🧅 Final Fantasy 3 - Week 2

Final Fantasy 3 Beginner Club W02

Week 02 2026-04-03T15:00:00Z
Previous week 🧅 Final Fantasy 3 - Week 1
Next week 🧅 Final Fantasy 3 - Week 3
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Vocabulary sheets, transcriptions etc.:

Stopping point

After you’ve crossed トーザスの抜け道 (an underground passage) and returned to the world map. If you end up in a location with a bunch of sailors, you’ve gone too far.

More details

Last week we defeated the Djinn and broke the curse. We can now return to Kazus to meet Cid once again.

Kazus

Cid wants us to go to Kanan. In order to do this we have to deal with the giant boulder blocking the way. Taka, the blacksmith, can help with that. Fetch your ship and go south towards Kanan.

Note that you can now explore the mine at the back of the village for some optional loot. You have to activate a contraption at the end of the corridor to open the path to the lower level of the mine (it’s invisible in the Famicom version, but there’s a visible button in the Pixel Remaster)

Kanan

Once again there’s quite a lot of hidden treasure to be found, including a small side-quest with Cid’s お婆さん (don’t forget that you can give items to some NPCs in this game). Once you’re ready, head to the mountain next to the town.

Path to the summit

Not much to say, go all the way up and trigger the next story event. There’s some loot on the way, including a quite good (and somewhat surprising) white magic spell.

The layout of this area is very different between the Famicom and the Pixel Remaster versions, surprisingly. I think the PR tried to make it more cliff-like with the various staircases that don’t exist in the original where it’s just a windy path.

There will be a scripted encounter after you reach the top. If you listened to the dialogue that precedes it you should know what to do… flee!.

After all of this you will be returned to the world map.

The land of the small people

Directly to the East of where you regain control there’s a roundish forest in the middle of which you can find magic springs that will heal you. The location appears as a clearing within the forest in the Pixel Remaster but is completely invisible in the Famicom version (much like the chocobo forest of FF2 last time). There’s also an NPC there who will tell you what you need to do: cast the “minimum” spell you received from Deshu on yourself (you can target the entire party at once to save casts) to turn yourselves into small people, and then enter the village of the small people in the forest to the south. Note that every single party member must be small for this to work. Don’t worry about your new travel companion, he’ll be minified automatically. This second location is also invisible in the Famicom version, although it does appear on the map if you use a 小人のパン. See the section below for details on that.

Tozas

You can now explore the town of the small people. They have a well stocked magic shop, which is good because magic is basically your only offensive option while minified.

Your objective is to help someone in this town in order to open the path forward. Once the path is available, cross the underground passage to the other side, then save on the world map.

If you struggle with the enemies in this portion of the game:

  • You have to be minified throughout this section, so your fighters will be functionally useless. Reclass them into mages instead!
  • Your former fighters will probably be very lousy mages at first, due to their low proficiency in the new class. They’ll learn.
  • Since you probably won’t be using physical attacks, move everybody to the back row.

Map

Miscellaneous

We don't have a map, but we do have bread

In Famicom FF1 you could display the world map using B + select (as taught by Matoya’s backward-talking broom). In FF2 it was the same, although you had to wait to get Scott’s ring near the start of the game to be able to trigger the feature.

In FF3 B + Select does nothing but there’s an item called 小人のパン that lets you display the map alongside with key locations:

Of course on the Pixel Remaster you have access to the world map everywhere all the time, so the item becomes mostly useless, although it does still have a special power: if you use it in that version you get the usual world map but it also marks locations that you haven’t yet visited.

By the way if you explore the map in the Pixel Remaster you can spoil yourself a fun detail that you’re not really supposed to know at this point in the game (at least I don’t think so, I don’t think any dialogue mentions it until later) so be careful to spare the others if you figure it out ahead of time!

