | Target attacks friends                        | WM, RM | 3000 |
| Silence | Prevents target from using magic              | WM, RM | 3000 |
 -------------------------------------------------------------------------
I don't recommend anything from here, at least not at this point in the game.
Or ever for that matter.  Libra, Silence, Confuse and Shade are all cute, I
guess, but not necessary or even all that useful.

i - Inn (120 Gil) Item store
 -----------------------------------------------------------------------
| Gyshal Greens | Use in funny-smelling areas to call Fat Chocobo | 150 |
 -----------------------------------------------------------------------
I advise getting four of these along with the Carrots strewn about the town.
In the room before the Inn and Item store, there's a piano, a dancing girl and
a secret path in the lower right part of the room with a Beastiary man in a
room on the other side of that path.

After this, there are no additional distractions in this part of the ocean.
Head back to the Northwestern section of the landmass and head to the south
entrance on the small island you previously couldn't because of the whirlpool
blockade.



XVIII. DWARVEN HOLLOWS

The first room is very small and quite featureless.  Going through that
leads you to door a.

                                                M  - Mognet
                     _i_____w_____a_______      MB - Magic-barrier dwarf
(This is the main   /                     |     W  - Water
room of the cave)  /                      |     H  - Horn
                  /   WWWWWWWWWWWWWWWW    |     B  - Barrier
                 /    WW            WW    |     E  - Empty, unwalkable area
               _/     WW   H    E   WW    |     D  - Dwarf beside the path
             _/  _    WW   H    E   WW    |      _
            / __/ |   WW            WW    |_____|a\
           |b|   /    WW            WW     _______M|
                |     WWWWWWWBBWWWWWWWMB  |
                |______________________   |________
                                       \D________  |
                                                 |c|

It's probably a good idea to go over the shops before proceeding
in this cave.

w - Weapon store
 ------------------------------------
| Tyrfing Sword | 28 | WR, RM | 2000 |
| Also: Flame, Ice Staves            |
| Diamond Bell  | 42 | (GE)   | 4500 |
| Also: Iron Arrows, Holy Arrows     |
 ------------------------------------
Again, nothing of great use unless you've a Red Wizard or two.

a - Armor store
 ---------------------------------------------------------------------
| Ice Armor  | 20, Strong against Fire, weak against Ice | WR, RW, TH |
| Ice Helm   | 10, Strong against Fire, weak against Ice | WR, RW, TH |
| Ice Shield | 6,  Strong against Fire, weak against Ice | WR, RW, TH |
| Also: Kenpo Suit, Mage Robe                                         |
 ---------------------------------------------------------------------
I advise buying an Ice Helm for sure, possibly a suit of armor, and
if you're in a Shield sort of mood, an Ice Shield - eventually.  What you
have is probably sufficent for the time being and this Ice stuff will
pay off much greater later.  Don't think I'd put them on quite yet.

i - Inn (80 Gil) and item store
 ------------------------------------------------
| Potion      | Resotres about 50  HP      | 50  |
| HiPotion    | Restores about 500 HP      | 600 |
| Gold Needle | Relieves Petrified state   | 100 |
| Maiden Kiss | Nullifies Toad state       | 100 |
| Echo Herb   | Relieves Mute state        | 100 |
| Luck Mallet | Changes size               | 100 |
| Eyedrop     | Relieves Blind state       | 40  |
| Antidote    | Relieves Poison state      | 80  |
 ------------------------------------------------
I'd pick up a few Mallets if you haven't already.

               _____________
             _|WWWWWWWWWWWWW|_
           _|WWWWWWWWWWWWWWWWW|_     _
          |WWWWWWWWWWWWWWWWWWWWW|   |b|
            |WWWWWWWWWWWWWWWWW|     | |
              |WWWWWWWWWWWWW|       | |
                    |u|             | |
Passage through u   | |             | |
requires the party  | |_____________| |
be in Frog state    |_________________|
and speaking to
dwarf MB beforehand.  I advise unshrinking just after u is passed through.


XIX. SUBTERRANEAN LAKE

Enemies:
55 Bomb (Red floating enemy, spiked top)
56 Manticore (Yellow dragon thing)
57 Stalagmite (Grey palette-swap of Carbuncle)
58 Sea Devil (Red palette-swap of Killer Fish)
59 Merman (Purple palette-swap of Sahaugin)
60 Ruinous Wave (Paler palette-swap of Sea Elemental)

NOTE: Stalagmites can turn a character to Stone with its Glare
attack. They also hit to pertify. Bombs can also self-destruct
dealing upwards of 500 damage to a single character.  They're weak
against ice.  Manticores will also throw Ice magic at your guys, so I
hope you didn't splurge on Ice armors quite yet.  They can also hit to
cause petrification.  I believe the fish can cause poison status with
their attacks as well.  Conserve strong -ara spells for the end.

Class usefuless: Well, several enemies here have several semi-interesting
things to steal, although your Thief might get nothing better than a
Hi-Potion, good for this point in the game, if they're new to the job.
Hmm.
     _
   _|u|_____
  |         |___
  |             |
  |             |
  |___          |
      |___     _|
          |   |
          |_  |
            | |                                       ______________
            | |                                      |         ___  |
            | |                        ______________|        |   | |
            | |                       | A     _a|a___         |   |b|
            | |                       |      |       |        |
           _| |_______________________|     /        |________|
          |     ____________________       |
          |____|                    |      |
                                    |______|


                       A, D & E - Gold Needle
                       B & C - Zues's Wrath

               _                               _
              |c|                             |b|
   ___________| |                             | |
  |      _______|                             | |
  |  E  |                                     | |
  |     |                                     | |
  |_   _|                                  ___| |_
    | |                          _________|      _|
    | |                         |   B           |
    | |                         |  _____________|
    | |                         | |
  __| |______________           | |
 |                   |          | |
 |                   |_         | |
 |      _________      |        | |
 |     |         |_    |______  | |
 |     |           |      C   |_| |
 |     |           |              |_
 |  D  |           |      _         |
 |_____|           |     | |________|
                    \___/

                 _____________
                /             \
               |               \
               |        1       \
Approaching 1  |                 |
will launch     \__              |
into a scene and   \_______      |
BOSS6.                     \_   _/
                             | |
                          ___| |
                 ________/ G   |_
                |  F  ___________|
                |    /
                |   |
                |   |
                |   |    F and G - 3000 Gil
                |   |_____________
                 \_________       |
                           \     /
                            \   /
                             |c|

BOSS6: Gutsco (#201)
HP: 3500
Weakness: Nothing
Gil: 3500
EXP: 576

He gets two turns per round, a physical attack (50-150 damage) which he uses
most often, a strange water attack that's purpose is unknown and he can heal
himself for 90-100 HP worth.  His defensive capabilities are not noteworthy,
so just hit him with what you've got and you should end up victorious.  He
can also cast Mini with annoyingly high percent of effectiveness, so watch
out for that and have Mallets handy.

After the battle, watch the show.  You can leave the place by casting Teleport
or walking out.  Speak to dwarf MB, walk to the proper spot on the stand and
press A.  Watch the show and leave the place (staying at the Inn and buying
some Ice equipment perhaps as well as about 40 Potions) and sail the short
distance northwest to the Flame Cave.



XX. MOLTEN CAVE

Important new things found in the Molten Cave:
 -----------------------------------------------------
| Ice Blade    | 32 - Ice elemental | WR, RW | (1750) |
| Impact Claws | 34                 | MK     | (4000) |
 -----------------------------------------------------

Enemies:
61 Balloon (Green palette-swap of Bomb)
62 Myrmecoleon (Green-palette-swap of Manticore)
63 Crocotta (Green long-legged quadruped)
64 Adamantosie (Big tortise, palette-swap of Land Turtle)
65 Red Mallow (Red gel-like creature, palette-swap of )

NOTE: The strength curve of the enmies in this cave seems to have gotten
steeper as they all hit for about 100 HP of damage.  Ice attacks will
prove to be quite useful, especially against the turtle (Adamantai)

Class lecture:
Well-balanced classic party is best, I reckon.  Make sure you've Ice-related
prowess (Ice Armors, Staves, Spells namely).

Also, lowercase l characters mean there is lava on this spot.  Remaining on
such a space will rmeove 10 HP per every two seconds.
                        _______
                       |       |
                       |   A   |                       _
                       |__   __| A & B - Antarctic   _|a|_
                          | |            Wind       |     |
                          | \                       |     |
                          \  |                      |     |
                           | |________________      |     |
                           |____________   _  |_____|     |
                                        |l| |_____________|
                                        |l|
                                        |l|
                                        |l|____     _______
            _____                       |llllll|   |    B  |
           / ___ \           ___________|lllllll   |       |
          / /   \ \_____    |llllllllllllllllll|   |  _____|
          |b|    \____  |___|l|            |lll|   |l|
                      |_____ll|            |lll|   |l|
                                           |lll|___|l|
                                           |lllllllll|



                                   ________________
               _________          |  ____________  |
E - Phoenix   |  E      |         |l|            | |
    Down      |_______  |         |l|         _  | |
            __________|l|         |l|        |b|_| |
           |   _______ll|         |l|        |_____|
           |  |       |ll\________|l|
           |  |       |llllwwwwwlll|
        __/   |       |l|         |l|
       |_   __|       |l|         |l|
         |c|          |l|         |l|
                     /l/          |l|_______
                   _/l/           |llll___  |
                  |ll/                    | |
                  |l|                     | |
                  |l|                     | |
                  |l|                  ___| |
            ___   |l|                 |     |
 D -       |D  |__|l|                 | C   |   C - Ice Blade
 Hi Potion |________|                 |_____|


         _
      __/e\__
   __/   _   \__
  /     / \     \
  \__  |   |  __/                ______
     \  \_/  /                __|G   R |  G - Phoenix Down
      \_   _/                |d_: _____|
        \ |                     |l\
        |d|                     \ll|   Examining R opens the : wall
                                 |l|   to d
                                 |l|
                                _|l|
                               |ll/
                              /ll/
                             |ll/
                       _____/ll/        _
                      / F  lll/        |c|_
                      \____lll\       /    |
                           \lll\_____/     |
   F - Impact Claw           \lllllllllllll|


E leads to a small room.  Take a few steps in (fully healed) and watch the
show.

BOSS7 - Salamander (#202)
HP - 6000
Weakness - Ice
Gil - 3700
EXP - 686

He'll get two attacks per round, often using them quite wisely (attacking
the same person twice, potentially killing them).  Having Ice-clad protective
gear will greatly reduce the ferocity of his physical attacks, although oddly
enough not his flame-breath used across the party.

The offensive strategy I most reocmmend for this fight is one more reliant on
magic.  South Winds/Blizzara casts can take off more than 700 damage with
regularity.  Although it's risky, I tend to even use White Wizards for offense
in this battle unless he spits fire.  I found the more aggressively I attack,
the better off I tend to be (although another possible strategy could be to
have a White Wizard use Cura across the party every turn until you have no
more magic uses at that level... by the time that comes, the boss should be
weakened enough for a full blown attack, although you risk wasting valuable
MP).

After the battle, examine the Crystal and step on the sign in the back of the
room to warp out of the cave.

When this is over, walk back into the Dwarves' Cave, take a few steps in
and watch the show.  Speak to MB once again and watch the show.  Speak to
the dwarf beside the southern path and follow him down it.


SIDE - DWARVES' CAVE and ARGAS CASTLE

Passage c leads to the cave's Main Room (where a dwarf will give you a
Magic Key if spoken to at this point).
      _
     |c|
     | |
     | |
     | |
     | |
     | |
     | |
     | |
     | |             A - Ottershroom
     | |    _______  B - Gauntlets
     | |___|  ___  | C - Echoherb
 rrrr|_______|   | | D - Scholar Robe
 rrrr|           | | E - Scholar Hat
 rr|             | | F - Knight Armor
                 | | G - Phoenix Down
                 | | H - Heroic Shield
                 | | I - Elixir
                 | | J - Killer Bow
                 | | K - Gold Needle
                 | | L - Book of Fire
                 | | M - Book of Ice
                 | | N - Book of Light
                 | | O - Phoenix Down
                 | | P - Gysahl Greens
                 | |
                 | |_________
                _|  ABCDEFGH |
               |_            |
                 |__IJKLMNOP_|

New stuff found in this sidequest:
 ----------------------------------------------------------------------------
| Otterhead      | Item equal of Teleport (non-battle)       | All    | 2000 |
| Gauntlets      | 8                                         | KN, WR |(1250)|
| Scholar Robe   | 20                                        | SC     | 5500 |
| Scholar Hat    | 11                                        | SC     | 7500 |
| Knight Armor   | 25                                        | KN     |(3750)|
| Hero Shield    | 9, Guards against abnormal status, +1 All | KN, WR | 3500 |
| Flame Book     | 32, Fire elemental                        | SC     |(1650)|
| Ice Book       | 32, Blizzard elemental                    | SC     |(1650)|
| Light Book     | 32, Thunder Elemental                     | SC     |(1650)|
| Medusa Arrow   | 23, One use, Ranged, at times petrifies   | RN     | 300  |
 ----------------------------------------------------------------------------

Now is also a pretty good time to make the trip back to Argas Castle to
open those doors we skipped earlier.  A Thief in the lead can open doors
without Magic Keys.  So let's mosey on over there, pull the torch and
go buck wild.

  WWWWWWWWWWWWWW
  WWWWWWWWWWWWWWWWWWWWWWWWWWWWW                  WWWWWWWWWWWWW
WWWW          DDWWWWWWWWWWWWWWW                  WWWWWWWWWWWWW
WW       W.       WWWW  STU  WW                WWWW         WWWW
WW                 :         WW                WW   M  N  O   WW
WWWW            WWWWWW       WW                WW   P  Q  R   WW
  WWWWWWWwWWWWWWWWWWWWWWWWWWWWW                WWWW         WWWW
  WWWWWWWwWWWWWWWWWWWWWWWWWWWWW                  WWWwWWWWWWWWW
  WWWWWWWgWWWWWWWWWWWWWWWWWWWWW                  WWWwWWWWWWWWW
                                                 WWWhWWWWWWWWW

S - 20 Light Arrows                             M - 20 Fire Arrows
T - Killer Bow                                  N - Book of Ice
U - 20 Medusa Arrows                            O - Scholar Robe
                                                P - Book of Light
W. - Wizard gives an Elixir when appears        Q - Book of Fire
     after events of XXI                        R - 20 Ice Arrows
DD - Examine this dresser to make the :
     wall disappear


XXI. TOKKLE and HEIN'S CASTLE

When finished, sail back to the Southwestern section of the landmass to
Tokkle.  Take a step or two in town and watch the show.  When you're next
able to recover, you should find yourself in the Floating Castle (it's
hovering over the desert near Tokkle).

Enemies:
66 Pharoh (Palette-swap of Mummy)
67 Lemur (Palette-swap of Laruwair)
68 Lamia (Big snake-woman hybrid)
69 Demon (Blue floating devil with sword)
70 Dullahan (Headless Horsewoman)

NOTE: Pharoh enemies are undead and hit to confuse.  Lamias have a Glare
attack which puts its target to sleep.

Class notes for the Floating castle:
The new classess are certainly interesting.  Knights and Scholars make
effective replacements for designated healers, and Geomancers make
effective and interesting replacements for designated attack magicians.
I recommend a more magic-oriented team because of how this place ends.


New things found in the Hein's Castle:
 --------------------------------------------
| Royal Sword | 50         | WR, KN | (5000) |
| Rune Bow    | 42, Ranged | RN     | (6000) |
 --------------------------------------------

   _______________ ___________________________________________a___
  |               |         1     |               |        R      |
  |      0        |               |           2   |               |
  |               \               \               |   3           |
  |_______________|_______________|______   ______|______   ______|

0 - Begin roughly here               R - HP/MP/Status Recovery pot
1 - Important figure, you speak now  a - Enter here while in a shrunken state
2 - This guy's a Daimon
3 - This one's got a Luck Mallet

             _
            |B|
            | |                   __________
         _  | |                  |  ______  |
        |c| | |    ___________   | |      | |
        | | | |   | B  B      |  | |      | |
        | | | |   |_________  |  | |      | |   T - Unwalkable parts
        | | | |             | |__| |      |a|     of the tree (added
        | |_| |_   _________|      |              largely for map
        |       |_|                |              legibility reasons)
        |________b:   _     _      |
                   \_/ \   | |     |_____     : - Fake wall
                        |  | |     ______|
                        |  | |    |           A - 20 Holy Arrows
                        |__| |    |      ___
                             |    |_____| A |
                             |______________|

 _______________g_______________
|  ___________________________  |
| |                           | |
| |                           | |
| | (These doors lead to      | |
| |  small rooms with these   | |
| |  treasures)               | |  C - 3000 Gil
| |                           | |  D - Zues's Wrath
| |   (GH)    (EF)      (CD)  | |  E - South Wind
| |___|d|______|e|______|f|___| |  F - 3000 Gil
|______________   ______________|  G - 3000 Gil
               |c|                 H - Bomb Shard
        _                          I - Royal Sword
   _   | |                _
  |i|  | |               |I|
  |  \_| |_______________| |
  |          h:      ___   |
  |_________/ |_____/   \  |
                         |g|
                      _
                     /j\
                    |   |
                    |   |
                    |   |
 J - Phoenix Down   |J  |
                    |   |
                    |   |
                    |   |
                    |   |                  _
                    |   |_________________|i|
                    |                       |
                    |_______________________|

         _____________________
        |    _______________  |
        |   |               | |
     ___|   |               | |
   _|       |_____________  | |_
  |  _       _______      | |   |
  | | |     |       |  T  | |_  |
  |i| |___  |       |  T  |   | |
          | |_____  |_____|   | |
          |_______|          _| |
                            |   |
                            |   |______
                            |________  |  _
                                     | | |j|
                                     | |_| |
                                     |_____|
                   ___
     L - Rune Bow |K  |
                  |  _|
                  | |
        _         | |
      _|k|_       | |
     |     |   ___| |    Door k leads to a straighfoward room.  Heal up and
     |___  |__|  ___|    enter and go foward far enough for a scene and
         |____  |        BOSS8.
              | |
              | |
              | |
 _____________| |
|J  ______   ___|
|__|      |j|

BOSS8 - Hein (#203)
HP - 4500
Weakness - Variable
Gil - 4300
EXP - 866


This could be quite tricky, bit it also could be quick and easy.  Physical
attacks don't do a great deal to him.  This is why the Black Wizard is
given the highest regard even though they're replaceable.  Anywho, it's best
have a Scholar now to use his Study ability (third Menu selection down). This
option displays the enemy's weak points be they blizzard, thunder or fire.
This can be difficult if you're playing the game in a language you don't
understand.  My recommendation is to once again fight aggresively.  Before
he uses his weakness-altering 'Wall Change' ability, he has no particular
weakness but no particular strength, and low magic defense in general.  Nail
him with any and every magic attack at your disposal.  If you have an Arctic
Wind (free use of Blizzaga) and a moderately skilled Scholar, it'll take off
roughly half of his HP before he begins to alter his weakness.  Geomancy is
also quite effective.

After the battle is won, watch the show.  Walk back to your ship docked
near Tokkle and sail north to Argas Castle.  Walk up to the man in the
seat marked S. in the dining room and talk to him.  Return to Canaan town
(it's just a bit northeast from Tokkle), enter house y, the northwesternmost
house in the town, and speak to the man standing near the door.  Watch the
show.

When it's over, leave town and return to the ship.  Press A to change it to
and from an airship.  Fly in any one direction to depart from the landmass,
but before doing so, make sure you've your inventory/Class situation sorted
out now.

You may also come across a suspicious-looking blue thing popping out of
the water.  Stay tuned.

Leaving the Floating Continent.  First you'll be interrupted by a scene
upon flying off.

Okay, this is a new area, but because it's largely desolate for the time
being, a map is pretty pointless.  It would at best be no more effective
than the map on the top screen, and at worst it would be less than useless.
So use that map.

The first thing you want to find is the shipwreck, it's only marking on the
northern half of the map on the touch screen, so mosey on over there and
enter the wrecked ship beside the small island.  Three floors down are two
chests, a Zues's Wrath and a Blood Sword (55, WR/KN, Adds vapmric element)

Speak to the man in the room for a show.  The woman in bed is sick, so
press A beside her and give her an Antidote.  Watch the show then leave the
wrecked ship, fly a little to the east and quite a bit north (or south)
to reach the next section.

When you're good and ready, land the ship in the water near the largest
land structure on this landmass - it's to the south of the island near the
shipwreck.  You shold now be able to pick up the crystal in the north room
of the building on this larger landmass, so do it. You can enter the building
if you want to recover your health, and then enter the cave just north.



XXII. CAVE OF TIDES

NOTE: Now that you have another attack magician, you might wish to take a
gander at some party strategizing and the like under the general hints
section

Enemies:
75 Cockatrice (Purplish palette-swap of Basilisk)
76 Poison Toad (Yellow frog)
77 Twin Heads (Yellow two-headed wolf)
78 Roper (Looks most like a closed, yellow Venus fly trap)
79 Agaliarept (Grey rockpile with tentacles, eyes, a mouth)

NOTE: Poison Toads have a poisioning attack (and are weak against
Thunder), Cockatrices have gradual petrification attribute to their attack.
Roepers have a high critical hate rate and sometimes hit to paralyze.
Roepers and Agaliarepts are weak against lightning.

Class notes for the Water Cave:
Geomancy is useful and unlimited but unpredictable and not always reliable.
Attack magic is useful but limited Scholars are useful providing elemental
and item-doubling pop.  You'll probably want to do the MP-class changing trick
to keep your MP if you wish to use a Geomancer for the dungeon, but switch to
a Black Mage for the boss.  This is really the only time I really recommend
doing this.
                                 _
                                |a|
                                | |
  The events of the shipwreck   | |
  need to be completed before   | |
  door b becomes passable.      | |
                                | |
                                | |
                                | |
                             ___| |
                            |     |
                      _     |   __|
                    _|b|_   |  |
                   |     |  |  |
                   |_   _|  |  |
                     | |    |  |
                     | |____|  |
                     |         |
                     |_________|

           _____                                         ________
          |     |_______________________________________|        \
          |      _______________________________________          \
         /      |                                       |         |
         |__   _|                                       |____   __|
            |c|                                              |b|
           _|c|
          |_  |
            | |_
            |   |
 ___________|   |
|    ___________|
|   |
|   |
|   |
|   |
|   |
|   |
|   |
|   |
 \ /          ________
 |d|         |        |                        _
             |        |____                   |d|
             |  __         |                  | |
             | |  \        |                  | |
             | |   |  ___  |_                 | |
             | |   | |   |   |                | |
             | |   | |   |   |                | |
            _| |   | |   |   |________________| |
           |   |   | |   |       ______         |
           |  /    | |   |______|      |        |
           | |     | |                 |________|
           | |     | |
           | |     | |_
           | |     |   |
           | |     |___|
           | |       ____________________     ______________
           |e|      |  ________________  |   |  __          |
           |-|      | |                | |   | |  \_____    |
           |e|      | |                | |   | |        |   |
           | |      | |                | |___| |___     |   |
           | |______| |_____________   |           |    |   |
           |             ________   |  |___________|    |   |
           |____________|        |  |                   |   |
                           ______|  |                   |   |
                          |  _______|                   \   /
                          | |                            | |
                          | |                 ___       _| |_
                          | |                |   \_____|     |
                          | |                | A             \
                      ____| |                |___             |
                     |   ___|  ________          \____________|
                     |  |_____/   ___  |
                     |           |   \ |       A - Blizzaga spell
                     |___________|   | |
                                     |f|
                                     |-|
                                    _|f|_
                                   |_   _|
                                     | |
                                     | |
                                     | |         ___________
                                    _| |_     __|  ________ \
                                   |     |   |  __|        \ \
                                   |     |__/  |            \ \
                                   |___________|     _       \ \__
               On the other side                   _|g|_      \   |
               of door g is a small               /     \     |   |
               room. Enter it, take     _          \   /      |   |
               a few steps in,         / |_         | |       |  _|
               watch the show and     /__  \___     | |       / |
               fight BOSS9.              |     \____| |______/ /
                                         |___            _____|
                                             |__________|

BOSS9 - Kraken (#204)
HP - 8000
Weakness - Lightning, I think
Gil - 5500
EXP - 1070

Once again, magic is going to be your top use of offense.  If you have a
striaght up physical attacker, it's almost better they die so healing magic
is distrubuted to those of greater offensive power.  Blizzaga should hit
for about 1000 damage, and the lightning-related items a Scholar has will
nail him for 1500-2000 damage.  He can cast Blizzara across the party
(giving high damage to a character with Ice stuff equipped) as well
as Blind (again, reducing the usefulness of the melee attackers).  He also
sometimes blinds upon attack.  You never know when Blizzara is coming, so
a White Wizard should Cure/Cura across the whole party every time.

After winning the battle, watch the show.  When control is regained, you'll
find yourself in a whole new world.



XXIII. AMUR

NOTE: Don't leave town for any reason as all, well, both, paths for
the time being lead to death.  If you wish, you can visit a Fat Chocobo
east-southeast of town in a Chocobo Forest.

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWW     s   WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWW  TTTTTTT l WWWWWWWWWWWWWWWWWWWWGGWWWWWWWWWWWWWWWWGG
GGWWWWWWW  TTd  g   WWWWWWWWWWWW|  _____  WWSSSSSSSSSSSSSSSSWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWW___/  |     | WWSS            SSWW
WWWWWWWWWWWWWWWWWWWWW______/      |     | WWSS  c c  c c  SSWW
WWWWWWWWWWWWWWWWWWWW/             |_____| WWSSSS      llSSSSWW
WWTTTTTTTTTTTTTTTTWW             M        WWWWWWWWWWWWWWWWWWWW
WWTTTTTTTTTTTTTTTTWW                      WW                WW
WWTTTTTTTTTTTTTTTTWWWWWWWWWbbWWWWWWWWWWWWWWW        BB BB   WW
WW  TTTTTTTTTTTTTTWW             ______  WWW        BBLBB   WW
WWWWWWWWWWWWWWWWWWWW   ______   |      | WWWWWWWWWW WWWWWWWWWW
WW   _________    WW  |      |  |      | WW                 WW
WW  |         |   WW  |      |  |____w_| bb    _________    WW
WW  |         |   bb  |____a_|           WW   |         |   WW
WW  |____i____|   WW                     WW   |         |   WW
WW                WW              WWWWWWWWW   |____o____|   WW
WW                WWWWWWbWWWWWWWWWWWWWWWWWW                 WW
WWWWWWWWWbbWWWWWWWWWWWWWbWWWWW           WW             TT  WW
WW                 WW          TTTTTTTTTTWW                 WW
WW          ____   WW          TTTTTTTTTTWWWWWWWWWWWbWWWWWWWWW
WW         |    |  WW             P  TTTTWWWWWWWWWWWbWWBBWBBWW
WW  _____  |    |  WW                TTTTWWWW          BBWBBWW
WW |     | |____|  bb                      bb          BBWBBWW
WW |     |         WWTTTTT               TTWW          BBWBBWW
WW |__r__|     SSS WWTTTTTT              TTWWSS        BBuBBWW
WW            SSSSSWWTTTTT               TTWWSSSS      BBBBBWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWbWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

S - Shrubs
B - Brick
F - Fence
T - Trees
G - Gutter
W - Water.  Can eventually walk on (or at least through) much of
this after house o is entered
L - Locked ladder.  Unopenable until events of house o are
completed

P - Speak to this person to trigger important events at house o

o - Enter this, an Old Man's house.  Talk to him and watch the
show.

c - Four Gyshal Greens are hidden in this patch
t - Thief Gloves
d - Black Cowl
s - Black Garb

r - Revivification spring

i - Inn (100 Gil) and Item store
 ---------------------------------------------------------
| Potion      | Resotres about 50 HP               | 50   |
| HiPotion    | Restores about 500 HP              | 600  |
| Gold Needle | Relieves Petrified state           | 100  |
| Echo Herb   | Relieves Mute state                | 100  |
| Luck Mallet | Changes size                       | 100  |
| Eyedrop     | Relieves Blind state               | 40   |
| Antidote    | Relieves Poison state              | 80   |
| Carrot      | Calls Fat Chocobo in their forests | 150  |
 ---------------------------------------------------------
I suggest getting some Antidotes and HP restoration if they're running low
in your supply.

a - Armor store
 -----------------------------------------------------------------
| Viking Helm   | 19                          | VI         | 5500 |
| Viking Mail   | 36                          | VI         | 8000 |
| Also: Heroic Shield                                             |
| Thief Gloves  | 11  Agility +3              | TH         | 2500 |
| Black Garb    | 30, Agility and Vitality +2 | TH, MK, RN | 5000 |
| Black Cowl    | 15, Agility +2              | TH, MK, RN | 4000 |
| Black Belt Gi | 33  Agility, Vitality +3    | MK         | 6000 |
| Chakra Band   | 17, Agility +2              | MK         | 4500 |
 -----------------------------------------------------------------
You don't need to buy anything for a thief.  If you plan on using a
Viking, go ahead and pick up a helmet and suit of armor, ditto for
monks.  You can also go ahead on splurge on the monk-related equipment
as well.

w - Weapon store
 -----------------------------------------------------------------------
| Battleaxe     | 65                       | VI, WR             | 7400  |
| Main Gauche   | 35, Agility +3           | TH, WR, DK, BA, RW | 7000  |
| Thunder Spear | 45, Thunder elemental    | DR                 | 8000  |
| Selene Bow    | 63, Ranged               | RN                 | 16000 |
| Boomerang     | 40, Ranged               | TH, RN             | 9000  |
| Also: Iron Arrow, Holy Arrow                                          |
| Madhura Harp  | 60, Ranged, Protect Song | BA                 | 10000 |
 -----------------------------------------------------------------------
You may want to get a Main Gauche just for its flexibility and agility bonus
in spite of its low price/attack power ratio.  If shopping for a Viking, I
recommend one Battle Axe if you still have an Ice Shield handy as you'll be
finding them another weapon before terribly long.  The money saved on Thief
armor will be partially nullified here as Boomerangs and the said knife are
pricey. Also, the Selene's Bow is strong but expensive, but not as expensive
as a pair of Boomerangs (that plus those elemental arrows equals a pair of
Boomerangs in attack power).

u - Go here to enter the Amur underground sewers.  This will segue
nicely.



XXIV. AMUR UNDERGROUND SEWERS

Enemies:
80 Dark Legs (Ugly purple insect)
81 Gigantoad (Purple palette-swap of Venom Toad)
82 Twin Liger (Blue palette-swap of Twin Head)
83 Stroper (More oragne palette-swap of Roper)

NOTE: Gigan Toads may poison upon attack.

Class lecture for the sewers:
I say generally stick with what's given to you for free.  Sure, if you're
dying to use a Dragon or Bard or Dark Knight, go nuts, but you can get by
with a party of guys boosted with stuff you already have/will get in this
place without spending a penny.

Cool new stuff found in the Underground Sewers
 ----------------------------------------------------------------------------
| Poison Dagger  | Sometimes poisons enemies     | WR, RW, TH, DK, BA |(4211)|
| Hammer         | 55, Thunder elemental         | VI                 |(250) |
| Power Bracers  | 13, Strength and Vitality, +1 | WR, KN, MK         |(1250)|
|                                                | DR, VI, RN         |      |
| Cat Claws      | 42                            | MK                 |(7000)|
| Kaiser Knuckle | 50                            | MK                 |(7500)|
 ----------------------------------------------------------------------------
   _   ___________________
 _|u|_|                   |  Door u leads back to Amur
|     |           ________|
|     |           _       |
|     |            |    | |
|     |______     _|   _|a|
|____       _    |    |
     |     |     |    |
     |     |     |    |
     |     |     |    |
     |_____|_____|____|

     ____________________________________
    |  _         _    |                  |
    | |______     |   |                  |_
    |        |    |   |____________     _|a|_
    |_       |    |                |   |     |
    | | |    |    |____________    |   |     |
    |_|b|    |                 |   |   |     |
    |        |_________        |   |   |     |
    |                A |       |   |   |_    |  A - Cat Claws
    |__________________|_______|   |     |   |
                               |   |_        |
                               |             |
                               |_____________|


1 - Walking onto here triggers a scene and a 'boss' battle with four
Poison Toads.
   _
 _|b|_
|     |    ______________________          ____
|     |   |   ______1            |        |    |
|__   |   |  |       |           |        |    |
   |  |   |  |       |           |      __|  | |
   |  |   |  |       |           |     |     |c|
   |  |___|  |       |           |     |   ____|
   |         |       |           |_____|  |
   |_________|       |____________________|


                                           _
 ______________________                 __|c|
|                      |               |    |
|   _________________  |        _______|    | _____
|  |                 | |       |        ____||     |
|  |  _______________| |_______|       |_____|     |________
|  | |___            :_________         ___:_       ____  B |
|  | |  F|    | D    |         |_______|     |     |    |   | B - Diamond Bell
|  | |   |    |______|                       |_____|    |__C| C - Hammer
|  | |E              |
|  | |_______________|
|  |
|  |
|  |   D - Kaiser Knuckles
|  |   E - Power Bracers
|  |   F - Poison Dagger
|  |
|  |_________d___   The room on the other side of door D is fairly non-descript
|                |  Just enter, walk a few steps in and watch a show.  When
|________________|  it is finished, you'll be ready to leave town.



WORLD - First section

Enemies of this game most of the Outdoor areas for this landmass:
84 Black Flan (Purple palette-swap of Red Mallow)
85 Hellgrao (Looks like a small, hopping dragon)
86 Vulcan (Big Orange palette-swap of Salamander)
87 Dracocotta (Yellow palette-swap of Crocotta)
88 Magician (Paper-thin purple odd thing)

NOTE: Magicians have the -ara spells, puddings have pretty high defense,
Leucrottas can put you to sleep upon attack and Vulcans get two turns
per round and sometimes breathe fire.  Black Flans are weak against Fire
and Vulcans and Dracocottas are weak against Ice.

Okay, there is simply far too little over such a relatively large plane
of land that mapping it is far more trouble than its worth.  I can tell
you where you shouldn't go, though.

Don't bother traversing the network of river streams here.  The Water
Shrine and Cave are to the east and north of Amur, but I can't envision
any reason for revisiting them other than the free HP/MP restoration.

You don't need to go any point north of Amur for the time being.  Taking
this path far enough will eventually kill you regardless the level of
your characters.  So don't.

Where you should go is south.  Keep hugging the coastline from Amur south
and follow it as it traverses north into the mountains.  If you completed
the previous Roman numeral, you should be able to go across the swamp that
would've killed you if you hadn't.

Oh, and there are also two Chocobo Forests in the area, one to the
southeast of Amur and one in the forest south of the mansion.

Oh, and remember the location of this mansion as east of it in the ocean
there's a suspicious triangular island.  Pay no heed to it now, just keep
it in the banks of your memory.

Well, that's actually possibly worth mapping.  I may get to it in another
version of the guide.



XXV. GOLDOR'S EDIFICE

Enemies:
89 Lost Gold (Gold palette-swap of Curse Coins)
90 Gold Eagle (Gold palette-swap of Dive Eagle)
91 Gold Warrior (Gold palette-swap of Berserker)
92 Gold Bear (Gold palette-swap of Bugbear)
93 Gold Knight (Lanky, gold-colored, armored enemies holding swords)
94 Nitemare (Big gold colored horse)

NOTE: If they have Gold in their name, they're a little more resistant to
attack magic, but not that much.  Also, I found Gold Warriors to be
particularly strong and Gold Bears can cast Break, thereby essentially wasting
a turn.

New stuff found in Goldor's Edifice:
 ----------------------------------------------------------------------
| Gold Sword  | It's pretty, probably ornamental... Sell | KN | (2500) |
| Wyvern Claw | 51, Wind elemental, +4 Agility           | MK | (4000) |
 ----------------------------------------------------------------------

Class Evaluation for Goldor's Edifice:
I don't particularly recommend using any of the real heavy fighters (Knights,
Warriors, Dragoons, Dark Knights, Vikings) mainly because of the dated
equipment, and because Thives and Monks are probably going to be hitting for
more damage.  Black magic is moderately effective throughout most of the dungeon
(save their Blizzaga casts), and Geomancy still kicks.

  ____________________ a ____________________
 |                    | |                    |
 |                                           |
 |  _________________     _________________  |
 | |                 |   |                 | |
 | |                 |   |                 | |
 | |                 |   |                 | |   First go through a
 | |                 |   |                 | |   then come back to
 | |                 |   |                 | |   this room up here
 | |                 |   |                 | |
 | |_______d_________|   |________e________| |
 |                                           |
 |  _________________     _________________  |
 | |                 |   |                 | |
 | |                 |   |                 | |
 | |                 |   |                 | |
 | |                 |   |                 | |
 | |                 |   |                 | |
 | |                 |   |                 | |
 | |_______b_________|   |________c________| |
 |___________________     ___________________|
                     |   |
                     |ooo|

  o goes outside
  b, c, and d all lead to small rooms with nothing worth mapping
  e leads to a small room with a false wall in the northwest corner
  followed by another small room with a single staircase


           _____________________________________
          |                                     |
          |      _________________________      |
          |     |                         |     |
          |     |______________________   |     |
          |                            |  |     |
          |      ______________________|  |     |
          |     |                         |     |
          |     |______________________   |___  |   A through K -
          |                            |      | |   Gold Sword
          |      ______________________|      |a|   L - Wyvern Claws
          |     |
          |     |____________________________________
          |                 A B C D E F G H I J K L  |
          |__________________________________________|

                                         _       _
                                        | |     | |
 _       _______       ___________      | |     | |
|f|     |  ___  |     |           |     | |     | |
| |     | |   | |     |           |     | |     | |
| |     | |   | |     |           |     | |     | |
| |     | |   | |     |           |_____| |     | | Door f leads to a small
| |     | |   | |     |                   |     | | room.  Walking far enough
| |     | |   | |     |            _____  |     | | into the room intiates a
| |     | |   | |     |           |     | |     | | initiates BOSS10
| |     | |   | |     |  _________|     | |     | |
| |     | |   | |     | |               | |_____| |
| |     | |   | |     | |               |  _____  |
| |     | |   | |     | |_________      | |     | |
| |     | |   | |     |           |     | |     | |
| |     | |   | |     |           |     | |     | |
| |_____| |___| |_____|  ___      |_____| |     |e|
|          ___          |   |      _____  |
|         |   |         |___|     |     | |
|_________|   |___________________|     |_|


BOSS10 - Goldor (#205)
HP - 9000
Weakness - None
Gil - 9900
Exp - 1640

Don't try to cast magic on him unless it's Blizzaga as magic spells tend not
to have any effect, although Geomancy nails 'im nice and good.  He can use
Blind and Silence spells as well as Protect on himself.  His physical attack
is highly unimpressive.  Hurt and heal as is per usual.

After the battle, watch the show and examine the item on the stand when it
ends.  Get out of here and back to the ship, examining what holds it down
first. Again, another large chunk of the world is opened up to you.  And then
again, as with other times you seem comparatively free as a bird, there is
really
only one general area you can truly go to make meaningful progress.

I still recommend flying about the world just to get a feel for it.
Be careful where you fly, though.  If you encounter a walled kingdom
nestled east of some formidable mountains, slow down.  In fact, make note
of thie general area because this is where we'll be heading next.

Anywho, when you're ready, fly, from Amur south and west.  North and west
from Amur will also get you here, as will south and east, as will north
and east.  It's a round world.  I find that south and west works slightly
better.

