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Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Final Fantasy III Walkthrough and Guide

The Definitive Final Fantasy 3 Walkthrough and Game Guide for iPhone, iPod,
and iPad
Compiled by Ryeley Kuykendall.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Note: All text in this guide is property of its respective owners and I take no
credit for the content of this guide. I only take credit for putting it all together
in an easy to navigate booklet and file. Please read the Legal Notice (below)
for proper distribution rules.

Legal Notice: This guide is intended for public use and is not to be recreated or
redistributed without the consent of the author. All information within is used
by permission of the respective owners and is to not be altered in any way. All
copyrights are property of their respective owners. This guide is not intended
for commercial use nor is anyone allowed to reproduce this guide, in any way,
for commercial use.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Table of Contents:
- Walkthrough
- Full walkthrough that provides tips and tricks to defeating bosses,
locations of shops, chests, weapons, ect, and much more.
- Boss Evaluation Guide
- This portion will provide insight on each boss, even though the
walkthrough(s) may provide information already.
- Job Evaluation Guide
- This section will discuss the advantages and disadvantages of
each job, as well as layout.
- Weapon Evaluation Guide
- This section will discuss the weapons found in the game, as well
as the advantages and disadvantages of certain ones.
- Maps
- This section provides the user with maps of all the dungeons and
areas the game places you in.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Walkthrough:

Altar Cave
Enemies: Goblin, Eye Fang, Carbuncle, Blue Wisp, Land Turtle (boss).
Items: Leather Shield, Potion (x3), Longsword, Antarctic Wind (x2).
As you begin your quest, you'll find your character alone in a cave called the
Altar Cave. Weakly equipped at first with just a Knife and Vest, you'll soon find
weapons and other items to help you along your way. You'll find a Leather
Shield and Longsword in the vicinity that you should instantly equip, to help
out your fledgling offensive power and add a small boost to your defense as
well. Also, a Potion you find in the area will act as your failsafe. Remember you're weak right now, and though the enemies here are weak along with you,
you'll only have so many Potions to fall back on.
When you're done in this original area, search the north part of the cave for a
suspicious-looking rock. Examine it to open up a pathway heading right. This'll
allow you to work your way through to the next area, where the enemies are
harder (not just Goblins, anymore!) Hence, your new, aforementioned equip-

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

ment is vital here. On your left as you begin this area, you can find an Antarctic Wind, while on the right, you can find another Potion. As you go forward
from there, you'll run headlong into yet another Potion. To the right of there is
another Antarctic Wind, as well as a wellspring to heal your HP and (yet nonexistent) MP. Hereafter, go left to find the exit, where you will run into your
very first boss battle of the game.
Boss - Land Turtle
Info: HP: 115 | Gil: 500 | Experience: 20
The Land Turtle is a highly-manageable boss enemy that will allow you to become slowly acclimated to boss fighting theory. He has no special attacks, no
spells, no abilities that'll change your status, et cetera. Instead, he attacks
consistently with an attack that should chip off no more than 4 HP per round.
There's no shame in healing here (though you should be fairly maxed from the
wellspring), so use Potions if you need to. Otherwise, focus on physical attacks
to make quick work of this foe. It's a back-and-forth battle that shows you no
more than the fundamentals, and shouldn't be hard for you at all.
When the boss is slain, a vitally important cut scene ensues. It appears you're
"chosen." Back on the world map, you must simply head southward to the Village of Ur.
The Village of Ur
Enemies (world map): Goblin, Killer Bee, Werewolf, Berserker.
Items: Potion (x3), Phoenix Down (give man outside Elder's a Potion for
one) (x2), Longsword, Eye Drops, Antidote (x2), Cure Spell, Dagger.
Once you enter the village, head to the southeast corner. You'll find a woman
here, next to a well. Talk to her and she'll instruct you to take the items in the
well for your soon-to-be epic quest. Inside the wall, you'll find Three Potions.
From there, you can then restore your HP for free at the pool in the house near
the southwest part of the small village, and talk to Elder Topapa in that very
same house to learn some of your quest's mission. Then, when you leave the
house, talk to the man standing outside. He'll ask you to use one of your Potions on him. Be kind and do so - he'll give you a Phoenix Down in return for
your kindness.
Now it's time to take care of the rest of your business here. If you want to head
to the village's Inn, you can seek out the pub there and not only see a girl
dance for you, but play piano for another female fan as well (though the piano
doesn't exactly agree with you). You can also seek out a storehouse in the
back end of town (beware of being attacked en route, however!) In the storehouse, you can grab the following: two Antidotes, a Longsword, Eye Drops, a
Cure Spell, a Dagger, and another Phoenix Down. Keep in mind that to access

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

everything beyond the two Antidotes, you'll want to examine the suspicious
candlestick to gain access to a secret area of the storehouse.
Other than these events, you'll want to head to the northeast corner of town,
where your friend Arc can be found. This'll catalyze an important event for a
little later, so make sure you run into him and he runs off. Also, you can shop
the several little stores in the village. Poisana (a spell to remove the effects of
Poison) and some Potions, Antidotes and Eye Drops can't hurt. We'd recommend laying off of anything at the weapon or armor shops most of what they
have you will find in ensuing quests and these quests aren't far off at all.
When you're done here, head back out to the world map. Go south a clip, and
you'll run headlong into another small town, Kazus.
The Town of Kazus & Returning to Altar Cave
Enemies (world map): Goblin, Killer Bee, Werewolf, Berserker.
Items: Potion, Staff, Bronze Bracers (x2), Leather Cap, Longsword (x2),
Bronze Knuckles, Sleep Spell.

Enter Kazus and you'll run into Arc. After a short scene, he'll join the party. If
you need to heal (which is unlikely), you can use the wellspring in the small
blue house near the west end of the small town. As you talk to the ghosts of
the people in Kazus, you'll learn that it was Djinn's spell that did this to them,
and the only cure is the Mythril Ring. Takka the Blacksmith, who lives in the
town, is a ghost and can't work his metals (even though there is a Mythril Mine
to the north of the town). You should also talk to the ghost of Cid in the town's
pub. He doesn't know you from a hole in the wall, but nonetheless, he hands
over to you his airship for you to use so they can all be cured of their ailments.
Before heading out, head to Takka's smithy and search the furnace to find a
Potion. If you care to search the ground near the northwest part of town, near
a small body of water, you can find a Staff, as well. But your primary objectives now should be twofold - head back to Altar Cave, and subsequently equip
your newest party member, Arc.
Heading back to Altar Cave is a cinch. Simply go into the small patch of desert
west of the town, and find Cid's airship. On board is another new party member, the blacksmith's daughter, Refia. We'll need to equip her, too! Head to Altar Cave and do some exploration in parts you've never got to access. If you
head around the vicinity, the following items should crop up: two Bronze Bracers, a Leather Cap, two Longswords, Bronze Knuckles, and a Sleep Spell. This
should be a nice supplement to your inventory, and will allow you to equip
your other characters. Of course, if you're not satisfied, you can head back to
Ur and buy accordingly. Keep in mind that because of your Freelancer status,
anything can be equipped. Try Longsword and Knuckles for now, but don't be

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

tempted to double-equip weapons in lieu of a shield without thinking of the defensive setbacks.
Castle Sasune & The Sealed Cave
Enemies: Dark Eye, Red Wisp, Griffon, Mummy, Skeleton, Cursed Copper,
Shadow, Larva, Revenant, Djinn (boss).
Items: Wooden Arrow (x2), Holy Arrow (x2), Wightslayer, Potion (x2), Bow,
1,000 Gil (x2), Phoenix Down, Leather Shield, Blizzard Spell, Bronze
Knuckles, Cure Spell, 500 Gil, Eye Drops, Antarctic Wind.
Use the airship Cid gives you to access the large castle on the west side of the
map. Exit the airship, enter the castle, and talk to the guard at the gate to
learn the plight of the people inside. Since you can help cure their status (the
same status as being felt in Kazus), the guard grants you an audience with the
king. However, there are a couple of tasks to take care of before heading
straight through in the king's audience chamber.
Go in through the castle gates and head around to the left. You'll run into a
tower, which you should climb. In this tower, there are enemies - Dark Eyes
and Red Wisps. Red Wisps aren't too big of a deal, but Dark Eyes can cast blind
on any party member, so be ready to use Eye Drops as needed (being blind is
not desirable; it'll lower your hit rate drastically). Otherwise, as you climb,
you'll find three treasures of interest - Wooden Arrows, Holy Arrows, and a
Wightslayer, a powerful sword that should be equipped on your most able party member. If you head around to the right side tower (leave this tower, walk
around), you'll find even more treasure (though there are, oddly enough, no
enemies in this tower, at the top of which is the king's chamber).
When you're done with that, you can search the main part of the castle. There
are quite a few hidden little passages, marked by discolored walls and pathways that don't appear to be there but in fact very much are. You'll need to
do some basic exploration (don't worry, it gets much harder), and amongst the
things you'll find in the main part of the castle are Bronze Knuckles and a
Leather Shield. Indeed, with two new party members, these will come in handy
as well (as will the other items you run across - see the Items list above) and
save you some Gil for your coffers. This, of course, doesn't mention that Ingus,
your fourth and final permanent party member, will be right coming in after
the ensuing cut scene when you talk to the king.
And talk to the king you will. You'll receive your assignment - to find Princess
Sara and get the Mythril Ring she's wearing so that Djinn can be defeated and
everyone restored from ghost form. Unfortunately, she's in the Sealed Cave to
the north with Djinn himself. To get to the Sealed Cave, simply jump in Cid's
airship and go north, across the moat-like body of water, and into the cave.
(Make sure you're ready to go here with equipment, items, et cetera).

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Once inside the cave, head on a straight course south to find a treasure chest
containing a Potion. Then, head in the only other accessible direction, where
you will find a Cure Spell, a spell whose placement there is certainly no coincidence. You see, all undead enemies in this area happen to be susceptible to
healing spells that would benefit most other enemies (this reigns true, by the
way, throughout the game and all Final Fantasy titles for that matter). So, in
other words, casting Cure on a Revenant is going to kill him, not heal him. Remember to maximize the spell's output by targeting multiple targets, but also,
don't waste your MP a party of Cursed Coins is probably not going to throw
you off enough to use Cure.
In any case, once you're done here, you can go up the stairs into the next
area. Once up the stairs, immediately head south to find a treasure chest containing 500 Gil. Then, examine the skull in the righthand corner of the small
room to open up a pathway headed right. At this point, Princess Sara is found,
and she joins the party. Be aware that she won't be in the active party, but will
appear randomly to either, in a rather minor way, cure your party with Cure, or
she can cast Aero, a weaker offensive spell, on the enemy party. Also, press Y
to talk to her (or any other temporary member of the party you encounter) - in
this instance, Luneth gets a little flirty with royalty!
Hereafter, follow the path up, around, and all the way to the left. You can crack
open the treasure chest you encounter, containing Eye Drops, en route. Also,
you could go south before getting the Eye Drops to find an Antarctic Wind. It's
fairly linear here, so you won't get too lost and a little dungeon crawling never hurt anyone (your levels are vital in this game, after all). When you finally
get to the southwest corner, you can head east to find a man standing on a
rather attractive Oriental rug. This man is Djinn, and he wants to throw down.
Boss - Djinn
Info: HP: | Gil: | Experience:
Djinn is a speedy character in battle, and often will attack twice for every one
of your party members' attack rounds. Therefore, he has the potential to
wreak havoc on your party. You'll need to heal often (don't rely on Sara's random, weak healing spells) by using Potions and Cure spells. Melee attacks are
your best bet to counter this foe - usually, two characters can attack and two
can heal per round (or, preferably, three and one). Soon, Djinn's one-dimensional style of weak fire attacks and melee strikes will grow thin and he will
be vanquished with the power of Sara's Mythril Ring. And just like that, Djinn is
no more.
After the battle, your party is "blessed with the crystal's light" and deemed the
"Warriors of Light." Pretty intense, huh? Most importantly, however, is the ability to change classes at this point. Very nice, indeed. If you want a more in-

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depth analysis of the classes, see that part of this guide. Otherwise, here's
what we did initially - Warrior/Black Mage/White Mage/Monk. Now, head back
to Kazus.
Kazus & Canaan
Enemies: Larva, et al.
Items: Mythril Sword (x2), Elixir, Blind Spell, Phoenix Down (x3), Gold Needle, Iron Arrow, Great Bow, Gnomish Bread (x2), Potion, 2,000 Gil (x2).
As soon as you return to Kazus, Refia will run off with her father. This gives you
an opportunity to shop the shops and get what you need. Now that everyone
is restored to their normal state, they can sell you their wares! Be aware that,
in the back of the Mythril Cave at the north end of town, you can find two
Mythril Swords, which will ultimately save you quite a bit of money. Ultimately,
however, you'll need to find Cid at the Inn/Pub and have him temporarily join
your party. He'll give you his airship and tell you to talk to Takka about making
a sort of Mythril Ram for the ship so that you can get through the rocks to the
west.
Takka will craft the ram almost instantaneously when you talk to him. The airship is back outside of the town, in the desert to the west. When you're ready,
you can head out there. Jump in the ship (Refia will rejoin the party), and fly
westward into the rocks that block the valley. Regrettably, the ship will be destroyed in the collision, but the rocks will be destroyed as well, allowing you
access to a new part of the world map. Cid needs to head to his hometown of
Canaan, so head south and enter the first town icon you come to. This is
Canaan.
Run around Canaan and explore. Do your shopping, talk to the townspeople,
and acclimate yourself to the surroundings. There's a complex waterway
traversing the town that you should try to access via some large water pools
at the north end of town. Take the stairs into the water and follow the stream
all the way to its conclusion. You'll find a treasure chest here containing an
Elixir. Don't use it or save it! Instead, head back to dry land and go to the
house in the northwest corner of the town (it's Cid's place). Here, someone will
be ailing and in need of said Elixir. Use it and Cid will grant you access to his
secret stash. Hit the light behind him (it acts as a switch) and grab the various
goods. You'll find a Blind Spell, three Phoenix Downs, a Gold Needle, Iron Arrows, a Great Bow, two Gnomish Bread, a Potion, and two stores of 2,000 Gil
each. This is a huge find, so make sure to do this whole "Elixir Quest" in order
to get all of these free goods.
Before leaving Canaan, you must also talk to Salina and Jolina. These two characters are located in a house to the left of the entrance at the south end of

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town. Learn about Salina's boyfriend, Desch, who ran off to Dragon's Peak.
Naturally, you'll have to go find him.
Dragon's Peak & Tozus
Enemies: Rust Bird, Rukh, Firefly, Leprechaun, Darkface, Bahamut (pseudo-boss).
Items: Phoenix Down (x3), Aero Spell, Golden Needle, Mini Spell, Mythril
Bracers, Fire Staff, Fira Spell, Cura Spell.
The Dragon's Peak is a short, fairly linear dungeon crawl. The really annoying
part of this dungeon is actually the enemies not the enemies themselves,
necessarily, but their ability to petrify anyone in your party. Petrifaction is a
real pain in the ass, and can only be cured by way of a Gold Needle. Since you
can't attack when petrified, you're gonna wanna be able to heal it. Therefore,
you're gonna wanna stock up before you head out of here. Canaan has plenty
to purchase.
Follow the initial linear path as it winds around. When it splits both northward
and southward, take the southern route initially to grab a Phoenix Down. Then,
go north all the way to another treasure chest - that one contains an Aero
Spell. Then, simply head west, then go north (collecting the Gold Needle en
route) and you'll run headlong into Bahamut.
Bahamut is a pseudo-boss of sorts, because you can't defeat him and you're
forced to run from the battle. He'll likely kill one of your characters outright (no
worries - that character will be revived shortly). Hold the R and L buttons to
run. When you do, you'll want to talk to Desch, who is in the Bahamut's nest.
And like that, the five of you will jump from the peak and onto the world map
on the other side.
The Mini Spell that you acquire automatically from Desch is a necessity here.
Since you're going to be traveling to Tozus, a city of small people, you'll need
to cast Mini on all four of your characters. Thereafter (and only then) will you
have access to the village. In case you're curious, the village is in the southwest corner of the large forest to the south. Keep in mind that you can heal
yourself at the spring in the northern forest (simply walk on in). Unless you're
at an unusually high level at this point, you'll actually have to use this spring
to replenish your Mini magic in order to use it on everyone.
Once in Tozus, you can feel free to explore. Talk to everyone you encounter.
Head to the northwest part of the village and enter the house there. Talk to the
bedridden doctor and use an Antidote on him to cure him. When you do, another new plethora of free items will become available to you via a newly-revealed secret passageway. Within, you will find Mythril Bracers, a Fire Staff, a
Fira Spell, a Cura Spell, and two Phoenix Downs. Otherwise, once you're satisfied with your experience here, you can use the Tozus Tunnel, which is ex-

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tremely linear with absolutely no items to find, to get to the world map on the
other side. The Leprechauns and Darkfaces you fight within shouldn't give you
too much of a problem. Just keep in mind that, as a party of Minis (which you
will stay as for quite some time), you'll want everyone in the back row, and everyone as a magic caster of some sort. Once on the world map, head northwest to find a cave entrance. This is our next destination.
Vikings' Cove & The Nepto Temple
Enemies: Lilliputian, Petit, Poison Bat, Wererat, Blood Worm, Giant Rat
(boss).
Items: Spark Dagger, Blizzara Spell, Fira Spell, Thundara Spell, Viking Axe,
3,000 Gil, Shell Armor, Shell Helm, Serpent Sword, Nepto Eye, Fang of
Water.
Explore the Vikings' Cove. It's full of new and exciting people to talk to. Just to
get this out of the way, DO NOT take yourself out of Mini form. You'll simply
have to put yourself back into it if you do. So, for now, just stay as-is. In the
initial room, be sure to explore the right side of the room to gain access to a
secret room below that with a Spark Dagger in the treasure chest. Behind the
wooden door at the top of this room is an Inn and Item store if you need them.
Otherwise, go deeper into the cove.
Go left here and down into a semi-obscured passageway that leads to another
room. In this room, you will find a Viking Axe and 3,000 Gil. Then, go back to
the previous corridor and head right. Find the cannon going into the water (you
can feel free to shoot if off, if you want), and backtrack towards the Moogle
there. Then, go slightly left and walk south into the wall. Another secret room
will be revealed on the other side, this one containing a Blizzara Spell, Fira
Spell, and Thundara Spell. Sweet! Now, you can head north after talking to everyone else (be sure to talk to the Viking who tells you that their ship, the Enterprise, will be yours if you can take out a nearby Dragon), and then head out
to yet another new part of the world map.
Once outside, head north and west along the cape to the Nepto Temple. Head
north in the initial room and examine the one-eyed dragon there. You'll realize
that, by way of Mini (which you should, again, already be in), you can go into
the mouth of the dragon and continue through the Temple. So, proceed! Head
right down this next corridor. It's a long one and you'll fight some enemies en
route, but ultimately you'll swing north and be able to go through a little crack
in the floor. This'll lead to a room that contains two treasure chests. Open
them to recover a Shell Helm and Shell Armor. Any Red Mages in your party
can potentially equip this armor, so give it a go. Then, go back to the previous
area and head into the crack to the right.
Head right down this next corridor, once again. Be sure to bear northward
when you see a treasure chest (the final one in this dungeon) which contains a

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Serpent Sword largely useless right now, but useful soon enough. Then, proceed rightward down the rest of the corridor, slipping in through another crack
and into the final area of the short dungeon. Simply follow the linear pathway
rightward and then northward. You'll run into a Giant Rat, who holds the missing eyeball on the dragon statue in the shrine. Naturally, you'll have to fight
him to get it back.
Boss - Giant Rat
Info: HP: 900 | Gil: 1,500 | Experience: 300
The Giant Rat is surprisingly easy, considering the fact that you're forced to
use magic on him. High level spells of any kind will chip away at his HP big
time (one shot of the Fira spell shaved off 250 HP right away). Otherwise, Aero
and Fire should be the primary spells of choice. The Giant Rat, like many bosses, attacks twice per turn (he'll usually couple a melee strike with a Fire spell)
and can knock out one of your characters or more if you're not careful. Make
sure to take this foe seriously, but don't fret too much either. Even in your Mini
state with nothing but spells at your disposal, he should be nothing too out of
control.
When he's slain, he'll give up the Nepto Eye. From here, you'll have to backtrack and go all the way back to the entrance of the Temple. Examine the
dragon head again to put the eye back. The dragon will awake from its slumber briefly to thank you and bestow upon you the power of the Fang of Water.
Then, you're free to leave, heading back to the Vikings' Cove. Talk to the same
guy who sent you on the quest to begin with, and their ship, the Enterprise,
will be all yours. It's time to explore the high seas!
Shipbound Exploration
Enemies:
Items: Sonic Knuckles, Kenpo Gi, Serpent Sword, 1,000 Gil (x6), 1,500 Gil
(x2), 100 Gil (x2), Fire Staff, Ice Staff, Mage Robe, Toad Spell, Killer Bow,
Light Arrow, Fire Arrow, Medusa Arrow, Ice Arrow, Scholar Robe, Book of
Light, Book of Fire, Book of Ice
Once you have your ship, you can explore an entirely new part of the world
you were previously unable to. Look around freely, but be warned - the enemies you will encounter are wholly tougher than anything you've thus far
faced, and you'll want to save often and be weary when exploring new areas.
Generally, you shouldn't be able to access anything at this point in the game
that you can't handle, but stay on the safe side nonetheless. If you want the
major non-story based points of interest before moving on with the story, simply read the following paragraphs. It's at this time that you can get more information on the storyline and, even more importantly, buy some new goods, et
cetera.

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In the Village of the Ancients, which is located in the southwestern corner of


your map on the circular-shaped landmass, you can talk to the residents and
invest in any goods you might need. There is a weapon shop, armor shop, and
magic shop in the small village, and an item shop within the village's inn
(which you should naturally visit if you need to restore your party to full
health). Otherwise, however, there's sadly little to do here.
Another point of interest, a small village called Tokkul (located due east across
the desert from the Village of the Ancients). There's not much to do here.
Many of the townspeople will run away from you when you try to talk to them,
while others will give you some information of various varieties. The in-tact
house to the north of the village, in a town otherwise completely destroyed,
has a few treasures in the basement that are of interest. In the jars, you can
find some Sonic Knuckles, while in the two treasure chests, you can uncover a
Kenpo Gi and a Serpent Sword. If these weapons are applicable to anyone in
your party, you'll naturally want to equip them on the appropriate people at
this point (as you'll also want to do with anything you may have purchased
from the Village of the Ancients, including of course magic).
When you're done with Tokkul and the Village of the Ancients, jump back in
your craft and head towards the jutting peninsula at the northwest corner of
the enclosed body of water. Depart your ship near the castle you come across
- this castle, called Castle Argus, is chock full of Gil and other items that'll be
quite useful on your quest. Start by going through into the second room of the
castle, where four candles adorn the walls. Hit the rightmost candle of the four
to create a secret opening that'll lead you to a series of treasure chests. Within, a total of 9,200 Gil awaits. Proceeding further into the castle from this
route, two yellow (and hence sealed) doors will be found. You can use a thief in
your party to unlock the two doors. In the room to the left, a Killer Bow, as well
as a Light Arrow and a Medusa Arrow can be found in a secret room to the
right (hit the bookshelf to open it). In the room to the right, a Book of Light,
Fire Arrow, Book of Fire, Book of Ice, Scholar Robe, and Ice Arrow can be found
in treasure chests. Otherwise, there's little else to do here.
Leaving the castle, you must now head west to a cave entrance, which will
lead to an area called the Gulgan Gulch. At the Gulgan Gulch, you will find
wise old men who are blind but quite wise and full of knowledge for which they
see clairvoyantly. You can talk to everyone you find here in the small gulch, but
the primary person you want to watch is the man at the center of the Gulgans
on the lower floor, who will give your party the spell called Toad. Using this
spell is the only way to proceed. If you explore south of this area via a hidden
passageway, you can also find a small cache of equipment - a Fire Staff, an Ice
Staff, and a Mage Robe can be found in treasure chests there.
With all of this, we're now ready to proceed with the quest. Heading north on
the continent to a large tower, called the Tower of Owen, is what must be done

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now. This tower can also be easily accessed by sea; it's directly adjacent to the
whirlpool that's currently keeping the ship trapped in the body of water its currently in.
Tower of Owen
Enemies: Pugman, Fury, Blood Bat, Petit Mage, Aughisky, Far Darrig,
Medusa (boss).
Items: Echo Herbs (x3), Spark Dagger, Bomb Fragment, Sonic Knuckles,
Salamand Sword, Flame Mail, Zeus's Wrath.
If you came to the Tower of Owen before visiting the Gulgan Gulch and grabbing the Toad spell, you might have been confused. With the spell in hand,
however, things will be much easier. In the initial watery area of the tower,
head to the left, then south, and then rightward. At this point, a cutscene will
automatically take place, alluding to needing to be turned into a toad in order
to proceed. Make sure the white mage in your party has learned the spell, and
use it on all four members of the party. Exit the menu thereafter and proceed
rightward. While in toad status, doing this will bring you to the next part of the
tower.
In this next area, immediately cast Toad on everyone in the party again (or use
Maiden's Kiss items) to restore all members of the party. Then, head southward, westward, and northward to the next staircase. Here, go southward over
the bridge, then bear rightward towards the treasure chest which contains
Echo Herbs for your inventory. You'll notice that this is all quite linear, so you
should be fine here without getting lost. As you proceed, another mysterious
voice will talk to the party (this happened once at the beginning already).
Hereafter, go southward along the series of bridges, rightward to grab the
Spark Dagger from the treasure chest, then leftward to another staircase.
Go leftward here. Another game-catalyzed cutscene will take place. After it
does, look for a small pathway jutting northward towards the wall. Face this
pathway and press the action button to hit a switch that will lower a wall behind you. You can now access the area to the south, so do so. Head left all the
way to the wall and northward to find more Echo Herbs, then head up the
staircase to your right. Then, loop around this next area to yet another staircase leading even higher up the tower.
On this floor, you'll have a choice. First, head upward and to the right. A Bomb
Fragment and more Echo Herbs can be found in the two treasure chests you'll
run headlong into. Then, head leftward, following the winding path as it leads
upwards and to another staircase. Go rightward along the bridge in this next
area, and then up to a split. Go right at the split to find some Sonic Knuckles,
then go leftward and towards, you guessed it, yet another staircase. In this final stretch, simply follow the winding, but linear, passageways. Just be sure to
collect the three treasures en route to the final staircase - Zeus's Wrath, some

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Flame Mail, and a Salamand Sword. Proceeding from here into the next area,
simply run northward and run right into this area's boss. Get ready to fight!
Boss - Medusa
Info: HP: 3,300 | Gil: 2,600 | Experience: 420
Fighting Medusa may intimidate you, but she's actually rather easy to defeat if
you fight in a wise manner. What does that mean, exactly? Well, you'll want to
keep an eye on everyone HP, because Medusa can attack pretty fiercely, and
multiple times per round. Her ability to use magic spells such as Blizzara also
makes her an ample threat, as does her ability to silence members of the party (the latter of which can be easily combated by Echo Herbs, three of which
you found en route to this battle). Other than healing, you'll want to direct
your attention towards some hardcore attacks. Even though Medusa uses Blizzara, it happens to be her weakness, so have your mages direct that spell at
her. Melee fighters should, naturally, stick to melee attacks. Simply said, simply done.
Gysahl, The Dwarven Hollows & The Subterranean Lake
Enemies: Mermaid, Sea Serpent, Seahorse, Anet, Manticore, Sea Devil, Ruinous Wave, Stalagmite, Bomb, Gutsco (boss).
Items: Gysahl (x2), Gold Needle (x3), Zeus's Wrath (x2), Horn of Ice.
When Medusa is slain, you'll eventually find yourself back outside with your
trusty ship. The good news? The whirlpool that was blocking your party's access, via the sea, to the outer oceans has now disappeared. That means we
can explore here, but there's really only two places of interest that you'll want
to check out right now. The first is a new town to explore called Gysahl, which
is located on an eastern peninsula. This town has little to do within, but you
can buy some new (but menially useful) magic and some items (such as
Gysahl Greens) as well. You can also buy Magic Keys, which we recommend
highly you do.
The really cool thing about this town is that you can find a secret person to
talk to that'll show you a list of slain enemies and "accomplishments" thus far
in the game. In the initial room of the Inn/Item Shop, go rightward into the wall
in front of the staircase. This wall is actually a false one, and it'll lead to another room where you can talk to the man there and find the prudent information.
Thereafter, you'll want to continue the main quest by heading to the Dwarven
Hollows. This cave-like dungeon (with a cave entrance on the world map) is located in the northwestern section of the world map, on an island accessible
only by ship in the outer seas. There are two cave entrances on this island - for
now, take the southern one, which will lead to the Dwarven Hollows.

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The Dwarven Hollows is a place you have to worry very little about. There are
no enemies, and, in fact, as you work your way deeper into the area, you'll find
some shops to buy new goods at. In the initial area, talk to the dwarves you
come across as you move into the next area. Here, you'll want to make sure to
talk to everyone you come across, especially the dwarf near the bridge at the
south end of the room, who will catalyze your entrance into the next area. At
the north end, you can find a trio of shops (an Inn, Armor and Weapon shops),
and you can buy some items as well.
When you're all done, head to the south end of the room and into the next
area. Circle leftward around to some water, where you'll be prompted to turn
all four members of the party into toads with the Toad spell. Do so, then enter
the water to gain entrance to the Subterranean Lake. Head southward over the
bridge, and rightward and headlong into the first treasure chest of the area,
which contains a Gold Needle. Then, head rightward into the next area, and
then southward into yet another one.
Head southward along the duo of bridges, grabbing Zeus's Wrath from the
treasure chest as you go along. Then, swing leftward, grabbing another Zeus's
Wrath and another Golden Needle before heading upward along another
bridge. After heading along this bridge, you can grab another Golden Needle
before heading through the door into the area to the north. Here, it's straightgoing right to the boss battle. Simply head northward along the winding but
linear pathway and into the boss battle, which will start when you approach
the stash of treasure. Oh, and en route, make sure to grab the 6,000 Gil from
the two treasure chests, 3,000 in each.
Boss - Gutsco
Info: HP: 3,500 | Gil: 3,500 | Experience: 576
Gutsco may look intimidating, but in fact he's not difficult to defeat at all. His
most annoying attack, Mini, is a gray magic attack that can be easily reversed
by using a Mallet or casting Mini on the character inflicted to reverse the annoying affects. Otherwise, he's a melee powerhouse that relies very little on
anything else but brute force. That brute force can be your downfall if you
don't consciously heal every few rounds - otherwise, direct your own melee attacks and high level spells (anything will do we liked Fira here) and do him
in. Medusa, the previous boss to this one, was actually far more difficult. You'll
see, if you haven't already!
The Molten Cave
Enemies: Crocotta, Balloon, Red Marshmallow, Adamantoise,
Myrmecoleon, Salamander (boss).

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Items: Antarctic Wind (x2), Freezing Blade, Hi-Potion, Phoenix Down (x4),
Impact Claws, Heroic Shield, Gysahl Greens, Knight Armor, Book of Light,
Book of Ice, Scholar Hat, Scholar Robe, Book of Fire, Echo Herbs, Gold
Needle, Killer Bow, Gauntlets, Elixir, Ottershroom, Horns of Ice.

With the Horn of Ice in hand, which you will receive from slaying Gutsco, you
can now proceed to backtrack all the way through the short dungeon and back
towards the Dwarven Hollows. Once back there, approach the altar being
guarded by the dwarf at the south end of the main room. He will grant you access to the altar so you can place the horn there. But as you do, Gutsco appears! You may have noticed a shadow following your party out of the dungeon - it was Gutsco's! He absconds with both horns and it's your job to find
him! To do this, we must head northward to the Molten Cave.
Getting there is simple. Simply leave the Dwarven Hollows, back to the world
map. Hop in your ship and simply navigate to the north end of the very island
you're on. The cave entrance you find there leads you to the Molten Cave, so
head on in! Once inside, navigating is easy. Simply head southward, and then
make a run westward. When you can't go west anymore, you can go up and
find an Antarctic Wind in a treasure chest there. In fact, one more can be found
in this area - this second Antarctic Wind is found by going back to the west,
and then southward. You'll have to run along lava, which will slowly damage
you, so be quick! At the fork, head right to find the item, and left to find the
exit out of this room and into the next.
This room is shaped like some sort of multi-armed monster, with arms stretching in all directions actually, just four. Making matters worse, much of the
ground is lava-covered, so you're gonna have to think here. To get the three
items in this area - the Freezing Blade, a Hi-Potion, and a Phoenix Down (received in that order) - you'll want to head northward, westward, and then
southward along the lava from the outset, grabbing the contents of the first
chest. Then, backtrack, heading left when you can, underneath the lava waterfall, and then run southward along the lava (healing as necessary, of course),
to the second treasure chest. Finally, backtrack, running straight northward to
the third treasure chest, before heading west and through the next door.
This short dungeon will begin to wrap up now. Head south and westward to access a lava-ridden path that'll shoot northward. As you quickly head up, be
sure to bear to your left to grab Impact Claws from the chest, and once north
and safe of the lava, you can grab another Phoenix Down from the chest you
find there as well. Examine the rock adjacent to the treasure chest to gain access to a room to the west. Once in there, simply head northward and through
another door, and then forward to another boss fight.
Boss - Salamander

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Info: HP: 5,900 | Gil: 3,700 | Experience: 1,372


The Salamander seems like a pushover until you push him to the brink of destruction. It's at this point that he breaks out his multi-hit attacks that can devastate a party that's only "half-healed." It puts you, the player, in a precarious
situation. You should have 5-10 Antarctic Winds in your inventory, and throwing these at the foe in succession can take him out easily. Our strategy here at
IGN Guides was the following - our party (currently a White Mage, Black Mage,
Monk and Warrior) attacked like this: our White Mage threw Antarctic Winds,
our Black Mage cast Blizzara, and the Monk and Warrior attacked with the normal weapons. In three rounds, the foe was no more (and we didn't spend our
stock of Antarctic Winds, either!) However, the foe does fiercely attack at the
end, so you might want your White Mage (or other designated healer) to heal
in, say, the third round, before the going really gets tough.
When the battle is over, the Horns of Ice will re-enter your inventory. With
those in hand, all you must now do is backtrack out of the dungeon, the exact
way you came in (just opposite!) If you're not in the mood for such experiencebuilding adventures of the unnecessary nature, you can always just take the
warp at the back end of the very room you're in, which will transport you instantaneously back to the world map. Head back to the Dwarven Hollows and
again talk to the dwarf at the foot of the bridge leading to the altar. He'll give
you a Magic Key for your troubles, but you should already have some from our
earlier visit to Gysahl.
However, there's even more. You've been so helpful to the dwarves that
they're willing to give you their treasure. After talking to the dwarf near the altar, head to your right and talk to the dwarf you find there. He'll lead you down
a staircase in the southeast corner of the room. Down the long corridor on the
other end is a plethora of treasure. What will you find in the chests? Well a
Heroic Shield, Gysahl Greens, two Phoenix Downs, Knight Armor, a Book of
Light, a Book of Ice, a Scholar Hat, a Scholar Robe, a Book of Fire, Echo Herbs,
a Gold Needle, a Killer Bow, some Gauntlets, an Elixir, and an Ottershroom in
other words, my friends, a really, really respectable payday.
Castle Hein
Enemies: Demon, Pharaoh, Lemur, Hein (boss).
Items: Holy Arrow, Phoenix Down (x4), 3,000 Gil (x3), Bomb Fragment,
Antarctic Wind, Zeus's Wrath, Royal Sword, Rune Bow, Elixir.
Events will occur as you go to leave the Dwarven Hollows automatically. It appears there's trouble back in a town we visited earlier, the town of Tokkul. Getting there is fairly easy once you're back in your ship. Head back into the inner
waterway (that we were earlier limited to because of the whirlpool) and go to
the south. Tokkul is located here. Head on in for more events to automatically
take place - you'll be imprisoned in nearby Castle Hein.

