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   Guide : A History of Final Fantasy - Part II »  
 

 

 A History of Final Fantasy - Part II - Final Fantasy III
   
 Date  : May 10th, 2001
 Genre  : RPG
 Developer   : Squaresoft
 Author  : Jin-Ning Tioh


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Final Fantasy III
 
Released:
 Not Released
 17th December 1988
 
Systems:
Famicom Disk System
PC Emulators

The Story

Four youths raised by the Priest Topapa from the village of Uru fall into a hole and discover the shrine of the Wind Crystal. They had only intended to test their courage. The Crystal tells them that they have been chosen as the four Light Warriors and they must restore the balance of Light and Dark. After fighting many evils, they acquire an airship and leave their Floating Continent ... only to discover that the entire world is submersed in water. With the help of Elia and the Crystal of Water, the flooding recedes. They ascend the Crystal Tower to meet Zande, a powerful magician corrupted by a lust for power. Zande is rumored to be the source of the world's trouble, but as soon as the heroes defeat him they are confronted and unfortunately, crushed by a great Cloud of Darkness. The four warriors then proceed to the Dark World, where they meet their four counterparts, the Dark Warriors. The Dark Warriors are not actually evil. They were once in the Light Warriors' positions, restoring the balance between Light and Dark. Hence, the heroes once again confront the Cloud of Darkness, but this time the four Dark Warriors use their power to weaken the Cloud just enough for the Light Warriors to defeat it and return peace to the world.

The Heroes ( Good Guys )

Similar to Final Fantasy I, the four youths can be named by the player as usual. The Job Classes System is used again, with a difference: You need certain crystals to gain higher job types. For example, in the beginning of the game you start off with four Onion Kids. When you have won over the Wind Crystal to your cause you can now change into five new job classed: Fighter, Monk, Red Wizard, Black Wizard and White Wizard. If you choose to have a knight in your group, the knight will gain "class points". This can be used to change the character's job class as well as improve the knight's skills accordingly. Along the way, several key characters will help you: Desh the adventurer; Cid, the engineer; Sara, the Princess of Sasoon; and Elia, Maiden of the Water. Most people are willing to help the four warriors. So remember to talk to everyone you meet in any village. Here's a list of jobs you can change into:

Class
Weapon Type  - Type of usable weapons.
Armor Class - Weak ( Several )
Medium ( Not Too Bad )
Strong ( Walking Tank )
Commands - Available battle commands.
Strengths - Level up and stat strong points.
Special - Special abilities.
Use - Recommended use.
 
Onion Kid
Weapon Type - Sword / Knife
Armor Class - Weak ( Several ) 
Commands - Fight / Parry / Run / Item
Strengths - None
Special - Equip crystal armor
Use - You start out with these guys, so you don't have much of a choice. Upgrade as soon as you get to the wind crystal.
 
Fighter
Weapon Type - Swords
Armor Class - Strong ( Walking tank ) 
Commands - Fight / Parry / Run / Item
Strengths - Attack / Defense / Hit Points
Special - None
Use - Resist the temptation to equip shields and instead arm your fighter with two swords. Makes the battles a lot easier.
 
Monk
Weapon Type - Fists / Nunchucks
Armor Class - Weak ( Several ) 
Commands - Fight / Parry / Run / Item
Strengths - Attack / Hit Points
Special - Fists results in up to 50x hits as skill increases.
Use - Nunchucks only decrease attack power. Use Fists.
 
White Wizard
Weapon Type - Staff
Armor Class - Weak ( Several )
Commands - Fight / Magic / Run / Item
Strengths - Magic
Special - White Magic Level 1 - 7
Use - Keep your white wizard well stocked with magic as they are responsible for keeping your party alive throughout a battle.
 
  Black Wizard
Weapon Type - Knives / Rod
Armor Class - Weak ( Several )
Commands - Fight / Magic / Run / Item
Strengths - Magic
Special - Black Magic Level 1 - 7
Use - Keep your black wizard well stocked with magic as they are your party's main offensive magic throughout a battle.
 
  Red Wizard
Weapon Type - Swords / Knives
Armor Class - Medium ( Not Too Bad )
Commands - Fight / Magic / Run / Item
Strengths - Magic / Hit Points
Special - Black & White Magic Level 1 - 4
Use - Red wizards are useful in the earlier parts of the game, but it is recommended that you upgrade him to a more specialized magic user later in the game.
 
  Archer
Weapon Type - Bows / Arrows
Armor Class - Weak ( Several )
Commands - Fight / Magic / Parry / Item
Strengths - Magic / Attack
Special - White Magic Level 1 - 3
Use - The armor level for the archer is not really high, and lots of gold is needed to equip him with the proper arrows, but in the end, he is quite an effective class. Make sure that you keep his stock of arrows up though.
 
  Knight
Weapon Type - Sword
Armor Class - Strong ( Walking Tank ) 
Commands - Fight / Parry / Run / Item
Strengths - Attack / Defense / Hit Points
Special - Guard - Protects other party members when severely damaged.
Use - Resist the temptation to equip shields and instead arm your fighter with two swords. Makes the battles a lot easier. Also note that only the knight can wield the sword Excalibur.
 
  Thief
Weapon Type - Knives;
Armor Class - Weak ( Several )
Commands - Fight / Steal / Flee / Item
Strengths - Agility
Special - Flee - Has a higher chance of success compared to running.
Steal - Enables thieves to steal items or gold from enemies.
Unlock Doors - Allows thieves to unlock doors that usually require a magic key to open.
Use - Equip him with two knives and use him to flee in tight situations such as when you are in toad or small form.
 
