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Final Fantasy III Manual

Transcribed by DarkHero (chun-yan@usa.net), Finished 9/19/98

-Page 2-
Table of Contents

War of the Magi  4
Controls                6
Name Input              8
Vehicles                9
Getting Started  10
Saving Progress  11
Subscreen               12
Order in the Ranks      14
Front/Back              15
Item Screen             16

-Page 3-
Special Skills  18
Equipping Fighters 20
Relics   22
Status Screen  24
Config Screen  26
Fighting Screen  30
Changes in Status       34
Village Locations       36
Items                   38
Relics   40
Espers   44
Magic Spells  48
Building Parties        52
Special Events  53
Character Guide  54
Terra  54  Gau  64
       Locke           55              Shadow          66
Mog  56  Celes  67
       Edgar           58              Setzer          68
       Sabin           60              Strago          70
Cyan  62  Relm  72
Adventurer's Advice 73
The Story Begins        74
Accessories             82

-Page 4-
War of the Magi

Beasts of doom, known as Espers, were created and unleased to do the
bidding of their masters.

-Page 5-
Beings of pure magic once ruled the world with power and command. But
power rarely leads to contentment... A dispute amongst these beings
turned into an all-out war. Beasts of doom, known as Espers, were
unleased to do the bidding of their masters. This "War of the Magi"
reduced the world to smoldering rubble. When it ended, the Espers were
gone, as were most of the citizens of the world.
Many centuries have passed since the war. Civilizations have been
rebuilt with iron, machines and technology. For years the Espers have
existed only in ancient legends. Now, an Esper has been discovered and
the forces of magic are beginning to return. The risk of another, more
devastating war is growing. The future

-Page 6-
Controls

There are two main types of action that you'll experience in playing
Final Fantasy III: fighting and traveling. The methods of control are
different for each activity. Here's a basic rundown:

Super NES Controller

Control Pad
Use the Control Pad to move you party across the field, to move the
cursor on menu screens and to steer Chocobos and Airships.

Start Button
The main function of the Start Button is to pause the action in battle
scenes. Press the Start Button for a breather while you're fighting. You
can also use it to turn the field map on and off while traveling and to
complete the name entering process.

Select Button
Press the Select Button in menu screens with long lists to scroll the
length of an entire screen.

-Page 7-
L/R Button
In fighting scenes, you can press the L button or the R button to make a
spell affect all of you enemies. You can also attempt to run from a
fight by pressing and holding both buttons.

X Button
Use the X button to go to the subscreen while you're in the field or in
towns. The X button also allows you to go to the action inside the
flying Airship and to skip party members in battles.

Y Button
In multi-party battles, you can switch from one party to the next by
pressing the Y Button. You can also use it to show the Magic Points
needed for spells in the spell list.

A Button
The A Button is the main action button. With it, you can talk to
villagers, open treasure chests and push switches. You can also use the
A Button to confirm choices in all menus and the subscreen. Move the
cursor to the appropritate space with the Control Pad, then press the A
Button to make the selection. In vehicle driving scenes, the A Button
allows you to make the Chocobo or Airship move forward.

B Button
In most cases, the B Button cancels the last choice you made. It also
lets you climb off Chocobos and the Airship.

-Page 8-
Special Controls  Name Input

When a new character is introduced into the game, you can keep the pre-
set name by pressing the Start Button, or change the name to something
else.

A Button
Use the A Button to confirm each letter and move on to the next space.

B Button
You can erase a letter in the name and move back one space with a tap of
the B Button.

Control Pad
Move the cursor through the alphabet with the Control Pad.

Start Button
Press the Start Button when you have arrived at a name to your liking.
You can stay with the name that appears automatically or change the
name. The name must be made of six or fewer letters.

-Page 9-
Special Controls  Vehicles

When you're riding Chocobos or Airships, enemies in the field cannot
attack. Both types of vehicles are controlled in similar ways.

Chocobos
The Chocobo is an ostrich-like bird that travels on the ground. When you
dismount, it will run back to its stable.

Press Up to move forward.  Press A to move forward.
Press Left and Right to turn.  Press B to dismount.

Airships
When you secure the Airship, you'll be able to explore the world quickly
and freely.

Press Up or Down to adjust height. Press X to switch your view to the
                                       inside.
Press Left and Right to turn.  Press Y to turn the Airship when
Press A to move forward.  it's not moving.
Press B to leave the Airship.  Use L/R to make high-speed  
                                       turns.

-Page 10-
Getting Started

The game pak's built-in battery holds as many as three saved game files.
If there are saved files, you'll have the choice to continue a quest or
start a new game.

Beginning Anew
If there are no saved files, the game will begin with the introduction
story, without showing the saved file screen. Shortly after you begin,
you'll arrive at a place where you can save the game to a new file.

Continuing a Quest
If the battery is keeping one or more saved files, you will have the
option at the beginning of the game to choose a file and continue a
quest. Move the cursor to the desired file and press the A Button.

New Game
You can start a new game even if the battery is keeping saved files.
Move the cursor to the New Game option on the saved file screen and
press the A Button. The game will start from the beginning.

-Page 11-
Saving Progress
When you save the progess of your adventure, you can replace an old file
or choose an empty file. The Save option is on the subscreen. If the
option is highlighted, you can save the game by moving the cursor to the
word "Save" and pressing the A Button.

Safe to Save
You can save your progress at any time in the field or at specific "Save
Points." If the Save option is available, the word "Save" will be
highlighted on the subscreen.

-Page 12-
Subscreen

The subscreen gives you access to important information about your party
and allows you to make decisions relating to the party and the game in
general. Press the X Button to enter the subscreen.

Your Party                              Commands
In this section of the subscreen,       Items   See Page 16
you can examine the members of your     Skills  See Page 18
party and take a look at their          Equip   See Page 20
current status.                         Relics  See Page 22
                                       Status  See Page 24
Play Time                               Config  See Page 26
This entry keeps tabs on time           Save    See Page 11
invested in playing up to your  
current position.                       Steps / Gold
                                       Here you can see how many steps your
                                       party has taken and examine your  
                                       wealth.

-Page 13-
Name
The name of the character is shown
here. If you've changed the name,
the new name will be displayed.

Character Close-Up   Level
This depiction of the character's  As your character gains experience,
face is a good representation of  his or her experience level
what the character looks like.          increases as shown here.

                                       Hit Points
                                       This entry shows the Hit Points that
                                       remain for the character and the Hit
                                       Point maximum.

                                       Magic Points
                                       Current Magic Points and current  
                                       Magic Point maximums are shown here.

-Page 14-
Order in the Ranks

The members of your party can be positioned in any order you wish. Only
the character in the lead will be shown as the party marches through the
field.

Press Left on the Control Pad. The
pictures of the party members will
shift to the right and the cursor
will appear on the left.

Move the cursor so that it points to
one of the characters you would like
to move, then press the A Button.

Move the cursor so that it points to
the other character involved in the
switch, then press the A Button
again.

-Page 15-
Front / Back

The members of you adventuring party can storm up to the front of every
battle or they can stay back and take a more defensive poisition. This
posturing dictates the amount of damage they will take an inflict.

Move the cursor so that it points The fighter in question will change
to one of your fighters, press the from the front to the back or from
A Button twice.    the the back to the front.

Front                                   Back
A position on the front lines of By stepping to the back, fighters
the battle means a fighter will         can be more defensive, taking and
inflict as much damage as possible      inflicting about half as much
on the enemies.    damage.

-Page 16-
Item Screen

Special items can be used to recover Hit and Magic Points, and to cure
your characters from various states. Items, unequipped Weapons and
Relics are shown on the Item screen.

All of the Items in your party's This line explains the use of the
possession are shown in this list.      Currently selected item.
Use the Control Pad or the L and R
Buttons to scroll through the list.

Item Commands
The Item commands allow you to use Items, change the order of the list
and display those Items in the list which are very rare.

Press the B Button to make the  Choose a command and press the A
cursor go from the Item list to the Button to enact that command.
Item commands.

