🧅 Final Fantasy 3 - Week 10

Final Fantasy 3 Beginner Club W10

Week 10 2026-05-29T15:00:00Z
Previous week 🧅 Final Fantasy 3 - Week 9
Next week 🧅 Final Fantasy 3 - Week 11
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Vocabulary sheets, transcriptions etc.:

Stopping point

There are two independent objectives this week:

  • Claim the Earth Crystal
  • Collect the keys from Doga and Une

Side-content

  • ドールの湖
  • バハムートの洞窟
週刊完璧主義通信

ドールの湖

In the Pixel Remaster this location remains accessible until the end of the game, but in others you can’t revisit it after finishing it. It contains some treasure and some unique monsters:

ドーガの洞窟

This location also can’t be revisited (in all versions, I believe) and contains some unique monsters as well:

More details

We now have all 4 fangs, that means that we can cross the row of statues North of Amuru (on Famicom I have to do this by foot, not in a ship, not sure for the other verions). That means that we can now explore the land to the North, and enter the 古代の民の迷宮.

古代の民の迷宮

If you go straight ahead after entering the labyrinth, you’ll enter the room where the Crystal is located. There you will have to face a boss, then you can collect your new jobs. If you’re into mages, you’ll be happy.

After that you may be tempted to explore the rest of the maze. You can do that, and there’s some decent loot to be found, but know that eventually you’ll hit a dead-end and will have to return whence you came. We need to go find Doga to open the way forward. Before that, let’s make a little detour by the Dol lake to do a side-quest.

ドールの湖 [side content]

To reach the lake, we have to return to the flying continent, there we can use the Invincible to reach the lake where a shadow can be seen:

Land on the narrow shore and row your way into the shadow to enter the dungeon.

This is going to be very similar to the Salonia optional dungeon from last week, and therefore similar strategies apply.

You will have to teleport out once you’re done if you don’t want to walk all the way back.

Doga’s mansion redux

Let’s pay Doga a 2nd visit. The Invincible is not fast enough to pass through the windy gullet, so we have to switch back to the Nautilus for this part. Enter the mansion and you’ll be ushered to a new dungeon.

After reaching the bottom and defeating the bosses, talk to Doga and Une to collect the two keys. You can then teleport out (don’t forget that you won’t be able to return to the dungeon after that, make sure you collected everything you need).

With the keys in hand, we can now face the infamous Crystal Tower next week. Before that however we can do one remaining side-quest.

バハムートの洞窟 [side content]

Return to the Invincible and revisit the floating continent once more. This time, we want to return to the mountain range we crossed after we visited the small people, with the Invincible we can reach the inner part and enter the cave.

Then the dungeon is similar to the two previous optional locations we visited, so you know what to do.

Map

Miscellaneous

募集・導師

The Guru/High Priest (Devout in the English version) is just a better White Mage. they’re more powerful, have more spell casts and have access to Level 8 magic (although we’ll only find those spells next week).

If you have a white mage in your party, change them to this job, there are no drawbacks besides resetting your job level to 1 (but even then the stat boosts will certainly make up for it).

募集・魔人

The Sorcerer (Magus in the English version) is the equivalent of the 導師 but for black mages. More spell casts, more power, access to level 8 magic.

If you thought that black mages were a bit underpowered these past few weeks, this job should make black magic competitive again since the additional casts mean that you can use higher level magic more often and it will deal more damage due to the increased stats.

募集・魔界幻師

The “Demon world illusion master” (Summoner in the English version) is the third job unlocked this week and it’s yet another upgrade, this time for the 幻術士(Evoker).

However unlike the two other jobs unlocked with the Earth Crystal, the summoner is not exactly a pure upgrade over the Evoker, it differs in one important way: with the Evoker, summons would either do a black-magic type attack or a white-magic type status/heal spell. For instance Ifrit could either attack one enemy or heal the party. Meanwhile the Summoner always casts offensive summon, and it’s a different, more powerful attack than the one cast by the Evoker. For instance Ifrit will now always do a fire attack that will hit all the enemies.

The summoner mechanics are therefore much closer to the way summons will work in most future games.

Participation

  • I’m playing along
  • I will catch up later
  • I’m still playing but I haven’t reached this section yet
  • I’m a filthy preplayer but I’m here for the discussion
0 voters
Optional Boss help

If you want to make Bahamut cry as revenge for beating you to a pulp, bring a dragoon with wind spear and jump for 9999. You’ll probably be able to dps race him into the ground before even needing to heal.

Airships

Unlike others, I kinda like the metroidvania-style upgrades to airships, making it so you unlock new bits of the map. Other FFs do this with chocobos for some damn reason, but it’s the same idea.

