Home » Final Fantasy 3 (III) Pixel Remaster: Ultimate Journey Guide✨

Final Fantasy 3 (III) Pixel Remaster: Ultimate Journey Guide✨


Introduction: So, a Magic Rock Gave You a To-Do List… 💎

Welcome, brave adventurer, to the world of Final Fantasy III Pixel Remaster! ⚔️ You’ve stumbled out of a cave, been accosted by a giant crystal, and told you’re the last hope for a world teetering on the brink of eternal darkness. 😱 No pressure.

Whether you’re a fresh-faced hero wondering why your starting clothes look suspiciously like an onion 🧅, or a grizzled veteran who still has nightmares about the Famicom version’s final dungeon, you’ve come to the right place. This is not just a walkthrough; it’s a masterclass in turning four clueless orphans into a world-saving, god-punching 👊💥 force of nature.

Final Fantasy III holds a special place in the annals of role-playing games. It was the grand innovator, the one that introduced the revolutionary Job System 💼 that would become a cornerstone of the series. It was also, for many years, the “lost” Final Fantasy, a title that remained a Japan-exclusive enigma until its much-later remakes. This history has led to a bit of a version identity crisis, so let’s clear the air before we start handing out swords.


Which Final Fantasy III Are We Even Talking About? 🤔

Before diving in, it’s crucial to understand which version of this classic adventure is being discussed. The game has worn several different faces over the decades, each with its own quirks and strategic considerations.

  • The Famicom Original (1990) 🇯🇵: The granddaddy of them all. This is Final Fantasy III in its purest, most punishing ☠️ form. It introduced the Job System but came with a brutal mechanic called “Capacity Points” (CP), where changing jobs cost a shared party resource, heavily penalizing experimentation.
  • The 3D Remake (2006) 📱: Released for the Nintendo DS and later ported to other platforms, including Steam. This version gave the four nameless Onion Knights distinct personalities and backstories (Luneth, Arc, Refia, and Ingus) 🧑‍🤝‍🧑. It replaced the CP system with a “Job Adjustment Phase,” a temporary stat penalty for a few battles after switching jobs. It also added unique features like the Mognet mailing system, which unlocked several side quests, including the path to the Onion Knight job itself.
  • The Pixel Remaster (2021) 🎨: The focus of this guide! ✅ This version is a 2D remodeling of the original, featuring beautifully updated pixel art 🖼️, a rearranged soundtrack 🎶, and, most importantly, a host of quality-of-life improvements. It’s the most accessible and strategically fluid version of the game.

This guide will focus primarily on the Final Fantasy III Pixel Remaster. Its modern UI, auto-battle options, and, critically, the complete removal of any penalty for changing jobs make it the ideal platform for mastering the game’s core systems. However, for the veterans in the audience, “Nostalgia Notes” will be included to highlight key differences and strategies from the other versions where relevant.


The Guiding Philosophy: Your Job is a Tool, Not a Career 🔧

Here’s the single most important lesson to internalize before taking another step: in Final Fantasy III Pixel Remaster, a job is not an identity. It is a key. 🔑

The game isn’t asking, “Do you want to be a Warrior?” It’s asking, “Do you have the right key for this lock?” 🔐 The entire world is a series of strategic puzzles, and the jobs are your solutions.

Many role-playing games encourage players to pick a class for a character and stick with it, building a deep specialization over dozens of hours. Final Fantasy III Pixel Remaster actively punishes this mindset. 🛑 You’ll encounter dungeons that render physical attacks useless, forcing your entire party into mage roles. You’ll face bosses that are practically invincible without the unique ability of a specific job, like the Scholar or Dragoon.

The game expects you to be flexible. 🤸 It wants you to look at your roster of jobs as a toolbox and to constantly swap them out to meet the challenge at hand.

The Pixel Remaster’s removal of job-switching penalties makes this adaptive philosophy easier to embrace than ever before. This guide is built upon that principle. It won’t just tell you that a Dragoon is good; it’ll tell you when and why an entire party of Dragoons is the only sane solution to a particular boss-shaped problem. Forget job loyalty. Your only loyalty is to victory. 🏆

Now, let’s get you equipped for the journey!


Chapter 1: The Sacred Scrolls of Min-Maxing: Core Mechanics 📈

Before you can save the world, you’ve got to understand the rules by which that world operates. Final Fantasy III Pixel Remaster‘s mechanics are a fascinating blend of straightforward concepts and hidden complexities that can either empower your party or lead it to ruin. Mastering these fundamentals is the first and most critical step on the path to victory.

Understanding the Numbers, Man: A Stat-by-Stat Breakdown 📊

Every job change and level up will alter your characters’ core statistics. Knowing precisely what these numbers mean is the difference between a finely tuned party and a group of well-meaning liabilities.

  • Strength (STR) 💪: The primary driver of physical might. A character’s Attack Power gets a direct bonus equal to one-quarter of their Strength stat. This is the bread and butter for your Warriors, Knights, and other front-line fighters.
  • Agility (AGI) 🏃‍♀️: The stat of speed and precision. Agility provides bonuses to a character’s Accuracy, Evasion, and both their offensive and defensive “Multipliers,” which influence the number of hits they can land and evade. While it influences turn order, the game’s combat pacing can often feel random, so a high Agility is helpful but not a guarantee of acting first.
  • Vitality (VIT) ❤️: The measure of a character’s hardiness and endurance. While it provides minor defensive bonuses, its single most important function is determining how much maximum HP a character gains when they level up. This mechanic is so crucial it warrants its own dedicated section below.
  • Intelligence (INT) 🧠: The raw power behind offensive magic. Intelligence provides a significant bonus to the damage of Black Magic spells and a smaller bonus to their accuracy and the character’s resistance to magic. For a Black Mage or Magus, this is the only stat that truly matters.
  • Mind (MND) 🕊️: The source of divine power and mental fortitude. Mind boosts the potency of White Magic, increasing the amount of HP restored by healing spells and the damage of offensive holy spells like Aero and Holy. It also contributes to magical defense and the accuracy of support spells.

📢 PUBLIC SERVICE ANNOUNCEMENT: The Permanent HP Growth Conspiracy ❤️

This is, without exaggeration, the most important hidden mechanic in Final Fantasy III Pixel Remaster. ‼️ Understanding it early will save your playthrough from a late-game brick wall of difficulty. Ignoring it is a path to frustration and endless, unnecessary grinding.

The amount of Hit Points (HP) a character gains upon leveling up is not a fixed number. 😱

It’s calculated based on their Vitality (VIT) stat at the exact moment the level-up occurs. This HP gain is permanent. Once the level is gained, that HP is baked into the character’s core stats and won’t change, even if they immediately switch to a different job.

This creates a subtle but devastating trap for new players. 😬 It’s natural to assign characters to roles and keep them there. A player might make one character a White Mage and another a Black Mage for the entire game. However, these jobs have some of the lowest Vitality stats available. Every time these characters level up, they’re gaining a pittance of HP compared to what they could be.

Over the course of 50 or 60 levels, this deficit becomes enormous. By the time they reach the final dungeon, where bosses can unleash party-wide attacks for thousands of damage, these low-HP characters become a critical liability, getting knocked out by a single powerful spell and making progress nearly impossible. 😫

The path to mastery, therefore, requires a counter-intuitive strategy. To build an optimally durable party, you must anticipate when a character is about to level up and temporarily switch them to a job with high Vitality—such as a Monk, Black Belt, or Viking—for the sole purpose of gaining that level. 💪📈 After the level-up screen appears and the superior HP gain is locked in, you can switch ’em right back to their primary job. This practice, sometimes called “HP-scumming,” is the key to ensuring your entire party has the survivability needed for the game’s brutal endgame challenges.

Job Levels vs. Character Levels: The Two Paths to Power ⬆️⬆️

Final Fantasy III Pixel Remaster employs a dual-leveling system, and it’s vital to understand the distinction between the two.

  • Character Level 🚶‍♂️: This is the traditional RPG level gained by earning Experience Points (EXP) from defeating monsters. Gaining a Character Level increases a character’s base stats and, as discussed, their maximum HP.
  • Job Level (JL) 🧑‍🍳: This is a separate level, from 1 to 99, for each individual job on each character. A character gains Job experience, or “skill points,” simply by taking actions in combat (attacking, using magic, guarding, etc.). After enough actions, their Job Level for their current job increases. Job Level is what makes a job truly effective. A Level 50 character in a Job Level 1 Knight will be significantly weaker than the same character in a Job Level 50 Knight.

Job Level directly impacts a wide range of combat variables, making it arguably more important than Character Level for most of the game. A higher Job Level increases:

  • The number of hits a character performs with physical attacks. ⚔️
  • The chance of landing a critical hit. 💥
  • The total physical damage dealt. 🎯
  • The damage of Black Magic and the amount of HP recovered by White Magic. 🔥❤️
  • The damage of Summons. 🐲
  • The power of unique job abilities, such as the Thief’s “Steal”. 🖐️
  • The character’s accuracy. 🎯

Pro-Tip: The most efficient way to raise a job’s level is to find a group of weak enemies and have the character repeatedly use the “Guard” command. Since guarding counts as an action, a character can gain significant job experience without ending the battle, allowing for rapid leveling of a new job. 🛡️

The Art of Battle (Or, Why the Turn Order Hates You 😠)

Combat in Final Fantasy III Pixel Remaster is turn-based, but with a chaotic streak. While Agility influences the turn order, it’s far from a guarantee. It’s common for an enemy group to act multiple times before a single party member gets a turn, or for a boss to unleash two devastating attacks back-to-back. 😵

This inherent randomness dictates a core strategic principle: proactive survival. 🛡️ Do not wait until a character is low on HP to heal them. The game’s unpredictable turn order means that a character at 50% health could be knocked out before your healer gets a chance to act. The most effective strategy is to keep the party’s HP as high as possible at all times and to remove status ailments like Poison or Blind immediately.

Furthermore, always focus fire. 🔥🎯 Spreading damage across multiple enemies is inefficient. An enemy with 1 HP deals just as much damage as an enemy with full HP. Concentrating all attacks on a single target to remove it from the battle as quickly as possible is the most effective way to reduce incoming damage and control the flow of combat.