-Page 17-
Using Items
All of the Items which are highlighted at any one time can be used.
Choose an Item, then select the character who will use that Item.

Move the cursor to that it points Select the character who will use
to the desired Item, then press A.      the Item, then press A again.

Weapons, Armor and Relics
Unequipped Weapons, Armor and Relics appear on the Item list. You can
examine their properties from the list.

Move the cursor so that it points  Push A twice, then Left to list the
to a Weapon, type of Armor or a         properties of the Item.
Relic.

Arrange
The Arrange option organizes the
Items in your list into groups of
Items of similar types.

-Page 18-
Skills

Special skills of your party members are accessible from the subscreen.
Individual skills are also included as battle options.

Once you've switched to the Skills  You'll have the option to look at
option, select a character and          highlighted Magic powers, Espers and
press the A Button.   any other Skills.

Espers
Mysterious beings known as Espers give Magic powers to fighters in your
party when they are equipped by the fighters.

Equip a character with an Esper and When enough Magic Points have been
accumulate Magic Points.  earned, the fighter equipped with
                                       the Esper learns the Esper's spells.

-Page 19-
Magic
Some characters automatically learn the use of Magic Spells. Others must
be equipped with Espers in order to learn Spells.

Choose a Spell from the list and  Your target will vary depending on
press the A Button.   the nature of the Spell.

SwdTech See Page 62
This special ability is unique to the character Cyan. He will learn up
to eight powerful sword techniques over the course of the adventure.

Blitz  See Page 60
The Blitz technique is used by Sabin. After you choose a Blitz, you must
press a series of buttons in order to enact one of up to eight
techniques.

Lore  See Page 70
The character Strago is capable of learning up to 24 different Spells
from enemy characters. In order to learn a Spell he must survive its
power once.

Rage  See Page 64
Gau is a resident of the Veldt who can learn the fighting techniques of
other Veldt characters.

Dance  See Page 56
The character Mog can quickly learn powerful, magical dances in each of
the eight areas of the World.

-Page 20-
Equipping Fighters

A fighter can hold equipment in each hand and wear Armor on his or her
head and body. Equipping fighters increases their offensive and
defensive power.

Equip
The Equip command puts equipment on the selected fighter. Different
pieces of equipment affect the fighter's powers in different ways.

Select the hand, head, or body to  Yellow numbers indicate added
be equipped and press A.  strength. Gray numbers indicate less
                                       strength.

-Page 21-
Optimum
The useful Optimum command equips the fighter in question with the
available Items that can add to that fighter's powers in the best
possible way.

Choose the Optimum command and          The fighter will wear all of the
press the A Button.   best available equipment.

Rmove
The using the Rmove command, you can take away a particular piece of
equipment from the selected fighter.

Empty
Use th Empty command on a fighter to remove all of that fighter's
current equipment. Then re-equip the fighter anew.

Survey the Troops

With a quick command, you can call up a list of all the equipment your
fighters are currently using.

Press Left when the cursor is           Press the A Button. A list of the
flashing on the word "Equip." This      fighters and their currently
will make the cursor point to all  equipped items will appear.
fighters.

-Page 22-
Relics

Relics are items that, when equipped, give fighters special abilities.
Each fighter can be equipped with up to two Relics at once.

Select a Relic and press A. The  The Relic will work its magic and
Genji Glove in this example allows  impart a special ability on the
a fighter to carry a Weapon in each     fighter.
hand.

Powers Change
Some Relics are best suited for particular characters, changing that
character's special powers. The Thief's Glove, for example, makes
Locke's stealing capability more powerful.

-Page 23-
Strength in Relics
As is the case with Weapons and Armor, some Relics change a fighter's
offensive and defensive strengths. You can see these potential changes
before the Relics are offically equipped.

Some Relics add to a fighter's          The yellow numbers indicate an
offensive and defensive strengths. increase in power.

Relics to Relish
While all Relics have their good points, there are a trio of Relics
which are particularly useful. They are:

Sprint Shoes
When any character in your party is equipped with this fast footwear,
you'll move with twice as much speed in all areas except the overworld.

Wall Ring
The incredible Wall Ring Relic makes enemy Spells bounce off of the
equipped fighter and shoot back at the enemy.

Black Belt
The magic of the martial arts makes a fighter who is equipped with the
Black Belt randomly counterattack when hit.

-Page 24-
Status Screen

The Status screen clues you in on the experience, power and abilities of
the members of your party. You can access the information from the
subscreen.

A fighter's level of experience and his or her Armor and Weapons
contribute to the offensive and defensive powers. The Status screen
allow you to analyze those factors. By looking at the Status screen, you
can determine the strengths and weaknesses of the fighter in question.

-Page 25-
1 Experience
The Experience level of you fighter directly affects
his or her maximum Hit Points, Magic Points and offensive and defensive
powers.

2 Next Level
This entry lets you know the number of points your fighter needs to
reach the next level.

3 Vigor
A fighter's Vigor relates to his or her general strengths and abilities
to take and inflict damage.

4 Speed
If your fighter has a high Speed rating, his or her Power meter will
rise quickly after each attack in preparation for the next attack.

5 Stamina
If your fighter has a high Stamina level he or she will gain more Hit
Points with the next rise in Experience Level.

6 Mag. Power
Magic Power indicates the offensive strength of your fighter's Magic
abilities. It should be low for fighters that don't use Magic.

7 Bat. Power
Battle Power relates to your fighter's total attacking power. If it's
high, he or she will be a powerhouse with the Fight command.

8 Defense
The Defense rating shows your fighter's current defensive power, taking
into account the Armor that he or she is wearing.

9 Evade
The Evade rating shows the percentage of enemy attacks aimed at the
fighter in question which are likely to miss.

10 Mag. Def.
Magic Defense relates to the power of the fighter's magic abilities to
ward off or weaken enemy attacks.

11 M Block
Magic Block is the percentage of enemy Spells directed at your fighter
and which are likely to fizzle out before they can cause damage.

-Page 26-
Config Screen

Several features relating to the performance of the game can be adjusted
in the Config screen. There are two "pages" of adjustable entries.

-Page 27-
Bat. Mode
The two possible settings for Battle Mode are "Active" and "Wait." These
settings relate to the attack methods of your enemies. If the Battle
Mode is set on "Active," the enemies will attack whenever they have the
power to do so. If the setting is "Wait," the enemies will not attack
while you are accessing menus in the middle of a fight.

Active
Active mode allows enemies to attack
at will in fighting scenes, whenever
they have enough power.

Wait
Wait mode keeps enemies from
attacking when you're looking
through Item and Magic menus.

Bat. Speed
The Battle Speed determines how quickly battles will be played out.

Msg. Speed
Message Speed makes screen text appear on the screen at various speeds.

Cmd. Set
The two Command Set options are "Window" and "Short." These options
relate to the way commands are laid out in fighting scenes. The "Window"
configuration is the default method of displaying the commands. The
"Short" configuration features a shorter window with commands arranged
in a more compact manner.

-Page 28-
The Command Set option allows you  In the "Short" set-up, the fight
to choose between the "Window" or  commands are arranged in a three
"Short" set-ups.                        line format.

Gauge
This option allows you to turn off the power bar which shows the
progress of your fighter returning to battle strength.

When the Gauge option is on, you  When the Gauge option is off, your
can monitor the return to battle  current Hit Points and maximum Hit
strength of each fighter.  Points are displayed.

Sound
The Sound option allows you to switch from stereo to mono output.

Cursor
With this option, you can make the cursor "remember" its position in a
particular situation. This feature is useful if you always use a fighter
to attack or defend in a certain way. You can set it up once, then
simply press the A Button repeatedly to carry out the action.

-Page 29-
Re-equip
When the Re-equip option is set on Optimum, the game will automatically
re-equip your fighter with optimum pieces when your equip power-changing
Relics.

Controller
While Final Fantasy III is generally a single-player game, you can use
the Controller option to set the game up for use with two controllers in
fighting scenes. The multi-controller feature allows you to assign
individual fighters to Controller 1 or Controller 2.