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When you regain control of your party, run around the lengthy prison cell you
find yourself in. Make sure to talk to King Argus, who will give you your next
quest as you head rightward. You'll also talk to a man who will turn into a Demon and attack (but the experience and Gil make it worthwhile). As you get to
the rightmost room, you'll find another man who will hand over a Mini Spell in
case you need it and you will, if you don't already have it. After healing at
the healing pot there, shrink all four members of the party down with Mini and
go through the hole in the wall and into the next area.
Go forward once down in this new area, and then left, and then southward. Ignore the urge to head leftward, and head straight southward first - if you head
right when you do so, you can find Holy Arrows in a treasure chests. After you
do so, head back to the north, and swing westward. Go north to collect two
Phoenix Downs, and then westward into a new area. You can head northward
via two paths here; take the one on the right to find yet another Phoenix
Down, and then the left to go into another area.
Here, you can partake in what is essentially a brief little treasure plunder. In
the three rooms you will encounter here, you will find the following: a Bomb
Fragment, Antarctic Wind, Zeus's Wrath, and 9,000 Gil, in three 3,000 Gil portions. Pretty sweet! After you grab your loot, head around the square-shaped
room and through into another area. As soon as you're here, take a short run
north to another treasure chest, this one containing a Royal Sword. Then, head
rightward into the next area, and northward into yet another one. From here,
you can simply head leftward, and then head up into a new section of this dungeon, collecting yet another Phoenix Down en route (the fourth one we've
found here!)
We're almost to the boss, Hein. Initially, you'll want to head left to collect an
Elixir from a treasure chest there, and then head north along the path to your
right. The path will eventually split as you head north - take the right path to
grab a Rune Bow to add to your inventory, and then to the left to access the
area where the boss is located. Make sure your party is adequately healed,
and then run northward to engage the boss.
Boss - Hein
Info: HP: 4,500 | Gil: 4,300 | Experience: 866
Hein is the most powerful boss we've yet to encounter in the game and can
give your party a real run for their money. In fact, it's the first battle in the
game where you will find yourself in any real danger of losing. The key to this
fight is using brute force, because Hein can change his magical weakness at
will, meaning what does damage at one time may not a few rounds later.
Melee attacks are next to useless here, so we hope you've managed to save
Zeus's Wraths, Bomb Fragments and Antarctic Winds, because they'll be a ma-

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jor help here with fighters in your party who usually find themselves in the
melee sphere. Also, keep an eye on your health, as Hein can cause some massive damage with both physical and magical attacks. He can also put party
members to sleep, but that attack is rare.
Accessing A New World
Enemies: Various.
Items: Wheel of Time, Blood Sword, Zeus's Wrath, Crystal Shard.
With Hein defeated, your team will be brought back to the world map. Take a
look around, because you'll be heading to a new world really soon! The first
thing you're going to want to do is head back to your ship and go north. Castle
Argus should be your destination. When you're here, talk to King Argus. He'll
reward the party with the valuable Wheel of Time, which Cid back in the town
called Canaan can use to renovate your ship, making it into an airship. Interesting, indeed! With the wheel in hand, head back to Canaan. It's on the eastern side of the world map, on the left side of the continent, on the coast.
Once there, talk to Cid. If you don't remember which house is his, simply make
a beeline for the northwest corner of town. In that very corner, you'll find Cid's
house. Go on in and talk to him - he'll make a beeline of his own to your ship,
renovating the craft and making it into an airship, one which can be used to
reach the other world your party is destined to go to. Head back to your ship,
and head to this world. If you're confused about just how to do this, simply
press the A button to get airborne, and then fly off of the map in any direction.
When you do this, the new world is suddenly accessed. This world is dark and
confusing, but your blank map has a few beacons of hope on the east side.
Make your way towards that side of the map, noticing of course that this place
is much larger than the world we left behind. Of the various islands on the
map, go to the northernmost one first. Land your ship in the water nearby and
go onto the island. The obvious thing to do here, of course, is access the
wrecked ship adjacent to the island. This place is necessary to visit, because
we will be recruiting a character to temporarily join our party. This character,
Aria, will be found bedridden in the bowels of the ship, and you'll have to use
an Antidote from your inventory on her to cure her. When she joins, you're free
to head back to the ship, but be warned - a Zeus's Wrath and a Blood Sword
are in treasure chests in the same room you find the girl in. Make sure to grab
them before you leave.
When you're back in the air, head to the large continent to the south. You'll
have to circle around to the south end of the continent to breach the mountain
range that encircles the continent. Once you do, head north to the Temple of
Water. Run through the linear pathways to the temple, where a Crystal Shard

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can be recovered. With that in hand, head outside. Then, simply head north to
the cave entrance. This dungeon is called the Cave of Tides.
Cave of Tides
Enemies: Twin Heads, Roper, Poison Toad, Cockatrice, Agaliarept, Kraken
(boss).
Items: Blizzaga Spell.
When you find yourself in the Cave of Tides, head southward from the entrance, and follow the linear pathway as it wraps around to a silver door. This
is the Sealed Portal, which only Aria can get through (hence her usefulness to
the party and the reason we got her before coming here). On the other side of
the portal, you'll find a long bridge heading westward, and on the other side, a
pathway heading south into the next area. Feel free to rush through that area,
as there are no items to be found (the same is true in the next area with one
exception, as well).
Head southward, then westward, then northward in this next area. After heading north, you'll have to head westward again. Avoid the first pathway leading
southward (it's a dead end), and head southward at the second pathway instead. This will lead into a new area. This is the area where the aforementioned exception happens. If you follow the linear pathway, you will come to a
fork in the road - a bridge leading eastward and a staircase heading north. A
Blizzaga Spell is at the end of the pathway found beyond the northern staircase. It's linear, so no worries getting lost. The other pathway, also linear, will
lead to a new area. In this, the final area of the short dungeon, simply circle
around the linear pathway, heading northward when you come to a large staircase. The room it leads to not only holds the crystal we seek, but also a boss
enemy, Kraken, as well.
Boss - Kraken
Info: HP: 7,500 | Gil: 5,500 | Experience: 1,320
Kraken is a difficult boss, and just like with the last boss battle, you're going to
have to be more mindful of your health than you may have been in earlier
boss fights. Kraken packs an incredible punch with both individual physical attacks and magical attacks that can be inflicted on the entire party at one time.
Add into the mix his ability to attack multiple times per round and cast Blind
on the entire party (the latter of which happens fairly often only heal it on
melee fighters), and you have a boss that can be quite the handful. His weakness is lightning, so Zeus's Wrath is a fairly nice item to launch at him with
White Mages or ineffective melee attackers (melee attacks don't work very
well on this foe). Otherwise, you'll want any black magic casters in your party
to use Blizzaga until it is no longer useable. Even though ice is not the foe's

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weakness, the high level of the spell will inflict 1,000+ HP per round, guaranteed. Around the level you're currently at, you should be able to shave off
4,000+ HP with Blizzaga spells alone. Then, head down to Thundara to finish
the job, coupled with item-based attacks and melee attacks if necessary.

Amur
Enemies: Darklegs, Gigantoad, Twin Liger, Black Flan, Hellgaroo,
Items: Thief Gloves, Black Garb, Black Cowl, Gysahl Greens (x4), Cat
Claws, Diamond Bell, Hammer, Kaiser Knuckles, Power Bracers, Poison
Dagger, Levigrass Shoes.
After the events following Kraken's death, you'll find yourself in a mysterious
town in a mysterious house in a mysterious bed. This town is called Amur,
and it is in a vast new territory we've yet to explore. Get out of bed and begin
to explore the town. You're going to want to talk to everyone in the town in order to catalyze all of the events necessary to continue. Two of the main people
you want to talk to is the old man in the house on the east end of town, and
the man at the entrance of town. Watching the faux four light warriors run
around town is pretty priceless, too. And no worries, you'll run into them later.
There's both an armor and weapon store in Amur, so you should visit them and
upgrade accordingly. Because you freed the powers of another crystal, you
also have some more jobs to explore right now. We like to keep things basic,
but if you want to try some of the more obscure and daring jobs, feel free!
That's part of the fun, anyway! When you're done stocking up (keeping in mind
that you can buy items in the town's Inn), go outside on the world map to save
your game, then head back inside. If you talked to everyone in town, including
the aforementioned old man in the house to the east, you should have already
been led to the entrance to the waterways leading to Amur's sewers. This is
our next destination, so head there (it's near the northeast section of town).
Oh, and if you want some free items, you can find four Gysahl Greens, as well
as Thief Gloves, a Black Garb, and a Black Cowl within the confines of the
town. Check out the solitary island to the north of town, as well as the small
garden.
In the Amur sewers, you will encounter enemies, so be prepared to fight. The
initial room is easy enough to navigate. Simply head rightward through the
room via the staircases, in and out of watery territory, and down the stairs into
the next area. Here, follow a similarly wet-and-dry path leftward. Before you
take the staircase into the next area, be sure to double back along the south
end of the room on dry land. You'll find some Cat Claws in a treasure chest
there. In this next room of the sewer dungeon, go east. Head over the bridge

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you encounter, and on the far end, fight an automatic battle against some enemies common to this dungeon (this will tie in the four faux warriors we ran
into earlier). Then, simply head east and even deeper into the dungeon (you
can talk to the old men you saved before you go).
Go south through the beginning of this area. Head eastward and into an adjacent room (the door may not be immediately visible, but it's there), and continue eastward. You'll find two items - a Diamond Bell and a Hammer - in treasure chests there. After you retrieve these items, backtrack to the previous
room and continue westward. Another obscured door is there, which leads into
yet another item-ridden room. You'll find Kaiser Knuckles, Power Bracers, and a
Poison Dagger in this room's chests. With those in hand, you should again
backtrack, head north, and follow the rest of the linear pathway as it winds
into yet another area.
It's at this point that you should simply run rightward. Doing so will allow the
party to encounter the character they seek, the elderly Delilah. This woman
has the Levigrass Boots the party seeks, and after giving everyone a hard time
with some fake "explosive" boots, she hands over the real ones thanks to the
idiotic old men we just rescued. How fortunate! Hereafter, you're transported
to a grassy knoll, where you can head south to reach the world map.
You can't use your ship right now, but you can use your party's canoe to cross
the river system in your general vicinity. Explore all you want - this is a good
time to raise your party's levels and to also raise any funds you need for
equipment upgrades. When you're ready to move on, bring a fully healed party southward to the adjoining stretch of continent. With the Levigrass Boots
the party earlier secured, you can cross a stretch of swampland you will encounter, leading into a small area surrounded by mountains. Within, you can
enter Goldor Manor, our next destination.
Goldor Manor
Enemies: Gold Warrior, Gold Bear, Nightmare, Lost Gold, Gold Knight,
Goldor (boss).
Items: Golden Sword (x11), Wyvern Claws, Chain Key.
The Goldor Manor is a gold-laden dungeon full of powerful enemies. However,
it's nothing you can't handle at this point in the game. From the outset, run
northward, ignoring any paths leading leftward or rightward as you go. Simply
go north through the door at the top of the pathway to enter a room deeper in
the dungeon. Run northward and then westward down the long corridor. From
there, go southward. There will be three paths to your right as you go - ignore
the first two (there's nothing down either), and instead concentrate on the
twelve treasure chests you'll find on the bottommost path. You'll find eleven,

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yes - eleven - Golden Swords, and Wyvern Claws. Then, backtrack all the way
back to the previous room.
Back here, take a look around. You'll find four doors leading into four identical
rooms. They must be unlocked with Magic Keys, items you should have picked
up earlier. If you don't have any, your only choice is to use a Thief to open the
doors. However, if you want to save some time, energy, and Magic Keys, open
only the door in the northeast part of the room and ignore the other three, all
of which lead to empty rooms. The room in the northeast, however, has a
pathway off of the left wall that leads to the next area.
Simply follow this linear pathway, fighting enemies as you go, until you come
across to yet another door, leading deeper into the dungeon. Worry not,
though! This is the last room in the small dungeon. Follow these directions
closely, as this area is confusing, and lacking any items, has little use to be explored thoroughly. You can get through rather easily by doing this: start by running north, and cutting west at the first opportunity. Then, run southward on
the pathway you come across, and then cut west again. From here, you can
essentially run leftward through two more holes in the walls to access the
northward-leading path on the far west side of the room. At the top of this
pathway is the doorway that leads to Goldor's lair. Get ready to fight!
Boss - Goldor
Info: HP: 8,700 | Gil: 9,900 | Experience: 1,640
Goldor is a pushover. He has the ability to cast Blind and Silence on your party,
both with individual and party-wide attacks, but that's about as much as this
foe will frustrate your party. His physical attacks are mild, his offensive magic
is rare and fairly weak, and he really does very little that can't be easily combated. We only healed one time (with a party-wide Cura from our white mage)
and even then it wasn't necessary, as the foe died soon thereafter. Level 1 and
Level 2 offensive elemental magic (like Blizzard and Blizzara, for instance)
won't hurt Goldor, but Blizzaga, the one Level 3 spell you have, will do decent
damage. Otherwise, concentrate on physical attacks to quickly take the foe
down.
When he's slain, he'll destroy the crystal and then disappear, but he'll leave
behind the Chain Key, the one item you will need to get before backtracking
out of this dungeon (we leveled up a full three levels here good times!) The
Chain Key will be used in order to unlock our ship so it is free to use once
more. Therefore, once back out on the world map, head back around the
mountains to the west and then head north, back to Imur. Heal your party and
save your game, then go to your ship. It's time to continue on our quest.
Duster, Replito & Saronia

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Enemies: Needle Monkey, Hellgaroo Mage, Sand Worm, Catoblepas, Sorceror, Gold Knight, Garuda (boss).
Items: Earthen Drum (x2), Elixir (x2), Phoenix Down (x5), Turtle Shell,
Dragon Helm (x4), Thunder Spear (x2), Dragon Mail (x4), Viking Mail,
Viking Helm (x2), Earthen Bell, Rusty Mail (x2), Gaia Vest, Tome of Light,
Tome of Ice, Tome of Fire, Selene Bow, Boomerang, Main Gauche,
Medusa Arrows, Golem Staff, Dragon Hammer, Ice Rod.
Throw your ship into the air and begin to explore the skies of your new world
map. However, as you explore, it'll quickly become evident that there are
many places you can't yet explore. Everything you can do is, generally speaking, located in the northwestern part of the map, on the continent there and
the island to the east of it. In fact, the first place we'll now visit is on that small
island. It's a town, and it's called Duster. Simply land your ship in the adjacent
water and head onto dry land, and into the town thereafter.
Once in the town, start talking to everyone you encounter. This a town you're
going to come back to later, but for now, you want to explore to find a few
things, namely two Earthen Drums at the north end of town, on the two jutting
pieces of land along the waterway. Search flowers and high shrubs to find
them. Then, take a look at the weapon and armor shop. You'll likely not need
anything from the weapon shop here, but the armor shop has some wares that
may strike your fancy. When you've fully explored the town, bought your
goods, and talked to everyone, head back out to your ship and again take to
the air.
Now, head to the northwestern part of the map. You'll find another town nestled near some mountains, near the shore, along the northern part of that continent. Get into this town to find the summoners of Replito, a town that'll provide little for you right now. There's a magic shop and you can purchase items,
but neither will provide anything that you'll want right now at least in the
realm of usable magic. You can find four items here, however, that you'll want
to make sure to grab. Explore near the tree at the center of town to find a Turtle Shell. An Elixir can be found in the basement of the house in the northeast
corner of town. To get into the house, work your way to the back and press
into the house to access a secret passage. Explore the secret pathway to your
right in this secret area, and grab the item from the treasure chest. Another
Elixir can be found back outside; to get it, head to a tree-filled nook at the
northwest end of town. Explore the ground, the various flowers, et cetera, to
find the item. You'll also run into a Phoenix Down if you explore there thoroughly, as well.
When you've satisfactorily explored Duster and Replito, it's time to head towards the castle on the northwestern continent. It's surrounded by a huge
town. Fly towards the castle itself and a cutscene will automatically take place.
Your craft will be grounded, and you're going to have to explore your surround-

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ings to figure out how to continue your quest! Don't go forward into the castle
you find yourself facing, but instead, run down to access an otherwise closed
off area of the world map, the Kingdom of Saronia. There are segments to the
kingdom, settlements and towns to explore. The first we're going to visit is the
southeast section, so head there now.
There's little to do outside here. You can find some people to talk to (and you
should), but the main reason we're visiting this section of the town is to climb
the Dragon Spire, a "fearsome" tower that has some enemies in it, and more
importantly, on the top floor there are items, weapons and armor as well. Naturally, it's worth climbing. Climbing it is fairly straight forward, as all you'll
have to do is go from small circular room to small circular room, using the
staircases, until you reach the top floor. You'll fight enemies as you go, but
thankfully they're not too difficult to deal with. On the top floor, you'll find
twelve treasure chests with the following in them - two Phoenix Downs, two
Thunder Spears, four Dragon Helms, and four Dragon Mails. Nice! Now, you
can backtrack down the tower and head back onto the Saronia-area world
map.
If you want to visit an Inn now, or in a little while, you can visit both the northeast and northwest sections of Saronia, where an Inn can be found in both cases, and in both cases an item shop is affixed. Sweet! Keep in mind that both
places hold other things of interest, such as a library in the northwest that we
can't get into yet, and shops in both parts of the kingdom that are locked up
for the time being.
Finally, you can enter the southwest section of the kingdom. Don't expect to
get into any shops here (that appears to be the status quo for the time being),
but talk to everyone you find and thoroughly explore the area. Prince Alus, a
person you're going to have to temporarily recruit into your party, can be
found in a long building at the north end of the area. Go inside and fend off the
enemies that attack him (in the form of three Gold Knights), and he'll join the
party.
Entering Castle Saronia is now possible with Prince Alus in the party. Head
north into the castle, then north up the soldier-ridden pathway to the entrance
of the castle. Guards there will initially deny you access, but eventually they
will give way as word travels that the king will allow them entrance. After a
short cutscene, a boss fight will automatically take place, so prepare to do battle!
Boss - Garuda
Info: HP: 11,000 | Gil: 10,200 | Experience: 4,400
Garuda is, hands down, the most difficult enemy in the game we will have
faced thus far. This battle may take multiple tries and, at the very least, a lot

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of patience. We had to level our party (Knight/Black Mage/White Mage/Monk)


to level 30 to stand a chance, and even then, our Knight and Mage were dead
by the end of the battle. Of course, it's obvious enough that this battle is
meant to be fought by Dragoons. After all, we found all of their gear earlier
and whatnot but we didn't want to change our party, and we're guessing you
don't either. In that case, physical attacks and ice-based magic spells (especially Blizzaga) are your best bet. Heal often and be especially weary of the
foe's ability to cast Thunder on the entire party with usually-devastating results. His ability to attack twice per round will mean either two melee attacks
or a Thunder attack and melee attack per round. Hope and pray for the former.
When the battle is done, you'll eventually find yourself in a bedroom in the
castle. A secret passageway extends rightward from this room, so find it along
the east side wall and follow the secret passage to a staircase leading down.
Here, you will find twelve treasure chests, and naturally, you'll want to open
them all. Within, you can find an Ice Rod, Rusty Mail, Medusa Arrows, a Dragon
Hammer, a Main Gauche, the Tome of Fire, the Tome of Ice, a Golem Staff, a
Selene Bow, a Boomerang, and the Tome of Light. But wait, there's even more!
Follow the staircase southward out of this room, and into a seemingly empty
room. But it's not. Find the hidden pathway on the right side of the room to another room, this one holding six more treasure chests. Within, you can find
Viking Mail, two Dragon Helms, an Earthen Bell, and more Rusty Mail, as well
as a Gaia Vest.
After grabbing all of these goods, return to the room you originally found yourself in. You can feel free to go upstairs and talk to those in the throne room;
otherwise, head back outside. You'll want to be outside but remain in the confines of the castle. Here, you'll find two rooms you can enter, one on the left
and one on the right. The one on the left leads to some mages that can give
you some information, but visiting the room on the right and speaking to the
engineers there is essential. Once you do, you'll grab your airship back, fully
repaired, and even upgraded! Awesome! (Oh, if you want to grab two Phoenix
Downs, go to the left room and seek out the right-leading entrance in the
northeast corner of the room. Follow the sequence of rooms and hidden pathways and you'll be lead to a man standing near two treasure chests. Open
them to grab the goods).
You can head back out to your airship now, but we implore you to first do some
shopping at the stores, primarily in the northeast part of the kingdom. Here,
you can find weapons and magic worth upgrading (and armor, as well as
goods in the other parts of the kingdom if you care to explore but the northeastern part is the most important). If you want to take some time to learn
more about various things in the game in a non-fictional sort of way, definitely
hit up the library in the northwest part of the kingdom at this time as well.
Otherwise, once you're equipped, restocked, healed and saved, head to the
airship.

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Doga's Manor, The Cave of the Circle & Doga's Village


Enemies: Various.
Items: None.
To reach Doga's Manor, which is our next destination, jump into the airship and
take it to the south end of the world map. You'll notice three major continents
on the world map (in fact, you've likely already noticed this). We were on the
one in the northwest corner. The large one along the eastern end of the world
map is not our target. The one slightly below and to the west of it is. This continent, surrounded by mountains that create an unusually strong gust out of
the mountain pass to the south, can be passed by with this new, fast-moving
form of the airship. Take it through this passage at the south end of the continent and follow the linear pathway in between the mountains to Doga's Manor,
sticking to the left/upwards-leaning path when the mountain pass splits into
two.
Once inside, run downward and a cutscene will ensue. The end result of this
cutscene, this encounter with Doga, is that he temporarily joins your party.
When you gain control of the party again, continue southward, and wrap leftward around into the next room. Here, you can find an item vendor (on your
left) and a magic vendor (on your right). Make sure to purchase new magic
here, as there are several spells that are available for the very first time here.
Once you're ready, continue northward between the vendors' locations, and
into the next room. Talk to the Moogles here, and examine the candlestick in
the northeast corner of the room to open a secret passageway. On the other
side of the passage is a long corridor that leads to another room. Here, you will
be prompted to cast Mini on the entire party to pass through the hole in the
wall. Do so, and be ready to fight in Mini form for the duration of this short
dungeon.
Welcome to the Cave of the Circle. Once inside, run rightward. You may be
slightly disoriented here because you have to remain in Mini form and the environment seems gigantic around you, but there's little to do here. Things are
linear and there's no treasure to worry about. Simply run rightward and into
the teleportation device, then leftward and into the teleportation device, and
so on and so forth. Finally, you'll be able to go forward at the final device,
where Doga will cast a spell that will allow our new airship to turn into a submarine and travel under water, as well. After he gives you instructions on what
to do next, he'll teleport you automatically back outside. Good stuff!
Cast Mini on the entire party to bring everyone back to normal size, then save
your game and jump back into your airship. Backtrack out of this continent,
but don't immediately follow Doga's instructions on where to go next. Instead,
once back over the ocean to the south of the small continent, simply travel
eastward for a moment. You'll eventually see a town to the north, surrounded

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by mountains, seemingly inaccessible. But if you wrap around to where the


continent beings to wrap around northward, and then submerge your craft,
you'll find a hidden underwater passage leading underneath the continent
westward. At the end of the path, surface the craft and land near the town. Enter. This is Doga's Village.
Doga's Village is an interesting and mysterious place, but the primary interest
we have in this town is in the magic available for sale. In fact, there are multiple merchants here who sell all sorts of magic, from the weakest of the weak
to the strongest of the strong (at least at this point in the game). Invest in
what magic you feel is necessary, definitely taking advantage of the strong
white and black magic being offered to you (summoning magic and the like is,
of course, on the periphery as well). When you're satisfied here, backtrack out
of the mountainous surroundings outside of town, and once on the other side
of the barrier (via submarine), take to the air once more.
Adventures in Riding Submarines
Enemies: Killer Hermit, Aegir, Ologhai, Kelpie, Peryton, Zombie Dragon,
Eater, Death Claw, Balor, Cenchos, Kyklops, Fachan, Boss Troll,
Ouroboros, Odin (boss).
Items: Chakram, Tiger Claws, Dual Tomahawk, Ancient Sword, Diamond
Shield, Metal Knuckles, Diamond Helm, Cognitome, Diamond Mail, Air
Knife, Phoenix Down, Elixir (x5), Diamond Gloves, Trident, Aegis Shield
(x2), Reflect Mail (x2), Triton Hammer, Golem Staff, Rune Bell, Heavy
Lance, Phoenix Down (x4), Catastro Summon.
The Sunken Cave is our next destination, although it's purely optional to go
there. It's worth heading there because, as always, experience and gil accumulation can never hurt plus, there's some goods within that will be useful
as well. To find this underwater cave (hence the name, of course), simply take
a gander at your world map. Look in the southeastern corner of said map, and
you'll see an island shaped like a triangle. Fly your craft to this island, and
then go underwater nearby. On the right side of the small landmass, you will
find the cave entrance.
The first area of the cave is straight-forward enough; simply run southward,
and then westward, and then southward again. This will bring you to a door
that will allow you to access the next area. In this area, you're gonna want to
keep an eye out for three items. From where you enter the room, think of yourself as being surrounded by four pathways extending in four different directions because you are, in fact, in such surroundings. The path extending towards the northwest holds a Chakram. The path heading in the northeast has
some Tiger Claws. And the path in the southwest holds a Dual Tomahawk.
When you've grabbed all three, then go towards the southeast, as this will
bring you into the next area.

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Now, this area here is literally covered in treasure however, not all of it is so
easy to obtain. In fact, much of it is far from it. Head south from where you enter the room. Ignore the path leading leftward for now as you cross the first
bridge, and instead cross another bridge, and grab the Ancient Sword to your
left. To the south from the previous path will be four more treasures sitting
there waiting for you - a Diamond Shield, a Diamond Helm, Metal Knuckles,
and a Cognitome. With those in hand, head back to the left-leading pathway
we previous told you to ignore.
As you cross the first bridge, you'll immediately run into more treasure. Four
chests can be found on this particular platform, holding an Air Knife, some Diamond Mail, a Loki Harp, and some Diamond Bracers. After grabbing those,
head south over another bridge, where three more treasure chests can be
found. The items you can grab here are a Phoenix Down, an Elixir, and Diamond Gloves. Boy oh boy are you guys taking in the goods right now! But believe it or not, even though it appears as if you've hit a dead end, there's even
more to see, and more to obtain.
You may want to leave the dungeon at this point, head back to dry land, heal
at a nearby town and then save your game before proceeding. From the area
where you grabbed the last three items, you can head left through an obscured passageway. There are four more treasure chests here holding four
valuable items, but they're being guarded by foes and won't necessarily be
easy to throw off. The Trident is being guarded by a Peryton. The Aegis Shield
is being guarded by a Zombie Dragon. The Triton Hammer is being guarded by
an Eater. The Reflect Mail is being guarded by a Death Claw. Got all of that?
Good! Now you can backtrack out of this dungeon.
Now that you're back in the air, buckle up and head out to our next destination
of mild importance. This one is a little closer to where we were working before.
In fact, it's directly underneath it. Fly over to Saronia. On the southeastern end
of the kingdom's walls, there will be a dramatic 90 degree angle in the geography along the water. Here, use the submarine option on your craft to go underwater, and enter the Saronia Catacombs.
From the initial area of the catacombs, simply run north and through the door
into the next area. Here, simply follow the linear corridor by heading north,
and then beginning to head westward. At the end of the path heading west,
you must head north to get into the next area. The fork splits here. First, head
rightward, following the linear pathway to a dead end where three treasure
chests can be found, containing a Golem Staff, a Rune Bell, and an Aegis
Shield. Then, go back to the fork and go leftward. Go north up some stairs bear
right slightly to find some Reflect Mail before rejoining the path up and around.
As you head rightward towards the exit out of this room, be sure to grab the
Heavy Lance from the chest there.

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It may not appear like it's possible, but in this area, you can head into the
northeast corner and then continue eastward down an invisible corridor. At the
other end will be a small room with eight treasure chests within. The four lined
along the top of the room have four Elixirs within, and are guarded by enemies
called Ouroboros (nothing's free!) The four along the bottom of the room contain four Phoenix Downs, but you have to fight enemies for these as well, this
time four Cenchos. When you grab all of those items, head back to the left,
and then up the stairs leading north. You'll run into Odin standing atop a platform here. Talk to him to engage him in battle.
Boss - Odin
Info: HP: 32,000 | Gil: 16,800 | Experience: 5,000
Odin is a fairly intimidating foe to do battle with, but ultimately, at this point in
the game he's nothing to stress. As long as you remain cognizant of your
health throughout the battle and heal when necessary, you should be able to
amply deal with Odin's double attack abilities (simply meaning he will attack
twice per round in battle). How to take care of him? Well, melee attacks are
the most effective thing against him, though various types of high level magic
works as well (we cast Aeroga and Bio on him most rounds to slowly chip away
at his health in addition to our Monk and Knight slamming him with physical
attacks). The foe has over 30,000 HP to sustain him, but it makes him sounds
stronger and more powerful than he actually is. Truth be told, he will last mere
rounds if you really go at him. And go at him you should.
As a result of winning this battle, the Catastro Summon will be yours. Pretty
damn cool if we do say so ourselves.
Temple of Time
Enemies: Chimera Mage, Dira, Dragon, King Seahorse, King Lizard,
Items: Diamond Helm, Diamond Bracers, Defender, Diamond Mail, Diamond Gloves, Behemoth Knife, Blood Lance, Protect Ring, Lamia Harp,
Diamond Shield, Noah's Lute, Fang of Fire.
Getting to the Temple of Time might not be immediately obvious. To access
this temple, which is underwater, you must head to the continent at the northwestern part of the world map. Once there, you should fly around the extreme
southern tip of the continent. Here, two peninsulas come together like two pincers. This is your cue to go underwater, where nestled in between the two
peninsulas lies a submerged Temple of Time.
From the entrance of the Temple of Time, head southward, and then bear left
at the first opportunity you get. You'll eventually come to a door on your right
as you go left. This door is locked, and you will need one of two things to open

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it - a Thief, or more likely, a Magic Key. Open it up, and head forward and to
the right once in the room beyond the now-open door. You'll find a Diamond
Helm in a chest there. With it in hand, backtrack to the previous room and continue leftward down the pathway. A like situation will encounter you - open this
door to your right and enter another small room, this one containing Diamond
Bracers for you to acquire.
Backtrack again to the previous area. Go to the parallel pathway below you
and head leftward. A staircase will bring you into some shallow water, where
you can then run northward, and access another set of stairs leading back to
dry land on the right side. Run down the corridor and down into the next room.
The small room you come across as a result has another item in it - a Defender
on the right side. Grab it, then head southward into another room. Run eastward down the corridor, ignoring the northern, watery passage for now, and
you'll encounter another locked door. Access the room beyond it to find some
Diamond Mail.
Now, head into, via the staircases, the watery passage we previously told you
to ignore. Stay on the left side as you run up, and go leftward to yet another
locked door. Get through it with a Magic Key or with the services of a thief, and
grab the two treasure chests in the room on the other side - some Diamond
Gloves and a Behemoth Knife. Then, backtrack, run rightward across the water
and up another staircase. This will lead to, yes, another locked door. Open it
and head forward, rightward, and then down into the next area.
You'll be inclined to run down the huge staircase below you, but ignore that
urge for now and instead run rightward, behind the waterfall, and down a secret passage. This will lead you to a staircase, and at the bottom of the length
staircases, three treasure chests can be found. Within, grab a Blood Lance, a
Protect Ring, and a Lamia Harp. Then, backtrack to the staircase we told you
to ignore, and head on down. Enter the watery corridor until you reach dry
land. Here, you can go right or left. Both lead to locked doors that will need to
be opened with a Thief or a Magic Key (you should certainly be used to this by
now). On the left, you'll find a Diamond Shield, but on the right, Noah's Lute
can be found, the item we came here to grab. Once you have both items, all
you have to do now is backtrack all the way back to your airship.
All that's left to do here is head north with your airship, seeking out a cave entrance. You'll have to access it from the west side of the continent and fly
rightward from there. Once you hit the cave entrance, land the craft and head
on into the small cave. At the north end is a character, Unei, who can now be
awoken from a slumber with Noah's Lute. In fact, now awake, Unei will temporarily join the party. Nice! And, you will receive the Fang of Fire from her as
well.
The Ancient Ruins

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Enemies: Eater, Pyralis.


Items: Reflect Mail, Black Belt Gi, Chakra Band, Rune Bell, Faerie Claws.
The continent at the northwest part of the continent is our next destination.
Head along the west coast of the continent and go towards the middle of the
land (height-wise). You'll see some openings heading in to the continent eastward that you can fly into. Explore them until you find a cave entrance in front
of some swampy ground (don't worry, you can cross it). Land your craft adjacent to the swampy area, walk across it, and enter the Ancient Ruins.
Head rightward from the entrance. You'll run into some explorers who you can
talk to. Examine the rocks blocking the path southward and Unei will get rid of
them so the party can proceed. Head left down the next corridor, and head
through the door on the right, which will lead to an adjoining room. Head left,
up, and rightward to a treasure chest in the small room, where you can find
Reflect Mail. Then, backtrack to the previous corridor, head leftward and
through the door into another area.
This area is somewhat town-like. You can find some people to talk to here, and
the three doors at the north end of the expansive room hold, from left to right,
an inn/item shop, a weapons broker, and an armor salesman. Make sure to upgrade your gear, restock your item inventory, and use the inn to heal the party. Then, head back southward through the previous area and take the right
exit into a new room. This room is particular extensive. Ultimately, you want to
work your way to the large vertical pathway that, at the top, will lead right and
around to the next area. But before that, four items can be found in four different rooms elsewhere in the area. A Black Belt Gi, a Chakra Band, a Rune Bell,
and some Faerie Claws. All are accessed from the vertical corridor. The very
bottom has a path off to the left, with a room holding one item. Another item is
found further up the path, on a room to the right. Then, near the top of the
vertical corridor, there are paths going off left and right with two more rooms
and two more items. But now, into the next area.
This next area is extensive, but incredibly linear as well. What that ultimately
means is that it's nearly impossible to get lost. Simply follow the winding series of paths and bridges in a generally southward direction, going from area
to area as you head south. Eventually, you will come far enough where you'll
have to circle around and head north up a linear pathway that will lead headlong to a ship. Climb the ladder along the ship to enter the craft. This ship,
when used by the party, will allow access even over the highest mountains on
the world map. Sweet!
This ship is fully equipped. There are beds, there are shops there's generally
a hell of a lot to see. That's not a bad thing, so start exploring! (Also, keep in
mind Unei will leave the party at this point). The shelf along the north end of
the ship has all four "general" shops you can access in the game (item,

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weapon, armor, and magic). There's also a Fat Chocobo on the left side of the
craft. You may not have been explorative enough in your quest to run across
one before now, but this character can store any and all items in your inventory you don't want to carry around with you. When you're ready to head out,
simply go to the right side of the craft and hit the steering wheel. You'll then
find yourself airborne with your new and improved craft!
Falgabard & The Cave of Shadows
Enemies: Shinobi, Haniel, Valefor, Silenus, Gaap, Hellish Horse, Vassago,
Death Claw, Hecatoncheir (boss).
Items: Blessed Hammer (x2), Demon Shield, Demon Mail (x2), Hi-Potion,
Kiku Ichimon Ji (x2), Kotetsu (x2), Ashura, Black Musk, Dark Claws, Lilith's Kiss, Genji Gloves, Fang of Earth.
Our next destination is a town called Falgabard, a place we've never been before but that can be accessed thanks to our new airship. Head to the northwestern continent and go around either side of the continent towards the middle of it. Then, head inward. Coming from either direction (though from the
east is quicker), you'll see a mountain range to your south, but it thins at one
area, allowing you to literally jump over it with your new craft. Continue southward, jumping over another similar thinned mountain range, and then land
near the town, where you can enter the town of Falgabard.
Here, run around and talk to everyone. You'll find, of course, an inn and item
shop, as well as weapon, armor and magic merchants. Sadly, unless you're using a Dark Knight, little will be of use to you in the realm of equipment. Alas,
there's still some exploration to be done, and there's even a dungeon within
this town to tackle as well. When you're done doing what you need to do in
town, head to the north end and seek out a waterfall. Walk towards it to pass
through it into an area beyond. You can use a staircase here to enter the waterway and walk back down into town. If you follow the waterway southward,
you'll come to an island with a big rock on it. Search the ground around the
rock to find four items - a Blessed Hammer, a Demon Shield, some Demon
Mail, and a Hi-Potion. Then run back north into the previous area and get back
on dry land, heading north. Talk to the old man you find here for a laughable
battle with a Shinobi. Kill it and the old man will yield to the party a powerful
weapon, the Kiku Ichimon Ji.
You can now enter the town's cave from the northwest part of town, where
there entrance can be discovered. Be weary of the enemies here, who are hard
to contain if you're not using strong physical fighters or Dark Knights. Any nonlethal hit will multiply the threat, so be weary. Right in the first room, you can
grab another Blessed Hammer from the treasure chest there, and then head
east into the next area via the hidden corridor connecting the two areas. Follow this linear winding pathway into another area, grabbing another suit of De-

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mon Mail from the chest en route. This is a hidden pathway, and you'll have to
follow your instincts here, going east and the north, being west to another
room. Here, a Kotetsu can be found, as well as an Ashura. With those in hand,
backtrack back to town, use the inn, grab anything you may have forgotten,
and then head back out to the world map.
The massive continent along the eastern section of the world map holds our
next destination. The continent can be split into three noticeable sections, and
the middle section is where we want to be. Scour the mountains in this area
for an opening that you can jump over, and begin to traverse the pathway
(that sometimes splits but is generally linear) towards the Cave of Shadows.
When you arrive in front of the cave entrance, simply depart from your craft
and head on inside.
This cave is like the short dungeon back at town - Dark Knights are your best
bet in order for the enemy threat not to multiply and overwhelm you, though if
you have one-hit killers, they work the same way. In the initial area, head
rightward and through the semi-obscured passageway into another part of the
room, towards a treasure chest containing Black Musk. Backtrack towards the
entrance and head south thereafter. Follow the passage as it swings eastward,
grabbing the Dark Claws en route. At the end of the passage, speak to the fallen Dark Knight to obtain his Kotetsu. Then, head south into the next area.
As you head into the next area, go east and the north along the corridor. Seek
out a mostly-obscured passage east, leading to a small section of the room
containing a Tranquilizer. Then, go back to the main corridor and continue
heading north, and then westward. You'll have to go westward into a hidden
corridor that'll lead to another room (find a Lilith's Kiss here), and then head
southward through another hidden passage. Swing back up northward adjacent to where you just came down, and then westward and out into a new section.
Simply circle around this linear passageway and to another staircase leading
deeper into the dungeon. In this area, there's a lot of area you don't have to
cover, so follow our directions carefully. Cut right along the north side of this
room and into a hidden passageway. Once back in a visible room, head south
down a slanting passageway. Go west to grab the Genji Gloves from the treasure chest, and then south into the next room. Here, go south, and then swing
west. You'll enter into a secret passageway, and you will be forced to take another southward after. The path will move eastward, but you'll eventually be
forced southward, and then westward once more. As the path continues to alternate between visible and otherwise, you'll eventually have to go south and
deeper into the dungeon.
Go east immediately here, again along the north end of the room. Then, go
southward along the broad corridor, and then westward through another secret corridor. Be sure to grab the Kiku-Ichimonji as you do. Grab the Genji

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Shield to your left, then cut right along the north end of the room yet again.
Follow the identical pattern that we did in the last room to reach the next area.
Here, swing rightward over an interesting, skeletal passageway. At the end of
it, grab a Genji Helm from the treasure chest, then go north into the final room
of the dungeon. Head east through a secret corridor immediately here, grabbing the Genji Armor in the room you come across. Then, go back to the entrance into this, the final room, and go north to engage in a boss battle.
Boss - Hecatoncheir
Info: HP: 30,000 | Gil: 8,000 | Experience: 3,000
Hecatoncheir is a fairly easy enemy to defeat. His normal range of attacks is
limited, as he relies primarily on physical attacks. He can attack twice a round,
but even then, he's little threat, especially if your party is on or around the
1,500 HP mark. You may want to throw in a party-wide Cura spell during the
battle, but otherwise, concentrate on harsh physical attacks, coupled with
strong attack magic (whatever you have will work, the higher-leveled, the better). He'll be defeated before long, and you'll gain the Fang of Earth for your
hard work, but we have some bad news for you too. After the foe is defeated,
you'll have to backtrack all the way out of the dungeon. The good news is that
the enemy concentration is far less than it was on the way in. C'est la vie!
Bahamut's Lair & Lake Dohr
Enemies: Greater Boros, Sabretooth Liger, Drake, Plancti, Ouroboros, Sea
Lion, Bahamut (boss), Leviathan (boss).
Items: Earthen Drums (x2), Heavenly Wrath (x2), Phoenix Down (x2), Arctic Wind (x2), Golem Staff, White Musk (x2), Bacchus's Cider (x2),
Chocobo's Wrath, Turtle Shell (x2), Eurytos Bow, Bahamur Summon,
Elixir, Hi-Potion (x3), Aegis Shield, Platinum Hammer (x2), Black Musk,
Black Hole, Reflect Mail, Raven's Yawn, Lilith's Kiss, Leviath Summon.
This part of the walkthrough isn't necessary to complete the game, but it is
recommended for all of the goods, experience and gil you'll acquire. To complete these tasks, however, we had to wait to get the airship we currently
have. Access the previous place where he beginning of the game took place
(the floating landmass in the southwest corner of the world map). Once here,
fly to the southeast corner of the floating landmass and look for a cave entrance surrounded by mountains. With our new craft, we can hop over the thin
mountain range on the east side and access Bahamut's Lair.
We can essentially blow through this place rather easily (though the enemies
aren't necessarily pushovers). Run southward across the bridge in the first
room of the dungeon to an intersection. Head both left and right to grab some
goods from treasure chests there - to the left, you will find Earthen Drums and

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Heavenly Wrath, on the right you, you will find a Phoenix Down and an Arctic
Wind. After grabbing those four items, head southward into the next area.
Things are simple here; you can easily traverse this linear series of paths and
bridges as it wraps leftward, downward, upward, rightward, and then downward towards the doorway into the next room. En route, you can find a series
of items that you can easily grab as you go. The treasures you will find, in order, are a Golem Staff, a White Musk, Chocobo's Wrath, and a Turtle Shell. In
this final area of the short dungeon, look left and grab a Eurytos Bow, then go
rightward and upward towards three more treasures: a Kotetsu, an Elixir, and
another Phoenix Down. Now, heal your party and run northward. It's boss fight
time.
Boss - Bahamut
Info: HP: 35,000 | Gil: 16,000 | Experience: 10,000
Bahamut is a pushover, honestly, though he has one major attack, Megaflare,
that can decimate a weakened party. What does this mean? Well, at the very
least, it means you're going to want to keep your party fully healed for the duration of the party. Have your party's healer cast a party-wide healing spell
(Curaga, Curaja) each round to ensure this. Bahamut will strike twice per
round, otherwise, chipping away at your HP until he breaks out the big guns,
so the battle can deceive in this way. Even though the dungeon leading to him
is simple enough, why play through it again if you don't have to? Stay alive by
healing and delivering Bahamut a devastating onslaught of physical attacks,
spells like Bio, and anything else you can throw his way.
When he's defeated, the Bahamur Summon is all yours. Since you came outside of the dungeon to battle, you'll have to go back in and backtrack to the
entrance to the cave, where you can reconnect with your airship. Where to
next? Well, it's simple enough to find. There's a few lakes on the western side
of the map near the middle of the continent. If you seek out these lakes, you
will see one with a creature swimming around in it. With your airship's special
ability to jump over smaller mountains (or thin ranges thereof), you can access
this lake by landing next to it, and then using your Canoe to go towards the
center of the lake. Fear now about using your Canoe as with earlier in the
game, it'll activate automatically when you run into the body of water.
This is Lake Dohr. Once inside, head south, and then bear eastward towards a
fork in the wide path. Take the southern path first, where you'll run into a dead
end. There's a positive, however, as there are four treasures to grab here. Pick
up an Arctic Wind, a Heavenly Wrath, some Earthen Drums, and a Phoenix
Down. Then go back to the fork and take the top path heading rightward. You

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can head to the next area by taking the doorway southward, but be sure to
grab the Elixir and three Hi-Potions lining the pathway en route.
Here, run leftward, northward, and then rightward. You'll see a lone treasure
chest below you (it contains a White Musk), and four more at the dead end to
the north. An Aegis Shield, a Platinum Hammer, some Bacchus's Cider and a
Turtle Shell can be found up there. With all of the items now in your inventory,
you can head southward and through into the adjoining room. Run leftward
down here, then northward. Head to the right and continue northward to a
nook. At the far left end of the nook, you can find a Black Musk in a treasure
chest. Some Reflect Mail, a Black Hole, and another Platinum Hammer can also
be found.
After grabbing those goods, backtrack a brief way until you can head leftward.
The path will fork shortly thereafter, so be sure to take the bottom path of the
fork first to grab a Raven's Yawn and a Lilith's Kiss. The topmost fork will bring
you directly to the door that leads to the final room in the dungeon. This last
room is completely linear - just follow the passage leftward, downward, and
then rightward. As you head north thereafter, you will run straight into
Leviathan. Get ready to fight.
Boss - Leviathan
Info: HP: 36,000 | Gil: 17,100 | Experience: 5,000
Leviathan is fairly easy to defeat (just like Bahamut was), but he does have a
duo of strong attacks that can frustrate your efforts to defeat him as easily as
you would probably like to. One attack, Blizzaga, will attack a single target and
devastate that member of the party (with a high potential to kill him or her).
The other attack, Tsunami, is a party-wide attack that has like potential to the
aforementioned attack. Healing is a necessity here, but you should be able to
deal him enough damage with high caliber physical attacks and lightningbased magic, like Thundaga, that in three or four rounds, he will be no more.
He'll give up his summon, the Leviath Summon, as a result.