Chapter 2: A Job for Every Occasion: The Crystal’s Grand Catalogue 📚

Herein lies the heart and soul of Final Fantasy III Pixel Remaster: the Job System. 💼 This isn’t merely a list of classes; it’s an armory of strategic solutions. Each job is a unique tool, designed for a specific purpose. The true master isn’t the one who maxes out a single job, but the one who knows which tool to pull from the box at the perfect moment.

Before diving into the nitty-gritty of each profession, here’s a quick overview of when you get ’em.

Job Unlock Summary

CrystalUnlock Location / EventJobs Unlocked
Wind Crystal 🌬️Complete the Altar CaveWarrior, Monk, White Mage, Black Mage, Red Mage
Fire Crystal 🔥Complete the Molten CavesRanger, Knight, Thief, Scholar
Water Crystal 💧Complete the Water TempleGeomancer, Dragoon, Viking, Black Belt, Dark Knight, Evoker, Bard
Earth Crystal 🌍Complete the Ancient’s LabyrinthMagus, Devout, Summoner
(Optional) 🤫The Forbidden Land, EurekaNinja, Sage

The Wind Crystal Originals 🌬️

(Unlocked after clearing the Altar Cave)

These are the foundational archetypes, the first set of tools granted by the crystals. They’ll form the bedrock of your party for the early portion of the adventure.

Warrior ⚔️

  • Role: Front-line Physical Attacker / Tank
  • Strengths: High HP and defense. Can equip heavy armor, shields, and a wide variety of swords. Access to bows allows for back-row utility.
  • Weaknesses: Mediocre damage output compared to more specialized jobs. Completely outclassed by the Knight later in the game.
  • Key Ability: Advance – A special attack that increases damage at the cost of defense for one turn.
  • Strategic Philosophy: The Warrior is the dependable minivan 🚐 of the early game. It’s not flashy, but it gets the job done. Its primary purpose is to stand in the front row, absorb hits, and deal consistent, reliable damage. It’s the definition of a safe choice, but its lack of specialization means its time in the spotlight is limited. Once the Knight becomes available, the Warrior should be honorably discharged and retired.
  • Ideal Equipment: Longswords, Mythril Swords, Shell Armor, Mythril Helm/Shield.

Monk 👊

  • Role: High-Risk Physical Damage Dealer
  • Strengths: Excellent damage output, especially in the early game. High HP and speed. Fists become more powerful as the character and job level increase, eventually making weapons obsolete.
  • Weaknesses: Can’t equip most armor, making them extremely vulnerable to physical attacks. A true glass cannon. 💥
  • Key Ability: Retaliate (In some versions) – Counters physical attacks. Primarily, their strength is their scaling bare-fisted damage.
  • Strategic Philosophy: The Monk is a lesson in risk versus reward. They’ll consistently be your party’s highest damage dealer for the first act of the game, but their inability to wear proper armor means they’re always one or two strong hits away from being knocked out. The strategic play is to leverage their raw power to end fights quickly, before their defensive shortcomings can be exploited. They’re a direct and obvious precursor to the Black Belt, which serves the same role with better stats and equipment options.
  • Ideal Equipment: Nunchaku or Tonfa early on, but check their damage bare-handed at every level-up. Kenpo Gi is one of the few body armors they can wear.

White Mage 🧑‍⚕️

  • Role: Essential Healer and Support
  • Strengths: The only reliable source of healing for a large portion of the game. Access to crucial support spells like Poisona and Blindna. Can deal surprising damage by using elemental staves as items in battle. ⚡
  • Weaknesses: Very low HP and physical defense. Limited offensive capabilities outside of their Aero spells and item-casting staves.
  • Key Ability: White Magic (Levels 1-7)
  • Strategic Philosophy: A White Mage isn’t optional; they’re a requirement for survival. Their role is simple: keep everyone else alive. ❤️ They belong exclusively in the back row. The deeper strategy with the White Mage comes from resource management. Their limited MP per spell level must be conserved. This is where item-casting becomes a vital tactic. Using a Fire Staff as an item casts the Fire spell for free, allowing the White Mage to contribute to offense without expending precious healing resources. They’re eventually superseded by the Devout, but your party should never be without one or the other.
  • Ideal Equipment: Staves (Fire, Ice, Light Staffs for offense), Mage Robes, and defensive bracers.

Black Mage 💥

  • Role: Offensive Spellcaster
  • Strengths: The party’s main source of magical damage for the first half of the game. Can exploit elemental weaknesses to trivialize certain enemies and bosses.
  • Weaknesses: Frail, with low HP and defense. Limited spell casts per spell level means they can run out of steam during long dungeon crawls.
  • Key Ability: Black Magic (Levels 1-7)
  • Strategic Philosophy: The Black Mage is the party’s magical artillery. 💣 In random encounters, their job is to use multi-target spells to clear groups of enemies efficiently. In boss battles, their role is to identify and hammer elemental weaknesses for massive damage. Like the White Mage, MP management is key. It’s often wise to have them perform basic attacks against weak enemies to conserve their powerful spells for when they’re truly needed. They’re a direct precursor to the more powerful Magus.
  • Ideal Equipment: Rods (Mythril, Fire, Ice), Mage Robes.

Red Mage 🎩

  • Role: Jack-of-All-Trades, Master-of-Absolutely-Nothing ❌
  • Strengths: Versatility. Can use a mix of swords and armor, as well as both White and Black magic up to a certain level.
  • Weaknesses: Fewer spell slots and weaker magic than dedicated mages. Weaker physically than dedicated fighters. Suffers from a crippling lack of equipment upgrades in the mid-game. 😭
  • Key Ability: White & Black Magic (Levels 1-5)
  • Strategic Philosophy (The Tragic Hero): In many Final Fantasy games, the Red Mage is a celebrated and powerful hybrid class. In Final Fantasy III Pixel Remaster, it is a trap. 🚫 The game’s design philosophy fundamentally undermines the Red Mage’s core concept. The challenges presented are rarely general enough for a jack-of-all-trades to shine; instead, they demand the specific, powerful tools of a specialist. The fatal blow, however, comes from the game’s item progression. There’s a long and arduous stretch in the middle of the game where no new, viable equipment for the Red Mage can be found or purchased. While other jobs are receiving powerful upgrades, the Red Mage is left to languish with outdated gear. Their stats stagnate, their damage falls off a cliff, and their versatility becomes irrelevant. They’re not just a suboptimal choice; they’re a character actively abandoned by the game’s own design. Avoid them.
  • Ideal Equipment: Whatever they can get their hands on, which, for a long time, won’t be much.

The Fire Crystal Upgrades 🔥

(Unlocked after clearing the Molten Caves)

This set of jobs represents the first true evolution of the party, offering direct upgrades and new strategic possibilities.

Ranger 🏹

  • Role: Back-Row Ranged Damage
  • Strengths: High accuracy. Can deal full damage from the safety of the back row. Special arrows can inflict status effects like Petrify.
  • Weaknesses: Damage is dependent on having a stock of powerful arrows. Can be less damaging than front-line fighters if not properly equipped.
  • Key Ability: Barrage – Attacks all enemies with reduced damage.
  • Strategic Philosophy: The Ranger is the premier back-row physical attacker. Their primary advantage is safety; being in the back row halves the physical damage they receive. This makes them a durable and consistent source of damage throughout the game. Their strategic depth comes from their ammunition. Using elemental arrows against a weakness or Medusa Arrows to petrify tough non-boss enemies adds a layer of utility beyond simple damage dealing.
  • Ideal Equipment: Killer Bow, Yoichi Bow, Medusa Arrows, Yoichi Arrows.

Knight 🛡️

  • Role: Premier Physical Tank
  • Strengths: Superior stats to the Warrior in every way. Can equip the best swords and heavy armor in the game. High defense and HP make them incredibly durable.
  • Weaknesses: Slower than other physical jobs like the Thief or Black Belt.
  • Key Ability: Can use low-level White Magic (in some versions), but their primary strength is their stats and equipment access. Defend – Reduces incoming physical damage.
  • Strategic Philosophy: The Knight is the straightforward evolution of the Warrior and the definitive tank for the majority of the game. Their job is to stand on the front line, wear the heaviest armor available, and be the immovable object that protects the squishier party members. Their access to powerful late-game swords like the Defender, Excalibur, and Ragnarok ensures their damage output remains relevant until the very end.
  • Ideal Equipment: Royal Sword, Knight Armor, Genji set, Crystal set.

Thief 🏃‍♂️

  • Role: Fast Physical Attacker / Item Specialist
  • Strengths: Extremely high Agility, often allowing them to act first in a turn. 💨 Can use the Steal command to acquire items from enemies. Can unlock doors without a Magic Key. 🗝️
  • Weaknesses: Lower damage and defense compared to a Knight or Black Belt.
  • Key Ability: Steal – Attempt to pilfer an item from an enemy. Success rate and the quality of the item stolen are dependent on the Thief’s Job Level. Flee – High chance to escape from battle.
  • Strategic Philosophy: The Thief’s value isn’t measured in raw damage, but in action economy and resource acquisition. Their high speed allows them to quickly dispatch a weakened enemy or use a crucial item before anyone else can act. The Steal ability, when leveled up, can be a source of rare and valuable items, saving a significant amount of gil. 💰 They’re a utility-focused physical class, bringing more to the table than just another sword arm.
  • Ideal Equipment: Daggers like Main Gauche and Orialcon, Thief Gloves, Black Garb.

Scholar 👓

  • Role: Tactical Support / Niche Analyst
  • Strengths: Can use the Study command to reveal an enemy’s current HP and elemental weaknesses. In the Pixel Remaster, their Alchemy ability doubles the effectiveness of items used in battle. 🧪
  • Weaknesses: Very poor combat stats. Limited equipment and spell selection.
  • Key Ability: Study – Reveals enemy stats. Alchemy – Doubles item effectiveness.
  • Strategic Philosophy: For 95% of the game, the Scholar is a novelty. For one specific boss fight, they are absolutely mandatory. 🧩 The boss Hein periodically changes his elemental weakness, making him nearly impossible to damage without knowing what he’s currently vulnerable to. The Scholar’s Study ability is the only way to reveal this information. The strategy is to keep a character trained as a Scholar on the bench, and swap them into the party specifically for this fight. The Pixel Remaster’s Alchemy ability gives them a broader utility, turning them into potent healers with Hi-Potions or damage dealers with attack items, but their primary purpose remains that of a puzzle key for the Hein encounter.
  • Ideal Equipment: Books (Tome of Fire/Ice/Light), Scholar Robe, Scholar Hat.

