🧅 Final Fantasy 3 - Week 7

Final Fantasy 3 Beginner Club W07

Week 07 2026-05-08T15:00:00Z
Previous week 🧅 Final Fantasy 3 - Week 6
Next week 🧅 Final Fantasy 3 - Week 8
Home Threads FFBC / FF3BC

Vocabulary sheets, transcriptions etc.:

Stopping point

After you leave Salonia.

週刊完璧主義通信

Ocean monsters

In some versions of the game, some monsters found in oceans will become impossible to encounter as soon as the events in Salonia are triggered. From what I see this isn’t the case in the Pixel Remaster, but it may be true for the 3D version.

Brief gifts

At some point you’ll be joined by an NPC in Salonia. At this point some treasures become available from nearby NPCs. They must be collected immediately since they become unavailable as soon as you progress the story further.

More details

Last week we defeated Goldor but he still managed to destroy the Earth Crystal before we retrieved it. At least we got our ship back. What’s next?

In order to progress the story we have to go to Salonia, the huge city on the North-Western continent.

If you want to can first stop by ダスター, a village on an island near the center of the map populated by bards. You can get good 吟遊詩人 and 風水師 gear there and also some interesting lore.

North-East of Salonia there’s also the town of レプリト. You can buy summons there if you want to use your 幻術師.

Once you’re done shopping, fly over Salonia, in particular the central part with the castle. That will trigger a cutscene and we’ll regain control on the ground near the castle. You won’t be able to leave the city until we finish this week’s events.

Salonia

You will quickly notice that the situation in the city is a bit tense. The army won’t let you enter the castle, so you may as well explore the city to the South.

Salonia is massive compared to what we have seen so far and it’s split in 4 blocks: North-West, South-West, North-East and South-East.

I recommend exploring around. Most (but not all) are closed due to the martial law, but there are still NPCs everywhere. Note that there are encounters in the forests within the city between the various blocks. There’s an Inn on the North-East block should you need it.

So how do we get out of this predicament? Once you’re done exploring the town you can head to the 酒場 in the South-West part of town. There’s an NPC here that you can help, and he’ll open the path to enter the castle.

Before you return to the castle you may want to do two things:

  • Around the 酒場 there are a few おじいさん in more or less accessible places. Talking to some of them while the NPC is with you will net you some good gear.

  • In the South-East part of town, there’s a small dungeon, the ドラゴンの塔, that leads to more gear.

In general pay attention to the gear you’re getting here: the game really pushes you towards a certain job, if you don’t want to over-complicate this I recommend that you heed its hints, it will make the upcoming boss battle much easier that it would otherwise.

Location of the おじいさん:

One you’re ready, head for the castle with your new friend and trigger the rest of this week’s events. Once you’re done you can go to the various denizens of the castle, in particular the king in the throne room and the engineers in one of the towers who will set up your new ship!

Depending on how you play the game you may find this week extremely short, but that’s because I took into account all the optional dialogue in my pacing. If you talk with every NPC this actually the most Japanese-intensive week for the entire game, with almost 4.5k characters in total!

Map

Miscellaneous

募集・竜騎士

The Dragoons are back! In FF2 we met Richard, the last Dragoon of Deist. This time we can have 4 dragoons in our party if we want!

The special move of the Dragoon job is the “jump” command, and it’ll become a defining characteristic of the class in future games. When jumping, the character disappears from the field for one full turn before landing a strong physical attack on an enemy.

Jump does waste one turn but the character becomes effectively invincible while in the air (although they also can’t be healed) which can be used strategically against enemies who have strong attacks targeting the entire party (such as this week’s boss).

The FF3 Dragoons are also proficient with spears above all else (in FF2 they seemed to use mainly swords). This will also become a characteristic of the class going forward.