  Scholar
Weapon Type - Books
Armor Class - Weak ( Several )
Commands - Fight / Peep / Scan / Item
Strengths - None
Special - Peep - Shows you the target's Hit Points and Magic Points.
Scan - Shows you the target's weaknesses.
Use - Scholars are useless in most battles, but scan is useful when you have to battle the wizard Hyn. Due to Hyn's ability to change his weaknesses, you'll need scan to time your various attacks for maximum efficiency.
 
  Geomancer
Weapon Type - Bells
Armor Class - Weak ( Several )
Commands - Fight / Terrain / Parry / Item
Strengths - Elements
Special - Terrain - Magic attack depending on your surroundings.
Use - Useless. They look cute in those outfits but they are worthless in battle.
 
  Dragoon
Weapon Type - Spears
Armor Class - Strong ( Walking Tank )
Commands - Fight / Jump / Parry / Item
Strengths - Attack / Hit Points
Special - Jump

-

Takes the dragoon out of the battle for one round, only to come back smashing on your target with 200% more damage.
Use - Give him two spears and then keep him jumping. He may be the only thing keeping you alive if a boss decides to conjure up some really powerful magic.
 
  Viking
Weapon Type - Axe / Hammer
Armor Class - Medium ( Not Too Bad )
Commands - Fight / Parry / Run / Item
Strengths - Attack / Hit Points
Special - None
Use - Able to equip powerful weapons such as axes and hammers. His accuracy does leave something to be desired though.
 
  Karate Master
Weapon Type - Fists / Nunchucks / Claws
Armor Class - Weak ( Several )
Commands - Fight / Keep / Parry / Item
Strengths - Attack / Hit Points
Special - Keep

-

Saves up attack energy for one round. While saving, his defense is lowered, but when his attack is unleashed, it will do up to two times the damage. This technique can only be used twice in a row. Subsequent charges in a row will blow the energy up in your face for a loss of about half your hit points.
Use - Use two claws for maximum efficiency. If your master's level is higher though, remember that his fists can deal out more damage.
 
  Mystic Knight / Paladin
Weapon Type - Katana / Boomerang
Armor Class - Strong ( Walking Tank )
Commands - Fight / Magic / Parry / Item
Strengths - Attack / Magic / Hit Points
Special - White Magic Level 1 - 3
Use - Double up on the Katanas for a killer combo against enemies.
 
Caller / Conjurer
Weapon Type - Rods
Armor Class - Medium ( Not Too Bad )
Commands - Fight / Magic / Run / Item
Strengths - Magic
Special - Call Magic Level 1 - 8
Use - The conjurer can summon up creatures to dish out damage for him. Note that only some of its later spells can dish out more damage than black magic.
 
Bard
Weapon Type - Harps
Armor Class - Weak ( Several )
Commands - Sing / Scare / Cheer / Item
Strengths - None
Special - Sing - The Bard's version of attacking.
Cheer - Rouse your party's morale.
Scare - Scare enemies into running.
Use - Well, if you've nothing else better to do or you're just feeling adventurous, than the Bard is for you.
 
Warlock
Weapon Type - Rods;
Armor Class - Weak ( Several )
Commands - Fight / Magic / Run / Item
Strengths - Magic
Special - Black Magic Level 1 - 8
Use - Warlocks offer a whole new level of offensive magic. To be more precise - Flare & Meteor.
 
Shaman
Weapon Type - Staff
Armor Class - Weak ( Several )
Commands - Fight / Magic / Run / Item
Strengths - Magic
Special - White Magic Level 1 - 8
Use - Shamans offer you a whole new range of white magic. Upgrade to them as soon as possible.
 
Summoner
Weapon Type - Rods
Armor Class - Weak ( Several )
Commands - Fight / Magic / Run / Item
Strengths - Magic
Special - Call Magic Level 1 - 8
Use - The summoner can summon up creatures to dish out damage for him. Note that only some of its later spells can dish out more damage than black magic. The only difference between him and the conjurer is that he can equip more types of armor and cast spells more effectively.
 
Sage
Weapon Type - Books
Armor Class - Weak ( Several )
Commands - Fight / Magic / Run / Item
Strengths - Magic
Special - Call, Black & White Magic Level 1 - 8
Use - Your wizards ultimate goal. Three short words describe this guy - God Of Magic.
 
Ninja
Weapon Type - All Weapons
Armor Class - All Armor
Commands - Fight / Parry / Run / Item
Strengths - Agility / Escape
Special - Uses everything and anything.
Use - Your fighters ultimate goal. Three short words describe this guy - God Of Fighting.

The Villains ( Bad Guys )

Ever since Final Fantasy I, there has always been a tradition in the storyline. The heroes would first face off with the bad guy, only to find out that the bad guy was merely a puppet in the ultimate bad guy's evil plans. It is no different in Final Fantasy III, with the wizard Zande being the puppet in the ultimate bad guy, Dark Cloud's evil plans to conquer the world. So, the heroes will have to travel to the Dark World to defeat Dark Cloud.

Zande - Just like any good RPG citizen, Zande used to be a powerful and good magician striving to make the world a better place. However, lured by the temptation of even greater power, he turned to the side of evil and is now helping Dark Cloud carry out her evil plan. He resides in the Crystal Tower.
 
Dark Cloud - She's responsible for setting her evil plan in motion to dominate the world by helping to increase the world's monster population as well as trying to crush the Light Warriors. You'll first meet her after defeating Zande in his Crystal Tower. She'll mow over you. You'll then travel to the Dark World, where the four Dark Warriors will assist you in paying her back the favour.

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