Mag. Order
The Magic Order option affects the format of the Spells list. The
configurations give varying priorities to different types of Spells.
While one configuration puts healing Spells at the top of the list,
followed by attacking Spells and effect Spells, another configuration
reverses the order. There are six configurations in all.

Window
This option allows you to select one of eight different designs for
window backgrounds.

Color
With the Color option, you can change the entire backgroiund, the color
of the letting in the game text ("font") and the borders around the
edges of the windows.

Save   See Page 11
Once you've set all of the configurations to your liking, make sure to
use the Save option on the subscreen to secure all of your choices.

-Page 30-
Fighting Screen

When monsters attack, the encounter will take place in the fighting
screen. This is where your preparation and battle strategies pay off.

1 Enemy attackers usually appear on the left side of the screen. If they
ambush, they could appear on the right side or surround your party.

2 When the members of your party are energized to a point where they can
make a battle action, their options appear here.

3 Several types of enemies may be attacking at once. The names of the
enemy types are listed in the lower-left section of the screen.

4 Enemies and members of your party take turns carrying out battle
actions. The current action is shown here.

5 The members of your party are shown on the right side of the screen,
unless they've been ambushed. Their appearance indicate their current
state.

6 Information relating to the current Hit Points and battle readiness of
your party members is shown in the lower-right section of the screen.

-Page 31-
Battle Example
1 When enemies attack, the members of your party are forces to fight
them off in a face-to-face battle.

2 When the gauges of your fighters are full, they're ready to rumble. A
list of possible commands for each fighter then appears.

3 Every fighter has the option to Fight, use an Item or practice a
special Skill.

4 When the action of a fighter or an enemy has been decided upon, the
fighting begins.

5 If your party manages to defeat all the attacking enemies, the battle
will be won.

6 Victory brings Gold, Experience and Magic Points and, occasionally, a
special Item, Weapon, or pieces of Armor.

-Page 32-
Fighting Commands
When a member of your party is powered-up and ready to fight, a list of
commands will appear in the lower-left section of the fighting screen.
It's up to you to decide exactly how your fighter will contribute to the
effort.

Fight
A fighter given the command to "Fight" jumps into the middle of the
action and hits the chosen target with his or her Weapon.

Special Skills See Pages 54-72
Many of the fighters in your party will have special Skills which will
help them dispatch enemy attackers. These Skills often cause more damage
to the enemies than a standard attack.

Magic
While few of your fighters will have Magic power at the beginning of the
adventure, they will have the opportunity to learn Spells from the
Espers. After you've selected Magic as a fighting command, you'll have a
list of available Spells to choose from.

Esper Magic
When chosen, Espers can only attack once in every enemy encounter. Press
Up on the Control Pad in the Magic menus to access the equipped Espers.

-Page 33-
Items
Most of your special items will provide Health and Power for the members
of your party. When you use Items, you'll be able to target one of the
fighters in your party to be the recipient of that item.

When you're in the Item list, you  Items generally add power to your
can manage your Weapons by pressing     party members or cure them from a
up on the Control Pad.   bad state. They often prove to be
                                       useful in long, tough battles.

Row
By pressing Left on the Control Pad, you can instruct a fighter to step
to the back row when it's his or her turn to fight.

Defense
Press right on the Control Pad to command a member of your party to set
up a defensive position.

Run
If you're not ready to fight, press and hold the L and R Buttons. The
members of your party will attempt to make a run for it. You can
continue to fight while you party members try to flee.

-Page 34-
Changes in Status

Enemies can trigger a variety of damaging "status changes." If you have
acecss to the right Items or Spells you can correct negative conditions.

Condition Effect
Float           You can defend against the awesome powers of a Quake spell
               by casting Float on the members of your party.

Petrify         This strange condition turns your fighters into statues, so
               that they cannot move or attack. Use Soft to make them
               return to normal.

Imp             The Imp spell turns the spell recipient into an Imp. If you
               wish to cure the condition, you can use a Green Cherry.

Clear           Clear makes the targeted fighter invisible. Use Remedy to
               cure this condition.

Poison          Poison causes the members of your party to lose Hit Points
               during battle and with every step they take. An Antidote
               will set things right.

Zombie          Fighters in a Zombie state are controllable. A shot of
               Revivfy will bring a Zombie back to his or her normal state.

Dark            Ink-shooting enemies can cover the eyes of their opponenets,
               making them miss on many of their attacks. Eyedrop does the
               job here.

-Page 35-
Wounded         If a member of your party has lost all of his or her Hit
               Points, he or she is "wounded." Fenix Down will cure this
               condition.

Psyche          Some enemies can cause your fighters to nod off. The only
               action that will wake them up is a direct attack.

Muddled         Muddled fighters attack monsters and members of their own
               party. A Remedy is a useful counter to this condition.

Mute            A Mute condition silences the Magic powers of your party
               members. Echo Screen will give them a voice again.

Condemned Condemned party members will lose all of the Hit Points if
               the countdown above them reaches zero.

Berserk         This condition makes fighters go wildly out of control. Use
               Dispel to bring them back to normal.

Slow            Fighters that have been targeted by a Slow spell will be
               slow to return to battle readiness after they make a move.

Stop            If your fighters have been hit by Stop, time is standing
               still for them. Use Dispel to get the clock ticking again.

Regen           You can use Regen on the members of your party to make them
               regain Hit Points at regular intervals during a fight.

-Page 36-
Village Locations

There are several villages in the world of Final Fantasy III. In
addition to gathering important information from the villagers on the
streets and in houses, you can revitalize the members of your party at
Inns and purchase Items in shops.

Inns
If the members of your party are suffering from a negative change in
Status or if their Hit Points or Magic Points are low, you can power
them up for a small fee at an inn.

Weapon Shops
Weapon shops offer a variety of powerful items that will add to the
performance of your fighters in the field. If you're low on cash you can
sell old Weapons for half their purchase price.

While you're shopping for Weapons and Armor, you'll notice a lineup of
fighters at the bottom of the screen. Each fighter will raise his or her
arms if he or she can be equipped with a particular item.

-Page 37-
Armor Shops
If you're in the market for protective gear, an Armor, Shop is the place
to be. Look through the list of items available and purchase the items
which will be of the greatest benefit to your party.

Item Shops
Items are generally used to replenish Hit Points and to cure fighters
from changes in Status. Stock up with as many Items as you can afford
before you venture into the unknown.

Relic Shops
Every fighter in your party can equip up to two Relics. Buy as many
different types of Relics as you can afford and use them wisely.

Chocobo Stables
Chocobos are available in a few villages and remote forest locations.
For a fee, you can hop onto a Chocobo and ride across the fields, free
of enemy intervention.

Cafes
While you're in town, make sure you visit these establishments to catch
up on current events.

-Page 38-
Items

You can hold up to 99 of each type of Item. They can be found in Item
Shops and Treasure Chests. You can also earn some Items by defeating
enemies.

Item            Effect                                          Cost
Green Cherry    This item reverses the effect of an Imp         150
               spell, changing an Imp back to normal.

Tincture        If a magic user drinks a Tincture, he or        1500
               she will recover 50 Magic Points towards
               his or her current maximum.

X-Ether         This powerful potion recovers all of the        No Cost
               targeted fighter's Magic Points.

Ether           A standard Ether potion will recover 150        No Cost
               Magic Points for the targeted Magic user.

X-Potion        If you find an X-Potion in the field, you       No Cost
               can use it to fully recover the Hit
               Points of a fighter in your party.

Elixir          The power-packed Elixir recovers Hit            No Cost
               Points and Magic Points fully for the
               targeted party member.

Soft            If your party members have been                 200
               petrified, you can bring them back to
               normal with this item.

Smoke Bomb      You can set a smoke screen in a battle          300
               with this explosive device and escape
               unharmed.

Super Ball      Toss this bouncing sphere at attacking          1000
               enemies and set them up for big damage.

Revivify        If a member of your party has fallen            300
               under the power of the Zombie spell, you
               can use Revivify to counter the effects.