Doga's Manor & Doga's Grotto


Enemies: Peryton, Cyclops, Humbaba, Ogre, Doga (boss), Unei (boss).
Items: 10,000 Gil (x2), Rising Sun, Lust Dagger, White Musk, Chocobo's
Wrath, Phoenix Down (x2), Eureka Key, Syrcus Key.
Do you remember how to get to Doga's Manor? If not, it's rather simple to do.
If you're following the order of our walkthrough, you're still on the separate,
floating landmass. You'll want to go to any edge of the map to go back to the

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regular world map. Now, seek out your previous airship, the fast one that can
go underwater. It should be located on the continent in the northwest corner of
the map. You'll need it to get to the manor because of the intense winds that
blow out of the valley for which it sits. The fast speed of that airship will do the
trick. The manor itself is located on the southern, island-like continent. Follow
the linear pathway to a fork, like you did the last time we came here, and take
the northern for to the manor. Once inside, you will quickly be invited to traverse Doga's Grotto.
The initial part of the grotto is simple enough to complete. Follow along the
first pathway, a linear path that winds around and downward into another
area. Here, swing leftward, grab 10,000 Gil from the treasure chest there, and
continue along the spiraling, downward-sloping pathway. As you traverse this
linear pathway, you'll come across another treasure chest, this one also carrying 10,000 Gil for your coffers. 20,000 Gil richer, you can access the next area
of the dungeon thereafter.
This room is rather vast. Go leftward first. The path will immediately fork. Ignore the bottom path completely, as it leads to nothing whatsoever, and instead take the northern path of the fork into another room. In this small room,
three treasure chests can be found. Within, grab a Rising Sun, a Lust Dagger,
and a White Musk. Then, backtrack to the entrance of the previous room, and
this time head rightward. The winding pathway will bring you to another room.
Here, grab the Chocobo's Wrath in the treasure chest tucked in the northeast
corner of the room, then run southward into the next room. Head leftward,
grabbing the Phoenix Down from the treasure chest, and follow the winding
path (again sloping at a downward angle). Another Phoenix Down can be found
at the bottom of this pathway before you access the final room of the dungeon. Here, you must simply run forward to catalyze a series of fierce boss
battles.
Boss - Doga
Info: HP: 23, 500 | Gil: 12,000 | Experience: 3,400
Doga (and Unei, right behind her) is an easy enemy to defeat. With our party
of a Black Mage, White Mage, Knight and Monk, we killed her in two rounds
with little difficulty. How did we do it? It's simple, really. Our physical attacks
were extremely effective, and we cast Bio on the foe with our Black Mage (our
White Mage defending or healing each time). Two rounds was literally all it
took. As far as Doga's attacks, we were attacked as a party by a Blizzaga spell,
and had a few physical attacks (two attacks per round). Otherwise, it was as
simple as could be.
Boss - Unei

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Info: HP: 24,000 | Gil: 12,600 | Experience: 4,000


Unei and Doga are really the same, and fighting them provides the same experience. We used the same attack strategy with our particular party (physical
attacks, Bio, healing/defending with our White Mage), and it only took us two
rounds to defeat Unei as well. A Tornado attack was inflicted on the party during the fight, but it's nothing a party-wide Curaga can't take care of. The only
unfortunate part of this battle is the fact that Unei will attack directly after the
battle with Doga is done, so there's no time to heal or prepare. Simply cast a
party-wide healing spell of your choice on your party as soon as the fight takes
place to relieve that problem. Otherwise, this battle should be extremely easy
for you.
When these two prior friends are slain, the Eureka Key and the Syrcus Key are
given to the party. And like that, you're free to backtrack all the way back to
the manor. Once back there, head back outside, get in your airship, and meet
back up with your highest upgraded craft (you left it where you found your current craft on the northwestern continent). Once you get your slower ship back,
head to the eastern continent. If you've explored on your own you may have
seen this (and may have already eliminated the problem). Accessing the middle of the eastern continent from the east side, look for a path that leads into
some mountains and to some statues blocking your path. You will be repelled if
you try to fly through, but if you go on the ground and walk through, you can
clear the path of the statues, then get back in your craft and use it to hop the
mountains ahead and to your right. Once that's done, all you have to do is fly
rightward to a Saronia-like structure. Welcome to the Ancient's Maze.
Ancient's Maze
Enemies: Greater Demon, Iron Claws, Bone Dragon, Unei's Clone,
Thanatos, Titan (boss).
Items: Elixir, Lilith's Kiss, Crystal Shield, Crystal Mail, White Musk, Crystal
Gloves, Crystal Helm, Break Blade, Phoenix Down (x2), Chocobo's Wrath,
Dual Haken, Protect Ring, Holy Lance, Hellish Claws.
Once inside the Ancient's Maze, immediately run forward and through the gate
into the next room. Run forward and approach the crystal here. This will instantly catalyze a boss fight to occur.
Boss - Titan
Info: HP: 31,000 | Gil: 13,500 | Experience: 6,900
Titan is guarding the crystal that will give you the final jobs available in the
game, so it's absolutely vital you defeat him. Thankfully, he's somewhat of a
pushover at this point in the game. Though he attacks twice per round with

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fairly devastating physical attacks, that's about as far as the threat he poses
goes. He has a high defense that will give him some resilience in the battle,
but it should only take four rounds max to defeat this foe. Try casting high level magic on him if you can, and stick to physical attacks as well, which will
have moderate success on the enemy.
With Titan defeated, the final jobs in the game are now available, so take a
look! Afterwards, backtrack towards the entrance to the Ancient's Maze and
circle around rightward and then northward, so you circle around the room you
were just in. At the top of this path, grab the Elixir from the treasure chest, and
then swing leftward and northward into the next area. Go left towards the
dead end here, where you can grab a Crystal Shield and a Lilith's Kiss, and
then go right and swing upwards. Follow the linear path as it brings you leftward once more (towards another chest, this one holding Crystal Mail), and
then go northward. Grab the White Musk from the chest as you go rightward
and into the next area (grabbing another treasure, Crystal Gloves, en route).
Go rightward and grab the Crystal Helm from the treasure chest, then go
southward. As the path begins to head rightward, you will shortly thereafter be
brought to an intersection. Head southward at the intersection to grab three
more treasures - a Break Blade, a Phoenix Down, and Chocobo's Wrath, then
head north back to the intersection and continue rightward. From there, go
northward. To your right, you can access the next area of the dungeon, but before you do, bear leftward to yet another treasure chest, this one holding a
Dual Haken.
In this large room, you must simply follow the linear (but long) pathway as it
swings up and down, in a left-to-right direction. As you head north up the final
leg of the pathway, you can access the final room of the dungeon. Be sure to
grab the two treasures en route, however. A Phoenix Down can be found along
the path a little more than halfway through, and at the very end, a Protect
Ring can be found as well. In the final room of the dungeon, run forward and
grab the Holy Lance, then swing around (going left or right is fine), grabbing
another treasure when the two paths reconnect (Hellish Claws). Then, run
northward and you'll find yourself back outside. It appears the Ancient's Maze
was simply the structure surrounding the larger tower. Welcome to the muchfeared Crystal Tower.
The Crystal Tower & The Forbidden Land, Eureka
Enemies: Gomory, Sleipnir, Abaia, Ninja, Haokah, Oceanus, Acheron,
Bluck, Kum Kum, Doga's clone, Azer, Platinal, Shinobi, Glasya Labolas,
Dark General, Green Dragon, Yellow Dragon, Amon (boss), Kunoichi
(boss), General (boss), Scylla (boss), Guardian (boss).
Items: Fuma Garb (x2), Chocobo's Wrath (x5), Elixir (x9), White Musk (x5),
Phoenix Down (x8), Ribbon, Shuriken (x5), Moonring Blade, Omnirod,

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Masamune, Excalibur, Elder Staff, Ragnarok, Lilith's Kiss, Elven Bow,


Crystal Mail, Crystal Helm.
The Crystal Tower is our primary objective, ultimately, but remember that we
can also access the Forbidden Land, Eureka, via an entrance easily accessible
in the Crystal Tower. To get there, simply run northward into the next room,
and then northward once more to access the door into The Forbidden Land.
Once the party enters, head southward. You can wrap around the loop below
either way in this initial area as you ultimately go south into the next room,
but be weary there are small alcoves off of each side of the loop with two treasures in each. Go both ways and grab all four treasures - a Fuma Garb, a
Chocobo's Wrath, an Elixir, and a White Musk. With those in hand, head south.
This particular room can be a little confusing because it leads to other smaller
rooms and has a lot of various pathways that can convolute things a bit. Nonetheless, you'll want to go southward and head left at first, going north into a
small room containing a loan chest holding another White Musk. With that in
hand, go back to where you turned left, and this time go rightward to an identical room on the other side. The room is the same size, but this one has three
chests in it. Grab yet another White Musk here, as well as a Phoenix Down and
another Chocobo's Wrath, and then go back to the previous room and run
southward. When a path splits off to the left, take it. It'll lead to a dead end,
but at the dead end, another item can be found. The path is slightly obscured,
so make sure to look closely for it. A Ribbon is within, but you'll have to fight a
Ninja to claim it.
At the bottom of this vast room, two paths lead to the south, each leading to a
separate area. First, take the path on the left into the room below. This pathway is a dead end, but it has a Shuriken in a treasure chest to grab. After obtaining it, go back and take the other path leading southward into the next
area. Run south along this path, veering off to your left to grab an Elixir from a
chest before continuing downward. Eventually, the path will split off leftward grab another Shuriken from a chest as you run down this way. Before heading
south into the next room, be sure to grab the item from the chest tucked in the
corner near the door, a Phoenix Down. In this room, simply run in a southeasterly direction along the linear pathway. When you come across a pedestal, examine it. This will make a boss fight occur.
Boss - Amon
Info: HP: 34,000 | Gil: 20,350 | Experience: 6,700
Amon is actually a difficult boss to fight, so be sure to enter this battle fully
prepared, healing your party, et cetera. Amon can cast some powerful magic,
but his really useful attributes are twofold. He can shift his weakness randomly
throughout battle (thankfully, this takes one of the two turns he gets each

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round whenever he uses it), and he also has a high defense that will ensure
this battle lasts many rounds. Our suggestion is to keep a close eye on your
health, letting no character get below 1,000 HP. If that happens, have your
healer use healing magic or an item to rectify the situation. Otherwise, physical attacks are your best bet here. If you have dark magic users, simply have
them use healing items or block they're fairly useless here. When he's defeated, the Moonring Blade is all yours.
When you gain control after the battle, simply follow the rest of the linear
pathway as it leads south into the next area. Run southward here to an intersection-like area. First, head leftward at the intersection to find an Omnirod on
a pedestal. Then, head rightward at the same intersection, examining another
pedestal. Believe it or not, this will lead to, you guessed it, another boss battle.
Boss - Kunoichi
Info: HP: 31,000 | Gil: 14,500 | Experience: 7,300
What Kunoichi lacks in defense she makes up for in sheer attack power. Not
only can she use Aeroga to great devastation on your entire party, but she attacks not two times per round, but three times! She also attacks first, usually,
meaning healing will have to be done preemptively in this battle. That
shouldn't be an issue, however. Concentrate on taking the foe out with powerful physical attacks, have attack mages defend, and have your white magic
user or healer heal the party (preferably with a party-wide healing spell) after
each round. This battle should only last three rounds, four tops. When she's
defeated, the Masamune is yours.
When the battle concludes, head back to the intersection and go southward
along the pathway into the next area, grabbing the Phoenix Down from the
treasure chest as you go. Here, go southward over the bridge, and then head
left and upward along the linear pathway as it leads rightward to a door (this
path is essentially a series of bridges). Ignore the door for now and continue
rightward and downward to another pedestal, and another boss battle.
Boss - General
Info: HP: 37,000 | Gil: 15,600 | Experience: 7,500
The General is a powerful physical attacker, but he also has a weak defense.
His ability to cast party-wide spells like Bio on your party can be devastating,
but it's nothing Curaga on the entire party can't take care of. Otherwise, his
ability to attack twice per round can be fairly frustrating, but again, hardly insurmountable. Focus on attacking with physical attacks (our Monk was doing
nearly 9,999 HP per round) and use Bio on him as well (even if he uses it himself, it takes away his energy nicely). When he's slain, the Excalibur is all
yours!

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When this foe is defeated, you can backtrack to the door leading northward.
This time, take it. Here, you'll find a teleporter at the north end of the room,
but before you take it, go left and right of it to find two more pedestals and
fight two more bosses. Scylla is on the left, Guardian is on the right.
Boss - Scylla
Info: HP: 37,000 | Gil: 16,200 | Experience: 7,700
Scylla isn't difficult to defeat at all. While she (like all bosses at this point in the
game) can attack twice per round, her low defense makes her extremely susceptible to attack, especially of the physical variety. Our tactics against the
bosses of this area hasn't changed much - we use physical attacks with our
Knight and Monk, Bio with our Black Mage, and healing/defending with our
White Mage. This should be all you need to take care of this foe within three
rounds. If the battle lasts longer than four rounds, you're definitely doing
something wrong. When she's defeated, the Elder Staff is all yours.
Boss - Guardian
Info: HP: 35,000 | Gil: 16,500 | Experience: 7,900
The Guardian is the final boss in this stretch, and he's essentially as simple as
most of the other bosses we've faced in here thus far. He can attack twice per
round (of course), and packs a powerful punch. He can also use Tornado. However, with some healing each round, he shouldn't be able to take too much
away from you, threatening the livelihood of your party. Use Bio with black
mages if you want to increase your chances of killing him quicker. This battle
should only take three rounds, four maximum. Your prize for defeating this
foe? The Ragnarok well worth it, indeed!
When all is said and done, you can then take the teleportation device at the
north end of the room to another area. Four treasure chests are immediately
noticeable here - open all of them to find two Elixirs and two Shurikens. Then,
talk to the two people in there who will sell you high level magic which you
should absolutely invest in. That may seem like all that's here, but it's not so if you seek out the right wall underneath the water (which will heal you, by the
way), a secret passage will lead to a weapon/armor/item dealer with some rare
gear. Go check him out as well!
When you're done here, you can do one of two things - teleport out with an
item or spell of the appropriate nature, or simply backtrack to the entrance,
and reenter the Crystal Tower. This time, we're gonna tackle the tower itself.
Heal up and get anything you need, because this is it!
In the initial room of the Crystal Tower (which we've been in already), run forward. There are two passages flanking the doorway that led to the area we

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just explored. Grab a Lilith's Kiss and a Chocobo's Wrath from these short corridors. Then, head to the right side of the room. If you explore the nooks and
crannies of this side of the room, you can find four more treasures - two more
Chocobo's Wraths, an Elven Bow, and a White Musk. If you work your way over
to the left side of this large room, you'll find a similar layout. Another White
Musk can be found over here, as well as a Fuma Garb. Grab those, then examine the door in the northwest corner. You can head on through after the
cutscene.
Swing around and run southward, bearing rightward when the path turns.
When you see a path above you going up, take it. It leads to a dead end, but
the dead end holds a treasure chest containing an Elixir. Continue along the
previous, linear pathway until the path heads northward and then splits (be
sure to grab the Phoenix Down en route). Head up the stairs and head left,
first. This is a circular passageway; simply head to the top of it and grab another Elixir. Then, go back to the split and head southward, rightward, and
then up towards the next area of the tower.
This area is simple enough to navigate. Ignore the left path completely, and instead, head right along the winding, linear path. Grab an Elixir from a treasure
chest from a dead end leading north before going rightward through a slightlyobscured opening in the wall. Go downward, and then swing upward and go
into the next area. This place is easy enough to navigate - run upward, leftward, then downward. You'll see a treasure chest (which contains a Phoenix
Down). To the left of it is a secret passage that you must take, blind, as it goes
left, down, left, up, and left again, to another treasure chest, this one holding a
Shuriken. Then, simply run the rest of the path into the next room.
Run southward down the long corridor, then right, and then up some stairs.
You can grab two treasures here, a Phoenix Down and an Elixir, and then run
rightward towards a large circular pathway. Take the bottom of the circular
pathway to your right, grabbing another Elixir in a nook in the southeast before going upward around the rest of the circle and into the next area. In this
area, you'll be tempted to circle around to your left or right, but don't, there's
nothing there. Instead, run upward into the next area.
Go forward and swing rightward (going left will lead you to a dead end with
nothing to find whatsoever). Swing right again at the first opportunity you get
(going downward will again lead nowhere) and then follow the linear pathway
as it eventually brings you southward and then westward along a carbon copy
of the pathway above. When you can run northward up a corridor and into the
next area, do so. Going left into the area adjacent to you will again be fruitless.
Once in this new area, swing rightward and then go up to find Crystal Mail. Do
the same thing on the other side, going left, and grabbing a Phoenix Down.
Then, go forward from the entrance into this area, and right into the next.

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Go forward here and bear leftward. As you do, you'll run into a treasure chest
holding some Crystal Gloves. From there, you can then head north to a dead
end which holds a treasure chest containing a Crystal Shield. Do the same
thing on the opposite side of the room, where you'll find two treasures in identical positions, these chests holding a Phoenix Down and a Crystal Helm. Then,
run up the large staircase at the center of the room and into the final room of
the Crystal Tower. Simply run forward to act as the catalyst to an epic
cutscene. When you gain control again, simply walk forward and the final boss
battle will take place but is it the real final battle? Either way...you gotta
fight!
Boss - Xande
Info: HP: 48,000 | Gil: 25,000 | Experience: 8,500
Boss - Cloud of Darkness
Info: HP: 48,000 | Gil: 25,000 | Experience:

That concludes the walkthrough portion of this guide.

Boss Evaluation Guide

Land Turtle (111 HP)


Your first boss turns out being quite easy to defeat.
Hopefully, you explored the cave as much as you could, and you should now
equip two swords (you must have 2 of those, if you battled enough and
opened all the chests) instead of a sword and a shield. Then, head to the
battle and ALWAYS use FIGHT command. When the health of your only current
character drops below 10HP, be sure to use a "Potion" and proceed as
usual, your foe will go down in no time at all.
There's also a possible alternate strategy, which consists of simply using
"Antarctic Wind" (an item found in this cave), before striking with a few

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physical hits - such strategy makes it even easier to defeat this boss.
Djinn (600 HP)
Sara may appear during this battle and cure your characters, but such
occurrence turns out being fully random. I went to this battle with my
characters around level 10, and I strongly suggest you to do so, too. Now,
your main strategy should be the one of using the "Fight" command for
everyone (come on, there's not much you can do right now, is it?) and if
someone's life goes under 50HP, cure him with the "Cure" white magic (you
hopefully already equipped it to someone) or by using a "Potion". Keep on
allowing this same strategy and eventually your enemy will go down. While
he seems to have a multi-hit fire spell, it won't cause you much trouble
if you just follow what I've stated above.
For an even easier time, you can use an item that cause Ice Damage (one of
which is called "Antarctic Wind", in the American version of the game) in
order to cause damage as quickly as possible.
Bahamut (Est: 34000 HP)
It it discussable if this is actually a "battle" or not, but in case you
actually try to beat this fearsome beast, you'll notice him to be way
stronger than anything you've seen this far. It MAY be possible to beat
him at this point, but it would require a whole lot of level ups, and it
just turns out not being worthy. So, all you have to do is running away
from this battle, as soon as possible. For those of you who are playing
a japanese version and haven't got a clue on where the RUN option is, I
can just tell you to press the last option in the battle menu. Doing it
for everyone is probably a good idea, too, as it increases the overall
effectiveness of the process.
Big Rat (900 HP)
Your main problem here is that your party is minimized, and therefore
their physical attacks will barely scratch the enemy. Bearing this in
mind, there's a single way to win this battle: magic.
Hopefully, you have at least a single Black Mage in your party, equipped
with his own proper spells. If you have more than a Black Mage (or even
Red Mages, it's up to you), even better! Having one White Mage (at least
during this battle) is also a good idea, so that you can heal your
characters easily.
Now, as soon as the battle starts, you should start attacking the enemy
with black magic spells (start by the upper level ones, like level 3, and

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when you run out of them use lower ones) and using the characters that
have no spells of that kind to heal. Whatever happens, don't let your
mage(s) die, or you will be in big trouble. Keep on striking with those
spells and eventually your enemy will go down. Here, it's not only a
matter of strategy but also one of damage, with you needing to level up
enough (I mean, try to level up as much as you want, the more you do it
the better it will be) in order to ensure a victory.
Medusa (3000 HP)
While this battle isn't very hard, it turns out being tricky. Your best
bet is probably striking physically with at least 2 characters, have a
White Mage to ALWAYS heal the injured party members, and you can add a
Black/Red Mage if you want, or trade him for another physical attack. In
case you actually use a Mage to case offensive magic, try to go (first)
for the more powerful spells and then for the weaker ones, but stay away
from fire-based spells, as they seem not very good to use in this battle.
As you may notice during the battle, the most important features about
this boss is that it can turn your characters to stone, or simply make
them unable to cast spells. If any of those 2 effects are induced in your
characters, be sure to use the proper item (or even a magical spell) to
remove such effect, as soon possible.
By avoiding these 2 effects, healing with the White Mage and attacking
with everyone else, your enemy will probably go down in no time. When I
fought this battle, my weakest character was at level 14, and I strongly
suggest you to do that very same thing, in order to have an (even) easier
time fighting this mythological foe.
Guzco (3500 HP)
This battle turns out being slightly weird... while most of the enemies in
the cave can use ice spells against your party, ice spells also seem to
work quite good against this boss. Well, never mind, back to what really
matters.
While there are many possible configurations for your party when it comes
to this battle, personally I had my lower-level character at level 15 and
went to the battle with two fighters, alongside with a Black Mage and a
White Mage.
Having the white mage in there is ALWAYS a good idea, but the rest is up
to you; since magic seems to cause a good amount of damage to your enemy,
a good option would be, for example, 3 black mages and 1 white mage, or 2
black mages, a knight and 1 white mage, or... in a sum-up, be sure to
include 1 White Mage and 1 Black Mage on your party, giving the other 2

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places to anyone you want.


To the white mage, you should give the task of healing when necessary, and
the other party members should be constantly attacking the enemy, either
with physical attacks or magical spells. If you're going for the spells,
start with the more powerful fire and ice ones until you can't use them
anymore, and then you should advance for the weaker ice/fire ones. If you
follow this strategy and your characters are properly leveled (since the
enemy seems to get a lot of critical hits...), I doubt you will have much
trouble with this battle.
Salamander (5700 HP)
In this battle, your biggest problem is a flame attack that your foe can
sometimes use, and which damages all the elements of your party for a good
amount of damage. In order to prevent him from using it many times, you
should try to defeat this fiery enemy as quickly as possible.
The best way to damage him is by using ice-based spells, and while you can
actually manage to beat this battle with a single Black Mage, you may want
to take more than one. A White Mage will be really important (who should
always be healing the party in EVERY turn), and you should try to cause as
much damage as quickly as possible, as I've already told you.
Be aware that your enemy can strike twice in a row, and you should always
have that in mind when you're deciding how to proceed and who to heal.
Personally, I found it important to heal the entire party at each turn, to
prevent the enemy from easily weakening your party. You may want to gain
some
levels before fighting this enemy, as it may be a tough battle for you (my
weakest member was now at level 19), but that's a detail that is fully up
to you.
Hyne (4500 HP)
While this enemy is not particularly strong, it has 2 interesting
abilities: he is not only an undead, but he can also change his weak point
(in terms of magic) each 3 rounds. In the original version of FFIII, I
remember that you could use the Scholar job class to see an enemy's weak
point, which would be of great help in this battle. In this game, you can
do the very same thing, so that may be helpful when you're facing him.
As for the "undead" issue, it turns out being quite weird, as healing
items (such as potions) don't seem to do any harm, unlike it is usual in
most Final Fantasy games.
So, how should you proceed in this battle? First of all, be sure to take

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at least a White Mage to this battle, along with a Black Mage. Besides
those two, I would also suggest an additional Black Mage and any kind of
physical attacker, the strongest you have.
Now, when your battle finally starts, be sure to always attack with the
physical striker (or strikers), heal (whoever is damaged, or even the
entire party) with your White Mage in every turn and use offensive magic
with your Black Mage.
In case you have any way to check the enemy's current weakness (read the
initial statements of this strategy to understand it), use that method to
check the current weakness and then using a magical spell of that very
same type. From time to time the enemy will change this weakness, as I've
stated before. When that happens, scan him once more and proceed as stated
above. Repeat until the enemy is defeated once and for all.
If you don't have that luck (like I didn't), your battle will be tougher,
but yet possible to beat. If that's your case, simply follow the strategy
stated in the second paragraph, but be warned that you will need a lot
more level ups before managing to beat this enemy; personally, my weakest
character was at level 22 when I managed to beat it. One strategy that I had
for
Hyne, which was maybe a little bit of luck thrown in, was to take a Geomancer.
I think the character had a job level of around 9. Definitely lower than 10,
because I hadn't really used it that much before this dungeon. Even elemental
attacks like Ice Pillar are not blocked by Hyne's elemental defense,
and if you get really lucky you'll hit him with Shadowflare, which should do
enough damage to take him out in one shot.
Kraken (8000 HP)
Hum, so, it appears that the usual water boss is back. Did you missed him?
I know I didn't... anyway, about the battle, his physical attacks are
strong, but if you got some levels before heading into this battle, you
won't have problems. Personally, I went to the battle with my weakest
character at level 25 and the party fully healed, and had no trouble at
all.
As usual, heal with the White Mage when needed (which will probably be
every turn), attack with your Knight, use the most powerful spells by the
Black Mage (try to use the "Bolt" ones above all the others, as they seem
to cause more damage) and give the final spot to anyone you want. I went
to the battle with a Monk in there, but it is really up to you.
While preparing for the battle, bear in mind that physical attacks are
probably your best change in this battle, and that the enemy has an attack
which may induce the "Blind" status in your characters, making them miss
most of their physical attacks. If that happens, have the White Mage heal

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him, before proceeding as usual.


4 Frogs (800 HP each)
Believe it or not, this in the sewers turns out being nothing more than
one of those battles that you randomly seem to face in this area. You have
to beat 4 frogs, which you can easily eliminate with physical attacks,
magic or any strategy you normally use for random battles. The only
special thing that you must be careful with is poison, which your enemies
seem to (sometimes) induce with their attacks. However, you can easily
cure this with the proper item or white magic, and then continue attacking
as usual.
Goldor (9000 HP)
Against this enemy, physical attacks appear to be the most effective
weapon, and while you should still have your White Mage in the party, a
good idea would be including at least 2 characters capable of causing a
good amount of physical damage, but you can even go for 3. In case you
want to keep your Black Mage in the party (I did!), always use his most
powerful spells, hoping to cause as much damage as possible.
With my weakest character at level 27, I had no trouble in beating this
battle, and except for the Bolt spell (which he may use in a sole
character or in your entire party) and one where he may try to induce the
"Blind" status, he appears to be quite calm. Always heal with the White
Mage (as we did in battles before) from the damage he causes in each turn
(mostly with his physical strike), and be aware that sometimes he may even
attack twice in a row.
3 Gold Knights (1100 HP each)
A non-random battle against 3 of those folks, fought in a bar. Well,
beating them is kinda easy, just be careful with their magical attack
(an electrical one) and you'll do fine. Heal when necessary and strike
with the best moves of every character in your party.
Garuda (10000 HP)
Once more, the main problem with this boss turns out being his very own
Bolt magic, since it can cause a whole lot of damage to your party, in
case you are not at an high level. Now, there are basically two strategies
for this battle, feel free to choose yours from between these two.
You can give your entire party the Dragoon class (or job, or whatever you
wanna call it), properly equip them (you can find/buy equipment for them
in the 4 small city areas nearby), go into battle and then just use their

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"Jump" ability all the time, hoping to defeat the enemy. This strategy,
while effective, turns out being much easier if your characters are at an
high level, so they can cause as much damage from each attack as possible.
Keep following this strategy until you (hopefully) win.
In case you aren't interested in changing all the equipment and jobs of
your characters (something that I surely wasn't, at this point), you can
go for the usual party of a Knight, Monk, White Mage and Black Mage. With
those characters, you should constantly attack with the Knight (which
should be using a sword in each hand) and the Monk (empty-handed, as he
seems to cause more damage like that), use the White Mage to heal everyone
at each turn of the battle and finally use the Black Mage to cast the most
powerful magic you have, probably the latest installment of "Ice", which
also works quite good.
Keep on repeating this strategy, healing properly your characters with
ONLY the White Mage and attacking with everyone else, and your enemy will
probably go down soon. This strategy worked amazingly good with my
characters at level 29, and if you manage to get those level ups right,
you will have an even easier time here.
Hekaton (28000 HP)
For some reason that I can't seem to understand, this battle is too easy,
or maybe just my current party was too strong, or something... Your enemy
can attack twice in a row, and he seems to feature a powerful magic attack
which damages the entire party.
With your Black Mage, simply use the best spells you have in a descending
order (first the level 6 ones, then the level 5, and so on), while you are
healing, as usual, with the White Mage. The other two members should
constantly attack the enemy. You can also do the same thing as I did,
train a lot (most of my characters were at level 40 when I defeated this
boss) and you'll easily win.
Dorga (22800 HP)
He's back...not only his physical attack damage quite big, but so
is the damage caused by his magical attacks. Exactly what we were supposed
to see in this kind of character, is anyones guess...
Anyway, he seems not to have any particular weaknesses in terms of
elemental magic, so your best bet is probably attacking him with physical
strikes. You surely have to include the usual White Mage on your party,
but you can also put 3 physical attackers in there, if you want. Your
whitey should do the same task as in battle before (i.e. heal your team in

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EVERY turn) and the other members should be constantly attacking the enemy
with physical strikes.
A good idea could probably be the one of putting 2 Knights and a Monk in
the party, or any physical strikers you like, but it turns out being fully
up to you, just be sure to take good care of the White Mage, as you'd be
pretty much in trouble, without her.
At level 41, my characters were more than enough to beat this foe, but you
will then have to fight yet another boss battle, exactly after this one...
Unei (21800 HP)
She seems stronger than Dorga, at least in my opinion. Like what happened
to the boss you fight just before her (look above ^ ), she has no weakness
in terms of elemental magic but she is weaker against physical attacks.
For obvious reasons, you will be using the very same party that you used
in the battle before, and your strategy should be almost the same. Your
enemy goes mostly for magical attacks, with a powerful spell that puts ANY
of your friends with less than 10 HP (however, this attack will never kill
anyone, think about it as this game's version of a powerful "Demi" spell)
and other powerful spells. You can also use some attacking spells, but I
don't think it is a very good idea.
Mostly, try to stick to physical attacks and healing all your party EVERY
turn. In case more than one of your members dies (except for the White
Mage, which you should revive as soon as possible), try keeping your
strategy up and attacking as usual, but DON'T forget that HEALING is the
most important thing in this battle. Without it, you will be really fucked
up, and there's not even much you can do to save you from defeat.
Titan (29000 HP)
I think we've seen this somewhere else, didn't we? Well, use the usual
strategy, with the White Mage healing everyone, the Black Mage attacking
all the time with the most powerful spells you have, and finally your
physical strikers doing their usual task. At level 44, this was an easy
enemy, and I hope that you will also have an easy time with him.
Zande (49999 HP)
The first of the final bosses, he appears to be stronger than he indeed
is. From time to time, he may use "Meteor", and that's probably your
biggest (or, perhaps, only) problem. I strongly advise you try to face
this battle only after your characters being at least at level 56. Also,
before heading to these final battles, there are probably some tune ups
that you should do in your party. In case you've usually used White and

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Black Mages (or even their upgraded forms), change BOTH of them into
Sages, who have an interesting ability of being able to use ANY kind of
magical spells, apart from largely increasing the amount of most powerful
spells you can use. As for the physical strikers, you should get at least
a single Ninja, who has the ability of throwing stuff at the enemy you are
facing. Provided you bought lots of Shuriken (more than 30 will be just
fine) in Eureka's secret room, he will be of great help against the final
enemies, even being able to deal up to 9999 damage per Shuriken thrown.
You can turn all your physical fighter characters into Ninjas, but wether
you do it or not, it's up to you.
As for the strategy in this battle, it turns out being easy: use your
Ninja to throw ONLY 3 Shuriken in this battle, and then strike with
physical attacks for the rest of the time. The Sages should be mostly
used for healing up the party, a task that you should be specially careful
with, in order to avoid the damage that comes from your enemy's "Meteor"
magic. Any other physical attackers that don't have the Ninja job should
simply give physical attacks to this foe.
Dark Cloud - PART 1 (probably 120000 HP)
"HUH, what an amazing foe", you think... well, it isn't. There's no way
you can win this battle, you should simply defend (and NEVER use any
Shuriken, since it would be just a waste of time and effort) until your
enemy uses its special attack, which deals 9999 damage to the entire party
of yours. THERE'S NO WAY TO WIN, so you don't even try. I doubt you can
even cause a ridiculous 1 HP of damage to the enemy, which easily proves
that this battle isn't supposed to be won.
Dark Cloud - PART 2 (120000 HP, or less)
Stated in the optional bosses section of this guide, you will see that you
can beat 4 optional bosses in this final area before going for this final
enemy. In spite of being totally your option, I strongly suggest you
defeat those 4 main enemies before venturing to this battle, in order to
have an easier time and hopefully defeat this boss. In order to access
this battle, take the central teleporter in the Dark World and follow that
path (tricky area, once again) until you find another teleporter, which
you should take. My characters were at level 57 when attempting to beat
this boss, and hopefully yours will have an even higher level.
Your enemy has a lot of strategies in here, but the most important thing
is that she can strike 4 times in a row. She usually goes for physical
attacks, but she can also cast a lightning-like magical attack (which
damages your entire party), some protection spells on her (both for
physical and magic damage), turn one of your characters into a frog and
even use the very same attack that killed you in your previous encounter

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with her, an attack that isn't *that* powerful right now, causing less
than 1500 HP of damage to every character currently in your party.
If you did everything as I've told you, this won't even be an hard battle.
The Ninja should be throwing Shuriken until you run out of them (which,
hopefully, will not happen before your enemy dies), and then strike with
physical attacks.
The (hopefully 2) Sages should be given different tasks, one casting
mostly attack magic (but switching to heal/revive characters when needed)
and the other ALWAYS healing your entire party, with the usual healing
spells. Be aware that both of them should, above everything, should be
used as healers, and if you have to choose between nailing yet another
offensive spell or healing your entire party even more, you'd better go
for your curing spells.
Bearing all this in mind, form your own party and go for it, I can do
nothing more than wish you good luck. In case you have more than 15
Shuriken right now and you are willing to put 3 Ninjas in your party (be
careful when trying this, since when you change the job of a character,
his stats are halved for a while), always throwing Shuriken, and a single
Sage, that could probably be the best possible party for this encounter,
as you would generally be able to cause at least 25000 HP of damage per
turn.
After this battle, the ending of the game is seen. Hope you like it!