Dragoons will continue appearing in future games, for instance we’ll meet Freya, the anthropomorphic rat-knight in FF9:

募集・風水師

The job title translates literally as “Feng Shui Master” but the official English translations go with the less fun Geomancer. I personally tend to associate what little I know of Feng Shui with interior design, so the contrast with a fantasy RPG is amusing to me.

At any rate the Geomancer can do a lot more than reorganize your furniture, their 地形ちけい command effectively casts a spell based on the current environment without using any MP. What actually gets cast is partially random, so you can’t fully control it, but the table for the Famicom version looks like this according to the wiki:

Overall it’s a decently powerful class in the midgame since you can effectively cast spells every turn without worrying about MP, and they deal a fair amount of damage too.

The “backfire” chance only exists on Famicom, where sometimes (especially at low job level) 地形 will end up failing and dealing fairly heavy damage to the geomancer casting it:

募集・幻術師

If you’ve played more recent Final Fantasy entries, you may have wondered when summons became a thing since they weren’t present in either FF1 or FF2. Well the answer is: right now!

The 幻術師, translated as “evoker” in the English version, is the first summoner job we have access to and this week we can purchase our first summons from the shop in レプリト. Summon magic works exactly like black and white spells but they’re a third type that’s not compatible with either black or white wizards (or red wizards, for that matter).

I was pretty excited to finally have my first summons in Final Fantasy, but unfortunately the evoker is a bit crap, at least in the original version (I think it works differently in the 3D version, maybe it’s better). I mean, it’s usable, but it feels too random to be reliable.

To summarize, we can buy 5 summons at this point:

Spell level Spell name Summoned creature
1 エスケプ (Escape) チョコボ (Chocobo)
2 アイスン (Icen) シヴァ (Shiva)
3 スパルク (Spark) ラムウ (Ramuh)
4 ヒートラ (Heatra) イフリート (Ifrit)
5 ハイパ (Hyper) タイタン (Titan)

So what’s the issue? Well you see summon magic is a hybrid of black and white: every summon has two possible outcomes: an attack on the enemy or some kind of status effect on the enemy or party. For instance Ifrit can deal fire damage to an enemy but sometimes it can heal the party instead.

This randomness makes it a bit annoying to use in my opinion. The good news is that we’ll get other summoner jobs later and they always trigger the same attacks from summons, making them work more like fancy black magic spells.

While I’m discussing summons, it’s worth pointing out that this is the first appearance of the 3 “standard” Final Fantasy summons going forward: Shiva, Ramuh and Ifrit:



Chocobo and Titan will also return in some future games, but less prominently.

The name “Shiva” is obviously that of a blue-skinned Hindu god, but it may also be a pun based on the Japanese pronunciation of the English word “shiver”, given that Shiva is always an ice summon.

Cardboard armies

This is a very minor technical detail but it’s the type of videogame magic I enjoy.

When you land is Salonia you end up between two large armies. There are many more characters in that area than you would normally see elsewhere:

This is especially strange in the original Famicom version, given that the hardware is physically incapable of handling so many sprites at once. The fact that most of these characters are fully static gives a hint of what’s going on, and the Pixel Remaster reveals the trick in its map:

Notice that the bulk of the army appears on the map, even though normally character sprites aren’t visible there. This is because only the frontmost soldiers are “real” NPCs, which move and can be talked to, the rest of the armies are drawn directly on the background like floor tiles and are therefore completely static and remain visible on the map.

This is a clever trick to give the impression that there is a huge amount of characters on screen without stressing the capabilities of the hardware. What may be more surprising is that this exact trick will be used in more modern, 3D entries, such as Final Fantasy VIII:

Here you can see a bunch of students gathered in the quad. They all look like normal 3D models but if you actually check which one are drawn in real time on the PS1’s GPU you realize that most of them are actually just static textures drawn on the background, with only the main characters being real 3D models:

This is imperceptible in the original version (aside from the fact that those fake characters are fully static and can’t be interacted with), but becomes rather obvious in the upscaled remasters because the “fake” characters become blurry since they’re upscaled as part of the background texture instead of being redrawn at a higher resolution like the real 3D models:

This is one of the many reasons I consider the remasters of the PS1 FFs to be lazy, artless cashgrabs but I’ll save my 10-page rant for when we get there.