Warp Stone      Use a Warp Stone to escape quickly from         700
               an enemy confrontation or underground
               maze.

Tent            By pitching a tent at save points or in         1200
               in the field, you can recover your entire
               party's Hit Points and Magic Points.

-Page 39-
Item            Effect                                          Cost
Antidote        If a fighter in your party is poisoned,         50
               you can counteract the poison with an
               Antidote.

Sleeping Bag    A Sleeping Bag recovers all of the Hit          500
               Points and Magic Points for one member of
               your party.

Potion          A Potion recovers 250 Hit Points for the        300
               targeted fighter.

Remedy          This cure-all recovers a fighter from any       1000
               negative status change with the exception
               of the Zombie spell.

Fenix Down      A wounded fighter will be on the road to        500
               recovery after a rest in these curative
               feathers.

Dried Meat      This food item gives the receiving party        150
               member recovery of 150 Hit Points.

Tonic           If a member of your party sips a Tonic,         50
               he or she will recover 50 Hit Points.

Magicite        The mysterious Magicite calls on a              No Cost
               randomly selected Esper for a quick blast
               of magic.

Eyedrop         Use an Eyedrop to take away the mask of         50
               ink worn by a fighter who has been
               stricken with Dark.

Echo Screen     When a Muted fighter is hit with the Echo       120
               Screen, he or she is able to use Magic
               once again.

Megalixir       A Megalixir instantly recovers all Hit          No Cost
               Points and Magic Points for your party.

Rename Card     This elusive item allows you to rename          No Cost
               the characters that have joined you in
               your journey.

Shadow Edge     Use the Shadow Edge to spread shadows out       400
               across the battle field.

Fire Skean      Your enemies will fell the heat of a fire       500
               attack when you use this item.

Inviz Edge      The fighter who throws this item will be        200
               invisible to attacking enemies.

-Page 40-
Item            Effect                                          Cost
Water Skean     Toss this item into the fray for a              150
               powerful water atttack.

Thunder Edge    When a fighter throws this item, you'll         500
               have help from a lightning and thunder
               blast.

Relics

Relics can be equipped by members of your party two at a time. They
impart a variety of different abilities.

Item            Effect                                          Cost
Amulet          When a member of your party wears an            5000
               Amulet, he or she is protected from
               Poison, Dark and Zombie.

Back Guard      This item protects your party from Back         7000
               Attacks and Pincer Attacks.

Rage Ring       Wearing the Rage Ring will give more            No Cost
               power to Umaro's Rage attack.

Earrings        Earrings allow Magic users to cause extra       5000
               damage with offensive spells. They're
               more powerful when paired.

Running Shoes   When a fighter wears Running Shoes, he or       7000
               she has the power of the Haste Spell.

Offering        The mighty Offering relic gives extra           No Cost
               power to the bearer's Fight command.

Marvel Shoes    Wear the Marvel Shoes and marvel at their       No Cost
               unpredictable effects.

Gauntlet        While holding the Gauntlet, a fighter can       No Cost
               hold one Weapon with two hands, causing
               more damage per swing.

Atlas Armlet    A member of your party can cause                5000
               additional damage while fighting if he
               or she is wearing this powerful item.

-Page 41-
Item            Effect                                          Cost
Gold Hairpin    A Magic user wearing a Gold Hairpin can         No Cost
               cut in half the Magic Power needed for
               each spell.

Goggles         Fighters wearing Goggles can protect            500
               against the damages of a Dark spell.

Crystal Orb     The Crystal Orb increases maximum Magic         No Cost
               Points by half against their previous
               amount.

Merit Award     The Merit Award allows the bearer to wear       No Cost
               heavy Armor.

Exp. Egg        The amazing Exp. Egg doubles the                No Cost
               Experience Points the wearer receives.

Genji Glove     Fighters looking for a two-fisted attack        No Cost
               can wear the Genji Glove and carry two
               swords at once.

Blizzard Orb    If Umaro is looking to cool down his            No Cost
               enemies, they will experience the
               chilling effects of the Blizzard Orb.

Jewel Ring      Wearing the Jewel Ring will protect the         1000
               bearer from Dark and Petrify spells.

Sniper Sight    Accuracy is the name of the game with           3000
               this Relic. It ensures a 100 percent hit
               rate with the Fight command.

Economizer      Magic users will be able to do a lot of         No Cost
               good with this item. It cuts spell costs
               to one Magic Point each.

Safety Bit      Wearing this item will protect the bearer       No Cost
               from magic attacks which would have
               inflicted mortal damage.

Gem Box         This Relic adds power to all Magic Spells       No Cost
               cast by the bearer.

Zephyr Cape     The Zephyr Cape allows a member of your         7000
               party to dodge attacks with more success.

Charm Bangle    When the leader of the party is wearing         No Cost
               the Charm Bangle, few enemies will attack
               from the field.

Tintinabar      The Tintinabar has the opposite effect of       No Cost
               Poison. The bearer recovers Hit Points
               with every step.

-Page 42-
Item            Effect                                          Cost
Sprint Shoes    When anyone in your party wears Sprint          1500
               Shoes, your party will walk twice as fast
               as before.

Fake Mustache   A fighter with a Sketch command can             No Cost
               change it to Control while wearing the
               Fake Mustache.

Cherub Down     A fighter who bears the Cherub Down has         6300
               the power to cast a Float spell.

Cure Ring       When a member of your party wears the           No Cost
               Cure Ring, he or she can cast a Regen
               spell.

Sneak Ring      When Locke wears this ring, he has a            3000
               higher success rate while using his
               ability to Steal.

Thief Glove     The Thief Glove changes Locke's Steal           No Cost
               command to Capture.

True Knight     This item offers protection to members of       1000
               your party who are low on Hit Points.

Cursed Ring     The Cursed Ring, being true to its name,        No Cost
               is cursed.

Hyper Wrist     When a fighter wears the Hyper Wrist, his       8000
               or her Vigor is raised.

Gale Hairpin    When a member of your party wears the           8000
               Gale Hairpin, your chances of making
               preemptive attacks are greater.

Barrier Ring    The Barrier Ring casts a Shell spell when       500
               the wearer is low on Hit Points.

Dragon Horn     If a fighter is equipped with the Dragon        No Cost
               Horn, he or she will jump at every
               opportunity.

Fairy Ring      The bearer of the Fairy Ring has                7000
               protection from Poison and Dark spells.

Relic Ring      This powerful Relic has mysterious              No Cost
               effects on wounded fighters.

Black Belt      This martial arts powerhouse makes the          5000
               bearer fight back automatically when hit.

-Page 43-
Item            Effect                                          Cost
Hero Ring       The wearer of the Hero Ring is given            No Cost
               increased power for the Fight and Magic
               commands.

Czarina Ring    The wearer of the Czarina Ring casts Safe       3000
               and Shell spells when his or her Hit
               Points are low.

Guard Ring      The power of the Guard Ring causes the          5000
               bearer to cast a Safe spell when his or
               her Hit Points are low.

Coin Toss       The Coin Toss relic changes Setzer's            No Cost
               Slot command to GP Rain.

Star Pendant    When a member of your party is equipped         500
               with the Star Pendant, he or she is
               protected from Poison.

White Cape      This cloth shield protects the wearer           5000
               from the power of Imp and Mute spells.

Muscle Belt     The bearer of the Muscle Belt can add 50%       No Cost
               to the total of his or her maximum Hit
               Points.

Pod Bracelet    While wearing this accessory, a member of       No Cost
               your party can cast Safe and Shell spells.

Beads           Beads give the wearer a better chance of        4000
               avoiding enemy attacks.

Mithril Glove   The Mithril Glove casts a Safe spell when       700
               its bearer is low on Hit Points.

Marvel Shoes    The mysterious Marvel Shoes have                No Cost
               unpredictable powers.

Moogle Charm    If the leader of your party wears the           No Cost
               Moogle Charm, your party will be protected
               from random attacks.

Peace Ring      The bearer of the Peace Ring is protected       3000
               from Berserk and Muddle spells.

Ribbon          The Ribbon protects the wearer from all         No Cost
               status changing ailments.