Optional Bosses:
Odin (31000 HP)
While you fight this boss as soon as you get your ship's ability to go
underwater, I strongly advise you not to do it until much later in the
game, since this enemy may cause you a lot of trouble. While he first
seems to be a weak foe, he has a special attack that he uses from time to
time, called "Atom Edge", which deals an enormous amount of damage to
every person currently in your party.
When I first tried to face this battle, all my characters were at level 35
and they didn't even managed to survive against a single of those special
attacks, so it's probably better to come face this enemy only when you're
sure you can beat him.
In case you really want to face him, well, simply take your ship to the
sea exactly south of the city that is divided in 4 places plus a castle

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(you know, the place where you fought Garuda), go underwater in there and
you will find a cave. At its end, you will fight a palace-like room, where
Odin is, alongside with his horse.
Personally, I advise you to go for the exact same strategy that you used
against Garuda, with the 4 party members turning into Dragoons and using
the "Jump" command all the time. However, you can also go for the other
strategy I gave you back then, with a Black Mage always attacking with his
best spells, a White Mage healing your party every turn and your physical
strikers (hopefully you'll be using more than one) causing their damage as
usual, you'll manage to beat this enemy BUT only if you are properly
leveled up. I am not tired of stating this, the problem here is not
strategy, but your party having enough defense to withstand that powerful
special attack that your enemy has.
After beating this battle you will win the "Odin" summon spell, which you
can equip in anyone you want.
Red Shinobi (probably 11000 HP)
Found in the Fargabaad town, behind the waterfall, he is weaker than you
may have supposed. Go for the very same strategy you use in random
battles, but be aware that (and despite striking only once, unlike most
boss battles you face right now) his physical attacks may sometimes poison
one of your characters. His strength is certainly high, but provided you
have the White Mage healing your party, that won't put you in much
trouble.
After winning, you get a powerful sword.
Leviathan (32000 HP)
After getting the Invincible, you can go back the the original map (you
know, that floating island that you came from) and you will eventually be
able to find a lake with a black shadow floating around. You can simply
stop it around (there's some grass on the lower area of the lake, where
you can stop your airship) and then use the canoe to enter that black
shadow. When you're inside, there's not only a whole bunch of treasure to
collect (all of which you should try to get before continuing) but you
can also find Leviathan at the end, in an area full of the usual gray
bridges.
Fighting him, you'll probably notice that he is nothing more than a
slightly tuned up version of Odin. His physical attacks aren't that
powerful, but he has a powerful special attack (the name is probably
"Tsunami") which may even kill your entire party, if your level isn't high
enough. Being a water creature, he obviously has its weakness in the
electrical attacks.

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Your strategy for this battle is simple: your Black Mage (and you MUST
take one with you, this time...) should constantly use your best
electrical attacks (I used the 3rd "Bolt" spell) and your White Mage must
be healing the entire party at all times. As for the other two characters,
their choice is up to you. Personally, I took a Knight (who was always
hitting the enemy with his two swords) and another Black Mage, who was
using the best "Bolt" spell he could.
Now, there's a tricky part. Even if someone dies due to one of those
"Tsunami" attacks, you shouldn't take a turn to revive him, unless your
White Mage already has the "Full Life" magic, which I doubt. Instead, you
should keep on following your usual strategy, so that *maybe* your next
strike may even kill this beast. In case you are wondering, I was around
level 38 when I slayed this beast.
After winning, you acquire the "Leviathan" summon spell.
Bahamut (34000 HP)
This is probably the strongest of the optional bosses so far, I strongly
advise you to be at least at level 43 before even attempting to face him.
Using the best flying ship, the Invincible, you should head to the place
where you first fought (well, if that can really be considered a
battle...) against this Bahamut. From there, head southeast and follow the
shore, which will eventually lead you to a small place where you can see a
cave nearby and one of those places where you can use your airship to jump
to another place. Do it, enter the cave and follow it up to the end, where
you will finally face this enemy in a deadly battle.
Bahamut mostly uses physical attacks (two in a row), but he also has a
powerful special attack where he damages your entire party for a whole lot
of damage, usually even killing them all. Your main problem will probably
be this very same attack, since you can't dodge it and it is REALLY
powerful.
If you think about it, you probably may want to defeat this enemy as soon
and as quickly as possible, so that you don't even have to taste the
awesome power of that special attack. Above any type of strategy, your
main concern in here should be heading to this battle with your characters
as powerful as you can get them. I suggest you come here before heading
into the game's final dungeon, and trying to have as many levels in each
character as possible. The less damage you take from that special attack,
the easier your life will be and the less damage you'll take from the
special attack stated above.
When it comes to strategy, you'd better have a Shaman (the upgraded form
of a White Mage) in there to heal your party, CONSTANTLY (and I mean it!)
using healing spells in the entire party. About the other 3 characters,

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you should mostly pick the strongest physical strikers you have available,
alongside with their best weapons and armor. They should constantly attack
the enemy, while being healed by the Shaman. You can have the usual Black
Mage (or a Warlock) in there, but magic seems to cause less damage than
the one you can inflict with characters prepared for
physical attacks. When you finally are able to defeat this powerful beast, you
will acquire the "Bahamut" summon spell, to equip in whoever you want.
If you have a Dragoon, just buy his weapon on the Invincible (I think it
was "Dragon Spear") and just keep using "Jump". It does 9999 each hit, so
the fight is fairly short. No, I did NOT have a Shaman (just a White
Mage), and I barely had to heal. Also, I still had a black mage, and just
had him keep using "Bio". The fight lasted 4 turns for me.
Amon (33500 HP)
The first boss found in Eureka, which you can fight by picking up a
chakram, or a boomerang, or whatever that is.
While he kinda resembles Hyne, he isn't very strong and usually goes for
physical attacks and some magical ones. Keep on healing with your Shaman
and attacking with everyone else (a Warlock should use his best spells,
in order to try to cause as much damage as possible) and eventually this
enemy will be down, awarding you that boomerang-type weapon.

Kunoichi (29000 HP)


The second boss placed in Eureka, which you can fight by picking up the
first sword you find, placed to the right of a place where you come from
the upper side and can head down, left or RIGHT.
She is not very strong, mostly focus in physical attacks and some magic
(which she usually opts by using in your entire party), but be aware that
she can strike up to 3 times per turn.
Strike with everyone else ("Flare" for your Warlock seems to be quite
good against her), either with physical attacks or black magic, healing
the entire party with the Shaman in EVERY turn, and she will go down
probably even quicker than the boss you faced before her.
At the end you gain the sword that you've just seen.
General (35000 HP)
The third boss which you can find in Eureka, you can fight him by picking
up the second sword you find, placed to the right of the final door, in an
area full of those wooden bridges.
Seems even weaker than the 2 bosses found before him, he mostly goes for

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(strong) physical attacks. Use "Flare" with your Warlock, physical


strikes with your characters that are better at that kind of task, and
finally heal with the Shaman, the very same task that we have been doing
up to now.
After winning, you'll acquire the sword that you've seen before, which
turns out being one of the best ones available in this game.
Scylla (35000 HP)
Also in Eureka, you can fight this mythology-based enemy by picking up the
staff, shown exactly to the left side of second-to-last room in this area
of the game.
She isn't very strong, and provided you follow the exact same strategy as
in the battle before, (and I mean "Flare" for the Warlock, curing everyone
for the Shaman and striking physically with the other 2 guys) you will
probably do just fine.
After winning the battle, you get the staff you've just seen.
Guardian (33700 HP)
When reaching the final area of Eureka, the same one where you fight
Scylla, you can head to the right to fight this boss battle, accessible by
interacting with the golden sword, the final one you'll see.
Like Scylla, he isn't very strong. However, he has some powerful magical
attacks and sometimes he even casts "Reflect" on himself. If that happens,
(you'll easily notice it because he turns purple) stop using all kinds of
offensive magic and have your Warlock (or whoever you were using magic
with) just defend himself. Everyone else should continue attacking, and
the Shaman should be healing as usual. Provided you are careful with the
magical attacks (which fortunately he hardly uses) and with his status
that reflects magic, you'll do just fine and defeat him easily.
After beating you, you get a new sword.
2-headed Dragon (99999 HP)
On the last area of the game, the Dark World, you should take the upper
right path and follow it until you find this boss.
He only uses physical attacks, but all of those are quite strong and you
may have a lot of trouble with them. Also, some of his physical attacks
seem to induce the "Silence" status in your characters, stopping them from
being able to use magic.
If this happens to ANY of your Sages, be sure to heal that effect as
quickly as possible, and then continue using those very same characters to
heal the damaged members of your team, a task that you should do in EVERY
turn, in order to prevent the enemy from killing any of your party
members.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

61

With your Ninjas, you should always throw Shuriken at the enemy, and if
you have other physical strikers, they should be constantly attacking the
enemy. After winning this tough battle, you will not only have your party fully
healed but also also gain an interesting effect, which instantly weakens
the final boss, lowering its maximum HP.
Ahriman (99999 HP)
Also on the last area of the game, the Dark World, you can take the lower
right path and follow it up to the end in order to battle this enemy.
He isn't very strong, but can attack twice in a row, with usually
different moves. His physical attack isn't very strong, but it may
sometimes petrify your characters; if that happens, try to cure that
effect as soon as possible, using the classical "Soft" item (you brought
some, didn't you? I hope so, that's important!). He may also cure himself
(usually for around 4500 HP) and use most offensive magic types against
your characters.
Well, apart from the petrifying issue, this enemy isn't that powerful, you
can use Shuriken with your Ninja (but be careful with how many you have
left, since you will be needing it for the final battle), physical attacks
with the characters who are good at that task. As for your Sage (or, even
better, Sages, as you should have 2 of them in your party by now), he
should be healing all your party (when necessary) or casting "Flare" or
"Bahamut".
After beating this enemy, not only your party will be fully healed but the
final boss will be weakened even more, by having its maximum HP lowered.
Echidna (99999 HP)
In the Dark World, you can take the lower left path and take it up to the
end (be careful, the area is a little tricky) in order to fight this very
same enemy. She seems to cast "Drain" (which, as you may suppose, drains
some HP from one of your characters) every turn, followed by another
attack, which may be a physical one (sometimes inducing "Silence" on the
character attacked) or a "Death" spell. None of those attacks are really
that powerful, and you should mostly stick to an adapted version of the
usual strategy.
Your Ninja, as usual, should be throwing Shuriken at the enemy. Your other
physical attacker should be striking physically as usual. As for the 2
Sages you (hopefully) have in your party, one should be ALWAYS (whatever
happens, even if the enemy only caused you 1 HP of damage last turn)
healing the entire party, while the other one should be casting "Flare"
or any kind of offensive spell every turn.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

62

Eventually you will beat her, and your party will be fully healed. Also,
the final boss will have its HP lowered even more.
Cerberus (99999 HP)
Also in the Dark World, you can take the upper left path and follow it up
to the end in order to fight this enemy. He is stronger than the other 3
optional bosses, usually attacks up to 3 times per turn (sometimes even
inducing the "Poison" effect with his physical attacks), either with
strong physical attacks or the best "Fire" magic, sometimes used in a
single character and others on your whole party.
As in the battle before, use your Ninja to throw Shuriken at the enemy
(be sure to have at least 13 left for your final battle) and attack
physically with the other character. Then, one of the Sages should ALWAYS
cast the best healing spell in the entire party and the other one can cast
offensive magic (go mostly for "Flare" or the most powerful ones you
currently have). In case someone dies, ignore this last action and be sure
to revive them as soon as possible, then continuing with this strategy as
if nothing had happened.
After beating the enemy, your party will once again be fully healed and
the final boss (which will be next, if you are following my guide on
beating these last 4 optional bosses) will be given even less HP than it
normally would have. The strategy for beating that very same final boss of
the game is stated in its proper section.
Iron Giant (199999 HP)
First of all, in order to unlock this boss you need to send at least 8
messages via Mognet to your friends. Then, send 4 messages to "The 4
Elderly" (and wait until they reply back to you, which is usually quick),
followed by 4 messages to "King Arusu", and when he replies to it with a
forth mail, grab your airship (you'll need the one that can go underwater,
so be sure to get that one) and go to the area with the floating island,
you know, the one where you started the game. From that place, start
heading to the right side and continue going until you see a big circular
shadow inside of the water.
There, go down with that special airship and you'll be able to enter a
secret cave, where you will fight this optional boss, the strongest one
available in the game.
The best strategy for such battle is buying the most powerful magic you have,
while having all your characters place in the back row and using 2 shields.

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The enemy starts by using "Meteor" several times. After losing a certain
amount of HP, he will use several physical attacks and "Slash", that hits
everyone in your party for good damage.
After defeating him you gain a massive amount of experience (99999, in
case anyone is wondering), alongside with lots of money (once again, the
incredible amount of 99999 gil) and a card that you can use in your
messages. Besides, you can go back to that area, and probably fight him as
many times as you want.

This concludes the Boss Evaluation portion of the Guide.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Job Evaluation Guide:

Legend
Stat Preview
+++ - terrific
++ - great
+ - good
= - decent
- - low
-- - poor
--- - terrible
Stats
Lvl - Level
Str - Strength
Agi - Agility
Vit - Vitality
Int - Intellect
Spr - Spirit
At# - Number of Hits per Attack
Att - Attack Power
Ht% - Hit Percentage
De# - Number of Hits it Can Endure
Def - Physical Defense Power
Eva - Physical Evade Percentage
MDf - Magic Defense Power
MEv - Magic Evade Percentage
M1 - MP for casting Level 1 Spells
M2 - MP for casting Level 2 Spells
M3 - MP for casting Level 3 Spells
M4 - MP for casting Level 4 Spells
M5 - MP for casting Level 5 Spells
M6 - MP for casting Level 6 Spells
M7 - MP for casting Level 7 Spells
M8 - MP for casting Level 8 Spells
Rating
1 - look for other jobs
2 - worth a try

64

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

65

3 - great job
4 - definitely use this
5 - use this as final job

Jobs:
Onion Kid - Onion Knight
Description: A kid who's playing knights and swords. They fight only for fun
of being an illusionary knight.
Specialty: --Usefulness: This job is definitely not useful, unless you get its Onion Equips.
You have to use the "Upgrade Trick" or wait until the later part
of the game to get such equipments. Once you get all Onion
equipments,
it's one of the most reliable jobs available.
Evaluation:
This job cannot offer any real advantage over the other jobs
for,
almost, the entire game. Basically, this job sucks! They wear weak
equpments, cannot use any spell and most of all... it increases its
stats only every 10 levels... and only by 1! What the #*$! is going
on?
Now, this insanely useless job becomes the best warrior once you
get its 'Onion Equipments'. I don't know what's with the
onion, but its the key to a super warrior! There's really no need
to level up unless, as Sir Bahamut said, "you really want to beat
the crap out of everything!". Once it reaches its late-level 80's,
its pathetically useless stat growth will improve to a stat growth
that no one can imagine! At max level, this job will have a max
level in all basic stats.
Stat Preview:
Levels 1- 9: Str ---, Agi ---, Vit --Levels 10-19: Str ---, Agi ---, Vit --Levels 20-29: Str ---, Agi ---, Vit ---

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Levels
Levels
Levels
Levels
Levels
Levels
Levels

30-39:
40-49:
50-59:
60-69:
70-79:
80-89:
90-99:

Str
Str
Str
Str
Str
Str
Str

66

---, Agi ---, Vit -----, Agi ---, Vit -----, Agi ---, Vit -----, Agi ---, Vit -----, Agi ---, Vit -----, Agi ---, Vit --+++, Agi +++, Agi +++

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 5 5 5 5 5 2 4 81
0
2 1
0
5 00/00/00/00/00/00/00/00
2 5 5 5 5 5 2 4 81
0
2 1
0
5 00/00/00/00/00/00/00/00
3 5 5 5 5 5 2 4 81
0
2 1
0
5 00/00/00/00/00/00/00/00
4 5 5 5 5 5 2 4 81
0
2 1
0
5 00/00/00/00/00/00/00/00
5 5 5 5 5 5 2 4 81
0
2 1
0
5 00/00/00/00/00/00/00/00
6 5 5 5 5 5 2 4 81
0
2 1
0
5 00/00/00/00/00/00/00/00
7 5 5 5 5 5 2 4 81
0
2 1
0
5 00/00/00/00/00/00/00/00
8 5 5 5 5 5 2
4 81
0
2 1
0
5
00/00/00/00/00/00/00/00
9 5 5 5 5 5 2
4 81
0
2 1
0
5
00/00/00/00/00/00/00/00
10 6 6 6 6 6 2
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
11 6 6 6 6 6 2
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
12 6 6 6 6 6 2
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
13 6 6 6 6 6 2
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
14 6 6 6 6 6 2
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
15 6 6 6 6 6 2
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
16 6 6 6 6 6 2
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
17 6 6 6 6 6 4
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
18 6 6 6 6 6 4
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
19 6 6 6 6 6 4
4 81
0
3 1
0
6
00/00/00/00/00/00/00/00
20 7 7 7 7 7 4 4 81 0 3 1 0 7 00/00/00/00/00/00/00/00
21 7 7 7 7 7 4 4 81 0 3 1 0 7 00/00/00/00/00/00/00/00
22 7 7 7 7 7 4 4 81 0 3 1 0 7 00/00/00/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
60
61
62
63
64
65
66
67
68
69

7
7
7
7
7
7
7
8
8
8
8
8
8
8
8
8
8
9
9
9
9
9
9
9
9
9
9
10
10
10
10
10
10
10
10
10
11
11
11
11
11
11
11
11
11
11

7
7
7
7
7
7
7
8
8
8
8
8
8
8
8
8
8
9
9
9
9
9
9
9
9
9
9
10
10
10
10
10
10
10
10
10
11
11
11
11
11
11
11
11
11
11

7 7 7 4
7 7 7 4
7 7 7 4
7 7 7 4
7 7 7 4
7 7 7 4
7 7 7 4
8 8 8 4
8 8 8 4
8 8 8 4
8 8 8 6
8 8 8 6
8 8 8 6
8 8 8 6
8 8 8 6
8 8 8 6
8 8 8 6
9 9 9 6
9 9 9 6
9 9 9 6
9 9 9 6
9 9 9 6
9 9 9 6
9 9 9 6
9 9 9 6
9 9 9 6
9 9 9 8
10 10 10
10 10 10
10 10 10
10 10 10
10 10 10
10 10 10
10 10 10
10 10 10
10 10 10
11 11 11
11 11 11
11 11 11
11 11 11
11 11 11
11 11 11
11 11 11
11 11 11
11 11 11
11 11 11

4
4
4
4
4
4
4
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
8
8
8
8
8
8
8
8
8
8
8
8
8
8
10
10
10
10
10

81 0
81 0
81 0
81 0
81 0
81 0
81 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
82 0
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82
6 82

3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2

67

7 00/00/00/00/00/00/00/00
7 00/00/00/00/00/00/00/00
7 00/00/00/00/00/00/00/00
7 00/00/00/00/00/00/00/00
7 00/00/00/00/00/00/00/00
7 00/00/00/00/00/00/00/00
7 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
8 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
9 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 10 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00
0 11 00/00/00/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99

12
12
12
12
12
12
12
12
12
12
13
13
13
13
13
14
14
15
22
29
36
43
50
57
64
71
78
85
92
99

12
12
12
12
12
12
12
12
12
12
13
13
13
13
13
14
14
15
22
29
36
43
50
57
64
71
78
85
92
99

12
12
12
12
12
12
12
12
12
12
13
13
13
13
13
14
14
15
22
29
36
43
50
57
64
71
78
85
92
99

12
12
12
12
12
12
12
12
12
12
13
13
13
13
13
14
14
15
22
29
36
43
50
57
64
71
78
85
92
99

12
12
12
12
12
12
12
12
12
12
13
13
13
13
13
14
14
15
22
29
36
43
50
57
64
71
78
85
92
99

10
10
10
10
10
10
10
10
10
10
10
12
12
12
12
12
12
12
14
14
16
16
18
18
20
20
20
24
24
26

8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
8 83
12 85
16 87
20 89
22 90
26 92
30 94
34 96
36 97
40 99
44 99
48 99
50 99

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
2
2
3
3
4
4
4
5
5
6

68

6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 12 00/00/00/00/00/00/00/00
6 3 0 13 00/00/00/00/00/00/00/00
6 3 0 13 00/00/00/00/00/00/00/00
6 3 0 13 00/00/00/00/00/00/00/00
6 3 0 13 00/00/00/00/00/00/00/00
6 3 0 13 00/00/00/00/00/00/00/00
7 3 0 14 00/00/00/00/00/00/00/00
7 3 0 14 00/00/00/00/00/00/00/00
7 3 0 15 00/00/00/00/00/00/00/00
11 5 0 22 00/00/00/00/00/00/00/00
14 7 0 29 00/00/00/00/00/00/00/00
18 9 0 36 00/00/00/00/00/00/00/00
21 10 0 43 00/00/00/00/00/00/00/00
25 12 0 50 00/00/00/00/00/00/00/00
28 14 0 57 00/00/00/00/00/00/00/00
32 16 0 64 00/00/00/00/00/00/00/00
35 17 0 71 00/00/00/00/00/00/00/00
39 19 0 78 00/00/00/00/00/00/00/00
42 21 0 85 00/00/00/00/00/00/00/00
46 23 0 92 00/00/00/00/00/00/00/00
49 24 0 99 00/00/00/00/00/00/00/00

Warrior
Description: Training day and night to become useful warriors, they really
know how to swing a sword and use the basic bow.
Specialty: --Usefulness: I recommend this as one of your starting job. Balanced offense
and defense is very good for newcomers.
Evaluation: Able to equip good armor while dealing good damage. This preKnight
job is a very good starting job. It can stand alone for a while
without support because it can wear pretty good armors. Dealing

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

69

damage is no problem as well. They can use most of the swords in


the
game. Don't equip a shield. Give him 2-swords to boost his offense.
Balanced job in any way. Heh, this is one of my starting jobs in FF
and FF5 ... see? They're reliable indeed!
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi = , Vit 10-19: Str = , Agi = , Vit 20-29: Str = , Agi = , Vit 30-39: Str = , Agi = , Vit 40-49: Str = , Agi = , Vit 50-59: Str = , Agi = , Vit =
60-69: Str = , Agi = , Vit =
70-79: Str = , Agi = , Vit =
80-89: Str = , Agi = , Vit =
90-99: Str = , Agi = , Vit =

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 10 10 5 2 3 2 6 82 0 2 2 0 2 00/00/00/00/00/00/00/00
2 11 11 6 2 3 2 6 82 0 3 2 0 2 00/00/00/00/00/00/00/00
3 12 12 6 3 4 2 8 83 0 3 3 0 3 00/00/00/00/00/00/00/00
4 13 13 7 3 4 2 8 83 0 3 3 0 3 00/00/00/00/00/00/00/00
5 13 13 7 3 4 2 8 83 0 3 3 0 3 00/00/00/00/00/00/00/00
6 14 14 8 3 4 2 8 83 0 4 3 0 3 00/00/00/00/00/00/00/00
7 15 15 8 4 5 2 8 83 0 4 3 0 4 00/00/00/00/00/00/00/00
8 15 15 9 4 5 2 8 83 0 4 3 0 4 00/00/00/00/00/00/00/00
9 16 16 9 4 5 4 10 84 1 4 4 0 4 00/00/00/00/00/00/00/00
10 17 17 10 4 5 4 10 84 1 5 4 0 4 00/00/00/00/00/00/00/00
11 17 17 10 5 5 4 10 84 1 5 4 0 5 00/00/00/00/00/00/00/00
12 18 18 10 5 6 4 10 84 1 5 4 0 5 00/00/00/00/00/00/00/00
13 19 19 11 5 6 4 10 84 1 5 4 0 5 00/00/00/00/00/00/00/00
14 19 19 11 5 6 4 10 84 1 5 4 0 5 00/00/00/00/00/00/00/00
15 20 20 12 5 6 4 12 85 1 6 5 0 5 00/00/00/00/00/00/00/00
16 21 21 12 6 7 4 12 85 1 6 5 0 6 00/00/00/00/00/00/00/00
17 21 21 13 6 7 6 12 85 1 6 5 0 6 00/00/00/00/00/00/00/00
18 22 22 13 6 7 6 12 85 1 6 5 0 6 00/00/00/00/00/00/00/00
19 22 22 14 6 7 6 12 85 1 7 5 0 6 00/00/00/00/00/00/00/00
20 23 23 14 7 7 6 12 85 1 7 5 0 7 00/00/00/00/00/00/00/00
21 24 24 15 7 8 6 14 86 1 7 6 0 7 00/00/00/00/00/00/00/00
22 24 24 15 7 8 6 14 86 1 7 6 0 7 00/00/00/00/00/00/00/00
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9 9 6 16 87 1 9 7 0 9 00/00/00/00/00/00/00/00
9 10 6 16 87 1 9 7 0 9 00/00/00/00/00/00/00/00
9 10 6 16 87 1 9 7 0 9 00/00/00/00/00/00/00/00
9 10 6 16 87 1 10 7 0 9 00/00/00/00/00/00/00/00
10 10 10 18 88 2 10 8 0 10 00/00/00/00/00/00/00/00
10 11 10 18 88 2 10 8 0 10 00/00/00/00/00/00/00/00
10 11 10 18 88 2 10 8 0 10 00/00/00/00/00/00/00/00
10 11 10 18 88 2 10 8 0 10 00/00/00/00/00/00/00/00
11 11 10 18 88 2 11 8 0 11 00/00/00/00/00/00/00/00
11 11 10 18 88 2 11 8 0 11 00/00/00/00/00/00/00/00
11 12 10 20 89 2 11 9 0 11 00/00/00/00/00/00/00/00
11 12 10 20 89 2 11 9 0 11 00/00/00/00/00/00/00/00
12 12 10 20 89 2 12 9 0 12 00/00/00/00/00/00/00/00
12 12 10 20 89 2 12 9 0 12 00/00/00/00/00/00/00/00
12 13 10 20 89 2 12 9 0 12 00/00/00/00/00/00/00/00
12 13 10 20 89 2 12 9 0 12 00/00/00/00/00/00/00/00
12 13 10 22 90 2 12 10 0 12 00/00/00/00/00/00/00/00
13 13 10 22 90 2 13 10 0 13 00/00/00/00/00/00/00/00
13 13 10 22 90 2 13 10 0 13 00/00/00/00/00/00/00/00
13 14 10 22 90 2 13 10 0 13 00/00/00/00/00/00/00/00
13 14 12 22 90 2 13 10 0 13 00/00/00/00/00/00/00/00
14 14 12 22 90 2 14 10 0 14 00/00/00/00/00/00/00/00
14 14 12 22 90 2 14 10 0 14 00/00/00/00/00/00/00/00
14 15 12 24 91 2 14 11 0 14 00/00/00/00/00/00/00/00
14 15 12 24 91 2 14 11 0 14 00/00/00/00/00/00/00/00
15 15 12 24 91 2 15 11 0 15 00/00/00/00/00/00/00/00
15 15 12 24 91 2 15 11 0 15 00/00/00/00/00/00/00/00
15 15 12 24 91 2 15 11 0 15 00/00/00/00/00/00/00/00
15 16 12 24 91 2 15 11 0 15 00/00/00/00/00/00/00/00
15 16 14 26 92 3 15 12 0 15 00/00/00/00/00/00/00/00
16 16 14 26 92 3 16 12 0 16 00/00/00/00/00/00/00/00
16 16 14 26 92 3 16 12 0 16 00/00/00/00/00/00/00/00
16 17 14 26 92 3 16 12 0 16 00/00/00/00/00/00/00/00
16 17 14 26 92 3 16 12 0 16 00/00/00/00/00/00/00/00
17 17 14 26 92 3 17 12 0 17 00/00/00/00/00/00/00/00
17 17 14 28 93 3 17 13 0 17 00/00/00/00/00/00/00/00
17 17 16 28 93 3 17 13 0 17 00/00/00/00/00/00/00/00
17 18 16 28 93 3 17 13 0 17 00/00/00/00/00/00/00/00
18 18 16 28 93 3 17 13 0 18 00/00/00/00/00/00/00/00
18 18 16 28 93 3 18 13 0 18 00/00/00/00/00/00/00/00
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0
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0
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Monk
Description: Proficient at bare-hand fighting, they train their bodies in the
ways of martial arts.
Specialty: Bare-hand fighting.
Usefulness: Another good starting job, but basically for the offensive-type
of gamers. Great in offense and is very cheap to maintain... just
be sure a healer is always ready in case of emergency because you
might get some trouble with its defense.
Evaluation: If you want to save some gil but still want a good fighter, take
this... you'll never go wrong. They are better left fighting
bare-handed. Don't worry, their fist are as hard as stone. Before

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you celebrate the greatness of this job, let me remind you that
he can only wear one type of armor... he, he. Don't worry, his
great HP progression is very good ... fair enough to compensate
the loss in defense. One of my starting job in FF & FF5, also.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi = , Vit =


10-19: Str + , Agi = , Vit +
20-29: Str ++, Agi = , Vit +
30-39: Str ++, Agi - , Vit +
40-49: Str ++, Agi = , Vit +
50-59: Str ++, Agi = , Vit +
60-69: Str ++, Agi = , Vit +
70-79: Str ++, Agi = , Vit +
80-89: Str ++, Agi = , Vit +
90-99: Str +++, Agi = , Vit +

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 10 10 7 1 2 2 8 82 0 3 2 0 1 00/00/00/00/00/00/00/00
2 11 11 8 1 2 2 10 82 0 4 2 0 1 00/00/00/00/00/00/00/00
3 12 12 9 1 2 2 16 83 0 4 3 0 1 00/00/00/00/00/00/00/00
4 13 13 10 1 2 2 18 83 0 5 3 0 1 00/00/00/00/00/00/00/00
5 13 13 10 1 2 2 22 83 0 5 3 0 1 00/00/00/00/00/00/00/00
6 14 14 11 1 2 2 24 83 0 5 3 0 1 00/00/00/00/00/00/00/00
7 15 15 12 1 2 2 28 83 0 6 3 0 1 00/00/00/00/00/00/00/00
8 16 15 12 1 2 2 32 83 0 6 3 0 1 00/00/00/00/00/00/00/00
9 17 16 13 1 2 4 36 84 1 6 4 0 1 00/00/00/00/00/00/00/00
10 18 17 14 1 2 4 38 84 1 7 4 0 1 00/00/00/00/00/00/00/00
11 19 17 14 1 2 4 42 84 1 7 4 0 1 00/00/00/00/00/00/00/00
12 20 18 15 1 2 4 46 84 1 7 4 0 1 00/00/00/00/00/00/00/00
13 21 19 16 1 2 4 50 84 1 8 4 0 1 00/00/00/00/00/00/00/00
14 22 19 16 1 2 4 52 84 1 8 4 0 1 00/00/00/00/00/00/00/00
15 22 20 17 1 2 4 56 85 1 8 5 0 1 00/00/00/00/00/00/00/00
16 23 21 18 1 2 4 58 85 1 9 5 0 1 00/00/00/00/00/00/00/00
17 24 21 18 1 2 6 64 85 1 9 5 0 1 00/00/00/00/00/00/00/00
18 25 22 19 1 2 6 66 85 1 9 5 0 1 00/00/00/00/00/00/00/00
19 26 22 20 1 2 6 70 85 1 10 5 0 1 00/00/00/00/00/00/00/00
20 27 23 20 1 2 6 72 85 1 10 5 0 1 00/00/00/00/00/00/00/00
21 28 24 21 1 2 6 78 86 1 10 6 0 1 00/00/00/00/00/00/00/00
22 29 24 22 1 2 6 80 86 1 11 6 0 1 00/00/00/00/00/00/00/00
23 30 25 22 1 2 6 84 86 1 11 6 0 1 00/00/00/00/00/00/00/00
24 31 26 23 1 2 6 86 86 1 11 6 0 1 00/00/00/00/00/00/00/00

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6 90 86 1 12 6 0 1 00/00/00/00/00/00/00/00
6 94 86 1 12 6 0 1 00/00/00/00/00/00/00/00
6 98 87 1 12 7 0 1 00/00/00/00/00/00/00/00
6 100 87 1 13 7 0 1 00/00/00/00/00/00/00/00
6 104 87 1 13 7 0 1 00/00/00/00/00/00/00/00
6 108 87 1 13 7 0 1 00/00/00/00/00/00/00/00
6 112 87 1 14 7 0 1 00/00/00/00/00/00/00/00
6 114 87 1 14 7 0 1 00/00/00/00/00/00/00/00
10 118 88 2 14 8 0 1 00/00/00/00/00/00/00/00
10 122 88 2 15 8 0 1 00/00/00/00/00/00/00/00
10 126 88 2 15 8 0 1 00/00/00/00/00/00/00/00
10 128 88 2 15 8 0 1 00/00/00/00/00/00/00/00
10 132 88 2 16 8 0 1 00/00/00/00/00/00/00/00
10 134 88 2 16 8 0 1 00/00/00/00/00/00/00/00
10 140 89 2 16 9 0 1 00/00/00/00/00/00/00/00
10 142 89 2 17 9 0 1 00/00/00/00/00/00/00/00
10 146 89 2 17 9 0 1 00/00/00/00/00/00/00/00
10 148 89 2 17 9 0 1 00/00/00/00/00/00/00/00
10 154 89 2 18 9 0 1 00/00/00/00/00/00/00/00
10 156 89 2 18 9 0 1 00/00/00/00/00/00/00/00
10 160 90 2 18 10 0 1 00/00/00/00/00/00/00/00
10 162 90 2 19 10 0 1 00/00/00/00/00/00/00/00
10 166 90 2 19 10 0 1 00/00/00/00/00/00/00/00
10 170 90 2 19 10 0 1 00/00/00/00/00/00/00/00
12 174 90 2 20 10 0 1 00/00/00/00/00/00/00/00
12 176 90 2 20 10 0 1 00/00/00/00/00/00/00/00
12 180 90 2 20 10 0 1 00/00/00/00/00/00/00/00
12 184 91 2 21 11 0 1 00/00/00/00/00/00/00/00
12 188 91 2 21 11 0 1 00/00/00/00/00/00/00/00
12 190 91 2 21 11 0 1 00/00/00/00/00/00/00/00
12 194 91 2 22 11 0 1 00/00/00/00/00/00/00/00
12 196 91 2 22 11 0 1 00/00/00/00/00/00/00/00
12 202 91 2 22 11 0 1 00/00/00/00/00/00/00/00
14 204 92 3 23 12 0 1 00/00/00/00/00/00/00/00
14 208 92 3 23 12 0 1 00/00/00/00/00/00/00/00
14 210 92 3 23 12 0 1 00/00/00/00/00/00/00/00
14 216 92 3 24 12 0 1 00/00/00/00/00/00/00/00
14 218 92 3 24 12 0 1 00/00/00/00/00/00/00/00
14 222 92 3 24 12 0 1 00/00/00/00/00/00/00/00
14 224 93 3 25 13 0 1 00/00/00/00/00/00/00/00
16 228 93 3 25 13 0 1 00/00/00/00/00/00/00/00
16 232 93 3 25 13 0 1 00/00/00/00/00/00/00/00
16 236 93 3 26 13 0 1 00/00/00/00/00/00/00/00
16 238 93 3 26 13 0 1 00/00/00/00/00/00/00/00
16 242 93 3 26 13 0 1 00/00/00/00/00/00/00/00
16 246 94 3 27 14 0 1 00/00/00/00/00/00/00/00

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16 250
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0
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0
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0
0
0
0
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0
0
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0
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0
0
0
0
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1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
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1
1

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Hunter/Archer
Description: With super human eyesight, they know how to use the bow well.
They can also use up to Levels 1-3 White Magic, except Aero.
Specialty: --Usefulness: Useful at the start when you take the dungeon with many undead
enemies (Holy Arrows). Not really useful after that part.
Evaluation: I never really used this job that long. If you want to be able
to use healing magic, but still want to deal considerable damage,
I think, you may consider this. You may use them as an alternate
White Wizard for a while. They can use magic arrows, but... magic
arrows are quite expensive to maintain! It has a good HP growth