First continent (north):
 -------------------------------------------------------------------
|WWWWWWWWWWWWWWW   WWWWWWWWWW   | W - Water        r - River        |
|WWWWWWWWWWWWWWffffffWWWWWWWW   | M - Mountain     f - Forest       |
|WWWWWWWWWWWWWrrrrrrffffffffff  | B - Brick                         |
|WWWWWWWWffffffffffr 2fffffffff | O - Will eventually open          |
|WWWWWWWWWfffffffffr 22fffffffff|                                   |
|WWWWMMMMMMffffffffr MMfffffffff| 1 - Duster (Southeast of this map)|
|WWWWMMMMMMMMMMMf3frMMMMMMMMMMM | 2 - Replitlo                      |
|WWWWWMMMMMMMMMMMffrMMMMMMMMMMMM| 3 - Chocobo Forest                |
|WWWWMMMMMMMMMMMMMMrrrrrrrMMMMMM| 4 - Southwest Saronia             |
|WWWWrrrrrMMMMMMMMMMMMMMMrMMMMMM| 5 - Southeast Saronia             |
|WWWWMMMMMMMMMMMMMMMMMMMMrMMMMMM| 6 - Northeast Saronia             |
|WWWMMMMMMWrrrrrrrrrrrrrrrrr    | 7 - Northwest Saronia             |
|WWWrrrrrrrMMMMMMMMMMrrrrrrr    | 8 - Saronia Castle                |
|WWWMMMMMMMMMMMMMMMMMrrrrrrrrrrr| 9 - Saronia Catacombs*            |
|WWWrrrrrrrMMMMMMMMMMrrrrrrrrrrr| 10 - Ancient Ruins*               |
|WWWMMMMMMrrrrrrrrMMMMMMMMMMMr  | *Come back to these later         |
|WWWMMMMMMMMMMMMMrrrrrrrrrMMMW   -----------------------------------|
|WWWMMMMMMMMMMrrrrMMMMMMMrrrrrrrrrrMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM|
|WWWrrrrrrrrrrrMMMMMMMMMMMMMMMMMMMrMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM|
|WWWWWMMMMMMMMMMMMMMMMMMMMMMMMMMMMrMMMMMMMMMMMMBBBBBBBBBBBBBBBBBBBBB|
|WWWWWWWMMMMMMMMMMMMMMMMMMMM10MMMMrMMMMMMMMMMMMB 7fff fW  Wf 6f 66 B|
|WWWWWWWWWrrrrMMMMMMMMMMMMMM   MMMrMMMMMMMMMMMMB 7fff fW  Wf   666 B|
|WWWWWWWWWffffrrrrrrMMMMMMMM    MMrMMMMMMMMMMMMB  777 fW88Wf 6     B|
|WWWWWWWWWrrrrrMMMMMMMMMMMMM   MMMrMMMMMMMMMMMMB77 77 fW  Wf 66 66 B|
|WWWWWWWWWWMMMMMMMMMMMMMMMMM MMMMMrMMMMMMMMMMMMB   7  fB  Bf   ff  B|
|WWWWWWWWWWrrrrrMMMMMMMMMMMM MMMMMrMMMMMMMMMMMMB                ff B|
|WWWWWWWWWWffffrrrrrrrrrrrrrrrrrrrrMMMMMMMMMMMMB             ff    B|
|WWWWWWWWWWrrrrrMMMMMMMMMrrrMMMrMMMMMMMMMMMMMMMB4 4 ffff   55 5 55 B|
|WWWWWWWWW  MMMMMMMMMMMMMMMMMMMrMMMMfffffffffffB 4 4 ffff  5    55 B|
|WWWWWWWrrrrrrrrrrrrrrMMMMMMMMMrMMMffrffrrffrrfB4444 fff   555 5ff B|
|WWffffffMMMMMMMMMMMMrrrrrrrrrrrMfffrrfffffffrfB44f           ffff B|
|WWfffffffMMMMMMMMMMMMMMMrMMMMMMMfffrffffffffrfB   f           fff B|
|rrrrffrrffffMMMMMMMMMMMMrMMMMMMMfffrffffffffrfBBBBBBBBBBOBBBBBBBBBB|
|WWfffffrffffffffMMMMMMMMrrrrrrrrrrffffffffffrfffffffff        WWWWW|
|rrrrffrrrrffrffrrrrrrrMMMMMMMMMMMMffffffffffrfffffff          WW9WW|
|WfffffffffffffffMMMMMMMMMMMMMMMMMMffffffffffrfffff rrrrrrrrrrrWWWWW|
|WfffffffffffffffMMMMMMMMMMMMMMMMMMMMffffffffrrrrrrrr          WW1WW|
|WffffffffffffffffMMMMMMMMMMMMMMMMMMMffffffffffr               W(SE)|
 -------------------------------------------------------------------

Land Enemies:
95 Hellgaroo Mage (Reddish palette-swap of Helcan)
96 Needle Monkey (Purple cat)
97 Catoplebas (Giant floating bovine)
98 Sorcerer (Reddish palette-swap of Magician)
99 Sandworm (Yellow Palette Swap of Blood Worm)

Sea enemies:
71 Anet (Blue palette-swap of Killer Fish)
72 Mermaid (a Mermaid)
73 Seahorse (a Seahorse)
74 Sea Serpent (Big, green water dragon, palette-swap of Nepto)
112 Sea Dragon (Palette-swap of Nepto)

Don't worry about the pure squalor of mountain/river mesh tainting
this map.  Even if it was mapped perfectly, it would still look ugly
as hell.  Anywho, you can pretty much ignore every single river here
except for one mouth at the very northern part of this continent.
Even then this is purely optional.  Land here to reach Leprit.



XXVI. JUST VISITING REPLITO and DASTAR

REPLITO

RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRR   TTTTTTTTTT   RRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRR         TTTTTTTTTTTTTRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRR         TTTTTTTTTTTTTRRRRRRRRRRRR
TTTTTTTTTTTTTTTTTTTT         T _________ RRRRRRRRRRRRR
TTTTTTTTTTTTTTT                c        |RRRRRRRRRRRRR
TTTTTTTTTTTTTTTT          T  T|         |RRRRRRRRRRRRR
TTTTTTTTTTTTTTT   _____   T  T|_________| TTTT TRRRRRR
TTTTT     e      |     |                 TTTTTTTRRRRRR
TTTTT  sTTTTT    |     |               TTTTTTTTTTTTRRR
TTTTTTTTTTTT     |_____|    WWWWW                TTTTT
TTTTT                                  TTTTTTTTT TTTTT
TTT    _____                             TTTTTTT    TT
      |     |             _____          TTTTTTT p  TT
TTT   |     |            |     |              TTTTTTTT
TTT   |_____|            |     |               TTTTTTT
TTT                   M  |__i__|                   TTT
TTT      _____   TT                      _____      TT
TTT     |     |  TT  RRRR  RRRR       SS|     |     TT
TTTTT   |     |   s  RRRR  RRRR       SS|     |     TT
TTTTT   |_____|      RRRR  RRRRTT       |__m__|     TT
TTTTTTT            TTRRRR  RRRRTTTT                 TT
TTTTTTTTTTTTTTTTTTTTTRRRR  RRRRTTTTTTTTTTTTTTTTTTTTTTT

T - Trees       R - Rock
S - Shrubs      W - Water

t - Tress that can be climbed leading atop a roof.  From
there, you can go down chimney c.  There's a false wall on the east side of
the first room leading to an Elixir in a chest.

s - Turtle Shell (One free use of Protect spell)
e - Elixir
p - Phoenix Down

m - Magic Store
 -------------------------------------------------------------------
| Escape | Trips or allows party to escape              | EV | 100  |
| Icen   | Ice attack on one foe put all to sleep       | EV | 7000 |
| Spark  | Thunder attack on one foe or paralyze all    | EV | 7000 |
| Heatra | Fire hit on 1 foe or restore some allies' HP | EV | 7000 |
| Hyper  | Either punches or kicks an enemy             | EV | 7000 |
 -------------------------------------------------------------------
Boy is this expensive.  I certainly hope you've been saving your clams,
because these magics, while useful, are highly expensive.  And what's
with those spell names?  What are we, using an awkwardly translation
rom?

i - Inn (200 Gil) and Item store
 -------------------------------------------------------
| HiPotion      | Restores about 500 HP          | 600  |
| Soft          | Nullifies Stone state          | 100  |
| Echo Herb     | Nullifies Mute state           | 100  |
| Eyedrop       | Nullifies Blind state          | 40   |
| Antidote      | Nullifies Poison state         | 80   |
| Ottershroom   | Lets party warp to the outside | 2000 |
| Gysahl Greens | Calls Fat Chocobo in Forests   | 150  |
| Midget Bread  | Item equal to Sight magic      | 200  |
 -------------------------------------------------------


DUSTER

TTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTWWWWWWWWWWWTTTTTTTTTWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTWW       WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTWW  e    WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT
WWWWWWWWWWWWWWWWWW       WWWWWWWWWWWWWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW         WW         WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW         WW      e  WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW    TTTTTWWTTTT     WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW   TTTTT WW TTTTT   WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW   TT    WW    TT   WWTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTWW  TTT WWWWWWWW TTT  WWWWWWWWWTTTTTTTTTT
TTTTTTTTTTTTTTWW  TT  WWWWWWWW TTT          WWTTTTTTTTT
WWWWWWWWWWWWWWWW  TTT WWWWWWWW TT           WWTTTTTTTTT
TTT                TT          TT           WWWWWWWWWWW
TTTT   T           TTT       TTT     ____       TTTTTTT
TTTTT  TT                           |    |       TTTTTT
TTTTT   T                           |    |       TTTTTT
TTTTT   _____   _____               |____|      TTTTTTT
TTTTT  |     | |     |      _____           TTTTTTTTTTT
TTTTT  |     | |     |     |     |   FFFF   TTTTTTTTTTT
TTTTT  |__w__| |__a__|     |     |        TTTTTTTTTTTTT
TTTTT                      |__i__|      TTTTTTTTTTTTTTT
TTTTT                                 TTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTT    TTTTTTTTTTTTTTTTTT
TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTT

T - Trees
W - Water
F - Fence

e - Earthen Drums (One free use of Quake spell)

w - Weapon store
 -----------------------------------------------------------------------
| (Also: Diamond Bell, Mudhura Harp                                     |
| Loki Harp    | 60, Sing to increase attack power         | BA | 10000 |
| Lamia Harp   | 60, Sing to cause damage, hit to confuse  | BA | 12000 |
| Dream harp   | 60, Sing to restore HP, hit to put asleep | BA | 12000 |
 -----------------------------------------------------------------------
The only weapon here I truly recommend is the Loki Harp.  The Mudhura is
alright and the Dream Harp is marginally useful, though.

a - Armor store
 -----------------------------------------------------------------------------
| Gaia Vest      | 35                         | GE                     | 7600 |
| Bard Vest      | 32, Agility and Mind +2    | BA                     | 5500 |
| Feathered Hat  | 10, Agility +2             | All                    | 6000 |
| Rune Bracers   | 11, Guards abnormal status | WM, BM, RM, SC, GE, EV | 5000 |
 -----------------------------------------------------------------------------
I recommend getting two or three Feathered Hats no matter what - it's one of
the best of its kind in the game.  Ditto for Rune Rings.  Go ahead and get a
Bard's Vest if you want, although you'll get a Gaia Vest before too terribly
long, so I don't advise picking up one of those.

i - Inn (320 Gil) and Item store
 -----------------------------------------------------
| HiPotion     | Restores about 500 HP          | 600 |
| Soft         | Nullifies Stone state          | 100 |
| Maiden Kiss  | Nullifies Frog state           | 100 |
| Echo Herb    | Nullifies Mute state           | 100 |
| Luck Mallet  | Changes size of character      | 100 |
| Eyedrop      | Nullifies Blind state          | 40  |
| Antidote     | Nullifies Poison state         | 80  |
| Gyshal Green | Calls Fat Chocobo in Forests   | 150 |
 -----------------------------------------------------
When you think you're good and ready, and make sure you are because you
won't be moving from this next area for a very long time (although there are
shops and the like open for business), fly close to Salonia Caslte, marked
with an 8 on the map and watch the show.  When it ends, leave the battle
room southward and walk over to the southwestern part of the kingdom.



XXVII. SARONIA TOWNS

SOUTHWEST SARONIA
 ______________________________________________________
|WWWWWWWWWWWWWWWWWWWWWWWWWWWWWSSSS|       |         TT |
|WWWW| |____________     |  WWSSSS|       |     ___ TT |
|WWWW|              |    |      SS|       |    |   |
|WWWWWWWWWWWWlWWWW| |    |  WWW   |__p____|    |   |   |
|WWWWWWWWWWWWWWWWW| |    |  WWWW               |___|   |
|WWWWWWWWWWWWWWWWW| |____|  WWWW                     TT|
|  |         |WWWW|         WWWW                     TT|
|  |____r____|WWWW|         WWWW      BBBBBBBBBB   WWWW|
|   __________       WWWWWWWWWWWBB    BWWWWWWWWB   WWWW|
|  |BBBBlBBBBBWWWWW  WW   2WWWWWWW    BWWWWWWWWB   WWWW|
|  |WWWWWWWWWWWWWWW  WWlWWWWWWWW      BBBBBBBBBB   WWWW|
|  |WWWWW             WWWWWWWWW          ______    WWWW|
|  |WW                 WWWWWWW   ___    |      |____ WW|
|  |WW      _____      WWWW     |   |   |           |WW|
|  |WW  ___|     |___    WW     |   |   |________c__|WW|
|  |WW |             |   WW     |___|   TT _____     WW|
|  |WW |             |   WW      ___    TT|     |    WW|
|  |WW |             |   WW     |   |   TT|     |    WW|
|  |WW |    __a__    |   WW     |   |     |_____|    WW|
|  |WW |___|     |___|          |___|                WW|
|  |WW                   WW                          WW|
|  |WWWWWWWWWWlWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWWWWWWWWW|
|_1|WWWWWWWWWWWWWWWWWWWWWWW   WWWWWWWWWWWWWWWWWWWWWWWWW|

Empty spaces are those that can be walked on normally this
time, so bridges and ladders aren't marked.

W - Water
B - Brick

c - Enter this building for a free Fat Chocobo, and enter
the fake wall on the west side of the room for 11 chests,
a Carrot in each.

p - Pub, enter, take a few steps to initiate a scene and
fight a 'boss' battle of four Gold Knights.

r - Revivification spring

a - Armor store, currently sealed

1 - This guy will give you a Wind Spear is spoken to before the
events of XXVIII and after events of p.

2 - This guy will give you a suit of Dragon Mail if spoken to
before the events of XXVIII and after the events of p.


After the events of building b have been completed, the plot
can move foward and so can your guys.


SOUTHEAST SARONIA


             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBWWWWWWWWWWWWWW
             BBWW                                 WWBBWWWWWWWWWWWWWW
 _____       BBWW                                 WWBB|     |   WWWW
|     |      BBWW                                 WWBB|     |   WWWW
|     |      BBWW                                 WWBB|_____|   WWWW
|     |      BBWW                                 WWBB      ____WWWW
|     |      BBWW                                 WWBB     |       |
|_____|      BBWW                                 WWBB  c  |       |
 ___       TTBBWW                                 WWBB     |       |
|   |___   TTBBWW                                 WWBB     |_______|
|       |    BBWW                                 WWBB
|       |    BBWW                                 WWBB          WWWW
|       |    BBWW                                 WWBB          WWWW
|_______|    BBWW                                 WWBB          WWWW
           TTBBWW                                 WWBBTT        WWWW
WWWW       TTBBWW________________aa_______________WWBBTT    ____WWWW
WWWW         BBWW                                 WWBB     |       |
WWWW         BBBWW                               WWWBB     |       |
WWWW          BBBWW                             WWBBB      |       |
WWWW _____     BBBWWWWWWWWWWWWW      WWWWWWWWWWWWBBB       |       |
WWWW|     |      BBBBBBBBBBBBBB      BBBBBBBBBBBBBB        |_______|
WWWW|     |          _____             _____       ___________
WWWW|     |         |     |           |     |     |           |WWWW
WWWW|_____|         |     |           |     |     |           |WWWW
          ___       |     |           |     |     |___        |WWWW
WWWWWWWWW|   |___   |_____|           |_____|         |_______|WWWW
WWWWWWWWW|       |     _____   T   _____            _____      WWWW
WWWWWWWWW|       |    |     |  T  |     |          |     |WWWWWWWWW
WWWWWWWWW|       |    |     |     |     |          |     |WWWWWWWWW
WWWWWWWWW|_______|    |     |     |     |          |     |WWWWWWWWW
WWWWWWWWW             |_____|     |_____|          |_____|WWWWWWWWW
WWWWWWWWW                                                   WWWWWWW

c - a couple of Chocobos should be walking around here

Door a leads into a castle-like area with enemies and all, not unlike
the encounters at Castle Sasson.

Enemies:
95 Hellgaroo Mage (Reddish palette-swap of Helcan)
96 Needle Monkey (Purple cat)
97 Catoplebas (Giant floating bovine)
98 Sorcerer (Reddish palette-swap of Magician)
99 Sandworm (Yellow Palette Swap of Blood Worm)

NOTE: Catoplebas, withtheir high HPs, can pertrify with their hits.
Sorcerers, like their palette-swapped counterparts, also have
-ara magic spells.

     WWWWWWWWW
    WWWWWWWWWWW
   WWWW     WWWW
  WWWW     WWWWWW
 WWWW      Wb WWWW
  WWWW       WWWW
   WWWW     WWWW
    WWWWWwWWWWW
     WWWWaWWWW

     WWWWWWWWW              WWWWWWWWW
    WWWWWWWWWWW            WWWWWWWWWWW
   WWWW     WWWW          WWWW     WWWW
  WWWWWW     WWWW        WWWW     WWWWWW
 WWWW cW     bWWWW      WWWWc     Wd WWWW
  WWWW       WWWW        WWWW       WWWW
   WWWW     WWWW          WWWW     WWWW
    WWWWWWWWWWW            WWWWWwWWWWW
     WWWWWWWWW              WWWWlWWWW

     WWWWWWWWW              WWWWWWWWW
    WWWWWWWWWWW            WWWWWWWWWWW
   WWWW     WWWW          WWWW     WWWW
  WWWWWW     WWWW        WWWW     WWWWWW
 WWWW eW     dWWWW      WWWW      Wf WWWW
  WWWW       WWWW        WWWW       WWWW
   WWWW     WWWW          WWWW     WWWW
    WWWWWwWWWWW            WWWWWwWWWWW
     WWWWhWWWW              WWWWlWWWW

     WWWWWWWWW          WWWWWWWWW
    WWWWWWWWWWW        WWWWWWWWWWW
   WWWW     WWWWWWWWWWWW   A   WWWW        A - Dragon Helm
  WWWWWW     WWWWWWWWWW  B   C  WWWW       B - Dragon Mail
 WWWW iW                         WWWW      C - Phoenix Down
  WWWW       WWWWWWWWWW  D   E  WWWW       D - Elixir
   WWWW     WWWWWWWWWWWW   F   WWWW        E - Dragon Helm
    WWWWWwWWWWW        WWWWWWWWWWW         F - Phoenix Down
     WWWWhWWWW          WWWWWWWWW


NORTHEAST SARONIA
 _________________________________________________________
|WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWW |     |   |           |   |     | WWWWWWWWWWW|
|WWWWWWWWWWW |     |   |_____      |   |     | WWWWWWWWWWW|
|WWWWWWWWWWW |__w__|         |_____|   |     | WWWWWWWWWWW|
|WWWWWWWWWWW                           |_w2__| WWWWWWWWWWW|
|      |       TT                                  |      |
|      |        TTT                     TTTTT      |__    |
|______|         TT                       TT   _____  |___|
|      _____                                  |     |     |
|     |     |           ________              |     |     |
|  T  |     |         _|        |_            |_____|     |
|  T  |_m2__|       _|            |_      ____________    |
|      ______      |                |    |            |   |
|   __|      |     |                |    |            |   |
|  |         |     |_              _|    |___         |   |
|  |       __|       |_          _|          |________|   |
|  |______|            |________|                         |
|      ___   T                                   _____    |
|   __|   |  TTT                                |     |   |
|  |      |   TT                                |     |   |
|  |      |                                     |__m__|   |
|  |______|     _____                 ______           TT |
|              |     |               |      |          TT |
|WWWWWWWWWWW   |     |               |      |  WWWWWWWWWWW|
|WWWWWWWWWWW   |_____|               |__i___|  WWWWWWWWWWW|
|WWWWWWWWWWWTT                                 WWWWWWWWWWW|
|WWWWWWWWWWWWWWWWWWWWWWWWWWW    WWWWWWWWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWWWWWWWWWWWWWWWWW    WWWWWWWWWWWWWWWWWWWWWWWWWW|

W - Water
T - Trees

w - first Weapon store
 ---------------------------------------------------------
| (Also: Thunder Spear)                                   |
| Wind Spear    | 53, Wind elemental         | DR | 10000 |
 ---------------------------------------------------------
I'm just going to spoil this one for you now, the best way to fight the next
battle is likely to be with four Dragoons.  Although you can't get anymore
armor and it seems a tad cumbersome to buy all this stuff for jsut one fight.
I do recommend picking up at least enough for two Dragoons, as if you've
climbed the tower in Southeast Salonia, you'll find ample armor for two
Dragoons, plus you already have a Wind Spear from a man in Northwest Salonia.
So I recommend at least one, maybe two more Wind Spears.

i - Inn (320 Gil) and Item store
 -------------------------------------------------------
| HiPotion      | Restores about 500 HP          | 600  |
| Soft          | Nullifies Stone state          | 100  |
| Echo Herb     | Nullifies Mute state           | 50   |
| Eyedrop       | Nullifies Blind state          | 40   |
| Antidote      | Nullifies Poison state         | 80   |
| Ottershroom   | Lets party warp to the outside | 2000 |
| Gysahl Greens | Calls Fat Chocobo in Forests   | 150  |
| Gnomish Bread | Item equal to Sight magic      | 200  |
 -------------------------------------------------------

m, m2 and W2 are all sealed for the time being.



NORTHWEST SARONIA
 ________________________________________________________
| |                                                    | |
| |                                                    | |
| |_________________________l__________________________| |
|                                                        |
|TTTTTTTTTTTTTTTTTTTT                TTTTTTTTTTTTTTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTT            TTTTTTTTTTTTTTTTTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTTTT        TTTTTTTTTTTTTTTTTTTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTTTT        TTTTTTTTTTTTTT   TTTTTTTT|
|TTTTTTTTTTTTTTTTTTTTTTT        TTTTTTTTTTTT     TT      |
|TTTTTTTTTTTTTTTTTTTTTTT        TTTTTTTTTT      ___      |
|TTTTTTTTTTTTTTTTTTTTTTT        TTTTTTTTT      |   |  ___|
|TT     TTTTTTTTTTTTTTTT        TTTTTTT        |   | |   |
|         TTTTTTTTTTTTTT        TTT   _____    |___| |   |
|_____      TTTTTTTTTTTT        T   _|     |         |___|
|     |    ______   TTTT           |       |             |
|     |   |      |__               |      _|   ____      |
|__m__|   |__       |              |__i__|    |    |     |
|            |______| TT                      |    |     |
|   _____            TTT          T           |    |     |
|  |     |            TT          T           |____|     |
|TT|     |                                               |
|TT|_____|TT                            TT               |
                                        TT

i - Inn (320 Gil) and Item store
 -----------------------------------------------------
| HiPotion     | Restores about 500 HP          | 600 |
| Soft         | Nullifies Stone state          | 300 |
| Maiden Kiss  | Nullifies Frog state           | 100 |
| Echo Herb    | Nullifies Mute state           | 100 |
| Luck Mallet  | Changes size of character      | 100 |
| Eyedrop      | Nullifies Blind state          | 40  |
| Antidote     | Nullifies Poison state         | 80  |
| Gysalh Green | Calls Fat Chocobo in Forests   | 150 |
 -----------------------------------------------------

You cannot yet enter buildings l or m.

Whenever you think you're ready, grab your spears and head
for Salonia Castle.



XXVIII. SARONIA CASTLE

Change as many guys as possible into Dragoons.  You may
want to keep one character as a White Mage if you feel this
process is too costly and cumbersome.  Enter the castle.

The first part of the castle is a large rectangular room of
minimal mapping interest.  It will also be gone shotly.  Enter
the next room, speak to one of the guards by the castle and watch
the show.

BOSS11: Guardia (#206)
HP: 11000
Weakness: Wind
Gil: 10200
EXP: 2200

Not half the trouble maker he was for many in the original FFIII.  Although
he has two attacks at his disposal, his physical attack, the one used more
often, is quite a non-entity.  He also has a Thunder-based attack used to hit
the entire party rocking those with lesser megic defenses for over 300 HP easy.

As if all the Dragoon equipment around wasn't a dead giveway, they're this
monster's weakness.  Jumping (with a Thunder/Wind Spear combo) can take off
2000 HP, 2500 or more if enhanced with a Loki Harp's Song.  Evoking Ifrit is
good: either substantial healing across the party or great damage to Guardia.

After the battle and the scene, it's time to explore the castle.



XXIX. EXPLORING SARONIA CASTLE/KINGDOM

New stuff found at Salonia Castle
 -----------------------------------------------------------------------------
| Rusted Armor  | Nobody can seem to use this            | None       | (50)  |
| Golem Staff   | 30, Break as item and weapon, Spirit+3 | WW, RW, EV | 13500 |
| Earth Bell    | 88, Sometimes Paralyzes enemy          | GE         | (2750)|
| Dragon Hammer | 70, Thunder elemental                  | VI         | 7000  |
| Tome of Ice   | 53, Ice elemental                      | SC         | (7500)|
| Tome of Fire  | 53, Fire elemental                     | SC         | (7500)|
| Tome of Light | 53, Thunder elemental                  | SC         | (7500)|
 -----------------------------------------------------------------------------


    WWWWWWWWcWWWW
  WWWWWW       WWWW
WWWWWWWW         WWWW       . means path across is actually much longer,
WW                 WW______    it's been abbreviated for space saving purposes.
WW                 ww_.__  |           _____
WW                 WW    | |          |     |
WWWW             WWWW    | |          |  b  |
  WWWW         WWWW      | |          |_   _|    M - Rusted Armor
     WWWWWaWWWWW         | |            | |      N - Earth Bell
     WWWWW WWWWW         | |            | |      O - Gaia Vest
                         | |            | |      P - Viking Helm
A - Ice Rod              | |            | |      Q - Dragon Helm
B - Rusted Armor         | |            | |      R - Viking Mail
C - 20 Medusa Arrows     | |    ________| |________              _______
D - Dragon Hammer        | |   |                   |            |  M  P |
E - Gold Needle          | |   |                   |            |       |
F - Tome of Fire         | |   |                   |____________|  N  Q |
G - Tome of Ice          | |   |                   \____________        |
H - Golem Staff          | |   |                   |            |  O  R |
I - Scholar Hat          | |   |___________________|            |_______|
J - Boomerang            | |
K - Selene Bow           | |
L - Tome of Light        | |
         ________________| |
        |A  B  C           |
        |                  |
        |D  E  F           |
        |                  |
        |G  H  I           |
        |                  |
        |J__K__L_______   _|
                       |b|

         S - Statue

        WWWWWWWWWWWWW                WWWWWWWWWWWWW
      WWWW         WWWW            WWWW         WWWW
    WWWWSS         SSWWWW        WWWW  PP     PP  WWWW
  WWWW  SS  WWWWW  SS  WWWW    WWWW                 WWWW
  WWWW      WWWWW      WWWW    WWWW    PP     PP    WWWW
  WWWW      WWdWW      WWWW    WWWW                 WWWW
    WWWW    WW WW    WWWW        WWWW  PPWW WWPP  WWWW
      WWWW         WWWW            WWWW  WWdWW  WWWW
        WWWWWWcWWWWWW                WWWWWWWWWWWWW


WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWW       WWWWWWWWWWW       WWWWWWWWW
WWWWWWWWW       WWWWWWWWWWW       WWWWWWWWW
WWWWWWWWW       WWWWWWWWWWW       WWWWWWWWW
WWWWWWWWW       WWWWWWWWWWW       WWWWWWWWW
WW              WWWWWWWWWWW              WW
WW                 WWWWW                 WW  WWWWWWWWWWWWWWWWW
WW     WWWWWWWWW   WWWWW   WWWWWWWWW     WW  WWT           TWW
WW     WWWWWWWWW   WWaWW   WWWWWWWWW     WW  WWT       1   TWW
WW     WWWWWWWWW           WWWWWWWWW     WW  WWT           TWW
WW     WWWWWWWWW           WWWWWWWWW     WW  WWT           TWW
WW     WWWWWWWWW           WWWWWWWWW     WW  WWWWWWWWfWWWWWWWW
WW       WWeWW               WWfWW       WW
WW               W       W               WW  1 - Speak to this man
WW               W       W               WW      to initiate a scene
WW               W       W               WW      which should allow
WWWWWWWWWWWWWWWWWW       WWWWWWWWWWWWWWWWWW      you to proceed in
                                                 the game
WWWWWWWWWWWWWWWWW
WW             WW
WW  SS     SS  WW__________________WWWW
WW             ww__________________  gW
WW             WW                  WWWW
WWWWWWWWeWWWWWWWW
  __________
 |          |
 | WWWWWWWW |   WWiWWWWW
 |_wwgWW ww_|   WW    WW
   WWWWWhWW     WWWWWhWW

  _________________
 |i______________  |
                 | |       T, U - Phoenix Down
                 | |
                 | |       3    - Examine to intiiate BOSS12
                 | |
                 | |
       _         | |
     _|3|_    ___| |
    |     |  |     |
    | (d) |  |TU   |
    |_   _|  |_____|
      |_|

Those shops that were sealed are now open for business.

Armor store of Salonia's Southwestern block:
 -------------------------------------------------------
| Also: Rune Ring, Gaia Vest, Scholar Vest, Scholar Hat |
 -------------------------------------------------------

Magic store 'm' of Northeastern Salonia
 ---------------------------------------------------------
| Thundaga | Strongest of the black thunder spells | 5000 |
| Raze     | Kill all enemies or completely miss   | 5000 |
| Erase    | Removes magical barriers              | 5000 |
| Curaga   | Restore a kind of a lot of HP         | 5000 |
| Raise    | Recovers ally from KO state           | 5000 |
| Protect  | Increases physical and magic defense  | 5000 |
 ---------------------------------------------------------
If you plan on using a Black Mage, and I can understand not as they are
approaching marginal status, Thundaga and Raze are both moderately
useful.  For the White Mage, pick up Curaga and Raise.  Protect is okay,
but I can't exactly recommend it because there's always a Mudhara Harp,
however expensive the cost and however temporary the effects may be.

Weapon store 'W2' of Northeastern Salonia
 --------------------------------------------------------------------------
| Fire Rod   | 25, Fira as item, Int/Mind +3      | BW, WW, RW, EV | 10000 |
| Ice Rod    | 25, Blizzara as item, Int/Mind +3  | BW, WW, RW, EV | 10000 |
| Light Rod  | 25, Thundara as item, Intellect +3 | BW, WW, RW, EV | 10000 |
| (also: Golem Staff)                                                      |
| Rune Staff | 33, Casts Erase as item, Mind +3   | BW, WW, RW, EV | 18000 |
| Wizard Rod | 20, Intellect +5                   | BW, RW, EV     | 20000 |
 --------------------------------------------------------------------------
All the rods are expensive but effective.  Back in the day, equipping the
elemental rods meant strengthening the holder's magic of that element, and
in my studies and observations here, I found that may or may not be the case
here... I'm leaning more towards 'not' myself.  The Golem Staff is also pretty
good, it also at times adds partial pertfication to those smacked with it...
meaning having two should double the speed of pertification, but chances are you
will be getting enough of those for free before too terribly wrong.


Magic store 'm2' of Northeastern Salonia
 -------------------------------------------------------
|(Also: Break, Blizzaga, Shade, Libra, Confuse, Silence)|
 -------------------------------------------------------

When you think you're done with Salonia, get into your airship and fly
due north.


The next part of the game again takes place in an area not worth my
mapping time and efforts.  This time, I know for damn sure I ain't
gonna make one.

Anywho, this takes place on the smallest continent of the game.  You must
begin at the southern tip of this continent because the rest of the truly
meaningful parts of it are surrounded by mountains.  There's also a town
at the southeasten areas of the continent, but we'll worry about that one
later.  When the path splits into two, a northbound and eastbound path,
take the northbound as the eastbound goes nowhere.

Here, you may be attacked by
100 Frost Fly (Purple Firefly palette-swaps)
101 Simurgh (Palette-swap of Rukh)
102 Harpy (Single woman-bird hybrid, palette-swap of Fury)
103 Gargoyle (Bluish flying creature)
104 Chimera (Red three-headed dragon)

Most of which are weak against wind.



XXX. DOGA'S MANOR

Enter the house, take a few steps in and watch the show.

                                 _______________________________________d_
        _________               |     h   2 \_____________________        |
       |    a    |              |           |                     |       |
       |         |              |      _____|                     |       |
       |         |              |_   _|                           |       |
       |_       _|               _|c|_                    _____   |_______|
         |     |                |     |                  |1    |
         |     |                |     |                  |    _|
         |     |                |     |                  |   |
         |     |      __________|     |__________        |   |
         |     |     |       |           |       |       |   |
         |     |     |___i___|           |___m___|       |   |
         |     |     |                           |_______|   |
         |     |     |____________   ________________________|
         |     |                  |b|
    __   |     |
   |bb|  |     |
 __|  |__|     |      h - HP/MP recovery
|              |      1 - Examine candle and select Gyshal Greens
|  M           |          call a Fat Chocobo
|              |      2 - Examine candle to open / walla HiPotion
|              |
|______________|      d - you must be in a shrunken state to enter d
                          (leads to XXXI)
m - Magic store
 ----------------------------------------------------------------
| Firaga | A more powerful fire attack                   | 10000 |
| Bio    | Inflicts respectable damage and poison status | 10000 |
| Warp   | Kills an enemy or teleports to previous floor | 10000 |
| Aeroga | Most powerful damage-based magic wind attack  | 10000 |
| Haste  | Increases number of attacks during battle     | 10000 |
| Stona  | Nullifies stone status                        | 10000 |
| (Also: Curaga, Raise)                                          |
 ----------------------------------------------------------------
The magic here might be immdiately pretty useful considering the next
area will need to be done miniturized.  The attack magic here, as is the
case with black magic in general in this game, will be overwhelmed later
on.  It's probably recommended you simply skip everything with a Thief's
escape ability here.  Haste, though, is one of the best spells in the
game and I definately recommend picking one of those up.

i - Item Store
 -----------------------------------------------------
| HiPotion     | Restores about 500 HP          | 600 |
| Soft         | Nullifies Stone state          | 100 |
| Maiden Kiss  | Nullifies Frog state           | 100 |
| Echo Herb    | Nullifies Mute state           | 100 |
| Luck Mallet  | Changes size of character      | 100 |
| Eyedrop      | Nullifies Blind state          | 40  |
| Antidote     | Nullifies Poison state         | 80  |
| Gysahl Green | Calls Fat Chocobo in Forests   | 150 |
 -----------------------------------------------------

When ready, cast Mini on the party and head through door d.



XXXI. CAVE OF THE CIRCLE

Enemies:
105 Demon Horse (Purple palette-swap of Nitemare)
106 Rock Gargoyle (Grey ... gargoyle)
107 Bovian (Grey bull holding an axe)
108 Dread Knight (Blusih palette-swap of Gold Knight)
109 Mage Flyer (Greenish palette-swap of Flier)

NOTE: Flier Mages can be quite challenging with their powerful -a level
spells, although they can be muted, paralyzed and blasted away
with air attacks.  The other enemies rely largely on physical attacks
and will likely kill in two hits.

Class usefulness pep talk for the Cave of the Circle:
The Thief is the only useful non-magic oriented class for the escaping and
stealing abilities that come with it.  Running from every battle's really not
too bad of an idea here, although magic can blast you through nicely.
Magic classes (color mages, Geomancers and Evokers... Bards and Scholars,
not really) rock the faces of those who tread this path.

The cave is a series of three fairly small, narrow, striaght corridors.
The final floor is a small room in which you can do little else besides
take a step or two foward and watch a show.


Next, sail out of the carved mountain path and hug the coast of the
continent eastward.  Continue until you reach the easternmost point of the
map.  Land in the water to submerge and follow the obvious path and emerge
in the little peice of water surrounded by mountains.  Note that you don't
have to do this.

You may encounter some enemies down here:
110 Noggle (Yellow palette-swap of Tangie)
111 Abtu (Deep blue palette-swap of Anetto)
113 Kagura (Greener palette-swap of Sea Horse)
114 Charybdis (Weird-looking reef with a mouth)

Also, if you have a Thief in your party at this point, it's a good idea
to keep him that way for the next dungeon.



XXXII. (side) DOGA'S VILLAGE

             |         |
              \__   __/
                 | |
                _/ \_
               |  m1 |
              / _   _ \
             / / | | \ \
            / / _| |_ \ \
      _____/ / |     | \ \
     /      /__|    M \ \ \_______
    |   m2   __  TTT   \ \_       \
    |_      / /  TTTT   \__|  m3   |
      |__  |  \  TTTT    ______   _/
         \ \   \_  TT    \     | |
          \ \    \   m5   \    | |
           \ \    \  _____ \   | |
            \ \   / /     \ \  | |
            _\ \_/ /       \ \_| |
           /       \_______/     \
          |   m4    ______   m6   |
           \_______/      \______/

The people in Doga's Village are entirely composed of magic vendors.
Except that guy up top there.  We've already seen the vast majority
of this stuff, although now might be a pretty good time to stock up
on an additional copy of lower-level curative spells and summons...
for later.  I highly recommend at least another Curaga.

m1 - Magic store
 ------------------------------------------------------------
| (See also: Fira, Blizza, Thundara, Cura, Teleport, Blindna)|
 ------------------------------------------------------------

m2 - Magic store
 -----------------------------------------------
| (See also: Escape, Ince, Speak, Heatra, Hyper |
 -----------------------------------------------

m3 - Magic store
 ---------------------------------------------------------
| (See also: Break, Blizzaga, Shade, Libra, Confuse, Mute)|
 ---------------------------------------------------------

m4 - Magic store
 ----------------------------------------------------------
| (See also: Thundaga, Raze, Erase, Curaga, Raise, Protect |
 ----------------------------------------------------------

m5 - Magic store
 -------------------------------------------------------------------
| (See also: Firaga, Bio, Warp, Aeroga, Stona, Haste, Curaga, Raise)|
 -------------------------------------------------------------------

m6 - Magic store
 ----------------------------------------------------------------
| Quake   | Creates massive chasm for okay earth damage  | 20000 |
| Breakga | Petrifies target instantly                   | 20000 |
| Drain   | Steals HP from target                        | 20000 |
| Curaja  | Fully heals target or distribute it to all   | 20000 |
| Esuna   | Heal all status effects                      | 20000 |
| Reflect | Deflects attack spells from target to caster | 20000 |
 ----------------------------------------------------------------
At this point, you're not likely to have much, if any, casts of magic at
this level, and 20,000 Gil at this point in the game for a spell you might
be able to use  As far the new selection is concerned, Quake and Drain are
alright, and Breakga gives insta-kill attacks a bad name.  Chances are,
you don't need to be reminded of Curaja's greatness, but in case I do,
it's pretty great.  Esuna's useful, too, but I woldn't hurry into buying
it because the amount of status effects you might recieve over the course
of the game might not merit dropping 20 thousand clams.

