From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
 
(24 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{Header Nav|game=Final Fantasy III}}
{{Header Nav|game=Final Fantasy III}}


{{floatingtoc}}
{{floatingtoc|left}}
''Right after restoring the Fire Crystal, a plea for help arrives from the Tokkul: the bandits from the flying fortress raided the town again and deported all the people! Let's go and help them!''
''After restoring the Fire Crystal's light, a plea for help arrives from the Tokkul. The bandits from the flying fortress raided the town and captured all of the people!''


Suggested team for this chapter:
Suggested team for this chapter:
* Thief (''you need now his lockpick ability'');
* Thief (''the thief's Lockpick ability lets you open any door without a key, as long as the Thief is in the first party slot'').
* Knight (''full equipment in the treasure rooms'');
* Knight
* Scholar (''full equipment in the treasure rooms'');
* Scholar (''healing spells in the DS remake'')
* Ranger (''you have now weapons only he can use'').
* Ranger (''healing spells in the Famicom version'')
{{-}}
{{-}}


== Before the dungeon ==
== Before the dungeon ==
=== Dwarven Hollows treasure room===
=== 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.
{|{{prettytable|float=left|notwide=1}}
 
!colspan=1|Dwarven Hollows Treasure Room Checklist:
{{col|3|begin}}
|-
Weapons:
|
* Book of Fire ''(for the Scholar)''
{{col|2|begin}}
* Book of Ice ''(for the Scholar)''
;Equipment:
* Book of Light ''(for the Scholar)''
*Book of Fire
* Killer bow ''(for the Ranger)''
*Book of Ice
{{col|3}}
*Book of Light
Armor parts:
*Killer Bow
* Knight armor ''(for the Knight)''
*Knight Armor
* Gauntlets ''(for the Knight)''
*Gauntlets
* Heroic shield ''(for the Knight)''
*Heroic Shield
* Scholar robe ''(for the Scholar)''
*Scholar Robe
* Scholar hat ''(for the Scholar)''
*Scholar Hat
{{col|3}}
{{col|2}}
Items:
;Items:
* Elixir
*Elixir
* Phoenix down
*Phoenix Down x 2
* Phoenix down
*Gold Needle
* Gold needle
*Echo Herb
* Echo herb
*Ottershroom
* Ottershroom
*Gysahl Greens
* Gysahl greens
*Magic Key x 2
* Magic key
{{col|2|end}}
* Magic key (given by a dwarf)
|}
{{col|3|end}}
Return the horns to the Dwarf near the shrine. The dwarves will thank you for your help by granting you access to their treasure room. Talk to the Dwarf leader again to get a '''Magic Key''', then head to the southeast. Speak to the Dwarf just before the stairs then head down. Follow the path to the treasure room. In here, you'll find full equipment for the Scholar and Knight, a bow for the Ranger, and many other useful items. Important, before you head on your way out, load up on holy arrows for next chapter. On your way out a man approaches you, and asks you to go help Tokkul. However, there's still loot to be plundered, so head back to Castle Argus.
 
{{-}}
=== Castle Argus treasure room ===
=== 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).
{|{{prettytable|float=left|notwide=1}}
!colspan=1|Castle Argus Treasure Room Checklist:
|-
|
;Equipment:
*Killer Bow
*Light Arrows x 20
*Fire Arrows x 20
*Ice Arrows x 20
*Medusa Arrows x 20
*Book of Fire
*Book of Ice
*Book of Light
*Scholar Robe
;Items:
*7,700 Gil
|}
Once you get to the castle, go inside, up the stairs and interact with the farthest candle to the east. A secret passage opens. Go through the passage, then pass through a hidden wall in the east. Grab the three chests for a total of '''3000 Gil''', then head upstairs and grab all six of the chests there for '''4700 Gil'''. Go upstairs again.


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.
You'll find yourself on the castle's rampart. Head west to a locked door, open it using your Thief or a Magic Key and head inside. Investigate the dresser to the east to open another secret door, and grab the three chests ('''Light Arrow''', '''Killer Bow''', and 20x '''Medusa Arrow'''). Exit the room, then head east to another locked room. Take the loot from the six chests here: '''Book of Light''', '''Book of Fire''', '''Book of Ice''', 20 '''Ice Arrow''', 20 '''Fire Arrow''' and '''Scholar Robe'''.