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and its speed is the best until later in the game. However, they
are not as to good to offense compared to the other warriors. BTW,
who could ever thought that this guy can use the ever famous
Flame
Mail for the Fighter/Knight job?
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str --, Agi ++, Vit 10-19: Str - , Agi +++, Vit =
20-29: Str = , Agi +++, Vit +
30-39: Str = , Agi +++, Vit +
40-49: Str = , Agi ++, Vit +
50-59: Str = , Agi +++, Vit +
60-69: Str = , Agi ++, Vit +
70-79: Str = , Agi ++, Vit +
80-89: Str = , Agi ++, Vit +
90-99: Str = , Agi +++, Vit +

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 5 20 5 5 5 4 4 85 1 2 5 0 5 04/00/00/00/00/00/00/00
2 6 21 6 5 5 4 4 85 1 3 5 0 5 05/00/00/00/00/00/00/00
3 7 21 7 6 6 4 4 85 1 3 5 0 6 06/00/00/00/00/00/00/00
4 8 22 8 6 6 4 6 85 1 4 5 0 6 06/00/00/00/00/00/00/00
5 9 23 9 6 6 4 6 85 1 4 5 0 6 06/00/00/00/00/00/00/00
6 9 24 9 6 6 4 6 86 1 4 6 0 6 07/00/00/00/00/00/00/00
7 10 25 10 6 6 4 6 86 1 5 6 0 6 07/01/00/00/00/00/00/00
8 11 25 11 7 7 4 6 86 1 5 6 0 7 07/02/00/00/00/00/00/00
9 11 26 11 7 7 4 6 86 1 5 6 0 7 07/02/00/00/00/00/00/00
10 12 27 12 7 7 4 8 86 1 6 6 0 7 08/02/00/00/00/00/00/00
11 13 28 13 7 7 4 8 87 1 6 7 0 7 08/03/00/00/00/00/00/00
12 13 29 13 7 7 4 8 87 1 6 7 0 7 08/03/00/00/00/00/00/00
13 14 29 14 8 8 4 8 87 1 7 7 0 8 08/03/00/00/00/00/00/00
14 15 30 15 8 8 4 8 87 1 7 7 0 8 09/03/01/00/00/00/00/00
15 16 31 16 8 8 4 10 87 1 8 7 0 8 09/04/02/00/00/00/00/00
16 16 32 16 8 8 6 10 88 2 8 8 0 8 09/04/02/00/00/00/00/00
17 17 33 17 8 8 8 10 88 2 8 8 0 8 09/04/02/00/00/00/00/00
18 18 33 18 9 9 8 10 88 2 9 8 0 9 09/04/03/00/00/00/00/00
19 18 34 18 9 9 8 10 88 2 9 8 0 9 10/05/03/00/00/00/00/00
20 19 35 19 9 9 8 10 88 2 9 8 0 9 10/05/03/00/00/00/00/00
21 20 36 20 9 9 8 12 89 2 10 9 0 9 10/05/03/00/00/00/00/00
22 21 37 21 9 9 8 12 89 2 10 9 0 9 10/05/04/00/00/00/00/00
23 21 37 21 10 10 8 12 89 2 10 9 0 10 10/05/04/00/00/00/00/00

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22
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54

10
10
10
10
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10
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18
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8 12 89
8 12 89
8 12 90
8 14 90
8 14 90
8 14 90
8 14 90
8 14 91
8 16 91
10 16 91
10 16 91
10 16 91
12 16 92
12 16 92
12 18 92
12 18 92
12 18 92
12 18 93
12 18 93
12 18 93
12 20 93
12 20 93
12 20 94
12 20 94
12 20 94
14 22 94
14 22 94
14 22 95
14 22 95
14 22 95
14 22 95
14 24 95
16 24 96
16 24 96
16 24 96
16 24 96
16 24 96
16 26 97
16 26 97
16 26 97
16 26 97
18 26 97
18 28 98
18 28 98
18 28 98
18 28 98

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2 11 9 0 10 11/06/04/00/00/00/00/00
2 11 10 0 10 11/06/05/00/00/00/00/00
2 12 10 0 10 11/06/05/00/00/00/00/00
2 12 10 0 11 11/06/05/00/00/00/00/00
2 13 10 0 11 11/07/05/00/00/00/00/00
2 13 10 0 11 12/07/05/00/00/00/00/00
2 13 11 0 11 12/07/06/00/00/00/00/00
2 14 11 0 11 12/07/06/00/00/00/00/00
2 14 11 0 12 12/07/06/00/00/00/00/00
2 14 11 0 12 12/07/06/00/00/00/00/00
2 15 11 0 12 12/08/06/00/00/00/00/00
3 15 12 0 12 12/08/07/00/00/00/00/00
3 15 12 0 12 13/08/07/00/00/00/00/00
3 16 12 0 13 13/08/07/00/00/00/00/00
3 16 12 0 13 13/08/07/00/00/00/00/00
3 16 12 0 13 13/08/07/00/00/00/00/00
3 17 13 0 13 13/08/07/00/00/00/00/00
3 17 13 0 13 13/09/08/00/00/00/00/00
3 17 13 0 14 13/09/08/00/00/00/00/00
3 18 13 0 14 14/09/08/00/00/00/00/00
3 18 13 0 14 14/09/08/00/00/00/00/00
3 19 14 0 14 14/09/08/00/00/00/00/00
3 19 14 0 14 14/09/08/00/00/00/00/00
3 19 14 0 15 14/09/08/00/00/00/00/00
3 20 14 0 15 14/10/09/00/00/00/00/00
3 20 14 0 15 14/10/09/00/00/00/00/00
3 20 15 0 15 14/10/09/00/00/00/00/00
3 21 15 0 16 15/10/09/00/00/00/00/00
3 21 15 0 16 15/10/09/00/00/00/00/00
3 21 15 0 16 15/10/09/00/00/00/00/00
3 22 15 0 16 15/10/09/00/00/00/00/00
4 22 16 0 16 15/10/10/00/00/00/00/00
4 22 16 0 17 15/11/10/00/00/00/00/00
4 23 16 0 17 15/11/10/00/00/00/00/00
4 23 16 0 17 15/11/10/00/00/00/00/00
4 23 16 0 17 16/11/10/00/00/00/00/00
4 24 17 0 17 16/11/10/00/00/00/00/00
4 24 17 0 18 16/11/10/00/00/00/00/00
4 25 17 0 18 16/11/10/00/00/00/00/00
4 25 17 0 18 16/11/11/00/00/00/00/00
4 25 17 0 18 16/12/11/00/00/00/00/00
4 26 18 0 18 16/12/11/00/00/00/00/00
4 26 18 0 19 16/12/11/00/00/00/00/00
4 26 18 0 19 16/12/11/00/00/00/00/00
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19
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25

19
19
20
20
20
20
20
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21
21
21
22
22
22
22
22
23
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23
23
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24
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25
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25

18
18
18
18
18
18
20
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20
20
22
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22
22
22
22
22
22
22
22
22
22
22
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24
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26

28
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30
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32
32
32
32
32
34
34
34
34
34
34
36
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36
36
36
36
38
38
38
38
38

98
99
99
99
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99
99
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4
4
4
4
4
4
5
5
5
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5
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5
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27
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18
19
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20
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20
20
21
21
21
21
21
22
22
22
22
22
23
23
23
23
23
24
24
24
24

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

19
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20
20
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21
21
21
21
21
22
22
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23
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23
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24
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25

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17/12/11/00/00/00/00/00
17/12/11/00/00/00/00/00
17/12/12/00/00/00/00/00
17/12/12/00/00/00/00/00
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Knight
Description: Valiant and honorable, they are physically and spiritually
disciplined in the art of fighting to protect the oppressed.
Specialty: Cover - takes the physical damage for allies with critical in HP.
Usefulness: A party with a Fighter in its ranks should immediately change for
this job once you get it. Very reliable even later in the game.
Evaluation: Good damage dealer as well as damage absorber. A combination
of
good offense and defense. It has the capability to equip the best
weapons in the game, but the Masamune. The great HP progression
and ability to equip the Crystal Armor, will guaranty that he can

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stand alone for a long time! Like the Fighter, it is a balanced


combination of Offense and Defense plus, it has good speed. For
those who got the Fighter job, be sure to change to this job as
soon as you get it. It's not only better, but also looks cooler.
Cover is essentially useful when you have your White Wizard in a
critical status.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi = , Vit =


10-19: Str = , Agi = , Vit +
20-29: Str + , Agi + , Vit ++
30-39: Str + , Agi + , Vit ++
40-49: Str + , Agi + , Vit +
50-59: Str + , Agi + , Vit +
60-69: Str + , Agi + , Vit ++
70-79: Str + , Agi + , Vit ++
80-89: Str + , Agi + , Vit ++
90-99: Str + , Agi + , Vit ++

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 10 10 10 3 7 2 6 82 1 5 2 0 5 00/00/00/00/00/00/00/00
2 11 11 11 3 7 2 6 82 1 5 2 0 5 00/00/00/00/00/00/00/00
3 11 11 12 4 8 2 6 82 1 6 2 0 6 00/00/00/00/00/00/00/00
4 12 12 13 4 8 2 8 83 1 6 3 0 6 00/00/00/00/00/00/00/00
5 13 13 14 4 8 2 8 83 1 7 3 0 6 00/00/00/00/00/00/00/00
6 14 14 14 4 8 2 8 83 1 7 3 0 6 00/00/00/00/00/00/00/00
7 14 14 15 5 8 2 8 83 1 7 3 0 6 00/00/00/00/00/00/00/00
8 15 15 16 5 8 2 8 83 1 8 3 0 6 00/00/00/00/00/00/00/00
9 16 16 16 5 9 4 10 84 1 8 4 0 7 00/00/00/00/00/00/00/00
10 17 17 17 5 9 4 10 84 1 8 4 0 7 00/00/00/00/00/00/00/00
11 17 17 18 5 9 4 10 84 1 9 4 0 7 00/00/00/00/00/00/00/00
12 18 18 18 6 9 4 10 84 1 9 4 0 7 00/00/00/00/00/00/00/00
13 19 19 19 6 9 4 10 84 1 9 4 0 7 00/00/00/00/00/00/00/00
14 20 20 20 6 10 4 12 85 1 10 5 0 8 00/00/00/00/00/00/00/00
15 20 20 21 6 10 4 12 85 1 10 5 0 8 00/00/00/00/00/00/00/00
16 21 21 21 7 10 4 12 85 1 10 5 0 8 00/00/00/00/00/00/00/00
17 22 22 22 7 10 6 12 85 1 11 5 0 8 00/00/00/00/00/00/00/00
18 23 23 23 7 10 6 12 85 1 11 5 0 8 00/00/00/00/00/00/00/00
19 23 23 23 7 10 6 12 85 1 11 5 0 8 00/00/00/00/00/00/00/00

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24
25
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31
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50
50
51
52
52
53
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55
55
56

7 11
8 11
8 11
8 11
8 11
9 12
9 12
9 12
9 12
9 12
10 12
10 13
10 13
10 13
11 13
11 13
11 14
11 14
11 14
12 14
12 14
12 14
12 15
13 15
13 15
13 15
13 15
13 16
14 16
14 16
14 16
14 16
15 16
15 17
15 17
15 17
15 17
16 17
16 18
16 18
16 18
17 18
17 18
17 18
17 19
17 19

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6 14 86 1 12 6 0 9 00/00/00/00/00/00/00/00
6 14 86 1 12 6 0 9 00/00/00/00/00/00/00/00
6 14 86 1 13 6 0 9 00/00/00/00/00/00/00/00
6 14 86 1 13 6 0 9 00/00/00/00/00/00/00/00
6 14 86 1 13 6 0 9 00/00/00/00/00/00/00/00
6 16 87 1 14 7 0 10 00/00/00/00/00/00/00/00
6 16 87 1 14 7 0 10 00/00/00/00/00/00/00/00
6 16 87 1 14 7 0 10 00/00/00/00/00/00/00/00
6 16 87 1 15 7 0 10 00/00/00/00/00/00/00/00
6 16 87 1 15 7 0 10 00/00/00/00/00/00/00/00
8 18 88 2 15 8 0 11 00/00/00/00/00/00/00/00
8 18 88 2 16 8 0 11 00/00/00/00/00/00/00/00
8 18 88 2 16 8 0 11 00/00/00/00/00/00/00/00
10 18 88 2 16 8 0 11 00/00/00/00/00/00/00/00
10 18 88 2 17 8 0 12 00/00/00/00/00/00/00/00
10 20 89 2 17 9 0 12 00/00/00/00/00/00/00/00
10 20 89 2 17 9 0 12 00/00/00/00/00/00/00/00
10 20 89 2 18 9 0 12 00/00/00/00/00/00/00/00
10 20 89 2 18 9 0 12 00/00/00/00/00/00/00/00
10 20 89 2 19 9 0 13 00/00/00/00/00/00/00/00
10 20 89 2 19 9 0 13 00/00/00/00/00/00/00/00
10 22 90 2 19 10 0 13 00/00/00/00/00/00/00/00
10 22 90 2 20 10 0 13 00/00/00/00/00/00/00/00
10 22 90 2 20 10 0 14 00/00/00/00/00/00/00/00
10 22 90 2 20 10 0 14 00/00/00/00/00/00/00/00
10 22 90 2 21 10 0 14 00/00/00/00/00/00/00/00
10 24 91 2 21 11 0 14 00/00/00/00/00/00/00/00
10 24 91 2 21 11 0 14 00/00/00/00/00/00/00/00
10 24 91 2 22 11 0 15 00/00/00/00/00/00/00/00
12 24 91 2 22 11 0 15 00/00/00/00/00/00/00/00
12 24 91 2 22 11 0 15 00/00/00/00/00/00/00/00
14 26 92 3 23 12 0 15 00/00/00/00/00/00/00/00
14 26 92 3 23 12 0 15 00/00/00/00/00/00/00/00
14 26 92 3 23 12 0 16 00/00/00/00/00/00/00/00
14 26 92 3 24 12 0 16 00/00/00/00/00/00/00/00
14 26 92 3 24 12 0 16 00/00/00/00/00/00/00/00
14 26 92 3 25 12 0 16 00/00/00/00/00/00/00/00
14 28 93 3 25 13 0 16 00/00/00/00/00/00/00/00
14 28 93 3 25 13 0 17 00/00/00/00/00/00/00/00
14 28 93 3 26 13 0 17 00/00/00/00/00/00/00/00
14 28 93 3 26 13 0 17 00/00/00/00/00/00/00/00
14 28 93 3 26 13 0 17 00/00/00/00/00/00/00/00
14 30 94 3 27 14 0 17 00/00/00/00/00/00/00/00
14 30 94 3 27 14 0 17 00/00/00/00/00/00/00/00
14 30 94 3 27 14 0 18 00/00/00/00/00/00/00/00
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59
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57
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66
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68
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80

18
18
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21
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22
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22
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25

19
19
19
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20
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25
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16
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18
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18
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18
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20
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20
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22
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22
24
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30
32
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34
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36
36
36
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38
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94
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3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
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5
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28
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14
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17
17
18
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18
18
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20
20
20
20
20
21

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

18
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19
19
19
19
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21
21
21
21
21
22
22
22
22
23
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24
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24
24
25
25
25

80

00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
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00/00/00/00/00/00/00/00

Thief
Description : With agile body and hands, they can take someone's property
without being detected. Their skill and boldness are legendary.
Specialty : Steal - steals items... not very useful.
Escape - 100% run, ineffective vs bosses
Usefulness: Hardly useful. The best trait of this kid is its speed,
but surprisingly, the Hunter is faster than it until the late
level 80's. Stay with the Knight.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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Evaluation: Its "Escape" command is essential in tough situations where


discretion is the better part of valor. If you want to acquire
some items locked in magically sealed doors without the need
to waste gil for Magic Key, put him in the lead. I understand
he excels in lock picking, but it's sealed by magic!?! Hmm...
Thievery is starting to become an art. The "Steal" ability is
a no, no! It's a big waste of turn. Well, if you want Potions
or Antidotes... GO AHEAD! Seriously, it's not really worth the
turn. As a warrior, he's not really that useful as well. You
can equip him with boomerangs and put him in the back row, but
you can't expect it to provide for all your offense needs unlike
the other warriors. With regard to its great speed, unfortunately,
its only third in the game. Think of it as a sped up Fighter
job.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi + , Vit =


10-19: Str = , Agi ++, Vit =
20-29: Str = , Agi ++, Vit =
30-39: Str = , Agi ++, Vit =
40-49: Str = , Agi ++, Vit =
50-59: Str = , Agi ++, Vit =
60-69: Str = , Agi ++, Vit =
70-79: Str = , Agi ++, Vit =
80-89: Str = , Agi ++, Vit =
90-99: Str = , Agi +++, Vit =

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 10 15 9 5 1 2 6 83 0 4 3 0 3 00/00/00/00/00/00/00/00
2 11 16 10 6 1 4 6 84 1 5 4 0 3 00/00/00/00/00/00/00/00
3 12 17 10 7 1 4 8 84 1 5 4 0 4 00/00/00/00/00/00/00/00
4 13 17 11 8 1 4 8 84 1 5 4 0 4 00/00/00/00/00/00/00/00
5 13 18 11 9 1 4 8 84 1 5 4 0 5 00/00/00/00/00/00/00/00
6 14 19 11 9 1 4 8 84 1 5 4 0 5 00/00/00/00/00/00/00/00
7 15 20 12 10 1 4 8 85 1 6 5 0 5 00/00/00/00/00/00/00/00
8 15 21 12 11 1 4 8 85 1 6 5 0 6 00/00/00/00/00/00/00/00
9 16 22 13 11 1 4 10 85 1 6 5 0 6 00/00/00/00/00/00/00/00
10 17 22 13 12 1 4 10 85 1 6 5 0 6 00/00/00/00/00/00/00/00
11 17 23 14 13 1 4 10 85 1 7 5 0 7 00/00/00/00/00/00/00/00
12 18 24 14 13 1 4 10 86 1 7 6 0 7 00/00/00/00/00/00/00/00
13 19 25 14 14 1 4 10 86 1 7 6 0 7 00/00/00/00/00/00/00/00

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26
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15
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15
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1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
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1
1
1
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1
1
1
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1
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1
1

4 10 86
4 12 86
4 12 87
6 12 87
6 12 87
6 12 87
6 12 87
8 14 88
8 14 88
8 14 88
8 14 88
8 14 88
8 14 89
8 16 89
8 16 89
8 16 89
8 16 89
8 16 90
8 16 90
10 18 90
10 18 90
10 18 91
10 18 91
10 18 91
10 18 91
10 20 91
12 20 92
12 20 92
12 20 92
12 20 92
12 20 92
12 22 93
12 22 93
12 22 93
12 22 93
14 22 94
14 22 94
14 22 94
14 24 94
14 24 94
14 24 95
14 24 95
14 24 95
14 24 95
14 26 95
16 26 96

82

1 7 6 0 8 00/00/00/00/00/00/00/00
1 7 6 0 8 00/00/00/00/00/00/00/00
1 8 7 0 8 00/00/00/00/00/00/00/00
1 8 7 0 9 00/00/00/00/00/00/00/00
1 8 7 0 9 00/00/00/00/00/00/00/00
1 8 7 0 9 00/00/00/00/00/00/00/00
1 8 7 0 10 00/00/00/00/00/00/00/00
2 9 8 0 10 00/00/00/00/00/00/00/00
2 9 8 0 11 00/00/00/00/00/00/00/00
2 9 8 0 11 00/00/00/00/00/00/00/00
2 9 8 0 11 00/00/00/00/00/00/00/00
2 9 8 0 12 00/00/00/00/00/00/00/00
2 10 9 0 12 00/00/00/00/00/00/00/00
2 10 9 0 12 00/00/00/00/00/00/00/00
2 10 9 0 13 00/00/00/00/00/00/00/00
2 10 9 0 13 00/00/00/00/00/00/00/00
2 10 9 0 13 00/00/00/00/00/00/00/00
2 11 10 0 14 00/00/00/00/00/00/00/00
2 11 10 0 14 00/00/00/00/00/00/00/00
2 11 10 0 14 00/00/00/00/00/00/00/00
2 11 10 0 15 00/00/00/00/00/00/00/00
2 11 11 0 15 00/00/00/00/00/00/00/00
2 12 11 0 15 00/00/00/00/00/00/00/00
2 12 11 0 16 00/00/00/00/00/00/00/00
2 12 11 0 16 00/00/00/00/00/00/00/00
2 12 11 0 17 00/00/00/00/00/00/00/00
3 13 12 0 17 00/00/00/00/00/00/00/00
3 13 12 0 17 00/00/00/00/00/00/00/00
3 13 12 0 18 00/00/00/00/00/00/00/00
3 13 12 0 18 00/00/00/00/00/00/00/00
3 13 12 0 18 00/00/00/00/00/00/00/00
3 14 13 0 19 00/00/00/00/00/00/00/00
3 14 13 0 19 00/00/00/00/00/00/00/00
3 14 13 0 19 00/00/00/00/00/00/00/00
3 14 13 0 20 00/00/00/00/00/00/00/00
3 14 14 0 20 00/00/00/00/00/00/00/00
3 15 14 0 20 00/00/00/00/00/00/00/00
3 15 14 0 21 00/00/00/00/00/00/00/00
3 15 14 0 21 00/00/00/00/00/00/00/00
3 15 14 0 21 00/00/00/00/00/00/00/00
3 15 15 0 22 00/00/00/00/00/00/00/00
3 16 15 0 22 00/00/00/00/00/00/00/00
3 16 15 0 23 00/00/00/00/00/00/00/00
3 16 15 0 23 00/00/00/00/00/00/00/00
3 16 15 0 23 00/00/00/00/00/00/00/00
4 16 16 0 24 00/00/00/00/00/00/00/00

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49
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65
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34
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47
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72
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1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

16
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16
16
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20
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20
22
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26
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30
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32
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32
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34
34
34
34
34
34
36
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38
38
38
38
38
38

96
96
96
96
97
97
97
97
98
98
98
98
98
99
99
99
99
99
99
99
99
99
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99
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99
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99
99
99
99

4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
5
5
5
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5
5
5
5
6
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6

17
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17
17
18
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19
19
19
20
20
20
20
20
21
21
21
21
21
22
22
22
22
22
23
23
23
23
24
24
24
24
24
25
25

16
16
16
16
17
17
17
17
18
18
18
18
18
19
19
19
19
19
20
20
20
20
21
21
21
21
21
22
22
22
22
22
23
23
23
23
23
24
24
24

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

24
24
25
25
25
26
26
26
27
27
27
28
28
29
29
29
30
30
30
31
31
31
32
32
32
33
33
34
34
34
35
35
35
36
36
36
37
37
37
38

83

00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
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00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00

Dragoon
Description: Imitating flying dragons, this warrior can jump high into the
sky and attack its enemies despite their heavy equipments.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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Specialty: Jump - jumps on the air to deal 2x damage. Safe from enemy
attacks while on air. Very useful for some tough boss.
Usefulness: It's best used as a boss killer. It will definitely make hard
bosses easy. I also find it very useful when traversing dungeons
with multiplying (splitting) enemies (if you don't want to spend
some MP) while waiting for the Mystic Knight's 'Dark Swords'. For
regular dungeons, use the Karateka.
Evaluation: One of my most favorite jobs! It's like getting the Knight, but
able to "Jump". Good combination of offense and quickness. It can
even use the Crystal Equipments. Despite its heavy equips, this
guy is one of the fastest jobs at later levels. Very useful in
some tough enemies, especially in dungeons with multiplying enemies
... while waiting for the Mystic Knight. Many boss are not so easy,
but a Dragoon can make that battle as easy as possible. Hey! I
defeated FF3 & FF5's Bahamut with a purely Dragoon party!!! See?
Even the "King of Dragons" bows down before this job? They are
pretty quick for a heavy-armored warrior. My only criticism is that
why is his HP progression cannot go on par with that of a Knight?
It is great up to the later half of the level ladder, but becomes
less useful as it reaches the highest level when compared to the
other warriors in its batch. Anyway, my flying Knight is still a
force to reckon with.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str ++, Agi = , Vit =


10-19: Str ++, Agi + , Vit =
20-29: Str ++, Agi ++, Vit =
30-39: Str ++, Agi ++, Vit =
40-49: Str + , Agi ++, Vit =
50-59: Str + , Agi ++, Vit =
60-69: Str + , Agi ++, Vit =
70-79: Str = , Agi ++, Vit =
80-89: Str = , Agi ++, Vit =
90-99: Str = , Agi +++, Vit =

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 20 10 10 5 10 2 12 82 0 5 2 0 7 00/00/00/00/00/00/00/00
2 21 11 11 5 11 2 12 82 0 5 2 0 8 00/00/00/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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6 12 2 12 83 0 6 3 0 9 00/00/00/00/00/00/00/00
6 12 2 12 83 0 6 3 0 9 00/00/00/00/00/00/00/00
6 12 2 12 83 0 6 3 0 9 00/00/00/00/00/00/00/00
6 13 2 14 83 0 6 3 0 9 00/00/00/00/00/00/00/00
7 13 4 14 84 1 6 4 0 10 00/00/00/00/00/00/00/00
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7 14 4 14 84 1 7 4 0 10 00/00/00/00/00/00/00/00
7 15 4 14 85 1 7 5 0 11 00/00/00/00/00/00/00/00
8 15 4 14 85 1 7 5 0 11 00/00/00/00/00/00/00/00
8 16 4 16 85 1 8 5 0 12 00/00/00/00/00/00/00/00
8 16 4 16 85 1 8 5 0 12 00/00/00/00/00/00/00/00
8 16 4 16 85 1 8 5 0 12 00/00/00/00/00/00/00/00
8 17 6 16 86 1 8 6 0 12 00/00/00/00/00/00/00/00
9 17 6 16 86 1 8 6 0 13 00/00/00/00/00/00/00/00
9 18 6 16 86 1 9 6 0 13 00/00/00/00/00/00/00/00
9 18 6 16 86 1 9 6 0 13 00/00/00/00/00/00/00/00
9 18 6 18 87 1 9 7 0 13 00/00/00/00/00/00/00/00
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10 20 6 18 87 1 10 7 0 15 00/00/00/00/00/00/00/00
10 21 8 18 88 2 10 8 0 15 00/00/00/00/00/00/00/00
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12 23 10 20 89 2 11 9 0 17 00/00/00/00/00/00/00/00
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12 25 10 22 90 2 12 10 0 18 00/00/00/00/00/00/00/00
12 25 10 22 90 2 12 10 0 18 00/00/00/00/00/00/00/00
13 25 10 22 90 2 12 10 0 19 00/00/00/00/00/00/00/00
13 26 10 22 91 2 13 11 0 19 00/00/00/00/00/00/00/00
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13 27 10 22 91 2 13 11 0 20 00/00/00/00/00/00/00/00
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00/00/00/00/00/00/00/00
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Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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Viking
Description: Training their bodies to endure even the most deadly attacks,
this barbaric knight are good defenders.
Specialty: --Usefulness: The best use of this job is for increasing your total HP upon
level up. When you know you're near level up, change to this
job (if you don't want the Karateka) to inherit its great HP
boost. Return to your former job and wait until the next level
up before you consider using the Viking again :)
Evaluation: A defensive fighter at best. It's axes and hammers are quite
deadly, but the frequent "miss" diminishes its usefulness. Even
though it is known that they are sea fighters, there's really no
difference in its performance vis-a-vis the performance of other
warriors when dealing with sea pests. On the good note, this guy
has one of the best defensive capability: Great HP, great Vitality,
great Physical Defense.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str + , Agi - , Vit +++


10-19: Str + , Agi - , Vit +++
20-29: Str + , Agi - , Vit +++
30-39: Str + , Agi - , Vit +++
40-49: Str + , Agi --, Vit +++
50-59: Str + , Agi --, Vit +++
60-69: Str + , Agi --, Vit +++
70-79: Str = , Agi --, Vit +++
80-89: Str = , Agi --, Vit +++
90-99: Str = , Agi ---, Vit +++

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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2 16 11 21
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Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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45
45
45
46
46
47

8 22 87
8 24 87
10 24 87
10 24 87
10 24 87
10 24 87
10 24 87
12 26 88
12 26 88
12 26 88
12 26 88
12 26 88
12 26 88
12 26 88
12 28 88
12 28 88
12 28 88
12 28 89
14 28 89
14 28 89
14 30 89
14 30 89
14 30 89
14 30 89
14 30 89
14 30 89
14 30 89
14 32 90
14 32 90
14 32 90
14 32 90
14 32 90
14 32 90
14 32 90
16 34 90
16 34 90
16 34 91
16 34 91
16 34 91
16 34 91
16 36 91
16 36 91
16 36 91
16 36 91
16 36 91
16 36 91

1 28
1 28
1 29
1 29
1 30
1 30
1 30
2 31
2 31
2 32
2 32
2 32
2 33
2 33
2 34
2 34
2 34
2 35
2 35
2 36
2 36
2 36
2 37
2 37
2 38
2 38
2 38
2 39
2 39
2 40
2 40
2 40
2 41
2 41
2 42
2 42
2 42
2 43
2 43
2 44
2 44
2 44
2 45
2 45
2 46
2 46

7
7
7
7
7
7
7
8
8
8
8
8
8
8
8
8
8
9
9
9
9
9
9
9
9
9
9
10
10
10
10
10
10
10
10
10
11
11
11
11
11
11
11
11
11
11

89

0 20 00/00/00/00/00/00/00/00
0 21 00/00/00/00/00/00/00/00
0 21 00/00/00/00/00/00/00/00
0 21 00/00/00/00/00/00/00/00
0 21 00/00/00/00/00/00/00/00
0 22 00/00/00/00/00/00/00/00
0 22 00/00/00/00/00/00/00/00
0 23 00/00/00/00/00/00/00/00
0 23 00/00/00/00/00/00/00/00
0 23 00/00/00/00/00/00/00/00
0 24 00/00/00/00/00/00/00/00
0 24 00/00/00/00/00/00/00/00
0 24 00/00/00/00/00/00/00/00
0 24 00/00/00/00/00/00/00/00
0 25 00/00/00/00/00/00/00/00
0 25 00/00/00/00/00/00/00/00
0 26 00/00/00/00/00/00/00/00
0 26 00/00/00/00/00/00/00/00
0 26 00/00/00/00/00/00/00/00
0 26 00/00/00/00/00/00/00/00
0 27 00/00/00/00/00/00/00/00
0 27 00/00/00/00/00/00/00/00
0 27 00/00/00/00/00/00/00/00
0 28 00/00/00/00/00/00/00/00
0 28 00/00/00/00/00/00/00/00
0 29 00/00/00/00/00/00/00/00
0 29 00/00/00/00/00/00/00/00
0 29 00/00/00/00/00/00/00/00
0 29 00/00/00/00/00/00/00/00
0 30 00/00/00/00/00/00/00/00
0 30 00/00/00/00/00/00/00/00
0 30 00/00/00/00/00/00/00/00
0 31 00/00/00/00/00/00/00/00
0 31 00/00/00/00/00/00/00/00
0 31 00/00/00/00/00/00/00/00
0 32 00/00/00/00/00/00/00/00
0 32 00/00/00/00/00/00/00/00
0 32 00/00/00/00/00/00/00/00
0 33 00/00/00/00/00/00/00/00
0 33 00/00/00/00/00/00/00/00
0 34 00/00/00/00/00/00/00/00
0 34 00/00/00/00/00/00/00/00
0 34 00/00/00/00/00/00/00/00
0 34 00/00/00/00/00/00/00/00
0 34 00/00/00/00/00/00/00/00
0 35 00/00/00/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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99

71
72
73
73
74
74
75

48
48
48
49
49
50
50

93
94
95
96
96
97
98

24
24
24
24
25
25
25

47
48
48
49
49
50
50

18
18
18
18
20
20
20

36
38
38
38
38
38
38

92
92
92
92
92
92
92

3
3
3
3
3
3
3

46
47
47
48
48
48
49

12
12
12
12
12
12
12

0
0
0
0
0
0
0

35
36
36
36
37
37
37

90

00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00

Karateka
Description: Martial arts expert who has disciplined their body and soul. They
are ready to get toe-to-toe even with the most powerful beings
there is.
Specialty: BuildUp - increases physical attack up to 4x if used twice. Use
it the third time and you'll be losing half of your HP.
Stronger when bare-handed
Usefulness: If you happen to still using the Monk at this point in time, you
better change now. Unless you're using the Ninja or a FEOK, it
this is the best physical offensive job you can use. Like the Monk,
it's very cheap to maintain.
Evaluation: A far better Monk. Now, use "BuildUp" to deal double damage!
Use
it again to deal 4x damage! Use once more and you'll be "overloaded" - lose HP and your buildup power will reset to 0. Cast
'Haste' on him and see him thrive! Don't be "too happy", though,
"BuildUp" consumes a turn and will make you vitality 0... as if
you are trying to flee from battles... while charging up. As
usual... no better armor for you. Claws are useless and a waste
of gil. Fight bare-handed. Its great Strength, great Vitality,
great Attack Power, great Physical Defense and great HP growth
is almost incomparable. Definitely, it's one of the best job! As
soon as you get this, change your Monk quickly! It's better in any
aspect.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str ++, Agi = , Vit +++


10-19: Str +++, Agi + , Vit +++
20-29: Str +++, Agi ++, Vit +++
30-39: Str +++, Agi ++, Vit +++
40-49: Str +++, Agi ++, Vit +++
50-59: Str +++, Agi ++, Vit +++
60-69: Str +++, Agi ++, Vit +++

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

91

Levels 70-79: Str +++, Agi ++, Vit +++


Levels 80-89: Str ++, Agi ++, Vit +++
Levels 90-99: Str +++, Agi +++, Vit +++
Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 23 10 20 1 1 4 14 82 1 10 2 0 1 00/00/00/00/00/00/00/00
2 24 11 21 1 1 4 18 82 1 10 2 0 1 00/00/00/00/00/00/00/00
3 24 12 21 1 1 4 22 83 1 10 3 0 1 00/00/00/00/00/00/00/00
4 25 13 22 1 1 4 24 83 1 11 3 0 1 00/00/00/00/00/00/00/00
5 26 13 23 1 1 4 28 83 1 11 3 0 1 00/00/00/00/00/00/00/00
6 27 14 24 1 1 4 30 83 1 12 3 0 1 00/00/00/00/00/00/00/00
7 27 15 25 1 1 4 34 83 1 12 3 0 1 00/00/00/00/00/00/00/00
8 28 16 25 1 1 4 38 84 1 12 4 0 1 00/00/00/00/00/00/00/00
9 29 17 26 1 1 4 42 84 1 13 4 0 1 00/00/00/00/00/00/00/00
10 30 18 27 1 1 4 44 84 1 13 4 0 1 00/00/00/00/00/00/00/00
11 30 19 28 1 1 4 48 84 1 14 4 0 1 00/00/00/00/00/00/00/00
12 31 20 29 1 1 4 50 85 1 14 5 0 1 00/00/00/00/00/00/00/00
13 32 21 29 1 1 4 56 85 1 14 5 0 1 00/00/00/00/00/00/00/00
14 33 22 30 1 1 4 58 85 1 15 5 0 1 00/00/00/00/00/00/00/00
15 34 22 31 1 1 4 62 85 1 15 5 0 1 00/00/00/00/00/00/00/00
16 34 23 32 1 1 4 64 85 1 16 5 0 1 00/00/00/00/00/00/00/00
17 35 24 33 1 1 6 68 86 1 16 6 0 1 00/00/00/00/00/00/00/00
18 36 25 33 1 1 6 72 86 1 16 6 0 1 00/00/00/00/00/00/00/00
19 37 26 34 1 1 6 76 86 1 17 6 0 1 00/00/00/00/00/00/00/00
20 37 27 35 1 1 6 78 86 1 17 6 0 1 00/00/00/00/00/00/00/00
21 38 28 36 1 1 6 82 87 1 18 7 0 1 00/00/00/00/00/00/00/00
22 39 29 37 1 1 6 84 87 1 18 7 0 1 00/00/00/00/00/00/00/00
23 40 30 37 1 1 6 90 87 1 18 7 0 1 00/00/00/00/00/00/00/00
24 40 31 38 1 1 6 92 87 1 19 7 0 1 00/00/00/00/00/00/00/00
25 41 31 39 1 1 6 96 87 1 19 7 0 1 00/00/00/00/00/00/00/00
26 42 32 40 1 1 8 98 88 2 20 8 0 1 00/00/00/00/00/00/00/00
27 43 33 41 1 1 8 102 88 2 20 8 0 1 00/00/00/00/00/00/00/00
28 43 34 41 1 1 8 104 88 2 20 8 0 1 00/00/00/00/00/00/00/00
29 44 35 42 1 1 8 110 88 2 21 8 0 1 00/00/00/00/00/00/00/00
30 45 36 43 1 1 8 112 89 2 21 9 0 1 00/00/00/00/00/00/00/00
31 46 37 44 1 1 8 116 89 2 22 9 0 1 00/00/00/00/00/00/00/00
32 47 38 45 1 1 8 118 89 2 22 9 0 1 00/00/00/00/00/00/00/00
33 47 39 45 1 1 10 122 89 2 22 9 0 1 00/00/00/00/00/00/00/00
34 48 40 46 1 1 10 126 90 2 23 10 0 1 00/00/00/00/00/00/00/00
35 49 40 47 1 1 10 130 90 2 23 10 0 1 00/00/00/00/00/00/00/00
36 50 41 48 1 1 10 132 90 2 24 10 0 1 00/00/00/00/00/00/00/00
37 50 42 49 1 1 10 136 90 2 24 10 0 1 00/00/00/00/00/00/00/00
38 51 43 49 1 1 10 138 90 2 24 10 0 1 00/00/00/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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58
59
60
61
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65
66
67
68
69
70
71
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76
77
78
79
80
81
82
83
84

52
53
53
54
55
56
57
57
58
59
60
60
61
62
63
63
64
65
66
67
67
68
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71
72
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74
75
76
77
77
78
79
80
80
81
82
83
83
84
85
86
86

44
45
46
47
48
49
49
50
51
52
53
54
55
56
57
58
58
59
60
61
62
63
64
65
66
67
67
68
69
70
71
72
73
74
75
76
76
77
78
79
80
81
82
83
84
85

50
51
52
53
53
54
55
56
57
57
58
59
60
60
61
62
63
64
64
65
66
67
68
68
69
70
71
72
72
73
74
75
76
76
77
78
79
80
80
81
82
83
84
84
85
86

1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

10
10
10
10
12
12
12
12
12
12
14
14
14
14
14
14
14
14
14
14
14
14
16
16
16
16
18
18
18
18
18
18
18
18
18
18
18
18
18
18
20
20
22
22
22
22

144
146
150
152
156
160
164
166
170
172
178
180
184
186
190
192
198
200
204
206
210
214
218
220
224
226
232
234
238
240
244
248
252
254
258
260
266
268
272
274
278
280
286
288
292
294

91
91
91
91
92
92
92
92
92
93
93
93
93
94
94
94
94
94
95
95
95
95
96
96
96
96
96
97
97
97
97
98
98
98
98
99
99
99
99
99
99
99
99
99
99
99

2
2
2
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5

25
25
26
26
26
27
27
28
28
28
29
29
30
30
30
31
31
32
32
32
33
33
34
34
34
35
35
36
36
36
37
37
38
38
38
39
39
40
40
40
41
41
42
42
42
43

11
11
11
11
12
12
12
12
12
13
13
13
13
14
14
14
14
14
15
15
15
15
16
16
16
16
16
17
17
17
17
18
18
18
18
19
19
19
19
19
20
20
20
20
21
21

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

92

00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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87
88
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90
91
92
93
93
94
95
96
96
97
98

85
86
87
88
89
90
91
92
93
94
94
95
96
97
98

87
88
88
89
90
91
92
92
93
94
95
96
96
97
98

1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

22
22
22
22
22
22
22
22
22
22
22
22
26
26
26

298
302
306
308
312
314
320
322
326
328
332
336
340
342
346

99
99
99
99
99
99
99
99
99
99
99
99
99
99
99

5
5
5
5
5
5
5
5
5
5
5
5
6
6
6

43
44
44
44
45
45
46
46
46
47
47
48
48
48
49

21
21
21
22
22
22
22
23
23
23
23
23
24
24
24

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

93

00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00

Mystic Knight/Paladin
Description: Overcoming their fear of darkness, this knight uses the weapons
of darkness against the evil forces.
Specialty: Effective vs multiplying (splitting) enemies
Usefulness: Worthless when you first get it. The only REAL reason, as far as
I'm concerned, to use this job is when you're going through the
dungeons where the annoying multiplying enemies appear. Its
'Dark Swords' are the ONLY truly effective weapons against such
pests.
Evaluation: The best job to use when taking dungeons with multiplying enemies.
Oh, BTW, it can only use the Crystal Armors found in the later
dungeons :( and the ever cool Genji Equipments :) It can use all
the best weapons, but Excalibur. However, Dark Swords are where
their real use comes from. Using such weapons, you can get past
the dungeons with splitting enemies without problem. They can also
use Levels 1-3 white magic, except Aero, like the Hunter. In short,
they are pretty reliable. Their low HP growth will make you think
twice wether to choose other warriors like the Knight, Dragoon or
Karateka. Still, it's one of the top tier warriors there is in this
game.