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

M - Mognet



XXXIII. TEMPLE OF TIME

Enemies:
126 Dira (Bird/Woman hybrid, takes up entire enemy side, palette-swap of Fury)
127 Chimera Mage (Blue palette-swap of Chimera)
128 King Lizard (Yellowish palette-swap of Lizardman)
129 Pterodactyl (Tan Dino-dragon)
130 Wyvern (Bluish-grey floating, cresent-shaped monster, shows up alone)
131 Behemoth (Big, blue lion-thing)
132 King Seahorse (Yellowish palette-swap of Sea Horse)
133 Dragon (Bluish palette-swap of Bahamut)

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

ALSO NOTE: In the interest of collecting your enemy list in as good an order
as feasible, you may wish to first complete XXXVI and then XXXV, two sidequests,
both located underwater as well.  You'll probably, honestly, have an easier time
of it going that route.  I go this route because of the events of XXXIV.

New stuff found in the Temple of Time:
 ----------------------------------------------------------------------------
| Diamond Helm    | 21, Resists lightning            | KN, DR, VI, WR | 20000 |
| Diamond Bracers | 13, Resists lightning            | WW, BM, RM,    | 10000 |
                  |                                  | GE, SC, EV     |       |
| Diamond Armor   | 40, Resists lightning            | KN, DR, VI, WR | 33000 |
| Diamond Gloves  | 15, Resists lightning            | KN, DR, VI, WR | 15000 |
| Diamond Shield  | 14, Resists lightning & effects  | KN, DR, VI, WR | 18000 |
| Protect Ring    | 18, All stats +2                 | All            |(15000)|
| Behemoth Knife  | 78, Strength +8                  | TH             | (1)   |
| Defender        | 95, VIT+5, Casts Protect as item | KN, WR, RM     | 16500 |
| Blood Lance     | 108, Absorbs 1/6 of enemies' HP  | DR             | 28000 |
 ----------------------------------------------------------------------------

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

                                                          ___
                                                         |   |    ___
                                             ____________|   |   | A |
                                            |                |   |   |
                                            |      ______    |___|   |
           ____                             |     |      |           |
  ___     |    |________________            | | | |      |           |
 |   |____|                     |           |_|b|_|   _  |___________|
 |              ______________  |                    |a|
 |             |              |d|                    | |
 |             |              ___                    | |
 |             |        _____| B |                   | |  A - Diamond Helm
 |             |       |  _______|                   | |  B - Diamond Bracers
 |             |       | |                   _       | |
 |             |_______|c|__________________|b|______| |
 |             |                                       |
 |             |________________     ________________  |
 |                              |   |                | |
 |              ________________|   |________________| |
 |                                                     |
 |_____________|_______________________________________|

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

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

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


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

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



XXXIV. UNEI'S SHRINE
             _____
            /     \
           /   U   \     Examine spot U and watch the show.  That's all.
           \       /     This can only be finished after you picked up
            \_   _/      what you needed from XXXIII.
              | |
              | |        Next fly back to the Saronia Kingdom.  It's
              | |        not that far.  Make yourself roughly even with
              | |        the Southeastern Saronia and fly south until
              | |        you reach the water.  Go under and into into
              | |        into the cave there if you're feeling like a
              | |        side mission.
             _/ \_
          __/     \__
         /_____a_____\



XXXV. (side) SARONIA CATACOMBS

Enemies:
121 Kyklops (Fat, shirtless, quasi-humans with knives)
122 Boss Troll (Grey shirtless, long-haired fellow holding a club)
123 Fachan (Blue shirtless, long-haired fellow holding a club)
124 Cenchos (Plaette-swap of Kraken)
125 Balor (Bluish thing with limbs, mouth for face)
139 Ouroboro (Red snake with human-like head)

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

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

Class lecture for the Saronia Catacombs:
Maybe you've stopped using the color mages for the time being.  I know I have.
Enemies here don't seem especially vulnerable to any element or attack or
anything, so just go at it with whatever team you want.  Also, bring a Thief
if you see Dragooning in your future - a very skilled Thief.

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

                 __               _
                |  |_____________|d|_____
                |   ____________________B|
                |  |                              ____
                |  |                             |  CD|
                |  |___________       ___________|    |
                |______   ____A|     |E____   ________|
                       | |                 | |
     A - Reflect Mail  | |                 | |      C - Rune Bell
     B - Heavy Lance   | |_________________| |      D - Aegis Shield
                       |_________   _________|      E - Golem Staff
                                 | |
                                 |b|
  _________________
 |                 |                                   ____
 |                 |_________ ________________________|FGHI|_
 |                           \______________________\_       |
 |       (d)        _______  |                        |      |
 |                 |       | |                        |     _|
 |                 |       | |   F, G, H, I -         |KJLM|
 |_________________|       | |   Elixirs guarded by
                           | |   an Ouroboro in each chest
(d) warps to other (d) in  | |
Salonia Castle             |d|   J, K, L, M -
                                 Pheonix Downs guarded by a Kenkos in each
BOSS12: Odin (#207)
HP: 31000
Weakness: None
Gil: 16800
EXP: 5000

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

He also has a Gungir Spear - it needs to be stolen (although I reckon he
has a slight chance of dropping one).  This is why a Thief is particularly
valuable here.  Although I hear a thief can steal this thing regardless of
skill level, when the Thief reaches a certain skill level, I hear he always
steals the Gunge.  I've heard people say skill level needs to be anywhere
from 70-72 and higher to assure maximum odds.  Because damn, wouldn't it
suck if you walked all the way down there just to get an Elixir (not to
rag on Elixirs or anything).  The Gungir has an attack power of 140, it
weighs as much as a hammer and grants ten point power and speed bonuses.
Puts the battle of the melee fighters decidedly in the Dragoon's favor
(of course, by the time you actually get to training a Thief you're
confident in, you may already have weapons of almost equal
impressiveness thereby lessening the Gungir's usefulness).


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



XXXVI. (side) SUNKEN CAVE

Enemies:
115 Dozemare (Grey palette-swap of Griffin)
116 Sea Witch (Bluer palette-swap of Mermaid)
117 Killer Snail (Greener palette-swap of Hermit)
118 Ologhai (Hybrid between a lobster and octopus)
119 Kelpie (Aqua sea lion)
120 Aegir (Yellowish palette-swap of Agaria)
138 Eater* (Red Palette-swap of Balor)
148 Zombie Dragon* (Big, long stream of bones)
149 Death Claw* (Green, lanky thing, has like six arms)
155 Peryton* (Redder palette-swap of Wyvern)

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

New items found in the Undersea Cave
 ---------------------------------------------------------------------
| Chakram       | 50, Ranged                         | TH, RN | (1)   |
| Dual Tomahawk | 73                                 | VI, WR | 20000 |
| Tiger Claws   | 82, Strength +5                    | MK     | 12500 |
| Metal Knuckle | 100                                | MK     | (1)   |
| Cognitome     | 78, Intellect, Mind +5             | SC     | (1)   |
| Ancient Sword | 80, Sometimes hits to paralyze     | KN, WR | 16500 |
| Air Knife     | 89, Air Elemental, casts Aero      | TH     | (5000)|
| Trident Spear | 108, Air Elemental                 | DR     |(16000)|
| Triton Hammer | 110, Air and thunder elemental     | VI     | 20000 |
 ---------------------------------------------------------------------

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


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



                           _________
         A - Chakram      /    __   \
        _____            /    /  |  _|
       | A   |    _    _|    /  /  |
       |_    |   |b|__/     /  /    \
         |    \_/    ______/  |___ C |    C - Tiger Claws
         |__        /             \_/
            |      |________       __
            |        ______ \__   |  |
            |       /      |__ \__|  |
            |      /          |__   /
           / _____/              | |
          / /                    |c|
         / /
        |  \______
        |__   B  _|     B - Dual Tomahawk
           |____|
                                                  _
                                   __           _|c|_
                                __| J|_        |_   _|
                              _/K      |         | |
                             |         |_________| |
                             |L         ______     |
                              \___   _I|      \__  |
                                  | |            | |
                                  | |     _______| |
                                 _| |    | D       |_
                _____       ____/   |    |_____     _|
               | P Q |_____|O       |          \   |
               |      :____:___    M|           \  |
               | R S |         \ N /             | |
               |_____|         |___|            _| |_
                                              _/     \_
                                             |E       H|
D - Ancient Sword      J - Diamond Armor     |__F___G__|
E - Diamond Shield     K - Loki Harp
F - Metal Knuckle      L - Diamond Bracers
G - Diamond Helm       M - Elixir
H - Cognitome          N - Diamond Gloves
I - Air Knife          O - Phoenix Down
P - Trident Spear - guarded by Pteryon
Q - Aegis Shield - guarded by Zombie Dragon
R - Reflect Mail - guarded by Death Claw
S - Triton Hammer - guarded by Eater

After you've had enough of this place, return to the middle areas of the
Salonian continent.  Along its western coast, find a mouth of a river that
splits into two with forestry filling the area between the two ends of the
river.  Follow the river east and land in front of the cave.  Go in.



XXXVII. ANCIENT RUINS

Enemies:
134 Pyralis (Green and purple palette-swap of Vulcan)
135 Silenus (Yellow beast-warrior holding sword)
136 Gaap (Strange yellow creature, has long noodle-like wiskers)
137 Azrael (Funny-looking three-pronged purple puffy thing)
138 Eater (Reddish palette-swap of Valar)
148 Zombie Dragon (Long, spirally skeletal dragon-thing)
149 Death Claw* (Green thing, has like six arms)
151 Chronos* (Green palete-swap of Sirenos)
152 Valefor* (Green man-reptile, has a tail and funny claws)
153 Haniel* (Green palette-swap of Azrael)

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

New items found/bought here:
 --------------------------------------------------------------------
| White Robe   | 31, Spirit +5          | WM, RM, SC, BA, EV | 27000 |
| Black Robe   | 31, Intelligence +5    | BM, RM, GE, EV     | 27000 |
| Faerie Claws | 89, Intellect, Mind +2 | MK                 | 14000 |
 --------------------------------------------------------------------
I recommend getting one of each - they're likely to be with you for a
long time, perhaps until the end of the game.
    _
  _|a|_
 |     |  1 - Examine this for a scene.  Path only clears if XXIV has been
 |     |      completed.
 |     |                  ________
 |_    |_                |        |
   |_    |_______________|        |
     |_______________________   __|     ______________
                             | |       |            A |  A - Reflect Mail
                             |1|       |    __________|
                             | |       |   |
                             | |       |   |_______
       ___c___________b______| |       |           |
      |                        |       |_______   _|
      |________________________|               |b|


 __i'__w__a'__
|_           _|
  |_       _|
    |_   _|
      | |
      | |          w  - Weapon store
      | |              (see also: Defender Sword, Blood Spear,
      | |               Medusa Arrow)
      | |
      | |          i' - Inn (200 Gil) and Item store
      | |              (HiPotion, Soft, Maiden Kiss, Echo Herb,
      | |____           Luckmallet, Eyedrop, Antidote, Gysahl Greens)
      |      |
  ____|   _  |     a' - Armor store
 |       | | |         (see also: Diamond Shield, Helm, Armor,
 |_   ___| |d|          Bracers, Gloves)
   |c|
            _                ________________
          _|d|_             |   __________   |
         |    _|            |  |          |  |
         |   |              |  |          |  |
         |   |              |  |          |ii|
         |   |              |  |
         |   |              |  |
         |   |    __g_______|  |_______h__
         |   |   |                        |
         |   |   |__________    __________|
         |   |              |  |
         |   |______________|  |
         |__________________   |
   _____                    |  |_______f__    _____
  |  B  |   B - Black Belt  |   __________|  |  C  |  C - Chakra Hood
 _|     |_      Gi          |  |            _|     |_
|         |                 |  |           |         |
|_       _|       __e_______|  |____       |_       _|
  |_   _|        |                  |        |_   _|
    | |          |__________________|          | |
    |e|                                        |f|

 ______________             ____________
|            D |           | E          | E - Faerie Claws
|      ________|           |            |
|_   _|                    |________   _|
  |g|   D - Rune Bell               |h|

                     _
                  __|i|_____
                 |          |__________________________
                 |__________________________           |
                                            |______    |
                                                   |   |
                                                   |jjj|
                                                   |---|
                __                                 |jjj|
               |  |_________________            ___|   |
               |   _____________    |__________|       |
               |  |             |______________        |
               |kk|                            |_______|
               |--|
              _|kk|_
             |      |
             |      |
          ___|      |
         |          |
         |  ________|
         | |
         | |_______
         |         |
         |______   |
                |  |
                |  |_______
                |          |
                |______   _|
                       | |
            ___________| |_
           |               |
           |   ____________|
           |ll|
           |--|
           |ll|_
 __________|    |
|               |
|   ____________|
|  |
|  |
|  |______
|         |
|______   |
       |  |____
       |       |
       |_   ___|
         | |
         | |
 ________| |___
|     _________|
|    |
|    |_________
|              |  Passage m leads to a long, straightfoward room
|___________   |  in which you can do little else besides walk upward.
            |mm|  This will lead you to another ship, mapped below.

                         __
                        |  |     ___
                        |  |____|   \___
               _m_w_a_i_|               \ ___
              |         __  __      M    |   \
             _|_ ___   |B    B|          |    \
            |      C|  |B    B| _____    |     \
            |       |  |      ||  ___|   |      \
            |                 || |O__         S |
            |_      |  |      ||_____|   |      /
              |_ ___|  |B    B|          |     /
              |        |B_  _B|          |    /
              |   ____        ____       |___/
              |  |    |      |    |  ___/
              |__|    |______|    |_/

C - Chocobo Candle, examine and use Gyshal Greens here to see the big bird.

B - Beds.  Sleep here, git better.

S - Steering wheel.  Examine to steer this thing.

O - On/Off ramp.

M - Mognet

m - Magic store
 ---------------------------------------------------------
| See also: Quake, Breakga, Drain, Curaja, Esuna, Reflect |
 ---------------------------------------------------------

w - Weapon store
 -------------------------------------------------------------
| Sleep Arrow   | 20, At times causes sleep  | RN     | 200   |
| Poison Arrow  | 20, At times causes poison | RN     | 200   |
| (also: Medusa Arrow)                                        |
| Magic Arrow   | 27, Intellect, Spirit +2   | RN     | 250   |
| Dark Knife    | 93, Agility +5             | TH     | 30000 |
| Rune Axe      | 110, Intellect, Spirit +2  | WR, VI | 35000 |
| Dragon Lance  | 117                        | DR     | 40000 |
 -------------------------------------------------------------
I don't particularly recommend anything from here.  It's just too expensive,
powerful as they may be.  You're likely going to want to save as much money
for a time close to the end of the game.  The weapons you have are already
more than sufficent, and it's just not worth low-mid five figures for
something about 10% stronger than you already have.

a - Armor store
 -----------------------------------------------------
| (also: Diamond Shield, Helm, Armor, Gloves, Bracer; |
| White, Black and Gaia Robes                         |
 -----------------------------------------------------

i - Item store
 ------------------------------------------------------
| Potion       | Restores about 50 HP           | 50   |
| HiPotion     | Restores about 500 HP          | 600  |
| Soft         | Nullifies Stone state          | 100  |
| Echo Herb    | Nullifies Mute state           | 100  |
| Eyedrop      | Nullifies Blind state          | 40   |
| Antidote     | Nullifies Poison state         | 80   |
| Ottershroom  | Lets party warp to the outside | 2000 |
| Gysahl Green | Calls Fat Chocobo in Forests   | 150  |
 ------------------------------------------------------

The new airship begins over on ocean roughly halfway between the
northern sections of the continents Amur and Salonia are on.  While
this next part is not a requirment to progress in the game, it is
highly recommended you first fly east and south toward the middle of
the Salonian continent.  Find a row of land near the middle of this
continent uninterrupted by mountains (the map typed out on this guide
for the nothern areas of the Saronian continent should cut off to the
south right at this point).  Along this path, there is a small strip
of mountains interrupting your travel south.  With this new ship,
jump over the inconvience by pressing A while facing it.  Follow the
remaineder of the brief path to reach the next section.



XXXVIII. (side) FALGABARD TOWN AND CAVE

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

T - Trees
S - Stone sturctures
W - Water

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

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

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

m - Magic store
 -------------------------------------------------------------
| See also: Fira, Blizzara, Thundara, Cura, Teleport, Blindna |
 ------------------------------------------------------------

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

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

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

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

Enemies:
135 Silenus (Yellow beast-warrior holding sword)
136 Gaab (Strange yellow creature, has long noodle-like wiskers)
149 Death Claw (Green thing, has like six arms)
151 Chronos (Green palete-swap of Sirenos)
152 Valefor (Green man-reptile, has a tail and funny claws)
153 Haniel (Green palette-swap of Azrael)
154 Vassago (Buff, green gargoyle-like thing)

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

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

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

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

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



XXXIX. CAVE OF SHADOWS

Enemies:
135 Silenos (Yellow beast-warrior holding a sword)
136 Gaab (Off yellow enemy, has long noodle-like wiskers)
149 Death Claw (Wirey green fella, has about six claw-like arms)
150 Hellhorse (Greenish six-legged horse)
151 Chronos (Green palette-swap of Sirenos)
152 Valefor (Green man-reptile, has a tail and funny claws)
153 Haniel (Green palette-swap of Azrael)
154 Vassago (Buff, green gargoyle-like thing)

NOTE: The explanation about splitting enemies is worth re-reading at this
point.  Assume all enemies here split like atoms when touched.  Although
Hellhorses do not.

New items found in the Cave of Shadows
 ----------------------------------------------------------
| Dark Claws     | 115                          | MK | (1)  |
| Kotetsu        | 105                          | DK | (1)  |
| Kiku-Ichimonji | -                            | DK | (1)  |
| Genji Gloves   | 20, +4 Strength, Vitality    | DK | (1)  |
| Genji Helm     | 25                           | DK | (1)  |
| Genji Shield   | 18                           | DK | (1)  |
| Genji Armor    | 45                           | DK | (1)  |
| Lilith's Kiss  | One free cast of Drain spell |All |(1500)|
 ----------------------------------------------------------

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


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


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

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


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



BOSS13 - Hekatoncheir (#191)
HP: 30000
Weakness: None
Gil: 8000
EXP: 3000

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


After defeating Hekatoncheir, you can now complete the Statues of the quest,
the northern areas of the Northwestern Continent on this landmass.  I advise
flying over to this continent, breaking the barriers (you must leave your
ship before passing through, perhaps knocking down the various enemies

160 Death Needle (Orange-ish palatte swap of Needle Monkey)
161 Liger (Yellow tiger)
162 Aeon (Yellowish palette-swap of Gutsco)
163 Minotuar (Axe-carrying bluish palette-swap of Bull Man)

probably quite overpowered as far as random encounters are concerned.
Return to the ship, fly into the groove and jump over the little strip of
mountain blocking your path.  Fly east into the structure.  Enter and go
striaght up into the small room.  Cut to BOSS18.  Knock 'im down and you've
got the last regular classes of the game.  I would not traverse any further
in this place for the time being.

Before continuing with the story, it is recommended a couple side quests be
done.  If you shun evoking magic, it's likely you'll want to skip directly
to XLII.

Return to the Floating Landmass on this same airship, it's essentially due
north of the Cave of Shadows area.  Fly over to its Northwest section, and
approach the number 6 on the map for the area from the west perferably.
Jump over the small strip of mountains separating the small space just south
of the lake with the swimming creature, land there, and Canoe into the Lake,
running into the said creature.



XL. (side) Lake Dohr

Enemies:
139 Ourubourus (Reddish enemy, snake body, more human head)
140 Plancti (Reddish palette-swap of OlogHai)
141 Sea Lion (Greyish palette-swap of Sea Lion)
142 Remora (Bluish-purple palette-swap of Charybdis)

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

New Stuff found in Lake Dol:
 ---------------------------------------------------------------------
| White Musk      | One free use of Holy spell     | All    | (2500)  |
| Black Musk      | One free use of Death spell    | All    | (2500)  |
| Heavenly Wrath  | One free use of Thundaga spell | All    | (750)   |
| Raven's Yawn    | One free use of Tornado spell  | All    | (2500)  |
| Platinum Hammer | 115, lightning elemental       | VK     | (18500) |
| Leviath         | Lotsa water damaging foes      | EV, SU |  55000  |
 ---------------------------------------------------------------------

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

                       _______
      _               /E F G H\   E, F, G - Hi-Potion
     |a|             |  ___   _|  H       - Elixir
     | |             | |   | |
     | |_____________| |   |b|
     |                 |
     |______         _/
            \____   |______
                 |         \      A - Phoenix Down
                 |          \     B - Heavenly Wrath
                 |_A_B___  C |    C - Earthen Drums
                         \D__|    D - Arctic Wind

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

                         ______________
                        |O       N M L \  L - Black Hole
                        |___________    | M - Platium Hammer
                                    |   | N - Reflect Mail
               ____         ________|   | O - Black Musk
              /    \_______/            |
             |  __                ______|
             | |  \            __|
             |d|   |      _   |
                  /      / \   \
                 /    __/   \   \_    _
                /    /       \    \__|c|
               | P  |         \________|  P - Lilith's Kiss
               |__Q_|                     Q - Raven's Yawn
                                                 _
                          ______________________|d|
                         /  ______________________|
                        |  /
                        | |
                        | |
                        | |
                        | |
                        | |
                        | |
                        | |
                        | |_                 |1|  1 - Examine to trigger
                        |_  |____           _| |_     BOSS14
                          |____  |_________|     \
                               |__________________|


BOSS14 - Leviathan (#208)
HP - 32000
Weakness - Lightning
Gil - 17100
EXP - 5000

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

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

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



XLI. (side) BAHAMUT'S LAIR

Enemies:
143 Grenade (Grey palette-swap of Bomb)
144 Drake (Orange-ish palette swap of Pteragon)
145 Greater Boros (Light orange/blue palette swap of Ouroboro)
146 Sabertooth Tiger (Big yellow tiger)
147 Lamia Queen (Palette-swap of Lamia)

NOTE: Great Boros hit to petrify and Lamia Queens will often attempt to
confuse you.  Grenades are weak against Ice, Drakes the Wind and the
Tigers the Lightning.

New stuff found in Bahamut's Lair
 ---------------------------------------------------------------
| Chocobo's Wrath | One free cast of Flare spell | All | (2500) |
| Eurytos Bow     | 95, Ranged, Strength +5      | RN  |(10000) |
 ---------------------------------------------------------------

Class lecture for Bahamut's Cave:
Well, reflective powers won't hurt, probably.  From this point on,
I pretty much recommend having a Knight/Ninja/Devout/Summoner party,
although a Dragoon is probably better than a Ninja for at least the
end parts of the area.


             _
       _____|a|_____  C - Phoenix Down
       \____   ____/  D - Arctic Wind
            | |
 _          | |
|A\         | |         /\
|  |_______/   \_______/ C|
|B ________     ________  |
|_/        \   /        |D|
            | |          \|
            | |
            | |
          __| |___
         /_       \
           \   __/
            |b|
                                                _
  E - Golem Staff         _____________________|b|
  F - White Muck         /E   _______________    |
  G - Lilith's Kiss     /   _|               |   |
  H - Chocobo's Wrath  |  _|  _____________   \  |
  I - Turtle Shell     | |   /F   ______ G |   \_|
                       | |   \   /      \  |
                       | |    | |        | |
                       | |    | |        | |
                       | |    | |        | |  H - Chocobo's Wrath
                       | |    | |        | |  __
                       | |__  | |       _| |_/HI|
                       |    \_| |      |____   _|
                       |        |           |c|
                        \__     |
                           \___/
                                 _
                                |*|   * Leads outside
                                | |
                               /   \
                               \ 1 /  1 - Triggers scene and BOSS15
                                | |
                                | |
                                | |
                                | |
                               /   \
                              |     |
                               \   /
                                | |
                                | |
                                | |
                             ___| |____
                            | M      L \
         J - Erytos Bow     |_______   K\
         K - Phoenix Down      _    |    |
         L - Elixir        ___|c|___|    |
         M - Kotetsu      |  J           |
                          |______________|

BOSS15 - Bahamut (#209)
HP: 34000
Weakness: Wind
Gil: 16500
EXP: 5000

Basically, pound him wind attacks.  His physical attack is nothing
to write home about, and when his HP starts getting low, he'll get
all Mega Flare on you (non-elemental damage for ~1500 damage across
the party).  It should be noted that this is not reflectable.  So
take it like a man.  If you're feeling conservative, use some
Protective magic on your heavy fighters.

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



XLII. DOGA'S GROTTO

From wherever you may be, fly back to the Saronian continent and to
the Ancient Ruins where that other airship is landed.  Fly back to Doga's
house ans walk in.  Take a step ot two in and watch the show.  Step on
the circle.

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

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

New items found in Doga's Grotto:
 -----------------------------------------
| Last Dagger | 110        | TH, NI | (1) |
| Rising Sun  | 70, Ranged | TH, NI | (1) |
 -----------------------------------------

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

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

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

BOSS16: Doga (#210)
HP: 22800
Weakness: Nothing
Gil: 12000
EXP: 3400

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


BOSS17: Unei (#211)
HP: 21800
Weakness: Nothing
Gil: 12600
EXP: 4000

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

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

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



XLIII. ANCIENT'S MAZE

Enemies:
164 Iron Claws (Grey palette-swap of Death Claw)
165 Greater Demon (Red Palette-swap of Demon)
166 Unei Clone (Palette-swap of Unei)
167 Thantos (Palette-swap of Dullahan)
168 Bone Dragon (Palette-swap of Zombie Dragon)
169 King Behemoth (Pink palette-swap of Behemoth)

NOTE: Great Demons can summon Iron Claws and are weak against Holy.  King
Behemoths can cast Meteor.  Thanatos can cast Breakga.

New items found in the Ancient's Labyrinth:

 -------------------------------------------------------------------------
| Crystal Shield | 20, Resists quite alot           | WR, RW, KN, | 50000 |
|                |                                  | DR, VI, DK  |       |
| Crystal Mail   | 55                               | WR, RW, KN, | 65000 |
|                |                                  | DR, VI, DK  |       |
| Crystal Gloves | 30, Strength, Vitality +4        | WR, RW, KN, | 50000 |
|                |                                  | DR, VI, DK  |       |
| Crystal Helm   | 31                               | WR, RW, KN, | 50000 |
|                |                                  | DR, VI, DK  |       |
| Break Blade    | 125, Partially petrifies         | KN, WR, DK  |(18500)|
|                |                                  | RW          |       |
| Dual Haken     | 122, Strength +3                 | WR, VI      |  (1)  |
| Holy Lance     | 125, Holy elemental, casts Holy  | DR          |  (1)  |
| Hellish Claws  | 121, Vitality +5, hits to poison | MK, BB      |(20000)|
 -------------------------------------------------------------------------

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

BOSS18 - Titan (#212)
HP - 27000
Gil - 13500
EXP - 6900

You can pretty much insert Hecatoncheir's explanation here.


                                             G - Crystal Helm
   E - White Musk         F - Crystal Gloves         H - Dual Haken
 _________________      _________   ___________     ___________
|  E   __         |    |  F      c.c         G |   | H         d
|     |  |____    |    |     ____| |     ______|   |______     |
|     |       |   |    |    |      |    |                 |    |
|     |       |   |    |    |      |    |                 |    |
|     |       |   |____|    |      |    |                 |    |
|     |       |_____________|      |    |                 |    |
|     |                            |    |_________________|    |
|     |                            |                           |
|     |_________________           |___________     ___________|
|                       |                      |   |
|       ________        |_______               |   |
|__D___|        |__________     |              |   |
                           |    |  I - Break   |   | K - Chocobo's
 B - Crystal Shield        |    |  Blade    ___|   |___  Wrath
 C - Lilith's Kiss         |    |          | I       K |
 D - Crystal Mail          |    |          |___     ___|
      _____________________|    |              | J |
     |B C                       |              |___|
     |__________       _________|
                |     |                          J - Phoenix Down
                |bbbbb|

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

                        _____
                       |ggggg|  Door g leads outside
                       |  _  |
                       | | | |
             __________| | | |__________
            |    ______  |_|  ______    |
            |  _|      |_   _|      |_  |
            | |          |O|          | |
            | |           _           | |
            | |_        _|N|_        _| |
            |   |______|  _  |______|   |
            |__________  | |  __________|
                       | | | |
                       | | | |
                       | | | |
      N - Holy Lance   | | | |   N - Hellish Claws
                       | | | |
                       | | | |
                       | |_| |
                       |     |
                       |fffff|

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



XLIV. (side) FORBIDDEN LAND EUREKA

Enemies:
170 Abaia (Grey palette-swap of Vassago)
171 Sleipnir (Grey palette-swap of Hell Horse)
172 Haokah (Blue palette-swap of Valefor)
173 Acheron (Largely grey palette-swap of Titan)
174 Oceanus (Big green reptile)

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

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

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

                               _____
                              /  a  \     a - To Crystal Tower
                             /       \
                            /         \
                           /  _______  \
                         _/ _/       \_ \_
                       _/ _/           \_ \_
                      / _/               \_ \
                     / /                   \ \
                     | |     __      __     | |
C - Fuma Garb        | |____/ C\    /A \____| |   A - White Musk
D - Chocobo's Wrath  |  ____  D |  | B  ____  |   B - Elixir
                     | |    \__/    \__/    | |
                      \ \                  / /
                       \ \                / /
                        \ \______________/ /
                         \______   _______/
                                | |
                                |b|
                                |-|
                              __|b|__
                             |       |
                             |       |
               _____________  \_   _/  _____________
  E - White   |        E    |   | |   |      G      |   F - White Musk
      Musk    |_           _|   | |   |_ F       H _|   G - Chocobo's Wrath
                \___   ___/   __| |__   \___   ___/     H - Phoenix Down
                    |c|    __/ _____ \__    |d|
                    |-|   / __/     \__ \   |-|
                    |c|__/ /           \ \__|d|
                    |  ___/             \___  |
                    | |          _          | |
                    | |         |T|_________| | T - Ribbon, Guarded by
                     \ \        |_________   /      Ninja (#213)
                      \ \                 / /
                       \ \_______________/ /
                        \____   ___   ____/
                             / /   \ \
                            / /     \ \
                           / /       \ \
                          / /         \ \
                         | |           | |
                         |e|           |f|
                         |-|           |-|
                         |e|           |f|
                         | |           | |
                         | |           | |
                         | |           | |
                         | |           | |
                         | |           | |
                         | |           | |
           I - Shuriken  |I|    __     | |
           J - Elixir          /J \__  | |
                               \__   \_| |_
                                  \__      \
                                     \_   _/
                                       | |
                                       | |
                          K - Shuriken | |
                             _          \ \
                         ___|K|_         | |
                     _  / _____ \        | |
       L - Phoenix  |L\/ /     \ \       | |
           Down     |  _/       \ \      | |    Examine M and trigger...
                    | |          \ \____/ /     BOSS19: Amon (#214)
                    |g|           \______/      HP: 35000
                    |-|                         Weakness: Varies
                    |g|                         Gil: 10000
                    | |__                       EXP: 6700
                    |    |_____                 Hyne on 'roids.  High
                    |_________ \____            attack defense made higher
                              \____ \_____      with Protect.  He can throw
                                   \____  \     -aga elemental magic at you
                                        \  |    and has a moot physical attack.
                   M - Phoenix           | |    His weakness also varies if
                       Down             /   \   that helps.  Nothing mind-
                                       |  M  |  numbingly difficult.
                               ________|     |
                              / ____________/   The Moon Ring Blade is
                             / /                yours upon victory.  Ditto
                            / /                 your status, HP and MP (these
                           | |                  are restored after every BOSS
                           | |                  from now on), so there should
                            \ \                 be little stopping you from
                             \ \                going buck wild (with magic -
                              | |               save the Shurikens)
                              |h|
                              |-|
                              |h|
                              | |
                             /   \
                            |     |          Examine N and trigger...
                             \   /           BOSS20: Kunoichi (#215)
                              | |            HP: 29000
                   ___        | |            Weakness: None
                  /   \       | |      ___   Gil: 14500
    O - Omnirod  |  O  |_____ | |     /   \  Exp: 7300
                 |     _____ \| |____/  N  |
                  \___/     \  _______     | She's quite fast and gets three
                            / /       \___/  turns per round.  She also has
                           / /               Haste and Aera and hits to cause
                          / /                poison status.  I wouldn't worry
                         | |                 about any of these adversities
                         | |_                with a semi-decent party.
                          \  \
        P - Phoenix Down   \ P\_             You recieve the Masamune upon
                            \__ \            victory.
                               |i|
                                   _
                                  |j|______        Examine Q to trigger...
                    _____________/      __ \       BOSS21: General (#216)
                   /     ___________   /  \ \      HP: 34000
                  |     |           |_/    \ \     Weakness: None
                   \   /                    \ \    Gil: 15600
                    | |                      | |   EXP: 7500
                    | |                     /   \
                    | |         _          |  Q  | Once again, not a terribly
                    | |        |i|          \___/  difficult one.  He does
                    | |        | |                 have Drain which only
                    | |__      | |                 lengthens the battle and
                    |    \     | |                 Death which has a low
                    |     |    | |                 accuracy rating.  His
                     \__  |    | |                 attack power isn't
                        \ \    | |                 anything you haven't
                         \ \  _| |_                seen before.
                          \ \/     \
Examine R and trigger...   \        |              The Excalibur is recieved
BOSS22: Scylla (#218)       \______/               upon winning the battle.
HP: 35000
Weakness: None               ___________
Gil: 16200          ___     |     k     |     ___   Examine S and trigger...
EXP: 7700          /   \____|           |____/   \  BOSS23: Guardian (#217)
                  |  R   ____           ____   S  | HP: 34000
The most stand    |     |    \         /    |     | Weakness: None
out feature with   \___/      \__   __/      \___/  Gil: 16500
Scylla is her                    | |                EXP: 7900
ability to petrify upon          | |
attack.  Otherwise, she          | |                The Guardian likes to
barely differs from many of the  | |                use Reflect on himself
other bosses you've faced,       | |                but his other defenses
with -aga spells, fairly        _| |_               aren't impervious enough
moot physical attack and       |_   _|              to make this a serious
two turns per round.             |j|                issue incase you're
                                                    relying heavily no black
The Eldest Staff is won after                       magic.  He also has Quake.
this battle.
                                                    The Ragnarok is recieved
                                                    upon winning the battle.
                                              __________________
                                             / _______________  |
                              ______        / /               | |
                             |U    V\_22   / /                | |
1 - Revivification Spring   1|  m1 m2  \2_| |                 |  \
2 - HP/MP Recovery Spring    |          ____|                 | i'|
                             |T      W |                      |   |
                             |__     __|                       \__|
                                \   /
                                 | |
                                 | |
                                 | |
                                 | |
                                /   \
                               |  k  |
                                \____|

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

m2 - Magic store
 ---------------------------------------
| (see also: Catastro, Leviath, Bahamur)|
 ---------------------------------------

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

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



XLV. CRYSTAL TOWER

Enemies:
175 Gomory (Green palette-swap of Medusa)
176 Bluck (Violet palette-swap of Garb)
177 Doga's Clone (Palette-swap of Doga)
178 Azer (Palette-swap of Djinn)
179 Platinal (Purple palette-swap of Goldor)
180 Kum Kum (Palette-swap of Magician)
181 Shinobi (Red palette-swap of Ninja)
184 Dark General (Palette-swap of General)
185 Yellow Dragon (Big yellow Dragon)
186 Green Dragon (Big green Dragon)
187 Red Dragon (Big red Dragon)
188 Glasya Labolas (Palette-swap of Guardian)
190 Thor (Yellow palette-swap of Valefor)

NOTE: Kum Kums can use a wide variety of high-level magic spells: Death,
Breakga, and the -aga elemental spells.  Thors hit to paralyze.  The
Dragons promise a monumetal battle, a significant drain on time and
resources (they also hit to cause silence status).  They do, though,
drop Elixirs and Onion equipment as well.  Glasya Labolas at times
hit to confuse.  Azers are weak against Ice.

Class lecture for the Crystal Tower:
I find the Knight/Ninja/Devout/Summoner team works well enough for me.
I'm sure whatever team you've been training works well enough for you.



                       ___        ___
      F - Choco Rage  | F |      | E |          E - Lilith Kiss
                    __|   |      |   |__
                   /      |      |      \
  G - White Scent /_     /        \     _\
                    |   |   (to    |   |        B - Elven Bow
   ____ccc__   _____|   |  XLIV)   |   |_____   _________
  /     1   | |          \        /          | |B        \
 /          | |           \ |bb| /           | |          \
|           | |    ___     \|  |/     ___    | |           |
|   _       | |   |   |              |   |   | |       _   |
|  | |      |_|   |   |              |   |   |_|      | |  |
|  |_|            | __|              |__ |            |_|  |
|_G__|____|  |____||                    ||____|  |____|__A_|
          |  |     |                    |     |  |
          |  |     |                    |     |  |  A, D - Choco Rage
     ___  |  |___  |_____          _____|  ___|  |  ___
    |   | |      |       \        /       |      | | D |
    |   | |  __  |        \      /        |  __  | |   |
    |   |_| |  | |         |    |         | |  | |_|   |
    |       |  | |         |    |         | |  |       |
     \      |  |H|         |    |         |C|  |      /
      \_____|              |    |              |_____/
                H - Fuma   |    |
                    Garb   |aaaa|          C - White Scent

1 - Examine this spot after the events of XLII for a scene and door c.