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
4 Likes
We don't have a map, but we do have bread

The 3D Remake shows you the whole map, and places keypoints on the map that you already visited (not posting a screenshot as I might be a bit ahead of the club, oops).
However, on Android at least, your only controller option is to tap the screen, and if I do so the map disappears. A bit disappointing, would be nice to be able to zoom in and out, scroll, and more importantly see the name of locations.

Week 2 spoilers

Here I was last week, wondering how they would handle giving us more transportation. Well the shipped got destroyed so that’s one answer xD
I was also surprised when we get on the other side of the rock, to see how little of the world we got access to, only a mountain and a village. I like how creative the game is, you get moved around by a dragon and by falling from its nest, and then you get access to a hidden city by being tiny.

I also unlocked the optional bad ending try to fight the dragon in its nest and get nuked, not even on purpose, I wasn’t seeing the option 逃げる on the 3D version (it’s on top of the screen and not with the other combat options) so I used another option, こうたい, which just moved my characters to the back row while staying in combat. I like it when you learn new words the hard way xD

And finally, wow playing the 3D remake and the pixel remaster almost feels like playing two completely different games.


8 Likes

cough


(that is actually my first time seeing the word out in the wild)

7 Likes

Let me know what you think of the pacing! I feel like these two weeks have been maybe a bit light on gameplay compared to FF2, but because there’s more text I didn’t dare push more. There are a lot more scripted events with more intricate dialogues and cities full of NPCs with things to say. It feels more like a modern FF in that way, the game is blending dungeon crawling and storytelling more instead of having them live in separate sections.

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Yep, the gameplay parts are pretty low this week, but too much more and the text would be a lot. I expected to do an entire dungeon as a baby person, then fought a grand total of two battles before exiting and making myself big again.

edit: Actually, probably could have ended after talking to the vikings but before exploring the temple, just to even out the text between weeks.

6 Likes

I was trying to guesstimate where week 2 would stop and I overshot a bit. So I was expecting a bit faster pace. But I have seen people around the forum mentioning that they’ve just finished FF2 (or haven’t yet), so I think we might get more people joining by not going too fast.
Either way I am just happy that you have made this club happen, so no complains from me!

6 Likes

More dialog heavy weeks are always a lot faster for me than gameplay heavy ones but I’m not really the target audience.

This week was nicer to me

No game overs, haha.

Pretty fun stuff. They’re definitely going for a light “whimsical” tone after FF2 was a bit more dark and serious. Honestly I was a little unsure what せんしゅ they meant for the ship, questioning if we were gonna ram it, and, sure enough.

The dragon nest event was very cute too, though I was a little shocked they made that Bahamut. Doesn’t quite match the vibe I’d normally associate with it, and the whiplash between its two sprites was pretty amusing.

Battles were pretty chill. I’m not sure how I’m going to end up feeling about how heavy handed the game is about the classes it wants you to use; I feel like strategizing a bit more freely is usually why people want job systems. It’s interesting but I genuinely am not sure how I feel yet, we’ll see. All the same I do think so far the challenges are very creative. Week 1 inverted white mage into being the damage dealer, now week 2 forcing us to play around a necessary negative status effect is also cool.

7 Likes
week2

I must say that I don’t care much for the visual design of the 3D version generally but this small people village looks delightful!

I remember finding this entire section of the game really fun and whimsical. Definitely feels fresh after the general gloom of FF2. On the other hand it’s not really clear what we’re doing or where we’re going, but at least the gameplay itself does a good enough job of tunneling us (sometimes literally) to the next keypoint.

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strats

I think I mentioned that last week but I really feel like this game treated dungeon and class design more like a puzzle than a roleplaying game. They create a challenge and then sprinkle the tools you need to solve it around the towns and dungeons. Like how this week you can find the Aero spell in the mountain, which is very powerful against the flying enemies you find there (and who are otherwise pretty strong). The forced-mini sequence effectively forces your hand into picking white and black mages only since everybody else is basically useless.