The Water Crystal Specialists 💧

(Unlocked after clearing the Water Temple)

This is where the Job System truly opens up, introducing a wide array of highly specialized and situational classes that define the mid-to-late game.

Geomancer 🌳

  • Role: MP-Free Offensive Caster
  • Strengths: The Terrain ability costs no MP and unleashes a random, environment-based magical attack. This is excellent for clearing out random encounters without depleting resources.
  • Weaknesses: The Terrain ability is unreliable; the spell is random, and there’s a chance it can backfire and damage the Geomancer instead. 😬 This makes them a risky choice for boss battles.
  • Key Ability: Terrain – Casts a free, random, environment-based spell.
  • Strategic Philosophy: The Geomancer is a tool for dungeon-crawling efficiency. Their free magic makes them perfect for the party’s designated “trash mob clearer.” However, their true moment to shine is in the Cave of the Circle. In this dungeon, the party is forced into Mini status, and the Geomancer’s Terrain ability will consistently produce powerful Earthquake spells that decimate the local enemies, making them the undisputed MVP for this specific area.
  • Ideal Equipment: Bells (Diamond, Earthen, Rune), Scholar Robe.

Dragoon 🐉

  • Role: Aerial Anti-Monster Specialist
  • Strengths: The Jump ✈️ ability makes them temporarily leave the battlefield, avoiding all damage, before crashing down for high damage. This damage is amplified against dragon-type enemies.
  • Weaknesses: Limited equipment selection (spears only). Can feel one-dimensional outside of their niche.
  • Key Ability: Jump – Leap off-screen for one turn, then attack.
  • Strategic Philosophy: The Dragoon is the ultimate solution to enemies with devastating party-wide attacks. Their Jump ability is both offensive and defensive. The most famous application of this is against the boss Garuda, whose powerful lightning attacks can wipe an unprepared party. A team of four Dragoons can simply Jump on their first turn, completely avoiding Garuda’s attack, and then land in unison for a massive, often fight-ending, volley of damage. Any time a boss signals a massive attack, the Dragoon’s Jump is the perfect countermeasure.
  • Ideal Equipment: Spears (Thunder, Wind, Blood Lance, Holy Lance), Dragon Mail, Dragon Helm.

Viking 🛡️

  • Role: The Ultimate Defensive Wall
  • Strengths: Highest HP growth in the game. Can equip heavy axes and hammers. The Provoke ability draws all single-target physical attacks to them. Can dual-wield shields for absurdly high defense. 🛡️🛡️
  • Weaknesses: Very slow. 🐢 Their damage output is lower than other dedicated physical classes.
  • Key Ability: Provoke – Taunts all enemies to attack the Viking.
  • Strategic Philosophy: The Viking is the game’s premier tank, bar none. Their strategic value comes from a simple but incredibly effective combination: equip them with two of the best shields available, put them in the back row, and have them use Provoke every single turn. With halved damage from the back row and a colossal defense stat from two shields, they become virtually immune to physical attacks. This allows the other three party members to focus entirely on offense without fear of retaliation. This makes the Viking an invaluable asset against hard-hitting physical bosses and in areas with enemies that can duplicate themselves.
  • Ideal Equipment: Dual Haken, Triton Hammer, two Aegis Shields or Crystal Shields, Viking Mail, Viking Helm.

Black Belt 🥋

  • Role: Elite Unarmed Damage Dealer
  • Strengths: A direct and powerful upgrade to the Monk. Possesses incredible physical attack power, especially when bare-fisted at high levels. Also has very high HP and Vitality, making them an excellent choice for HP growth. 💪
  • Weaknesses: Still limited in their armor selection, though they have more options than the Monk.
  • Key Ability: Boost (formerly Bide) – Forgoes attacking for one turn to deal double damage on the next.
  • Strategic Philosophy: The Black Belt is the pinnacle of physical, glass-cannon gameplay. They’re the Monk’s final form, shedding the need for nunchaku in favor of powerful claws or, more often, their own two fists. Their Boost ability allows for massive burst damage, perfect for finishing off a boss. Their high Vitality also makes them the ideal job to be in when leveling up to maximize permanent HP gains for any character intended for a physical role.
  • Ideal Equipment: Faerie Claws, Hellish Claws, or bare fists. Black Belt Gi, Chakra Band.

Dark Knight 🌙

  • Role: Situational Enemy Control
  • Strengths: High attack power. Can equip powerful katanas. Their Bladeblitz ability damages all enemies at the cost of some HP.
  • Weaknesses: Lower defense compared to a Knight. Bladeblitz can be risky if HP is low.
  • Key Ability: Bladeblitz (formerly Souleater) – Damage all enemies by sacrificing HP.
  • Strategic Philosophy: The Dark Knight is another puzzle key. 🧩 Their primary, and most vital, function is to deal with enemies that split into multiple copies when damaged, such as those found in the Cave of Shadows. Attacks from the katanas that only Dark Knights can wield will defeat these enemies without causing them to divide, preventing the party from being overwhelmed. Like the Scholar, it’s wise to keep a Dark Knight leveled on the side, ready to be deployed for these specific dungeons where their unique weapon property isn’t just helpful, but essential.
  • Ideal Equipment: Katanas (Ashura, Kotetsu, Kiku-Ichimonji, Masamune), Demon Mail, Genji Armor.

Evoker ❓

  • Role: RNG-Based Summoner
  • Strengths: Can cast Summon magic, which offers a mix of offensive and defensive effects.
  • Weaknesses: When a summon is cast, the effect is random. 🎲 The Evoker will either cast a weaker “White Magic” effect (often a buff or status ailment) or a “Black Magic” effect (a damaging spell). This unreliability makes them frustrating to use.
  • Key Ability: Summon Magic (Levels 1-8)
  • Strategic Philosophy: The Evoker is a placeholder. They introduce the concept of summoning, but their core mechanic is fundamentally flawed for strategic play. Relying on a coin flip to determine whether Ifrit will heal the party or damage the enemy is a recipe for disaster in a difficult boss fight. 😫 Their only purpose is to serve as a stepping stone, a brief taste of summon magic before you unlock the far superior Summoner job.
  • Ideal Equipment: Rods, Mage Robes.

Bard 🎶

  • Role: Party-Wide Support Specialist
  • Strengths: Their songs provide powerful, free, party-wide buffs and healing that become more potent with higher Job Levels. 🎼 Can equip harps that inflict status ailments.
  • Weaknesses: Very fragile with low HP and limited armor. Deals almost no direct damage.
  • Key Ability: Sing – Use a harp to produce various effects, from healing to buffing attack or defense.
  • Strategic Philosophy: The Bard is one of the most misunderstood and underrated jobs in the game. At first glance, their lack of damage makes them seem useless. However, a high-level Bard is a force multiplier. Their healing song can provide consistent, party-wide regeneration that frees up the main healer to focus on emergencies or contribute to offense. Their buffing songs can significantly increase the party’s damage output and survivability. They require investment in Job Levels to unlock their best songs and see their true potential, but a well-played Bard can make the entire party function more effectively. 👍
  • Ideal Equipment: Harps (Madhura, Loki, Lamia, Dream), Bard Vest.

The Earth Crystal Elites 🌍

(Unlocked after clearing the Ancient’s Labyrinth)

These jobs represent the pinnacle of specialized magic, offering direct and powerful upgrades to the original mage classes.

Magus 🧙‍♂️ & Devout 🙏

  • Role: Ultimate Black Mage & Ultimate White Mage
  • Strengths: These are straight upgrades to the Black Mage and White Mage, respectively. They have significantly higher Intelligence/Mind stats, larger MP pools, and can cast all Level 1-8 spells of their school.
  • Weaknesses: They remain physically frail, a standard trait for dedicated casters.
  • Key Ability: Access to Level 8 Black Magic (Flare, Meteor, Death) for the Magus, and Level 8 White Magic (Holy, Arise, Tornado) for the Devout.
  • Strategic Philosophy: There’s no complex strategy here; these jobs are simply better. As soon as they’re unlocked, any character serving as a Black or White Mage should be immediately promoted. The Magus becomes the ultimate magical damage dealer, and the Devout is the most powerful healer in the game. Their access to the game-changing Level 8 spells makes them essential for the final dungeons.
  • Ideal Equipment: (Magus) Omnirod, Black Robe; (Devout) Elder Staff, White Robe. Both benefit from Ribbons and Protect Rings.

Summoner 🐲

  • Role: Premier Summon Magic Damage Dealer
  • Strengths: A direct upgrade to the Evoker. When a Summoner casts a spell, they always produce the most powerful, “High Summon” effect. 💥 This removes all RNG and turns them into a top-tier offensive magic user.
  • Weaknesses: Still a physically weak mage class.
  • Key Ability: Summon Magic (Levels 1-8, always the strongest effect).
  • Strategic Philosophy: The Summoner is what the Evoker wishes it could be. They wield the awesome power of beings like Bahamut and Leviathan with perfect reliability. Their spells are almost all powerful, party-wide damage attacks, making them exceptional at clearing dangerous enemy groups and inflicting massive damage on bosses. Once unlocked, they’re a strong contender for the party’s primary offensive magic slot, competing directly with the Magus.
  • Ideal Equipment: Omnirod, Mage Robes.

The Eureka All-Stars ⭐

(Unlocked in the optional dungeon, The Forbidden Land, Eureka)

These two jobs are hidden away in a challenging, optional area for a reason. They are, by a significant margin, the most powerful jobs in the game.