                            K - Elixir
                       _    _    _
                      / \__/K\__/ \
                      \           /
                    __|   _____   |__
                   /     /     \     \
                  /_    /       \    _\
      I - Elixir    |  |         |  |
  ____            __|  |         |  |______________
 /    \          |     |         |                 \
|      |   _      \    |         |    _             |
|      |  /I\      \   |         |   / |  |         |
|cc|   | |   \      \   \       /   /  |  |         |
|      | |    \      \   \_____/   /   |  |         |
|___|  | |     |      \           /    |  |_____    |
    |  | |     |       \_________/     |  |     |   |
    |  |  \    |   ________   _______  |  |     |   |
    |  |   \   |  |        |_|   J   |_|  |     |   |
 ___|  |    |  |  |   __         _        |     |   |
|     /     |  |  |  |  |_______| |_______|     |   |
|    /      |  |  |  |                          |   |
|   |       |  |  |  |    __  J - Phoenix Down  |   |
|   |_______|  |  |  |   |dd|                   |   |
|              |__|  |   |  |___________________|   |
|____________________|   |__________________________|
                                                 __
                                                |ee|
                                                |  |
                                                |  |
                                                |  |
                                                |  |
     _                              _           |  |
    | \              K - Elixir    /K|          |  |
    |  |   _____          _____   |  |  __      |  |
    |  |  /     \        /     \  |  |_|  |     |  |
    |  | |   _   |______|   _   | |   _   |     |  |
    |  | |  | |            | |  | |  | |  |     |  |
    |  | |  | |    |  |    | |  | |  | |  |     |  |
    |  |_|  | |    |  |    | |  |_|  | |  |_____|  |
    |       | |    |dd|    | |       | |           |
    |_______|_|____|  |____|_|_______|_|___________|


      ______                                          ______
     /      \                                        /      \
    /        \                                      /        \
   |          |                                    |          |
   |          |                                    |          |
   |  |       |                                    |       |  |
   |  |____|  |                                    |  |____|  |
   |  |    |  |                                    |  |    |  |
   |  |    |  |   M - Shuriken                     |  |    |  |
   |  |    |  |   _             L - Phoenix Down   |  |    |  |
   |  |    |  |__|M|                           _   |  |    |  |
   |ff|    |       |________          ________|L|__|  |    |  |
           |   ____\______  |        |  ______/       |    |ee|
           |  |           | |        | |      |____   |
           |  |           | |        | |           |  |
           |  |           | |        | |           |  |
           |  |           | |________| |           |  |
           |__|           |____________|           |__|






                               g
                              / \
                         _   |   |   _
                        / |__|   |__| \
                       /               \
                      |      _____      |
 N - Phoenix Down   __|     /     \     |__
 O - Elixir        /       /       \       \
      __          /_      /         \      _\
     |ff|           |    |           |    |
     |  |         __|    |           |    |__
     |  |    ____|       |           |       |___
     |  |   / O          |           |           \
     |  |  |      ___     \         /     ___     |
     |  |  |     |   \     \       /     /   |    |
     |  |  |N    |    \     \_____/     /    |  P |  P - Elixir
     |  |  |__   |     \               /     |____|
     |  |     |  |      \             /
     |  |     |  |       \___________/
     |  |     |  |
     |  |     |  |
     |  |     |  |
     |  |     |  |
     |  |_____|  |
     |           |
     |___________|


                         _           _
                        / |__     __| \
                       /     |   |     \
                      |      |   |      |
                    __|     /     \     |__
                   /       /       \       \
                  /_      /         \      _\
                    |    |           |    |
                    |    |           |    |
                    |    |           |    |
                    |    |           |    |
                    |     \    _    /     |
                     \     \  |h|  /     /
                      \     \_| |_/     /
                       \               /
                        \             /
                         \____   ____/
                              |g|

               _    ___    _
              / |__/   \__| \
             /               \
            |      _   _      |
          __|     / | | \     |__    _    _______
         /       /  |h|  \       \  / |  |       \
        /_      /         \      _\|  |  |   _    |
          |    |           |    |  |  |  |  | |   |
          |    |           |    |__|  |  |  | |   |
          |    |           |     __   |  |  | |   |
          |    |           |    |  |  |  |  | |   |
          |    |           |    |  |  |  |  | |   |
          |    |           |    |  |  |  |  | |   |
          |    |           |    |  |  |__|  | |   |
          |    |           |    |  |________| |   |
          |    |           |    |             |   |
          |    |     _     |    |             |   |
          |    |    |i|    |    |             |   |
          |____|    | |    |____|             |   |
This path  ____     | |     ____     _______  |   |
leads to  |    |    | |    |    |   |   _   | |   |
a whole   |    |    | |    |    |   |  | |  | |   |
lotta     |    |    | |    |    |   |  | |  | |   |
nothing __|    |    | |    |    |___|  | |  |_|   |
        __\     \___| |___/            | |        |
          |____________________________|_|________|



                      _        _
                     / |      | \
R - Phoenix Down    |  |      |  |
      ___         __|  |      |  |__         ___
     / R \       /    /        \    \       / Q \    Q - Crystal Mail
    |     |     |    |          |    |     |     |
     \   /      |    |    __    |    |      \   /
      | |      /__   |   |jj|   |   __\      | |
      | |         |   \__|  |__/   |         | |
      | |         |   __      __   |         | |
      | |        /   |  |    |  |   \        | |
      | |       |    |  |    |  |    |       | |
      | |       |____|  |    |  |____|       | |
      | |               |    |               | |
      | |               |    |               | |
     /   \______________|    |______________/   \
    |                                            |
    |     ___________            ___________     |
     \___/           |   |  |   |           \___/
                     |   |ii|   |
                     |   |__|   |
        _             \________/              _
       / |                                   | \
      /S | S - Crystal Shield                | V\  V - Crystal Helm
     |   |                                   |   |
     |   |                                   |   |
     |   |  _                             _  |   |
     |   | | \___________|kk|____________/ | |   |
     |   |  \____                     ____/  |   |
     |   |       |                   |       |   |
     |   |       |                   |       |   |
     |   |       |                   |       |   |
     |   |       |                   |       |   |
     |    \______|                   |______/    |
     |       T                          U        |
     |                   |  |                    |
     |                   |jj|                    |
      \                  |__|                   /
       \_______________________________________/

             T - Crystal Gloves         U - Phoenix Down

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

                _____________________
               /         / \         \
              /         |   |         \
             |    _      \_/      _    |
             |   / \    _____    / \   |
             |  |   |  /     \  |   |  |
             |   \_/  |   2   |  \_/   |   2 - Step here for a scene
             |      _  \_| |_/  _      |
             |     / \         / \     |
             |    |   |       |   |    |
             |     \_/         \_/     |
             |                         |
              \__________   __________/
                         | |
                         |k|

After the scene, you'll find yourself in a fairly featureless room.
Walk a few steps up for another show and BOSS24.

BOSS24: Xande (#219)
HP: 50000
Weakness: None
Gil: 25000
EXP: 8500

He likes personal enhancement spells, physical attacks and elemental magic.
Nominally more difficult than a regular encounter, absolutely no more
difficult than a Dragon, should you have encountered and battled one while
in the tower.  Don't use any Shurikens here.

After the battle, watch the scene and prepare for another battle, which is
ideally fought with minimal time, energy and resources consumed.  Watch the
show.  Walk a few steps up to move on to the next area.



XLVI. WORLD OF DARKNESS - CRYSTALS

NOTE: See how it does not say (side) up there by this area?  This means do
_NOT_ enter the center portal to XLVII until this area is completely done.

Enemies:
182 Shadow Master (Palette-swap of Kunoichi)
183 Kage (Dark purple palette-swap of Ninja)
189 Yourmungand (Orange palette-swap of Oceanus)
190 Thor (Palette-swap of Valefor)
193 Queen Scylla (Palette-swap of Scylla)
194 Garm (Three-headed wolf)

NOTE: The ninja enemies, Kage and Ninja Leaders, can cause blindness and
poison with their attacks.  Many enemies cast Protect on themselves, and
many enemies (the ones who are only encountered upon alone) have two turns,
three in the case of Garms.  The snakes also have Protect and can use
Quake.

Class lecture: The only thing I can truly recommend is to have a dedicated
healer.  Makes things much easier.

The purpose of this section is largely to fight the four bosses here.
Anything less will eventually lead to death.

Chests A, B, C and D are all Ribbon helmets, guarded by Zande Clones (#220).
I recommend getting all of them, at least for the last boss.



              /\                                  /\
             /  \                                /  \
            / a  \                              /  g \
            \     |_                          _|     /
             \      |_                      _|      /
              \_      |_                  _|      _/
                |_      |_              _|      _|
                  |_      |_          _|      _|
                    |_      |_  /\  _|      _|
                      |_      |/  \|      _|
                        |_              _|
                          |_          _|
                            |        |
                           /    **    \
                           \    **    /
                           _|        |_
                         _|            |_
                       _|                |_
                     _|       _|\/|_       |_
                   _|       _|      |_       |_
                 _|       _|          |_       |_
               _|       _|              |_       |_
              /       _|                  |_       \
             /      _|                      |_      \
            / c   _|                          |_     \
            \    /                              \  e /
             \  /                                \  /
              \/                                  \/

                                                /\
                                               /  \
                                              /    \            /\
                                             /      \__________/  \
Teleporter b leads to a very small          /   bb                 \
room.  Take a couple steps in to intiate    \   bb   __________    /
a scene and BOSS25.                          \      /          /  /   /\
                                              \    /          /  /   /  \
BOSS25: Cerebus (#221)                         \  /        /\/  /   /    \
HP: 99999                                       \/        /    /   /     /
Weakness: Nothing                                        /     \  /     |
Gil: 66666                                               \     / /  /|  |
EXP: 16666                                             /\/     \/  / |  |
                                                      /A  /\/\    /  |  |
Cerebus gets three turns per round, usually           \   \   \   \  |  |
using them physically attacking.  While         /\     \  /    \  /  |  |
the attack itself isn't too much to write      /  \_____\/______\/__/    \
home about (average damamge is about 800      /                          /
or so), if all three are piled onto the      /     _________________    /
same character, it could mean curtains for   \     \                \  /
them.  The attacks also sometimes cause       \     \                \/
poison status.  He also sometimes uses         \/\   \
the -aga spells either focused on a single        \   \
character or spread across the team.  Should       \   \
be no big issue as long as you've Curaja casting    \   \
abilities.                                           \   \
                                                      \   \  /\
After the battle, watch the show, backtrack, and       \   \/  \
move on to a different room.                            \       \
                                                         \       \
                                                         /        \
                                                        /    aa    \
                                                        \    aa    /
                                                         \        /
                                                          \      /
                                                           \    /
                                                            \  /
                                                             \/
                                      /\
             ___________________     /  \
            |  _______________  |___/  B \
            | |               |______    /
            | |                      \  /
            | |       /\              \/
            | |      /  \
            | |     / d  \
            | |     \    /
            | |      \   \
            | |       \/\ \        _____________________
            | |_         | |      |  _______   _______  |
            |_  |        | |      | |       | |       | |
              | |        | |      | |       | |       | |
              | |       _| |      | |       | |       | |
              | |      |  _|      | |       | |       | |
              | |      | |        | |       | |       | |
              | |      | |        | |       | |       | |
              | |      | |        | |       | |       | |
             /   \____/   \______/   \_____/   \_____/  \
             \    _____    _____       ____    _____    /
              \  /     \  /     \     /    \  /     \  /
               \/       \/       \   /      \/       \/
                                  |  |
                                 /    \
d leads to a small room.        /      \
Walk upward a few steps         \  c   /
for a show and BOSS26            \    /
                                  \  /
BOSS26: Echidna (#223)             \/
HP: 99999
Weakness: None
Gil: 66666
EXP: 16666

Echidna has Tornado, Drain, Quake and -aga elemental magic at his
disposal, along with umimpressive physical attacks (lest they should
be following an effectively placed Tornado).  So if Tornado is targeted
to the entire party, and it hits all, and he follows with Quake, as
unlikely of a happenstance as this is, it will kill off your party.
Spells like Protect are not likely to help a great deal because of the
moot state of his attacks.  Adequate healing is all you'll need.

After this, retreat to the main room and select another path.

                          /\              /\
                         /  \     /\     /  \
                        /    \   /  \   /    \
f will teleport the     \    /  /  f \  \    /
party to a small        /   /   \    /   \   \
room.  Enter, walk   /\/ /| |    \  /    | |\ \/\
foward, scene,      /   / | |     | |    | | \   \
BOSS27.            /    \ | |     | |    | | /    \
                   \    / | |     | |    | | \    /
                    \  / /   \___/   \__/   \ \  /
                    | | /     ___    ___     \ | |
                    | | \    /   \  /   \    / | |
                    | |  \  /     \/     \  /  | |
                    | |   \/      /\      \/   | |
                    | |          / C\          | |
                    | |         /    \         | |
                    | |        /      \        | |
                   /   \       \      /       /   \
                  /     \      /      \      /     \
                  \     /     /        \     \     /
                   \    \    /  /|  |\  \    /    /
                    \/\  \/\/  / |  | \  \/\/  /\/
                       \      /  |  |  \      /
                       /      \  /  \  /      \
                       \      / /    \ \      /
                        \    / /      \ \    /
                         \  /  \   e  /  \  /
                          \/    \    /    \/
BOSS27: Ahriman (#224)           \  /
HP: 99999                         \/
Weakness: Wind
Gil: 66666
EXP: 16666

Ahriman also gets two turns per round, also has -aga elemental magic, and
also has an unimpressive physical attack (noteworthy because he can hit to
petrify your characters).  Just be ready for these.  Not much else to say
otherwise.

Upon completion, head back to take another path.

            /\           /\        /\
           /D \_________/  \      /  \
          /     _______     \    /    \
          \    /       \    /    \    /
           \  /         \   \    /   /
            | |       /\ \/\ \/\/ /| |
            | |      /  \   \    / | |
            | |     / h  \  /    \ | |    h leads to a small room,
            | |     \    /  \    / | |    walk up a few steps, watch a show,
            | |   /\ \   \   \  /  | |    fight BOSS28
            | |  /  \ \/\ \/\ \/   | |
            | | /    \   \   \     | |
            | | \    /    \   \    | |
            | | /    \    /   /    | |
            | |/ /\/\ \/\/ /\/     | |
            /   /    \    /       /  \
           /    \    /    \      /    \
           \    /    \    /      \    /
            \  /      \  /       /   /
             \/        \/       / /\/
                         /\    / /
                        /  \  / /
                       /    \/ /
                      /  g    /
                      \      /
                       \    /
BOSS28: 2-Headed Dragon \  /
HP: 99999        (#222)  \/
Weakness: None
Gil: 66666
EXP: 16666

2-Headed Dragon has quite a strong physical attack (1500 damage or so to
those in the front lines) and not much else.  Hit him with what you've got
(it's not essential you throw Shurikens, though).



XLVII. WORLD OF DARKNESS - FINAL

Enemies:
182 Shadow Master (Palette-swap of Kunoichi)
183 Kage (Dark purple palette-swap of Ninja)
189 Yourmungand (Orange palette-swap of Oceanos)
190 Thor (Palette-swap of Valefor)
193 Queen Scylla (Palette-swap of Scylla)
192 Hydra (Blue palette-swap of Echidna)
194 Garm (Three-headed wolf)
195 Twin Dragon (Palette-swap of Two-Headed Dragon)

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

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

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


                                     /\
                                    /  \    /\
                                   / a  \__/  \   Passage a leads to a long
                                   \    ___   /   corridor.  Walk upward to
                                    \  /   | |    its end to see a show and
                                     \/    | |    to initiate BOSS29.
                  /\        /\_____________|  \
                 /  \______/   ___________    /
                 \   _______  /           \  /
                  | |       \/             \/
                  | |
                  | |    /\________
                 /  \___/   ____   \
                 \  _____  /    \   \
                  \/     \/      \  /
                                  | |
                                  | |
                         /\_______| |
                        /   ______  /
                        \  /      \/
                         | |
                         | |
                        /  \
                       /    \
                      /      \
                      \  **  /
                       \    /
                        \  /
                         \/
BOSS29: Cloud of Darkness (#225)
HP: 120,000
Weakness: Nothing
Gil: 70000
EXP: 25000

There are a couple of tentacles along with the big cheese - don't worry about
them.  There will be Haste/Protect-casting afoot, once again, don't worry about
it.  The tentacles are a non-issue because their main function is an attack
(Bad Breath) that causes a wide array of potentially devistating side
effects.  This is rendered moot by Ribbon-wearing.  The boss has a semi-
respectable physical attack enhanced by Haste at times, but diluted by your
guys' back row position.

You mainly need to be worried about a moderately powerful Thunder-based attack
spread across the party - an attack that will cause much more damage to attack-
based characters than magic-based ones.  Diamond equipment might help mollify
the crap out of this, but not likely.  Then there's the heavy non-elemental
attack also spread across the party (Flarewave it was/is called).  It won't do
9999, but it's still the attack that makes this final boss a final boss's final
boss.

A safe strategy here would be to have the Devout and Sage keep spreading
Curaga/Curaja across the whole party every round in anticipation for this
attack.  She doesn't seem to do this until a few rounds into the battle,
after considerable HP has been knocked off, so a Sage can perhaps add to the
HP-depletion party with an attack spell of his own.  Ninjas will be throwing
Shurikens from the back row or using Elixirs on themselves when needed
(you should assume the Ninjas will take their turn before everybody, a
Thunder attack will come before the mages use their healing magic, and the
healing magic will come before Flarewave).  All this is mollified, however
(in)significantly by Protect, so you may wish to use that early on.

Having enough Curaga/Curaja and Full Life casts as well as offensive firepower
(Shuikens) is the key to victory.

After the battle, watch the show.  You'll probably want to save the game
afterwards.


                         ************************
                         *                      *
                         * 2. Class Evaluations *
                         *                      *
                         ************************

The class.  It's the bread and butter of Final Fantasy III's gameplay.  It
is here in this section, as implied by its title, the various classes are
discussed.  It is here each classes' statistics, unique abilities, weapon,
armor and anything else that could pass as useful information.  They will
be discussed in the order they are obtained.

NOTE: Numbers by statistics are multipliers of the character's current EXP
Level.  All characters at the same class and EXP level and equipment will
have the same values for all five perameters (Strength, Agility, Vitality,
Intellect and Mind) regardless of past experience.

All initial figures beside the perameter are multipliers compared to the
EXP level, and all initial multipliers are in Crystal Sickness (the period
of time when a character changes from one class to another) state.  This
state continues for 2-8 consecutive battles while the character gets used
to that class and stats proceed to return to normal (more like two if the
enemies are at a level higher, eight or more if greatly lower).  This normal
state is denoted beside the multiplier  (for example, a Freelancer is going
to have at 28 Strength at Level 56 just after switching to that class, and
32 Strength after getting used to it.  The stat multipliers are not 100%
accurate over the course of the entire game, it just gives an idea as to
where the classes' stats stand.



INITIAL CLASS

Freelancer (FRLNCR)

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

Weapons: Every weapon found before the first class crystal, select knives
(all of them until the Poison Dagger), and swords (all of them until the
King's Sword, the Excalibur and others).

Armor: Freelancers can put on any peice of defensive gear with only a
scant class-exclusive exception every here and there.

Magic: White and Black Level 1

Unique battle command: Magic - uses magic during battle

The Freelancer gets the class done for the time you have no other classes.
Much like the Onion Kid class from the original, this one goes out of style
when other classes with a greater range of weapons, skills and abilities
becomes avalible.  Also much like the Onion Kid class from the days of old,
this class seems suspiciously weak.  Stay tuned.



1ST CLASS CRYSTAL


Warrior (WRRR)

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

Weapons: Select knives (all of them until the Poison Dagger), swords (can
use all with scant exception, most notably the Excalibur), axes, some bows
and arrows

Armor: Can use most non-class specific heavy armor, shields, helms and
gloves.

Magic: None

Unique battle command: Advance - attack enemy with higher power at the
expense of some defense (effectiveness is based on skill level).

The Warrior is an offensive-minded class, and perhaps one you'll consider
using for much of the game.  Their excellent weapon flexibility means you
will probably not tarry about for too long with dated weaponry.  Although
I didn't find myself using Advance a whole helluva lot (the Warrior's
usual attack is usually sufficent), but it is one of the more useful
class-specific commands.  I don't know exactly how much attack power is
gained and how much defensive power is lost upon selection of the
command, but it is sizable.  Ultimately, I did end up ditching this class
by the time the subsequent Crystal was reached, but I can envision a
reasonable person sticking with this class for greater durations.


Monk (MNK)

Strength:  .8       +5
Agility:   .6       +4
Vitality:  .666666  +5
Intellect: .375     +3
Spirit:    .375     +3

Weapons: Fists, Claws, Fangs

Armor: Mostly the robes and gis for the body, specialized headgear, some
heavier gloves

Magic: None

Unique battle command: Retaliate (instead of taking a regular physical
attack, power is focused and released for a more powerful one when
physically attacked)

I've noticed class skill levels to be for most classes comparatively moot
next to the skill level of the Monk.  The Monk's growth curve is definately
more exponential than that of most classes.  It starts off small, but grows
at a fairly rapid pace.  I wouldn't depend on a Monk with a skill level of 1,
though.  A downside, besides starting off slow, is that equipment they can
is pretty limited.  Although generally sufficent, I have noticed they tend
to get knocked around more often than heavy armor-wearing frontline fighters.
The fact their top standard weapon tops out at 121 doesn't really help
(although high base strength offsets this).  Counter's effectiveness also
relies on getting attacked physically.  I also personally found them boring,
but that's just me.  The fact their unarmed attack power gains two points
per every skill level might offset the boring for some, and since a great deal
of their attack power comes from their base Strength, enough skill could have
them making Bruce Lee looking more like that crippled kid in Rumble in the
Bronx.  Still not worth the boring IMO, though.


White Mage (WHTMG)

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

Weapons: Staves, elemental Rods

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

Magic: White magic Level 1-7

Unique battle command: Magic

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

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


Black Mage (BLCKMG)

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

Weapons: Elemental Staves, Rods, beginner's bows and arrows

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

Magic: Black magic Level 1-7

Unique battle command: Magic

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

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


Red Mage (RDMG)

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

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

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

Magic: Black and White Level 1-5

Unique battle command: Magic

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


Thief (THF)

Strength:  .6       +4
Agility:   .9       +6
Vitality:  .6       +4
Intellect: .444444  +3
Mind:      .375     +3

Weapons: Knives, boomerangs

Armor: Early heavy armors and helmets, dark vests and hoods, select gloves

Magic: None

Unique battle commands: Steal (attempts to steal and item), Flee (uses turn
to attempt to flee from battle, defense increases instead of decreases if fails
of others attack before turn is taken)

The Thief is a really good class for a really long time.  Stealing has numerous
possibilities.  Even if you are just stealing HiPotion after HiPotion, you're
still saving considerable money.  They're also statistically impressive with
surprisingly good strength and vitality ratings to accompany that neck-breaking
speed.  Boomerangs are always an interesting addition, too.  Another attribute
of the Thief is their ability to pick locks.  Granted, keys required to open
those doors are cheap, but why bother with those?  I didn't find Escape to be
particularly useful, though, since it doesn't seem to increase rate of success
over just plain fleeing, although if you plan on fleeing, you have little reason
not to use this command because, hey, higher defense.  I also found myself
utilizing this class considerably less after the various locked door scenarios
had finished, but for pretty much the entire time between XXIII and XXXVI or
so, and a couple points before and after, I put one of these guys in the lead,
and I'd do it again.



2ND CLASS CRYSTAL


Ranger (RNGR)

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

Weapons: Bows and arrows, a couple boomerangs

Armor: Early heavy armors and the thief garb, early helms and select gloves

Magic: None

Unique battle command: Barrage (Randomly shoots a random number of arrows for
a random number of attacks randomly across the enemes)

If you wish for a class summary right now, let it be this: I liked other classes
considerably more than I liked this one.  Although they start off pretty good,
with very good defense (heavier stuff in the back row) and equally good attack,
the class doesn't age real well.  Before long, You'll find ranged weapons that
equal the power of this class' bows and arrows without worrying about running
out or going through the trouble of buying and storing and reequipping them
every other battle.  Barrage is cute, but not my favorite unique battle command
as it consumes multiple arrows and is generally unpredictable (even if at times
effective).  This fact these the ultimate bodyguard for this class is found
at roughly the halfway point in the game doesn't help even if they can do their
work optimally from the back row.  This is not to say this is a useless class,
either.  I actually recommend using this class for when you first get the free
equipment for it.  Once this equipment starts to become dated or it just runs
out, I'd say it's time to switch away from this class for good.  This is not
to say the Ranger won't contribute well if trained well and equipment
maintained.  It's more trouble than it's worth in the long run in my humblest
of opinions.

Knight (KNGHT)

Strength:  .8       +5
Agility:   .444444  +3
Vitality:  .8       +5
Intellect: .444444  +3
Mind:      .5       +4

Weapons: Swords

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

Magic: Level 1 White

Unique battle commands: Magic, Defend (increases personal defensive power,
guards near-death characters when physically attacked)

First the bad news: a very good portion of the game leaves this class with
dated equipment during that point in time swords and non class-specific
heavy armor is found (not to spoil, but see the previous class entry for when
this will be).  Even after new weapons and armor are found, you may find the
class a tad behind the others (at least I'm quite sure I did).  Also, the
magic, while better than nothing, is so moot it's almost not worth mentioning.
Next, this is quite a slow class.  While this isn't entirely a bad thing (a
moderately fleet of foot character can use attack enhancement so every round
the Knight will benefit from it), but often the battle will end with the
Knight not acting at all in the final round because they're so slow.  Because
a character needs to perform that act in battle before they get Class points,
this could cause the Knight's class score to suffer.  Also, Cover isn't one of
the better class unique commands.  In order to be optimally useful, other
characters need to be at a near-death state and you need to face against
predominately melee attackers.  Besides, they step in front of attacks targeted
to near-death characters without selecting this command anyway (although the
absorbtion of those attacks wouldn't be as good).

Now the plus side.  Because Cover is one of those commands performed at the
start of battle before regular actions, it is a good way to nullify the Class
exp stunting mentioned earlier by performing it when you know you're about to
win the battle with one more swing of a pinky.  It is very hard to argue with
that strength and vitality, also.  Finally, officially giving this class the
nod over its more offensive counterpart, the Warrior (the Knight was initially
the replacement from the Warrior class in the Famicom days, but this time, the
Knight has more emphasis on defense and the Warrior offense), and pretty much
most other classes is the ability to use both the Rangarok and Excalibur.
While this might not be worth utilizing a class that is merely sufficent for
much of the game where other classes might excell, I found the final couple
areas to be much breezier thanks to it.  If you must overutilize (use when
another class might be better) a class, I say make it this one.


Scholar (SCHLR)

Strength:  .6       +4
Agility:   .666666  +5
Vitality:  .375     +3
Intellect: .9       +6
Mind:      .44      +3

Weapons: Books

Armor: Robes (Cloth and Leather Vests, Wizard Robe, Scholar Robe, White Robe
to be exact), certain hats (Leather, Feathered, Scholar, and Ribbon), Rings.

Magic: White and Black Level 1-3

Unique battle commands: Magic, Study (same as Libra magic - examines enemies'
HP stats and weak points if successful).

The Scholar also has the ability to use items twice as well as those of other
classes.  This includes potions and those oddball one-use spell items strewn
about the game.  Scholars can do -major- damage to enemies if they hit one
with an item giving the user a free use of a spell that is their weakness.
The books are also quite effective when you first get them as they're
generally as strong as any other weapon and have elemental attributes to boot.
Unfortunately for the Scholar, time is less than kind to them as the weapons,
armor and magic they use is limited.  They're also not very tough and need
to be in the front row if contributing optimally as they aren't ranged.
When they do finally get new equipment, it's too little too late. They're
still very valuable for a few fleeting moments.


Geomancer (GMNCR)

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

Weapons: Bells

Armor: Leather/Cloth stuff, Wizard/Earth/Black Robes, the same helms
everybody can equip, rings

Magic: None

Unique battle command: Terrain (use landscape to perform magic attack)

Although the Geomancy class presents itself as more of a magic-oriented class
from top to bottom, let's get this out of the way: for a long while there,
this class is an attacking powerhouse.  All three normally encountered bells
are generally the most powerful weapons at those points in the game - by a
fairly large margin.  Their physical defense is also quite respectable as well
falling generally halfway between that of a physical fighter and that of a
magic user.  However, both these weapons and armor eventually becomes dated
and you're better off sending them to the back row.  All this being said, they
are a more magic oriented class at heart.  Terrain is generally more powerful
than back magic at no cost, but unpredictable.  The usefulness of such an
attack varies from environment to environment, but not that much: Terrain is
generally a more powerful, less limited attack than a typical black magic spell,
although less powerful and much less limited than the most powerful black
magic spells.  In a couple of the areas, geomancy more or less regins supreme.
In most areas, it can be quite annoying to see the same insta-kill moves kill
or that disappointing attack they do sometimes.



3RD CRYSTAL CLASSES


Dragoon (DRGN)

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

Weapons: Spears, lances

Armor: Most heavy armors, shields, helms and gloves

Magic: None

Unique battle command: Jump (take one turn to leap off the field of battle,
take the next turn to return landing doing about 1/4-1/3 more damage than a
regular physical attack)

I'm not so sure about this class.  On the one hand, their attack power is
noticably, although not greatly, lower than that of pretty much all the
other weapon-based classes.  For a pretty long while there, Dragoons won't
be hitting as hard as Geomancers of relatively equal skill level.  Some
people seem to think Jump is cool, but I'm not one of them.  Really, I'd
rather just deal attacks and would rather not wait for the Dragoon to go
all the way up and down.  While it is true Jump provides defense, this is
a class who can use some of the finest armor in the game.  Granted, their
magic defense might not be that high, but would you rather a Dragoon in
their armor of awesome take hits or a Monk in their lighter robes take
hits?  Not helping their cause is the fact their vitality is also quite low.
However, their weaponry, although quite behind at first, does catch up
eventually, and they can use some of the coolest weapons in the game (namely
the Blood Lance, a powerful, but quite heavy, HP sucking weapon, one that
will greatly limit HP-restoring attention they require and the Gungir, an
extremely powerful spear that can supposedly be stolen from Odin).  Once again,
their attack is respectable enough come endgame with a Holy Lance and a Blood
Lance.


Viking (VKNG)

Strength:  .9       +6
Agility:   .444444  +3
Vitality:  .666666  +6
Intellect: .444444  +3
Spirit:    .5       +4

Weapons: Hammers, axes

Armor: Most heavy armors, shields, helmets and gloves

Magic: None

Unique battle command: Provoke (attracts an enemy's attacks)

The Viking, like the Monk, is another class that takes some time before
they truly start to butt-kick.  Even when they are butt-kicking, the hill
to climb for further kicking is still steeper than that of other classes:
their weapons of choice are all much heavier and less accurate than those
of essentially any other class.  Now, those weapons, generally speaking,
when they are found, are among the strongest availible.  Adding to this
usefulness is the fact all hammers are lightning-fused making those
areas populated largely by sea creatures much easier.  This is their
specialty.  They're quite slow, which is kind of a good thing (for
weapon-improvement), but usually not (always one of the last to take a
turn, Class level falls behind if fails to act enough).  The Class level
growth stunting can be mollified with Provoke as it's one of those
abilities that, like the Knight's Cover ability, is performed before
regular attacks.  Provoke is, by the way, like a lamer version of Defend,
which is already quite lame.  Oh, and as if Provoke didn't already give
this impression, the Viking can take a serious beating.  They are,
though, kind of weak against magic (as heavy fighters tend to be)


Dark Knight (DRKKNGHT)

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

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

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

Magic: None

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

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


Evoker (VKR)

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

Weapons: Most staves and rods

Armor: Usual wizardry equipment (robes, hairpeices, rings)

Magic: Call magic Level 1-8

Unique battle command: Magic

If nothing else, the Evoker class is an interesting one.  Often compared to
black magic, that of the Evoker tends to be a couple notches stronger, a
notch less abundant and a notch less predictable thereby making the classes
pretty even.  Each one of its classes has one of two effects, people often
refer to them as a black effect (usually a direct attack) or a white effect
(usually an effect).  The effects have been dubbed down since we last saw
them on the Famicom (that is, the white effects have been dubbed down) in
that when Ramuh was called and tried to stun all enemies, Ramuh stunned all
the damn enemies lest they were immune.  Here, effects happen with the same
reliability we've come to expect from effects (which is to say not much).
While certainly not a useless class, I don't think there's a time in the game
an Evoker is truly vital.  Oh sure, Ifrit's white effect is pretty gnarly,
and Odin's white effect can make things much easier for a few key battles,
but I can think of not a single battle in which "man if I had only changed my
* guy to an Evoker I'd be spared that 'and they were never seen again'
message!"


Bard (BRD)

Strength:  .444444  +3
Agility:   .6       +4
Vitality:  .6       +4
Intellect: .6       +4
Mind:      .6       +4

Weapons: Certain knives (think Poison Dagger and weaker), harps

Armor: Clothes, Robes, the usual magician's gear (light headgear, rings)

Magic: None

Unique battle command: Sing (perform songs with various effects)

Another class I throughly enjoyed.  Sure, early incarnations of this class
might have soured everyone who might come in contact with future versions of
it, and you might need to drop some formidable coin in optimally using one,
and they might be borderline useless when you first get this class, but don't
let any of this stop you.  The Bard has songs that give you the Haste and
Protect spells for the entire party before you can cast either spell usually
targeted to only one party member.  Granted, those songs might be diluted
versions of the effect spells they ape (it's kind of hard to tell with weapon/
defense enhancement spells like these in this game... they tend to be
inconsistent but effective enough).  If getting to spread a Level 7 attack
enhancement spell across the party quite a bit of time before the usual user
of this spell is going to be able to cast it once on a single member, you
are not going to be warming up to this class.  They also have songs to
attack enemies and restore HP, but they're not as impressive as the said two
songs.  The songs' usefulness increases since this is one of those commands
executed at the beginning of the battles before regular commands are done.



4TH CLASS CRYSTAL


Black Belt (BLCKBLT)

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

Weapons: Fists, Claws, Fangs

Armor: Dark and Karate garb, some heavier gloves

Magic: None

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

Look at those fighting stats, excelling in every physical attacking
category (the first three).  Seems somebody has been distributing their
ability points well.  This class would've been the old upgrade to the Monk
class, and in a way, it is, with visibly higher stats in the areas that
matter most.  If you, though, you have been utilizing the services of a
Monk for essentially the entire time you've had it, there isn't a whole
helluva lotta reason to upgrade to this one.  Yes, like the Monk, the Class
level for this one seems more important than for most classes.  Yes, the
Black Belt begins sort of lacking but eventually catches up with avengeance.
Defense is improved and this is more of a front line fighter than the Monk.
I'm not all that crazy about Focus, though.  As mentioned earlier in the Dragoon
section: I'd rather do damamge this turn in hopes of defeating an enemy sooner
rather than later.  This is a more useful skill to have against enemies who
fight
your team alone, but this mean there is a greater chance your Boosting Black
Belt
will have to take more damage as such enemies are given two attack turns per
round pretty much always.  All this being said, I still didn't really end
up using this class a great deal, althuogh one can chose it and still get by
just fine.  Also like the Monk, the Black Belt gains two attack points to their
unarmed attack power for every skill level they gain, and since they have higher
base Strength, by .1, they'll probably by stronger by roughly that much.


Devout (DVT)

Strength:  .444444  +3
Agility:   .5       +4
Vitality:  .6       +4
Intellect: .5       +4
Mind:      .9       +5

Weapons: Staves

Armor: Usual (white) mage stuff

Magic: White magic Level 1-8

Unique battle command: Magic

Ladies and gentlemen, unless you've been really training a White Wizard,
nursing them along through those areas no access to any greater bodily
protection than a Wizard Robe, staunchly and stupidly and incorrectly
insisting that you NEED a dedicated healer, I present you the White
Wizard replacement.

Okay, maybe it's not quite this dramatic, but this is a great class.
Because I seem to focus largely on neagtives here, let's just discuss
them first.  Whereas the White Wizard more or less made curative items
obsolete throughout the game, the MP for this class won't quite allow
it.  The MP distribution of this class is not the traidtional pyramid
style (more MP casts to lower level spells, lessening casts as levels go
up), but much more evenly distributed throughout the levels.  Then
again, having more casts of Life than Cure isn't necessarily a bad
thing, either.  Although spell casts are much more even, those at the
highest levels are still have one-third to one-half the casts those
in all other levels.  Oh, and Level 8 magic?  Pretty sweet.  I can see
the potential in Tornado, but I found myself pretty much depending on
Full-Life for a couple (okay, one) fleeting moments.


Magus (MGS)

Strength:  .444444  +3
Agility:   .6       +4
Vitality:  .5       +4
Intellect: .9       +6
Mind:      .5       +4

Weapons: Certain staves, rods

Armor: Usual mage stuff

Magic: Black magic Level 1-8

Unique battle command: Magic

The Magus is statistically roughly equal to the Devout, has the same
odd MP distribution, little less tough, a little faster.  It can
be said the Magus is like the Devout except where we have 'white' for
the former we have 'black' for the latter.  Which is to say, when
describing the classes, where we have 'great' and 'dang near essential'
for the Devout, we have 'shitty' for the Magus.

Kidding aside, yes, the Magus can get the job done, more or less.  The
MP puts ephasis on the -aga spells, and they are effective enough when
used by this class.  Only problem is that their magic is soundly
outclassed by summon magic.  There -aga spells are generally only as
good as a physical attack on one enemy; the summons are equally strong
across all enemies.


Summoner (SMMNR)

Strength:  .444444  +3
Agility:   .444444  +3
Vitality:  .5       +4
Intellect: .8       +5
Mind:      .8       +5

Weapons: Many staves, rods

Armor: The usual magician stuff

Magic: Call magic Level 1-8

Unique battle command: Magic

Now this is attack magic, the way the Bible taught it!  Whereas the
Evoker's magic was fickle, unpredictable and at time disappointing, the
Summoner's magic is considered to be the best of what the beasts have
to offer.  Granted, their MP might not quite be up to snuff, there's
still plenty of it to make it through most dungeons if you're at all wise.
No more attack one random enemy or largely ineffective status-altering BS:
straightfoward magic attacks spread across all enemies for high damage.
All the elements are covered in equal amounts and equal strength.  And
that strength is high with low level summons generally being much more
powerful than upper level spells used by a Magus.  Only drawbacks include
the MP (while sufficent, you'll barely be able to use the highest level
spells as often as you'd probably like) and the variety (there are only
eight spells to choose from, most of which just do the same thing -
damage across the enemy party).  This is also essentially the only class
with comic relief (Chocobo) as well.  This class is a winner all the way
even though that phallic hat they wear gives every impression to the
contrary.


Sage (SG)

Strength:  .375  +3
Agility:   .375  +3
Vitality:  .6    +4
Intellect: .8    +5
Mind:      .8    +5

Weapons: Staves, Rods

Armor: Magician stuff, all of it

Magic: All off it

Unique battle command: Magic

I had high hopes for the class, I really did.  A Sage with Bahamut and
Curaja, that was all you needed back in the day.  Times have changed,
though.  They still use every magic spell in the game roughly as well
as the other classes, but it's just not the same.  First and most
noticably is that the summon magic they used to be able to use has
been downgraded to call magic.  Since the vast majority of black magic
is obsolete by the time you recieve this class (the -aga spells are
alright it guess), the Sage essentially becomes a healer with a bunch
of bizarre, unpredictable effect spells.  Compounding the disappointment
of this class is their MP.  It has a traditional pyramid style, but with
half as many uses of lower level spells as black/white wizards and double
their upper level casts.  The fact they're as slow as sin doesn't help
very much (although no time to heal up the party like after the enemy has
finished their attacking).  If you are physically-attack-minded, it
might be a good idea to have a Sage and three of your favorite fighting
classes so you still have some attack magic, but it might be a better
idea still to use a Devout and three fighters.  I did actually end up
utilizing the services of a Sage in the very last section, but other
than that I recommend a Summoner and Devout.


Ninja (NNJ)

Strength:  .666666  +6
Agility:   .8       +5
Vitality:  .5       +4
Intellect: .5       +4
Mind:      .5       +4

Weapons: Dark Swords, knives, boomerangs

Armor: Dark/ninja themed fighting gear

Magic: None

Unique battle command: Throw (Hurls a weapon or item for damage much higher
than if used against the same target via a regular attack.  After thrown,
weapon or item disappears forever.  Sometimes misses.)