Dragon Boots    The nifty boots change the Fight command        9000
               into a Jump command.

-Page 44-
Espers

The magic force of the Espers can be learned by fighters who are
equipped with Espers while they earn Magic Points. When a fighter learns
100 percent of an Esper's spell, he or she can use the spell.

Equipping Espers
Each fighter in your party can use one Esper at a time. Select the Esper
command from the Skills heading for a particular fighter and move the
cursor to an Esper that is highlighted, then press the A Button to equip
that Esper.

Select from the list an Esper which While you wear the Esper, Magic
is not already being worn by a          Points you earn will go toward
member of your party, then press A.     learning the Esper's spells.

Bonus Points
As your fighters increase their Experience Levels, some Espers will
reward them with extra powers.

-Page 45-
Espers and Their Spells
Listed below are the Espers and their spells. The numbers next to the
spells are learning rates. These numbers are multiplied by earned Magic
Points. When the results reach 100, the spells are learned.

The Esper's Name                        Starlet
Each Esper has as many as               Cure . . . . . . . x25
five Spells to pass on to the           Cure 2 . . . . . . x16
equipped adventurer.                    Cure 3 . . . . . . x 1
                                       Regen  . . . . . . x20
                                       Remedy . . . . . . x20

Kirin                                   Phoenix
Cure . . . . . . . x 5   Life . . . . . . . x10
Cure 2 . . . . . . x 1   Life 2 . . . . . . x 2
Regen  . . . . . . x 3   Life 3 . . . . . . x 1
Antdot . . . . . . x 4   Cure 3 . . . . . . x 2
Scan . . . . . . . x 5   Fire 3 . . . . . . x 3

Unicorn     Palidor
Cure 2 . . . . . . x 4                  Haste  . . . . . . x20
Remedy . . . . . . x 3                  Slow . . . . . . . x20
Dispel . . . . . . x 2                  Haste 2  . . . . . x 2
Safe . . . . . . . x 1                  Slow 2 . . . . . . x 2
Shell  . . . . . . x 1                  Float  . . . . . . x 5

Sraphim     Ifrit
Life . . . . . . . x 5                  Fire . . . . . . . x10
Cure 2 . . . . . . x 8                  Fire 2 . . . . . . x 5
Cure . . . . . . . x20                  Drain  . . . . . . x 1
Regen  . . . . . . x10
Remedy . . . . . . x 4

-Page 46-
Shiva                                   Odin
Ice  . . . . . . . x10                  Meteor . . . . . . x 1
Ice 2  . . . . . . x 5
Rasp . . . . . . . x 4
Osmose . . . . . . x 4
Cure . . . . . . . x 3

Maduin     Raiden
Fire 2 . . . . . . x 3                  Quick  . . . . . . x 1
Ice 2  . . . . . . x 3
Bolt 2 . . . . . . x 3

Bismark     Crusader
Fire . . . . . . . x20                  Merton . . . . . . x 1
Ice  . . . . . . . x20                  Meteor . . . . . . x10
Bolt . . . . . . . x20
Life . . . . . . . x 2

Ramuh                                   Bahamut
Bolt . . . . . . . x20                  Flare  . . . . . . x 2
Bolt 2 . . . . . . x 2
Poison . . . . . . x 5

Shoat                                   Tritoch
Bio  . . . . . . . x 8                  Fire 3 . . . . . . x 1
Break  . . . . . . x 5                  Ice 3  . . . . . . x 1
Doom . . . . . . . x 2                  Bolt 3 . . . . . . x 1

-Page 47-
Alexandr                                ZoneSeek
Pearl  . . . . . . x 2                  Rasp . . . . . . . x20
Shell  . . . . . . x10                  Osmose . . . . . . x15
Safe . . . . . . . x10                  Shell  . . . . . . x 5
Dispel . . . . . . x10
Remedy . . . . . . x15

Ragnarok                                Golem
Ultima  . . . . . x 1                   Safe . . . . . . . x 5
                                       Stop . . . . . . . x 5
                                       Cure 2 . . . . . . x 5

Terrato     Stray
Quake . . . . . . x 3                   Muddle . . . . . . x 7
Quartr  . . . . . x 1                   Imp  . . . . . . . x 5
W Wind  . . . . . x 1                   Float  . . . . . . x 2

Carbunkl                                Fenrir
Rflect  . . . . . x 5                   Warp . . . . . . . x10
Haste . . . . . . x 3                   X-Zone . . . . . . x 5
Shell . . . . . . x 2                   Stop . . . . . . . x 3
Safe  . . . . . . x 2
Warp  . . . . . . x 2

Phantom     Siren
Bserk . . . . . . x 3                   Sleep  . . . . . . x10
Vanish  . . . . . x 3                   Mute . . . . . . . x 8
Demi  . . . . . . x 5                   Slow . . . . . . . x 7
                                       Fire . . . . . . . x6

-Page 48-
Magic Spells
Some warriors who join up with your party will be born Magic users, but
the bulk of the fighters will have to learn Magic from the Espers.

Spell Collection
Every Esper offers a series of Spells for the wearer to learn. Some
Spells are offered by more than one Esper. When a fighter learns 100
percent of a particular Spell, he or she can use it.

Different Espers, Different Speeds
Some Spells are offered by more than one Esper, but the learning speeds
vary. Compare the learning speeds so you can learn each spell as quickly
as possible.

Magic, Armor, Weapons and Item
Some items other than Espers allow adventurers to learn spells. Try
experimenting by equipping a variety of Armor and Weapons.

-Page 49-
Recovery Magic    Offensive Magic
Cure - A single Cure spell can          Fire - Enemies will be on the
recover as much as 270 Hit Points.  receiving end of a blast of heat and
The casting cost is five Magic          flame when this spell is cast in
Points.                                 their direction.

Cure 2 - Cure 2 is capable of           Fire 2 - This blazing spell offers
reviving a fighter with three times     three times the blast of the first
as many Hit Points as the first  Fire spell for a cost of 20 Magic
Cure spell.                             Points.

Cure 3 - This Hit Point reviving  Fire 3 - Fire 3 is the strongest
spell is seven times as powerful as     Fire spell at six times the power of
the original Cure spell.  the original. The cost is 57 Magic
                                       Points.

Life - This spell has basically the     Bolt - Lightning strikes attacking
same effect as a Fenix Down. It  enemies when the members of your
brings wounded fighters back to  party have the power to cast Bolt.
fighting strength.

Life 2 - This deluxe spell revives  Bolt 2 - The second incarnation of
a fighter from Wounded status and  Bolt Magic has three times the power
replenishes all of his or her Hit  of the first Bolt spell.
Points.

Life 3 - Life 3 has the same   Bolt 3 - This lightning spree is six
initial effects as the original  times as powerful as the original.
Life spell. It revives the fighter  The casting cost is 53 Magic Points.
when Hit Points are depleted.

Antidot - For an affordable casting     Ice - This freezing spell is
cost of three Magic Points, this  especially powerful against snakes,
spell cures fighters from Poison. frogs and other slimy creatures.

Remedy - The Remedy spell has the  Ice 2 - Ice 2 has three times the
same effect as the Remedy item:  power of Ice. The casting cost is 21
recovery from all status changes  Magic Points.
except Zombie.

Regen - The Regen spell revives Hit     Ice 3 - This freezer is six times as
Points at regular time intervals  powerful as the original for a
for several seconds after being  casting cost of 52 Magic Points.
cast.

-Page 50-
Offensive Magic Meteor - With this spell, the
battleground changes to outer space
and a meteor hits the enemy target.

Poison - By casting Poison on your  Ultima - This super-powerful spell
enemies, you can cause gradual          hits all attacking creatures at a
damage for a cost of three Magic  cost of 80 Magic Points.
Points.

Drain - Drain magic takes Hit           Quake - The ground shakes and hits
Points from the enemy and gives  all ground-bound enemies when this
them to the caster until the caster     spell is cast.
is maxed out.