I do think that maybe it’s a little too restrictive this time though. Having a special weapon that lets a warrior keep attack power even while minified, or a spell like berskerk that would temporarily nullify the damage penalty of mini would have made things a bit more interesting I think.

Then again things move so fast that I don’t mind it. It’s not like we spend 5 hours minified.

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Reply

I think the game is a bit in tutorial mode so far, and could be that they chose to do that to force you change jobs, so you don’t spend the whole game with the same job (not that it made me change jobs, I have three party members that could cast spells, an あかまどうし, a しろまどうし and a くろまどうし, and the せんし didn’t mind chilling. but putting him on the back row was a good tip, didn’t think about that)

6 Likes
Response

I think between the combination of job levels and a cost to change jobs I might actually like that more…

Since my party was half melee I went along with it and switched to all mages; it seemed like that path was just long enough (and I rolled kinda high encounter rates) that 2 party members only would be a little annoying. Though I couldn’t have known unless I just threw myself at it blindly with 2 people the “wrong” class to see how long it actually was I suppose. At the same time it’s so short everyone got like single digit fights worth of time on these classes and… now what?

Do I use more points to go back to a balanced party right away for job levelling because I can’t imagine all mages is going to be worth leveling long term (one is a red mage so I can technically get away with it being 3 separate classes but they’re still fighting for spell availability). Or do I save points by waiting til the next time the game tells me it really wants me to be some other class? Haven’t thought too hard about it but I think every option slightly annoys me haha.

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reply

Yeah I haven’t felt this annoyance because I first played through all of this in the PR where class changes are free (and equipment auto-optimizes, so it takes a few seconds to switch your entire party) so I already know what’s ahead and when it’s worth switching classes.

If you want a tip for this time: keep your current setup.

Honestly the annoyance of having to manually reequip every character is already a massive hindrance to class change on the Famicom IMO, that point system doesn’t add much.

5 Likes

So far yeah, I agree with that. We’re early and honestly I don’t know if the points are actually meaningfully restrictive or not, but it feels like the points are simply not needed because the fact that classes have to be individually leveled is already a form of discouragement from going crazy with class changes. I’m not sure if the game even feels like preventing that SHOULD be a goal for them as of now? But either way having to start from zero serves that purpose imo. Tentatively one point in favor of pixel remaster removing a restriction, big victory for modern gaming :wink:

6 Likes
pacing

Yeah that could have worked, although we already have 3k characters this week (a lot optional, admittedly).

I also try to take story structure in mind, stopping where you mention puts us in the middle of something while here we end up in a new area with nothing really pending.

I think as this club goes on to later entries I’ll pay less and less attention to character count and just focus on finding reasonably satisfying stopping points between weeks, even if it means that some weeks will be a bit heavier or lighter than others.

The fact that they completely overhauled that system in all ports (including the PR that tends to be more conservative) must mean that they weren’t really happy with it either.

I tried looking into how the “Capacity points” (apparently that’s what it stands for) are awarded and a GameFAQ says that you get a small amount from random encounters and a much greater amount from boss battles. They max out at 255.

7 Likes
Pacing

I finished this section in 65 minutes while trying to talk to everyone, though I had already talked to everyone in the castle last week. Definitely could’ve played more but hopefully this will help some of the folks who voted that this was their first game with the club get acclimated.

Week 3

Definitely did not expect to wreck an airship this week. :rofl: I talked to Cid afterward thinking he’d have some reaction but he didn’t seem all the concerned. Once you get to his hometown he says something like “I’ll let you know if I end up building another airship,” which, uh, thanks? I wouldn’t trust us with it though.

The first time I fought Bahamut I assumed I was meant to lose like in the first fight of FF2, so I got a game over. Never occurred to me to flee from a named boss with a unique sprite until I checked the thread. Everything about the dwarf town was delightful. Desh actually gives all the same mini combat tips as Simias if you talk to him in the PR. Maybe that’s new.