Generally speaking, Ninjas are outmuscled by Martial Artists and other
tougher fighters.  If you're interested is consistently doing the highest
damage possible in as many regular battles as possible, go with a Martial
Artist or Knight with their best equipment.  Ninjas tend to be lacking in
strength and overall defense (their magic defense is especially low).  One
major advantage this class is that they can use boomerangs, most
specifically the Full Moon.  This allows them to take their disadvantaged
physical defense to the back row without losing a whole helluva lot.  The
other significant advantage they have is the ability to throw stuff for
quite substantial damage.  You can also throw those annoying weapons that
have been taking up space in your inventory that you haven't got around to
selling even if it's maybe not the most effective way to use a turn, it's
still reltively interesting.  They can throw pretty much all weapons, but
most notably, they can throw Shurikens, the single most powerful item in
the game.  This makes them quite essential in the biggest battles/battle
to be fought.  Adding to their usefulness is their ability to use both
other special forbidden weapons (the said Full Moon, and the Masamune) if
a Knight has the Excalibur and Ragnarok.  They also have blazing base
speed matched only by Rangers and surpassed only by the Thief.  The verdict
with the Ninja is that while most fighting classes do greater base damage
than this class, few nail bosses (most importantly the last one) quite like
this one.



*******************************************
*                                         *
* 3. Party Setups and other general hints *
*                                         *
*******************************************

PARTY SETUPS

The DS version of Final Fantasy III is more flexible than a controtionist
from the former Soviet bloc.  There are many different ways to play much
of the game, but some party setups at some times do a better job than
others.  The following is a party list I recommend for the various times
of the game.  Sort of explains itself, except the job shorthands are the
same as used in the tables.  Oh, when you see this: MK/VK it means I found
both roughly equal in terms of goodness.  Also, when you see this:
BM->EV->GE, start off as a Black Mage, liberally use the most powerful
spells, then switch to Evoker, and to Geomancer when you get sick of that.
GE->BM means to use the MP trick discussed in the hints section.

      1ST Char  2ND Char   3RD Char  4TH Char
#I       FR        -          -         -
#II      FR        -          -         -
#III     FR        FR         FR        FR
#IV      FR        FR         FR        FR
#V       WR        RM         WM        BM
#VI      WR        RM         WM        BM
#VII     WR        RM         WM        BM
#VIII    TH        RM         WM        BM
#IX      TH        RM         WM        BM
#X       TH        RM         WM        BM
#XI      TH        RM         WM        BM
#XII     WR        MK         WM        BM
#XIII    WR        MK         WM        BM
#XIV     WR        MK         WM        BM
#XV      WR        MK         WM        BM
#XVI     WR        MK         WM        BM
#XVII    WR        MK         WM        BM
#XVIII   WR        MK         WM        BM
#XIX     WR        MK         WM        BM
#XX      WR        MK/RM      WM        BM
#XXI     KN        SC         WM        BM
#XXII    KN        SC         RN->WM    GE->BM
#XXIII   TH        SC         RN        GE
#XXIV    TH        MK/VK      RN        GE
#XXV     TH        MK/VK      RN        GE
#XXVI    TH        MK/VK      RN        GE
#XXVII   TH        MK/VK      BA        GE
#XXVIII  DR        DR         BA        GE
#XXIX    TH        DR         BA        GE
#XXX     TH        RM         WM        BM
#XXXI    TH        RM         WM        BM
#XXXII   TH        VK         WM        BM
#XXXIII  TH        VK         WM->BA    BM->EV->GE
#XXXIV   KN        VK         WM        GE
#XXXV    KN        DR         WM/BA     GE
#XXXVI   KN        VK         WM->BA    BM->EV->GE
#XXXVII  KN        MK         WM->BA    BM->EV->GE
#XXXVIII KN        DK         BA        BM
#XXXIX   KN        DK         WM        BM->EV->GE
#XL      KN        VK         DV        SU
#XLI     KN        DR         DV        SU
#XLII    KN        NI         DV        SU
#XLIII   KN        NI         DV        SU
#XLIV    KN        NI         DV        GE
#XLV     KN        NI         DV        SU
#XLVI    KN        NI         DV        SU
#XLVII   NI        NI         DV        SG



GENERAL HINTS

* This one comes to us from Alex Baker (aka tkshredder).  It's the MP trick
  referenced to just above.  It seems to work well enough.  Here it is
  cut and pasted.

I've been playing the shit out of FF3 for DS recently, and I just stumbled
across your FAQ for it (been referencing the NES FAQ's up until now). I
looked for it, but couldn't find it, a little trick about conserving MP that
is totally awesome. Essentially, before you go into any dungeon, if you first
switch any party member to a magician class ( i.e., a White Mage), rest up at
an inn / bed / recovery point, and then switch classes to some non- magic using
class (i.e., Black Belt), then switch back to the White Mage (i.e., deep in the
dungeon, before the boss, and you're out of potions), you will still have all
the MP saved up. This is great for dungeons later in the game, and is just an
added health insurance plan for your party. This power / trick can be abused
for other magic using classes as well; the key point here is that you must
have some magic using class to begin with when staying at said inn / recovery
point.


* This another another MP trick.  It's really less a trick than it is smart
  use of MP.

When in a longer dungeon and you wish to use magic attack-oriented classes,
begin with a Black Mage.  Use their upper level spells quite liberally
(indeed, later on in the game, these will be the only Black magic spells that
will do significant damage).  When they start to run out, switch to an Evoker.
Use their magic like it's going out of style.  When that's all gone, or when
you're just sick of looking at a character with a dorky horn on their head,
switch to a Geomancer.  This is rendered fairly moot when you get the advanced
magic jobs with more higher level MP, but still what I like to do in the middle
parts of the game.


* Most classes can wield two weapons at once

Kind of a given I thought because the game gives you that option after
equipping your first weapon, more weapons appear available in the second hand.
However, don't get to negligent with shields, especially if you plan on use
the Knight's Defend, Viking's Provoke or the other classes' Guard commands.
Although nearly doubling your attack power is generally more desirable than
increasing your defense by 15%, I advise trying them every now and then.


* Fool the DS Clock

This is a well-known Wi-fi trick, but it's worth mentioning here.  When
making use of the Mognet, you're usually only allowed to send one message
an hour.  If you find this bothersome and wish to get around it in a small
fraction of the time, save the game and turn off the DS.  Turn it back on
and when the game selection screen comes up, don't go directly to the game,
select the system's settings instead.  Push the clock ahead an hour and
continue wi-fi-ing.


* Job Mastery Items/Legendary Blacksmith

This one isn't my doing.  This one come to us from Carlos Vidal and Penguin
Knight (who also to my knowledge was a significant contributor at the FFIII
Translation Wiki) and Pazzle, but Mr. Vidal gets the brunt of the credit.

WARNING: This walkthrough contains spoilers, if you have not aquired the
Earth Crystal and do not want plot elements ruined. Wait to read this!!!

The following is a list of all the quests involved with the Legendary
Blacksmith of Final Fantasy III. The rewards for the hard work involved in
this line of tasks includes the most powerful weapon in the game and each
job's master item, and piece of equipment awarded to those who reach Job
Lvl.99 in a profession (job).

Note: A certain amount of messages to other players via mognet are required
for recieving messages from the NPCs required to finish this line of
questing. If you are unable to recieve a reply from Sara, Takka, or Cid
after fulfilling the prerequisites the problem is most probably a lack of
communication between you and other players. THIS IS IMPORTANT!, so start
collecting those mognet codes!

Note: This quest line should be left until late game after you have aquired
The Invincible and defeated Doga/Unei to recieve the key to Syrcus/Crystal
Tower and the dreamworld Eureka.

Quest I: Sara's Pendant
Begin trading mail with Sara, princess of Sasune. Upon recieving her fourth
reply she asks the group to return to Sasune Castle and speak with her. Sara
informs you that her special pendant is broken and if you could find someone
capable of repairing the heirloom.

Take the pendant to Takka is the village of Kazus, he examines the pendant
but informs the group that its far beyond his abilities. You're now out of
luck.

Begin trading mail with Takka and Cid (the airship builder from early in
the game), upon recieving the fourth reply from Takka, he mentions a
legendary blacksmith! Travel to NW (Northwest) Saronia and on the right side
between the trees and the buildings should be a silver haired woman, she is
the Legendary Blacksmith.

The group and her converse and she agrees to fix the pendant, in return she
asks that if you are to ever run across a very rare metal known as Orichalcum,
that you bring it to her so she may work with it. In return she agrees to
give you whatever she is able to make from the metal. Pretty good deal.

Return to Castle Sasune and return the pendant to Sara (this isnt required,
but give the girl her treasure back lol).

Make sure to trade another mail with Takka for a fifth reply where he mentions
the Orichalum
--------------------------------------------

Quest II: Orichalcum
If you have been trading mail with Cid, good. When you recieve his fifth reply,
he tells you that his wife was scared by a monster that has taken up residence
in his basement. Its time for the heroes to investigate! Goto Cid's house in
Canaan and fight this dastardly creature.

Basement Creature: Aeon
Lvl - 42, HP - 10060, Gil - 3200, Exp - 10200

Aeon can strike twice per turn and can perform Earthquake which can do 1400-
1500 dmg to those with lower magical defense. Nothing to worry about.

When the creature is defeated it leaves behind an odd metal that the party
cannot identify, go back upstairs and talk to Cid. Cid reveals that it is in
fact the rare metal Orichalcum! Now you have the material, you need to get
back to the blacksmith...unfortunately she is nowhere to be found...

If you had been following the story and waited till you've aquired defeated
Titan and acquired the Earth crystal, then you're in good shape. If not, you
have to wait until you get to this point to continue.

In order to make the Smith appear again, you must open the door to the
Eureka that Doga and Unei gave you. Travel through the Ancient Ruins where
you fought Titan (its very straight foward), and once you get through the
Crystal Tower lies before you. Go inside the tower and go foward and up the
giant stairs and thru the central opening. Proceed foward and activate the
door, which begins the sequence. Congradulations, you've opened the door to
Eureka. This place is full of powerful items and the town at the end holds
the strongest magic for purchase in the game, proceed thru it if you wish,
I wont guide you thru it. (NOTE: But I will ~ArkFullofSorrow)

When you are ready to leave Eureka, Teleport out and go back thru the
Ancient Ruins to reach the outside world again. Board The Invincible and
proceed to Saronia, go a bit southwest thru a valley with no river (this is
rare in that area) and  follow it (hopping mountains along the way) to reach
the city of Falbagard. If everything has been done right, the Legendary Smith
appears in the town just right of the weapon shop. Talk to her.

The Smith will craft your Orichalcum into the Ultima Weapon (Sword, Atk 150
+15 all stats)! She will then tell you she must leave to continue her journey.
The smith now wanders.
---------------------------------

Quest III: Job Master Items
Once The Legendary Smith has given you your Ultima Weapon and sent wandering,
she will be able to reward you for reaching Lvl.99 in any job. Their is no point
in seeking her out unless you have reached this goal (you must repeat it every
time you want to recieve an item from her, she only gives one at a time), if you
haven't she will say something trivial and wander again to another town.

Thanks to Penguin_knight for this piece

When carrying out this seirie of forgings, the blacksmith actually randomly
travels around the world. Once you enter and leave a town, her position will be
re-randomized again. So, what you can do is to get a small airship, and travel
across two close towns that she frequents, until you found her.

One pair of places would be: Gysal village on the east of floating island and
the little hidden forest to the west of it (where you can meet with one mini guy
and two recovery springs). It's just a half an inch to the west, you won't miss
it.

Use airship to travel to and fro, and by some chance you'll see her appear in
either one place.

And remember, the character who is going to get the equipment has to be IN THE
TEAM.  For example, if you have a j.level 99 thief, that person has to be
changed
into a thief BEFORE you start talking to her. Otherwise she will not forge you
anything and then that encounter will end.

/end penguin contribution :P

The Legendary Smith's wandering locations (Thanks to Pazzle for this list,
remember however to look to Penguin's contribution to find her the easy way):

Ur, in the well
Sasune Castle, third floor east tower
Healing Copse, the grove where you land before entering the gnome village
Village of the Ancients, Inn
Gyshal, Chocobo Pen
Dwarven Hollows, entrance to Subterranean Lake
Replito, inside the northernmost house
Saronia Castle, second basement level
Doga's Village, central island
Ancient Ruins, Inn


* Get the Onion Knight, if you want to

This tip comes to us from Rob Meyers.

Hey man, loved the FAQ you wrote. Here's how to get Onion Knight:

You must send mail to all 6 people in the moggle list and one person using the
moghouse (wifi)

You then must send Topapa 3 more mails until he talks about kids of Ur getting
lost in the cave, the first cave you start in.

Walking in leads to a fight with some Bomb monsters and the kids reward you
with something they found "Onion Knight"

/Meyers

I recommend doing this even if you don't use the job at all.  I mean, you get
pretty much the entire FF3 Famicom plot, or at least the best parts of it
(four boys dropping into a well - cute little Onion Kids).  Moreover, the
guy said he loved the FAQ I wrote, and I feel compelled to include this
within in guide.


* Easy level-ups for Job Skill Level

This is pretty much common knowledge by now, but... A cheap, easy, but dull
and time consuming way to increase you guys' job levels is to just keep
selecting Defend while in battle.  Do this about a half dozen times to gain
a job level. Best done against enemies much weaker than your party.  Not
something I believe is necessary, but if you're doing a low-level quest or
something to that effect, you might as well give this a try.


* The Iron Giant

I don't have a strategy for fighting it yet, as I haven't got to this yet.
I will in the next edition of the guide.  Once again, this is common
knowledge: Get four emails from the four Old Men and Four from Prince
Allus.  The fourth from the Prince will tell you how to find the place you
can find the Iron Giant.



*********************
*                   *
* 4. Monster Charts *
*                   *
*********************

Beastiary.  Shows information about enemies.  The info will be displayed
in the following order:

Number Name / Location / Level / HP / Attack / Defense / Gil / Exp
(Noteworthy items dropped and stolen.  Common items found in stores will not be
listed. I don't consider them noteworthy.  Many enemies -rarely- have Phoenix
Downs to drop/steal along with more disposable items like Potions and Antidotes.
These won't be mentioned either.  A distinct majority of the earlier enemies
drop all sorts of those bought common items.)
- Personal comments and notes.  Some are useful (like weaknesses) some are not
 (I may go on about how ugly they are or something).  Will I go through the
 trouble to make comments about all? Read on to find out.

Here, EXP is total cumulative EXP.  It will be divided among all surviving
characters, whereas in the boss explanations above, EXP totals assumed all
four characters were alive unless otherwise noted.

Items include stuff stolen, there's probably other things they can drop and
steal.  Maybe I'll include a full list, but this is what I found, usually
with a skilled (skill level 30-90 Thief).

This deserves a special mention: much of this info is found is the game's
Beastiary visited via a man in Gysahl, I did lift the template from it right
from the FF3 Translation Wiki (http://ff3trans.pbwiki.com/).

Oh, and the location is sometimes shortened to the guide's abbreviations in the
interest of space saving.  (for example, Sasune Castle becomes III)

Finally, stats are not the sole resource for determining the strength of an
enemy: much of an enemy's damamge from attacks, and damage they take from
attacks come from their Strength and Vitality numbers which are not known to
me at this time.  Think of the ATK and DEF totals as equipment statistics
or something.


1 Goblin / Altar Cave  / LV 1 / 7 HP / 6 ATK / 6 DEF / 10 Gil / 1 EXP
(NA)
- Goblins are Goblins.  Mkay?

2 Carbuncle / Altar Cave / LV 1 / 10 HP / 6 ATK / 6 DEF / 5 Gil / 2 EXP
(NA)
- Treat them like Goblins

3 Eye Fang / Altar Cave / LV 1 / 11 HP / 7 ATK / 6 DEF / 7 Gil / 3 EXP
(NA)
- Better level up a level before confronting this in a cave

4 Blue Wisp / Altar Cave / LV 1 / 14 HP / 7 ATK / 6 DEF / 10 Gil / 4 EXP
(NA)
- More bang for your back as far as Altar Cave monsters are concerned.  I still
wouldn't go hunting for them, though.

5 Killer Bee / Around Ur / LV 2 / 18 HP / 8 ATK / 6 DEF / 12 Gil / 12 EXP
(NA)
- They sometimes hit to cause poison status.  Weak against Wind.

6 Werewolf / Around Ur / LV 3 / 24 HP / 9 ATK / 6 DEF / 14 Gil / 12 EXP
(NA)
- This is pretty much the reason you save the instant you're brought to the
  outdoors.  If you encounter one of these bad boys with one level 3 character,
  you're a sucker bet.

7 Berserker / Around Ur / LV 4 / 28 HP / 11 ATK / 6 DEF / 22 Gil / 14 EXP
(NA)
- Insert Werewolf explanation here.

8 Red Wisp / III, IV / LV 5 / 39 HP / 12 ATK / 10 DEF / 18 Gil / 70 EXP
(NA)
- Weak against Holy/Restorative elements.  Note how it doesn't say Fire.  Also
  note the steeper curve in the growth of the statistics of the enemies.

9 Dark Eye / III, IV / LV 5 / 43 HP / 12 ATK / 10 DEF / 20 Gil / 95 EXP
(NA)
- Weak against Holy/Restorative elements.

10 Zombie / III, IV / LV 6 / 47 HP / 14 ATK / 10 DEF / 22 Gil / 100 EXP
(NA)
- Weak against Holy/Restorative elements.

11 Mummy / Sealed Cave / LV 6 / 52 HP / 15 ATK / 10 DEF / 24 Gil / 100 EXP
(NA)
- Weak against Holy/Restorative elements.  Note that the enemies marked with
  'Sealed Cave' in their location boxes can also be found in the mine in the
  northeast of Kazus.

12 Skeleton / Sealed Cave / LV 6 / 57 HP / 14 ATK / 10 DEF / 26 Gil / 105 EXP
(NA)
- Weak against Holy/Restorative elements.

13 Cursed Copper / Sealed Cave / LV6 / 42 HP / 14ATK / 10 DEF / 52 Gil / 105EX
(NA)
- Weak against Holy/Restorative elements.  Come to think of it, undeads are
  probably not especially weak against Restorative stuff.  It just hurts them
as much as it heals others.  Also, this particular enemy is, as you might
expect,
  a good Giller.

14 Larva / Sealed Cave / LV 6 / 44 HP / 15 ATK / 10 DEF / 30 Gil / 120 EXP
(NA)
- Weak against Holy/Restorative elements.

15 Shadow / Sealed Cave / LV 7 / 66 HP / 15 ATK / 10 DEF / 32 Gil / 120 EXP
(NA)
- Weak against the standard undead fare.  It's about now when most people say
  the game's initial 'OGM HARWD' challenge fades away as level seven monsters
  hit only a notch harder than those at level three.

16 Revenant / Sealed Cave / LV 7 / 70 HP / 14 ATK / 10 DEF / 34 Gil / 130 EXP
(NA)
- Weak against Holy/Restorative.  Didn't give us nearly as much trouble as they
  did in the Famicom days.

17 Firefly / Dragon's Peak / LV 9 / 92 HP / 17 ATK / 15 DEF / 36 Gil / 130 EXP
(NA)
- Weak against Wind and Ice.  Again, the game takes a noticable upturn in
  difficulty, although so have you.  Dragon's Peak is also not the greatest of
  places to build levels,

18 Helldiver / Dragon Peak / LV 8 / 120 HP / 17 ATK / 15 DEF / 38 Gil / 130 EX
(NA)
- Weak against Wind,

19 Rustbird / Dragon's Peak / LV 9 / 135 HP / 18 AT / 15 DEF / 40 Gil / 150 EX
Has Phoenix Downs to drop/steal
- Weak against Wind.  The rarest enemy in this area, I think.  Be sure to snatch
  a Down from them if you have the chance.  If not, then don't worry about it.
  They also hit to petrify.

20 Rukh / Dragon's Peak / LV 9 / 155 HP / 19 ATK / 15 DEF / 42 Gil / 150 EXP
(NA)
- Weak against wind.  They hit to cause petrification.

021 Basilisk / Near Tozus / LV 9 / 100 HP / 18 ATK / 15 DEF / 44 Gil / 150 EXP
(NA)
- Better off leveling up against these enemies neat Tozus.

22 Bugbear / Near Tozus / LV 9 / 110 HP / 20 ATK / 15 DEF / 46 Gil / 180 EXP
(NA)
- They're not a tough as they look, really.

23 Mandrake / Near Tozus / LV 9 / 120 HP / 19 ATK / 15 DEF / 48 Gil / 180 EXP
(NA)
- Being an ugly plant thing, they're weak against Fire.

24 Leprechaun / Tozus Path / LV 9 / 142 HP / 16 ATK / 15 DEF / 52 Gil / 200 EXP
(NA)
- It wouldn't be such a bad idea to build levels against these guys because they
  are quite easily nuked with magic, but you'll have to be mages to do this, an
  unhappy prospect if there ever was one.

25 Dark Face / Tozus Path / LV 9 / 168 HP / 16 ATK / 15 DEF / 53 Gil / 200 EXP
(NA)
- See previous comments here.

26 Petit / Nepto Temple / LV 9 / 103 HP / 15 ATK / 15 DEF / 54 Gil / 200 EXP
(NA)
- Given the meager stats, I'd say this is an even better place to build up a
  little, but these guys throw annoying magic spells at you, which at this
  point the game are likely quite powerful.

27 Poison Bat / Nepto Temple / LV 9 / 98 HP / 15 AT / 15 DEF / 56 Gil / 220 EX
(NA)
- Weak against wind, although don't let this goad you into using a valuable Aero
  cast against it.  They're not as troublesome as the Petits.

28 Liliputian / Nepto Temple / LV10 / 118 HP / 17 AT / 15DEF / 58 Gil / 220 EX
(NA)
- Like the Petit, these brats will sometimes throw magic your way.  Rid yourself
  of them reasonably (this means no -ara casts) as soon as possible.

29 Wererat / Nepto Temple / LV 10 / 130 HP / 18 AT / 15 DEF / 60 Gil / 220 EXP
(NA)
- I tend to forget whether or not this enemy has a poison attribute to their
  attacks.  I'm guessing so.  Otherwise, they're not too much of an issue, but
  their HP is a tad high for going up against a team of shorties.

30 Blood Worm / Nepto Temple / LV11 / 165 HP / 22AT / 15 DEF / 62 Gil / 240 EX
(NA)
- As before, not alot of trouble, but HP, a tad high, not nothing a couple of
  staff uses won't fix.

31 Killer Fish / Inner Sea / LV 13 / 135 HP / 22 AT / 16 DEF / 64 Gil / 240 EX
(NA)
- Weak against Thunder.  Not like that keeps it from being any less annoying
  than a typical Final Fantasy sea enemy.

32 Hermit / Inner Sea / LV 13 / 173 HP / 22 AT / 16 DEF / 66 Gil / 240 EXP
(NA)
- Weak against Thunder.  I'm pretty sure these guys are theo nes with the
  paralysis attribute to their attacks, but don't quote me on that.

33 Sea Elemental / Inner Sea / LV12 / 155HP / 22AT / 16 DEF / 67 Gil / 250 EXP
Various oddball items can be stolen and dropped, especially Antarctic Winds
- Weak against Thunder.  Looks like a crude tornado, but if you're planning on
  doing one of those strange challenges that involve oddball items, this is one
  cyclone you'd better get used to seeing.  Better skill up your Thief because
  they also have Potions (weak).

34 Tangie / Inner Sea / LV 13 / 225 HP / 24 ATK / 16 DEF / 68 Gil / 250 EXP
Various oddball items are stolen from these guys as well, mostly lower elemental
items.  They also have Tranquilizers.  Oh, and Potions as well.  Guess which is
most common.
- Weak against lightning.  They will also sometimes attempt to put your guys to
  sleep, and this is annoying when it works.  Yeah, the bit about the oddball
  items can be repeated here.

35 Sahagin / Inner Sea / LV 13 / 190 HP / 22 ATK / 16 DEF / 70 Gil / 250 EXP
Again, with the oddball stuff.  I've never gotten anything but a Potion or
Antarctic Wind from them, though.
- Weak against Thunder.  Not as annoying as they are in Final Fantasy, but
  still quite a nuiscance.

36 Parademon / FC South Side / LV16 / 245HP / 27ATK / 16DEF / 72Gil / 270EXP
These guys hold arrows.  Single arrows.  Screw 'em.
- Weak against Fire.  Stupid ugly plant thing.  Attempts to add paralysis with
  their attacks.

37 Griffon / Around Tokkle / LV 6 / 230 HP / 15 ATK / 8 DEF / 40 Gil / 130 EXP
They seem to have a diverse range of oddball items to take as well.
- Weak against Wind.  Remember when you first fought this guy to get that sword?
  Now they're not so tough.  In fact, now they're pretty much just taking up
  your time.

38 Lynx / FC, South Side / LV 16 / 265 HP / 27 ATK / 16 DEF / 76 Gil / 270 EXP
(NA)
- If case you haven't realized, the strength of the enemies has taken a
  noteworthy upturn.  Althuogh you should be able to handle this without that
  much trouble.

39 Hornet / FC, South Side / LV 15 / 260 HP / 25 AT / 16 DEF / 78 Gil / 300 EX
(NA)
- Weak against Wind.  A better source of EXP than most of the enemies around
  here, and I don't think they're poisonous to the touch like their palette-
  swapped counterpart.

40 Knocker / Near Tokkle, Owen / LV13 / 131 HP / 23 AT / 16DEF / 80Gil / 300EX
I have seen them drop Zues's Wraths and Potions.  I'm sure other oddball items
are waiting in the wings for those curious enough to try to get them.
- An even better enemy for EXP hunting.

41 Flyer / Near Tokkle, Owen / LV12 / 139 HP / 23 AT / 16 DEF / 82 Gil / 300EX
(NA)
- Weak against Air.  Another good target for EXP hunting before you enter the
  Tower of Owen.

42 Lizardman / Near Tokkle, Owen / LV13 / 155HP / 24AT / 16DEF / 84Gil / 320EX
(NA)
- Weak against Thunder.  You know, usually enemies out of the way are those most
  worth hunting.  At least that would give me a good reason to go out of my way.
  Who is going to fight Lynxes if Lizardmen, although giving less job points
  are weaker and more generous with Gil/EXP and hanging around areas you'll be?

43 Gorgon / Near Tokkle, Owen / LV13 / 145 HP / 24ATK / 16 DEF / 86Gil / 320EX
(NA)
- I remember nothing about them, except that I fighted a bunch of them.  Just
  another encounter.

44 Red Cap / FC, East Side / LV 18 / 252 HP / 31 ATK / 16 DEF / 87 Gil / 320EX
I remember getting a Zues's Wrath or two from them.  And some Potions.
- An enemy you're better of completely bypassing.

45 Barometz / FC, East Side / LV 18 / 264HP / 31 ATK / 16 DEF / 88 Gil / 330EX
(NA)
- Weak against Fire.  An enemy you're likely better of completely bypassing.
  Oh, and they can paralyze upon attack.

046 Slime / FC, East Side / LV 17 / 240 HP / 28 AT / 16 DEF / 90 Gil / 330 EXP
I've stolen an Antarctice Wind and a Zues's Wrath from Slimes I believe.
Certainly there are other oddball items to be found.
- Weak against Fire.  Why can't they at least be as adorable as a Dragon Quest
  Slime?

47 Tarantula / FC, East Side / LV18 / 240 HP / 31AT / 16DEF / 92 Gil / 330 EXP
(NA)
- Weak against Fire.  Another reason to avoid battles on the East Side.  No,
  not because the gangs there throw down, although they do, and they also
  represent, but man are they not worth it.

48 Cuphgel / FC, East Side / LV 18 / 240 HP / 31AT / 16 DEF / 94 Gil / 360 EXP
(NA)
- Why are these enemies so statistically similar?  Granted, some differences
  would likely arise should other factors be taken into consideration like
  agility and ugliness, but I don't have access to such essential, empirical
  information now, do I?  Because if I did, man that'd be a lot of typing,
  which I'd probably do, but it'd take quite a while.

49 Pugman / Tower of Owen / LV14 / 171 HP / 27 AT / 17 DEF / 96 Gil / 360 EXP
Well hey have Maiden Kisses which are immidately useful I guess.
- Finally back to enemies you're encountering regularly.  Other than that, I
  can't say as though I remember a single thing about them.  I remember them
  having a couple of magic spells, but I had to search by the Tower of Owen
  intro text to see that.

50 Far Darrig / Tower of Owen / LV14 / 177 HP / 25AT / 17 DEF / 98Gil / 360 EX
(NA)
- No comment.

51 Blood Bat / Tower of Owen / LV 14 / 208HP / 27 AT / 17DEF / 100Gil / 380 EX
(NA)
- Weak against Wind.  They ain't so tough.

52 Petit Mage / Tower of Owen / LV13 / 196HP / 23 AT / 17DEF / 101Gil / 380 EX
Drop Gold Needles, relevant because...
- They hit to petrify.  They also have -ara level spells which hurt quite a
  bit at this point in the game, so try to keep your HP up in anticipation
  of getting rocked with such a spell quickly.

53 Fury / Tower of Owen / LV 16 / 216 HP / 29 ATK / 17 DEF / 102 Gil / 380 EXP
(NA)
- Weak against Wind.  Kind of a rarer enemy, I think.  Appears alone which
  is interesting because they're only about as strong as those enemies who
  appear in clans.  Kinda high attack, though.

54 Aughisky / Tower of Owen / LV 15 / 235 HP / 28AT / 17DEF / 105 Gil / 400 EX
(NA)
- They can hit to cause slience and if two or three of them attack the same
  character, they're probably done for.

55 Bomb / Underground Lake / LV 16 / 315 HP / 31 AT / 19DEF / 110 Gil / 400 EXP
Steal Bomb Arms from them, a remarkably strong item for this point in the game.
However...
- They can also do upwards of 500 damage when they blow up.  Doing the pilfer
  thing runs this risk.  Also, they're weak against Blizzard.

56 Manticore / Underground Lake / LV17 / 375HP / 32AT / 19DEF / 112 Gil / 400 EX
(NA)
- They can use Blizzard-based attacks on you.  Don't put that Ice Armor on just
  yet.  They can also hit to petrify.

57 Stalagmite / Underground Lake / LV17 / 284 HP / 30AT / 19DEF / 115Gil / 400EX
(NA)
- You have a chance of getting stoned when they attack you.

58 Sea Devil / Underground Lake / LV 17 / 339 HP / 31AT / 19DEF / 116Gil / 450EX
You can take Antarctic Winds from them.
- Weak against Thunder.  A thougher enemy than most here, see.

59 Merman / Underground Lake / LV17 / 296 HP / 31 AT / 19 DEF / 118 Gil / 450 EX
(NA)
- Weak against Thunder.

60 Ruinous Wave / U-ground Lake / LV18 / 296HP / 30AT / 19DEF / 120Gil / 450EXP
You can also take Antarctic Winds from these guys as well.
- Weak against Thunder.  Just toss some bolts at these things and move on.

61 Balloon / Molten Cave / LV 18 / 386HP / 33 ATK / 19DEF / 120 Gil / 450 EXP
Snatch Right Arms from these guys if you're up for it and able/skilled enough.
- Weak against Ice.  I don't think these guys explode like their red
  counterparts encountered in the Subterranean Lake.

62 Myrmecoleon / Molten Cave / LV 19 / 494 HP / 35 AT / 19 DEF / 130 Gil / 494EX
(NA)
- Probably more trouble than they're worth.  Only enemy in the cave not weak
  against Blizzard.

63 Crocotta / Molten Cave / LV19 / 500 HP / 35 ATK / 19 DEF / 135 Gil / 500 EXP
I've gotten one Sheep Pillow item in the game, and I know it was from this guy.
Too bad I didn't save or anything, although it's not a particularly useful item
or anything like that.
- Weak against Blizzard.  Quick suckers.  Hurry up and use your Ice Staves on
  them, although by the time the mages get around to this, they'll have already
  done their damage.  Hmmm.

64 Adamantoise / Molten Cave / LV 21 / 800 HP / 40 AT / 19 DEF / 270Gil / 700 EX
You can steal Antarctic Winds from them nd use it on them!  I also believe I saw
him leave a Bacchus' Cider, but don't quote me on that one.
- Weak against Blizzard.  You know, with that big old turtle shell on its back,
  you'd think the DE Fwould be a little higher, as is per usual with hard-backed
  enemies.  Oh well, not that I'm complaining or anything.

65 Red Marshmallow / Molten Cave / LV18 / 510HP / 34 AT / 19DEF / 140Gil / 500EX
(NA)
- Weak against Ice.  You'd also think that these gel-like creatures would suck
  up physical attacks better than other enemies in the area, as is the usual
  Final Fantasy fare, but lo, otherwise.

66 Pharoh / Hein's Castle / LV 20 / 580 HP / 41 ATK / 19 DEF / 145 Gil / 600 EXP
(NA)
- Weak against Holy.  They hit to confuse sometimes.

67 Lemur / Hein's Castle / LV 19 / 752 HP / 38ATK / 19 DEF / 150 Gil / 600 EXP
(NA)
- Weak against Holy.  Also, umm, Lemur?  Does this spiral, tornado thing look
  like some hairy animal?

68 Lamia / Hein's Castle / LV 23 / 840 HP / 44ATK / 19 DEF / 310 Gil / 840 EXP
(NA)
- Has the ability to attempt to put your characters to sleep.  I wish I could
  say something more interesting, but damn, only appears alone isn't exactly
  more interesting.

69 Demon / Hein's Castle / LV 23 / 742 HP / 45 AT / 19 DEF / 318 Gil / 1008EXP
These guys drop arrows, at least I think they do.  They dropped quite a bit in
the Famicom days and I'm just going to assume they still do.
- Weak against Holy.  I've nothing more to add.

70 Dullahan / Hein's Castle / LV23 / 1000HP / 48AT / 19DEF / 320 Gil / 1008EXP
(NA)
- 1008 strikes me as an odd grand total for EXP.  I know it's divisible by four,
  but it's still awkward.  Oh, and these gals gets two attacks as they only
  appear alone.

71 Anett / Outer Sea / LV 14 / 268 HP / 25 ATK / 19 DEF / 100 Gil / 400 EXP
You can steal Antarctic Winds from them as well as Potions.  mostly Potions.
- Weak against lightning.  Oh now we're taking this step backwards in the
  enemy strength lexicon, to areas of the Beastiary book you likely filled
  a while ago?  Fine, lte's make this quick and painless.

72 Mermaid / Outer Sea / LV 15 / 364 HP / 25 ATK / 19 DEF / 123 Gil / 450EXP
You can also steal Antarctic Winds from them.
- Weak against Lightning.  I believe they're also kinda fast, so unless you're
  facing them after you've toppled Hein, expect to get poked.

73 Seahorse / Outer Sea / LV 14 / 278 HP / 25 ATK / 19 DEF / 119 Gil / 450EXP
You can also steal Antarctic Winds from these guys.
- Weak against Thunder.  Moving right along...

74 Sea Serpent / Outer Sea / LV 17 / 530HP / 30AT / 19 DEF / 406 Gil / 700EXP
You can also steal (you guessed it) Antarctic Winds from these guys.
- Weak against Thunder.  These guys are pretty tough and get two turns per
  round, so watch out for that.

75 Cocatrice / Cave Of Tides / LV 20 / 890HP / 44AT / 19DEF / 185Gil / 800EXP
These guys have Golden Needles.  Use them to fix that gradual petrification
thing they do.
- Gradual petrification, they inflict.

76 Poison Toad / Cave of Tides / LV19 / 800HP / 40AT / 19DEF / 190Gil / 900EXP
(NA)
- They can poison upon physical contact, and they're weak against lightning.

77 Twin Heads / Cave of Tides / LV 19 / 910HP / 42AT / 19DEF / 195Gil / 900EXP
(NA)
- No comment.

78 Roper / Cave of Tides / LV 20 / 815 HP / 43 ATK / 19 DEF / 200 Gil / 900EXP
This is the weakest enemy you can steal oddball items for -aga level elemental
spells.  I've also gotten a Turtle Shell from these guys.

79 Agariarept / Cave of Tides / LV21 / 930HP / 45AT / 19 DEF / 210 Gil / 930EX
(NA)
- Weak against Thunder.  For some reason, my mind is telling me to add that
  this enemy attempts to add either petrification or paralysis with their
  physical attacks, but don't quote me on that.

80 Darklegs / Sewers / LV 22 / 940 HP / 41 ATK / 20 DEF / 240 Gil / 1000 EXP
(NA)
- Weak against Fire.  The Amur Sewers are home to some boring monsters, so
  don't except golden commentary.

81 Gigan Toad / Sewers / LV 20 / 838 HP / 41 ATK / 20 DEF / 230 Gil / 1000 EXP
(NA)
- Weak against Lightning.  Interesting thing here is that they're not very
  large in size, although the Gigan up there gives that impression.  They
  can also poison upon attack.

82 Twin Liger / Sewers / LV 22 / 960 HP / 43 ATK / 20 DEF / 240 Gil / 1100 EXP
(NA)
- No comment.  See, I told you twas gonna be dull.

83 Stroper / Sewers / LV 21 / 1100 HP / 41 ATK / 20 DEF / 250 Gil / 1100 EXP
(NA)
- Weak against Thunder.

84 Black Flan / Around Amur / LV22 / 880 HP / 44AT / 20DEF / 260Gil / 1100 EX
I know I've swiped an -aga oddball item or two fron these creatures.  Failing
that, get a Hi-Potion.
- Weak against Fire.  Again, don't rush into this battle thinking their defense
  is ironclad.  Also, they can attempt to turn your guys into frogs.

85 Hellgaroo / Around Amur / LV 22 / 888 HP / 44AT / 20DEF / 260 Gil / 1250 EXP
(NA)
- Fricking annoying dino-things.  Can cast Blind, hence the annoyance.

86 Vulcan / Around Amur / LV 26 / 2200 HP / 50 AT / 20 DEF / 560 Gil / 1750 EX
I've stolen some Bomb Fragments... and a Silence Seal from Vulcans.
- Weak against Ice.  A fairly troublesome enemy, but not to much so.  Gets two
  turns per round, and no, that fire spitting attack isn't nullified with Ice
  Armor.  Slow as sin, though, if I remember correctly.

87 Dracrotta / Around Amur / LV 23 / 1050 HP / 44AT / 20DEF / 290 Gil / 1250EX
(NA)
- Weak against Ice and hit to cause Sleep status.

88 Magician / Around Amur / LV 23 / 1040HP / 43 AT / 20DEF / 300 Gil / 1400 EX
Has interesting stuff to steal.  First, they have Chocobo's Wraths and Shining
Curtains.  They also carry Heavenly Wraths as well.  Even if you get the worst
item, it's a Hi-Potion, a very use item at this point in the game, so set to
swiping.
- Has -ara magicks.  No kidding, this is a Magician.

89 Lost Gold / Goldor's Manor / LV23 / 928 HP / 38AT / 22DEF / 310 Gil / 1400 EX
(NA)
- You'd think roaming coins made of gold would give more than 3 percent more
  money than monsters you just encountered outside not made of gold.  The
  enemies in here are pretty boring.

90 Gold Eagle / Goldor's Manor / LV23 / 935 HP / 43 AT / 22DEF / 320Gil / 1400EX
(NA)
- Not even weak against wind, although who really cares about Aero-related
  weaknesses at this point in the game?  You're not using a Dragoon or a White
  Mage are you?

91 Gold Warrior / Goldors Manor / LV24 / 1130HP / 47AT / 22DEF / 330Gil / 1500EX
(NA)
- I guess they're a little stronger than most enemies found here.  But not more
  than negligably so.

92 Gold Bear / Goldor's Manor / LV24 / 1090 HP / 49ATK / 22DEF / 340Gil / 1500EX
(NA)
- Break?  Hahahahahaha oh wait what if it lands?

93 Gold Knight / Goldors Manor / LV25 / 1100HP / 48ATK / 22DEF / 350Gil / 1500EX
(NA)
- I told you the enemies in here are pretty boring.