Stat Preview:

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

94

1- 9: Str ++, Agi ++, Vit =


10-19: Str ++, Agi ++, Vit =
20-29: Str ++, Agi ++, Vit =
30-39: Str ++, Agi + , Vit =
40-49: Str + , Agi + , Vit +
50-59: Str + , Agi + , Vit 60-69: Str + , Agi = , Vit =
70-79: Str = , Agi = , Vit =
80-89: Str = , Agi = , Vit =
90-99: Str = , Agi = , Vit =

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 20 20 10 2 3 4 12 85 1 5 5 0 2 04/00/00/00/00/00/00/00
2 21 21 11 3 4 4 12 85 1 5 5 0 3 05/00/00/00/00/00/00/00
3 22 22 11 3 4 4 12 85 1 5 5 0 3 05/00/00/00/00/00/00/00
4 22 22 12 4 5 4 12 85 1 6 5 0 4 06/00/00/00/00/00/00/00
5 23 23 12 4 5 4 12 85 1 6 5 0 4 06/01/00/00/00/00/00/00
6 23 23 12 5 6 4 12 85 1 6 5 0 5 06/01/00/00/00/00/00/00
7 24 24 13 5 6 4 14 86 1 6 6 0 5 06/02/00/00/00/00/00/00
8 24 24 13 6 7 4 14 86 1 6 6 0 6 07/02/00/00/00/00/00/00
9 25 25 14 6 7 4 14 86 1 7 6 0 6 07/02/00/00/00/00/00/00
10 26 26 14 7 8 4 14 86 1 7 6 0 7 07/02/01/00/00/00/00/00
11 26 26 14 7 8 4 14 86 1 7 6 0 7 07/03/01/00/00/00/00/00
12 27 27 15 8 9 4 14 86 1 7 6 0 8 07/03/02/00/00/00/00/00
13 27 27 15 8 9 4 14 86 1 7 6 0 8 07/03/02/00/00/00/00/00
14 28 28 16 9 10 4 16 87 1 8 7 0 9 08/03/02/00/00/00/00/00
15 28 28 16 9 10 4 16 87 1 8 7 0 9 08/03/02/00/00/00/00/00
16 29 29 16 10 11 4 16 87 1 8 7 0 10 08/03/03/00/00/00/00/00
17 29 29 17 10 11 6 16 87 1 8 7 0 10 08/04/03/00/00/00/00/00
18 30 30 17 11 12 6 16 87 1 8 7 0 11 08/04/03/00/00/00/00/00
19 31 31 18 11 12 6 16 87 1 9 7 0 11 08/04/03/00/00/00/00/00
20 31 31 18 12 12 6 16 87 1 9 7 0 12 08/04/03/00/00/00/00/00
21 32 32 18 12 13 8 18 88 2 9 8 0 12 08/04/03/00/00/00/00/00
22 32 32 19 13 13 8 18 88 2 9 8 0 13 09/04/04/00/00/00/00/00
23 33 33 19 13 14 8 18 88 2 9 8 0 13 09/04/04/00/00/00/00/00
24 33 33 20 14 14 8 18 88 2 10 8 0 14 09/04/04/00/00/00/00/00
25 34 34 20 14 15 8 18 88 2 10 8 0 14 09/05/04/00/00/00/00/00
26 34 34 21 15 15 8 18 88 2 10 8 0 15 09/05/04/00/00/00/00/00
27 35 35 21 15 16 8 18 88 2 10 8 0 15 09/05/04/00/00/00/00/00
28 36 36 21 16 16 8 20 89 2 10 9 0 16 09/05/04/00/00/00/00/00
29 36 36 22 16 17 8 20 89 2 11 9 0 16 09/05/04/00/00/00/00/00
30 37 37 22 17 17 8 20 89 2 11 9 0 17 09/05/05/00/00/00/00/00
31 37 37 23 17 18 8 20 89 2 11 9 0 17 09/05/05/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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18
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20
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8 20 89
10 20 89
10 20 89
10 20 89
10 22 90
10 22 90
10 22 90
10 22 90
10 22 90
10 22 90
10 22 90
10 24 91
10 24 91
10 24 91
10 24 91
10 24 91
10 24 91
12 24 91
14 26 92
14 26 92
14 26 92
14 26 92
14 26 92
14 26 92
14 26 92
14 28 93
14 28 93
14 28 93
14 28 93
14 28 93
14 28 93
14 28 93
14 30 94
16 30 94
16 30 94
16 30 94
16 30 94
16 30 94
16 30 94
16 30 94
16 32 95
16 32 95
16 32 95
16 32 95
16 32 95
16 32 95

2 11
2 11
2 12
2 12
2 12
2 12
2 12
2 13
2 13
2 13
2 13
2 13
2 14
2 14
2 14
2 14
2 14
2 15
3 15
3 15
3 15
3 15
3 16
3 16
3 16
3 16
3 16
3 17
3 17
3 17
3 17
3 17
3 18
3 18
3 18
3 18
3 18
3 19
3 19
3 19
3 19
3 19
3 20
3 20
3 20
3 20

95

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9 0 18 10/05/05/00/00/00/00/00
9 0 19 10/06/05/00/00/00/00/00
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11 0 23 11/06/06/00/00/00/00/00
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11 0 24 11/06/06/00/00/00/00/00
11 0 25 11/07/06/00/00/00/00/00
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11 0 26 11/07/06/00/00/00/00/00
12 0 26 11/07/06/00/00/00/00/00
12 0 27 11/07/06/00/00/00/00/00
12 0 27 11/07/07/00/00/00/00/00
12 0 28 11/07/07/00/00/00/00/00
12 0 28 11/07/07/00/00/00/00/00
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Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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16
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95
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3
4
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21
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25
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15
16
16
16
16
16
16
16
17
17
17
17
17
17
17
18
18
18
18
18
18
18

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

40
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96

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13/09/08/00/00/00/00/00
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Ninja
Description: The supreme warrior! They use stealth as a means of fighting.
They pursue their missions without fear of death.
Specialty: Can use the GREAT Shuriken!
Usefulness: Recommended to be your final warrior-type job, except if you
troubled yourself to make a FEOK. Try to invest on Shurikens to
bring out the best in it.
Evaluation: Ridiculously over-powered. It can use almost all the the equips
in the game. The Shuriken can deal 4000+ damage each... each,
though, costs 65000 gil! Their stat progression is unmatched.
They're not the traditional Ninja we all knew. I just have one
funny thought... what does it feel to see an actual Ninja wearing
a Knight's armor? Anyway, only a 'Fully Equipped Onion Knight'
can match the brute force of a Ninja... again... ridiculously
over-powered Ninja.
Stat Preview:
Levels 1- 9: Str +++, Agi +++, Vit +++

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Levels
Levels
Levels
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Levels

10-19:
20-29:
30-39:
40-49:
50-59:
60-69:
70-79:
80-89:
90-99:

Str
Str
Str
Str
Str
Str
Str
Str
Str

+++,
+++,
+++,
+++,
+++,
+++,
+++,
+++,
+++,

Agi
Agi
Agi
Agi
Agi
Agi
Agi
Agi
Agi

+++,
+++,
+++,
+++,
+++,
+++,
+++,
+++,
+++,

Vit
Vit
Vit
Vit
Vit
Vit
Vit
Vit
Vit

97

+++
+++
+++
+++
+++
+++
+++
+++
+++

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 25 25 20 15 15 4 14 86 1 10 6 0 15 00/00/00/00/00/00/00/00
2 26 26 21 16 16 4 14 86 1 10 6 0 16 00/00/00/00/00/00/00/00
3 27 27 21 16 16 4 14 86 1 10 6 0 16 00/00/00/00/00/00/00/00
4 28 28 22 16 16 4 16 87 1 11 7 0 16 00/00/00/00/00/00/00/00
5 29 29 23 17 17 4 16 87 1 11 7 0 17 00/00/00/00/00/00/00/00
6 29 29 24 17 17 4 16 87 1 12 7 0 17 00/00/00/00/00/00/00/00
7 30 30 25 17 17 4 16 87 1 12 7 0 17 00/00/00/00/00/00/00/00
8 31 31 25 18 18 4 16 87 1 12 7 0 18 00/00/00/00/00/00/00/00
9 32 32 26 18 18 4 18 88 2 13 8 0 18 00/00/00/00/00/00/00/00
10 32 32 27 19 19 6 18 88 2 13 8 0 19 00/00/00/00/00/00/00/00
11 33 33 28 19 19 6 18 88 2 14 8 0 19 00/00/00/00/00/00/00/00
12 34 34 29 19 19 6 18 88 2 14 8 0 19 00/00/00/00/00/00/00/00
13 35 35 29 20 20 6 18 88 2 14 8 0 20 00/00/00/00/00/00/00/00
14 35 35 30 20 20 6 18 88 2 15 8 0 20 00/00/00/00/00/00/00/00
15 36 36 31 20 20 6 20 89 2 15 9 0 20 00/00/00/00/00/00/00/00
16 37 37 32 21 21 6 20 89 2 16 9 0 21 00/00/00/00/00/00/00/00
17 38 38 33 21 21 8 20 89 2 16 9 0 21 00/00/00/00/00/00/00/00
18 38 38 33 21 21 8 20 89 2 16 9 0 21 00/00/00/00/00/00/00/00
19 39 39 34 22 22 8 20 89 2 17 9 0 22 00/00/00/00/00/00/00/00
20 40 40 35 22 22 8 22 90 2 17 10 0 22 00/00/00/00/00/00/00/00
21 41 41 36 22 22 8 22 90 2 18 10 0 22 00/00/00/00/00/00/00/00
22 41 41 37 23 23 8 22 90 2 18 10 0 23 00/00/00/00/00/00/00/00
23 42 42 37 23 23 8 22 90 2 18 10 0 23 00/00/00/00/00/00/00/00
24 43 43 38 23 23 8 22 90 2 19 10 0 23 00/00/00/00/00/00/00/00
25 44 44 39 24 24 8 24 91 2 19 11 0 24 00/00/00/00/00/00/00/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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24
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34
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39
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39
40
40

8 24 91
8 24 91
8 24 91
8 24 91
8 24 92
10 26 92
10 26 92
12 26 92
12 26 92
12 26 92
12 28 93
12 28 93
12 28 93
12 28 93
12 28 93
12 30 94
12 30 94
12 30 94
12 30 94
12 30 94
12 30 94
12 32 95
12 32 95
14 32 95
14 32 95
14 32 95
16 34 96
16 34 96
16 34 96
16 34 96
16 34 96
16 36 97
16 36 97
16 36 97
16 36 97
16 36 97
16 36 97
16 38 98
16 38 98
18 38 98
18 38 98
18 38 98
18 40 99
18 40 99
18 40 99
18 40 99

2 20 11
2 20 11
2 20 11
2 21 11
2 21 11
3 22 12
3 22 12
3 22 12
3 23 12
3 23 12
3 24 13
3 24 13
3 24 13
3 25 13
3 25 13
3 26 14
3 26 14
3 26 14
3 27 14
3 27 14
3 28 14
3 28 15
3 28 15
3 29 15
3 29 15
3 30 15
4 30 16
4 30 16
4 31 16
4 31 16
4 32 16
4 32 17
4 32 17
4 33 17
4 33 17
4 34 17
4 34 17
4 34 18
4 35 18
4 35 18
4 36 18
4 36 18
4 36 19
4 37 19
4 37 19
4 38 19

98

0 24 00/00/00/00/00/00/00/00
0 25 00/00/00/00/00/00/00/00
0 25 00/00/00/00/00/00/00/00
0 25 00/00/00/00/00/00/00/00
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0 30 00/00/00/00/00/00/00/00
0 30 00/00/00/00/00/00/00/00
0 31 00/00/00/00/00/00/00/00
0 31 00/00/00/00/00/00/00/00
0 31 00/00/00/00/00/00/00/00
0 32 00/00/00/00/00/00/00/00
0 32 00/00/00/00/00/00/00/00
0 32 00/00/00/00/00/00/00/00
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0 34 00/00/00/00/00/00/00/00
0 35 00/00/00/00/00/00/00/00
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0 36 00/00/00/00/00/00/00/00
0 36 00/00/00/00/00/00/00/00
0 36 00/00/00/00/00/00/00/00
0 37 00/00/00/00/00/00/00/00
0 37 00/00/00/00/00/00/00/00
0 37 00/00/00/00/00/00/00/00
0 38 00/00/00/00/00/00/00/00
0 38 00/00/00/00/00/00/00/00
0 38 00/00/00/00/00/00/00/00
0 39 00/00/00/00/00/00/00/00
0 39 00/00/00/00/00/00/00/00
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18
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40
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38
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19
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24

0
0
0
0
0
0
0
0
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0
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0
0
0
0
0
0
0
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0
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0
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0

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50

99

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White Mage
Description: Controls holy magic to protect the weak and defeat the darkness.
Specialty: Healing.
Usefulness: Definitely have one in your party. It's the best healer until
you obtain the Shaman and Sage.
Evaluation: Your basic healer. Essential throughout the game until you get
the Shaman. In battles, it's main offensive use is casting
"Haste", which is very essential in winning boss battles, on your
warriors. Of all starting mages, the White Mage has the best HP
progression... only a little higher than the others, though. What
else can I say? You're going to have them for a pretty long time,
so you have to love them.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str --, Agi --, Vit -10-19: Str --, Agi --, Vit 20-29: Str --, Agi - , Vit 30-39: Str - , Agi --, Vit 40-49: Str --, Agi --, Vit 50-59: Str - , Agi --, Vit 60-69: Str - , Agi --, Vit =
70-79: Str - , Agi --, Vit =
80-89: Str - , Agi --, Vit =
90-99: Str --, Agi ---, Vit =

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 5 6 4 5 10 2 4 81 0 2 1 0 7 08/00/00/00/00/00/00/00
2 6 7 5 5 11 2 4 81 0 2 1 0 8 09/00/00/00/00/00/00/00
3 6 7 5 6 12 2 4 81 0 2 1 0 9 10/00/00/00/00/00/00/00
4 7 8 6 6 13 2 4 82 0 3 2 0 9 10/01/00/00/00/00/00/00
5 7 8 6 6 13 2 4 82 0 3 2 0 9 11/02/00/00/00/00/00/00
6 8 9 7 6 14 2 6 82 0 3 2 0 10 11/02/00/00/00/00/00/00
7 8 9 7 6 15 2 6 82 0 3 2 0 10 12/03/00/00/00/00/00/00
8 9 10 8 7 15 2 6 82 0 4 2 0 11 12/03/01/00/00/00/00/00
9 9 10 8 7 16 2 6 82 0 4 2 0 11 12/04/02/00/00/00/00/00
10 10 10 9 7 17 2 6 82 0 4 2 0 12 13/04/02/00/00/00/00/00
11 10 11 9 7 17 2 6 82 0 4 2 0 12 13/04/03/00/00/00/00/00
12 10 11 10 7 18 2 6 82 0 5 2 0 12 13/05/03/01/00/00/00/00
13 11 12 10 8 19 2 6 83 0 5 3 0 13 14/05/04/02/00/00/00/00
14 11 12 11 8 19 2 6 83 0 5 3 0 13 14/05/04/02/00/00/00/00
15 12 13 11 8 20 2 8 83 0 5 3 0 14 14/06/04/03/00/00/00/00
16 12 13 11 8 21 2 8 83 0 5 3 0 14 15/06/05/03/01/00/00/00
17 13 14 12 8 21 4 8 83 0 6 3 0 14 15/06/05/04/02/00/00/00
18 13 14 12 9 22 4 8 83 0 6 3 0 15 15/07/05/04/02/00/00/00
19 14 14 13 9 22 4 8 83 0 6 3 0 15 16/07/06/04/03/00/00/00
20 14 15 13 9 23 4 8 83 0 6 3 0 16 16/07/06/05/03/01/00/00
21 15 15 14 9 24 4 8 83 0 7 3 0 16 16/08/06/05/04/02/00/00
22 15 16 14 9 24 6 8 84 1 7 4 0 16 16/08/07/05/04/02/00/00
23 15 16 15 10 25 6 8 84 1 7 4 0 17 17/08/07/06/04/03/00/00
24 16 17 15 10 26 6 10 84 1 7 4 0 18 17/08/07/06/05/03/01/00
25 16 17 16 10 26 6 10 84 1 8 4 0 18 17/09/08/06/05/04/02/00
26 17 18 16 10 27 6 10 84 1 8 4 0 18 18/09/08/07/05/04/02/00
27 17 18 17 10 28 6 10 84 1 8 4 0 19 18/09/08/07/06/04/03/00
28 18 18 17 11 28 6 10 84 1 8 4 0 19 18/10/08/07/06/05/03/00
29 18 19 17 11 29 6 10 84 1 8 4 0 20 18/10/09/08/06/05/04/00

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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6 10 84
6 10 85
6 12 85
8 12 85
8 12 85
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8 12 85
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8 12 86
8 14 86
8 14 86
8 14 86
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10 14 87
10 16 87
10 16 87
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10 16 87
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12 16 88
12 18 88
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12 18 88
12 18 88
14 18 88
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14 20 89
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1 11 5 0 24 21/12/11/10/09/08/07/00
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1 12 6 0 25 21/13/12/11/10/09/08/00
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1 12 6 0 26 22/13/13/12/11/10/08/00
1 12 6 0 27 22/14/13/12/11/10/09/00
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2 17 8 0 35 27/18/17/17/16/15/14/00
2 17 9 0 36 27/18/18/17/16/15/14/00
2 18 9 0 37 27/19/18/17/16/15/14/00
2 18 9 0 37 27/19/18/17/16/15/15/00
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Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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22
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22
24
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90
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2
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3
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3
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3

19
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20
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21
22
22
22
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23
23
23
23
24
24
24
24
25
25

10
10
10
10
10
10
10
10
10
11
11
11
11
11
11
11
11
11
12
12
12
12
12
12

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

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Black Mage
Description: Controls the power of elements not to cause destruction, but to
defeat the ends of evil.
Specialty: Weakening enemies.
Usefulness: Its status spells can be pretty useful, but not really needed to
survive the earlier part of the game. I recommend to use this slot
to add another warrior-type character.
Evaluation: Not to useful, but I still prefer it over the Red Wizard. The
status attacks are quite helpful and are almost always 100% in
effectiveness. Use it to weaken a large group of enemies. Later
in the game, this mage becomes almost useless as more powerful
ones
become available.
Stat Preview:
Levels 1- 9: Str --, Agi --, Vit --

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

10-19:
20-29:
30-39:
40-49:
50-59:
60-69:
70-79:
80-89:
90-99:

Str
Str
Str
Str
Str
Str
Str
Str
Str

103

--, Agi --, Vit --, Agi - , Vit -- , Agi --, Vit --, Agi --, Vit - , Agi --, Vit - , Agi --, Vit =
- , Agi --, Vit =
- , Agi --, Vit =
- , Agi ---, Vit =

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 5 7 3 10 5 2 4 81 0 1 1 0 7 08/00/00/00/00/00/00/00
2 6 8 4 11 5 2 4 82 0 2 2 0 8 09/00/00/00/00/00/00/00
3 6 8 4 12 6 2 4 82 0 2 2 0 9 10/00/00/00/00/00/00/00
4 7 9 5 13 6 2 4 82 0 2 2 0 9 10/01/00/00/00/00/00/00
5 7 9 5 13 6 2 4 82 0 2 2 0 9 11/02/00/00/00/00/00/00
6 8 10 6 14 6 2 6 82 0 3 2 0 10 11/02/00/00/00/00/00/00
7 8 10 6 15 6 2 6 82 0 3 2 0 10 12/03/00/00/00/00/00/00
8 9 10 7 15 7 2 6 82 0 3 2 0 11 12/03/01/00/00/00/00/00
9 9 11 7 16 7 2 6 82 0 3 2 0 11 12/04/02/00/00/00/00/00
10 10 11 8 17 7 2 6 82 0 4 2 0 12 13/04/02/00/00/00/00/00
11 10 12 8 17 7 2 6 83 0 4 3 0 12 13/04/03/00/00/00/00/00
12 10 12 9 18 7 2 6 83 0 4 3 0 12 13/05/03/01/00/00/00/00
13 11 13 9 19 8 2 6 83 0 4 3 0 13 14/05/04/02/00/00/00/00
14 11 13 10 19 8 2 6 83 0 5 3 0 13 14/05/04/02/00/00/00/00
15 12 14 10 20 8 2 8 83 0 5 3 0 14 14/06/04/03/00/00/00/00
16 12 14 10 21 8 2 8 83 0 5 3 0 14 15/06/05/03/01/00/00/00
17 13 14 11 21 8 4 8 83 0 5 3 0 14 15/06/05/04/02/00/00/00
18 13 15 11 22 9 4 8 83 0 5 3 0 15 15/07/05/04/02/00/00/00
19 14 15 12 22 9 4 8 83 0 6 3 0 15 16/07/06/04/03/00/00/00
20 14 16 12 23 9 6 8 84 1 6 4 0 16 16/07/06/05/03/01/00/00
21 15 16 13 24 9 6 8 84 1 6 4 0 16 16/08/06/05/04/02/00/00
22 15 17 13 24 9 6 8 84 1 6 4 0 16 16/08/07/05/04/02/00/00
23 15 17 14 25 10 6 8 84 1 7 4 0 17 17/08/07/06/04/03/00/00
24 16 17 14 26 10 6 10 84 1 7 4 0 18 17/08/07/06/05/03/01/00
25 16 18 15 26 10 6 10 84 1 7 4 0 18 17/09/08/06/05/04/02/00
26 17 18 15 27 10 6 10 84 1 7 4 0 18 18/09/08/07/05/04/02/00
27 17 19 16 28 10 6 10 84 1 8 4 0 19 18/09/08/07/06/04/03/00
28 18 19 16 28 11 6 10 84 1 8 4 0 19 18/10/08/07/06/05/03/00
29 18 20 16 29 11 6 10 85 1 8 5 0 20 18/10/09/08/06/05/04/00
30 19 20 17 30 11 6 10 85 1 8 5 0 20 19/10/09/08/07/05/04/00
31 19 20 17 30 11 6 10 85 1 8 5 0 20 19/10/09/08/07/06/04/00
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Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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12
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21

8 12 85
8 12 85
8 12 85
8 12 85
8 12 85
8 12 86
8 12 86
8 12 86
8 14 86
8 14 86
8 14 86
8 14 86
8 14 86
8 14 86
8 14 86
8 14 87
10 14 87
10 16 87
10 16 87
10 16 87
10 16 87
10 16 87
10 16 87
10 16 87
12 16 88
12 16 88
12 18 88
12 18 88
12 18 88
12 18 88
12 18 88
12 18 88
14 18 88
14 18 89
14 18 89
14 20 89
14 20 89
14 20 89
14 20 89
14 20 89
14 20 89
14 20 89
14 20 90
14 22 90
14 22 90
14 22 90

104

1 9 5 0 22 19/11/10/09/08/06/05/00
1 9 5 0 22 20/11/10/09/08/07/05/00
1 9 5 0 22 20/11/10/09/08/07/06/00
1 10 5 0 23 20/12/11/10/08/07/06/00
1 10 5 0 23 20/12/11/10/09/08/06/00
1 10 6 0 24 21/12/11/10/09/08/07/00
1 10 6 0 24 21/12/11/10/09/08/07/00
1 11 6 0 24 21/13/12/11/10/08/07/00
1 11 6 0 25 21/13/12/11/10/09/08/00
1 11 6 0 25 21/13/12/11/10/09/08/00
1 11 6 0 26 22/13/12/11/10/09/08/00
1 11 6 0 26 22/13/13/12/11/10/08/00
1 12 6 0 27 22/14/13/12/11/10/09/00
1 12 6 0 27 22/14/13/12/11/10/09/00
1 12 6 0 27 23/14/13/12/11/10/09/00
1 12 7 0 28 23/14/13/13/12/11/10/00
1 13 7 0 28 23/15/14/13/12/11/10/00
1 13 7 0 29 23/15/14/13/12/11/10/00
1 13 7 0 29 23/15/14/13/12/11/10/00
1 13 7 0 30 24/15/14/13/13/12/11/00
1 14 7 0 30 24/15/15/14/13/12/11/00
1 14 7 0 30 24/16/15/14/13/12/11/00
1 14 7 0 31 24/16/15/14/13/12/11/00
1 14 7 0 31 25/16/15/14/13/13/12/00
2 14 8 0 32 25/16/15/15/14/13/12/00
2 15 8 0 32 25/17/16/15/14/13/12/00
2 15 8 0 33 25/17/16/15/14/13/12/00
2 15 8 0 33 25/17/16/15/14/13/13/00
2 15 8 0 33 26/17/16/15/15/14/13/00
2 16 8 0 34 26/17/17/16/15/14/13/00
2 16 8 0 34 26/18/17/16/15/14/13/00
2 16 8 0 35 26/18/17/16/15/14/13/00
2 16 8 0 35 26/18/17/16/15/15/14/00
2 17 9 0 35 27/18/17/17/16/15/14/00
2 17 9 0 36 27/18/18/17/16/15/14/00
2 17 9 0 37 27/19/18/17/16/15/14/00
2 17 9 0 37 27/19/18/17/16/15/15/00
2 18 9 0 37 27/19/18/17/17/16/15/00
2 18 9 0 38 28/19/18/18/17/16/15/00
2 18 9 0 38 28/19/19/18/17/16/15/00
2 18 9 0 39 28/20/19/18/17/16/15/00
2 18 9 0 39 28/20/19/18/17/17/16/00
2 19 10 0 39 28/20/19/18/18/17/16/00
2 19 10 0 40 29/20/19/19/18/17/16/00
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41
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41
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40
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62
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75

21
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25
25
25

14
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22
22
22
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22
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24
24
24
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24
24
24
24
24
26
26
26
26
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26

90
90
90
90
90
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91
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92
92
92
92
92
92

2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3

20
20
20
20
21
21
21
21
21
22
22
22
22
23
23
23
23
24
24
24
24

10
10
10
10
10
10
11
11
11
11
11
11
11
11
11
12
12
12
12
12
12

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

41
42
42
43
43
43
44
44
45
45
45
46
46
47
47
48
48
48
49
49
50

105

29/21/20/19/18/18/17/00
29/21/20/19/19/18/17/00
29/21/20/20/19/18/17/00
30/21/21/20/19/18/17/00
30/21/21/20/19/18/18/00
30/22/21/20/19/19/18/00
30/22/21/20/20/19/18/00
30/22/21/21/20/19/18/00
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31/23/22/21/21/20/19/00
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32/24/23/23/22/21/20/00
33/24/24/23/22/21/21/00
33/24/24/23/22/21/21/00

Red Mage
Description: Gifted to use both White and Black Magic, however, they failed
to master either arts.
Specialty: White and Black Wizard in 1
Usefulness: If you honestly want to use this job, limit it to the earliest
part of the game, especially the dungeon with many dead monsters
(equip W. Slayer Sword). After that, they're not really worth it
if you notice the pace of story progress.
Evaluation: Mage who can use magic swords, helm and shields. Although
very
versatile, I never really used it that much. They are pretty
useful warriors early on, but becomes useless as the game goes
forward. They can use both white and black magic, but come on!
Who would want to use Cure 2 when your White Wizard can use
Cure 3
already? Even in other FF's, I did not really liked this job

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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that much... (many will surely disagree).


Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str --, Agi - , Vit -10-19: Str --, Agi - , Vit -20-29: Str --, Agi - , Vit -30-39: Str - , Agi - , Vit -40-49: Str --, Agi - , Vit -50-59: Str - , Agi - , Vit -60-69: Str - , Agi - , Vit 70-79: Str - , Agi - , Vit 80-89: Str - , Agi - , Vit 90-99: Str --, Agi - , Vit -

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 6 7 5 6 6 2 4 81 0 2 1 0 6 04/00/00/00/00/00/00/00
2 7 8 6 7 7 2 4 82 0 3 2 0 7 05/00/00/00/00/00/00/00
3 7 9 6 7 7 2 4 82 0 3 2 0 7 06/00/00/00/00/00/00/00
4 8 10 6 8 8 2 6 82 0 3 2 0 8 06/00/00/00/00/00/00/00
5 8 10 6 8 8 2 6 82 0 3 2 0 8 07/01/00/00/00/00/00/00
6 9 11 7 9 9 2 6 82 0 3 2 0 9 07/02/00/00/00/00/00/00
7 9 11 7 9 9 2 6 82 0 3 2 0 9 08/02/00/00/00/00/00/00
8 10 12 7 10 10 2 6 83 0 3 3 0 10 08/03/00/00/00/00/00/00
9 10 13 7 10 10 2 6 83 0 3 3 0 10 08/03/00/00/00/00/00/00
10 10 13 8 10 10 2 6 83 0 4 3 0 10 09/04/01/00/00/00/00/00
11 11 14 8 11 11 2 6 83 0 4 3 0 11 09/04/02/00/00/00/00/00
12 11 15 8 11 11 2 6 83 0 4 3 0 11 09/04/02/00/00/00/00/00
13 12 15 8 12 12 2 8 83 0 4 3 0 12 10/05/03/00/00/00/00/00
14 12 16 9 12 12 4 8 84 1 4 4 0 12 10/05/03/00/00/00/00/00
15 13 17 9 13 13 4 8 84 1 4 4 0 13 10/05/04/01/00/00/00/00
16 13 17 9 13 13 4 8 84 1 4 4 0 13 11/06/04/02/00/00/00/00
17 14 18 9 14 14 6 8 84 1 4 4 0 14 11/06/04/02/00/00/00/00
18 14 18 10 14 14 6 8 84 1 5 4 0 14 11/06/05/03/00/00/00/00
19 14 19 10 14 14 6 8 84 1 5 4 0 14 12/07/05/03/00/00/00/00
20 15 20 10 15 15 6 8 85 1 5 5 0 15 12/07/05/04/00/00/00/00
21 15 20 10 15 15 6 8 85 1 5 5 0 15 12/07/06/04/00/00/00/00
22 16 21 11 16 16 6 10 85 1 5 5 0 16 12/08/06/04/00/00/00/00
23 16 22 11 16 16 6 10 85 1 5 5 0 16 13/08/06/05/00/00/00/00
24 17 22 11 17 17 6 10 85 1 5 5 0 17 13/08/07/05/00/00/00/00
25 17 23 11 17 17 6 10 85 1 5 5 0 17 13/08/07/05/00/00/00/00
26 18 24 12 18 18 6 10 86 1 6 6 0 18 14/09/07/06/00/00/00/00
27 18 24 12 18 18 6 10 86 1 6 6 0 18 14/09/08/06/00/00/00/00

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73

18
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19
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25
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49
50
50
51
52
52
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53

12
12
13
13
13
13
14
14
14
14
15
15
15
15
16
16
16
16
17
17
17
17
18
18
18
18
19
19
19
19
20
20
20
20
21
21
21
21
22
22
22
22
23
23
23
23

18
19
19
20
20
21
21
22
22
22
23
23
24
24
25
25
26
26
26
27
27
28
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30
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31
31
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32
33
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34
34
34
35
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36
37
37
38
38
38

18
19
19
20
20
21
21
22
22
22
23
23
24
24
25
25
26
26
26
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27
28
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30
30
30
31
31
32
32
33
33
34
34
34
35
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36
36
37
37
38
38
38

6 10 86
6 10 86
6 10 86
6 12 86
6 12 86
8 12 87
8 12 87
8 12 87
8 12 87
8 12 87
8 12 87
10 12 88
10 14 88
10 14 88
10 14 88
10 14 88
10 14 88
10 14 89
10 14 89
10 14 89
10 14 89
12 16 89
12 16 89
12 16 89
12 16 90
12 16 90
12 16 90
12 16 90
12 16 90
12 16 90
12 18 91
12 18 91
12 18 91
12 18 91
12 18 91
12 18 91
14 18 92
16 18 92
16 18 92
16 20 92
16 20 92
16 20 92
16 20 93
16 20 93
16 20 93
16 20 93

1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3

107

6 6 0 18 14/09/08/06/00/00/00/00
6 6 0 19 14/10/08/07/00/00/00/00
6 6 0 19 15/10/08/07/00/00/00/00
6 6 0 20 15/10/09/07/00/00/00/00
6 6 0 20 15/10/09/08/00/00/00/00
6 7 0 21 15/11/09/08/00/00/00/00
7 7 0 21 16/11/10/08/00/00/00/00
7 7 0 22 16/11/10/08/00/00/00/00
7 7 0 22 16/11/10/09/00/00/00/00
7 7 0 22 16/12/10/09/00/00/00/00
7 7 0 23 17/12/11/09/00/00/00/00
7 8 0 23 17/12/11/10/00/00/00/00
7 8 0 24 17/12/11/10/00/00/00/00
7 8 0 24 17/13/11/10/00/00/00/00
8 8 0 25 17/13/12/10/00/00/00/00
8 8 0 25 18/13/12/11/00/00/00/00
8 8 0 26 18/13/12/11/00/00/00/00
8 9 0 26 18/13/12/11/00/00/00/00
8 9 0 26 18/14/13/11/00/00/00/00
8 9 0 27 19/14/13/12/00/00/00/00
8 9 0 27 19/14/13/12/00/00/00/00
8 9 0 28 19/14/13/12/00/00/00/00
9 9 0 28 19/15/13/12/00/00/00/00
9 9 0 29 19/15/14/13/00/00/00/00
9 10 0 29 20/15/14/13/00/00/00/00
9 10 0 30 20/15/14/13/00/00/00/00
9 10 0 30 20/15/14/13/00/00/00/00
9 10 0 30 20/16/15/13/00/00/00/00
9 10 0 31 21/16/15/14/00/00/00/00
9 10 0 31 21/16/15/14/00/00/00/00
10 11 0 32 21/16/15/14/00/00/00/00
10 11 0 32 21/17/15/14/00/00/00/00
10 11 0 33 21/17/16/15/00/00/00/00
10 11 0 33 22/17/16/15/00/00/00/00
10 11 0 34 22/17/16/15/00/00/00/00
10 11 0 34 22/17/16/15/00/00/00/00
10 12 0 34 22/18/17/15/00/00/00/00
10 12 0 35 22/18/17/16/00/00/00/00
11 12 0 35 23/18/17/16/00/00/00/00
11 12 0 36 23/18/17/16/00/00/00/00
11 12 0 36 23/18/17/16/00/00/00/00
11 12 0 37 23/19/18/17/00/00/00/00
11 13 0 37 23/19/18/17/00/00/00/00
11 13 0 38 24/19/18/17/00/00/00/00
11 13 0 38 24/19/18/17/00/00/00/00
11 13 0 38 24/19/18/17/00/00/00/00

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39
39
40
40
41
41
42
42
42
43
43
44
44
45
45
46
46
46
47
47
48
48
49
49
50
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54
55
55
56
57
57
58
59
59
60
60
61
62
62
63
64
64
65
66
66
67
67
68
69
69
70

24
24
24
24
25
25
25
25
26
26
26
26
27
27
27
27
28
28
28
28
29
29
29
29
30
30

39
39
40
40
41
41
42
42
42
43
43
44
44
45
45
46
46
46
47
47
48
48
49
49
50
50

39
39
40
40
41
41
42
42
42
43
43
44
44
45
45
46
46
46
47
47
48
48
49
49
50
50

16
16
16
16
16
16
16
18
18
18
18
18
18
18
18
20
20
20
20
20
20
20
20
22
22
22

20
20
22
22
22
22
22
22
22
22
22
24
24
24
24
24
24
24
24
24
26
26
26
26
26
26

93
93
93
94
94
94
94
94
94
95
95
95
95
95
95
96
96
96
96
96
96
96
97
97
97
97

3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4

12
12
12
12
12
12
12
12
13
13
13
13
13
13
13
13
14
14
14
14
14
14
14
14
15
15

13
13
13
14
14
14
14
14
14
15
15
15
15
15
15
16
16
16
16
16
16
16
17
17
17
17

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

39
39
40
40
41
41
42
42
42
43
43
44
44
45
45
46
46
46
47
47
48
48
49
49
50
50

108

24/20/19/18/00/00/00/00
24/20/19/18/00/00/00/00
25/20/19/18/00/00/00/00
25/20/19/18/00/00/00/00
25/20/19/18/00/00/00/00
25/21/20/19/00/00/00/00
25/21/20/19/00/00/00/00
25/21/20/19/00/00/00/00
26/21/20/19/00/00/00/00
26/21/20/19/00/00/00/00
26/21/21/20/00/00/00/00
26/22/21/20/00/00/00/00
26/22/21/20/00/00/00/00
27/22/21/20/00/00/00/00
27/22/21/20/00/00/00/00
27/22/21/21/00/00/00/00
27/23/22/21/00/00/00/00
27/23/22/21/00/00/00/00
28/23/22/21/00/00/00/00
28/23/22/21/00/00/00/00
28/23/22/21/00/00/00/00
28/24/23/22/00/00/00/00
28/24/23/22/00/00/00/00
28/24/23/22/00/00/00/00
29/24/23/22/00/00/00/00
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Scholar
Description: Thru extensive research, they obtain a great knowledge of all
things. They use their wide knowledge to determine how to
effectively defeat an enemy.
Specialty: Peep - looks at enemy's current HP
Scan - looks at enemy's weakness
Usefulness: Avoid this at all cost!
Evaluation: Books! Books! Books! I love books, but I don't love this pathetic
nerd. Unexpectedly, this guy has the best Intelligence growth
of all pre-Warlock mages. 'Scan' is useful against a certain
"WallChange"-using enemies, ONLY... but I never really used it.
Instead of wasting your turn to scan the enemies' weakness, might
as well use the turn to deal additional damage. Whooo! This guy
has a TERRIBLE HP gain! Definitely, a waste of slot in your party.