Go back to the room with four candles. Now you're done here so exit the castle and go southwest to the Living Forest.
Once you've grabbed everything, leave the castle and head to the Living Woods.
{{-}}


{{col|3|begin}}
===Living Woods===
Weapons:
Just southwest of the castle you will notice a mountain range. Sail along the coast line and land on the other side of the mountains and you will notice a small pass, which leads to the Living Woods.
* Killer bow ''(for the Ranger)''
* 20 Light arrows ''(for the Ranger)''
* 20 Fire arrows ''(for the Ranger)''
* 20 Ice arrows ''(for the Ranger)''
* 20 Medusa arrows ''(for the Ranger)''
* Book of Fire ''(for the Scholar)''
* Book of Ice ''(for the Scholar)''
* Book of Light ''(for the Scholar)''
{{col|3}}
Armor parts:
* Scholar robe ''(for the Scholar)''
{{col|3}}
Items:
* 3000 Gil (''three chests in secret passage'')
* 4700 Gil (''six chests in upper floor of secret passage'')
{{col|3|end}}
 
=== 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. The new Knight is inherently different from the one in FF1 because he cannot use White Magic, but he can cover allies instead; the new Thief has the added abilities of Steal and Lockpick; the Ranger and the Scholar are brand new jobs.


You now have full equipment for your party:
In the Living Woods you will meet some Fairies and notice a huge crater in the middle. If you talk to the Fairies they will tell you a bit about the Wizard Hein, (namely his weakness!) and the crater. Once you're done chatting with the Fairies, head out and follow the coast south to Tokkul.
* '''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 that the Mage's ones). Moreover, the '''Knight''' can cover allies in critical state when they are attacked physically; his armor is the best in the party, so it can greatly reduce damage. Finally, the '''Thief''' should always steal instead of attack; most of the items he can steal are potions, that can help the limited healing abilities of the other party members.
== Hein's Castle ==
{|{{prettytable|float=left|notwide=1}}
!colspan=1|Hein's Castle Checklist:
|-
|
;Equipment:
*Holy Arrows x 20
*King's Sword
*Rune Bow
;Items:
*Mallet
*Phoenix Down x 3
*6430 Gil
*Zeus's Rage
|}


None of the Fire Crystal jobs can use Black Magic either, but the '''Knight''' can use two spellcasting swords: the Salamander sword, that casts Fire1; and the Ice sword, that casts Ice1. Moreover, the '''Ranger''' and the '''Scholar''' can use elemental weapons: holy/fire/ice/bolt arrows for the Ranger; fire/ice/bolt books 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 this analysis will be useful against the next boss.
{{sidebar|width=200px|title=Complete the Bestiary|contents=You cannot come back to this place after defeating the boss. Make sure you've encounter every mobs before facing '''Hein'''. There are 5 kinds of mob in this dungeon, the missable ones are '''Lamia''' and '''Dullahan''', both can be found in the third chest room in '''Second floor'''.}}


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.
Most enemies are undead, so are weak to Holy and Fire. You can use the Scholar's '''Study''' ability to confirm their weakness. Equip the Ranger with the '''Holy Arrows''' and shoot at will, since 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, using the 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 Lamias.


===Living Woods===
* '''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 '''Mallet'''. Then, walk through the wall on the right to access the next cell. In this cell, one of the prisoners reveals himself to be a Demon! Defeat the Demon. In the next cell, talk to the person lying on the floor to receive a Mini spell. Cast Mini on the party and go through the mousehole in the northeast corner of the room. Use the pot next to the hole in the wall to restore MP if you need to change a character to a white mage then back again.
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.
* '''First floor:''' Un-Mini your party before continuing. Go south for a chest with '''20 Holy arrows'''. Then, 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''', '''Phoenix Down''' and '''Zeus' Rage'''. Walk around the block and enter up the stairs. The chest conceals the '''King's Sword''', which has no elemental properties, but is stronger than any sword you already have. Walk into the another wall on the left to find a secret passage with the stairs down.
* '''Third floor:''' A chest on the left holds a '''Phoenix Down''', and the stairs are on the left. There are no secret passages here, so move on.
* '''Fourth floor:''' Before you enter the door, grab the '''Rune Bow''' from the chest first. Then, enter the door and face the boss, Hein.