94 Nightmare / Goldor's Manor / LV25 / 1120HP / 48ATK / 22 DEF / 360Gil / 1900EX
(NA)
- I'm pretty sure there's something unique about this enemy, but I just don't
  remember/care at the current moment.

95 / H-garoo Mage / Saronia Area / LV25 / 1093HP / 49AT / 22DF / 370Gil / 1400EX
(NA)
- Jut as annoying as their palette-swapped counterpart, maybe moreso with that
  magic they've got (-ara spells).

96 Needle Monkey / Saronia Area / LV25 / 1100HP / 48AT / 22DEF / 380Gil / 1400EX
Has several effect-related oddball items, the only way I know to recieve a Shell
Breaker is from the Needle Monkey.  Also has Hi-Potions and Black Holes.
- For some reason, I want to say they add paralysis effects with their physical
  attacks, but don't quote me on that.

97 Catoblepas / Saronia Area / LV26 / 1260HP / 54ATK / 22DEF / 390Gil / 1600 EXP
You can recieve Golden Neeldes from them, especially useful for this monster.
- Look at that thing.  I actually feel kind of bad for it, practically hanging
  limp, helpless and appearing to be suffering.  Then he attacked me and did
  more damage than any other regular enemy's regular attack and turned me to
  stone.  This is one dead enemy says I.

98 Sorcerer / Saronia Area / LV25 / 1270 HP / 51 ATK / 22DEF / 400Gil / 1600 EXP
You can snatch Arctic Winds from these guys.. As well as Hi-Potions.
- Imagine Magicians if their stats were slightly higher and they knew Blizzaga.
  This is what you've got, a Sorcerer.

99 Sand Worm / Saronia Area / LV26 / 1290HP / 53ATK / 22DEF / 420Gil / 1920 EXP
(NA)
- These guys can blind with their physical attacks.  Mix these guys with the
  possibly stunning Needle Monkeys and the definately stoning flying cows and
  you've got yourself an annoying effect battle fest.

100 Frost Fly / Sky / LV28 / 1200 HP / 54 ATK / 23 DEF / 430 Gil / 1920 EXP
These things have bene known to drop Arctic Winds.  And Hi-Potions.
- Weak against Fire and Wind.  They sky enemies appear only sparcely, and
  they die the instant a spear touches them, pretty much.  Of course I
  would not right away switch to a Dragoon just for sky monsters.

101 Shimruge / Sky / LV28 / 1220 HP / 55 ATK / 23 DEF / 450 Gil / 2080 EXP
(NA)
- Weak against Wind.

102 Harpy / Sky / LV30 / 1650 HP / 56 ATK / 23 DEF / 460 Gil / 2080 EXP
(NA)
- Weak against Wind.  Yawn.

103 Gargoyle / Sky / LV 28 / 1240 HP / 56 ATK / 23 DEF / 470 Gil / 2400 EXP
(NA)
- Weak against Wind.  If two of these guys come at you at once, the rewards
  have very good potential for this part of the game.

104 / Chimera / Sky / LV 28 / 1250 HP / 57 ATK / 23 DEF / 475 Gil / 2400 EXP
(NA)
- Not weak against wind.  Even more annoying typing about them than it is
  fighting them.

105 Demon Horse / Circle Cave / LV29 / 710HP / 36 AT / 23DEF / 480 Gil / 2640EXP
(NA)
- My are those stats low, but... so are yours.  This means that if any two
  attacks land on the same character at regular levels and they haven't been
  healed in between, they're done for.

106 Rock Gargoyle / Circle Cave / LV29 / 720HP / 36AT / 23DEF / 490Gil / 2640EXP
Steal Bomb Arms from them.
- Weak against Wind.

107 Bovian / Circle Cave / LV29 / 730 HP / 36 ATK / 23 DEF / 500 Gil / 2640 EXP
(NA)
- Just another envounter.

108 Dread Knight / Circle Cave / LV29 / 740HP / 36AT / 23DEF / 510Gil / 2800EXP
(NA)
- Also just another encounter.

109 Mage Flyer / Circle Cave / LV28 / 680 HP / 36ATK / 23DEF / 520Gil / 2880 EXP
(NA)
- Weak against Wind.  Has -ara spells and I'm pretty sure Blizzaga.

110 Noogle / Underwater / LV30 / 1210HP / 56AT / 24DEF / 540Gil / 2880EXP
(NA)
- Weak against Thunder.

111 Abtu / Underwater / LV 29 / 1128 HP / 54 ATK / 24 DEF / 550 Gil / 2880 EXP
(NA)
- Weak agaunst Thunder.  The hell kind of a name is Abtu anyway?  Unless it's
  actually the name of some fish I'm not aware of or a mistranslation.

112 Sea Dragon / Main World Sea / LV27 / 2550HP / 57AT / 24DF / 1120Gil / 4680EX
(NA)
- Weak against Thunder.  Although this is an enemy I don't exactly ever
  recommend encountering (because I don't recommend ever sailing above water in
  the Main World), and if/when you are first able to, you do, it may be a tad
  much, I highly recommend fighting a Sea Dragon if you run into them.  That EXP
  total simply cannot be denied.

113 Kagura / Underwater / LV29 / 1143 HP / 54 ATK / 24 DEF / 580 Gil / 3120EXP
(NA)
- Weak against Thunder.

114 Charybdis / Underwater / LV 30 / 1350HP / 57AT / 24DEF / 600 Gil / 3120 EXP
(NA)
- Weak against Thunder.  Don't worry, the boring-ass underwater monsters are
  no longer now.

115 Dozemare / Sunken Cave / LV31 / 1650HP / 58ATK / 24DEF / 780 Gil / 4400 EXP
(NA)
- Weak against Wind.  The entire Sunken Cave is a trove for enemies with high
  reward:risk ratios.  The Dozemares are no exception.

116 Sea Witch / Sunken Cave / LV31 / 1660HP / 58ATK / 24DEF / 800Gil / 4800 EXP
Carries Arctic Winds, Turtle Shells and Raven Yawns (also Hi-Potions).
- Weak against Thunder.  I wanna say they also have some spells as well.

117 Killer Hermit / Sunken Cave / LV31 / 1680HP / 59AT / 24DEF / 820Gil / 4800EX
Carries Arctic Winds and probably other stuff, like Hi-Potions.
- Weak against Thunder.

118 Ologhai / Sunken Cave / LV30 / 1415HP / 58ATK / 24 DEF / 840 Gil / 4800 EXP
Also carries Arctic Winds and probably other stuff, like Hi-Potions.
- Weak against Thunder.

119 Kelpie / Sunken Cave / LV30 / 1420HP / 58ATK / 24 DEF / 850 Gil / 5600 EXP
Also carries Arctic Winds and other stuff.  I'm beginning to think all the
enemies in this place have the save Drop code or something, as they probably
did in the NES version, although I've yet to get a Raven's Yawn from anybody
but a Sea Witch here, from whom I've gotten two.
- Weak against Thunder.  One of the highest EXP/HP ratios in the game, at
  about 4/1.  Knock these suckas down.

120 Aegir / Sunken Cave / LV31 / 1740 HP / 58 ATK / 24 DEF / 860 Gil / 5600EXP
Insert Arctic Wind/Hi-Potion thing here.
- Weak against Thunder.  I also want to add some kind of other effect with
  this guy's attacks, like paralysis or petrification, but don't quote me
  on that one.

121 Kyklops / Catacombs / LV32 / 1580HP / 66AT / 24DF / 720 Gil / 4000EX
You can swipe Heavenly Wraths for them.
- No comment.

122 Boss Troll / Catacombs / LV32 / 1600HP / 66AT / 24DF / 740 Gil / 4000 EXP
You can steal Bomb Arms from them.  You can also recieve Tranquilizers from
these guys.
- No comment.

123 Fachan / Catacombs / LV32 / 1620 HP / 65 ATK / 24 DEF / 745 Gil / 5600 EXP
You can swipe Heavenly Wraths from them.
- Why is it that an enemy probably a smidge less powerful than a palette-swap
  of itself is worth much mroe in the way of EXP?  Not that I'm complaining
  or anything.

124 Cenkos / Catacombs / LV32 / 4000 HP / 69 ATK / 24 DEF / 1500 Gil / 6600 EXP
You can swipe Arctic Winds from them as well.
- They have a weakness against Thunder.  Or save them for the Iron Giant.
  Doesn't matter to me.  Also, this monster can have up to three turns
  and I'm pretty sure hits to cause blindness.

125 Balor / Catacombs / LV 32 / 1660 HP / 65 ATK / 24 DEF / 760 Gil / 4400 EXP
They have Arctic Winds for the taking.
- This is an splitting enemy (physically attack it with a weapon other than a
  Dark Sword and it divides assuming it's not dead or asleep or paralyzed).

126 Dira / Temple of Time / LV33 / 5000 HP / 73 ATK / 25 DEF / 610 Gil / 3280 EX
(NA)
- Weak against wind.  This enemy has struck me as a long, arduous waste of time.

127 Chimera Mage / Time Temple / LV33 / 1540HP / 69AT / 25DF / 615Gil / 3280EX
(NA)
- Catch three of these guys at once and their trouble.  They can nail you with
  a Thunder-based attack, hence the trouble.

128 King Lizard / Temple of Time / LV33 / 1560HP / 68AT / 25DF / 620Gil / 3820EX
(NA)
- Weak against Thunder.  Just another enemy to encounter.

129 Pterodactyl / Temple of Time / LV33 / 1570HP / 68AT / 25DF / 640Gil / 3280EX
(NA)
- Weak against Wind.  Also just another enemy to encounter.

130 Wyvern / Temple of Time / LV36 / 1825 HP / 78 AT / 26DEF / 1300 Gil / 6000EX
(NA)
- In stark contrast to the Diras, these guys weak against the Wind are well
  worth fighting, try Geomancy against them.

131 Behemoth / Temple of Time / LV37 / 12650HP / 84AT / 26DF / 4668Gil / 6900EX
(NA)
- Nasty, although not unbearable.  Gets two turns per round.

132 King Seahorse / Time Temple / LV33 / 1405HP / 68AT / 25DEF / 680Gil / 3600EX
(NA)
- They have Blizzaga which can be either spread out across your party or focused
  to a single party member.  They're also weak against Thunder.

133 Dragon / Temple of Time / LV38 / 11000HP / 85 AT / 26 DEF / 9000Gil / 7000EX
(NA)
- But shouldn't these guys have something great to steal, being as nasty as they
  are?  They move quickly, get two turns per round and may use one of those
  turns to spew fire.  Not really worth it.

134 Pyralis / Ancient Ruins / LV37 / 6550HP / 81AT / 26DEF / 1760 Gil / 14400 EX
(NA)
- Think of them a big Vulcans.  Actually, the're about the same size as Vulcans,
  think of them as stronger Vulcans, fire-breathin' Blizzard-weakness and all.

135 Silenus / Ancient Ruins / LV35 / 2120 HP / 74AT / 25 DEF / 900 Gil / 1020 EX
NA)
- A splitting enemy, weak against Dark Swords.  Not generally worth it.  Oh,
  just so you know, the next several enemies, the splitters with locations in
  the   Ancient Ruins, are not only found in the Ancient Ruins.  Most of them
  are   also found in the Falagbard Cave and the Cave of Darkness.  I just don't
  feel like listing all that in that tiny little space up there.

136 Gaap / Ancient Ruins / LV34 / 1800 HP / 73 ATK / 25 DEF / 623 Gil / 1020 EXP
(NA)
- Splitter, weak against Dark Swords.  Again, not worth it, but fight on anyway.

137 Azrael / Ancient Ruins / LV34 / 1950 HP / 73 AT / 25 DEF / 640 Gil / 1020 EX
(NA)
- Splitter, weak against Dark Swords.  Not worth it... Well, I guess once you
  find Dark Swords, they more or less shrivel once you tap them with one of
  those, so I guess they might be worth that trouble.

138 Eater / Ancient Ruins / LV35 / 2700 HP / 74 AT / 25 DEF / 945 Gil / 1020 EXP
(NA)
- Splitter, weak against Dark Swords.  Pretty much all splitters are the same.

139 Ouroboros / Lake Dohr / LV36 / 2660 HP / 81 AT / 26 DEF / 1300 Gil / 7200 EX
(NA)
- Weak against Thunder.  Interesting how we go from one of the worst EXP enemies
  in the game to one of the best.

140 Plancti / Lake Dor / LV 35 / 2260 HP / 76 ATK / 26 DEF / 1223 Gil / 7200 EXP
(NA)
- Weak against Thunder.  All of Lake Dohr is pretty much a haven for EXP.

141 Sea Lion / Lake Dor / LV35 / 2275 HP / 76 ATK / 26 DEF / 1325 Gil / 7600 EXP
(NA)
- Weak against Thunder.

142 Remora / Lake Dor / LV 36 / 2720 HP / 81 ATK / 26 DEF / 1345 Gil / 7600 EXP
(NA)
- Weak against Thunder.  I heard from somewhere these guys hit to cause
  paralysis.  Don't remember if this is true, but there's the rumor for you.

143 Grenade / Bahamut's Lair / LV36 / 2305 HP / 82AT / 26DEF / 1400 Gil / 7600EX
You can steal Bomb Arms from them.
- Quite possibly the best pound-for-pound EXP in the game along with the Remora
  up there as well.  If you run into three of them, that is.  They're weak
  against Blizzard.

144 Drake / Bahamut's Lair / LV37 / 3260 HP / 83AT / 26 DEF / 1650 Gil / 7600 EX
(NA)
- Although they're a little tougher than Granades, they still give 7600 EXP
  when beaten and can easily be defeated with Wind, to which they are weak.
  They're also quite small and as many as three of them can fit on the screen
  at a time yielding even more EXP.

145 Gr. Boros / Bahamut's Lair / LV37 / 3280HP / 83AT / 26DF / 1700Gil / 7600EXP
(NA)
- Weak against lightning.  They sometimes hit to cause petrification.

146 S-Tooth Tiger / B-mut's Lair / LV37 / 3300HP / 83AT / 26DF / 1800Gil /
7600EX
(NA)
- I wanna say they attach an effect with their physical attacks, but I don't
  think they actually do.

147 Q. Lamia / Bahamut's Lair / LV39 / 7200 HP / 86AT / 26DF / 4400Gil / 12000EX
(NA)
- She will often confuse your characters.

148 / Z. Dragon / Ancient Ruins / LV41 / 11K HP / 90AT / 27DF / 2880Gil / 15K EX
(NA)
- Weak against Holy, gets two turns per round.

149 Death Claw / Ancient Ruins / LV38 / 3800HP / 85AT / 26DF / 680 Gil / 7500 EX
(NA)
- Unlike most of the enemies found with the other splitters, these guys don't
  divide.  They're not particularly weak against Dark Swords either.

150 Hell Horse / Cave of Shadows / LV38 / 4360HP / 87AT / 26DF / 690Gil / 8K EXP
(NA)
- Once again we have another non-divider on our hands.  It would be a tad unfair
  of the game to allow these monsters of 8000 EXP to divide, wouldn't it?

151 Chronos / Ancient Ruins / LV38 / 4100 HP / 86AT / 26DEF / 320 Gil / 1280 EXP
(NA)
- Splitter, weak against Dark Swords.  These next few enemies, cave 'Cave of
  Shadows' sect of enemies, but also found in the Ancient Ruins and that other
  cave, have basically the worst work/reward ratio in the entire game.  But cut
  through them anyway.

152 Valefor / Ancient Ruins / LV38 / 4240 HP / 88AT / 26DF / 320 Gil / 1280 EXP
(NA)
- Splitter, weak against Dark Swords.  At least in the Famicom days they gave
  you a whole bunch of gold for the splitters along with crap for EXP.

153 Haniel / Ancient Ruins / LV37 / 3400 HP / 82AT / 26DEF / 1450 Gil / 1280 EXP
(NA)
- Splitter, weak against Dark Swords.  Here we have an enemy that might actually
  almost be worth fighting three or four per battle.  I think the developers
  forgot to cut down the Gil total.

154 Vassago / Ancient Ruins / LV38 / 4440 HP / 88AT / 26DEF / 320 Gil / 1280 EXP
(NA)
- Splitter, weak against Dark Swords.  This is the last of 'em, thank God.

155 Peryton / Doga's Grotto / LV41 / 9650 HP / 92AT / 27DEF / 2400 Gil / 9600EXP
(NA)
- Weak against Wind.

156 Ogre / Doga's Grotto / LV 39 / 5680 HP / 93 ATK / 26DEF / 950 Gil / 6800 EXP
(NA)
- No comment.

157 Cyclops / Doga's Grotto / LV39 / 4700 HP / 91AT / 26DEF / 1000 Gil / 6800 EX
(NA)
- Man these things are ugly.

158 Nemesis / Doga's Grotto / LV39 / 4720 HP / 89AT / 26DEF / 1050 Gil / 6800 EX
(NA)
- Weak against Fire.  Also quite ugly.  Then again, it's probably easier to
  fight against a fugly enemy than it is an adorable one.

159 Humbaba / Doga's Grotto / LV39 / 6740 HP / 91AT / 26DEF / 1100 Gil / 6800 EX
(NA)
- Weak against Wind.

160 Death Needle / Near XLIII / LV40 / 4060 HP / 91AT / 28DEF / 1550Gil / 6400EX
(NA)
- These punks are quick, so don't expect to attack before they do.  You're
  probably better off bypassing them and all final outdoor encounters by flying
  over them.

161 Liger / Near XLIII / LV41 / 5870 HP / 92 ATK / 28 DEF / 1200 Gil / 6400 EXP
(NA)
- Once again, I recommend just flying over them.

162 Aeon / Near XLIII / LV43 / 10060 HP / 98 AT / 28DEF / 3200 Gil / 10020 EXP
(NA)
- Gets two turns per round, only appears along, sometimes casts Quake.  I'd
  adivse just flying over this whole area.

163 Minotaur / Near XLIII / LV 41 / 5960 HP / 93AT / 28DEF / 1640 Gil / 6800 EX
(NA)
- Just fly over them unless you're trying to complete the monster list.

164 Iron Claws / Ancient Maze / LV41 / 5760 HP / 93AT / 28DEF / 2K Gil / 7600EX
(NA)
- Just another enemy to cut through.

165 Gr. Demon / Ancient Maze / LV42 / 10750HP / 97AT / 28DEF / 4800Gil / 14400EX
(NA)
- Weak versus Holy.  Gets two turns per round, is able to summon up to two Iron
  Claws during battle, and very often does.

166 Unei Clone / Ancient Maze / LV42 / 10K HP / 96AT / 28DEF / 8500Gil / 14400EX
Nothing to steal or drop
- Will often perform a wind-based attack on your party, roughly as strong as
  Quake.

167 Thanatos / Ancient's Maze / LV42 / 11800 HP / 98AT / 28DF / 5K Gil / 11400EX
(NA)
- Gets two turns per round, oftne uses one on a moderately effective Breakga
  cast.  Pretty ugly and annoying.

168 Bone Dragon / Ancient Maze / LV43 / 14K HP / 95AT / 28DF / 7800Gil / 11400EX
(NA)
- Weak against Holy.  Just another enemy to cut through.

169 K. Behemoth / Maze / LV50 / 45K HP / 112 ATK / 28 DEF / 10800 Gil / 15200 EX
You can steal Exlixirs from them and they have a slight chance of dropping
Protect Rings.
- Gets two turns per round, often uses one on a Meteor cast.  The stats above
  look nasty, and they are, but I found myself having more trouble with its
  palette-swapped counterpart found in the Temple of Time when I walked through
  that place.  Maybe I was slightly underpowered when going through that place.
  I don't know.

170 Abaia / Eureka / LV42 / 6970 HP / 93 ATK / 29 DEF / 2700 Gil / 8000 EXP
You can steal Heavenly Wraths from them.
- Pretty non-descript as far as enemies frmo Eureka go.

171 Sleipnir / Eureka / LV43 / 7000 HP / 94 AT / 29 DEF / 2800 Gil / 8000 EXP
You can also steal Heavenly Wraths from these guys as well.
- They have the ability to blind, frogify and poison your guys.  Probably
  petrify and miniturize as well, but don't quote me on those last ones.

172 Haokah / Eureka / LV43 / 7200 HP / 93 ATK / 29 DEF / 2900 Gil / 8000 EXP
You can snatch Heavenly Wraths from these guys as well.
- They will very often throw a Thunder-based attack across the party.  Get
  used to this, as several enemies over the course of the endgame will toss
  this at you, usually stronger than the Haokah.

173 Acheron / Eureka / LV44 / 13600 HP / 102 ATK / 29 DEF / 6600 Gil / 12K EXP
You can swipe Heavenly Wraths from them.
- They get two turns per round, I think thee are the ones who cast Quake
  sometimes.

174 Oceanus / Eureka / LV44 / 13200 HP / 100 ATK / 29 DEF / 6800 Gil / 12600 EXP
You can swipe... Chocobo's Wraths from them.  I jest!  Actually, you might be
able to, when I was walking around Eureka, I didn't have my 'A+' Thief in there.
They have Heavenly Wraths for the taking as well.
- Also get two turns per round.  Was it these guy who casted Quake as opposed to
  the Acherons?  Mere trifles anyway!

175 Gomory / Crystal Tower / LV45 / 20K HP / 98 ATK / 29 DEF / 7K Gil / 12600 EX
Black Holes and Lilith Kisses can be stolen from them.
- The battles with these big, dumb, green Medusa-swaps tend to be more long
  than legitimately challenging, with all that HP and what have you.  Drain
  casting only complicates this problem.

176 Bluck / Crystal Tower / LV44 / 6720 HP / 94 AT / 29 DEF / 1655 Gil / 8400 EX
Black Holes and Lilith Kisses can be stolen from them.
- Fairly non-descript.  Just knock 'em down and go home.

177  Doga Clone / Crysl Tower / LV45 / 18500 HP / 96AT / 29DF / 5K Gil / 20K EXP
Has nothing to steal or drop
- You know, I really thought I'd remember more about this flashy, ugly old
  lich other beyond what I've already typed in this sentence, but I just
  do not.

178 Azer / Crystal Tower / LV45 / 17560 HP / 106 AT / 30DEF / 7400 Gil / 13200EX
You can swipe Black Holes from them.
- Weak against Blizzard.  Get two turns per round, often spends one on a frankly
  unimpressive fire attack spread across the party.

179 Platinal / Crstl Tower / LV47 / 20K HP / 107AT / 30DEF / 7600Gil / 13200EXP
These guys have Black Holes as well.
- These guys are annoying.  They gets two turns per round and have good
  defense.  I recommend just saving yourself some time and trouble by running
  away when you see an enemy in purple armor.  I'm pretty sure they also have
  Breakga.

180 Kum Kum / Crystal Tower / LV46 / 9600HP / 84AT / 30DEF / 3600Gil / 8800EXP
These guys - Black Hole.  And Hi-Potions, but that's a given.
- Can cast Death, Breakga and the -aga spells.  Have probably very low
  vitality so they generally disintergrate as soon as you hit them with a
  sword.  Oh, and if they have space, they often summon Blucks to fight.

181 Shinobi / Crystal Tower / LV46 / 11K HP / 102AT / 30DEF / 3700Gil / 8800EX
I hope you're not sick of Black Holes, because that's exactly what these guys
have.  Although I've also seen Lilith Kisses from them.
- Fast, they take their turns early.  Sometimes add a poison/blind attribute
  with their attacks.  Annoying as hell.

182 Shadow Master / Dark World / LV46 / 10K HP / 100AT / 30DF / 3800Gl / 8800 EX
They have Black Holes and probably other stuff.
- They can cast Protect and cause Blindness with their attacks.  It's funny when
  you're up against a pair of them and they both decide to gave the same
  enemy a guard.  It's less funny when they're hitting you with annoying effecty
  attacks.

183 Kage / World of Darkness / LV47 / 12K HP / 104AT / 30DEF / 3900Gil / 9200EX
Again with the Black Holes
- They can inflict poison and blindness like the Shinobi, and also like them,
  they are quite fast.  By the way, what's the deal with having a couple of
  Dark Wordlers interrupting the flow of Crystal Tower enemies?  An
  unreasonable person will trudge through the tower, perhaps knowing the Dark
  World is a point of no return, will search high and wide for numbers 182 and
  183 in the Tower.  Idiots.

184 D. General / Crystal Tower / LV48 / 20K HP / 110AT / 30DF / 8600Gl / 13800EX
(NA)
- Just treat them like Platinals, although I didn't find them quite as annoying.

185 Y. Dragon / Crystal Tower / LV50 / 80K HP / 107ATK / 40DF / 12K Gil / 30K EX
Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate.
- Have pretty much all the most powerful spells in the game, can have up to
  three turns.  A real endurance test this is, but one worth the effort.  You'll
  probably need an Elixir, but there's like a 95% chance you'll get it back upon
  winning the battle.  This is one of the main reasons you should have a
  dedicated healer in the Crystal Tower.  I wouldn't use any Shurikens if you
  have any.  Oh, and I'm pretty sure they also cause some status effects, or
  have the ability to do so.

186 G. Dragon / Crystal Tower / LV60 / 90K HP / 129AT / 45DF / 13330Gil / 45K EX
Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate.
- Pretty much insert previous explanation here, except these guys are like 12
  percent more powerful.

187 R. Dragon / Crys Tower / LV70 / 100K HP / 150AT / 50DF / 14666Gil / 60K EX
Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate.
- Pretty mcuh insert Yellow Dragon explanation here, except these guys are
  about 20 percent more power than Yellow Dragons.

188 Glasya Labolas / Tower / LV52 / 22800 HP / 112AT / 31DEF / 8400Gil / 13800EX
You can steal Lilith Kisses and Black Holes from them.
- Big, tough guys, kind of annoying.  Their attacks have a high percentage of
  confusion-inflicting and they're quite hard to run away from.  You should just
  trudge through the battle, I reckon.

189 Yormungand / XLVI, XLVII / LV52 / 30K HP / 134AT / 31DF / 8800Gil / 13800EX
More Black Holes. Tired of them yet?
- Highest attack power of any non-boss/dragon in the game.  Hell, fourth
  highest ATK stat of any enemy in the game.  Luckily, they don't always use
  this power and instead insist on casting Protect or Quake.  Protect is really
  just annoying. makes it harder to widdle down that 30K+ HP he's got there.
  And Quake, well, it's Quake.

190 Thor / XLV, XLVI, XLVII / LV50 / 12540 HP / 105AT / 30DF / 4K Gil / 9600 EX
They have Heavenly Wraths for the taking.
- They're just stronger Haokahs, Thunder-based magic attack and all.

191 Hekatoncheir / Ancient Maze / LV43 / 28K HP / 89AT / 32DF / 8K Gil / 14400EX
(NA)
- Because I didn't really outline a plan of attack in the main guide, I'll do
  it here: everybody does what they do best.  No need to set up barriers if
  you heal every time.  Just go at him with what you've got.  Simple Simon.
  By the way, this   is a very unusual place for a boss in the Beastiary list,
  innit?

192 Hydra / Dark World / LV63 / 33800HP / 123AT / 32DEF / 8500Gil / 14400EX
You can swipe Black Holes from them.  My mistake, force of habit, sorry.  You
can snatch Arctic Winds from them.  Yeah.
- A dummied monster from the Famicom days, or at least one not programmed into
  the game (much like the Rock Gargoyle and Lost Gold).  I can honestly barely
  remember them, I think they case Meteor and get two turns per round.

193 Q.Scylla / Dark World / LV52 / 34760HP / 107AT / 32DEF / 10K Gil / 14400 EX
You can swipe Black Holes from them.  This is for reals.
- Gets two turns per round, I'm pretty sure has at least -aga level magic
  spells, but don't quote me on that.

194 Garm / World of Darkness 	/ LV52 / 20K HP / 107AT / 32DF / 4K Gil / 9600 EX
You can steal - get this - Black Holes from them.  Don't worry, this streak is
just about over for good.
- Three turns per round, sometimes spending one to throw lightning at you, not
  too much to write home about.

195 	Twin Dragon / Dark World / LV54 / 35K HP / 131AT / 32DF / 11K Gil / 15K EX
Black Hole and Lilith Kisses.
- These bad boys get two turns per round.  I don't think they have any other
  move besides a physical attack, but they're quite good at doing that.


Okay, the rest of the enemies are bosses.  I feel I've already typed enough
about them in the walkthrough and would rather not type more.  I haven't
tried stealing stuff like I have for the vast majority of the enemies, but
this is because the vast majority of them were already defeated when I
decided to chart the things enemies had.  Plus, the only thing I had been
able to steal from pretty much every single boss I fought was a Hi-Potion,
so I'll just assume this for all bosses (except Odin).  So, no commentary
with very little exception and nothing in the steal/drop line, mkay?

196 Land Turtle / Altar Cave / LV4 / 111 HP / 8 AT / 6 DEF / 500 Gil / 20 EXP
Defense looking a little skimpy for a big, bad turtle, dunnit?

197 Jinn / Sealed Cave / LV 7 / 600 HP / 20AT / 8 DEF / 1400 Gil / 200 EXP

198 Nepto Dragon / Near X / ?? / ?? / ?? / ?? / ?? / ??
Little help here?

199 Giant Rat / Nepto Temple / LV11 / 900HP / 24AT / 29DEF / 1500 Gil / 1200 EX

200 Medusa / Tower of Owen / LV17 / 3000 HP / 35AT / 22DEF / 2600 Gil / 1680 EX

201 Gutsco / Underwater Lake / LV17 / 3500HP / 35AT / 24DEF / 3500Gil / 2744 EX

202 Salamander / Molten Cave / LV18 / 5700HP / 41AT / 25DEF / 3700Gil / 2744 EX

203 Hein / Hein's Castle / LV22 / 4500 HP / 47AT / 26DEF / 4300 Gil / 3464 EXP

204 Kraken / Cave of Tides / LV24 / 8K HP / 47AT / 26DEF / 5500 Gil / 5280 EXP

205 Goldor / Goldor Manor / LV26 / 9K HP / 53AT / 28DEF / 9900 Gil / 6560 EXP

206 Garuda / Saronia Castle / LV28 / 10K HP / 57AT / 29DF / 10200 Gil / 8800 EX

207 Odin / Saronia Catacombs / LV40 / 31K HP / 81AT / 35DF / 16800 Gil / 20K EX

208 Leviathan / Lake Dohr / LV42 / 32K HP / 85AT / 36DEF / 17100 Gil / 20K EX

209 Bahamut / Bahamut's Lair / LV45 / 34K HP / 30AT / 37DF / 16500 Gil / 20K EX

210 Doga / Doga's Grotto / LV45 / 22800 HP / 89AT / 40DEF / 12K Gil / 13600 EXP

211 Unne / Doga's Grotto / LV44 / 21800 HP / 86AT / 42DEF / 12600 Gil / 16K EXP

212 Titan / Cave of Shadows / LV46 / 29K HP / 96AT / 44DF / 13500 Gl / 27600 EX

213 Ninja / Eureka / LV 47 / 24K HP / 96 AT / 46 DF / 14400 HP / 28400 EXP

214 Amon / Eureka / LV48 / 33500 HP / 96 AT / 46 DF / 20350 Gil / 26800 EXP

215 Kunoichi / Eureka / LV48 / 29K HP / 96 AT / 46DF / 14500 Gil / 29200 EXP

216 General / Eureka / LV48 / 35K HP / 105AT / 46DEF / 15600 Gil / 30000 EXP

217 Guardian / Eureka / LV49 / 33700 HP / 107AT / 46DEF / 16500 Gil / 31600 EX

218 Scylla / Eureka / LV49 / 35K HP / 104AT / 46DEF / 16200 Gil / 30800 EXP

219 Xande / Crystal Tower / LV50 / 50K HP / 110AT / 48DEF / 35K Gil / 34K EXP

220 X. Clone / Dark World / LV49 / 39K HP / 109AT / 45DEF / 15K Gil / 24800 EX
- Fight pretty much the same way you'd fight Xande (go pretty much all out but
  save the ninja stars).

221 Cerberus / XLVI / LV55 / 100K HP / 123AT / 46DEF / 66666 Gil / 66666 EX

222 2-Head. Dragon / XLVI / LV55 / 100K HP / 151AT / 46DF / 66666Gil / 66666EX

223 Echidna / XLVI / LV55 / 100K HP / 117AT / 46DEF / 66666 Gil / 66666 EXP

224 Ahriman / XLVI / LV55 / 100K HP / 107AT / 46DEF / 66666 Gil / 66666 EXP

225 Cloud-Darkness / end / LV60 / 120K HP / 120AT / 55DEF / 70K Gil / 100K EXP

226 Iron Giant / ??? Cave / LV81 / 200K HP / 255AT / 155DF / 100K Gil / 100K EX



*************************************
*                                   *
* 5. Weapon/Armor/Magic/Item Charts *
*                                   *
*************************************

You know actual print guides?  You know how some of them have a section
about weapons and armor and stuff?  Not usually all that useful, but they
often came with cool pictures of the stuff that made them owrth looking at.
Well, I guess this means this part of the guide is lacking both noteworthy
worth and catchy images.  Wait, why did I spend so much time doing this?

I feel special mention is necessary here, the following wouldn't be nearly
as complete or easy to add if not for the contributions of the folks at
the Final Fantasy III Translation Wiki: http://ff3trans.pbwiki.com
Much of this is essentially copied right from this page.


                           WEAPONS
                           *******


The descriptions for the weapons generally go in the following order:
Name / Attack Power / Accuracy / Weight / Who can use it / How to obtain
- Special notes, if applicable (elemental, magical powers, statistical)
Comments (a personal review of the item, if you will)



KNIVES

Knife / 8 / 85% / 0 / FR WR RM TF DK BA NJ / Begin the game with it
All four characters when they first join the team begin with this weapon,
and while this weapon becomes obsolete quite quickly (even when some of the
characters first join), it gtes the job done well enough while it's around.
As stated earlier, it's soon outclassed by weapons you find in chests.
Completists beware: the four the characters come with are the only four in
the game.

Dagger / 9 / 85% / 0 / (see above) / Find and buy: II (for 60 Gil)
Just insert explanation about the Knife here, but it's 12.5% stronger.
Once again, other weapons found for free that equal or better the Dagger are
on the horizon, so just take what you've given and move on.

Mythril Dagger / 14 / 85% / 0 / (see above) / Buy: V & VI (500 Gil)
A pretty good weapon for a Thief, should you choose to use one, although that's
not exactly something I recommend.  Warriors and Red Mages get bigger, stronger
weapons for free.

Spark Dagger / 23 / 100% / 0 / FR WR TF DK BA NJ / Find: X and XVI
- Thunder Elemental, Agility +2
This is a great weapon to have for a Warrior as early on they're pretty slow
but pretty strong.  Their thunderous nature is great for the sea monsters
of which you'll likely see many while the weapon is effective.

Main Gauche / 35 / 100% / 0 / FR WR RM TF DK BA NJ / Buy: XXIII (3500 Gil)
- Agility +3
Not actually all that useful, although if you plan on farting around with
some of the jobs you've just recieved, you'll probably want to buy one of
these knives as they're quite versitile in their use.

Poison Dagger 40 / 100% / 0 / FR WR RM TF DK BA NJ / Find: XXIV
- Agility +4, 50% chance of attempting to poison target
While it may be a mighty fine weapon, I tend not to use any of these classes
while it's at its most effective (although this weapon gives these said jobs
usefuless) except the Thief, and with them I prefer to use Boomerangs.

Behemoth Knife / 78 / 100% / 0 / TF NJ / Find: XXXIII
- Strength +8
A pretty awesome weapon.  Not only does it provide a much-needed weapon
upgrade for the Thief, but also provides equally-needed powre points.  Too
bad that by the time you get it, I recommend to begin the phasing out of
the Thief job.  I recommend holding on to this weapon for the game's very
last area when I advise having two Ninjas.

Air Knife /	89 / 100% / 0 / TF NJ / Find: XXXVI
- Air elemental, casts Aero when used as an item, Agility +6
Another weapon I recommend keeping around.  It may as well delay the Thief's
inevidable decline as it is a quite strong, light, accurate weapon.

Dark Knife / 93 / 100% / 0 / TF NJ / Buy: XXXVII (30000 Gil)
- Agility +5
Prehaps a valuable asset if it was especially effective against monsters who
split on you, but I don't feel this is the case.  Also perhaps valuable if
it provided Strength or Vitality as the Thief doesn't need any more agility.
The fact you can only buy it officially pushes this rating to 'fuggetaboutit'
unless you're really trying to master the Thief job.

Last Dagger / 110 / 100% / 0 / TF NJ / Find: XLII
- Agility +8
A cute little weapon... too bad the Thief is more or less obsolete and you'll
have already recieved a couple of more effective dark swords by the time you
find this one.

Gladius / 130 / 100% / 0 / TF / Get: Thief Card
- Agility +20
You reward for mastering the Thief class?  This baby.  I'm sure it's great,
just not worth training the hell out of a Thief.  Agility +20?  What does a
Thief need that much more agility for?  To max it out?


SWORDS

Gold Sword / 5 / 20% / 1 / FR WR RM KN DK / Find: XXV
There might be a worthwhile battle use for this weapon.  I wouldn't bet on
it. You'd be better off taking these to the nearest store and selling the
hell out of them so as to keep them from annoying you too much.

Long Sword / 10 / 80% / 0 / FR WR RM KN DK / Find: I, II Buy: II
You should stumble upon several of these early on rendering the sales of
weaponry pretty much moot until you get to those with Mithril in their
names.

Wight Slayer / 15 / 80% / 0 / FR RM / Find: III
- Curative Element
Beats the hell out of undeads does it.  Also helps, however temporarily,
assert early Red Mage superiority (even if they probably should be using
bows early on).

Mythril Sword / 17 / 85% / 0 / FR WR RM KN DK / Find: IV Buy: IV, V (500 Gil)
Although a good weapon from when you come across it, I wouldn't recommend
buying any as two are found free in IV and they're only marginally more
effective than other weapons (not to mention you'll find more powerful
weapons before too long).

Serpent Sword / 25 / 80% / 0 / FR WR RM KN DK / Find: XI, XII, Buy: XIII
- Deals Thunder damage
Quite gnarly.  But don't be stupid and buy another when there's already
two for free.

Tyrfing Sword / 28 / 75% / 1 / FR WR RM KN DK / Buy: XVIII (2000 Gil)
A weapon you have to buy that's only slightly more useful than ones you've
recieved for free?  No thanks.

Salamander Sword / 30 / 100% / 1 / FR WR RM KN DK / Find: XVI
- Deals Fire damage, Casts when used as an Item in battle
Pretty great, I would limit its use in the Molten Cave.

Freezing Blade / 32 / 80% / 1 / FR WR RM KN DK / Find: XX
- Deals Ice damage, Casts Blizzard when used as an Item in battle
Just as great as its firey counterpart, more powerful and less accurate.
Use extensively in the Molten Cave.

Royal Sword / 50 / 80% / 1 / FR WR RM KN DK / Find: XXI
Makes the Knight seem quite studly when you first come in contact with it,
that's for sure.  It'll also be one of the last weapons they get to hold
for quite some time, and it will get to bad-smelling before terribly long.