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Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi = , Vit --10-19: Str = , Agi = , Vit --20-29: Str = , Agi = , Vit --30-39: Str = , Agi = , Vit --40-49: Str = , Agi = , Vit --50-59: Str = , Agi = , Vit --60-69: Str = , Agi = , Vit --70-79: Str = , Agi = , Vit --80-89: Str = , Agi = , Vit --90-99: Str = , Agi = , Vit ---

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 10 10 1 15 4 2 6 82 0 0 2 0 8 00/00/00/00/00/00/00/00
2 11 11 1 16 5 2 6 82 0 0 2 0 10 00/00/00/00/00/00/00/00
3 12 12 1 17 5 2 8 83 0 0 3 0 11 00/00/00/00/00/00/00/00
4 13 13 2 17 5 2 8 83 0 1 3 0 11 00/00/00/00/00/00/00/00
5 13 13 2 18 6 2 8 83 0 1 3 0 12 00/00/00/00/00/00/00/00
6 14 14 2 19 6 2 8 83 0 1 3 0 12 00/00/00/00/00/00/00/00
7 15 15 2 20 6 2 8 83 0 1 3 0 13 00/00/00/00/00/00/00/00
8 15 15 2 21 7 2 8 83 0 1 3 0 14 00/00/00/00/00/00/00/00
9 16 16 2 22 7 4 10 83 1 1 4 0 14 00/00/00/00/00/00/00/00
10 17 17 2 22 7 4 10 84 1 1 4 0 14 00/00/00/00/00/00/00/00
11 17 17 3 23 7 4 10 84 1 1 4 0 15 00/00/00/00/00/00/00/00
12 18 18 3 24 8 4 10 84 1 1 4 0 16 00/00/00/00/00/00/00/00
13 19 19 3 25 8 4 10 84 1 1 4 0 16 00/00/00/00/00/00/00/00
14 19 19 3 26 8 4 10 84 1 1 4 0 17 00/00/00/00/00/00/00/00
15 20 20 3 27 9 4 12 85 1 1 5 0 18 00/00/00/00/00/00/00/00
16 21 21 3 28 9 4 12 85 1 1 5 0 18 00/00/00/00/00/00/00/00
17 21 21 3 28 9 6 12 85 1 1 5 0 18 00/00/00/00/00/00/00/00
18 22 22 4 29 10 6 12 85 1 2 5 0 19 00/00/00/00/00/00/00/00
19 22 22 4 30 10 6 12 85 1 2 5 0 20 00/00/00/00/00/00/00/00
20 23 23 4 31 10 6 12 85 1 2 5 0 20 00/00/00/00/00/00/00/00
21 24 24 4 32 11 6 14 86 1 2 6 0 21 00/00/00/00/00/00/00/00
22 24 24 4 33 11 6 14 86 1 2 6 0 22 00/00/00/00/00/00/00/00
23 25 25 4 34 11 6 14 86 1 2 6 0 22 00/00/00/00/00/00/00/00
24 26 26 4 34 12 6 14 86 1 2 6 0 23 00/00/00/00/00/00/00/00
25 26 26 5 35 12 6 14 86 1 2 6 0 23 00/00/00/00/00/00/00/00
26 27 27 5 36 12 6 14 86 1 2 6 0 24 00/00/00/00/00/00/00/00
27 28 28 5 37 12 6 16 87 1 2 7 0 24 00/00/00/00/00/00/00/00
28 28 28 5 38 13 6 16 87 1 2 7 0 25 00/00/00/00/00/00/00/00
29 29 29 5 39 13 6 16 87 1 2 7 0 26 00/00/00/00/00/00/00/00

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5 39 13 6 16 87
5 40 14 6 16 87
6 41 14 6 16 87
6 42 14 10 18 88
6 43 15 10 18 88
6 44 15 10 18 88
6 45 15 10 18 88
6 45 16 10 18 88
6 46 16 10 18 88
7 47 16 10 20 89
7 48 17 10 20 89
7 49 17 10 20 89
7 50 17 10 20 89
7 50 17 10 20 89
7 51 18 10 20 89
7 52 18 10 22 90
8 53 18 10 22 90
8 54 19 10 22 90
8 55 19 10 22 90
8 56 19 12 22 90
8 56 20 12 22 90
8 57 20 12 22 90
8 58 20 12 24 91
8 59 21 12 24 91
9 60 21 12 24 91
9 61 21 12 24 91
9 62 22 12 24 91
9 62 22 12 24 91
9 63 22 14 26 92
9 64 22 14 26 92
9 65 23 14 26 92
10 66 23 14 26 92
10 67 23 14 26 92
10 67 24 14 26 92
10 68 24 14 28 93
10 69 24 16 28 93
10 70 25 16 28 93
10 71 25 16 28 93
11 72 25 16 28 93
11 73 26 16 28 93
11 73 26 16 30 94
11 74 26 16 30 94
11 75 27 16 30 94
11 76 27 16 30 94
11 77 27 16 30 94
12 78 27 16 30 94

110

1 2 7 0 26 00/00/00/00/00/00/00/00
1 2 7 0 27 00/00/00/00/00/00/00/00
1 3 7 0 27 00/00/00/00/00/00/00/00
2 3 8 0 28 00/00/00/00/00/00/00/00
2 3 8 0 29 00/00/00/00/00/00/00/00
2 3 8 0 29 00/00/00/00/00/00/00/00
2 3 8 0 30 00/00/00/00/00/00/00/00
2 3 8 0 30 00/00/00/00/00/00/00/00
2 3 8 0 31 00/00/00/00/00/00/00/00
2 3 9 0 31 00/00/00/00/00/00/00/00
2 3 9 0 32 00/00/00/00/00/00/00/00
2 3 9 0 33 00/00/00/00/00/00/00/00
2 3 9 0 33 00/00/00/00/00/00/00/00
2 3 9 0 33 00/00/00/00/00/00/00/00
2 3 9 0 34 00/00/00/00/00/00/00/00
2 3 10 0 35 00/00/00/00/00/00/00/00
2 4 10 0 35 00/00/00/00/00/00/00/00
2 4 10 0 36 00/00/00/00/00/00/00/00
2 4 10 0 37 00/00/00/00/00/00/00/00
2 4 10 0 37 00/00/00/00/00/00/00/00
2 4 10 0 38 00/00/00/00/00/00/00/00
2 4 10 0 38 00/00/00/00/00/00/00/00
2 4 11 0 39 00/00/00/00/00/00/00/00
2 4 11 0 40 00/00/00/00/00/00/00/00
2 4 11 0 40 00/00/00/00/00/00/00/00
2 4 11 0 41 00/00/00/00/00/00/00/00
2 4 11 0 42 00/00/00/00/00/00/00/00
2 4 11 0 42 00/00/00/00/00/00/00/00
3 4 12 0 42 00/00/00/00/00/00/00/00
3 4 12 0 43 00/00/00/00/00/00/00/00
3 4 12 0 44 00/00/00/00/00/00/00/00
3 5 12 0 44 00/00/00/00/00/00/00/00
3 5 12 0 45 00/00/00/00/00/00/00/00
3 5 12 0 45 00/00/00/00/00/00/00/00
3 5 13 0 46 00/00/00/00/00/00/00/00
3 5 13 0 46 00/00/00/00/00/00/00/00
3 5 13 0 47 00/00/00/00/00/00/00/00
3 5 13 0 48 00/00/00/00/00/00/00/00
3 5 13 0 48 00/00/00/00/00/00/00/00
3 5 13 0 49 00/00/00/00/00/00/00/00
3 5 14 0 49 00/00/00/00/00/00/00/00
3 5 14 0 50 00/00/00/00/00/00/00/00
3 5 14 0 51 00/00/00/00/00/00/00/00
3 5 14 0 51 00/00/00/00/00/00/00/00
3 5 14 0 52 00/00/00/00/00/00/00/00
3 6 14 0 52 00/00/00/00/00/00/00/00

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18
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22
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22

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95
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3
3
3
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3
4
4
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4
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4
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4
4
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4

6
6
6
6
6
6
6
6
6
6
6
6
6
7
7
7
7
7
7
7
7
7
7
7

15
15
15
15
15
15
16
16
16
16
16
16
17
17
17
17
17
17
18
18
18
18
18
18

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

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111

00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
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Geomancer/Elementalist/Taoist
Description: Combatants who knows how to use the geography and topography of
the earth as a weapon.
Specialty: Terrain - uses the nature as weapon. Effects vary in the area
where you are.
Usefulness: If you're still using the Black Wizard and you ran out of MP, you
can still use "spells without MP" using its 'Terrain' ability...
the effects depends on the location of the battle, though.
Evaluation: I don't see any reason to use this job. Compared to FFV and FF
Tactics' Geomancer, this seems to be not the Geomancer we now
know. 'Terrain' is not really that useful. Its bells don't work
wonders either... that's why I put it in the mage class. Mage-like
stat progression, weak weapons and armors, and weak physique
are
reasons to avoid this job, although, its free spells are quite

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useful for those who want to have a regular mage in their party
without minding their MP consumption.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str - , Agi = , Vit =


10-19: Str - , Agi = , Vit =
20-29: Str - , Agi = , Vit =
30-39: Str - , Agi = , Vit =
40-49: Str - , Agi = , Vit =
50-59: Str - , Agi = , Vit 60-69: Str - , Agi = , Vit =
70-79: Str - , Agi = , Vit =
80-89: Str - , Agi = , Vit =
90-99: Str --, Agi = , Vit =

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv--M1-M2-M3-M4-M5M6-M7-M8
1 10 10 10 20 5 2 6 82 0 5 2 0 12 00/00/00/00/00/00/00/00
2 11 11 11 21 6 2 6 82 0 5 2 0 13 00/00/00/00/00/00/00/00
3 11 12 11 22 6 2 6 83 0 5 3 0 14 00/00/00/00/00/00/00/00
4 12 13 12 22 7 2 8 83 0 6 3 0 14 00/00/00/00/00/00/00/00
5 12 13 12 23 7 2 8 83 0 6 3 0 14 00/00/00/00/00/00/00/00
6 12 14 12 23 8 2 8 83 0 6 3 0 15 00/00/00/00/00/00/00/00
7 13 15 13 24 8 2 8 83 0 6 3 0 16 00/00/00/00/00/00/00/00
8 13 15 13 24 9 2 8 83 0 6 3 0 16 00/00/00/00/00/00/00/00
9 14 16 14 25 9 4 8 84 1 7 4 0 17 00/00/00/00/00/00/00/00
10 14 17 14 26 10 4 8 84 1 7 4 0 18 00/00/00/00/00/00/00/00
11 14 17 14 26 10 4 8 84 1 7 4 0 18 00/00/00/00/00/00/00/00
12 15 18 15 27 10 4 8 84 1 7 4 0 18 00/00/00/00/00/00/00/00
13 15 19 15 27 11 4 8 84 1 7 4 0 19 00/00/00/00/00/00/00/00
14 16 19 16 28 11 4 10 84 1 8 4 0 19 00/00/00/00/00/00/00/00
15 16 20 16 28 12 4 10 85 1 8 5 0 20 00/00/00/00/00/00/00/00
16 16 21 16 29 12 4 10 85 1 8 5 0 20 00/00/00/00/00/00/00/00
17 17 21 17 29 13 6 10 85 1 8 5 0 21 00/00/00/00/00/00/00/00
18 17 22 17 30 13 6 10 85 1 8 5 0 21 00/00/00/00/00/00/00/00
19 18 22 18 31 14 6 10 85 1 9 5 0 22 00/00/00/00/00/00/00/00
20 18 23 18 31 14 6 10 85 1 9 5 0 22 00/00/00/00/00/00/00/00
21 18 24 18 32 15 6 10 86 1 9 6 0 23 00/00/00/00/00/00/00/00
22 19 24 19 32 15 6 10 86 1 9 6 0 23 00/00/00/00/00/00/00/00
23 19 25 19 33 15 6 10 86 1 9 6 0 24 00/00/00/00/00/00/00/00
24 20 26 20 33 16 6 12 86 1 10 6 0 24 00/00/00/00/00/00/00/00
25 20 26 20 34 16 6 12 86 1 10 6 0 25 00/00/00/00/00/00/00/00
26 21 27 21 34 17 6 12 86 1 10 6 0 25 00/00/00/00/00/00/00/00

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55
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57

21
21
22
22
23
23
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24
25
25
25
26
26
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18
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19
19
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25
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27
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6 12 87
6 12 87
6 12 87
6 12 87
6 12 87
6 12 87
10 12 88
10 14 88
10 14 88
10 14 88
10 14 88
10 14 88
10 14 89
10 14 89
10 14 89
10 14 89
10 14 89
10 16 89
10 16 90
10 16 90
10 16 90
10 16 90
12 16 90
12 16 90
12 16 90
12 16 91
12 16 91
12 18 91
12 18 91
12 18 91
12 18 91
14 18 92
14 18 92
14 18 92
14 18 92
14 18 92
14 18 92
14 20 93
16 20 93
16 20 93
16 20 93
16 20 93
16 20 93
16 20 94
16 20 94
16 20 94

1 10
1 10
1 11
1 11
1 11
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2 11
2 12
2 12
2 12
2 12
2 12
2 13
2 13
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2 13
2 13
2 14
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2 16
3 16
3 17
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3 17
3 17
3 18
3 18
3 18
3 18
3 18
3 19
3 19
3 19
3 19

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7 0 26 00/00/00/00/00/00/00/00
7 0 27 00/00/00/00/00/00/00/00
7 0 27 00/00/00/00/00/00/00/00
7 0 28 00/00/00/00/00/00/00/00
7 0 28 00/00/00/00/00/00/00/00
7 0 29 00/00/00/00/00/00/00/00
8 0 29 00/00/00/00/00/00/00/00
8 0 29 00/00/00/00/00/00/00/00
8 0 30 00/00/00/00/00/00/00/00
8 0 30 00/00/00/00/00/00/00/00
8 0 31 00/00/00/00/00/00/00/00
8 0 31 00/00/00/00/00/00/00/00
9 0 32 00/00/00/00/00/00/00/00
9 0 32 00/00/00/00/00/00/00/00
9 0 33 00/00/00/00/00/00/00/00
9 0 33 00/00/00/00/00/00/00/00
9 0 34 00/00/00/00/00/00/00/00
9 0 34 00/00/00/00/00/00/00/00
10 0 35 00/00/00/00/00/00/00/00
10 0 36 00/00/00/00/00/00/00/00
10 0 36 00/00/00/00/00/00/00/00
10 0 37 00/00/00/00/00/00/00/00
10 0 37 00/00/00/00/00/00/00/00
10 0 38 00/00/00/00/00/00/00/00
10 0 38 00/00/00/00/00/00/00/00
11 0 39 00/00/00/00/00/00/00/00
11 0 39 00/00/00/00/00/00/00/00
11 0 40 00/00/00/00/00/00/00/00
11 0 40 00/00/00/00/00/00/00/00
11 0 40 00/00/00/00/00/00/00/00
11 0 41 00/00/00/00/00/00/00/00
12 0 41 00/00/00/00/00/00/00/00
12 0 42 00/00/00/00/00/00/00/00
12 0 42 00/00/00/00/00/00/00/00
12 0 43 00/00/00/00/00/00/00/00
12 0 43 00/00/00/00/00/00/00/00
12 0 44 00/00/00/00/00/00/00/00
13 0 45 00/00/00/00/00/00/00/00
13 0 45 00/00/00/00/00/00/00/00
13 0 46 00/00/00/00/00/00/00/00
13 0 46 00/00/00/00/00/00/00/00
13 0 47 00/00/00/00/00/00/00/00
13 0 47 00/00/00/00/00/00/00/00
14 0 48 00/00/00/00/00/00/00/00
14 0 48 00/00/00/00/00/00/00/00
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46
46
47
47
48
48
48
49
49
50
50

61
61
62
62
63
63
64
64
65
66
66
67
67
68
68
69
69
70
71
71
72
72
73
73
74
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75

38
39
39
40
40
40
41
41
42
42
43
43
44
44
45
45
45
46
46
47
47
48
48
49
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50
50

16
16
16
16
16
16
16
16
18
20
20
20
20
20
20
20
20
20
20
20
20
20
20
20
22
22
22

20
22
22
22
22
22
22
22
22
22
24
24
24
24
24
24
24
24
24
24
26
26
26
26
26
26
26

94
94
94
95
95
95
95
95
95
96
96
96
96
96
96
97
97
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97
98
98
98
98
98
98

3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

19
20
20
20
20
21
21
21
21
21
22
22
22
22
22
23
23
23
23
23
24
24
24
24
24
25
25

14
14
14
15
15
15
15
15
15
16
16
16
16
16
16
17
17
17
17
17
17
18
18
18
18
18
18

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

49
50
50
51
51
51
52
52
53
54
54
55
55
56
56
57
57
58
58
59
59
60
60
61
61
62
62

114

00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
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00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00
00/00/00/00/00/00/00/00

Conjurer/Caller
Description: Proving to be worthy of the powers of the legendary monsters,
they can call upon said beings to utilize its random white or
black ability.
Specialty: Summon's White/Black Ability
Usefulness: Use it if you're terribly addict with summon monsters. Usefulness
depends on luck... might as well dump this mage in the trash site.
Evaluation: If you want a Red Mage with a twist, get this... but I never
really loved Red Wizards... so as Conjurers... if not for my
interest in Summons. Their summons are random... unpredictable.
However, some summon effect are quite useful like that of Ramuh
Shiva and Leviathan's white ability... (check the Miscellaneous).
Terrible HP progression and limited MP kills the usefulness of

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

115

this job! Oh, even its speed sucks! For a good note, don't you
think conjurers looks like Hunters than Summoners-in-training?
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi - , Vit -10-19: Str = , Agi - , Vit -20-29: Str = , Agi - , Vit -30-39: Str = , Agi - , Vit -40-49: Str = , Agi --, Vit -50-59: Str = , Agi --, Vit -60-69: Str = , Agi --, Vit 70-79: Str = , Agi --, Vit -80-89: Str = , Agi --, Vit -90-99: Str = , Agi ---, Vit --

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 10 10 5 15 15 2 6 82 0 2 2 0 15 02/00/00/00/00/00/00/00
2 11 11 5 16 16 2 6 82 0 2 2 0 16 03/00/00/00/00/00/00/00
3 12 11 6 17 17 2 8 82 0 3 2 0 17 04/00/00/00/00/00/00/00
4 13 12 6 17 17 2 8 83 0 3 3 0 17 04/00/00/00/00/00/00/00
5 13 12 6 18 18 2 8 83 0 3 3 0 18 05/00/00/00/00/00/00/00
6 14 12 6 19 19 2 8 83 0 3 3 0 19 05/01/00/00/00/00/00/00
7 15 13 6 19 19 2 8 83 0 3 3 0 19 06/02/00/00/00/00/00/00
8 15 13 7 20 20 2 8 83 0 3 3 0 20 06/02/00/00/00/00/00/00
9 16 14 7 20 20 2 10 83 0 3 3 0 20 06/03/00/00/00/00/00/00
10 17 14 7 21 21 2 10 83 0 3 3 0 21 07/03/00/00/00/00/00/00
11 17 14 7 22 22 2 10 83 0 3 3 0 22 07/04/00/00/00/00/00/00
12 18 15 7 22 22 2 10 83 0 3 3 0 22 07/04/01/00/00/00/00/00
13 19 15 8 23 23 2 10 83 0 4 3 0 23 08/04/02/00/00/00/00/00
14 19 16 8 23 23 4 10 84 1 4 4 0 23 08/05/02/00/00/00/00/00
15 20 16 8 24 24 4 12 84 1 4 4 0 24 08/05/03/00/00/00/00/00
16 21 16 8 25 25 4 12 84 1 4 4 0 25 09/05/03/00/00/00/00/00
17 21 17 8 25 25 6 12 84 1 4 4 0 25 09/06/04/00/00/00/00/00
18 22 17 9 26 26 6 12 84 1 4 4 0 26 09/06/04/01/00/00/00/00
19 22 18 9 27 27 6 12 84 1 4 4 0 27 10/06/04/02/00/00/00/00
20 23 18 9 27 27 6 12 84 1 4 4 0 27 10/07/05/02/00/00/00/00
21 24 18 9 28 28 6 14 84 1 4 4 0 28 10/07/05/03/00/00/00/00
22 24 19 9 28 28 6 14 84 1 4 4 0 28 10/07/05/03/00/00/00/00
23 25 19 10 29 29 6 14 84 1 5 4 0 29 11/08/06/04/00/00/00/00
24 26 20 10 30 30 6 14 85 1 5 5 0 30 11/08/06/04/01/00/00/00
25 26 20 10 30 30 6 14 85 1 5 5 0 30 11/08/06/04/02/00/00/00
26 27 21 10 31 31 6 14 85 1 5 5 0 31 12/08/07/05/02/00/00/00

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21
21
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25
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31
31
32
32
33
33
33
34
34
35
35
35
36
36
37
37
37
38
38
39
39

10
11
11
11
11
11
12
12
12
12
12
13
13
13
13
13
14
14
14
14
14
15
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16
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16
16
17
17
17
17
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18
19
19
19
19
19
20

31
32
33
33
34
34
35
36
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37
37
38
39
39
40
40
41
42
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43
44
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49
50
50
51
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52
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54
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55
56
56
57
57
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59

31
32
33
33
34
34
35
36
36
37
37
38
39
39
40
40
41
42
42
43
43
44
45
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47
47
48
48
49
50
50
51
51
52
53
53
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55
56
56
57
57
58
59

6 16 85
6 16 85
6 16 85
6 16 85
6 16 85
6 16 85
8 18 85
8 18 86
8 18 86
8 18 86
8 18 86
8 18 86
8 20 86
8 20 86
8 20 86
8 20 86
8 20 86
8 20 87
8 22 87
8 22 87
8 22 87
8 22 87
10 22 87
10 22 87
10 22 87
10 24 87
10 24 87
12 24 88
12 24 88
12 24 88
12 24 88
12 26 88
12 26 88
12 26 88
12 26 88
12 26 88
12 26 88
12 28 89
14 28 89
14 28 89
14 28 89
14 28 89
14 28 89
14 30 89
14 30 89
14 30 89

1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2

116

5 5 0 31 12/09/07/05/03/00/00/00
5 5 0 32 12/09/07/05/03/00/00/00
5 5 0 33 12/09/08/06/04/00/00/00
5 5 0 33 13/10/08/06/04/01/00/00
5 5 0 34 13/10/08/06/04/02/00/00
5 5 0 34 13/10/08/07/05/02/00/00
6 5 0 35 13/10/09/07/05/03/00/00
6 6 0 36 14/11/09/07/05/03/00/00
6 6 0 36 14/11/09/08/06/04/00/00
6 6 0 37 14/11/10/08/06/04/01/00
6 6 0 37 14/11/10/08/06/04/02/00
6 6 0 38 15/12/10/08/07/05/02/00
6 6 0 39 15/12/10/09/07/05/03/00
6 6 0 39 15/12/11/09/07/05/03/00
6 6 0 40 15/12/11/09/08/06/04/00
6 6 0 40 15/13/11/10/08/06/04/01
7 6 0 41 16/13/11/10/08/06/04/02
7 7 0 42 16/13/12/10/08/07/05/02
7 7 0 42 16/13/12/10/09/07/05/03
7 7 0 43 16/13/12/11/09/07/05/03
7 7 0 43 17/14/12/11/09/08/06/04
7 7 0 44 17/14/13/11/10/08/06/04
7 7 0 45 17/14/13/11/10/08/06/04
7 7 0 45 17/14/13/12/10/08/07/05
7 7 0 46 17/15/13/12/10/09/07/05
8 7 0 47 18/15/13/12/11/09/07/05
8 7 0 47 18/15/14/12/11/09/08/06
8 8 0 48 18/15/14/13/11/10/08/06
8 8 0 48 18/15/14/13/11/10/08/06
8 8 0 49 19/16/14/13/12/10/08/07
8 8 0 50 19/16/15/13/12/10/09/07
8 8 0 50 19/16/15/13/12/11/09/07
8 8 0 51 19/16/15/14/12/11/09/08
8 8 0 51 19/17/15/14/13/11/10/08
8 8 0 52 20/17/15/14/13/11/10/08
9 8 0 53 20/17/16/14/13/12/10/08
9 8 0 53 20/17/16/15/13/12/10/09
9 9 0 54 20/17/16/15/13/12/11/09
9 9 0 54 20/18/16/15/14/12/11/09
9 9 0 55 21/18/17/15/14/13/11/10
9 9 0 56 21/18/17/15/14/13/11/10
9 9 0 56 21/18/17/16/14/13/12/10
9 9 0 57 21/18/17/16/15/13/12/10
9 9 0 57 21/19/17/16/15/13/12/11
9 9 0 58 22/19/18/16/15/14/12/11
10 9 0 59 22/19/18/17/15/14/13/11

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58
59
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60
61
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62
63
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64
64
65
66
66
67
68
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70
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72
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39
40
40
41
41
42
42
42
43
43
44
44
44
45
45
46
46
46
47
47
48
48
48
49
49
50
50

20
20
20
20
21
21
21
21
21
22
22
22
22
22
23
23
23
23
23
24
24
24
24
24
25
25
25

59
60
60
61
62
62
63
63
64
65
65
66
67
67
68
68
69
70
70
71
71
72
73
73
74
74
75

59
60
60
61
62
62
63
63
64
65
65
66
67
67
68
68
69
70
70
71
71
72
73
73
74
74
75

14
14
14
14
14
14
14
14
16
16
16
16
16
16
16
16
16
16
16
16
18
18
18
18
20
20
20

30
30
30
32
32
32
32
32
32
34
34
34
34
34
34
36
36
36
36
36
36
38
38
38
38
38
38

89
90
90
90
90
90
90
90
90
90
91
91
91
91
91
91
91
91
91
91
92
92
92
92
92
92
92

2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3

10
10
10
10
10
10
10
10
10
11
11
11
11
11
11
11
11
11
11
12
12
12
12
12
12
12
12

9
10
10
10
10
10
10
10
10
10
11
11
11
11
11
11
11
11
11
11
12
12
12
12
12
12
12

117

0 59 22/19/18/17/15/14/13/11
0 60 22/19/18/17/16/14/13/12
0 60 22/20/18/17/16/15/13/12
0 61 23/20/19/17/16/15/13/12
0 62 23/20/19/18/16/15/14/12
0 62 23/20/19/18/17/15/14/13
0 63 23/20/19/18/17/15/14/13
0 63 23/21/19/18/17/16/14/13
0 64 23/21/20/18/17/16/15/13
0 65 24/21/20/19/17/16/15/13
0 65 24/21/20/19/18/16/15/14
0 66 24/21/20/19/18/17/15/14
0 67 24/21/20/19/18/17/15/14
0 67 24/22/21/19/18/17/16/14
0 68 25/22/21/20/18/17/16/15
0 68 25/22/21/20/19/17/16/15
0 69 25/22/21/20/19/18/16/15
0 70 25/22/21/20/19/18/17/15
0 70 25/23/21/20/19/18/17/15
0 71 26/23/22/21/19/18/17/16
0 71 26/23/22/21/20/18/17/16
0 72 26/23/22/21/20/19/17/16
0 73 26/23/22/21/20/19/18/16
0 73 26/24/22/21/20/19/18/17
0 74 26/24/23/21/20/19/18/17
0 74 27/24/23/22/21/19/18/17
0 75 27/24/23/22/21/20/18/17

Bard
Description: Talented singers who can use their great voices as a weapon.
Specialty: Scare - makes enemies miss attack or run away.
Cheer - increases party's number of hits. Can be used as many times
as you want... effect will be like 'Haste'.
Usefulness: 'Cheer' is all you should do if you want to use this job... NEVER
EVER attempt to use the 'Fight' command!
Evaluation: Offense enhancer at best... and item user at times. 'Scare' is not
really that useful. On the other hand, 'Cheer' will give you a little
advantage over the enemies especially when your warriors skill level
is a little low. In a long battle, the continuous use of 'Cheer' will
result in a haste effect. Unlike FF4's legendary Bard, Edward, (Oh...

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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I still can't forget the horror that pathetic character gave me!) this
one gave a little justice for the job. Although it has no other use
than to 'Cheer' the party, its great HP growth and decent speed
makes
it more dependable than the rest of the mages before it (except
against
the White Wizard). I'm just wondering what happened to Edward...
o_?
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str ---, Agi + , Vit ++


10-19: Str ---, Agi + , Vit ++
20-29: Str ---, Agi + , Vit ++
30-39: Str --, Agi + , Vit ++
40-49: Str ---, Agi + , Vit +
50-59: Str --, Agi = , Vit +
60-69: Str --, Agi = , Vit ++
70-79: Str --, Agi = , Vit ++
80-89: Str --, Agi = , Vit +
90-99: Str ---, Agi = , Vit +

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 5 15 15 10 10 2 4 83 0 7 3 0 10 00/00/00/00/00/00/00/00
2 5 16 16 11 11 4 4 84 1 8 4 0 11 00/00/00/00/00/00/00/00
3 6 17 17 11 12 4 4 84 1 8 4 0 11 00/00/00/00/00/00/00/00
4 6 17 17 12 13 4 4 84 1 8 4 0 12 00/00/00/00/00/00/00/00
5 6 18 18 12 13 4 4 84 1 9 4 0 12 00/00/00/00/00/00/00/00
6 6 19 19 12 14 4 4 84 1 9 4 0 13 00/00/00/00/00/00/00/00
7 6 19 19 13 15 4 4 84 1 9 4 0 14 00/00/00/00/00/00/00/00
8 7 20 20 13 15 4 4 85 1 10 5 0 14 00/00/00/00/00/00/00/00
9 7 20 20 14 16 4 4 85 1 10 5 0 15 00/00/00/00/00/00/00/00
10 7 21 21 14 17 4 4 85 1 10 5 0 15 00/00/00/00/00/00/00/00
11 7 22 22 14 17 4 4 85 1 11 5 0 15 00/00/00/00/00/00/00/00
12 7 22 22 15 18 4 4 85 1 11 5 0 16 00/00/00/00/00/00/00/00
13 8 23 23 15 19 4 6 85 1 11 5 0 17 00/00/00/00/00/00/00/00
14 8 23 23 16 19 4 6 85 1 11 5 0 17 00/00/00/00/00/00/00/00
15 8 24 24 16 20 4 6 86 1 12 6 0 18 00/00/00/00/00/00/00/00
16 8 25 25 16 21 4 6 86 1 12 6 0 18 00/00/00/00/00/00/00/00
17 8 25 25 17 21 6 6 86 1 12 6 0 19 00/00/00/00/00/00/00/00
18 9 26 26 17 22 6 6 86 1 13 6 0 19 00/00/00/00/00/00/00/00
19 9 27 27 18 22 6 6 86 1 13 6 0 20 00/00/00/00/00/00/00/00
20 9 27 27 18 23 6 6 86 1 13 6 0 20 00/00/00/00/00/00/00/00

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46
47
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9 28 28 18 24
9 28 28 19 24
10 29 29 19 25
10 30 30 20 26
10 30 30 20 26
10 31 31 21 27
10 31 31 21 28
11 32 32 21 28
11 33 33 22 29
11 33 33 22 30
11 34 34 23 30
11 34 34 23 31
12 35 35 23 32
12 36 36 24 32
12 36 36 24 33
12 37 37 25 34
12 37 37 25 34
13 38 38 25 35
13 39 39 26 36
13 39 39 26 36
13 40 40 27 37
13 40 40 27 38
14 41 41 27 38
14 42 42 28 39
14 42 42 28 40
14 43 43 29 40
14 43 43 29 41
15 44 44 29 42
15 45 45 30 42
15 45 45 30 43
15 46 46 31 43
16 47 47 31 44
16 47 47 31 45
16 48 48 32 45
16 48 48 32 46
16 49 49 33 47
17 50 50 33 47
17 50 50 33 48
17 51 51 34 49
17 51 51 34 49
17 52 52 35 50
18 53 53 35 51
18 53 53 35 51
18 54 54 36 52
18 54 54 36 53
18 55 55 37 53

119

6 6 87 1 14 7 0 21 00/00/00/00/00/00/00/00
6 6 87 1 14 7 0 21 00/00/00/00/00/00/00/00
6 6 87 1 14 7 0 22 00/00/00/00/00/00/00/00
6 6 87 1 15 7 0 23 00/00/00/00/00/00/00/00
6 6 87 1 15 7 0 23 00/00/00/00/00/00/00/00
6 6 87 1 15 7 0 24 00/00/00/00/00/00/00/00
6 6 87 1 15 7 0 24 00/00/00/00/00/00/00/00
8 6 88 2 16 8 0 24 00/00/00/00/00/00/00/00
8 6 88 2 16 8 0 25 00/00/00/00/00/00/00/00
8 6 88 2 16 8 0 26 00/00/00/00/00/00/00/00
8 6 88 2 17 8 0 26 00/00/00/00/00/00/00/00
8 6 88 2 17 8 0 27 00/00/00/00/00/00/00/00
10 8 88 2 17 8 0 27 00/00/00/00/00/00/00/00
10 8 89 2 18 9 0 28 00/00/00/00/00/00/00/00
10 8 89 2 18 9 0 28 00/00/00/00/00/00/00/00
10 8 89 2 18 9 0 29 00/00/00/00/00/00/00/00
10 8 89 2 18 9 0 29 00/00/00/00/00/00/00/00
10 8 89 2 19 9 0 30 00/00/00/00/00/00/00/00
10 8 89 2 19 9 0 31 00/00/00/00/00/00/00/00
10 8 89 2 19 9 0 31 00/00/00/00/00/00/00/00
10 8 90 2 20 10 0 32 00/00/00/00/00/00/00/00
10 8 90 2 20 10 0 32 00/00/00/00/00/00/00/00
10 8 90 2 20 10 0 32 00/00/00/00/00/00/00/00
10 8 90 2 21 10 0 33 00/00/00/00/00/00/00/00
10 8 90 2 21 10 0 34 00/00/00/00/00/00/00/00
10 8 90 2 21 10 0 34 00/00/00/00/00/00/00/00
10 8 90 2 21 10 0 35 00/00/00/00/00/00/00/00
10 8 91 2 22 11 0 35 00/00/00/00/00/00/00/00
12 8 91 2 22 11 0 36 00/00/00/00/00/00/00/00
12 8 91 2 22 11 0 36 00/00/00/00/00/00/00/00
12 8 91 2 23 11 0 37 00/00/00/00/00/00/00/00
12 10 91 2 23 11 0 37 00/00/00/00/00/00/00/00
12 10 91 2 23 11 0 38 00/00/00/00/00/00/00/00
14 10 92 3 24 12 0 38 00/00/00/00/00/00/00/00
14 10 92 3 24 12 0 39 00/00/00/00/00/00/00/00
14 10 92 3 24 12 0 40 00/00/00/00/00/00/00/00
14 10 92 3 25 12 0 40 00/00/00/00/00/00/00/00
14 10 92 3 25 12 0 40 00/00/00/00/00/00/00/00
14 10 92 3 25 12 0 41 00/00/00/00/00/00/00/00
14 10 92 3 25 12 0 41 00/00/00/00/00/00/00/00
14 10 93 3 26 13 0 42 00/00/00/00/00/00/00/00
14 10 93 3 26 13 0 43 00/00/00/00/00/00/00/00
14 10 93 3 26 13 0 43 00/00/00/00/00/00/00/00
14 10 93 3 27 13 0 44 00/00/00/00/00/00/00/00
16 10 93 3 27 13 0 44 00/00/00/00/00/00/00/00
16 10 93 3 27 13 0 45 00/00/00/00/00/00/00/00

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56
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37
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54
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16
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10
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3
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4
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18

0
0
0
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0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
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0
0
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45
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Shaman
Description: Masters of holy magic. They use their powers to purify the world
from dark forces.
Specialty: All-around support.
Usefulness: At last! You can now say farewell to your trusty White Wizard.
Until you get the Sage, don't give up this rabbit costume. Very
good job.

