Final Fantasy III/Hein Castle

''After restoring the Fire Crystal's light, a plea for help arrives from the Tokkul. The bandits from the flying fortress raided the town again and deported all of the people!''

Suggested team for this chapter:
 * Thief (you need now his lockpick ability).
 * Knight (full equipment in the treasure rooms).
 * Scholar (full equipment in the treasure rooms).
 * Ranger (you have now weapons only he can use).

Dwarven Hollows treasure room
After defeating Salamander-Guzco, go back to the Dwarven Hollows and return them the Ice Horns. The dwarves will thank you by granting access to their treasure room. In there, you'll find full equipment for the Scholar and full armor for the Knight (you already have strong swords he can equip), plus many other items. Check the list below.

Castle Argus treasure room
Check the fourth candle from left for a secret passage to the east. You will then come in a room with three chests behind a wall which can walked through. Go upstairs and you find six more chests. Go upstairs again and go left until the door. Unlock it with the thief in your party (if you don't have one then change someone to a thief and place him at the head of the party).

Check the dresser to give way to three chests. Exit the room and go right to another door. Unlock it and you are in a room with six chests. The contents of all chests are listed below.

Go back to the room with four candles. Now you're done here so exit the castle and go southwest to the Living Forest.

Fire crystal jobs
The Wind Crystal jobs correspond to five of the jobs in Final Fantasy 1, while the Fire Crystal introduces four new ones:
 * 1) The new Knight is inherently different from the one in FF1 because he cannot use White Magic, but he can cover allies instead.
 * 2) The new Thief has the added abilities of Steal and Lockpick.
 * 3) The Ranger is a brand new job.
 * 4) The Scholar is a brand new job.

You now have full equipment for your party:
 * Knight: full armor set, three swords with different elements.
 * Scholar: full armor set, six books with three different elements.
 * Ranger: bow and arrows with four different elements. He can wear armor previously found.
 * Thief: he can wear weapons and armor previously found.
 * Geomancer (DS): no equipment for him yet.

In this team you don't have a White Mage anymore. Still, the DS Scholar or the NES Ranger can use white magic up to level 3 (and their attacks are way stronger than the Mage's ones). Moreover, the Knight can cover allies in critical state when they are attacked physically. Since his armor is the best in the party, it can greatly reduce damage. Finally, the Thief should always steal instead of attack. Most of the items he can steal are potions, which can support the limited healing abilities of the other party members.

None of the Fire Crystal jobs can use Black Magic either, but the Knight can use two spellcasting swords: the Salamander sword, which casts Fire1, and the Ice sword, which casts Ice1. Additionally, the Ranger and the Scholar can use elemental weapons. Holy/fire/ice/bolt arrows are available for the Ranger. Likewise, fire/ice/bolt books are available for the Scholar. The Thief has no elemental abilities, but he's the one that requires less AP to revert back to a Black Mage. All of this analysis will be useful against the next boss.

The Scholar should study the weak element of each enemy, and then all characters should change their weapons to match the element. To change weapons during battle, select the item menu, click the weapon you want to equip, then drag the cursor to the far left of the menu and click on either left or right hand.

Living Woods
You will meet some fairies there and a crater where the elder tree was. The fairies tell you that Wizard Hein from Castle Argus came and placed a curse on the elder tree and took him. The elder tree is transformed in a castle and wander the desert near Tokkul aimlessly. They also tell you something about Hein's weakness. Now go back to the town of Tokkul.

Hein's Castle
Most enemies are undead, i.e. weak against Holy and Fire, as the Scholar can confirm. Let the Ranger use his Holy Arrows freely, as this dungeon is the last one in the game with a large number of undead enemies. The Knight and the Scholar should equip fire weapons: the Salamand sword and two Books of Fire, respectively. Switch to any other arrows and sword when fighting against enemies that are not undead (access Item menu during battle). The Thief should always try to Steal instead of attack: in particular, steal arrows from the Demons and attack items from the Lamia's.


 * Castle dungeon: you start in the prison, together with the King of Argus and many other people. Talk to everyone, and one guy will give you a Luck Mallet. Then, walk through the wall on the left to access the next cell; in there, you can fight a Daemon, just to earn some Gil and experience. Back in the main cell, cast Mini on all the party and get through the mousehole.
 * First floor: get back to your normal size. There is a chest with 20 Holy arrows in the southmost portion of this area. Walk into the wall on the left to the hidden stairway. The chest near there contains a Phoenix Down.
 * Second floor: The three doors conceal two chests each, for a total of 6430 Gil, a Phoenix Down and a Zeus' Rage. Walk around the block and enter the fourth door. The chest conceals the King's sword: it has no elemental properties, but it is stronger than any sword you already have. Once again, walk into the wall on the left and find a secret passage with the stairs.
 * Third floor: A chest on the right conceals a Phoenix Down. The stairs are on the left, but there's no need to find any secret passage now.
 * Fourth floor: Before you enter the door, look for the chest with the Rune bow first. Then, enter the door and face Hein, the boss.

Boss: Hyne/Hein
The Scholar should repeatedly Study the weakness of Hein. Then, open the Item menu and change the weapons of Scholar, Knight and Ranger to match Hein's weakness. The Thief, instead, neither has elemental weapons nor he can steal much from a boss: let him use the offensive items he stole during the various battles.