Blood Sword / 55 / 80% / 1 / WR KN DK / Find: XXI
- Absorb element, heals 1/6 of total damage
If there is a weapon I would have to call the game's Most Valuable, the
one swung more often than the others, if would have to be this one.  It
almost makes using the Knight when that job's equipment is obscenely dated
reasonable and desirable.  It makes the amount of curative attention the
holder requires greatly reduced for a great long time.  Because its attacks
become of the absorbable element regardless of what else the attack holds,
they are healed 1/6 of the total damage, not just of the damage that sword
does, so if you're holding a much more powerful weapon along with this one,
1/6 of the total HP is restored.  Because of its element, don't go around
trying to beat undeads with it: the damage done by that weapon will heal
them and the HP that's supposed to heal you will hurt you.

Ancient Sword / 80 / 80% / 1 / WR KN DK / Find: XXXVI
- Healing element, 30% chance of attempting to enduce Paralysis
Kind of a disappointment: whereas back in the day, that first 80 was a 5
but that 30% was a 100% making it very valuable for certain areas of the
game.  Still, if nothing else, this weapon helps introduce the Knight
back into relevancy (even if other weapons found in XXXVI are more
powerful).

Defender / 95 / 100% / 1 / WR RM KN DK / Find: XXXIII, Buy: XXXVII (16500)
- Vitality +5, Casts Protect when used as an item during battle
Awesome.  Almost worth buying.  But not really.  I didn't find myself
using Protect often (or ever) with this weapon, but that Vitality bonus
is always welcome.

Break Blade / 125 / 80% / 1 /	WR RM KN DK / Find: XLIII
- 100% chance of attempting to inflict target with gradual petrification
Comes just in a nick of time, at a time when the Knight's weapons are
starting to wear thin and even the Blood Sword is feeling its age.
Couple this up with another weapon with halfway petrification to perhaps
double its speed.

Excalibur / 137 / 90% / 1 / FR RM KN / Find: XLIV
- All statistics +5
This is one of the reasons I suggest trudging along with a Knight even
in time another class could get it done a little easier.  It's hard to
argue with this power and those statistical bonuses.  All this without
having to chase some skirt and power-job-level some class through times
far above and beyond what is practical.

Ragnarok / 140 / 100% /	1 / WR KN DK / Find: XLIV
- All statistics +5
This is the other main reason to utilize the services of a Knight when
other jobs get it done better.  Otherwise, just re-read the Excalibur's
explanation now.

Onion Sword / 156 / 100% / 1 / OK / Find: Colored Dragons
- All statistics: +5
Finding one of these is a long (make it to the final levels of the Crystal
Tower), hard (defeat a big bad Color Dragon) and perhaps frustrating
(Elixirs, great as they are, come up all too frequently).  It's also just
for those bratty Onion Kids.  Getting the sword is one step closer to
revisiting the ultimate glory to the fully-loaded Onion Kid of old.

Save The Queen / 140 / 90% / 1 / KN / Get: Knight Card
- Vitality, Mind +10, casts Reflect when used as an item in battle.
Granted, the Knight already has the Excalibur and the Ragnarok... Well,
here's another good one.  It's his ultimate weapon.  I almost prefer
the more balanced statistical distribution of the Excalibur to this (will
the Knight really need more Vitality by the time you net him 99 job levels)
But this weapon frees up the Excalibur for another class, if nothing
else.

Onion Blade / 150 / 100% / 1 / OK / Git: Onion Card
- All statistics +7, 50% Chance of attempting to cause Death, Darkness,
  Confusion and/or Poison
Hard to argue with all that.  Well, I guess having to go through the
trouble to job-level the Onion Knight 98 times is a valid argument against.
Also troublesome is going through the trouble to get this job in the first
place.  Still probably easier to get than the Onion Swords, though.

Ultimate Weapon / 155 /	100 / 0 / FR WR RM KN DK / Get: A Wi-fi Mission
- All statistics +15
I reckon it's as good as it looks.


KATANAS

Ashura / 100 / 100% / 1 / DK NJ / Find, Buy: XXXVIII (16000 Gil)
- Dark element
It's sating quite a bit when the weakest weapon of a certain group hits
for 100 attack power.  Anywho, yeah, it's pretty great, but not great
enough to buy because you'll soon find all the Drak Swords you'll need
before terribly long.

Kotetsu / 105 / 90 / 1 / DK NJ / Find: XXXVIII, XXXIX, XLI
- Dark element
Well you sure do find enough of these.

Kiku-Ichimonji / 115 / 90% / 1 / DK NJ / Find: XXXVIII, XXXIX
- Dark element
Exactly.

Masamune / 132 / 70% / 1 / DK NJ / Find: XLIV
- Dark element, Agility +10
Well this gives the Dark Knight some more agility, which they could use
(not so sure about how useful that extra speed will be for a Ninja).  If
combined with a Ragnarok, the Dark Knight could be trouble.

Murkamato / 140 / 100% / 1 / DK / Get: Dark Knight Card
- Dark element, Agility +20
It's the Dark Knight's ultimate weapon.  If you went through the trouble
to earn it, you're going to equip it, I reckon.

Muramasa / 140 / 90% / 1 / NJ / Get: Ninja Card
- Agility +10, All other stats +5, 20% chance of attempting to cause
  Death, Confusion and/or Poison
One of the better special job weapons from the looks of it.


STAVES

Staff / 3 / 50% / 0 / FR WM BM RM EV MG SU SG / Find: III, Buy: II (40 Gil)
You're almost ltierally better off going at it unarmed than whacking away
with these prongs of wood.

Fire Staff / 20 / 50% / 0 / (same -FR) / Find: VIII, XV, Buy: XIII (3000 Gil)
- Intellect, Mind +2, Casts Fire when used as an Item in battle
Awesome.  Not awesome enough to be worth 3000 Gil at this point in the game,
though (although it would should you not have recieved two of them).

Ice Staff / 20 / 50% / 0 / (same) / Find: XII, XI, Buy: XIII (3000 Gil)
- Intellect, Mind +2, Casts Blizzard when used as an Item in battle
Nice.  Again, not nice enough to merit to money-spending, but would be if you
didn't already have adequate magic wands.

Light Staff / 20 / 50% / 0 / (same) / Buy: XIII (3500 Gil)
- Intellect, Mind +2, Casts Thunder when used as an Item in battle
This is one of about the half dozen weapons I actually recommend buying, but
you can arguably get by just as easy without it.  It's free uses of a more
powerful Thunder attack which should prove useful against many of the enemies
you'll encounter soon after first coming in contact with this weapon.

Golem Staff / 30 / 70% / 0 / WM RM EV SU SG / Buy: XXIX, Find: XXIX, XXXV, XLI
- Mind +3, Break when used as Item, 100% chance of trying to partially petrify
A great weapon for those whose self worth comes from white magic.  Useful
until the end of the game.

Rune Staff / 33 / 80% / 0 / WM RM EV SU SG / Buy: XXIX (18000 Gil)
- Mind +4, Erase when used as an item in battle
An item more useful in battle than the Golem Staff.  Renders the Erase magic,
which is first obtainable at the same time, completely useless.  Only problem
is that it costs money whereas other staves are found that are roughly as
good (like the Golem Staff) for free.  Buy if you want - Erase does look
moderately cool if nothing else.

Eldest Staff / 85 / 90% / 0 / WM DV SG / Find: XLIV
- Mind: +6, Cura as item in battle
An ultimate Staff that doesn't require mounds of extraneous training.  My
only real gripe is that Summoners can't use it, although it's not like
the Mind stat is all that useful for them, so it's better off in the hands
of a Devout or Sage.

Holy Wand / 110 / 95% / 0 / DV / Get: Devout Card
- Mind +20, Curaga as item in battle
Sweet sassy molassey, imagine the greatness one could achieve (in Final
Fantasy III) if somebody cared enough to get this.  Would be better if
those Mind points were perhaps distributed more evenly across other
categories because man Devouts already have mad will power.

Sage's Staff / 110 / 95% / 0 / SG / Get: Sage Card
- All stats +10
One of the best job-specific weapons out there giving a whopping fifty
point bonus, although its lack of spell casting powers don't bode well
of this fairly MP retardant class.


RODS

Mythril Rod / 12 / 60% / 0 / FR BM RM EV MG SU SG / Buy: IV, V (400 Gil)
- Intellect +1
Take that intellect and shove it.  Go with bows instead for the time this
weapon is relevant.

Wizard Rod / 20 / 100% / 0 / BM RM EV MG SU SG / Buy: XXIX (20000 Gil)
- Intellect +5
An effective Black Wizard weapon... Unfortunately, 20 large is an awful
lot to spend on a class I don't recommend using for terribly long while
the weapon is effective.

Fire Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (10000 Gil)
- Intellect and Mind +3, Casts Fira if used as an item in battle
The prospect of unlimited Fira casts is quite hard to pass up and at
10000 Gil is a pretty good price.  Hard to argue with those statistical
bonuses as well.  I recommend picking up one additional elemental rod,
the Light Rod is probably preferred.

Ice Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Find, Buy: XXIX (10000 Gil)
- Intellect and Mind +3, Casts Blizzara when used as an item in battle
Pretty much insert the Fire Rod's explanation here.  Difference here is
that I certainly do not recommend buying one of these because you find
one.  Invest in elemental rod diversity.

Light Rod / 25 / 60% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (1000 Gil)
- Intellect and Mind +3, Casts Thundara when used as an item in battle
Pretty much insert the Fire Rod's explanation here.  Difference here is
that the buy recommendation is stronger since you'll likely be squaring
off against more enemies with a Thunder weakness down the road than
with a Fire weakness.

OmniRod / 93 / 80% / 0 / BM EV MG SU SG / Find: XLIV
- Intellect +10, 100% to attempt to cause gradual petrification
It's unguarded and it provides a great boost.  If you don't use this
one, you're either doing some insane tool-assisted speed run or some
other wacky challenge or you're just plain prejudiced against attack
magic which is pretty okay in the world of FFIII.

Lilith Rod / 110 / 90% / 0 / Get: Black Mage card
- Intellect +20, Casts Death if used as an item in battle
This will push the Black Mage's intelligence nice and high, but it's
still a little too little too late.  Struggling through times of thin
and thinner with a Black Mage just because 'his ultimate item might be
worth it' or because of his resemblance to an 8-Bit Theater character
you like for some reason, give up all hope now.  Although if his
intellect is high enough, I suppose I can envision Death halfway
reverting to its glory days on the FF3 Famicom.

Millenium Rod / 110 / 100% / 0 / Get: Magus Card
- Intellect and Mind +10, Casts Blizzaga when used as an item in battle
This one's a little more worth it, although I'd still prefer to use
several other classes over the Magus if I har a choice.  Also, what's
a Magus gonna do with that extra Mind score?  Use a White Musk or
something?


BOWS

Bow / 10 / 70% / 0 / FR WR BM RM RN / Find: III, Buy: II (100 Gil)
- Ranged
Just an ordinary bow.  Good for the early parts of the game.
Until you get a...

Great Bow / 18 / 65% / 0 / same as Bow / Find: IV, XII Buy: IV (1200 Gil)
- Ranged
Can do all the things a Bow can do, except hit 5% less of the time.
You can take that 5% accuracy and cram it because it's all about this
bow now.  By the way, Great Bow?  Is it really all that great?  I reckon
it is for the time you first find it, but not much long soon thereafter.

Killer Bow / 26 / 65% / 1 / same as bow / Find: XX, Buy: XIII (4000 Gil)
- Ranged
Although you can have it quite early where it can be of some pretty good
use, why buy when you can soon enough find for free?

Rune Bow / 42 / 80% / 1 / RN / Find: XXI
- Ranged; Intellect, Mind +2
Now why the hell would a Ranger ever need to add to their statistics that
involve magic power?  Other than that, the existance of this bow and
the various elemental arrows scattered about, all for free, justify use
of the Ranger for at least a little while.

Selene Bow  / 63 / 75% / 1 / RN / Find: XXIX, Buy: XXIII (16000 Gil)
- Ranged
Skip this one.  16 Hard is not worth it for a class that will soon
downward spiral.  Even though you do get one of these for free,
when recieved, the Ranger's descent is already very close to the
point of no return.

Yoichi Bow / 70 / 75% / 1 / RN / Buy: XXXVIII (42000 Gil)
- Ranged, Agility +5
Let me get this straight: you want me to spend 42 thousand on a bow
for a character likely very far behind in the skill department providing
a margainlly useful statistical enhancement at best (we all know how
important it is the Ranger attacks before the Thief) with disappointing
attack power (although improved with new arrows on sale at roughly this
same time) only 1/8 more powerful than a weapon I found for free?  No
thank you.

Eurytos Bow / 95 / 75% / 1 / RN / Find: XLI
- Ranged, Strength +5
Well at least it's not a complete sucker bet like the Yoichi Bow.
Actually this is a pretty good weapon for this part of the game if you've
trudged through other areas with a Ranger in the name of Job Skill level.
If you haven't, then just have a Ninja throw it.

Elven Bow / 109 / 75% / 1 / RN / Find: XLV
- Ranged, Agility +5
Another case of too little too late.  This bow plus the most powerful
arrow (Yoichi Arrow, ATK 40) still equals less attack power than
what a Thief or Ninja can enjoy with a Full Moon and a Rising Sun.
The Sun and Moon are more accurate to boot.  The Sun and Moon are also
free and need no additional replacement.  The Thief and Ninja's abilities
are more useful to boot.  Why are you still reading this?

Artemis Bow / 122 / 75% / 1 / RN / Git: Ranger Card
- Ranged; Agility, Strength +10
If you endure the Ranger long enough to raise the job skill to 99 and
you hunt down that blacksmith hoe, you'll get this.  Again, this weapon's
attack plus that of the most powerful arrow still comes up well short
of that of a Sun and Moon (although the power bonus here helps change
that).


ARROWS

Wooden Arrow / 6 / 80% / 0 / FR WR BM RM RN / Find: III, Buy: II (4 Gil)
- Ranged, one use
Just so we all know, I don't recommend at any point in the game
ever spending money on an arrow.  You'll find 60 of these if you
look in enough chests.  That's about 40 more than I have used.

Holy Arrow / 8 / 75% / 0 / FR WR BM RM RN / Find: III, XXI Buy: XVIII, XXIII
- Ranged, one use, Holy element
A pretty good value a just 10 Gil, but still not one worth it as you'll be
getting 60 over the course of the game in chests for nuthin.  I suppose they
have some use later in the game against those various undeads that confront
your team.  Too bad I don't care enough to try them on them.

Iron Arrow / 12 / 75% / 0 / FR WR BM RM RN / Find: IV, Buy: IV, XVIII, XXIII
- Ranged, one use
Although you only find 20 for free over the course of the game, this is more
than enough.  Even if they're only 8 Gil a pop.

Fire Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil)
- Ranged, one use, Fire element
The least great of three elemental arrows.

Ice Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil)
- Ranged, one use, Blizzard element
The middle of the three elemental arrows.

Light Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil)
- Ranged, one use, Thunder element
The greatest of the three ranged arrows - often hitting weaknesses of
enemies during times this arrow's power might be considered formidable.
Still, don't buy a single Light Arrow, or any kind of arrow.

Sleep Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil)
- Ranged, one use, 20% chance of attempting to cause Sleep
Are you kidding?  You expect me to keep from forgetting about the
Ranger for this arrow?  Do better.

Poison Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil)
- Ranged, one use, 20% chance of attempting to cause Poison
Only 20% chance?  Poison is already kind of a negligable status effect
so if you want this arrow to be worth consideration, make those odds
at least 100%.

Medusa Arrows / 23 / 75% / 0 / RN / Find: XIX, XXIX Buy: XXXVII (300 Gil)
- Ranged, one use, 15% chance of attempting to cause gradual petrification
Remember Medusa Arrows from back in the day?  Change that 15% to 100% and
remove that gradual and suddenly the Ranger class becomes worthwhile during
the game's later points.  But at least they're a little stronger here,
not nearly worth buying, though.

Magic Arrows / 27 / 75% / 0 /	RN / Buy: XXXVII (250 Gil)
- Ranged; one use; Intellect, Mind +2
Another reason I'm probably a little harder on the Ranger than I probably
should be: so much damn typing.

Yoichi Arrows / 40 / 80% / 0 / RN / Buy: XXXVIII (400 Gil)
- Ranged, one use
On the plus side, this one's at least 50% stronger than any other arrow
in attack power.  On the minus side, its attack power is about 50% short
of me giving a toot.


BOOKS

Book of Fire / 32 / 70% / 0 / SC / Find: XX
- Fire element, Intellect and Mind +2
Not so good.

Book of Ice / 32 / 70% / 0 / SC / Find: XX
- Blizzard element, Intellect and Mind +2
Little better.  Still pretty pfeh.

Book of Light / 32 / 70% / 0 / SC / Find: XX
- Thunder element, Intellect and Mind +2
Very good book until it does obsolete, which happens quite quickly.  But
still, a Scholar becomes Hell With Spectacles in the Water Cave when
holding a couple of these.

Tome of Fire / 53 / 80% / 0 /	SC / Find: XXIX
- Fire element, Intellect and Mind +3
Far too little too late.

Tome of Ice / 53 / 80% / 0 / SC / Find: XXIX
- Blizzard element, Intellect and Mind +3
Still far too little far too late.

Tome of Light / 53 / 80% / 0  / SC / Find: XXIX
- Thunder element, Intellect and Mind +3
I can't envision this to be particularly worthwhile even if you will probably
be facing hordes of sea monsters in the trials ahead. Use hammers instead.

Cognitome / 78 / 100% / 0 / SC / Find: XXXVI
- Intellect and Mind +5
Good bonus for that point in the game, but lack of other equipment for this
class hurts its usefulness.

Omnitome / 130 / 100% /	0 / SC / Git: Scholar Card
- Intellect and Mind +10
I suppose this thing has some potential since the Scholar specializes in
item using, once they use an oodball item, you might as well up those bonuses
to +20.  There's also the fact the Scholar seems to gain job levels faster
than pretty much every other class.  Still though, it diesn't increase their
other stats (all of which the job could use very much) and it provides no
spell usage.


CLAWS

Bronze Knuckle / 12 / 100% / 0 / FR MK BB / Find: I, III
Just an ordinary fist.  I have no otherwise comment.

Sonic Knuckle / 28 / 100% / 0 / MK BB / Find: XII, XVI
- Agility +2
Equipping two of these will give the Monk a Sonic the Hedgehog-like agility
bonus.  You know, like that little blue thing to appear in Sonic and
Knuckles?  Man that was lame.  I hope nobody's readding this.

Impact Claw / 34 / 100% / 0  / MK BB / Find: XX
Yes, it's a pretty strong weapon for this point in the game.  The strongest,
you can use, actually, up until this point.  Does it justify a class change to
a Monk?  Probably not because the Ice Swords and magicks afoot more than
make up for the use brought upon by this weapon.

Cat Claws / 42 / 100% / 0 / MK BB / Find: XXIV
- Agility +3
Probably not worth changing your party alignmnet to include a Monk if/when you
find this.

Kaizer Knuckle / 50 / 100% / 0 / MK BB / Find: XXIV
Okay, now I suppose it's okay to restart Monk useage.

Wyvern Claw / 51 / 100% / 0 / MK BB / Find: XXIV
- Agility +4, Wind Elemental
It's prety obvious you'll be equipping this, unless the Monk's skill level is
high enough to do it all unarmed.  If the Monk is attacking before enemies
usually, stick with the Kaiser Knuckle plus this one.  If you want to hit
the enemies before they hit you, it's Catclaw time.

Tiger Claws / 82 / 100% / 0 / MK BB / Find: XXXVI
- Strength +5
What a time this weapon comes - it's 12 areas between ewapons for the Monk.
Of course, by the time this weapon is found and if the Monk has been trained
throughout, their skill is likely such that they hit better without fist
enhancement than with even with this one's power bonus (of course, finding
weapons like this means that class won't get obsoleted).

Faerie Claws / 89 / 100% / 0 / MK BB / Find: XXXVII
- Intellect, Mind +2
Unless Revenge utilizes the Monk's magic powers, what do they even have a
Mond and Intellect stat for?  You'll probably prefer the Tiger Claws' strength
bonus to this weapon's seven additional attack points if you're using weapons
for the Monk at all.

Metal Knuckle / 100 / 100% / 0 / MK BB / Find: XXXVI
Nothing fancy.  Just a metal prong you attach to yur fist.  Awesome.

Dark Claws / 115 / 100% / 0 / MK BB / Find: XXXIX
A fist with 115 attack power.  It is what it is.

Hellish Claws / 121 / 100% / 0 / MK BB / Find: XLIII
- Vitality +5, 50% chance of attmepting to cause poison status
It's pretty much as good as the other weapons found in the Maze if you're
not skilled enough to be hitting harder unarmed.  You may wish to sacrifice
some attack power for the vitality bonus and the chances to poison, but not
much.


AXES

Viking Axe / 33 / 70% / 3 / WR VI / Find: X
Notable because this is your introduction to heavy-ass weapons.  In spite
of attack power not likely to be matched by a single weapon for several
sections, you'll probably find the lighter, more accurate but weaker swords
and knives found are better for a Warrior than this hefty basher.  This
pattern of weight and wildness continues throughout the axe and hammer
family.  Although sometimes they're worth it, though.

Battleaxe / 65 / 70% / 3 / WR VI / Buy: XXIII (Buy: 7400)
Boy is this expensive, but worth it if you plan on using a Viking right
after you fight recieve the class.  It's, by kind of a wide margin, the
most powerful direct weapon you can hold at this point in the game (the
bow you can buy doesn't really could because you have to double it up
with a much weaker arrow), another pattern you'll find this weapon
family follow over the course of the game.

Dual Tomahawk / 73 / 70% / 3 / WR VI / Find: XXXVI
This is one of the exceptions to that rule that state such weapons will
be the most powerful and least among among those founs in the same area.
This one only follows the creed stating it'll be heavier and relatively
inaccurate and I don't think you should alter your party because of its
discovery.

Rune Axe / 110 / 75% / 3 / WR VI / Buy: XXXVII (35000 Gil)
- Intellect and Mind +2
Because we all know how mentally-oriented axe users are.  Anywho, I don't
particularly recommend axe-wielders when you come upon this store, and if
I did, I'd still pass this one up because you'll find other, stronger
such implements for free before terribly long.  But hey, and axe with 75%
accuracy.  That's gotta count for something.

Demon Axe / 116 / 70% / 3 / WR VI / Buy: XXXVIII (40000 Gil)
- Strength, Vitality +2
Insert Rune Axe's explanation here with a more useful stat bonus.

Dual Haken / 122 / 70% / 3 / WR VI / Find: XLIII
- Strength +3
Although I prefer pretty much every other weapon found in the game's final
areas to this one, it's still something obviously worth getting if you're
utilizing the services of a character specializing in such weaponry (which
I do not particularly).

Giant's Axe / 155 / 75% / 3 / WR / Get: Warrior Card
- Strength +20, Earth element
Well this almost makes the Warrior class worth it, dunnit?



HAMMERS

Hammer / 55 / 70% / 3 / VI / Find: XXIV
- Thunder element, Vitality +1
I suppose this keeps you from needing to spend money on two axes if you
wish to use the Viking as soon as you get the class.

Dragon Hammer / 70 / 70% / 3 / VI / Find: XXIX
- Thunder element, Vitality +4
Now go wail on some sea monsters.

Triton Hammer / 110 / 75% / 3 / VI / Find: XXXVI
- Thunder element, Vitality +2
The sea monsters are right there.  Go now.  Go.

Platinum Hammer / 115 / 70% / 3 / VI / Find: XL
- Thunder element, Vitality +3
I actually recommend doing the parts where other, more powerful hammers
around found before doing the place where this is found, so I reckon
there's a good chance this weapon will be hammered to death when you
get to it.

Blessed Hammer / 120 / 70% / 3 / VI / Find: XXXVIII (2)
- Thunder element, Vitality +3
Two of these babies?  Pretty much makes the Viking useful for this part
of the game, something.  I'd still probably rather not.

Mighty Hammer / 145 / 80% / 3 / VI / Get: Viking Card
- Thunder element, Vitality +20
Can you say Hammer time?  So can I.  Seriously though, if you went though
the trouble to get this, what are you going to do, not use it?  As far as
class mastery weapons are concerned, this one ain't bad, but does the
Viking really need to get any tougher?  How about some speed or some
power (although his power should also pretty much be maxed out by the
time you earn this baby).


SPEARS:

Thunder Spear / 45 / 90% / 1 / DR / Find: XXVII, Buy: XXIII, XXVII (8000 Gil)
- Wind and Thunder element, casts Thunder if used as an Item in battle
Use the ones found for free on the big bird and sell them.  This is the only
Thunder Spear-related shenanegan you should do the entire game.  Perhaps
arguments can be made for an underwater event, but those arguments fail
because of the weakness of this weapon.

Wind Spear / 53 / 90% / 1 / DR / Find, Buy: XXVII (10000 Gil)
- Wind element, casts Aero if used as an item in battle
What's with all these spell uses of items for heavy attackers?  Even if
fighting enemies with high physical defense, it's not like you're ever
going to go through the trouble of selecting Item if you don't need to.
Anywho, if you're feeling unconfident going into that battle with the
big bird, you can buy another one of these, but 10Gs is quite alot to
drop on just a single battle.

Heavy Lance / 84 / 90% / 1 / DR / Find: XXXV
- Wind element
Unless you really like Dragoons, I can't say as though I particularly
recommend ever using this one.  There's the Blood Lance which I advise
picking up before this one, so unless you're feeling Dragoon-happy,
this one's likely to be collecting dust in your inventory.  In a strange
twist of irony, the Heavy Lance... isn't compared to some of its more
powerful counterparts.

Blood Lance / 95 / 90% / 2 / DR / Find: XXIII
- Wind, Regenerative element
A weapon that basically launches the Dragoon into relevancy - no pun
intended.  Although quite heavy, it's quite powerful and it's restores
1/6 of the total damage.  Works just lke the Blood Sword except it's
heavier, more powerful and obtained much later in the game.  If you
wanted to justify using the Dragoon, all you'd need to say is 'Blood
Lance' to reasonable person and they'll be completely convinced.  Well,
the average reasonable person probably wuoldn't know what you're
wafflin' about.  Screw 'em.

Trident / 108 / 90% / 1 / DR / Find: XXXVI
- Wind element
Tear through the Pteryon and get it - if not for the experience than for
a weapon to throw/sell.  But if you have a Dragoon or two, strap it on
and go buck wild.

Dragon Lance / 117 / 90% / 1 / DR / Buy: XXXVII (40000 Gil)
- Wind element
A weapon that is roughly 9% stronger than one I will probably end up
getting for free (but decidedly lesser than its bloodied counterpart
for obvious reasons)?  No thanks.  Unless you're insistent on both
using Dragoons and bypassing the cave the Trident's found.  In which
case, here you go, that'll be 40000 clams, retard.

Holy Lance / 125 / 90% / 3 / DR / Find: XLII
- Holy/Wind element, casts Holy when used as an Item in battle
The legendary Holy Lance.  Less legendary if you managed to pilfer a
Gunge from Odin.  But still, Holy + Blood Lance is a pretty good combo
that won't fully age until the very last areas.

Gungnir / 140 / 90% / 3 / DR / Find: Odin
- Wind element, Strength and Agility +10
Look at it.  I probably don't need to tell you how good it is.  Only
problem is that getting it will likely be a pain in the rear end causing
either frustration (see if a moderately-skilled Thief can get it, if
not, gotta turn it off, go through the Catacombs and try again) or
major detours (a very skilled Thief, which you probably wouldn't train
independently, is needed to backtrack here when weapons nearly as
impressive have been acquired thus drastically reducing its value).
If you do manage to get this weapon when I regularly suggest trudging
though the Catacombs, it will put the battle of the classes decidedly
in favor of the Dragoon.

Magic Lance / 145 / 90% / 3 / DR / Recieve: Dragoon Card
- Wind element, +20 Strength
This plus the Gungir?  That's one BAD Dragoon.  Although carrying two
of the heaviest weapons possible reduced the bad by a little, but
still a significant force.


THROWN WEAPONS

Boomerang / 40 / 85% / 0 / RN TF NJ / Find: XXIX, Buy: XXIII
- Ranged
If you plan on using a Thief, which I recommend, might as well
pick up two of these since by the time you find one, much of their
value will have eroded by the time you find one while looting Saronia.

Chakram / 50 / 85% / 0 / RN TF NJ / Find: XXXVI
- Ranged
I actually recommend ignoring the hell out of this one since you'll
find interesting stat-enchancing Knives for a Thief, and Rangers,
come now.

Rising Sun / 70 / 85% / 0 / TF NJ / Find: XLII
- Ranged
An interesting concoction.  If there was another weapon almost this
one's equal easily attainable at this point in the game, I'd say this
is pretty good.  But lo, I prefer the Dark Swords for a Ninja and
completely benching the Thief at this point.

Moonring Blade / 110 / 85% / 0 / TF NJ / Find: XLIV
- Ranged
Well it's guarded by Hein's palette-swap, so it'd better be good.
And it is.  Give this to a Ninja and send them to the back row with a
Masamune sacrificing some of the latter's defensive power and watch
them take hits half as proficently as a Knight in the front row.


BELLS

Diamond Bell / 42 / 100% / 0 / GE / Find: XIV, Buy: XVIII (4500 Gil)
On the one side, this is a bell that really pops 'em.  You first
come in contact with this one at a time most of your guys have
weapons half this strong.  On the other side, each one is 4500 Gil
and there's a good chance you won't want to drop this much on a
character best trained by using magical attacks.  I advise buying
one and then taking the other from the Sewers.  By the way, why's
such a big bulky bell hitting with a 100% accuracy rating with

Earth Bell / 88 / 100% / 0 / GE / Find: XXIX
- 50% chance of attempting to cause Paralysis
What an awesome weapon.  It's literally a half dozen areas I
recommend visiting before you'll find a stronger weapon (and that
weapon is the Rune Bell... Actually, no, but it could very well be).
And this is supposed to be a magic-oriented class.

Rune Bell / 98 / 100% / 0 / GE / Find: XXXV, XXXVII
Pretty much turns your pajama-clad earth hippie into a straight up butt-
kicker.  Although I find it a tad unusual that a weapon with Rune in its
title given to a character usually considered magical in orientation
with no Intellectual bonus or magic spell use while beefier heavy
fighters find magically-tinged weapons, Intellectual statistical bonuses
and free uses of a spell.

Blessing Bell / 130 / 100% / 0 / GE / Get: Geomancer Card
- Holy element; Agility, Mind and Intellect +10
Indeed.  Worth extrraneously training for?  Nah.  Not likely.


HARPS

Madhura Harp / 60 / 100% / 0 / BA / Buy: XXIII, XXVI (10000 Gil)
- Mind +5, Minne (Protect on all Allies)
Pretty great.  I recomend picking one up if you plan on doing the Bard
thing (which I recommend for much of the game)

Loki Harp / 60 / 100% / 0 / BA / Find: XXXVI, Buy: XXVI (10000 Gil)
- Mind +5, Minuet (Haste on all Allies)
Haste on all allies?  Are you kidding me? Granted, it might be a diluted
version of the spell, especially weak when you first find it
(effectivness goes up with experience and skill levels), but man, how can
you not at least somewhat get behind that?  Buy one of these and a
Madhura Harp and alternate between the two (since both effects last two
turns).

Lamia Harp / 60 / 100% / 0 / BA / Find: XXXIII, Buy: XXVI (12000 Gil)
- Mind +5, Requiem (Damages all enemies), 50% chance of attempting to
cause Confusion upon attack
I'd skip this one.  The confusion rarely works (as is per usual with
effects that come upon attack) and Requiem isn't all that powerful.

Dream Harp / 60 / 100% / 0 / BA / Buy: XXVII (12000 Gil)
- Mind +5, Paeon (Kind of like Cure spread out across the party),
50% chance of attempting to cause sleep upon attack
This is a pretty good one, although don't expect it to eliminate a dedicated
healer in the more intense battles.  It can provide as a probably adequate
substitute for a healer in regular battles and areas without bosses.

Appollo Harp / 60 / 100% / 0 / BA / Buy: XLIII (60000 Gil)
- Mind +10, Elegy (Casts Reflect across the whole party), 50% chance to
attempt to cause Death upon attack
Causes Death does it?  Although I haven't seen it work, (could be that
because by the time you get it, most enemies you'll see are strong against
instant kill attacks), it sounds pretty great.  Reflect is also quite nice,
renders magic users much less powerful.  Although I can only envision
myself really using this thing in just a couple of battles (a couple of
the bosses really late), it can make those battles much easier (although
I don't find any of those battles particularly difficult).  There's also the
fact I forego Bard at this point in the game.  Personally, I'd bypass this
weapon.


                           ARMOR
                           *****


Armor statistics will be listed in the following order:
Name / Attack Defense / Magic Defense / Weight / who can wear /
how and where to obtain
- Other noteworthy details (if necessary)
Personal commentary


BODY ARMOR

Vest / 1 / 1 / 0 / All Jobs / The first character begins the game with this
Just an ordinary set of clothes.  Get someting better.  Completists beware:
this is the only one of these you'll find over the course of the game.

Rusted Armor / 1 / 0 / 1 / FR WR KN DG VK DK NJ / Find: XXIX
If this was one of those games where a good many items are forged from other
items, this is the type of item that could be crafted to form something great.
Unfortunately, this is not the case and it'll end up in a Fat Chocobo likely
becoming even Rustier.

Leather Armor / 3 / 1 / 0 / All Jobs / Characters begin with it, Buy: II (90
Gil)
Buy one of that vested character mentioned earlier.

Mythril Armor / 10 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Buy: V, VI (350 Gil)
Quite a sturdy breastplate for this point in the game.  Get them for whoever
can equip them.

Mage Robe / 13 / 22 / 0 / all magic classes / Find: XV, Buy: XIII (2000 Gil)
- Intellect, Mind +1
Wow, look at that Magic defense.  Those are some unmatched figures (by most
heavier armors).  It's quite effective for quite a long time (although not
long enough).

Shell Armor / 18 / 19 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI,
Buy: XIII (1250 Gil)
The one found in the shrine should suffice, unless you're feeling Red Mage
happy (you shouldn't).

Ice Armor / 20 / 10 / 1 / FR WR RM RN KN TF DG VK DK / Buy: XVIII (2400 Gil)
- Increases resistance to Fire, decreases resistance to Ice
Pick up at least one of these after you finish XIX (prominent enemies during
XIX will throw ice attacks at you).

Kenpo Gi / 20 / 8 / 0 / FR MK BB NJ / Find: XII, Buy: XIII, XVIII (2000 Gil)
- Agility, Vitality +1
This would be a pretty awesome outfit to buy - if you didn't already find one
for free.  Utilizing the services of two Monks?  Only if you want the game
to suck.

Scholar Robe / 20 / 23 / 0 / FR SC / Find: XX (2), Buy: XXIX (5500 Gil)
- Intellect, Mind +2
The hell you need more than one of these for?  Anywho, it is quite a useful
garment when you first get it, one of the reasons the Scholar is as
respectable as they are when the class is first recieved.  By the time you
are able to buy this thing, though, the class is already out of style.

Firemail / 21 / 11 / 1 / FR WR RM RN KN DG VK DK / Find: XVI Buy: XIII (2400
Gil)
- Increases resistance to Ice, decreases weakness to Fire
The Flame Mail (name shortened above to make the line 80 characters) is to be
treated just like the Ice Armor, but I don't recommend buying any of these.
Also, this is the most powerful of the 'lesser' heavy armors, the ones used
by not usual heavy armor classes.

Knight Armor / 25 / 7 / 1 / FR KN / Find: XX
Doesn't provide much of anything in terms of magic defense, but that physical
defense is second to none when you do come upon it.  Had better be, because the
only armors you'll be stumbling upon in the near future are not those suitable
for Knights.

Black Garb / 30 / 18 / 0 / FR MK RN TH BB NI / Find, Buy: XXIII (5000 Gil)
- Agility, Vitality +2
How could a simple black outfit be lighter and more protective than a big ol'
suit of Knight's Armor?  I don't know either, but this is still one fine
apparatus, although not really worthy of buying considering one is hidden in
the grass of the same place you buy it.

Reflect Mail / 30 / 30 / 1 / 	FR WR RM KN DR VI / Find: XXXV, XXXVI, XXXVII, XL
Protects against Petrification, Minimization and Darkness; Intellect and Mind +2
This is pretty much the body guard of choice of armored party members if
fighting against enemies whose most fearsome attacks are magical in nature.
In other words, it'll sit and rot in your inventory until the very last fight
in the regular game, and even then I don't recommend using any of the classes
that can use this.  Would've been better if acquired sooner.  More or less a
Red Mage's dressing.  Interesting fact: it's the only body guard that mollifies
the tide of any effect.

White Robe / 31 / 45 / 0 / FR WM RM SC EV BA DV SU SG / Buy: XXXVII (27000 Gil)
- Mind +5
Finally, about time the White Mage recieved an upgrade.   Likely the last
armor you'll buy.  This will likely be your third character armor for the rest
of the regular game.  I can't say enough about it, then again, I don't have
a whole lot to say about it.

Black Robe / 31 / 45 / 0 / FR BM RM GE EV MG SU SG / Buy: XXXVII (27000 Gil)
- Intellect +5
Insert previous comments here with a black twist to them.

Bard Vest / 32 / 28 / 0 / FR BA / Buy: XXVI (5500 Gil)
- Agility, Mind +2
A steal if you plan on using a Bard, which you should.  Unusually durable,
arguably lasts until at least XXXVI, if not the entire game (not that I
advise using a Bard for quite that long, though).

Black Belt Gi / 33 / 18 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (6000 Gil)
- Agility, Vitality +3
Well I'd have preferred if this baby had given power instead of speed, but
whatever.  You don't get this until long after you're first introduced to it
in the stores, so if you're intent on using a Monk, spring the six grand.

Dragon Mail / 35 / 13 / 1 / FR DR / Find: XXVII (2)
I really have no comment other than if you plan on using a Dragoon or three,
you will obviously want to use this until you start running into Diamond gear.

Gaia Vest / 35 / 25 / 0 / FR GE / Find: XXIX, Buy: XVI, XXIX, XVIII (7600 Gil)
- Vitality +3
A very tough tunic for a class that could use it.  Perfectly situated for this
job: very high defensive powers for when you first find this, a time when the
Geomancer is probably best a frontline fighter; lesser defensive powers
later on when the Geomancer's attack power become less formidable, but still
enough if you put them in the back row.  Although you'll probably perfer a
Black Robe when you have access to it.

Viking Mail / 36 / 5 / 1 / VI / Find: XXIX, Buy: XXVIII (8000 Gil)
8000 Seems like quite a bit for something that provides no statistical bonus
and falls in the bottom 15% of magic defense in terms of body armor.  These
negatives are compounded when you consider it's obtained for free and the
Viking isn't terribly essential before the point you can take it from a
chest.  Only buy if you must use a Viking when you first get the class.

Demon Mail / 38 / 17 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (2) (25000 Gil)
Well finally some armor for the Dark Knight.  Other than that, I make no
other comments except don't buy it as two set of armor found free is one more
than I ever recommend putting on.

Diamond Mail / 40 / 19 / 1 / FR WR KN DG VI / Find: XXXIII, XXXVI
                                              Buy: XXXVII (33000 Gil)
- Resists lightning
Finally, an armor that gives the Knight the armor he needs to be the
defensive stud you're paying him to be.  Oh, and the armor is pretty good
as a defensive barrier as well.

Genji Armor / 45 / 22 / 1 / FR DK NJ / Find: XXXIX
A much needed heavier armor of Dark Knights and Ninjas.  That's all I have
to say about that.