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Evaluation: Far better White Wizard... plus it's cute rabbit costume is worth
using! If you don't have the Sage, you may calmly settle with
this one. They are as reliable as the Sages when it comes to
healing. It also becomes a useful warrior once you get the "Golem"
Staff, which has a petrifying effect... instant kill!
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi = , Vit ++


10-19: Str = , Agi = , Vit ++
20-29: Str - , Agi = , Vit ++
30-39: Str - , Agi = , Vit ++
40-49: Str - , Agi = , Vit +
50-59: Str - , Agi = , Vit +
60-69: Str - , Agi = , Vit ++
70-79: Str - , Agi = , Vit ++
80-89: Str - , Agi = , Vit +
90-99: Str --, Agi = , Vit +

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 15 10 15 5 25 2 8 82 0 7 2 0 15 10/09/08/07/06/05/04/03
2 16 11 16 6 26 2 10 82 0 8 2 0 16 11/09/08/07/06/05/04/03
3 16 12 17 6 27 2 10 83 0 8 3 0 16 12/09/08/07/06/05/04/03
4 16 13 17 7 28 2 10 83 0 8 3 0 17 12/09/08/07/06/05/04/03
5 17 13 18 7 29 2 10 83 0 9 3 0 18 13/10/08/07/06/05/04/03
6 17 14 19 8 29 2 10 83 0 9 3 0 18 14/11/08/07/06/05/04/03
7 17 15 19 8 30 2 10 83 0 9 3 0 19 14/11/08/07/06/05/04/03
8 18 15 20 9 31 2 10 83 0 10 3 0 20 15/12/08/07/06/05/04/03
9 18 16 20 9 32 4 10 84 1 10 4 0 20 15/13/08/07/06/05/04/03
10 19 17 21 10 32 4 10 84 1 10 4 0 21 16/13/09/07/06/05/04/03
11 19 17 22 10 33 4 10 84 1 11 4 0 21 16/14/10/07/06/05/04/03
12 19 18 22 10 34 4 10 84 1 11 4 0 22 17/14/10/07/06/05/04/03
13 20 19 23 11 35 4 12 84 1 11 4 0 23 17/15/11/07/06/05/04/03
14 20 19 23 11 35 4 12 84 1 11 4 0 23 18/15/12/07/06/05/04/03
15 20 20 24 12 36 4 12 85 1 12 5 0 24 18/16/12/08/06/05/04/03
16 21 21 25 12 37 4 12 85 1 12 5 0 24 19/16/13/09/06/05/04/03
17 21 21 25 13 38 6 12 85 1 12 5 0 25 19/17/13/09/06/05/04/03
18 21 22 26 13 38 6 12 85 1 13 5 0 25 20/17/14/10/06/05/04/03
19 22 22 27 14 39 6 12 85 1 13 5 0 26 20/18/14/11/06/05/04/03
20 22 23 27 14 40 6 12 85 1 13 5 0 27 21/18/15/11/07/05/04/03
21 22 24 28 15 41 6 12 86 1 14 6 0 28 21/19/15/12/08/05/04/03
22 23 24 28 15 41 6 12 86 1 14 6 0 28 21/19/16/12/08/05/04/03
23 23 25 29 15 42 6 12 86 1 14 6 0 28 22/20/16/13/09/05/04/03

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26
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30
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16
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43
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6 12 86
6 14 86
6 14 86
6 14 87
6 14 87
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6 14 87
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10 14 88
10 14 88
10 14 88
10 16 88
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10 16 89
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12 18 90
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12 18 91
14 20 92
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14 20 92
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14 20 92
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14 20 93
16 20 93
16 20 93
16 20 93
16 20 93
16 20 93

1 15
1 15
1 15
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1 17
2 17
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2 20
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2 21
2 21
2 21
2 22
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2 24
2 24
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6 0 29 22/20/17/13/10/05/04/03
6 0 30 23/20/17/14/10/06/04/03
6 0 30 23/21/18/14/11/07/04/03
7 0 31 24/21/18/15/11/07/04/03
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7 0 32 24/22/19/16/12/09/04/03
7 0 33 25/23/19/16/13/09/05/03
7 0 33 25/23/20/17/13/10/06/03
7 0 34 26/23/20/17/14/10/06/03
8 0 35 26/24/21/18/14/11/07/03
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8 0 36 27/25/22/18/15/12/08/04
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8 0 37 28/25/22/19/16/13/09/05
8 0 37 28/26/23/20/17/13/10/06
9 0 38 28/26/23/20/17/14/10/07
9 0 39 29/27/24/21/17/14/11/07
9 0 40 29/27/24/21/18/15/11/08
9 0 40 30/27/24/21/18/15/12/08
9 0 41 30/28/25/22/19/16/12/09
9 0 41 30/28/25/22/19/16/13/09
10 0 42 31/29/26/23/20/16/13/10
10 0 42 31/29/26/23/20/17/14/10
10 0 43 31/29/26/23/20/17/14/11
10 0 44 32/30/27/24/21/18/15/11
10 0 44 32/30/27/24/21/18/15/12
10 0 45 32/30/28/25/22/19/15/12
10 0 45 33/31/28/25/22/19/16/13
11 0 46 33/31/28/25/22/19/16/13
11 0 47 34/31/29/26/23/20/17/14
11 0 47 34/32/29/26/23/20/17/14
11 0 48 34/32/29/27/24/21/18/14
11 0 48 35/33/30/27/24/21/18/15
11 0 49 35/33/30/27/24/21/18/15
12 0 49 35/33/30/28/25/22/19/16
12 0 50 36/34/31/28/25/22/19/16
12 0 51 36/34/31/28/26/23/20/17
12 0 52 36/34/32/29/26/23/20/17
12 0 52 37/35/32/29/26/23/20/17
12 0 53 37/35/32/29/27/24/21/18
13 0 53 38/35/33/30/27/24/21/18
13 0 54 38/36/33/30/27/25/22/19
13 0 54 38/36/33/31/28/25/22/19
13 0 55 39/37/34/31/28/25/22/19
13 0 56 39/37/34/31/28/26/23/20
13 0 56 39/37/34/32/29/26/23/20

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16
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24
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94
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3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
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4
4
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4

28
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31
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34
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35
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37

14
14
14
14
14
14
15
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15
15
15
15
16
16
16
16
16
16
17
17
17
17
17
17
18
18
18
18
18
18

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

57
57
58
59
59
60
61
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64
65
65
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74

123

40/38/35/32/29/26/24/21
40/38/35/32/30/27/24/21
40/38/36/33/30/27/24/21
41/39/36/33/30/27/25/22
41/39/36/33/31/28/25/22
41/39/37/34/31/28/25/23
42/40/37/34/31/29/26/23
42/40/37/35/32/29/26/23
42/40/38/35/32/29/26/24
43/41/38/35/32/30/27/24
43/41/38/36/33/30/27/24
43/41/39/36/33/30/28/25
44/42/39/36/34/31/28/25
44/42/39/37/34/31/28/25
44/42/40/37/34/31/29/26
45/43/40/37/35/32/29/26
45/43/40/38/35/32/29/27
45/43/41/38/35/33/30/27
46/44/41/38/36/33/30/27
46/44/41/39/36/33/30/28
46/44/42/39/36/34/31/28
47/45/42/39/37/34/31/28
47/45/42/40/37/34/32/29
47/45/43/40/37/35/32/29
48/46/43/40/38/35/32/29
48/46/43/41/38/35/33/30
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49/47/44/41/39/36/33/31
49/47/44/42/39/36/34/31
49/47/45/42/39/37/34/31

Warlock
Description: Masters of elements. They use their devastating powers to
cause
havoc to those who cause danger to the world.
Specialty: Enough MP to cast spells.
Usefulness: Great for dungeon-crawling. The status spells are definitely a

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reason enough to use it, especially in the final dungeons.


Evaluation: Far better Black Wizard. Now it can use Death, Flare and Meteo.
It's very useful now. The best thing that you may consider is its
'Death' magic, which can kill any non-boss enemies instantly.
That's all... well, not really :) This guy has loads of MP to
cast it's spells. When exploring a deep dungeon, you can always
depend in its spells for backup. Forget about attacking physically
and cast spells like insane! Also, it is good to note that this
guy has the best HP growth of all mages. Thanks to its terrific
Vitality progression... thought its a Monk!
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str --, Agi + , Vit +


10-19: Str --, Agi + , Vit ++
20-29: Str --, Agi + , Vit ++
30-39: Str --, Agi + , Vit ++
40-49: Str ---, Agi + , Vit ++
50-59: Str --, Agi = , Vit ++
60-69: Str --, Agi = , Vit +++
70-79: Str --, Agi = , Vit +++
80-89: Str ---, Agi = , Vit +++
90-99: Str ---, Agi = , Vit +++

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 10 15 10 30 5 2 6 83 0 5 3 0 17 10/09/08/07/06/05/04/03
2 10 16 11 31 6 4 6 84 1 5 4 0 18 11/09/08/07/06/05/04/03
3 10 17 12 32 6 4 6 84 1 6 4 0 19 12/09/08/07/06/05/04/03
4 11 17 13 33 7 4 6 84 1 6 4 0 20 12/09/08/07/06/05/04/03
5 11 18 13 33 7 4 6 84 1 6 4 0 20 13/10/08/07/06/05/04/03
6 11 19 14 34 8 4 6 84 1 7 4 0 21 14/11/08/07/06/05/04/03
7 11 19 15 35 8 4 6 84 1 7 4 0 21 14/11/08/07/06/05/04/03
8 11 20 16 36 9 4 6 85 1 8 5 0 22 15/12/08/07/06/05/04/03
9 11 20 17 36 9 4 6 85 1 8 5 0 22 15/13/08/07/06/05/04/03
10 12 21 18 37 10 4 8 85 1 9 5 0 23 16/13/09/07/06/05/04/03
11 12 22 19 38 10 4 8 85 1 9 5 0 24 16/14/10/07/06/05/04/03
12 12 22 20 38 10 4 8 85 1 10 5 0 24 17/14/10/07/06/05/04/03
13 12 23 21 39 11 4 8 85 1 10 5 0 25 17/15/11/07/06/05/04/03
14 12 23 22 40 11 4 8 85 1 11 5 0 25 18/15/12/07/06/05/04/03
15 12 24 22 40 12 4 8 86 1 11 6 0 26 18/16/12/08/06/05/04/03
16 12 25 23 41 12 4 8 86 1 11 6 0 26 19/16/13/09/06/05/04/03
17 13 25 24 42 13 6 8 86 1 12 6 0 27 19/17/13/09/06/05/04/03

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25
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43
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6
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8 86 1 12 6 0 28 20/17/14/10/06/05/04/03
8 86 1 13 6 0 28 20/18/14/11/06/05/04/03
8 86 1 13 6 0 29 21/18/15/11/07/05/04/03
8 87 1 14 7 0 30 21/19/15/12/08/05/04/03
8 87 1 14 7 0 30 21/19/16/12/08/05/04/03
8 87 1 15 7 0 30 22/20/16/13/09/05/04/03
8 87 1 15 7 0 31 22/20/17/13/10/05/04/03
8 87 1 15 7 0 31 23/20/17/14/10/06/04/03
8 87 1 16 7 0 32 23/21/18/14/11/07/04/03
8 87 1 16 7 0 33 24/21/18/15/11/07/04/03
8 88 2 17 8 0 34 24/22/19/15/12/08/04/03
8 88 2 17 8 0 34 24/22/19/16/12/09/04/03
8 88 2 18 8 0 35 25/23/19/16/13/09/05/03
8 88 2 18 8 0 35 25/23/20/17/13/10/06/03
8 88 2 19 8 0 36 26/23/20/17/14/10/06/03
8 88 2 19 8 0 36 26/24/21/18/14/11/07/03
8 89 2 20 9 0 37 26/24/21/18/15/11/08/03
8 89 2 20 9 0 37 27/25/22/18/15/12/08/04
8 89 2 20 9 0 38 27/25/22/19/16/12/09/05
10 89 2 21 9 0 39 28/25/22/19/16/13/09/05
10 89 2 21 9 0 39 28/26/23/20/17/13/10/06
10 89 2 22 9 0 40 28/26/23/20/17/14/10/07
10 89 2 22 9 0 40 29/27/24/21/17/14/11/07
10 90 2 23 10 0 41 29/27/24/21/18/15/11/08
10 90 2 23 10 0 41 30/27/24/21/18/15/12/08
10 90 2 24 10 0 42 30/28/25/22/19/16/12/09
10 90 2 24 10 0 43 30/28/25/22/19/16/13/09
10 90 2 24 10 0 43 31/29/26/23/20/16/13/10
10 90 2 25 10 0 44 31/29/26/23/20/17/14/10
10 90 2 25 10 0 44 31/29/26/23/20/17/14/11
10 91 2 26 11 0 45 32/30/27/24/21/18/15/11
10 91 2 26 11 0 45 32/30/27/24/21/18/15/12
10 91 2 27 11 0 46 32/30/28/25/22/19/15/12
10 91 2 27 11 0 47 33/31/28/25/22/19/16/13
10 91 2 28 11 0 47 33/31/28/25/22/19/16/13
10 91 2 28 11 0 48 34/31/29/26/23/20/17/14
10 92 3 29 12 0 49 34/32/29/26/23/20/17/14
10 92 3 29 12 0 49 34/32/29/27/24/21/18/14
10 92 3 29 12 0 49 35/33/30/27/24/21/18/15
10 92 3 30 12 0 50 35/33/30/27/24/21/18/15
10 92 3 30 12 0 50 35/33/30/28/25/22/19/16
10 92 3 31 12 0 51 36/34/31/28/25/22/19/16
10 92 3 31 12 0 52 36/34/31/28/26/23/20/17
10 93 3 32 13 0 53 36/34/32/29/26/23/20/17
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Summoner
Description: Able to get the full trust of legendary monsters, they can call
upon these monsters and use its full power to aid them in combat.
Specialty: Summon's "Overdrive"
Usefulness: Don't bother using this one unless your level is quite high (at

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least level 42) because its terrible amount of MP will only


frustrate you... seeing 'Bahamut', but you cannot use it :( Nice
in dealing with multiple enemies.
Evaluation: FAR BETTER Conjurer. Actually, it's better than the Warlock...
as far as I'm concerned. Summons can deal more damage than
'Flare'
and 'Meteo'... providing you got the best Summon in the game.
They
target all enemies so they're pretty useful. This game gave birth
to the most anticipated spell in the Final Fantasy World. Whenever
there's a new FF game, everyone is wondering who's the new summon?
IMHO, the Summoner is the best offensive mage there is...
unfortunately, you don't have that much MP to call your favorite
monster for help :( In fact, you'll have a taste of summoning
'Bahamut' not before level 42 when it gets 1 level 8 MP! Anyway,
you may not use Summoners as a final party member, but be sure
to
have, at least, its 'Bahamut' spell in your pocket. Agility has
never been a strength of a mage after this game! Unexpectedly, it
even ranks as one of the fastest job throughout the game.
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str ++, Agi + , Vit -10-19: Str ++, Agi ++, Vit -20-29: Str ++, Agi ++, Vit -30-39: Str ++, Agi ++, Vit -40-49: Str + , Agi ++, Vit -50-59: Str + , Agi ++, Vit -60-69: Str + , Agi ++, Vit 70-79: Str = , Agi ++, Vit -80-89: Str = , Agi ++, Vit -90-99: Str = , Agi +++, Vit --

Stat Growth :
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 20 15 5 15 15 2 12 83 0 2 3 0 15 04/03/02/01/00/00/00/00
2 21 16 5 16 16 4 12 84 1 2 4 0 16 05/03/02/01/00/00/00/00
3 22 17 6 17 17 4 12 84 1 3 4 0 17 06/03/02/01/00/00/00/00
4 22 17 6 17 17 4 12 84 1 3 4 0 17 06/03/02/01/00/00/00/00
5 23 18 6 18 18 4 12 84 1 3 4 0 18 07/03/02/01/00/00/00/00
6 23 19 6 19 19 4 12 84 1 3 4 0 19 07/04/02/01/00/00/00/00

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7 20 20 4 14 85 1 3 5 0 20 08/05/02/01/00/00/00/00
7 20 20 4 14 85 1 3 5 0 20 08/06/02/01/00/00/00/00
7 21 21 4 14 85 1 3 5 0 21 09/06/02/01/00/00/00/00
7 22 22 4 14 85 1 3 5 0 22 09/07/02/01/00/00/00/00
7 22 22 4 14 86 1 3 6 0 22 09/07/03/01/00/00/00/00
8 23 23 4 14 86 1 4 6 0 23 10/07/04/01/00/00/00/00
8 23 23 4 16 86 1 4 6 0 23 10/08/04/01/00/00/00/00
8 24 24 4 16 86 1 4 6 0 24 10/08/05/01/00/00/00/00
8 25 25 4 16 87 1 4 7 0 25 11/08/05/01/00/00/00/00
8 25 25 6 16 87 1 4 7 0 25 11/09/06/01/00/00/00/00
9 26 26 6 16 87 1 4 7 0 26 11/09/06/02/00/00/00/00
9 27 27 6 16 87 1 4 7 0 27 12/09/06/03/00/00/00/00
9 27 27 6 16 87 1 4 7 0 27 12/10/07/03/00/00/00/00
9 28 28 8 18 88 2 4 8 0 28 12/10/07/04/00/00/00/00
9 28 28 8 18 88 2 4 8 0 28 12/10/07/04/00/00/00/00
10 29 29 8 18 88 2 5 8 0 29 13/11/08/05/00/00/00/00
10 30 30 8 18 88 2 5 8 0 30 13/11/08/05/01/00/00/00
10 30 30 8 18 88 2 5 8 0 30 13/11/08/05/02/00/00/00
10 31 31 8 18 89 2 5 9 0 31 14/11/09/06/02/00/00/00
10 31 31 8 18 89 2 5 9 0 31 14/12/09/06/03/00/00/00
11 32 32 8 20 89 2 5 9 0 32 14/12/09/06/03/00/00/00
11 33 33 8 20 89 2 5 9 0 33 14/12/10/07/04/00/00/00
11 33 33 8 20 89 2 5 9 0 33 15/13/10/07/04/01/00/00
11 34 34 8 20 90 2 5 10 0 34 15/13/10/07/04/02/00/00
11 34 34 8 20 90 2 5 10 0 34 15/13/10/08/05/02/00/00
12 35 35 10 20 90 2 6 10 0 35 15/13/11/08/05/03/00/00
12 36 36 10 20 90 2 6 10 0 36 16/14/11/08/05/03/00/00
12 36 36 10 20 91 2 6 11 0 36 16/14/11/09/06/04/00/00
12 37 37 10 22 91 2 6 11 0 37 16/14/12/09/06/04/01/00
12 37 37 10 22 91 2 6 11 0 37 16/14/12/09/06/04/02/00
13 38 38 10 22 91 2 6 11 0 38 17/15/12/09/07/05/02/00
13 39 39 10 22 91 2 6 11 0 39 17/15/12/10/07/05/03/00
13 39 39 12 22 92 3 6 12 0 39 17/15/13/10/07/05/03/00
13 40 40 12 22 92 3 6 12 0 40 17/15/13/10/08/06/04/00
13 40 40 12 22 92 3 6 12 0 40 17/16/13/11/08/06/04/01
14 41 41 12 24 92 3 7 12 0 41 18/16/13/11/08/06/04/02
14 42 42 12 24 92 3 7 12 0 42 18/16/14/11/08/07/05/02
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14 43 43 12 24 93 3 7 13 0 43 19/17/14/12/09/08/06/04
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47
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14
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14 0 47 20/18/16/13/11/09/08/06
15 0 48 20/18/16/14/11/10/08/06
15 0 48 20/18/16/14/11/10/08/06
15 0 49 21/19/16/14/12/10/08/07
15 0 50 21/19/17/14/12/10/09/07
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16 0 51 21/19/17/15/12/11/09/08
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16 0 52 22/20/17/15/13/11/10/08
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16 0 53 22/20/18/16/13/12/10/09
17 0 54 22/20/18/16/13/12/11/09
17 0 54 22/21/18/16/14/12/11/09
17 0 55 23/21/19/16/14/13/11/10
17 0 56 23/21/19/16/14/13/11/10
18 0 56 23/21/19/17/14/13/12/10
18 0 57 23/21/19/17/15/13/12/10
18 0 57 23/22/19/17/15/13/12/11
18 0 58 24/22/20/17/15/14/12/11
18 0 59 24/22/20/18/15/14/13/11
19 0 59 24/22/20/18/15/14/13/11
19 0 60 24/22/20/18/16/14/13/12
19 0 60 24/23/20/18/16/15/13/12
19 0 61 25/23/21/18/16/15/13/12
19 0 62 25/23/21/19/16/15/14/12
20 0 62 25/23/21/19/17/15/14/13
20 0 63 25/23/21/19/17/15/14/13
20 0 63 25/24/21/19/17/16/14/13
20 0 64 25/24/22/19/17/16/15/13
21 0 65 26/24/22/20/17/16/15/13
21 0 65 26/24/22/20/18/16/15/14
21 0 66 26/24/22/20/18/17/15/14
21 0 67 26/24/22/20/18/17/15/14
21 0 67 26/25/23/20/18/17/16/14
22 0 68 27/25/23/21/18/17/16/15
22 0 68 27/25/23/21/19/17/16/15
22 0 69 27/25/23/21/19/18/16/15
22 0 70 27/25/23/21/19/18/17/15
22 0 70 27/26/23/21/19/18/17/15
23 0 71 28/26/24/22/19/18/17/16
23 0 71 28/26/24/22/20/18/17/16
23 0 72 28/26/24/22/20/19/17/16
23 0 73 28/26/24/22/20/19/18/16
23 0 73 28/27/24/22/20/19/18/17
24 0 74 28/27/25/22/20/19/18/17
24 0 74 29/27/25/23/21/19/18/17

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99 75 98 25 75 75 26 38 99 6 12 24 0 75 29/27/25/23/21/20/18/17
Sage
Description: The supreme spell caster! Mastered all the holy, elemental and
summon magic to aid those in need.
Specialty: Warlock, Shaman and Summoner in 1!
Usefulness : Don't think twice! Use this one for your all-around magic needs.
Evaluation: No mage in the Final Fantasy World can match the power of this
one. Change ALL your mages once you get this. It has the best of all
mages...
even more effective than the Shaman, Warlock and Summoner and they
have loads of MP to cast the spells with mindless consideration,
more than the 3 lower lifeforms, especially for the lower level
spells. Cast! Cast! Cast!
Stat Preview:
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels
Levels

1- 9: Str = , Agi ++, Vit ++


10-19: Str = , Agi ++, Vit ++
20-29: Str - , Agi ++, Vit ++
30-39: Str - , Agi + , Vit ++
40-49: Str - , Agi + , Vit +
50-59: Str - , Agi + , Vit +
60-69: Str - , Agi = , Vit ++
70-79: Str - , Agi = , Vit ++
80-89: Str - , Agi = , Vit +
90-99: Str --, Agi = , Vit +

Stat Growth:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
1 15 20 15 25 25 4 8 85 1 7 5 0 25 20/15/10/05/04/03/02/01
2 16 21 16 26 26 4 10 85 1 8 5 0 26 21/15/10/05/04/03/02/01
3 16 22 17 27 27 4 10 85 1 8 5 0 27 22/15/10/05/04/03/02/01
4 16 22 17 28 28 4 10 85 1 8 5 0 28 23/15/10/05/04/03/02/01
5 17 23 18 29 29 4 10 85 1 9 5 0 29 23/16/10/05/04/03/02/01
6 17 23 19 29 29 4 10 85 1 9 5 0 29 24/17/10/05/04/03/02/01
7 17 24 19 30 30 4 10 86 1 9 6 0 30 25/18/10/05/04/03/02/01
8 18 24 20 31 31 4 10 86 1 10 6 0 31 26/18/10/05/04/03/02/01
9 18 25 20 32 32 4 10 86 1 10 6 0 32 26/19/10/05/04/03/02/01

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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21
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32
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4 10 86
4 10 86
4 10 86
4 12 86
4 12 87
4 12 87
4 12 87
6 12 87
6 12 87
6 12 87
6 12 87
8 12 88
8 12 88
8 12 88
8 12 88
8 14 88
8 14 88
8 14 88
8 14 89
8 14 89
8 14 89
8 14 89
8 14 89
10 14 89
10 14 89
10 14 89
10 16 90
10 16 90
10 16 90
10 16 90
10 16 90
10 16 90
10 16 90
10 16 91
10 16 91
10 16 91
10 16 91
10 18 91
10 18 91
12 18 91
14 18 92
14 18 92
14 18 92
14 18 92
14 18 92
14 18 92

1 10
1 11
1 11
1 11
1 11
1 12
1 12
1 12
1 13
1 13
1 13
2 14
2 14
2 14
2 15
2 15
2 15
2 15
2 16
2 16
2 16
2 17
2 17
2 17
2 18
2 18
2 18
2 18
2 19
2 19
2 19
2 20
2 20
2 20
2 21
2 21
2 21
2 21
2 22
2 22
3 22
3 23
3 23
3 23
3 24
3 24

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6 0 33 28/21/12/05/04/03/02/01
6 0 34 29/21/13/05/04/03/02/01
6 0 35 29/22/13/05/04/03/02/01
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7 0 36 31/24/15/06/04/03/02/01
7 0 37 31/24/16/07/04/03/02/01
7 0 38 32/25/16/08/04/03/02/01
7 0 38 33/26/17/08/04/03/02/01
7 0 39 33/26/18/09/04/03/02/01
7 0 40 34/27/19/10/05/03/02/01
8 0 41 35/28/19/11/06/03/02/01
8 0 41 35/28/20/11/07/03/02/01
8 0 42 36/29/21/12/07/03/02/01
8 0 43 37/30/21/13/08/03/02/01
8 0 44 37/30/22/14/09/04/02/01
8 0 44 38/31/23/14/10/05/02/01
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9 0 46 39/32/24/16/11/06/02/01
9 0 47 40/33/25/16/12/07/02/01
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49
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75

67
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67
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14
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20
20
22
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22

18
18
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20
20
22
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24
24
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24
24
24
24
24
26
26
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26
26
26
26
26

92
93
93
93
93
93
93
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94
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94
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95
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95
95
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97
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97
97
97
97
98
98
98
98
98
98
98

3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

24
25
25
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30
31
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32
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12
13
13
13
13
13
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13
14
14
14
14
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14
14
14
15
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16
16
16
16
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16
17
17
17
17
17
17
17
18
18
18
18
18
18
18

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

67
68
68
69
70
71
71
72
73
74
74
75
76
77
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79
80
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57/50/42/34/30/26/21/17
57/51/43/35/30/26/22/18
58/51/43/35/31/27/23/18
59/52/44/36/32/28/23/19
59/52/44/36/32/28/24/20
60/53/45/37/33/29/25/20
60/54/46/38/34/29/25/21
61/54/46/38/34/30/26/22
62/55/47/39/35/31/27/22
62/55/47/39/35/31/27/23
63/56/48/40/36/32/28/24
63/57/49/41/37/33/28/24
64/57/49/41/37/33/29/25
65/58/50/42/38/34/30/26
65/58/50/42/38/34/30/26
66/59/51/43/39/35/31/27
66/60/52/44/40/36/32/27
67/60/52/44/40/36/32/28
68/61/53/45/41/37/33/29
68/61/53/45/41/37/33/29
69/62/54/46/42/38/34/30
69/63/55/47/43/39/35/31
70/63/55/47/43/39/35/31
70/64/56/48/44/40/36/32
71/64/56/48/44/40/36/32
72/65/57/49/45/41/37/33
72/65/58/50/46/42/38/34
73/66/58/50/46/42/38/34
73/67/59/51/47/43/39/35
74/67/59/51/47/43/39/35
75/68/60/52/48/44/40/36
75/68/60/53/49/45/41/37
76/69/61/53/49/45/41/37
76/70/62/54/50/46/42/38
77/70/62/54/50/46/42/38
77/71/63/55/51/47/43/39
78/71/63/55/52/48/44/40
79/72/64/56/52/48/44/40
79/72/65/57/53/49/45/41
80/73/65/57/53/49/45/41
80/74/66/58/54/50/46/42
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Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Spells List
Warlock
M1 M2 M3 M4 M5 M6 M7 M8 -

Sleep, Ice, Fire


Blind, Bolt, Venom
Fire2, Ice2, Bolt2
Ice3, Shade, Break
Kill, Bolt3, Erase
Bio, Fire3, Warp
Break2, Drain, Quake
Flare, Meteor, Death

Summoner
M1 - Chocobo
M2 - Shiva
M3 - Ramuh
M4 - Ifrit
M5 - Titan
M6 - Odin
M7 - Leviathan
M8 - Bahamut

Pros & Cons


Warlock
Pros
-

A-lot more MP
Great HP gain
Great vitality
Status spells

Cons
- Weaker damage
Summoner
Pros

133

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

134

Better damage
Targets all enemies
Great speed
Good strength
Cooler looks... it's the HORN!

Cons
- Few MP
- Terrible HP gain
- Low vitality
In-Depth Evaluation
To settle this question, we have to distinguish your style of playing. Are you a
level up maniac or one who loves challenges- limiting their level as low as
possible?
In general, the usefulness of the Warlock is really outstanding at lower levels.
At higher levels, the Summoner takes the center stage... if I may say.
Looking at their stats, highlighting their MP (because they're spell casters), the
Warlock is really running past the Summoner by a mile. At level 42 where the
Summoner earns its first level 8 MP (for 'Bahamut'), the Warlock already owns
8
level 8 MP's!
Okay, let's assume you're a challenge freak and your level is at most, say 39,
when
you got the subject jobs. You'll have the following stats:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
39 16 39 44 57 23 10 10 89 2 22 9 0 40 28/26/23/20/17/14/10/07
Warlock
39 42 47 13 39 39 10 22 91 2 6 11 0 39 17/15/12/10/07/05/03/00
Summoner
The most worthy spells start at level 5, so here's what your bets have below
their
sleeves:
Warlock

Summoner

M5 - Kill, Bolt3, Erase - 17


M6 - Bio, Fire3, Warp
- 14
M7 - Break2, Drain, Quake - 10

M5 - Titan
-7
M6 - Odin
-5
M7 - Leviathan - 3

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

M8 - Flare, Meteo, Death - 7

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M8 - Bahamut - 0

Since most of the bosses in the final dungeons are strong against elements,
most
probably you'll be using 'Bio' for the Warlock and 'Odin' for the Summoner. The
damage dealt by 'Odin' is only a few hundreds higher than 'Bio'. Let's say
'Odin'
deals 1000 damage times 5 casting (1000x5), you'll be dealing only 5000
damage to
the boss. On the other side, if you use the Warlock and casts 'Bio', which deals,
let's say 500 times 14 casting (500x14), you'll be dealing 7000 damage. Of
course
the damages are just hypothetical, but did you see my point? In terms of fighting
regular battles, the Warlock compensates the lack of powerful, all-target spells
with its status spells. Weaken the enemies before killing them, instead of instantly
killing them with powerful spells. Definitely, if you want to use the Summoner,
you have to learn to stretch your chord and save your MP unless extremely
needed.
Now, let's say you're quite a level up maniac and you got the subject jobs at
level 49. Here's their stats:
Lvl-Str-Agi-Vit-Int-Spr-At#-Att-Ht%-De#-Def-Eva-MDf-MEv-M1-M2-M3-M4-M5M6-M7-M8
49 17 45 53 64 27 12 10 91 2 26 11 0 45 32/30/27/24/21/18/15/12
Warlock
49 47 56 15 45 45 14 24 94 3 7 14 0 45 19/17/15/12/10/08/06/04
Summoner
Warlock
M5 M6 M7 M8 -

Summoner

Kill, Bolt3, Erase - 21


Bio, Fire3, Warp
- 18
Break2, Drain, Quake - 15
Flare, Meteo, Death - 12

M5 - Titan
- 10
M6 - Odin
- 8
M7 - Leviathan - 6
M8 - Bahamut - 4

With the availability of a few 'Bahamut' and 8 'Odin' summons, you'll be taking
down bosses with few troubles. There's no need to beat down bosses slowly
using
either 'Bio', 'Flare' or 'Meteo'. If you ran out of MP after a boss fight, all you
have to do is use an Elixir. With regard to regular battles, both jobs will not
have any trouble as they both have enough MP to deal with normal pests,
however,

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we cannot hide the fact that the Summoner has a very bad HP progression
compared
to that of the Warlock. Defense will aggravate the problem of low HP. An unlucky
Summoner who becomes a favorite target by the enemies will not be able to
hold
such onslaught. These might make you think twice when you want to consider
using
the Summoner. The only consolation I see is the fact that the Summoner is
very
fast. Before an enemy gets a chance to take him down, it can already kill it
with
one of its summons in the first turn.
Taking the above considerations, I STILL favor the Summoner. The title "Best
Offensive Mage in FF3 World" depends on your style of play. You want a hardhitting',
but short-living' mage? Summoner's the name. If you want a slowly, but surely
spell
caster? Warlock's the right guy for you. Well, I always believe that, " a good
defense is a good offense", but I also believe that, " a great offense is the best
offense!".
For me, it doesn't really matter which is better. I never really used either jobs
that long. I'm content with my 2x Mystic Knight (1x Knight and 1x Karateka)
and 2x
White Mage (Shaman) combo before I get my 2x Ninja (FEOK) and 2x Sage
combo. One
thing I can say is that, you may say Warlock is better than the Summoner, but
Summon is better than Black Magic :)
Summon Spell Effects
Depending on what job you use, either Conjurer or Summoner, you will have
the
following summon effect:
Chocobo (L1)
-----------White: Escape (run from the battle)
Black: Stumble (nothing happens)
Summoner: Chocobo Kick (physical damage, one enemy)
Shiva (L2)
----------

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137

White: HypnoBeam (Sleep, 100% success, all enemies)


Black: Icy Glare (Ice damage, single enemy)
Summoner: Diamond Dust (Ice damage, all enemies)
Ramuh (L3)
---------White: MindBlast (Paralyze, 100% success, all enemies)
Black: God's Thunder (Lightning damage, one enemy)
Summoner: Heaven's Rage (Lightning damage, all enemies)
Ifrit (L4)
---------White: Recovery (Recover some HP and status, all allies)
Black: Flames of Fury (Fire damage, one enemy)
Summoner: Hellfire (Fire damage, all enemies)
Titan (L5)
---------White: Punch (Physical damage, one enemy)
Black: Kick (Physical damage, one enemy)
Summoner: Earthquake (Earth damage, all enemies)

Odin (L6)
--------White: Barrier (Wall, all allies)
Black: Sword Cut (Physical damage, one enemy)
Summoner: Atom Edge (Instant death, all enemies)
Leviathan (L7)
-------------White: Stony Glare (Petrify, all enemies)
Black: Tempest (Water damage, all enemies)
Summoner: Tsunami (Water damage, all enemies)
Bahamut (L8)
-----------White: Aura (Haste, all allies)
Black: Rend (Death, one enemy)
Summoner: Megaflare (Non-elemental damage, all enemies)
Job Acquisition
Want to know what's the next set of jobs waiting for you in the next Crystal?

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Check this out!


Wind Crystal
- Fighter (recommended)
- Monk (recommended)
- White Wizard (recommended)
- Black Wizard
- Red Wizard
Fire Crystal
- Hunter
- Knight (recommended)
- Thief
- Scholar
Water Crystal
- Geomancer
- Dragoon (recommended)
- Viking
- Karateka (recommended)
- Mystic Knight (recommended)
- Conjurer
- Bard

This concludes the Job Evaluation portion of the guide.

Maps:

138

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Floating Contenent:

139

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Underwater

140

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141

Fargabaad Cave

Altar
Ground

Cave
Floor

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Altar Cave Basement 1

142

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Altar Cave Basement 2

143

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Altar Cave Basement 3

144

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Altar Cave Basement 4

145

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

146

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Ur Town Map

147

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Ur StorRoom

148

age

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Ur Well

149

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Ur ElHouse

150

ders

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Ur Inn

151

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Kazus Town

152

Map

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Kazus Inn

153

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Kazus Tacas House

154

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Kazus Mithril

155

Mine Level 1

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Kazus Mithril Mine

156

Level 2

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Sasoon Castle Exterior

157

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158

Sasoon Castle Interior Basement, Ground Floor, Level 1

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

159

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Sasoon Castle InteThrone Room

160

rior Level 2 &

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Sasoon Castle Right

161

Tower

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Sasoon Castle Left

162

Tower

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Cave of the
(B1F)

163

Seal Floor 1

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Cave
Seal
2

164

of the
Floor
(B2F)

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Cave of
Floor 3

165

the Seal
(B3F)

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Canaan Town Map

166

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Canaan Cids House

167

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Road to the Summit

168

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Amur Sewer

169

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Ancient Ruins

170

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Ancients
Labyrinth

Bahamut Cave

171

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

172

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Cave of Darkness Lower Levels

173

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Cave of Darkness Upper Levels

Dark World

174

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Molten/Flame Cave

175

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

176

Forbidden Land Eureka


Goldors Mansion

Hidden
Path

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

177

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

Dragoon Tower (Salonia)

Salonia Catacombs

178

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

179

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180

Temple of Time
Tower of

Owen

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

181

Water Cave

This concludes the Maps portion as well


the end of this guide.

Credits:

"Final Fantasy III Guide & Walkthrough." IGN . N.p., n.d. Web. 28 Mar. 2011.
<http://guides.ign.com/guides/707320/>.

as

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

182

Kishan, Amar. "GameFAQs: Final Fantasy III (NES) Boss FAQ by AKishan." Video Game
Cheats, Reviews, FAQs, Message Boards, and More - GameFAQs. N.p., n.d. Web. 28 Mar. 2011.
<http://www.gamefaqs.com/nes/563415-final-fantasy-iii/faqs/3019>.
Kowell, Jason.GameFAQs: Final Fantasy III (NEW) Map FAQ by JKowell.Video
Game Cheats, Reviews, FAQs, Message Boards, and More - GameFAQs. N.p., n.d. Web. 28 Mar.
2011.

Final Fantasy III Walkthrough and Guide for the iPhone, iPod, and iPad

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183

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