== Hein castle ==
=== Boss: Hein ===
{{sect-stub}}
{|{{prettytable}}
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.
| Level 22 || HP: 4500 (DS) 1600 (NES) || Weakness: Changes with '''Barrier Shift''' || Gil: 4300 || Exp: 3464
|}


=== BOSS: Hein ===
[[File:FinalFantasy3_Boss08.png|thumb|256px|NES version]]
[[File:FinalFantasy3_Boss08.png|thumb|256px|NES version]]
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.
Hein is able to change his weakness after using the spell '''Barrier Shift'''. After you notice Hein use this spell, have the Scholar '''Study''' him to discern his new weakness. Then, open the Item menu and change the weapons of the Scholar, Knight and Ranger to match Hein's weakness. The Thief has no elemental weapons and cannot steal much from the boss. Instead, have your Thief use offensive items he stole during the various battles, such as '''Arctic Wind''' and '''Zeus's Wrath'''. If you found or stole a '''Bomb Arm''' in the Molten Cave, use it while Hein is weak to Fire to deal massive damage.


'''DS-specific notes:''' This fight can be tough since your Scholar, who probably has all of your healing spells, is tied up Studying Hein's ever-changing weakness. It may be easier to simply ignore Hein's '''Barrier Shift''' and continue attacking with your strongest elemental weapons, while your Scholar heals with items or spells. You could also swap out your Ranger for a Monk and use the '''Retaliate''' ability to return damage to Hein.


{{Footer Nav|game=Final Fantasy III|prevpage=Molten Cave|nextpage=Cave of Tides}}
{{Footer Nav|game=Final Fantasy III|prevpage=Molten Cave|nextpage=Cave of Tides}}
This is probably one of the hardest dungeons you will have faced so far.  In the newer versions of the game, the enemies in this dungeon are NOT weak to fire and hit really hard.  I highly recommend having a white mage along to heal your party.  As long as you have a couple of keys you won't really need the thief, so he's easy to swap out.
Once you enter the town of Tokkul you will get automatically pulled into this dungeon so make sure you're prepared.  Have lots of Phoenix Down on hand, especially for the final boss fight.  If you're not planning to bring a white mage make sure you have lots of high potions as well.

Latest revision as of 22:02, 8 March 2021

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

Suggested team for this chapter:

  • Thief (the thief's Lockpick ability lets you open any door without a key, as long as the Thief is in the first party slot).
  • Knight
  • Scholar (healing spells in the DS remake)
  • Ranger (healing spells in the Famicom version)

Before the dungeon[edit]

Dwarven Hollows treasure room[edit]

Dwarven Hollows Treasure Room Checklist:
Equipment
  • Book of Fire
  • Book of Ice
  • Book of Light
  • Killer Bow
  • Knight Armor
  • Gauntlets
  • Heroic Shield
  • Scholar Robe
  • Scholar Hat
Items
  • Elixir
  • Phoenix Down x 2
  • Gold Needle
  • Echo Herb
  • Ottershroom
  • Gysahl Greens
  • Magic Key x 2

Return the horns to the Dwarf near the shrine. The dwarves will thank you for your help by granting you access to their treasure room. Talk to the Dwarf leader again to get a Magic Key, then head to the southeast. Speak to the Dwarf just before the stairs then head down. Follow the path to the treasure room. In here, you'll find full equipment for the Scholar and Knight, a bow for the Ranger, and many other useful items. Important, before you head on your way out, load up on holy arrows for next chapter. On your way out a man approaches you, and asks you to go help Tokkul. However, there's still loot to be plundered, so head back to Castle Argus.