Bio - The Bio spell is similar to  W.Wind - This spell hits the enemy
Poison, causing multiple hits as  target with a tornado that takes 90
time goes on, only it is more           percent of its Hit Points.
powerful.

Break - The Break spell turns           Merton - At a cost of 85 Magic
enemies to stone at a cost of 25  Points, this spell hits the enemy
Magic Points.    target with a piercing fire attack.

Doom - The awesome power of Doom  Effect Magic
will destroy most enemies when it
hits.

Pearl - This elemental attack can  Scan - For a casting cost of 3 Magic
be cast at a cost of 40 Magic           Points, you can examine the enemy's
Points.     power and weak points.

Flare - The Flare spell hits   Slow - Your enemy takes more time to
several enemies at once for big  gear up for an attack when you cast
damage at a cost of 45 Magic   this spell.
Points.

Demi - At a cost of 33 Magic   Rasp - This unusual spell takes
Points, this spell can cut an           Magic Points away from the enemy.
enemy's Hit Points in half.

Quartr - The Quartr spell is half  Mute - When an enemy is hit with
as powerful as the Demi spell at a  Mute, it can't use Magic to
cost of 48 Magic Points.  retaliate.

X-Zone - This mysterious spell          Safe - The Safe spell raises the
sends enemies into the X-Zone for a     defensive power of the targeted
cost of 53 Magic Points.  fighter.

-Page 51-
Sleep - Enemies will be knocked  Slow 2 - This spell succeeds at
unconscious when this spell is cast     slowing down the battle readiness
upon them.                              of all attacking enemies.

Muddle - For a casting cost of 8 Osmose - You can take away enemy
Magic Points, you can confuse           Magic Points with this spell.
enemies so that they hit each
other.

Haste - The Haste spell give the  Warp - The Warp spell has the same
targeted fighter the ability to  effect as the Warp Stone, allowing
ready for attacks more quickly.         you to escape from fights and caves.

Stop - For a casting cost of 10  Quick - This 99 Magic Point spell
Magic Points, you can temporarily  gives your party the speed advantage
freeze your enemies in time.  over attacking enemies.

Bserk - A fighter hit with a Bserk  Dispel - The Dispel spell dissolves
spell will attack before receiving  enemy spells cast on your characters
orders to do so.                        at a cost of 25 Magic Points.

Float - This levitation spell is
the perfect defense against Quake.

Imp - This spell changes the target
creature to or from the strange Imp
beast.

Rflect - The Rflect spell reflects
enemy spells at a cost of 22 Magic
Points.

Shell - The Shell spell is a
defensive barrier that protects the
target character from enemy spells.

Vanish - This spell makes the target
character temporarily invisible.

Haste 2 - Haste 2 speeds up the
battle readiness of your entire
party.

-Page 52-
Building Parties

Adventuring parties can include up to four fighters. There are
considerably more than four fighters who are willing to join up with
you. At certain points, you can make a new party from all of the
available fighters.

Single out fighters from the row in     You can have as many as four
the middle of the screen and move  adventurers in your party at any
them to the box in the lower left. one time.

Party Planner
There are only a few places where you can regroup your party. One of
those places, the Airship, is mobile. If you're looking to change your
party, find the Airship or head to Narshe.

-Page 53-
Special Events

There are a few instances when slightly modified controls or actions
will come into play. They are as follows:

Multi-Party Battles
When you're managing more than one party in a battle against another
multi-party side, you can switch control from one party to the next by
pressing the Y Button.

Opera House and Dinner Party
Your verbal responses will play an important role in a pair of social
circumstances. In these cases, you'll be given the choice of several
things to say (or sing). The results of the interaction will be
dependent on your choice of words.

Follow the Star
The solution to a dungeon maze is revealed by the flight of a star. You
must move your party in the same pattern as the start in order to get
through the maze.

Look for other unusual events throughout the course of the game.

-Page 54-
Character Guide

Terra
Terra represents the re-birth of magic. She has abilities the likes of
which on one in the world has seen before. The evil army has tried to
harness her magic powers, but the magic of the Espers will see to it
that she will escape from the army's control.

Special Skill: Morph
When Terra learns more about herself and her origins, she will gain the
ability to morph into a blazing, spirit-like creature. She'll have twice
as much strength in her morph state as she has in her normal form.

Terra begins the adventurer as a  When she learns to Morph, Terra will
normal creature with moderate magic     have twice her previous strength.
powers.

-Page 55-
Locke
The great treasure hunter, Locke, doesn't mind breaking a few locks in
his search for fortune and fame. Nevertheless, he'd rather be called a
hero than a their. Locke's strong will and cunning make him a good ally.

Special Skill: Steal -> Powerup Accessory: Theif Glove -> Capture
Locke can actually take possessions from attacking enemies in the middle
of a fight. His Steal skill will come in handy more than once as he
lifts valuable items and, sometimes, the clothes from the backs of
unsuspecting enemies.

With the Steal Command, Locke can  The Theif's Glove Relic gives Locke
remove items from enemies.  the power-packed Capture command.

-Page 56-
Mog
Don't let his cute looks deceive you. The teddy bear-like Mog can fight
with a vengeance, especially when he has learned his powerful, magical
dances. Mog is generally a peaceful creature, but he can make a big
commotion on the dance floor.

Special Skill: Dance
Mog can learn a series of dances for each of the eight types of terrain
in the world. After he gets one good hit in a fight, he'll learn the
dances of the region. Then he'll go into hoofing high gear.

Before he can Dance, Mog has to  Mog's Dances will send his audience
fight and learn the steps.  to the floor.

-Page 57-
Wind Song                               Earth Blues
In the grass fields of the world, The Earth Blues are learned in the
Mog learns the dances of the Wind mountain regions of the world.
Song.
Wind Slash - This collection of  Land Slide - Rocks drop and bowl
steps will blow monsters away.          over enemies as the result of this
Sun Bath - Fun in the Sun recovers      dance.
Hit Points for the whole party.         Sun Bath - This Hit Point recovering
Plasma - This little jig sends out      dance is also featured in the Wind
A bolt of devastating power.  Song.
Cockatrice - The power of the  Sonic Boom - This dance produces a
Cockatrice dance pierces enemy          boomerang-like weapon.
defenses.                               Whump - The dance of Whump sends and
                                       animal attack out on the enemies.

Forest Suite    Water Rondo
While Mog fights in the woods, he When Mog goes underwater, he can
learns the dances of the forest. learn these dances of the deep.
Rage - This strong blast blow  El Nino - These steps of the Water
Leaves into enemy forces.  Family sends mosters into the
Wild Bear - By dancing the Wild         undertow.
Bear, Mog recovers the status of  Specter - As is the case with the
the party.                              Love Sonata, Specter confuses
Elf Fire - The Elf Fire steps set creatures.
the dance floor ablaze.   Plasma - This bolt-producing dance
Wombat - This fierce shuffle breaks is also a part of the Wind Song
through enemy defenses.   dances.
Wild Bear - As is the case in the
Forest Suite, this dance recovers
status.

Desert Aria                             Dusk Requiem
In the desolate desert regions, Mog Mog learns these dances in caves.
learns the dances of the sand and You'll see him use these dances
wind.                                   first.
Sand Storm - Enemies will be lost Cave In - Rocks fall on enemy
in the flurry of this wild dance. Attackers when this dance goes into
Wild Slash - This blowing swing is effect.
also part of the Wind Song package. Elf Fire - A blazing flame is the
Antlion - The Antlion dance is          result of this popular dance.
another powerful blast of wind.         Snare - A phantom hole appears and
Kitty - This cat dance casts Haste sends enemies into the ground.
on the party for more speed.  Pois. Frog - The poisonous frog of
                                       this dance knocks out enemy Hit
                                       Points.

Love Sonata                             Snowman Jazz
Mog can learn these steps in rare Mog learns the steps of the Snowman
Situations when he fights in a          Jazz dances in the snow fields.
town.
Elf Fire - This fiery dance is also Snowball - This powerful blast of
part of the Forest Suite   cold cuts enemy Hit Points in half.
Collection.                             Snare - This hole-producing dance is
Specter - This ghostly dance   a popular set of steps.
Confuses enemies into attacking  Surge - The Surge dance is a dance
each other.                             of the Ice family.
Tapir - The magic of the Tapir          Ice Rabbit - This cold bunny hop
dance recovers status in all party recovers Hit Points for the party.
members.