Fuma Garb / 47 / 30 / 1 / MK TH BB NJ / Find: XLIV, XLV
- Agility, Vitality +3
The best body armor for Ninjas, Thives and Monks.  Not a bad one, but if this
is the most powerful body armor for certain classes, maybe you should expect
a little more.

Crystal Mail / 55 / 24 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
                                                    Buy: XLIV (65000 Gil)
It's Crystal armor.  In a Final Fantasy game.  You -know- how good it is.
Although I know I'd have personally liked to have seen its magic defense
a little higer than 24, but you know how that goes.

Onion Armor / 60 / 40 / 1 / OK / Find: Color Dragons
- All stats +5, Guards against all status effects
You know how awesome Crystal Armor's reuptation is?  Well this armor is
actually that good.  Only problem is that you have to fight Dragons to
get it and they only have like a 0.000777% chance of dropping it.  You
also have to use the statistically awkward Onion Knight to make use of
it.  Still, you need to admit it's hard to argue with this thing's
power.

Angel Robe / 45 / 45 / 1 / WM / Get: White Mage Card
- Mind +20
Although a very useful class, not nearly useful enough for me to use
regularly when their armor wears too thin, and certainly not a class
I would prefer over the Devout knowing this.  Still, that's some
great defensive power we've got here.  Not sure she needs all that
Mind because by the time you get it, you're likely to have a very
high Mind stat as is plus the various Mind-boosting items you'll
have come in contact with.

Crimson Vest / 50 / 25 / 1 / RM / Get: Red Mage Card
- All statistics +10
Man, I feel like I'm wasting my time getting the Red Mage's skill level
to 10, much less to 99.  But hey, I hear many people out there really
like this class, and if this is you, maybe leveling up to get this item
might be worth it.  Too bad that Crystal Mail you find in a chest is
almost as good as it.

Master Dogi / 54 / 23 / 1 / MA / Get: Black Belt Card
- Agility, Mind +10
I don't know why this thing gives the Black Belt mental power.  Maybe
their power build-up uses mental power.  Maybe it's because by the time
you can get this, his strength and vitality are pretty much maxed out.
I know, like the Black Belt's non-mastery best armor, I'd have liked
for it to provide more base protection - the Fuma Garb arguably protects
better than this thing.



SHIELDS

Leather Shield / 2 / 1 / 0 / FR WR RM KN TH DR VI DK NI / Find: I, III, V
                                                          Buy: II (40 Gil)
- Guards against Poison
Put this on when you find it while walking through I.  The Long Sword you
find will pretty much take down all the enemies you'll encounter there in
a single hit.  Any other weapon is overkill.

Mythril Shield / 3 / 3 / 1 /FR WR RM KN TH DR VI DK / Buy: IV, V (180 Gil)
- Guards against Darkness and Confusion
If only this thing would've come at the start of section III, when over the
next three sections, enemies would attempt to blind you quite frequently.
No.  Instead it's offered just after that when such moments are much more
rare over the course of the game.

Ice Shield / 6 / 4 / 1 / FR WR RM KN TH DR VI DK / Buy: XVIII (1800 Gil)
- Protects against Death, Paraylsis, Sleep; Reducse Fire damage, increases
Blizzard damage
A pretty good item to have for the Molten Cave, although not essential.

Heroic Shield / 9 / 6 / 1 / FR KN DR / Find: XX, Buy: XXIII (3500 Gil)
- Guards against Petrification, Toad, Mini, Darkness, Poison, Sleep,
Confusion; All Stats + 1
Phew, what a long list of protections.  What we really need is Paralysis
protection (against the Roepers and such of the Water Cave) and Death
guard (okay now we're getting greedy) and we've got a bonafide Ribbon on
our hands.  Too bad Vikings can't use it because man that'd be rocking.
Take this into the Water Cave if you're feeling conservative.

Demon Shield / 12 / 8 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (12500 Gil)
- Protects against Toad and Darkness
Consider this the opposite of the Heroic Shield: Knights can't use it,
provides scant protection against status effects and no statistical
increases.

Diamond Shield / 14 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI
                                                Buy: XXXVII (18000 Gil)
- Protects against Petrification, Death and Darkness; reduces Thunder damage
Is it worth giving up some 80 points of attack power for 14 points of
defensive power?  Not usually.

Aegis Shield / 16 / 17 / 1 / FR RM KN DR VI / Found: XXXV, XXXVI, XL
- Protects against all negative status effects, Mind +4
Another shield with some serious potential, although I'm not sure just
how much you'll be using it since by the time you get it, other weapons
available for these class will cross your path, ones with attack
powers nearing triple digits.  Why protect yourself against a status
ailment if you can defeat that enemy because of holding another weapon
before they attack?

Genji Shield / 18 / 13 / 1 / FR DK NI / Found: XXXIX
- Protects against Gradual petrification, Petrification, Toad, Mini,
Darkness, Poison, Confusion
A shield more awesome than most, but still perhaps not worth equipping
right away.  It does provide all sorts of status effects like the Aegis
Shield.  In fact, if you're feeling frisky and slothful, this shield
could make for an adequate substitute for a Ribbon if you don't feel
like getting one of those for a Ninja, especially true if this is the
battle where they don't do anything but throw stuff.  This isn't
something I suggest - replacing the Ribbon with this - but still
something you'll likely want for that battle.

Crystal Shield / 20 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
                                                      Buy: XLIV (50000)
- Protects against Gradual Petrification, Petrification, Toad, Mini,
Darkness, Poison, Paralyzation
If only this offered significant statistical bonuses, then we might be
in business, but I really didn't find myself using this a whole lot.
There aren't a whole helluva lot of enemies that hit you with status
depressers often enough that late in the game, and its usefulness
deteriorates even more when you start coming across Ribbons.

Onion Shield / 30 / 30 / 1 / OK / Find: Color Dragons
- Protects against all status effects, All statistical perameters +2
Final a shield almost awesome enough to be worth cutting your attack
power in half.  If all your other awesome weapons are being used by
other characters and you do happen to stumble upon this, then use it.
If not, times two your attack power.



HEADGEAR

Leather Cap / 1 / 1 / 0 / All Jobs / Find: I, Buy: II (15 Gil)
Definately a good buy for those who don't have one.  Although, you
find one in a chest for free for the one doesn't have one and the
other characters begin with one of these.  Oh well.  If only all
helms cost 15 Gil per point of magic and physical defense.

Mythril Helmet / 4 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Find: V
                                                    Buy: V, VI (130 Gil)
You get one for free.  Buy another if another can use at this point
in the game.  I shouldn't have to tell you this.

Shell Helm / 6 / 5 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI
Headgear upgrade.  Worth getting if you're utilizing the serives of
those who can use it.

Headband / 8 / 3 / 0 / FR MK BL NJ / Buy: XIII (1200 Gil)
- Strength and Vitality +1
The sturdies helmet ofr this point in the game - not too often can this
be said about martial artist gear.  Buy, buy, buy!  If you're using a
Monk, that is.

Ice Helm / 10 / 6 / 1 / FR WR RM RN KN TH DR VI DK / Buy: XVIII (1200 Gil)
- Protects against Fire, increases damage against Ice
Quite a versitile little helm, you may wish to buy two just for
flexibility purposes.  More likely you'll only need/want one.

Feathered Cap / 10 / 16 / 0 / All Jobs / Buy: XXVI (6000 Gil)
- Agility +2
Nearing necessity for the real mage types considering this is one of
just three Caps they are able to wear.  You'll probably want two.

Scholar Hat / 11 / 16 / 0 / FR SC / Find: XX, XXIX, Buy: XXIX (7500 Gil)
- Intellect +1
Another exceptional hairpeice when you first come in contact with it,
greatly enchancing the value of the Scholar however temporarily.

Black Cowl / 15 / 10 / 0 / FR MK RN TH BL NI / Find, Buy: XXIII (4000 Gil)
- Agility +2
Once again a really good buy: a versitile helm for classes often lacking
in good headgear.  You get a speed bonus to boot.  Only thing is that one
is found for free, and this should suffice.

Chakra Band / 17 / 11 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (4500)
- Vitality +2
This one is quite borderline.  I'd probably say sure, go ahead and buy
it if you're in a Monk sort of mood.  Although one free one is found,
when it is found, it has lost a great deal of its effectiveness.

Dragon Helm / 18 / 9 / 1 / FR DR / Find: XXVII (2), XXIX
No comment.

Viking Helm / 19 / 5 / 1 / VK / Find: XXIX, Buy: XXIX (5500 Gil)
Like with the Viking Armor, maybe you don't want to spring for some
armor that provides no statistical bonuses and lacks respectable
magic defense.  You're also gonna get this one for free at a time when
the Viking becomes much more valuable.  Buy only if you wish to get
all Viking on 'em when you first get the class.

Diamond Helm / 21 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI
                                              Buy: XXXVII (20000 Gil)
- Resists lightning
You find two of these.  Awesome.

Ribbon / 23 / 20 / 0 / All Jobs / Find: XLIV, XLVI (4)
- Resists all status effects
Look at all that protection.  Not only is this peice of cloth somehow
more durable than most heavy helms, it's more protective against magics
than all of them.  You're going to want to get all of these if nothing
else for the experience that comes with fighting Ninja/Clones, but for
at least one battle - yes even the heavier fighters.

Genji Helmet / 25 / 15 / 1 / FR DK NI / Find: XXXIX
Finally some headgear for the Dark Knight.  What you were going into
the cave with an Ice Helm?  Better than othing I suppose.

Crystal Helm / 31 / 17 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
                                                    Buy: XLIV (50000 Gil)
Second most formidable helm to the Ribbon.

Onion Helm / 40 / 40 / 1 / OK / Find: Colored Dragons
- Resists all status effects, Mind and Intellect +5
A formidable helm indeed, moreso than the Ribbon, but because getting it
is quite a pain in the rear end, let's pretend it doesn't exist.  Unless
you actually get it.

Royal Crown / 33 / 36 / 0 / EV / Get: Evoker Card
- Intellect, Mind +10
Does the Evoker haev use during the later parts of the game?  I reckon
not a whole lot.  Yes, there are a number of enemies with very high
HP counts, and rendering them sleepy or paralyzed for the duration of
the battle is probably better than whatever other magic you can throw
at it.  However, in my experiences with funny effecty stuff, successes
tend to be low.  Plus, you have to give up the Ribbon to use this one,
and that's just not worth it.

Ballad Crown / 35 / 34 / 0 / BA / Git: Bard Card
- Vitality, Mind +10
Well the Bard might actually be worth the time to train, unlike the
Evoker.  Like the Evoker, though, I just don't envision myself giving
up that status protection even if status effects may not quite be
the troublesome details they are elsewhere.



ACCESSORIES

Bronze Bracers / 1 / 1 / 0 / All but DK / Find: I (2), Buy: II (80 Gil)
You find two.  This should be sufficent explanation.

Mythril Bracers / 2 / 4 / 0 / All magic jobs / Find: VIII, Buy: IV, V (120 Gil)
- Intellect and Mind +1
Assuming you're using two magic oriented jobs, buy one when you first can.
You should be able to find another for free.  If not, make that ultimate
commitment (suicide) and stop dumbening the gene pool!

Mythril Gloves / 3 / 1 / 1 / All fighting jobs / Buy: IV, V (120 Gil)
Yeech, actually worse than the Bracers by an almost visible amount.
But buy one anyway.  It'll have to do for kind of a while.

Gauntlet / 8 / 4 / 1 / FR WR KN DR VI DK NI / Find: XX
- Strength, Vitality +1
A pretty great armguard that's effective for a pretty long time - although
not quite long enough.

Thief Gloves / 11 / 8 / 0 / FR TH NI / Find, Buy: XXIII (2500 Gil)
- Agility +3
Finding this baby makes the Thief's status jump from good to great at the
time you get it.  Just don't go around buying one because it's a tad unbecoming
for a Thief to spend money on something they can find for free.

Rune Bracers / 11 / 13 / 0 / all magic classes / Buy: XXVI (5000 Gil)
- Protects against Petrification, Toad, Mini; Intellect, Mind + 2
Buy one of these for each one of your mage-types as soon as possible, which I
hope is no more than two.  Quite strong for a little bracelet if I say so
myself, and effective (or at least the best available for a very long time).

Power Bracers / 13 / 9 / 1 / FR WR MK RN KN TH DR VK BL NI / Find: XXIV
- Strength and Vitality +2
Another excptional bracer, this time for the big boys.  I like to keep this
one in my inventory just in case I'm for some reason short on heavy gloves.
In case the impression isn't already there, yes, those big boys will be a
tad short on premium armguards in the near future.

Diamond Bracers / 13 / 16 / 0 / FR WM BM RM SC GM EV BA DV MG SU SG NI /
                                 Find: XXXIII, XXXVI, Buy: XXXVII (10000 Gil)
- Intellect and Mind +3, resists lightning
Blah Blah, Bracer upgrade, how much longer can I talk about this?

Diamond Gloves / 15 / 7 / 1 / FR WR MK RN KN TH DR VI DK BL NI /
                                 Find: XXXIII, XXXVI, Buy: XXXVII (15000 Gil)
- Strength and Vitality, +3, resists lightning
Seriously now?

Protect Ring / 18 / 18 / 0 / All Jobs / Find: XXXIII, XLIII
- Resists Fire, Thunder, Ice, Wind and Light; All Stats +2
An ultiamte arm guard, of sorts.  Just look at those figures and tell me
you're not impressed.  Made largely for little guys, though.

Genji Gloves / 20 / 14 / 1 / FR DK NI / Find: XXXIX
- Strength, Agility +4
Well obviously if you know an item is gonig to be among the best, and
sometimes only, ones for that class if it has Genji in its title.

Crystal Bracer / 30 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV
                                                      Buy: XLVI (50000 Gil)
- Strength, Vitality +4
And you know something's even better if it has Crystal in its title.

Onion Gauntlet / 50 / 25 / 1 / OK / Find: Color Dragons
- Resists Blizzard, Fire, Thunder, Wind and Light; Resists all status ailments;
All statistics +3
Of course, all things pale compared to that which has Onion in its title.

Celestial Glove / 40 / 18 / 0 / FR / Get: Freelancer Card
- All statistics +15
Although, the class-specific items aren't too shabby themselves.  For those
disappointed in the lack of oomph in the Freelancer class (compare to the
Suppin class of Final Fantasy V), well, give them one of these, an Ultimate
Weapon and an Excalibur, and try to tell me this doesn't make them rock
harder than Norah Jones.

Shura Gloves / 45 / 19 / 0 / MK / Get: Monk Card
- Strength +20
Yeah, pretty much maxes the hell out of his power stat, I guess.  That's
pretty useful.  Still which it'd guard against magic or effects better.

Astral Bracers / 47 / 20 / 0 / SU / Get: Summoner Card
- Resists Blizzard, Fire, Thunder, Wind and Light; Intellect and Mind +10
A totally rad item for a totally rad job.  But is it really worth the trouble?
Eh, not bloody likely.


                           MAGIC
                           *****


Magic will be listed like so:
Level Name of spell / who can use / found, bought
- What it does
Other explanation; I wish I knew the exact accuracy and strength of the spells
here as I'm sure they have exact (or at least a range of) values.  While
interesting, this is certainly not vital information.


WHITE MAGIC

L1 Cure / FR, WM, RM, KN, SC, DV, SG, OK / Find: II, IV, Buy: VI (100 Gil)
- Restorative element, slightly restores HP to one or all targets
It's of a restorative element, so it hurts undeads.  It's a pretty valuable
spell for what it's worth - it's one of the fe wlower-level magic spells
to have actual value for the entire game as well as out-of-battle value.
I don't imagine needing more than the two that are found, though.

L1 Poisona / FR, WM, RM, SC, DV, SG, OK / Buy: II (100 Gil)
- Removes poison state
Sure, what the hey, get one, although it's not essential.  It's not like
Antidotes are super rare or anything.  I'd buy it when you first can because
man it would suck quite a bit to return all the way to Ur just to get one
non-essential but useful spell.

L1 Sight / FR, WM, RM, SC, DV, SG, OK / Buy: XIII (100 Gil)
- Displays on map (top DS screen) locations of all events donted by Roman
  numeral in this guide
Moderately useful.  Could've been moreso if the game didn't already display
places you've previously visited, but still a steal at 100 Gil.

L2 Aero / WM, RM, SC, DV, SG, OK / Find: VII, Buy: VIII (700 Gil)
- Deals wind-based damage to target/s.  A tad more powerful than Fire/Blizzard.
Git those birds outta the sky!  Very useful on the mountain you find it, too
bad you're pretty much at its peak before you collect it.  What you need more
than one of these for is beyond me.

L2 Toad / WM, RM, SC, DV, SG, OK / Find: XV, Buy: XVII (700 Gil)
- Turns target/s to/from toad state (while in toad state, statistics are
  greatly reduced and the only spell that can be cast is Toad
Remember this spell from the Famicom days?  Remember how it used to be,
well, good and stuff?  Remember how it used to justify effect magic?  Well
it's not longer that useful for that long.  Instead of being an-insta killer,
it's now only something that changes the target's shape.  Although it's all
but dead at this point, but the fact the game makes you go through this
trouble says something... about society.  Or not.  It also used to be
effective on pretty much every regular encounter in the game.  These days...
It's pretty much a regular bodily-altering effect spell.  That is all you
need to know.  But hey, it's free and essential for two parts of the game.

L2 Mini / WM, RM, SC, DV, SG, OK / Find: VII, Buy: XVII (1000 Gil)
- Changes size of target/s.  When shrunken, again statistics are greatly
  disadvantaged, although if you're only minied and not a frog, you can
  regularly makes use of magic
Insert Toad explanation here.

L3 Cura / WM, RM, SC, DV, SG, OK / Find: VIII, Buy: XIII, XXXII, XXXVIII
- Restorative element, roughly three times as powerful as Cure
I actually recommend dropping 1500 clams on another Cura in addition to the
one found on a shelf.  But not until that XXXII one or that XXXVIII one.

L3 Teleport / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil)
- Team either escapes to outerworld if not in battle or escapes battle (if
  escpae option is viable) if used outside of battle.
An excellent spell for escaping those dungeons when you simply don't feel like
clawing out.  I don't think I used it to escape more than a couple times,
though, although I guess it beats attempting to and failing to flee from
a battle.

L3 Blindna / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil)
- Nullifies blind status
As stated when you first enocunter the spell, are you really going to go
blind more than 43 times over the course of the game?  Because this is how
much blindness can be fixed with Eyedrops.  Eyedrops don't consume L3 MP
better used on Cura or Teleport.

L4 Silence / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Mutes target preventing them from using magic
Perhaps this will work against a boss or two.  I don't know.  I do know
you're better off hitting magic-based enemies physically causing some
damage for sure, getting them closer to death.  Most magic enemies you'll
face don't know how to gaurd against physical attacks.

L4 Confuse / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Causes confusion state, target/s don't know who to attack
See Silence, although perhaps better because it's not just magic-types
targeted by this spell.  I don't think I'd buy it though.

L4 Libra / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Indentifies enemies' status and weak points
Rendered useless by a Scholar.  Or renders Scholar useless.  Or rendered
useless by this guide.  Either way I wouldn't buy.  Level 4 White magic
reeks high hell.

L5 Curaga / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil)
- Restorative element, Roughly three times more powerful than Cura
Maybe shouldn't be bough when you first come in contact with it; chances
are you'll only have one (give or take) use of level five magic when you
first find this, and that use is better spent on Life.  Get it anyway,
two of them preferably as it gains usefulness as level five casts become
more avalible.

L5 Raise / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil)
- Revives target with a little HP, kills undead (restorative element)
Pretty much an invaluable spell considering the inability to buy Phoenix
Downs.

L5 Protect / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil)
- Increases physical/magic defense
When you first come in contact with this spell, chances are Mind/Skill
number aren't going to be high enough to show significant improvement
because of this spell.  Later on, as these number increase, so does the
effectiveness of this spell.  Although I only found myself using it and
considering it necessary in maybe two or three battles over the course of
the game, only one of them being not part of a sidequest (it was the final
boss), you'll want it around just in case.  But I image this spell's
goodness is nullified with an expert Bard, which I don't exactly recommend
training.

L6 Aeroga / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Wind based attack, about 10 times stronger than Aero
Send the enemy/enemies flying through the wind with this spell.  Or don't,
I don't care.  I was actually a little disappointed in it, but you may want
to keep it around for the various winged foes who attack you later on.

L6 Haste / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Increases number of hits
Wanna make that Viking with this axes and hammer hit more like a Thief, or
at least a Knight?  Well this is you answer.  As with Protect, it appears
to start out quite negligable when you first have access to it; at times
effect appears to be minimal or non-existant.  As with protect,
effectiveness improves and the stats go up.  I'd pick one of these up.

L6 Stona / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Nulliifes stone state
You should already have plenty of Golden Needles piling up for the rest
of the game.

L7 Curaja / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Fully heals single target (up to 9999), greatly heals entire party
  (think 2500 HP or more), harms undead (restorative element)
Granted, I didn't find myself using this a whole helluva lot.  In fact,
I only really used it for a few select battles.  But my if it didn't assure
victory in the majority of those.  Pick up at least one, preferably two.

L7 Esuna / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Nullifies all negative status effects other than death
Only get this if you plan on using an Onion Knight, whose poor statistics
most of the game make them poor healers, but spells like this not based
as greatly on statistics are good form them because they have MP for all
levels as soon as you recieve the class.  Other than that, I'd say forget
about it because what's wrong with the cheap, plentiful status items
you have already got?

L7 Reflect / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Creates a green shield that reflects all magic, good and bad, back to
  caster.  Once used for this purpose, the shield disappears
I can only think of a couple battles where I was gald I had this.  In fact
I could only think of one where I was very glad I had this.  Actually, it
was more like two battles, see if you can guess which battle this is.
Also, it has no item substitute found regularly (Shining Curtains are found
only by enemies).

L8 Araise / DV, SG, OK / Buy: XLIV (60000 Gil)
- Revives fallen party member with full HP
Not actually a spell I found myself or even using before, like, XLVII, but
my, oh my was I ever thankful I had it for that battle.  Although you can get
by with only one or even none, I advise picking up two if you're feeling
conservative.

L8 Holy / DV, SG, OK / Buy: XLIV (60000 Gil)
- Holy elemental, one enemy only
I understand this one kills undead monster, well, dead.  But think long and
hard about this one: how many undeads are you really going to be encountering
from the time you use this until the time you beat the game?  Zero I reckon.
Yes, this nets the Devout some additional firepower, but it's not too much
stronger than the unlimited regular physical attacks with weapons found for
free in the same place.

L8 Tornado / DV, SG, OK / Buy: XLIV (60000 Gil)
- Reduces HP of target/s to single digits if successful
If I'm going to consume paltry top-level HP, to use an inaccurate spell
that's likely going to get me one less Shuriken, it had better finish the
job, not simply reducing them to single-digits.


BLACK MAGIC

L1 Sleep / FR, BM, RM, SC, MG, SG, OK / Find: I, Buy: V, VIII, X (100 Gil)
- Attempts to put target/s to sleep
You get one for free, but you have to go out of you way from your normal
chest-collecting duties to collect that one in that cave.  That's kind
of a rip off.

L1 Blizzard / FR, BM, RM, SC, MG, SG, OK / Find: III, Buy: V, VIII, X (100 Gil)
- Blizzard element, throws some cold stuff at the target/s
The strength of Blizzard is once again not something I can pinpoint like I
can with a weapon or a peice of armor.  Its power is likely a number, or
perhaps a range, like the other total-based spells seen the in ther White
Magic section.  Whatever the number or range may be, though, I say it's
not worth buying again.

L1 Fire / FR, BM, RM, SC, MG, SG, OK / Buy: V, VIII, X (100 Gil)
- Fire element, deals fire damage
Insert Blizzard lecture here but this time about heat.

L2 Thunder / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil)
- Thunder element, deals thunder damage
Insert Blizzard lecture here but this time about sparks (although maybe
it's a little stronger, just a little, maybe).

L2 Blind / BM, RM, SC, MG, SG, OK / Find: VI, Buy: VI, VIII, X (700 Gil)
- Attempts to cause blind status, lessening the accuracy of target/s'
  physical attacks by as much as 1/2
You get one for free.  I used my freebie a grand total of three times not
proving effective on any of the attempts, even partially.  Think about it:
attempting to use a spell with a low accuracy that will only partially
keep the enemy from attacking?  If you must take chances with a spell of
low accuracy, use Sleep.  At least that'll keep the enemy from making a
move all together and works beyond physical attacks.

L2 Poison / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil)
- Attempts to cause poison status (gradual, slight lessening of HP)
Poison is one of those spells that are much more useful for an enemy
to have than you.  This is because it has longer-term implications with
its out-of-battle status effects.  If you were to meet an enemy again,
I'd say this spell might be useful, but because you wish to defeat, not
just weaken them, I don't advise getting this one.

L3 Fira / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500 Gil)
- Fire element, roughly four times stronger than Fire
You get one of these babies for free, and buy absolutely no more.

L3 Blizzara / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500)
- Blizzard element, roughly fourtimes stronger than Blizzard
You get one of these babies for free, and buy absolutely no more.

L3 Thundara / BM, RM, SC, MG, SG, OK / (see other -aras) (1500 Gil)
- Thunder element, roughly four times more powerful than Thunder
You get one of these babies for free, and buy absolutely no more.  Yeah.

L4 Shade / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Attempts to paralyze to target/s
It seems to have a higher accuracy rating than Sleep, but that doesn't give you
an excuse not to use that you used shadow-binding your opponent turn for
ass-kicking.

L4 Blizzaga / BM, RM, MG, SG, OK / Find: XXII, Buy: XXIX, XXXII (3000 Gil)
- Blizzard element, about four times stronger than Blizzara
Very interesting how they don't let you buy this one at Gysahl no more.  That's
because it's been radically improved, although not enough to be worth getting
an additional pressing of the spell.

L4 Break / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil)
- Attempts to cause moderate earth damage (equal to -ara spells) and cause
  gradual petrification
Wanna have a spell with an unforgivably low hit rate and an even more useless
status effect?  All for just 3000 Golds?

L5 Thundaga / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil)
- Thunder element, roughly four times stronger than Thundara
The game has thankfull split the high-level elemental spells up one per
level, because everybodt knows those are the only spells in this range
truly worth using.  Don't know how often, though, because black magic's
usefuless begins to fade at this point.  Hit one or all targets.

L5 Raze / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil)
- Attempts to kill all enemies on screen
It's an interesting little spell, although I don't know how often you'll truly
be using it as it only works against the enemies you don't need it to.  You
may wish to pick it up simply for diversity purposes.

L5 Erase / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil)
- Removes positive status effects (Haste, Protect, Reflect)
Pick up a Rune Staff instead.  Or just screw it all together.  You may wish
to invest here because it just looks cool, but if you remove an enemy's
protective barrier, they may spend a turn putting it back up instead of
throwing some amazing attack at you.  Just saying.

L6 Firaga / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Fire element, roughly four times stronger than Fira
See Thundaga but with a firey slant to the explanation.

L6 Bio / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil)
- Deals non-elemental damage to target/s
It's a little weaker than Firaga.  I think it causes Poison status as
well.  I'd probably pass it up as non-elementals are supposed to be
stronger than their elemental counterparts.

L6 Warp / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil)
- If used out of battle, teleports party to previous floor, if used
  during battle, teleports an enemy out of battle
I can't really ever think of a time while playing this game I ever
thought to myself "gee, I gotta git back to the previous floor now" or
anything along those lines.  Now did I ever find myself looking at a
game over screen only to think imagining an insta-kill spell would've
prevented this.  Not really one of the more useful Level 6 spells, but
moreso than, let's say Odin, or Catastro.

L7 Breakga / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Instantly petrifies target causing stone status if successful
Back in the days of yesteryear, this baby worked pretty much every time.
You could turn every enemy guarding a Ribbon to turn with the snap of a
finger.  Here... not so much.  I advise bypassing this one even if it
does work on occasion.

L7 Quake / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Earth element, hits all enemies with rupture in earth
Kind of disappointing actually.  But at least it won't consume MP designated
for more useful, but still slightly disappointing -aga magic.

L7 Drain / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil)
- Regenerative element, on one single target
It's not quite as strong as Quake and relegated on to one enemy.  It also
heals 100% of the damage given to the enemy unless you use it on an undead.
Although you do find several Lilith Kisses over the course of the game
rending this spell less useful.  Worth it if you plan on doing the Magus
thing, which I wouldn't.

L8 Flare / MG, SG, OK / Buy: XLIV (60000 Gil)
- Non-elemental, single target
Imagine if you summoned Bahamut but it could only attack a single target.
Because the Magus has more casts than the Summoner for eighth level magic,
I guess the Magus has the advantage against the toughest enemies like
that.  Too bad many of those toughest enemies aren't tough enough to alter
your party just for a boss fight.

L8 Meteor / MG, SG, OK / Buy: XLIV (60000 Gil)
- Non-elemental, all targets
Now imagine if you summoned Bahamut but it was only about half as strong
but targeted all enemies.  Seriously, this spell is only in here to give
the enemies something menacing to cast.  Don't be suckered into buying it
even if you're doing the Magus thing, which I wouldn't.

L8 Death / MG, SG, OK / Buy: XLIV (60000 Gil)
- Attempts to instantly kill a single target
Now imagine Breakga if it was a smidge less accurate and healed undeads and
costed three times as much.  Granted, this was also the case in the Famicom
days, but in those days, when the spell's accuracy was only 45% it actually
worked basically 100% of the time if you weren't an idiot.  Plus, it gave
you that awesome red X over the enemy when it worked.  What do you get
these days?  A skull head?  Yeech, can you get any less original?


CALL MAGIC

NOTE: Sages and Evokers get either effects A or B, the game decides.
Summoners get effect C.  These classes can use all the calls and only these
jobs can.

L1 Escape / Summons Chocobo / Buy: XXVI, XXXII (100 Gil)
A: Chocobo Dash  - Party escapes the battle
B: Chocobo Kick? - Attempts to attack one enemy (to no effect)
C: Chocobo Kick  - Damages single enemy of caster's choosing, damage is
                   based on differences in levels between caster and
                   target
Comic relief in Final Fantasy III.  And oh so cute!  But not that useful.
Still, 100 Gil is worth it just for this.  Chocobo Dash works every time
unless you're in a fight from which you cannot run, so that's good.
Althuogh usually running away from battle isn't much of an issue, and
perhaps it's better done by character who will take their turns earlier
in battle.

L2 Icen / Summons Shiva / Buy: XXVI, XXXII (7000 Gil)
A: Mesmerize -    Attempts to acuse sleep status to all enemies
B: Icy Stare -    Hits one random enemy with a block of ice (basically as
                  strong as Blizzaga)
C: Diamond Dust - Icy Stare across all enemies without losing steam
The superiority of summon magic begins now.  It does what attack magic is
supposed to do, hit all enemies at once, but not lose any steam.  Awesome.

L3 Spark / Summons Ramuh / Buy: XXVI, XXXII (7000 Gil)
A: Mind Blast    - Attempts to paralyze all enemies
B: Thunderstorm  - Hits one random enemy with a thunder bolt roughly as
                   strong as Thundaga
C: Judgment Bolt - Thunderstorm hits all enemies without losing any steam
Mind Blast is okay I guess - many powerful enemies can indeed by paralyzed.
However, wouldn't you rather cut the crap and just zap them bringing them
one step closer to death?  I know I would.

L4 Heatra / Summons Ifrit / Buy: XXVI, XXXII (7000 Gil)
A: Healing Light - Curaja spread across the whole party
B: Hellfire      - Hits one random enemy with a fireball roughly as
                   strong as Firaga
C: Inferno       - Hellfire, hitting all enemies, without losing a beat
Healing Light is an exceptional effect, too bad you can't rely on it.
Otherwise just another example of calls being the classic attack magic.

L5 Hyper / Summons Titan / Buy: XXVI, XXXII (7000 Gil)
A: Clobber      - Earth damage to one enemy, I think as strong as Quake
B: Stomp        - Earth damage to one enemy, a little more than Clobber
C: Earthen Fury - Earth damage as strong as the other summons for all
                  the enemies
Here's one that's just striaghtforward butt-kicking.  Too bad it just
doesn't quite kick as much as we'd like.  However, get one for the
Summoner, for sure.

L6 Catastro / Summons Odin / Find: XXXV, Buy: XLIV (40000 Gil)
A: Protective Light - Casts Reflect on entire party
B: Slash            - Non-elemental damage for all enemies, think -aga
                      spell levels of power of all enemies

C: Zantetzuken      - Attempts to kill all enemies
Perhaps for the first time ever, both call effects are better than the
summon effect.  He can never seem to insta-kill the enemies you really
need him to.  But hell, Zantetzuken is the only non direct damage spell
the Summoner has, so you might as well just take to for diversity
purposes.

L7 Leviath / Summons Leviathan / Find: XL, Buy: XLIV (50000 Gil)
A: Cyclone   - Deals wind damage to all enemies (think Aeroga but a litte
               stronger and targeting all enemies on screen without
               losing steam fir its distribution)
B: Demon Eye - Attempts to petrify all enemies
C: Tsunami   - Throws what I believe is non-elemental damage, roughly
               1.5 times stronger than the elemental summons
Simply great.  I don't advise getting more than one, though, and if you're
doing the Sage thing, I'm not sure I'd consume their sparce seventh-level
spells on what will probably be disappointing petrification attempts.

L8 Bahamur / Summons Bahamut / Find: XLI, Buy: XLIV (60000 Gil)
A: Aura       - Casts Haste on party for a couple turns
B: Rend       - Attempts to instantly kill a single target
C: Mega Flare - Deals non-element damage to all enemies, about 2X stronger
                than the elemental summons
Mofoin' Bahamut.  One BAD dude.  I shouldn't have to tell you about Bahamut.
In fact I won't.


                    ITEMS
                    *****


Okay, real quick the items.  I image this is going to be about as interesting
as watching an apple rot as that's about how interesting this part is to work
on, but I just couldn't call this guide Complete, or as Complete As I Wanted
It without its inclusion.

The first order of business are the commonly found items.  Although the
selection of Item stores varies from town to town, you won't have to wait
long before encountering one of these items in a store.  So I won't list
locations from which they can be picked up.  Because commentary can be
generalized among many items and still be effective, I'll do this here.
Saves me alot of time and trouble.  Ready, steady, go.

First the more common items.

Potion        50 Gil    Restores 50 HP
Eyedrops      40 Gil    Nullifies Blind status
Antidote      80 Gil    Nullifies Poison status
Phoenix Down    (1)     Nullifies KO status
Echo Herbs    100 Gil   Nullifies Silence state
Gold Needle   100 Gil   Nullifies Stone state
Madien Kiss   100 Gil   Nullifies Toad state
Luck Mallet   100 Gil   Changes Size
Hi-Potion     600 Gil   Restores 500 HP
Elixir          (1)     Restores HP/MP
Ottershroom   2000 Gil  Warps party out of area onto world map
Gnomish Bread  200 Gil  Shows the most noteworthy places on top screen map
Gysahl Greens  150 Gil  Use in funny-smelling areas to call Fat Chocobo
Magic Keys     100 Gil  Opens any non-sealed door in the game

Okay, my awesome commentary:
Potions are pretty great, although essentially rendered worthless with a
good White Mage.  If you buy a few dozen from the get-go and use a White
Mage for the entire time Potions are highly relevant, it may be all you
need.  Plus, you find several of them.  I recommend phasing them out
when Hi-Potions gain notable relevancy.

Any description with the word 'Nullifies' should be bought in packages
of 10 when you first find them.  This is probably more than you need,
but you get a nice discount doing this and it gives you peice of mind.

And I hope I don't need to tell you what to do with the Phoenix Downs:
use them in dungeons when a character dies and on Raise-casters when
they fall.  If on the overworld, make it to a revive spring and if
you have casts of A/Raise, use them saving the Downs for the users
of the magic.  You can't buy any of these, but the game gives you
many opprotunities to find some, which should be plenty.

Hi-Potions are alright.  When they start becoming truly relevant, which
happens around XXIII, at the time the Thief starts becoming awesome,
enemies have them for the taking.  Very often, during the Thief's high
points in relevance, enemies will be carrying Hi-Potions which can
easily be stolen.  When the Thief's usefulness begins to wane, though,
I advise buying some of these, but not until this point.  Hi-Potions,
though, are just not as essential with the presence of a dedicated
healer.

Out of the four items on the bottom, the ones non usable in battle, none
are essential, and the only one really being moderately useful is an
Ottershroom, and that's only if you run out of Exist casts.  I never at
any point recommend using a key since whenever they're needed, a Thief
is pretty much at least in moderate vogue.  The Greens, while nearly
vital in the FFIII of old, are much less so because I have never come
to need extra space in my Item inventory on the DS version.  I suppose
this helps cut the crap from your item list and make it easier to manage,
but that's what the Sell option in various shops are for.

Oh and Elixirs?  They don't come too often, although I found myself
with nearly a couple dozen left over when I finish my regular quests.
Obviously, they're best used on magic users or on a weakened character
in a tough fight by a fast guy before the enemy takes a turn fearing
a KO when they enemy goes (and you would rather not wait for a healer
with their magic).


Okay, now for the oddball items, the ones that give the user one use of
a spell before disappearing.  That's all this is.  As up there, some
commentary comes after the lists.  I'm pretty sure this is all of them,
but I could be mistaken.  The first set are straightforward damage
inflicting items.  The second set are those with effects targeted to
enemies, and thefinal are effect items targeted to your guys.  The ones
with stars beside their names are not found regularly in chests, you'll
have to steal or win them as post-battle rewards.

Antarctic Wind   Blizzara
Arctic Wind      Blizzaga
Bomb Fragment    Fira
*Bomb Arm        Firaga
Zues's Wrath     Thundara
Heavenly Wrath   Thundaga
Earthen Drums    Quake
Lilith's Kiss    Drain
Chocobo's Wrath  Flare
White Musk       Holy
Raven's Yawn     Tornado

Lamia Scale      Confuse
Tranquilizer     Shade
Black Hole       Warp
*Shell Breaker   Erase
*Silence Seal    Silence
*Sheep Pillow    Sleep
Black Musk       Death

Turtle Shell     Protect
Bacchus's Cider  Haste
Angel's Sigh     Esuna
*Shining Curtian Reflect

Sellback peices are pretty negligable, only bringing in between 500-2500
Gil per item.  Some of these items also only appear once (Raven's Yawn
for example) in chests, so completists beware.  Further explanation
as to where to find some of these items is found in the monster listing.



**********************
*                    *
* 6. Version History *
*                    *
**********************

Ver.# - Date     - Notes
1     - 10/13/06 - Basic Walkthrough and its introduction completed, I think
2     - 10/23/06 - Class evaluations are presentable, Walkthrough polished
3     - 10/31/06 - Monsters in the walkthrough are now easier to identify
4     - 11/18/06 - Americanized; Refined all sections, added the section about
                   class recommendations and general hints
5     - 11/29/06 - Polished walkthrough, fleshed out section on weapons and
                   armor and added some hints
6     - 12/17/06 - Polished walkthrough some more, should answer all FAQs I
                   recieve.  Also, enemy listing is complete enough.  Finally,
                   guide is 'public'.


*****************************************
*                                       *
* 7. Credits/What I Want for This Guide *
*                                       *
*****************************************

I would like to thank the following:

+ All of those involved enabling me to play this game/write this FAQ.
+ The translation team of the original FF3.
+ The translation team at http://ff3trans.pbwiki.com/ for a greal deal
  of translations and information, the parts I used were mostly about
  equipment.