Ninja 🥷

  • Role: Ultimate Physical Attacker
  • Strengths: Can equip almost every weapon in the game, including all katanas and the most powerful swords. Possesses incredibly high Strength and Agility. Their Throw command is the single most powerful attack in the game.
  • Weaknesses: Their best armor (Genji, Crystal) is contested by the Knight. The Throw command consumes the weapon being thrown, which can be prohibitively expensive. 💸
  • Key Ability: Throw – Hurl a weapon from the inventory at an enemy for massive damage.
  • Strategic Philosophy: The Ninja is the physical damage endgame. Their stats are phenomenal, and their ability to dual-wield the best weapons makes their standard attack formidable. However, their true power lies in the Throw command. Throwing a Shuriken, which has a base attack power of 200, will inflict catastrophic damage, capable of ending final boss phases in a single hit. The strategy for the final boss often boils down to saving up enough gil to buy a large stock of Shurikens and having a Ninja unleash a volley to bypass the boss’s most dangerous attacks.
  • Ideal Equipment: Masamune, Ragnarok, Full Genji/Crystal Set. A large stack of Shurikens in the inventory.

Sage 🎓

  • Role: Master of All Magic
  • Strengths: Unmatched versatility. Can cast all White Magic, all Black Magic, and all Summon Magic from Level 1 to 8. 🤯
  • Weaknesses: Has lower MP pools for each spell level compared to the specialized Devout and Magus. Their Intelligence and Mind stats are also slightly lower, meaning their spells are a bit less potent than those of their specialist counterparts.
  • Strategic Philosophy: The Sage presents the ultimate strategic trade-off: power versus flexibility. A party with a Devout and a Magus has more total spell casts and higher magical potency. A party with two Sages, however, has two characters who can do anything. They can both heal, both resurrect, both exploit elemental weaknesses, and both summon Bahamut. This adaptability can be invaluable in the unpredictable final battles, where the ability to have two characters cast Arise or Curaja in a single turn can be the difference between victory and a party wipe. The choice between specialists (Devout/Magus) and generalists (Sage) is one of the key decisions in crafting an endgame party.
  • Ideal Equipment: Elder Staff, Omnirod, White/Black Robes, Ribbon.

Special Section: The Onion Knight Paradox 🧅⁉️

The Onion Knight is the default job, the blank slate upon which your adventure begins. For any sane and logical player, it’s also a job that should be abandoned at the first opportunity and never looked at again… until a very specific set of lategame conditions are met.

  • The Long, Hard Road 😩: For the vast majority of the game, from level 1 to around level 90, the Onion Knight is statistically pathetic. Its stats are abysmal, it has no special abilities, and it can’t equip most of the powerful gear found throughout the journey. Using an Onion Knight during the main story is an act of self-imposed, masochistic difficulty.
  • The Ultimate Payoff 🌟: Everything changes after character level 90. The Onion Knight’s stat growth suddenly skyrockets 📈, and by level 99, all of their stats reach the maximum of 99. When equipped with the full set of legendary “Onion Equipment”—a sword, shield, helmet, armor, and gauntlets—they become, by far, the most powerful job in the game, excelling at both physical and magical combat. 👑

This dramatic shift reveals the job’s true nature. The Onion Knight isn’t a standard job to be used during a normal playthrough. It’s a post-game trophy 🏆, a completionist project for the most dedicated players. Achieving its potential requires two monumental tasks: grinding a character to the highest levels, and undertaking an arduous farm for its exclusive equipment. This gear is dropped only by three rare dragon types found in the final dungeon, and the drop rates are notoriously low.

Therefore, players should treat the Onion Knight not as a viable tool for completing the game, but as the ultimate reward for having done everything else. This understanding prevents the frustration of trying to use a deliberately underpowered job and reframes it as the ultimate endgame challenge.


Chapter 3: The Grand Tour: A Complete Walkthrough 🗺️

The journey of the Warriors of Light is long and fraught with peril. This chronicle will guide your party from their humble beginnings in a monster-infested cave to their final confrontation in the heart of darkness. Each step of the way, it’ll provide not only directions but also crucial strategic advice, ensuring every treasure is found, every monster is cataloged, and every boss is vanquished.

Part 1: The Floating Continent ☁️

The adventure begins on a small, isolated continent floating high above the clouds, a world in miniature that will test the heroes’ newfound abilities.

Altar Cave 🕳️

  • Objective: Discover the Wind Crystal and become the Warriors of Light.
  • ✅ Checklist:
    • Bestiary: #1 Goblin, #2 Carbuncle, #3 Eye Fang, #4 Blue Wisp, #196 Land Turtle.
    • Chests: 14 total. Notable loot includes Longswords, Nunchaku, and the Sleep spell.
  • Walkthrough & Commentary: The game begins by literally dropping the party into this cave. The path is straightforward. On B3, a healing spring offers a full recovery point before the final confrontation.
  • Boss Strategy: Land Turtle 🐢
    • HP: 111 | Weakness: None | Key Attacks: Physical Attack
    • The Land Turtle is a simple test of endurance. As the party is still composed of Onion Knights, there’s no complex strategy. Simply attack each turn and use Potions as needed. Using the Antarctic Wind items found in the cave will deal significant damage and end the fight quickly.
  • Strategic Musings 💡: Upon defeating the turtle and touching the Wind Crystal, the first set of jobs is unlocked. A balanced party is highly recommended: one Warrior, one Monk, one White Mage, and one Black Mage. This classic setup provides the tools needed for the next several areas. Before leaving, be sure to backtrack to B1 and find the hidden path to two chests containing 1000 gil each. 💰

Ur and the Road to Sasune 🏘️

  • Objective: Learn about the curse on Kazus and seek help from Castle Sasune.
  • ✅ Checklist:
    • Bestiary: #5 Killer Bee, #6 Werewolf, #7 Berserker.
    • Hidden Items: 6 in Ur. Check the pots in the inn, the well, and various houses.
  • Walkthrough & Commentary: The town of Ur serves as the party’s home base. After speaking with Elder Topapa, explore the town thoroughly to find all hidden items and upgrade equipment at the shops. The next town, Kazus, is shrouded in a ghostly 👻 curse. The only person not affected is Cid, who directs the party to Castle Sasune.
  • Strategic Musings 💡: The starting party of Warrior, Monk, White Mage, and Black Mage remains effective here. Ensure the Warrior and Monk are in the front row and the mages are in the back.

Castle Sasune and the Sealed Cave 🏰

  • Objective: Rescue Princess Sara and obtain the canoe. 🛶
  • ✅ Checklist:
    • Bestiary: #8 Red Wisp, #9 Dark Eye, #10 Zombie, #11 Mummy, #12 Skeleton, #13 Cursed Copper, #14 Larva, #15 Shadow, #16 Revenant, #197 Djinn.
    • Chests: Numerous chests in Castle Sasune’s towers and the Sealed Cave.
  • Walkthrough & Commentary: At Castle Sasune, the king requests that the party rescue his daughter, Sara. The castle’s west tower is filled with undead monsters 💀, providing good experience. After clearing it, head north to the Sealed Cave.
  • Boss Strategy: Djinn 🔥
    • HP: 550 | Weakness: Ice ❄️ | Key Attacks: Fire
    • The Djinn is the first real test of elemental strategy. It’s incredibly weak to Ice. The Black Mage’s Blizzard spell will inflict massive damage. Have the Warrior and Monk attack, the White Mage heal, and the Black Mage spam Blizzard. The fight should be over in just a few rounds.
  • Strategic Musings 💡: The undead in Castle Sasune are vulnerable to the White Mage’s Cure spell and the Wightslayer sword. This is an early lesson in equipping the right tools for the job.

The Nepto Temple 🐍

  • Objective: Appease the Nepto Dragon and acquire the Enterprise.
  • ✅ Checklist:
    • Bestiary: The Nepto Dragon itself must be encountered in the sea before entering the temple for its Bestiary entry. This is a one-time opportunity! ‼️ Also: #24 Leprechaun, #25 Darkface, #26 Petit, #27 Poison Bat, #28 Lilliputian, #29 Wererat, #30 Blood Worm, #199 Giant Rat.
    • Hidden Items: 4 in Tozus, 2 in Vikings’ Cove.
  • Walkthrough & Commentary: To enter the Nepto Temple, the party must shrink themselves using the Mini spell, purchased in the gnomish village of Tozus. Inside the temple, they must navigate the dungeon and defeat the Giant Rat.
  • Boss Strategy: Giant Rat 🐀
    • HP: 1050 | Weakness: None | Key Attacks: Fira, Blizzara, Thundara
    • This fight is a major strategic hurdle. Because the entire party is in Mini status, all physical attacks will deal only 1 point of damage. 😭 Magic, however, is unaffected. This battle is impossible without spellcasters. The recommended strategy is to switch the entire party to magic-using jobs. A team of three Black Mages and one White Mage is ideal. Unload with the strongest offensive spells while the White Mage keeps everyone healed.
  • Strategic Musings 💡: This is the game’s first mandatory “job puzzle.” It explicitly teaches you that clinging to a fixed party composition will lead to failure.

The Tower of Owen and the Molten Cave 🗼

  • Objective: Destroy the whirlpool and restore the Fire Crystal. 🔥
  • ✅ Checklist:
    • Bestiary: A long list of new monsters, culminating in #201 Medusa, #202 Salamander.
    • Hidden Items: 1 in Dwarven Hollows.
  • Walkthrough & Commentary: With the Enterprise ship, the party can now explore the inner sea. Their journey leads them to the Tower of Owen. This opens the way to the Dwarven Hollows and the Molten Cave. At the end, the party restores the Fire Crystal and unlocks the second set of jobs.
  • Boss Strategy: Medusa 🐍
    • HP: 2000 | Weakness: None | Key Attacks: Break, Blizzara, Stare (Petrify)
    • Medusa is a straightforward magic-slinger. The main threat is her ability to petrify party members. Having Gold Needles on hand is essential.
  • Boss Strategy: Salamander 🦎
    • HP: 4000 | WeakSness: Ice ❄️ | Key Attacks: Flame
    • Similar to the Djinn, the Salamander is extremely vulnerable to Ice. A Black Mage with Blizzara is the MVP. The boss’s Flame attack hits the entire party for heavy damage, so the White Mage must be ready to cast Cura every round.
  • Strategic Musings 💡: Upon unlocking the Fire Crystal jobs, it’s time to upgrade! The Warrior should become a Knight 🛡️. The Monk can be swapped for a Ranger 🏹 or Thief 🏃‍♂️.