-Page 58-
Edgar
The King of Figaro castle is very handy with machinery and tools, making
him a very valuable part of the team. He also fancies himself to be a
ladies' man, but moves in that direction often result in failure.

Special Skills: Tools
Edgar's mastery of machinery turns out to be a very useful skill. He can
use all eight Tools that are available throughout the adventure. Many of
them can defeat an entire party of attacking enemies at once.

The Tools command puts powerful  Most of the Tools hit enemies with a
machinery in Edgar's hands.  very strong blast.

-Page 59-
Autocrossbow    Drill
This arrow-firing device will hit  When Edgar uses the Drill, he can go
all of the attacking enemies.  right through one enemy's defenses.

Bio Blast                               Debilitator
The Bio Blast sends out a green  This odd item finds weak points in
cloud of gas over all of the   enemy attackers.
enemies.

Flash                                   Chainsaw
The Flash hits monsters with a          This hard to find item is capable of
brilliant Hit Point-reducing light. destroying an enemy attack with one
                                       slash.

Noise Blaster    Air Anchor
This big horn sends out a noise  The Air Anchor is capable of making
that confuses the enemy party.          enemy attackers self-destructive.

-Page 60-
Sabin
Sabin is the brother of King Edgar. After a falling-out with his family,
Sabin left for the mountains and learned the martial arts. Sabin's Blitz
techniques and strong conviction make him a good member of the team.

Special Skills: Blitz
The Blitz techniques that Sabin learns over the course of the adventure
each call for a different button-pressing combination. You can see those
combinations using the Skills Menu from the subscreen.

Every Blitz command requires the  A correctly executed Blitz will
input of a button-pushing sequence. unleash a powerful attack.

-Page 61-
(Transcription Note: Because there are no arrows in the ASCII character
codes, I'll use compass directions for control pad directions. N=up
NE=up+right E=right etc. Buttons are in parenthesis.)
Pummel     Mantra
W E W                                   (R) (L) (R) (L) (X) (Y)
When Sabin Pummels an enemy, he  Sabin's Mantra brings Hit Point
hits it with punching bag   recovery to the members of his
precision.                              party.

Aurabolt                                Air Blade
S SW W     N NE E SE S SW W
The Aura Bolt sends out a white  The complicated sequence of the Air
blast that pierces enemy defenses. Blade results in a wind-blown attack
                                       on all enemies.

Suplex     Spiraler
(X) (Y) S N                             (R) (L) (X) (Y) E W
Using this wrestling move, Sabin  This selfless Spiraler move takes
lifts enemies high above the ground Hit Points away from Sabin and gives
and slams them down   them to the party.

Fire Dance                              Bum Rush
W SW S SE E                             W NW N NE E SE S SW W
The dance of flames spreads fire  This tough technique delivers one
onto all of the enemy attackers. big hit to a single enemy.

-Page 62-
Cyan
Cyan is a soldier and swordsman of Doma Castle. An enemy attack on the
castle has convinced him to join the resistance against the evil army.
His sword technique will prove to be very useful.

Special Skills: SwdTech
The master of the sword can lash out at enemies with a series of
brilliant strikes. There are eight different techniques in all. The
advanced techniques require more preparation time than the others.

Cyan must build up a certain amount When Cyan slashes, his enemies take
of power for each technique.  notice.

-Page 63-
Dispatch                                Empowerer
This quick attack has good results  This advanced technique takes Magic
when it centers on a single enemy. Points and Hit Points from the
                                       enemy.

Retort     Stunner
When Cyan is using Retort, he           This incredible blast of Magic hits
automatically attacks after being  the whole attacking party and stops
hit.                                    them.

Slash                                   Quadra Slice
With the Slash technique, Cyan hits The Quadra Slice hits four times
enemies and earns Hit Points.  with twice the strength of the
                                       Quadra Slam.

Quadra Slam                             Cleave
It takes a while to prepare for,  This most advanced sword technique
but this four-slash blast is worth  hits the entire attacking party for
it.                                     big damage.

-Page 64-
Gau
The wild boy of the Veldt left home when he was very young. He now lives
and communicates with the animals. If you can manage to get Gau to join
your party, you'll be able to use his abilities to learn the powers of
the Veldt animals.

Special Skills: Leap / Rage
When Gau is fighting with your party in the Veldt, he can Leap onto one
of the attacking creatures and ride away with it. Gau will reappear in
another Veldt encounter with knowledge of the monster's fighting
techniques.

Use Leap to make Gau learn the          Use Rage to carry out Gau's learned
techniques of the monsters.  techniques.

-Page 65-
Rage on the Veldt                       Learning the Skills of the Monsters
Gau leaps onto the back of an           Gau has the unique ability of being
attacking monster.   able to communicate with ferocious
                                       beasts of the Veldt and learning
In the next encounter, Gau is           their methods of attack.
missing from the party.
                                       When Gau uses his Rage skill, he can
Gau returns, knowing the enemy's  choose from a long list of enemy
method of attack.                       skills that he has learned to use.
                                       Some are more useful than others.
Gau's Rage demonstrates his
knowledge of enemy attacks.

-Page 66-
Shadow
The mysterious ninja, Shadow, is a loner. His only friend is his dog,
Interceptor. When Shadow joins the party, he brings with him the ability
to throw objects with accuracy.

Special Skills: Throw
Shadow's throwing skills allow him to hit enemies with no danger to
himself. Some village shops sell Weapons that the ninja can aim at enemy
attackers. They have varying strengths and properties.

Shadow can throw a variety of items     A direct hit can make a big
designed with that purpose in mind. impression on enemy attackers.

-Page 67-
Celes
At one time, Celes was a General of the evil army. She has since been
disillusioned by the army and has decided to join the resistance. She
has command over Runic Blade which absorbs enemy spells.

Special Skills: Runic
Celes has the power of Runic which, when cast, makes all enemy spells
target her. She can absorb the spells without causing much damage to her
or the other members of the party.

Use Runic to thwart enemy magic  Spells will target Celes and fizzle
users.     out, giving her MPs.

-Page 68-
Setzer
The rich owner of the only Airship in the world likes to fly and he
likes to gamble, too. When Setzer joins your party, you'll be able to
use his Airship to travel to remotes parts of the world. You'll also
gain a worthy fighting partner.

Special Skills: Slot
Setzer's Slot attack is a bit of a gamble. When he uses it, the wheels
of a slot machine appear and start spinning. The results of the spin
determine the nature of the attack.

Setzer has access to the strange  If you're lucky, the attack will
and powerful Slot attack.  result in a big win.

-Page 69-
Setzer's Slots  7-Flush   Joker Doom
The effect of the Slot  [All 7s]                [7] [7] [Bar]
command depends on  All 7's brings defeat This unfortunate
where the wheel stops. to the entire enemy combination brings
                       party.                  defeat to both parties.

Lagomorph               H-Bomb                  Magicite
[Any other combo]       [All Airships]          [All Bars]
Any losing spin earns  This three-Airship Three Bars will bring
some Hit Points and  combo hits all of the out a randomly chosen
status recovery.        enemies with a strong   Esper for a big attack.
                       blast.

Chocobop                Mega Flare              Flash
[All Chocobos]          [All Doves]             [All Diamonds]
This Chocobo combo      The result of this spin When three Diamonds
calls out a flock of    is similar to that of   appear, the enemies
trampling birds.        the Flare spell.        receive a blast of
                                               light.

Special Skills: Powerup Accessory: Coin Toss -> GP Rain
When Setzer is equipped with the Coin Toss Relic, his Slot command
changes to GP Rain. This attack uses gold coins, costing as many coins
as points of damage it inflicts.

The Coin Toss relic turns Slot into Coins-a-plenty rain down on
GP Rain.                                unsuspecting monsters.