I also only got a few fights in the cave but those goblins had hands. They KO’d one of my party members by spamming Thunder. I’ve only got one Phoenix Down left and no clue where to get more.

Job changing

I really like how they’re handling the jobs so far! Especially with leveling each job individually, it’d be easy for this system to end up as “pick 4 jobs at the start and stick with them for the rest of the game.” I need some kind of external stimulus to keep me from getting complacent. That said, I usually micro-manage all my equipment but this game I’ve just been spamming 最強 (Optimize). Would definitely be annoying to not have that option.

7 Likes
protips

It’s not, FF3 does such a good job of telling you everything you need if you just bother to talk to NPCs that I always hesitate to add those tips, but I decided to add them anyway because I know that sometimes beginners will overload on Japanese and I don’t want them to hit a wall just because they didn’t spend 5 minutes translating some optional chitchat with an NPC.

I definitely recommend to the more veteran players to ignore my guidance and play blind this time, this game does a much better job of consistently explaining itself than its predecessors.

7 Likes

If nothing else, all the tips are translated in the spreadsheet…

4 Likes

This is the first time I’ve just kinda gone for it and it’s been a lot more fun. Would second this as long as you’re fine with the reading.

Week 2

Everyone refers to your group collectively as お前さんたち and it cracks me up every time. Such an odd clump of words that makes perfect sense but is just silly and something you’d lose out on entirely in translation.

I also wasn’t sure what the airship was going to do with it’s mithril 船首, but explode into dust wasn’t my first guess. RIP airship that couldn’t cross mountains. I hardly knew you.

Pacing, fwiw

I’m also not at all the target for this club, but I’d like to put in a vote for dungeon weeks that are less than about a hour and half of gameplay time, if that’s a concern in this game. I remember really struggling to get through the end of FF1 when we’d have a week that was “ok now go do this super long dungeon”. I’d much rather read 5k characters :sweat_smile:

7 Likes
Week 2

I went and picked up the treasure from the mines in カズス, since might as well while I was there

Given how early we got the airship I wasn’t too surprised that we lost it almost as quickly, makes more sense why they’d do it that way now. Either way, seems like one of our goals is to get a new airship

I did enjoy exploring カナーン, especially getting to go down the waterfall to find the elixir. I think Final Fantasy 3 has put a lot of effort into making the towns more fun to explore and spend time in (secret walls, hidden items, little optional side-dungeons) which I’m really appreciating. Makes it feel rewarding to sniff around. And then you get rewarded quite handsomely for it when you give the elixir to シド’s wife. Good stuff all around

When I went to the mountain path I got one of my party members petrified pretty early, and so I went back to town to pick up more 金の針 which is when I noticed that we don’t seem to be earning money from random battles? Definitely feeling the squeeze on money now

In any case, having the dragon being バハムート was - I think - a smart way to communicate that you should take the advice to run seriously. If you’ve played the other games you know that バハムート is serious business, and probably not just an early boss for you to beat, so you can safely follow the advice. Otherwise people would be liable to think “oh it’s just the character saying that, but we can probably win”

The こびと village was a fun little section. I do like that it encourages job-switching and having to play around the scenarios the game throws at you. But yeah I think the original design of having a cost on the job changes isn’t really conducive to that design, so removing it in the Pixel Remaster was probably a wise choice

My opinion on the pacing, feel free to disregard

Personally I found this week felt very short, and was expecting there to be a bit more. But then I’ve got a decent amount of experience with gaming in Japanese now, so I’m not going to be as tripped up on dialogue as others may be. I can imagine a newcomer would struggle with terms like 記憶喪失 (which I’ve found is a more common word than I would’ve thought at first) and the funky styles of speech from characters like シド. I don’t know, I think it would require some polling to ask people what they think and get some raw numbers

6 Likes

Really? I don’t think I’ve noticed that, which version are you playing?

5 Likes