Still, is there really a reason they couldn’t have designed it so the Invincible just flies over mountains? What do you really get out of blocking off everything except the small “door” sections, besides monotonous hopping? Sure, you could skip straight to the tower, but then just have the statues blast you out of the sky if you get too close by air. And I’m pretty tired of flying back to the other airship because only one can dive and get to Doga’s. Would there have been a downside to combining them?

Week 10

I started by going back and taking care of Odin. I still struggled with him more than the other bosses this week. I beat him on the first try but only had two party members alive, so I reloaded my autosave to get the XP for everyone.

You do need to cross the statues on foot in the PR as well. I had kind of assumed that the statues would just let me pass without incident now that I had the fangs, so it was a fun surprise when they started exploding 2 by 2. Any sort of permanent change to the map is always cool to see.

When the crystal gave us new caster jobs I immediately wrote them off because of how much stronger the martial jobs have been for a few weeks. Wow was I wrong. Playing mages is fun again, even though they have to start over from job level 1.

Doga’s cave was good for a laugh, at least. Very curious to see how those bosses look in the 3D remake’s art style. Because there were a bunch of light curtains in the chests leading up to them, I thought I’d be clever and use one on Doga. I was hoping that it’d reflect the heal from his drain back to my party, but it didn’t actually work that way. Both bosses were really easy regardless.

Traveling the world for summons felt like a much more modern take on a sidequest than what we got in FF1 and 2. I loved the little bite-sized dungeons, each with a unique reward at the end. The only annoying part was the airship juggling. When I saw that the Invincible still wasn’t the “one airship to rule them all,” I assumed we’d get one last upgrade that combined its features with the Nautilus (and ideally, non-janky mountain crossing). Seems like we’re out of time for that though.

Overall I had a lot more fun than last week, and don’t really have much to complain about. Only one week to go!

reply

Yeah I think last week might have been the actual nadir. Next week is going to be intense but I don’t think it’s really bad.

What’s weird is that we had multiple ship upgrades throughout the game, with the first ship getting fitted with the metal thingy to break the boulder, then the Enterprise gaining the ability to fly, the nautilus gaining the ability to go under mountains…

I think they should have stopped with the nautilus and just have additional tiers of upgrades. They might even have us recruit NPCs to service the various kiosks! But I guess that’s a bit ambitious by Famicom standards.

If you’re doing a sprite poll again next week, I definitely want to submit the Cyclops for consideration. Something about him just cracks me up.

More airship talk

Like a lot of things in the Famicom games, I like the idea of upgradeable airships a lot more than the execution. With the third game in the series they definitely ran the risk of an airship just feeling like a perfunctory box you check in the third act of every game (which it absolutely is in many of the sequels). Giving you one right at the start was a bold, creative idea, and it understandably had to be more limited than those in the previous games so it didn’t break the progression. But the fact that even after every upgrade it’s still worse than both previous games’ airships and the preceding one in the same game (in different ways)? I hope it was due to technical limitations, because that’s just a baffling bit of game design if not.

If anything having these limitations is more technically demanding than just having the airship fly over everything without having to handle collisions. I think they just liked the little hopscotch sequence before reaching the cave last week. Same for the ship speed, since the Nautilus is so fast, why can’t the Invincible reach the same speed?

Zantetsuken

By the way the Odin summon animation is surprisingly advanced on Famicom, he actually splits the sprites:

Swagg since day 1.

If anything, I’d say they picked the easiest possible animation. Those guys are too big to be “sprites”, which had a very specific size requirement. Instead they’re just background tiles, which is why actual background is black and the enemies can’t animate. So, they just shifted the X position of top couple of tiles to go in one direction and the bottom couple in the other. Maybe add in a bit of flicker for a little extra jazz.

I just realized you can see the same thing when you hit an enemy repeatedly with petrify attacks. The bottom set of tiles goes monochrome, and it goes up from there as you hit them more. I love these weird, creative uses of the limited hardware, at least as a curiosity.

The shocking part here to me is they they basically just stuck with the same animation for decades, even with major hardware enhancements! At least, for the slash. We all know they steadily increased the summoning intros to unbearable lengths.

Surprisingly, that doesn’t happen in the Famicom version. It does seem like one of those cheap 8-bit effects but I’m guessing that they backported that from one of the SNES games?

At any rate I found the Zentetsuken animation notable because it’s the only custom death animation for non-bosses as far as I can tell.

Week 10

I only need to do Bahamut (I figured he would still be at the top of the mountain and was confused when I didn’t find him there) and I should be done with this week.