-Page 70-
Strago
The old man, Strago, is both a passive and powerful Blue Mage. He has
the ability to learn the spells of some enemy attackers, but he must
feel the effect of those spells before he can use them.

Special Skill: Lore
The special skill that Strago brings to your party is Lore. When enemies
aim their spells at Strago and he is hit, the bounces back with
knowledge of the spells after the battle has been won.

The Lore command brings up a list  Strago can use spells that he has
of learned spells.   experienced first hand.

-Page 71-
Aqua Breath             Roulette                Big Guard
This spell is the       The Roulette spell      Safe and Shell spells
special attack of the   results in an           are combined with the
water elemental.        unpredictable attack.   Big Guard.

Stone                   Exploder                Pep Up
This spell creates a  This super-charged This magic cures one
damaging and confusing  spell results in big character, but spells
stone attack.  damage.   doom for Strago.

Aero                    Clean Sweep             Reflect???
The Aero spell emits a  Like the Aqua Breath, The effects of this
blustery blast of wind. this is a water         Reflect spell relates to
                       elemental specialty.    status changes.

Dischord                Rippler                 Revenge
This spell decreases  The Rippler spell makes The Revenge spell deals
the enemy's experience  enemies trade status out an equalizing blast.
level by one half. with party members.

Quasar                  Blow Fish               L.3 Muddle
The Quasar attack  The Blow Fish hits Characters with levels
pierces enemy defenses. enemies for 1000 points at a multiple of 3 are
                       of damage.                      confused.

Sour Mouth              Force Field             L.4 Flare
This strange spell  Use the Force Field for Characters with levels
cures status changes in a barrier against enemy at a multiple of 4 are
party members.          offenses.               hit with a Flare.

Grand Train             Step Mine               L.5 Doom
The Grand Train rolls  This spell results in Characters with levels
through enemy defenses. gradual damage to enemy at a multiple of 5 are
                       attackers.              destroyed.

Condemned               Pearl Wind              L.? Pearl
This spell creates a  When the Pearl Wind  The multiple factor is
countdown to doom for  blows, party members the last digit of your
the enemy.              experience recovery.    GP total.

-Page 72-
Relm
The granddaughter of Strago. Relm is a great artist and a friend to
Shadow's dog. She can sketch enemies and attack with their powers
through her drawings.

Special Skills: Sketch
Relm's sketch skill centers around her artistic abilities. When she
sketches, she learns that enemy's methods of attack. She can also
control enemies while wearing the Fake Mustache relic.

The Sketch command allows Relm to  Relm is a living reminder of the
attack with the powers of her           power of art.
enemies.

-Page 73-
Adventurer's Advice
Before you begin exploring the World of Final Fantasy III, you should
take a look at these helpful tips and live by them when you embark on
your adventure.

Save Your Progress   Explore Thoroughly
It pays to save your progress when  There are many hidden items in the
you have the chance. Always save  World of the game. Get in the habit
immediately before you enter a no  of touching objects and pressing the
save situation.                         A Button to find items.

Buy Potions Galore   Losers Prosper
In the early parts of your   Even if the members of your party
adventure, Potions and Terra's          are annihilated, they'll retain
limited Heal spell are the only  their Experience Points. Don't reset
things that will keep your party  the game.
going.

Equip on Party Changes   Esper Management
When characters join your party,  Some Espers give rewards when your
make sure to take a look at their  characters go up in Experience
equipment. They may be in need of  Levels. Make sure to equip with
Weapons or Armor that you have.         those Espers before leveling up.

-Page 74-
The Story Begins
Two soldiers escort the captured magic user, Terra, on Magitek machines.
She is unaware of her magical origins. But, soon she will remember.

Magitek machines emit powerful          When monsters are defeated, you'll
blasts of energy.                       earn Experience Points.

The first opportunity to save  You can save your progress onto any
progess is in this cave.  of three files.

The Boss monster of the first cave  Aim a Tekmissile on the enemy's
is a giant snail.                       head. Don't attack the shell.

-Page 75-
Multi-Party Battle
This battle is for the protection  Mog learns the Dusk Requiem Dance in
of Terra.                               the cave.

You'll find training facilities  Inside, you can save, recover Hit
outside Narshe.    Point and pick up tips.

Figaro Bound
Locke is good friends with Edgar, the King of Figaro. When things go
sour in Narshe, Locke takes Terra to the safety of Figaro Castle.

Once you're in the field, you can  Figaro Castle is in the middle of
save your progress anywhere.  the desert.

-Page 76-
On to South Figaro
The drama between Edgar and the evil Kefka results in the sinking of the
Castle in the desert. Edgar, Locke and Terra venture through a cave to
South Figaro. In the cave, they find treasures and the refreshing Water
of Recovery.

In the City
South Figaro is in real danger of being taken over by the evil army. Our
adventurers decide to leave and seek assistance in their effort to
overtake the army. Before they leave, they should buy Sprint Shoes,
Potions and Antidotes.

Mountain Adventure
Edgar's brother is in the mountains. The party meets up with his martial
artist and other "Returners." After some drama, they join each other and
decided to move on together.

Mt. Kolts is a maze of caves.  A short fight takes place on the
                                       mountain top.

-Page 77-
Returner Hideout
The Returner Hideout is the headquarters of the resistance. Terra is the
key here. She has to talk to the leader, Banon, and make the decision to
join the resistance.

River Ride
The growing party takes a raft on the Lete River. While the party
fights, Banon provides everyone with recovery from damage using his
Health spell.

The Party Splits Up
After the ride on the river, the story splits up into three different
scenarios. You'll eventually play out all three scenarios. The order in
which you play them is your choice.

-Page 78-
Locke's Scenario
South Figaro has been taken over by the army. It's up to Locke to go
into the city and save Celes. He'll achieve his goal by using his
ability to steal from attackers. The clothes of a merchant and a soldier
will allow him to explore the city.

Locke can gain access to certain  Celes is hidden away in the city.
areas of the city by stealing and  Locke must find her.
wearing certain clothes.

Banon's Scenario
Banon and Terra leave for Narshe to regroup and find out what to do
next. Their quest is straightforward and quick. The only challenge is to
find a way into the city.

The main entrance to Narshe is          Follow the star inside the cave to
blocked off. You'll find another  find the way through this open maze.
entrance left of the training area.

-Page 79-
Sabin's Scenario
Sabin has a long road ahead of him. He will start at the edge of the
Lete River and work his way through an enemy camp, several towns and a
handful of challenging areas. Along the way, he'll meet up with Cyan,
Gau, and possibly Shadow.

Shadow may or may not join up with  When the party boards the Phantom
Sabin - it's your choice.  Train, you'll find a save point in
     the caboose.

The Phantom Forest is a challenging Cyan joins when his castle is
maze.                                   poisoned by Kefka.

Ghosts in the train fight, sell  The engine of the train is strong,
items, and sometimes offer to join  but your party will win in the end.
you on your journey.

-Page 80-
Baren Falls
Sabin's odyssey leads to Baren Falls, where he and Cyan go over the
edge. The fall is long and dangerous. The pair even end up fighting
enemies on their way down, all in the name of adventure.

The Veldt
When Sabin and Cyan finally reach the bottom of Baren Falls, they wash
up on the shore of a river. Here they make their first contact with the
wild boy, Gau. Eventually, you'll be able to befriend Gau by giving him
food. Gau knows where Sabin and Cyan can find a mask to breathe
underwater and continue their adventure to Narshe.

-Page 81-
Serpent Trench
The Serpent Trench is an enemy-packed, fast-flowing river. The party
follows the flow of the river and makes a few turns to reach underwater
caves and safety in the port town of Nikeah.

Nikeah
After the members of the party buy items, relics, armor and weapons,
they can board a vessel and take off for Narshe, where they will meet up
with the other members of the resistance.

The Adventurers Regroup
Now that all of the adventurers are back together, they can decide how
they will proceed. The first thing to do is be victorious in a decisive
battle, then listen carefully to the clues. Good Luck!

-Page 82-
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