Castle Argus treasure room[edit]

Castle Argus Treasure Room Checklist:
Equipment
  • Killer Bow
  • Light Arrows x 20
  • Fire Arrows x 20
  • Ice Arrows x 20
  • Medusa Arrows x 20
  • Book of Fire
  • Book of Ice
  • Book of Light
  • Scholar Robe
Items
  • 7,700 Gil

Once you get to the castle, go inside, up the stairs and interact with the farthest candle to the east. A secret passage opens. Go through the passage, then pass through a hidden wall in the east. Grab the three chests for a total of 3000 Gil, then head upstairs and grab all six of the chests there for 4700 Gil. Go upstairs again.

You'll find yourself on the castle's rampart. Head west to a locked door, open it using your Thief or a Magic Key and head inside. Investigate the dresser to the east to open another secret door, and grab the three chests (Light Arrow, Killer Bow, and 20x Medusa Arrow). Exit the room, then head east to another locked room. Take the loot from the six chests here: Book of Light, Book of Fire, Book of Ice, 20 Ice Arrow, 20 Fire Arrow and Scholar Robe.

Once you've grabbed everything, leave the castle and head to the Living Woods.

Living Woods[edit]

Just southwest of the castle you will notice a mountain range. Sail along the coast line and land on the other side of the mountains and you will notice a small pass, which leads to the Living Woods.

In the Living Woods you will meet some Fairies and notice a huge crater in the middle. If you talk to the Fairies they will tell you a bit about the Wizard Hein, (namely his weakness!) and the crater. Once you're done chatting with the Fairies, head out and follow the coast south to Tokkul.

Hein's Castle[edit]

Hein's Castle Checklist:
Equipment
  • Holy Arrows x 20
  • King's Sword
  • Rune Bow
Items
  • Mallet
  • Phoenix Down x 3
  • 6430 Gil
  • Zeus's Rage
Complete the Bestiary
You cannot come back to this place after defeating the boss. Make sure you've encounter every mobs before facing Hein. There are 5 kinds of mob in this dungeon, the missable ones are Lamia and Dullahan, both can be found in the third chest room in Second floor.

Most enemies are undead, so are weak to Holy and Fire. You can use the Scholar's Study ability to confirm their weakness. Equip the Ranger with the Holy Arrows and shoot at will, since 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, using the 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 Lamias.

  • 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 Mallet. Then, walk through the wall on the right to access the next cell. In this cell, one of the prisoners reveals himself to be a Demon! Defeat the Demon. In the next cell, talk to the person lying on the floor to receive a Mini spell. Cast Mini on the party and go through the mousehole in the northeast corner of the room. Use the pot next to the hole in the wall to restore MP if you need to change a character to a white mage then back again.
  • First floor: Un-Mini your party before continuing. Go south for a chest with 20 Holy arrows. Then, 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, Phoenix Down and Zeus' Rage. Walk around the block and enter up the stairs. The chest conceals the King's Sword, which has no elemental properties, but is stronger than any sword you already have. Walk into the another wall on the left to find a secret passage with the stairs down.
  • Third floor: A chest on the left holds a Phoenix Down, and the stairs are on the left. There are no secret passages here, so move on.
  • Fourth floor: Before you enter the door, grab the Rune Bow from the chest first. Then, enter the door and face the boss, Hein.

Boss: Hein[edit]

Level 22 HP: 4500 (DS) 1600 (NES) Weakness: Changes with Barrier Shift Gil: 4300 Exp: 3464
NES version

Hein is able to change his weakness after using the spell Barrier Shift. After you notice Hein use this spell, have the Scholar Study him to discern his new weakness. Then, open the Item menu and change the weapons of the Scholar, Knight and Ranger to match Hein's weakness. The Thief has no elemental weapons and cannot steal much from the boss. Instead, have your Thief use offensive items he stole during the various battles, such as Arctic Wind and Zeus's Wrath. If you found or stole a Bomb Arm in the Molten Cave, use it while Hein is weak to Fire to deal massive damage.

DS-specific notes: This fight can be tough since your Scholar, who probably has all of your healing spells, is tied up Studying Hein's ever-changing weakness. It may be easier to simply ignore Hein's Barrier Shift and continue attacking with your strongest elemental weapons, while your Scholar heals with items or spells. You could also swap out your Ranger for a Monk and use the Retaliate ability to return damage to Hein.