Hein’s Castle 👻

  • Objective: Rescue the brainwashed King Argus.
  • ✅ Checklist:
    • This is a one-time-only dungeon. ‼️ Once it’s completed, it cannot be re-entered.
    • Bestiary: #66 Pharaoh, #67 Lemur, #68 Lamia, #69 Demon, #70 Dullahan, #203 Hein.
    • Chests: 11 missable chests.
    • Hidden Items: 1 missable Mini spell from an NPC in the starting cell.
  • Walkthrough & Commentary: The party is captured and thrown into Hein’s Castle. This dungeon is a maze of shifting walls and powerful undead.
  • Boss Strategy: Hein 💀
    • HP: 3500 | Weakness: Changes Periodically ❓ | Key Attacks: Barrier Shift, High-level magic
    • This is the second major “job puzzle.” 🧩 Hein uses an ability called Barrier Shift, which randomly changes his elemental weakness. Attacking him with the wrong element will heal him. The only way to know his current weakness is to use the Scholar’s Study ability. 👓 The strategy is mandatory: have one character as a Scholar use Study every turn. Once the weakness is revealed, have a Black Mage and other party members exploit it. Without a Scholar, this fight is a frustrating guessing game.
  • Strategic Musings 💡: This fight solidifies the importance of having specialized jobs ready. A party of Knight, Scholar, Black Mage, and White Mage is tailor-made for this encounter.

Part 2: The Surface World 🌍

After defeating Hein, the party is granted the airship Enterprise and breaks through the clouds to discover a vast, unknown world lies below.

The Water Temple and Goldor Manor 💧

  • Objective: Restore the Water Crystal and then retrieve the Earth Crystal from the greedy Goldor.
  • ✅ Checklist:
    • The Wrecked Ship area is temporary. The two chests inside are missable. ‼️
    • Bestiary: Many new sea and land monsters, plus #204 Kraken and #205 Goldor.
    • Hidden Items: 2 missable Dragoon equipment pieces in Saronia, obtainable only while Prince Alus is in the party.
  • Walkthrough & Commentary: The party finds a Wrecked Ship and meets Aria, who guides them to the Temple of Water. They must enter the Cave of Tides and defeat the Kraken to restore the Water Crystal, unlocking the third and largest set of jobs. Afterward, the journey leads to the opulent but trap-filled Goldor Manor.
  • Boss Strategy: Kraken 🐙
    • HP: 5000 | Weakness: Lightning ⚡ | Key Attacks: Physical attacks, Blizzara
    • A classic sea monster, the Kraken is weak to Lightning. Have a Black Mage cast Thundara repeatedly. Zeus's Wrath items are also effective.
  • Boss Strategy: Goldor 💰
    • HP: 6000 | Weakness: None | Key Attacks: Blind, Silence, Confuse
    • Goldor is the opposite of Hein. His magical defense is astronomically high, rendering offensive spells almost useless. 🛑 This fight demands a party of heavy physical hitters. Knights, Dragoons, and Black Belts are the ideal choices. He’ll inflict numerous status ailments, so the White Mage’s role is to keep the party cured and healthy while the physical attackers wear him down.
  • Strategic Musings 💡: The game continues to test your flexibility. The Kraken fight encourages a magic-heavy approach, while the Goldor fight immediately afterward forces a complete switch to a physical-heavy team.

The Saronian Crisis and Garuda 🦅

  • Objective: End the civil war in Saronia and defeat the beast Garuda.
  • ✅ Checklist:
    • Bestiary: #206 Garuda.
    • Hidden Items: The two Dragoon items mentioned previously. Don’t miss ’em!
  • Walkthrough & Commentary: The party arrives in the massive kingdom of Saronia, which is embroiled in a civil war. They team up with the young prince, Alus, to expose the plot. After uniting the kingdom, they’re given the mighty airship, the Nautilus. ✈️ However, to proceed, they must defeat Garuda.
  • Boss Strategy: Garuda 🦅
    • HP: 7500 | Weakness: Wind | Key Attacks: Lightning ⚡⚡
    • Garuda is one of the game’s most infamous difficulty spikes. Its Lightning attack hits the entire party for massive damage and it can attack twice per turn. 😵 A standard party will be wiped out in seconds. This is the ultimate “job puzzle.” 🧩
    • The solution: transform the entire party into Dragoons. 🐉🐉🐉🐉 Equip them with the best spears and armor available. In the first round of combat, have all four Dragoons use the Jump command. They’ll leap into the air, completely avoiding Garuda’s devastating attack. On the next turn, they’ll all land, inflicting enormous damage. Two rounds of this strategy are usually enough to defeat the beast with minimal risk.
  • Strategic Musings 💡: The Garuda fight is the game’s most forceful lesson in job-based problem-solving. It presents a seemingly insurmountable obstacle and a single, elegant solution rooted in the mechanics of a specific job.

Part 3: The Final Trials 🏁

With the Nautilus and later the Invincible airship, the world is open. The party must now gather the final pieces needed to confront the source of the darkness.

Doga’s Grotto and the Ancient’s Labyrinth 🌀

  • Objective: Obtain the Eureka and Syrcus Keys and restore the Earth Crystal. 🌍
  • ✅ Checklist:
    • Doga’s Grotto is a one-time-only dungeon. The 6 chests inside are missable. ‼️
    • Bestiary: Many new monsters, including #210 Doga, #211 Unei, and #212 Titan.
  • Walkthrough & Commentary: The party seeks the aid of the great sages Doga and Unei. After a series of trials, including navigating the Cave of Shadows (which requires Dark Knights 🌙 to defeat splitting enemies), the sages test the party’s strength in battle. Victorious, the party receives the keys to the final areas and proceeds to the Ancient’s Labyrinth to restore the final Earth Crystal, unlocking the last set of standard jobs.
  • Boss Strategy: Doga 🧙 & Unei 🧙‍♀️
    • HP: 12,800 (Doga) / 11,800 (Unei) | Weakness: None | Key Attacks: Flare (Doga), Holy (Unei)
    • This is a back-to-back fight with no break in between. The key is to have a strong healer (now a Devout, if possible) and to focus fire on Doga first.
  • Boss Strategy: Titan 🗿
    • HP: 20,000 | Weakness: None | Key Attacks: Quake, Physical attacks
    • Titan is a straightforward slugfest. He hits hard, but has no major tricks. A party with a Knight or Viking to tank, a Devout to heal, and two strong damage dealers will have no trouble.
  • Strategic Musings 💡: By this point, your party should be transitioning to the elite jobs. The Black and White Mages should become the Magus and Devout. The Summoner is a powerful alternative to the Magus. For physical roles, the Knight, Black Belt, and Ninja are top-tier choices.

The Crystal Tower and the World of Darkness 🏙️

  • Objective: Confront Xande and save the world from the Cloud of D`arkness.
  • ✅ Checklist:
    • Bestiary: The final stretch of the Bestiary is found here, including the five final bosses.
    • Chests: The Forbidden Land, Eureka, an optional dungeon within the tower, is filled with the game’s ultimate weapons and the final two jobs.
  • Walkthrough & Commentary: The final dungeon is a grueling marathon. 😫 The Crystal Tower is a long climb. It’s highly recommended to first enter the optional dungeon, Eureka, to acquire the ultimate jobs (Ninja 🥷 and Sage 🎓) and the game’s best equipment.
  • After ascending the tower, the party confronts the sorcerer Xande. His defeat, however, only serves to summon the true final boss: the Cloud of Darkness. The party is defeated in a scripted battle, then resurrected. They must then enter the World of Darkness, defeat four elemental fiends, and face the Cloud of Darkness one last time.
  • Boss Strategy: Xande 😈
    • HP: 38,000 | Weakness: None | Key Attacks: Meteor, Libra, Haste
    • Xande is powerful but straightforward. A Devout casting Curaja every turn is essential. A Ninja throwing Shurikens can dramatically shorten this fight.
  • Final Boss Strategy: Cloud of Darkness ☁️👿
    • HP: 120,000 | Weakness: None | Key Attacks: Particle Beam
    • The final battle is a war of attrition. The Cloud of Darkness is flanked by two tentacles that must be dealt with. Her signature move, Particle Beam, deals immense damage to the entire party. 😵
    • The most effective strategy involves a party with two healers (Devouts or Sages) to ensure survival against back-to-back Particle Beams. The primary damage dealer should be a Ninja, relentlessly throwing Shurikens at the main body. A Knight or Black Belt can provide supplementary damage. This fight is the ultimate test of your party’s endurance and resource management. Have a full stock of Elixirs and Shurikens before entering the final portal. Good luck! 🙏

Chapter 4: For Glory and Treasure: Optional Dungeons & Side Quests 🗝️

While the main quest demands your attention, true heroes know that the greatest rewards often lie off the beaten path. Final Fantasy III Pixel Remaster is dotted with optional locations that hold powerful summons, legendary equipment, and formidable superbosses. Ignoring them means leaving some of the game’s best content—and most powerful tools—on the table.

Sunken Cave 🌊

  • How to Access: This underwater dungeon requires the Nautilus. Navigate to the triangular island in the far southeastern corner of the world map and submerge.
  • Treasures: The main prize is a near-complete set of Diamond equipment 💎 (Mail, Bracers, Shield, Helm). This is a significant defensive upgrade for any Knights or Vikings.
  • Bosses: There is no final boss, but four of the treasure chests are booby-trapped and contain powerful monsters: a Peryton, a Zombie Dragon, a Death Claw, and an Eater.
  • Strategy: The Zombie Dragon is the most dangerous. As an undead creature, it’s vulnerable to healing magic and items. Casting Cure spells on it will inflict damage, and using a Phoenix Down has a chance to instantly defeat it!

Saronia Catacombs & Odin ⚔️

  • How to Access: In the southeastern corner of the Saronia kingdom’s moat, use the Nautilus to dive underwater and find the entrance.
  • Boss: Odin
    • HP: 20,000
    • Strategy: Odin is a purely physical powerhouse who attacks twice per turn. His ultimate attack, Zantetsuken, inflicts heavy physical damage to the entire party. The premier strategy is to use a Dragoon 🐉. The Jump ability not only deals significant damage but also keeps the Dragoon safely in the air. A dedicated healer is mandatory.
  • Reward: Defeating Odin grants the party the Catastro (Odin) summon spell. summoning.