Went back to do all the other optional bosses, and quite hilariously, with a just a couple of levels of difference, I managed to squeeze out a win against both with the suicidal all dragoon squad equipped with double lances. My highest levelled Dragoon was maybe level 7, but he had the hp draining lance equipped so at every jump he would recover between 500 and 800 HP. Everyone else just jumped to do as much damage as possible before he was worn down or acted as damage sponges.

Is it the best team possible?
No, but I didn’t feel like training up a dedicated healer job and I found it hilarious that it worked. Back to my usual Knight/Monk/Bard/Ranger team for now and we’ll see how it goes.

I will probably go full Dragoon against Bahamut again just for the thematic flavour.

I should have expected Titan as the Earth Crystal boss, but I didn’t expect his sprite to be a sword wielding guy that casts Quake and that’s it. That’s quite a different depiction compared to how he appears for most of the series…

Pacing musings

And I can’t believe that we’re already in the second to last week!

It’s like the ending of this game completely snuck up on me; these past couple of weeks we were doing more “plot important” things, yes, but it doesn’t really “feel” like it? The fact that a lot of other weeks felt almost episodic, with little relevance to moving forward the actual plot “Sure let’s free this city/help these guys/” probably contributes to the feeling.
It feels a bit like we went from Floating Continent —> Exploding Tower —> Unflooding the world —> Searching for the real Earth Crystal with some filler episodes on the way?

Looking at them separately, I liked the “filler episodes”, Salonia, Goldr with its gimmick fight, even the Cave of Darkness, they actually felt more memorable to me in certain cases than the plot relevant locations, but it did accentuate the feeling that we’ve stumbled from one place to another.
We didn’t go to Salonia because we thought that’s where the Earth Crystal was and then it turns out nope, wrong place but may as well help people here because that’s what 光の戦士 do, we went to Salonia because that would advance the plot, with no in universe reason to do so. (Unless I missed it/forgot)

Not sure I can quite put it in words better than that, but it makes the game feel shorter than it actually is, if that makes sense?
There’s lots of stuff happening, if I think back to the past weeks we did lots of things (hey remember that cave full of blind prophets back on the Floating Continent? Feels like ages ago!), but it doesn’t feel like it?
We’ve played the same amount of weeks as we did FF2, yet in 2 I felt like I always knew what I was doing or why we are doing it for, even if 2 still had its share of problems with dropped/later useless plot points.
Of course, not every location has to be plot relevant in a game (in 3, the summoner village with the sheep and Gisal Greens is 100% optional), that’s what gives charm to a lot of games and makes the world feel more alive and bigger, but there’s a difference between a location that is completely optional, and a location the plot makes you visit without any reason.

reply

Yeah the plot effectively starts when we visit Doga’s mansion for the first time after getting the Nautilus. It’s when the name of Zande is first pronounced. Everything before that feels like a protracted side-quest sequence.

It’s pretty wild that the game is structured that way given how incredibly plot driven the games will become on the Super Nintendo. I guess maybe they realized that they went in the wrong direction with 3 (given that 2 had a lot more character motivation) and corrected the course in 4.

Well, my steam cloud overwrote my save file with one from like week 2 yesterday and I only just now realized :pensive_face:

RIP my team, they were real ones.

Thankfully, I’ve played FFIII 3D before so I can actually climb the final dungeon with everyone next week using my old team. Stings a bit, but oh well. I want to at least finish the game.

Oh no… I started making regular backups of my saves because I’ve been stung too many times.

Losing a game save is the worst. I’m still traumatized from the time I overwrote my first ever FF7 save on PS1. I was at Carry Armor, deep in Disc 2.

I never finished Baldur’s Gate because I overwrote a save very late in the game with a ton of subquests and a very OP party and like an idiot I didn’t make multiple saves.

I think that’s when I started creating new save files every time instead of overwriting old ones.

So I was working on this week’s content while my kiddo was watching me play and he was really enjoying it and I was in a groove soooooo, “oops. I did a thing…”

I’ll share my thoughts on the game next week… but this marks finishing my third game in Japanese ever! Yay!

Nice work! I have to admit I’ve never been more tempted to pre-play than I was this weekend. I settled for some extracurricular achievement hunting time, but I may not last until Friday.

I must say that finishing this game feels particularly nice because it also means that this club says goodbye to the Famicom era!

I’m happy to have had the opportunity to play through these games with you all (for the first time in the case of 2 and 3) but it feels like the “proper” FF club will start in a few weeks with 4. This was the warmup and we’re now cleared for liftoff towards much grander things.

I’m imagining us coming into the FF4 club like shell-shocked veterans. Those who start with 4 will never know what we sacrificed so they could live their comfortable lives.