Lake Dohr & Leviathan 🌊🐍

  • How to Access: This location requires the Invincible airship. Fly west of Castle Argus to a lake completely surrounded by mountains. Use the Invincible to hop over the mountain range, then disembark and use a canoe.
  • Treasures: This dungeon is a one-time-only location! ‼️ Once the boss is defeated, it cannot be re-entered, so be sure to collect all chests.
  • Boss: Leviathan
    • HP: 22,000 | Weakness: Lightning ⚡
    • Strategy: Leviathan is a powerful magic user, capable of casting Blizzaga and the party-wide water attack Tsunami. His physical attacks also carry a chance to inflict Petrification. Exploit his weakness to Lightning with a Magus casting Thundaga. Mitigate petrification with the Stona spell or by equipping an Aegis Shield.
  • Reward: Victory yields the Leviath (Leviathan) summon spell.

Bahamut’s Lair & Bahamut 🐲

  • How to Access: From Vikings’ Cove, travel southeast to a small cave nestled within a mountain range. The Invincible is required to hop over the mountains to reach the entrance.
  • Boss: Bahamut
    • HP: 25,000 | Weakness: Wind 🌬️
    • Strategy: Bahamut, the King of Dragons, is one of the toughest optional bosses. He attacks twice per turn, and one of those actions can be his signature move, Megaflare 💥, which deals catastrophic damage to the entire party. A Dragoon’s Jump is once again a key strategic tool. Bahamut is also weak to Wind, making a Devout or Sage casting Aeroga extremely effective. A dedicated healer is non-negotiable.
  • Reward: Defeating Bahamut earns the party the Bahamur (Bahamut) summon spell.

Falgabard & Shinobi 🥷

  • How to Access: The hidden village of Falgabard is located southwest of Saronia, accessible only by using the Invincible to cross the mountains. Inside the village, head to the waterfall. A hidden path leads into a secret cavern.
  • Boss: Shinobi
    • Strategy: Talk to the old man in the cavern to initiate a fight with the Shinobi. This boss is a fast and powerful physical attacker. A strong tank like a Knight or Viking using Provoke can absorb its attacks.
  • Reward: The Shinobi drops the Kiku-Ichimonji, a powerful katana for the Dark Knight or Ninja.

Chapter 5: The Adventurer’s Almanac (Appendices) 📔

A true master’s journey is built on a foundation of knowledge. This section serves as a comprehensive repository of data, a quick-reference library for every weapon, piece of armor, and spell in the world.

The Armory ⚔️🛡️

Weapons

WeaponTypeATKStat BonusJobs
KnifeDagger8Thief, Red Mage, Ninja, Onion Knight
DaggerDagger9Thief, Red Mage, Ninja, Onion Knight
Mythril KnifeDagger14Thief, Red Mage, Ninja, Onion Knight
Main GaucheDagger35AGI +3Thief, Red Mage, Ninja
OrialconDagger45Thief, Red Mage, Ninja
Air KnifeDagger89AGI +6Thief, Ninja
Golden SwordSword5Warrior, Red Mage, Knight, Dark Knight, Onion Knight
LongswordSword10Warrior, Red Mage, Knight, Dark Knight, Onion Knight
WightslayerSword15Warrior, Red Mage, Knight, Dark Knight, Onion Knight
Mythril SwordSword17Warrior, Red Mage, Knight, Dark Knight, Onion Knight
Serpent SwordSword25Warrior, Red Mage, Knight, Dark Knight
TyrfingSword28Warrior, Red Mage, Knight, Dark Knight
Salamand SwordSword30Warrior, Red Mage, Knight, Dark Knight
Freezing BladeSword32Warrior, Red Mage, Knight, Dark Knight
Royal SwordSword50Knight
Blood SwordSword55Warrior, Knight
Ancient SwordSword80Warrior, Knight, Dark Knight
DefenderSword95VIT +5Knight, Ninja
Break BladeSword125Knight, Ninja
ExcaliburSword137All Stats +5Knight, Ninja
RagnarokSword140All Stats +5Knight, Ninja, Dark Knight
Onion SwordSword156All Stats +5Onion Knight
AshuraDark Blade100Dark Knight, Ninja
KotetsuDark Blade105Dark Knight, Ninja
Kiku-IchimonjiDark Blade115Dark Knight, Ninja
MasamuneDark Blade132AGI +10Dark Knight, Ninja
StaffStaff3White/Black/Red Mage, Evoker, Summoner, Devout, Magus, Sage, Onion Knight
Fire StaffStaff20INT/MND +2White/Black/Red Mage, Evoker, Summoner, Devout, Magus, Sage
Ice StaffStaff20INT/MND +2White/Black/Red Mage, Evoker, Summoner, Devout, Magus, Sage
Light StaffStaff20INT/MND +2White/Black/Red Mage, Evoker, Summoner, Devout, Magus, Sage
Golem StaffStaff30MND +3White Mage, Devout, Sage
Rune StaffStaff33MND +4White Mage, Devout, Sage
Elder StaffStaff85MND +6Devout, Sage
Mythril RodRod12INT +1Black/Red Mage, Evoker, Summoner, Magus, Sage, Onion Knight
Fire RodRod25INT +3Black/Red Mage, Evoker, Summoner, Magus, Sage
Ice RodRod25INT/MND +3Black/Red Mage, Evoker, Summoner, Magus, Sage
Light RodRod25INT/MND +3Black/Red Mage, Evoker, Summoner, Magus, Sage
OmnirodRod93INT +10Magus, Sage
NunchakuNunchaku12Monk, Black Belt, Onion Knight
TonfaNunchaku20Monk, Black Belt
SansetsukonNunchaku25Monk, Black Belt
BowBow10Warrior, Ranger, Onion Knight
Great BowBow18Warrior, Ranger
Killer BowBow26Ranger
Rune BowBow42INT/MND +2Ranger
Yoichi BowBow70AGI +5Ranger
Wooden ArrowArrow6Warrior, Ranger, Onion Knight
Holy ArrowArrow8Warrior, Ranger
Iron ArrowArrow12Warrior, Ranger
Fire ArrowArrow17Ranger
Ice ArrowArrow17Ranger
Light ArrowArrow17Ranger
Medusa ArrowArrow23Ranger
Yoichi ArrowArrow40Ranger
Book of Fire/Ice/LightBook32INT/MND +2Scholar
Tome of Fire/Ice/LightBook53INT/MND +3Scholar, Sage
Cat ClawsClaw42AGI +3Black Belt
Kaiser KnucklesClaw50Black Belt
Wyvern ClawsClaw51AGI +4Black Belt
Faerie ClawsClaw89INT/MND +2Black Belt
Hellish ClawsClaw121VIT +5Black Belt
Thunder SpearSpear45Dragoon
Wind SpearSpear53Dragoon
Blood LanceSpear95Dragoon
Holy LanceSpear125Dragoon
HammerHammer55VIT +1Viking
Thor HammerHammer30Viking
Triton HammerHammer110VIT +5Viking
BattleaxeAxe65Viking
Morning StarAxe50Viking
Dual TomahawkAxe73Viking
Dual HakenAxe122STR +3Viking
BoomerangThrowing40Thief, Ninja
Moonring BladeThrowing110Thief, Ninja
ShurikenThrowing200Ninja (Thrown Only)
Diamond BellBell42Geomancer
Earthen BellBell88Geomancer
Rune BellBell98Geomancer
Madhura/Loki/Lamia/DreamHarp60MND +5Bard

Armor

ArmorTypeDEFM.DEFStat Bonus
Leather ShieldShield21
Mythril ShieldShield33
Ice ShieldShield64
Heroic ShieldShield96All Stats +1
Demon ShieldShield128
Diamond ShieldShield1410
Aegis ShieldShield1617MND +4
Genji ShieldShield1813
Crystal ShieldShield2015
Onion ShieldShield3030All Stats +2
Leather CapHead11
Mythril HelmHead43
Shell HelmHead65
HeadbandHead83STR +1, VIT +1
Ice HelmHead106
Feathered HatHead1016AGI +2
Scholar HatHead1116INT +1
Black CowlHead1510AGI +2
Chakra BandHead1711VIT +2
Dragon HelmHead189
Viking HelmHead195
Diamond HelmHead2110
RibbonHead2320All Stats +2
Genji HelmHead2515
Crystal HelmHead3117
Onion HelmHead4040MND +5, INT +5
VestBody11
Leather ArmorBody31
Mythril ArmorBody103
Mage RobeBody1313INT +1, MND +1
Shell ArmorBody189
Ice ArmorBody209
Kenpo GiBody208VIT +1, AGI +1
Scholar RobeBody2023INT +2, MND +2
Flame MailBody2111
Knight ArmorBody257
Black GarbBody3018VIT +2, AGI +2
Reflect MailBody3030INT +2, MND +2
White RobeBody3145MND +5
Black RobeBody3145INT +5
Bard VestBody3228MND +2, AGI +2
Black Belt GiBody3318VIT +3, AGI +3
Dragon MailBody3513
Gala VestBody3525VIT +3
Viking MailBody365
Demon MailBody3817
Diamond MailBody4019
Genji ArmorBody4522
Crystal MailBody5524
Onion ArmorBody6040STR +5, VIT +5
Bronze BracersArms11
Mythril BracersArms14
Mythril GlovesArms31
GauntletsArms84STR +1, VIT +1
Thief GlovesArms118AGI +3
Rune BracersArms1113INT +2, MND +2
Power BracersArms139STR +2, VIT +2
Diamond BracersArms1316INT +3, MND +3
Diamond GlovesArms157STR +3, VIT +3
Top (E)Protect RingArms1818
Genji GlovesArms2014STR +4, AGI +4
Crystal GlovesArms3015STR +4, VIT +4
Onion GauntletsArms5025All Stats +3

The Grimoire 📖

White & Black Magic

LvlWhite MagicBlack MagicDescription
1CureFireRestores HP ❤️ / Deals Fire damage 🔥
1PoisonaBlizzardCures Poison 🧪 / Deals Ice damage ❄️
1SightSleepDisplays world map 🗺️ / Inflicts Sleep 💤
2AeroThunderDeals Wind damage 🌬️ / Deals Lightning damage ⚡
2ToadPoisonInflicts/cures Toad 🐸 / Deals damage and inflicts Poison
2MiniBlindInflicts/cures Mini 🐜 / Inflicts Blind 😵
3CuraFiraRestores more HP ❤️❤️ / Deals moderate Fire damage 🔥🔥
3TeleportBlizzaraEscape from dungeon 🏃 / Deals moderate Ice damage ❄️❄️
3BlindnaThundaraCures Blind 👁️ / Deals moderate Lightning damage ⚡⚡
4LibraBreakDisplays enemy weaknesses 📊 / Inflicts Petrification 🗿
4ConfuseBlizzagaInflicts Confusion 💫 / Deals heavy Ice damage ❄️❄️❄️
4SilenceShadeInflicts Silence 🤫 / Inflicts Paralysis
5CuragaThundagaRestores a large amount of HP ❤️❤️❤️ / Deals heavy Lightning damage ⚡⚡⚡
5RaiseRazeRevives a KO’d ally 😇 / Low chance to KO all enemies
5ProtectEraseIncreases physical defense 🛡️ / Dispels enemy buffs
6AerogaFiragaDeals heavy Wind damage 🌬️🌬️ / Deals heavy Fire damage 🔥🔥🔥
6StonaBioCures Petrification 🗿 / Deals non-elemental damage, may Poison
6HasteWarpIncreases attack speed 💨 / Instantly KO one enemy
7CurajaQuakeRestores a massive amount of HP ❤️❤️❤️❤️ / Deals Earth damage to all enemies 🌍
7EsunaBreakgaCures all status ailments ✨ / Inflicts Petrification on one enemy
7ReflectDrainCreates a magic-reflecting barrier 💎 / Drains HP from an enemy
8TornadoFlareReduces one enemy’s HP to single digits 📉 / Deals massive non-elemental damage 💥
8AriseDeathRevives a KO’d ally with full HP 👼 / Instantly KO one enemy 💀
8HolyMeteorDeals massive Holy damage 🌟 / Deals non-elemental damage to all enemies ☄️

Summon Magic

LvlSummonEvoker/Sage Effect (White/Black)Summoner Effect (High Summon)
1EscapeChocobo Dash (Flee) / Chocobo Kick? (Fails)Chocobo Kick (Light damage)
2IcenMesmerize (Sleep all) / Icy Stare (Ice damage)Diamond Dust (AOE Ice damage ❄️)
3SparkMind Blast (Paralyze all) / Thunderstorm (Lightning damage)Judgment Bolt (AOE Lightning damage ⚡)
4HeatraHealing Light (Heal all) / Hellfire (Fire damage)Inferno (AOE Fire damage 🔥)
5HyperClobber (Earth damage) / Stomp (Earth damage)Earthen Fury (AOE Earth damage 🌍)
6CatastroProtective Light (Reflect all) / Slash (Non-elemental damage)Zantetsuken (Instant KO all ☠️)
7LeviathDemon Eye (Petrify all) / Cyclone (Wind damage)Tidal Wave (AOE Water damage 🌊)
8BahamurAura (Attack buff all) / Rend (Instant KO)Mega Flare (AOE non-elemental damage 💥)

The Bestiary 🐾

Here is a complete, 225-monster bestiary checklist for Final Fantasy III, formatted as a spreadsheet-style table.

I have organized the list by the general game area where you first encounter these monsters, making it easier to follow along as you progress through the story.

🐾 The Bestiary Checklist (1-225)

You can use the ✔️ column to track your progress. Locations listed are the most common, but some monsters may appear in multiple areas.

1. Altar Cave, Ur & Sasune

#MonsterLocation(s)Emoji✔️
1GoblinAltar Cave, Ur Outskirts👹
2CarbuncleAltar Cave💎
3Eye FangAltar Cave👁️
4Blue WispAltar Cave🔥
5Land TurtleAltar Cave (Boss)🐢
6WerewolfUr Outskirts🐺
7Killer BeeUr Outskirts🐝
8BerserkerUr Outskirts😠
9Red WispSasune Outskirts🔥
10Dark EyeSasune Outskirts👁️
11ZombieSasune Castle🧟
12SkeletonSealed Cave💀
13Cursed CopperSealed Cave👻
14LarvaSealed Cave🐛
15ShadowSealed Cave👥
16RevenantSealed Cave👻
17DjinnSealed Cave (Boss)🧞

2. Canaan, Dragon’s Peak & Molten Cave

#MonsterLocation(s)Emoji✔️
18RukhCanaan Area🦅
19BasiliskCanaan Area🐍
20BugbearCanaan Area🐻
21MandrakeCanaan Area🌿
22FireflyDragon’s Peak🦟
23HelldiverDragon’s Peak🦅
24Rust BirdDragon’s Peak🐦
25BahamutDragon’s Peak (Boss)🐉
26LeprechaunTozus Valley🍀
27DarkfaceTozus Valley😠
28AdamantoiseMolten Cave Area🐢
29Red CapMolten Cave👺
30MyrmecoleonMolten Cave🐜
31CrocottaMolten Cave🐊
32BalloonMolten Cave🎈
33SalamanderMolten Cave (Boss)🦎

3. Castle Hein

#MonsterLocation(s)Emoji✔️
34PharaohCastle Hein🏺
35LemurCastle Hein🐒
36LamiaCastle Hein🐍
37DemonCastle Hein👿
38DullahanCastle Hein🐴
39HeinCastle Hein (Boss)💀

4. Outer Sea & Tower of Owen

#MonsterLocation(s)Emoji✔️
40Killer FishOuter Sea🐠
41HermitOuter Sea🦀
42Sea ElementalOuter Sea💧
43TangieOuter Sea🐙
44SahaginOuter Sea🐟
45SahaginOuter Sea🐟
46HornetNear Tower of Owen🐝
47Blood WormNear Tower of Owen🐛
48PetitTower of Owen🦇
49PugmanTower of Owen👺
50Far DarrigTower of Owen👺
51AhrimanTower of Owen👁️
52MedusaTower of Owen (Boss)🐍

5. Dwarven Hollows & Subterranean Lake

#MonsterLocation(s)Emoji✔️
53ManticoreSubterranean Lake🦁
54StalagmiteSubterranean Lake🐢
55Sea DevilSubterranean Lake🐟
56MermanSubterranean Lake🧜
57RuinousSubterranean Lake👻
58GutscoSubterranean Lake (Boss)🐸

6. Molten Cave (Revisit) & Airship Areas

#MonsterLocation(s)Emoji✔️
59BombMolten Cave💣
60GargoyleHein’s Castle (Escape)🦇
61ParademonHein’s Castle (Escape)👿
62DracrocottaAirship (Floating Continent)🐊
63GriffonAirship (Floating Continent)🦅
64BarometzAirship (Floating Continent)🐑
65SlimeAirship (Floating Continent)🦠
66TarantulaAirship (Floating Continent)🕷️
67CuphgelAirship (Floating Continent)🐙

7. Wrecked Ship & Temple of Water

#MonsterLocation(s)Emoji✔️
68GhostWrecked Ship👻
69Killer HermitWrecked Ship🦀
70MermaidWrecked Ship🧜‍♀️
71Sea SerpentWrecked Ship🐍
72CockatriceWrecked Ship🐔
73KrakenTemple of Water (Boss)🐙

8. Cave of Tides

#MonsterLocation(s)Emoji✔️
74RoperCave of Tides🐙
75AgaliareptCave of Tides🦅
76DarklegsCave of Tides🕷️
77Olog-haiCave of Tides👹
78KelpieCave of Tides🐴
79CharybdisCave of Tides🐟

9. Amur & Goldor’s Manor

#MonsterLocation(s)Emoji✔️
80Black WaspAmur Area🐝
81LigerAmur Area🐅
82DracrocottaAmur Area🐊
83MagicianGoldor’s Manor🧙
84Lost GoldGoldor’s Manor💰
85Gold EagleGoldor’s Manor🦅
86Gold WarriorGoldor’s Manor🛡️
87Gold KnightGoldor’s Manor⚔️
88Gold BearGoldor’s Manor🐻
89GoldorGoldor’s Manor (Boss)💰
90NightmareGoldor’s Manor🐴

10. Saronia Region

#MonsterLocation(s)Emoji✔️
91HellgarooSaronia Outskirts🦘
92NeedlerSaronia Outskirts🐜
93CatoblepasSaronia Outskirts🐂
94SorcererSaronia Outskirts🧙
95Sand WormSaronia Outskirts🐛
96FrostflySaronia Outskirts (NW)🦟
97SimurghSaronia Outskirts (NW)🦅
98HarpySaronia Outskirts (NW)🦅
99GarudaSaronia Catacombs (Boss)🦅
100Demon HorseDragon Spire🐴
101Rock GargoyleDragon Spire🦇
102Fire DevilDragon Spire🔥
103ChimeraDragon Spire🦁
104FlyerSaronia (Air)🦟
105KnockerSaronia (Air)👺
106Gold KnightSaronia (Air)⚔️
107OdinSaronia Catacombs (Boss)⚔️
108HydraSaronia (Air)🐉

11. Dalg, Bahamut’s Lair & Temple of Time

#MonsterLocation(s)Emoji✔️
109ThunderDalg Volcano
110FlyerDalg Volcano🦟
111HellgarooDalg Volcano🦘
112Red MarshmallowDalg Volcano🎈
113HumbabaDalg Volcano🐂
114Greater BorosBahamut’s Lair🐲
115Lesser DemonBahamut’s Lair👿
116DragonBahamut’s Lair🐉
117Queen LamiaBahamut’s Lair🐍
118BehemothTemple of Time🐃
119DiraTemple of Time🦅
120ChimeraTemple of Time🦁
121King LizardTemple of Time🦎
122PterodactylTemple of Time🐦
123WyvernTemple of Time🐲

12. Unei’s Shrine & Ancient Ruins

#MonsterLocation(s)Emoji✔️
124EaterUnei’s Shrine🐜
125SilenusUnei’s Shrine🐐
126A-Bao A-QuUnei’s Shrine🦠
127PygmanAncient Ruins👺
128LamiaAncient Ruins🐍
129Death NeedleAncient Ruins🐝
130TitanAncient Ruins (Boss)🗿
131AzraelAncient Ruins🦅
132EaterAncient Ruins🐜

13. Cave of Shadows & Doga’s Grotto

#MonsterLocation(s)Emoji✔️
133Zombie DragonCave of Shadows🐉
134Hellish HorseCave of Shadows🐴
135NoggleCave of Shadows🐸
136DemonCave of Shadows👿
137VassagoCave of Shadows👿
138ChronosCave of Shadows
139HecatoncheirCave of Shadows (Boss)💪
140PerytonDoga’s Grotto🦌
141OgreDoga’s Grotto👹
142CyclopsDoga’s Grotto👁️
143NemesisDoga’s Grotto⚔️
144DogaDoga’s Grotto (Boss)🧙
145UneiDoga’s Grotto (Boss)🧙‍♀️

14. Sunken World (Nautilus)

#MonsterLocation(s)Emoji✔️
146PlanctiSunken World (Sea)🦠
147Sea DragonSunken World (Sea)🐉
148KaguraSunken World (Sea)🐟
149ElmonSunken World (Sea)🐟
150AegirSunken World (Sea)🧜
151OuroborosSunken World (Sea)🐍
152BalorSunken World (Sea)👁️
153CenchosSunken World (Sea)🐍
154DagonSunken World (Sea)🐸
155Sea LionSunken World (Sea)🦁
156Death ClawSunken World (Sea)🦀

15. Saronia Catacombs & Lake Dohr

#MonsterLocation(s)Emoji✔️
157CenchosSaronia Catacombs🐍
158OuroborosSaronia Catacombs🐍
159Sea LionLake Dohr🦁
160PlanctiLake Dohr🦠
161LeviathanLake Dohr (Boss)🐉
162RemoraSunken World (Sea)🐟

16. Bahamut’s Lair & Ancients’ Maze

#MonsterLocation(s)Emoji✔️
163Greater BorosBahamut’s Lair🐲
164Lesser DemonBahamut’s Lair👿
165DragonBahamut’s Lair🐉
166Queen LamiaBahamut’s Lair🐍
167BahamutBahamut’s Lair (Boss)🐉
168Bone DragonAncients’ Maze💀
169ThanatosAncients’ Maze⚰️
170Death ClawAncients’ Maze🦀
171Iron ClawsAncients’ Maze🦀
172BalorAncients’ Maze👁️
173King BehemothAncients’ Maze🐃
174AbaddonAncients’ Maze🐜
175TitanAncients’ Maze (Boss)🗿
176AzerAncients’ Maze🔥

17. Forbidden Land Eureka

#MonsterLocation(s)Emoji✔️
177PterodactylEureka🐦
1AWyvernEureka🐲
178HaokahEureka
179NinjaEureka🥷
180SleipnirEureka🐴
181GarmEureka🐺
182ShinobiEureka🥷
183OceanusEureka💧
184AmonEureka (Boss)🧙
185KunoichiEureka (Boss)🥷
186GeneralEureka (Boss)🛡️
187GuardianEureka (Boss)🛡️
188ScyllaEureka (Boss)🐙
189Amon (Copy)Eureka🧙

18. Crystal Tower (Sylx Tower)

#MonsterLocation(s)Emoji✔️
190PlatinalCrystal Tower🪙
191Kum KumCrystal Tower🏺
192BrachioradosCrystal Tower🐢
193GomoryCrystal Tower👿
194BluckCrystal Tower🦠
195AzerCrystal Tower🔥
196DrayCrystal Tower👁️
197Dark FaceCrystal Tower😠
1sZande’s CloneCrystal Tower🧙
198ChimeraCrystal Tower🦁
199King BehemothCrystal Tower🐃
200Bone DragonCrystal Tower💀
201Red DragonCrystal Tower🐉
202Green DragonCrystal Tower🐉
203Yellow DragonCrystal Tower🐉
204EaterCrystal Tower🐜
205ThorCrystal Tower
206HecatoncheirCrystal Tower💪
207GarmCrystal Tower🐺
208ZandeCrystal Tower (Boss)🧙

19. World of Darkness

#MonsterLocation(s)Emoji✔️
209ShadowWorld of Darkness👥
210GarmWorld of Darkness🐺
211ThorWorld of Darkness
212HecatoncheirWorld of Darkness💪
213HydraWorld of Darkness🐉
214Queen ScyllaWorld of Darkness🐙
215Double DragonWorld of Darkness🐉
216KageWorld of Darkness🥷
217VassagoWorld of Darkness👿
218Xande’s CloneWorld of Darkness🧙
219CerberusWorld of Darkness (Boss)🐕
220Two-Headed DragonWorld of Darkness (Boss)🐉
221EchidnaWorld of Darkness (Boss)🐍
222AhrimanWorld of Darkness (Boss)👁️
223Dark GeneralWorld of Darkness🛡️
224YormungandWorld of Darkness🐍
225Cloud of DarknessWorld of Darkness (Boss)☁️

The Treasure Hunter’s Log 💰

A checklist of all 61 hidden items, organized by location.

LocationHidden Items
Ur6
Kazus5
Canaan3
Tozus4
Gulgan Gulch1
Dwarven Hollows1
Castle Hein1 (Missable ‼️)
Tokkul5
Castle Argus1
Village of Ancients1
Gysahl5
Amur7
Duster2
Replito4
Southwest Saronia2 (Missable ‼️)
Northeast Saronia1
Doga’s Manor1
Falgabard5
Cave of Shadows1
Eureka5

Chapter 6: The Path of the Obsessed: Endgame Grinding & Optimization 🏆

For most, defeating the Cloud of Darkness is the end of the journey. But for the truly dedicated, it’s merely the beginning. 🚀 This chapter is for those who wish to push the limits of their party, to transform the Warriors of Light from heroes into veritable gods. This is the path of the completionist.

Advanced Gil Farming 🤑

The best equipment and abilities in the game aren’t cheap. The Ninja’s most powerful attack relies on throwing Shurikens 🥷, which are consumed on use and must be purchased for a hefty price. 💸 To fund this and other endgame expenses, efficient gil farming is a must.

The best location for this is the final dungeon area, specifically the Crystal Tower and the optional dungeon Eureka. The enemies here provide the highest gil-per-battle ratio in the game. Another effective, if dangerous, method is to hunt the three colored dragons in the Crystal Tower; while farming for Onion Equipment, you’ll naturally accumulate a massive amount of gil from the battles and by selling the frequent Elixir drops.

The 9999 HP Project ❤️💯

As established in Chapter 1, achieving the maximum HP of 9999 is a long-term project that requires careful planning. Since HP gains at each level-up are determined by the character’s current Vitality, the goal is to spend as many level-ups as possible in a high-VIT job.

The strategy is as follows: Once the Water Crystal jobs are unlocked, the Black Belt 🥋 becomes available. It has one of the highest Vitality stats in the game. The Viking 🛡️ is also an excellent choice, boasting the highest HP growth overall.

For any character, regardless of their intended final role, the optimal path to 9999 HP is to switch them to a Black Belt or Viking just before they are about to gain a character level. After the level is gained and the high HP increase is secured, you can switch them back to their preferred job. To reach 9999 HP by level 99, this process should ideally begin around character level 60-70, or even earlier if the character has spent a significant amount of time as a low-Vitality mage.

The Onion Knight Pilgrimage 🧅🙏

This is the ultimate grind, the final mountain to climb for the true Final Fantasy III Pixel Remaster master. Transforming the lowly Onion Knight into the game’s most powerful job requires reaching level 99 and, more arduously, acquiring a full set of its legendary, exclusive equipment.

The Hunting Grounds 🎯

The five pieces of Onion Equipment—Sword, Shield, Helm, Armor, and Gauntlets—are dropped exclusively by three types of dragons found only in the final dungeon, the Crystal Tower.

  • Yellow Dragons 💛: Found most commonly on the 5th floor. They are the exclusive source of the Onion Helm.
  • Green Dragons 💚: Found most commonly on the 6th floor. They are the exclusive source of the Onion Gauntlets.
  • Red Dragons ❤️: Found most commonly on the 7th floor. They are the exclusive source of the Onion Armor.

Farming Strategy 🔄

The grind for this equipment can take dozens of hours 😵 due to low encounter rates and even lower drop rates. An efficient, self-sustaining party is required. A recommended setup includes a Knight or Viking for defense, a Black Belt for consistent high damage, a Ninja for quick kills, and a high-level Bard 🎶. The Bard’s healing song can provide enough passive recovery to sustain the party indefinitely, minimizing the need to use items or leave the dungeon to heal. Set the battle speed to maximum and use the auto-battle feature to streamline the process.

Onion Gear Dragon Drop Rates

The most critical tool for this pilgrimage is knowledge. Understanding which dragon drops which piece of gear and the probability of that drop transforms the grind from a blind lottery into a targeted hunt. The following data provides the best-known drop rates.

DragonSlot 1-4 Drop (Common)Slot 5-8 Drop (Rare)Exclusive Armor Drop
Yellow Dragon 💛Elixir (~78%)Onion Sword, Shield, Armor, HelmOnion Helm
Green Dragon 💚Elixir (~82%)Onion Sword, Shield, Armor, GauntletsOnion Gauntlets
Red Dragon ❤️Elixir (~81%)Onion Sword, Shield, ArmorOnion Armor

Estimated Individual Item Drop Rates:

  • Onion Shield: ~10-13% from any dragon.
  • Exclusive Armor Piece (Helm/Gauntlets/Armor): ~5-8% from its specific dragon.
  • Onion Sword: ~2-4% from any dragon.

This data is invaluable. A player who has acquired all pieces except the Onion Gauntlets knows to focus their efforts exclusively on the 6th floor of the Crystal Tower, hunting Green Dragons. While the grind remains long, this targeted approach makes it manageable and provides a clear path to assembling the most powerful warrior in the world. 🌟

Disclaimer: This is an unofficial fan work, all trademarks and copyrights for Final Fantasy III Pixel Remaster belong to the developer Square Enix

 & publisher Square Enix.

Find the game here! FINAL FANTASY PIXEL REMASTER

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