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
Summary

The prince’s name is Arse to me, I don’t care what the official translation says.

Easiest boss ever, even with 4x level 1 Dragoons. First appearance of Garuda! She doesn’t appear too often, but she’s often a wind element.

What’s up with people letting the towers in the middle of their own city become infested with monsters. Hundreds of them, larger than humans, apparently swarm the various towers across this world.

Tower

I thought the design difference of the tower between the original and the PR was interesting.

In the Pixel Remaster it’s a generic fort:

But in the original it uses the same tileset as the surrounding houses and looks like a weird sprawling mess, like a convoluted medieval skyscraper complex:

I kinda like the vibe of the original more, it tickles my imagination a bit better. I wish the inside would match that outward look, a big mess of staircases.

Week 7 in 3D

I started by visiting the small villages around the eastern continent. I was able to pick up some new gear and spells. Chocobo~

SUDDEN PANIK

Ah nuggets, we are dead again lol.

The fake 3D guys do actually move at like 3fps, I wonder if it’s using the same trick.

It’s time for Arc to lead the charge in rescuing this random dude!

Alus has been thrown out of the castle and is looking pretty down about it, let’s help him.




I really like that the characters take notice that Arc has a new friend. Finally, Arc gets his own adventure with an NPC after Ignus had the OG Princess, Refia had Desch, and Luneth had the Miko. They spiced up the relationships a bit for the 3D version which I really like.


Mad Refia says no drinks!

I adjusted the zoom and caught these jars flying lol. I then went and picked up all the gear in the tower. Will I be using 90% of it? No!



I really like how they show that Alus is feeling some anxiety about meeting his father again and Arc comforts him about it.

In the castle we are. Not forboding at all!


I also really like this conversation between Alus and Arc. Alus feeling like maybe he isn’t loved, Arc reassuring him that surely that’s not the case.

AH NUGGE-

Nevermind, he stabbed himself. The king couldn’t kill the prince.

Gi…gamesu? Clearly he’s a fake.

PARENTAL LOVE WINS AGAIN

Time to beat this old man up!

EUGH. THAT’S NOT AN OLD MAN?!

This fight was not bad with just one dragoon sporting two lances. He uh, might have been the only one alive though.


Aw man he’s dead for real now. I like that his last words were those of love. Alus then is like “I must follow my Dad’s dream starting right now!” and Arc get’s a little upset on his behalf.

LOOTING TIME


NEW AIRSHIP! NEW AIRSHIP! Third times the charm?!

Salonia

By the way I was genuinely impressed when I first approach Salonia. Even in future games, it’s rare that FF will play with overworld map size to that extent. Usually even huge city-states will snugly fit in one map location with only a few outliers I can remember.

In FF1 and 2 we did have the castle and surrounding 城下町 be separate locations, but here they pushed it way further and it’s quite impressive, I thought.

reply

They appear to be flat, so it looks like it!

The additional dialogue and characterization of the 3D version is certainly welcome, it adds a lot of depth to these paper-thin characters of the original.

Week 7

Oh, I did all the optional dialogue and still felt this week was very short. But then I’m probably more of an outlier and above what the club is targeting with this pacing. Even so I may have accidentally become a filthy preplayer by just a little bit since I thought there had to be more to this week

Anyway, I probably also got quite lucky in thatアルス was in the first district I checked. Basically stumbled into the plot here

I did catch the hints about switching to a 竜騎士 but I only switched one party member and got wiped. I then switched two over and had a better time but the two that were mages still croaked. The magic in this game hits really hard in general

The story stuff this week felt fairly underwhelming overall - yet more events happening to the party and the party just kind of being swept along with those events

reply

Yeah I didn’t want to overwhelm the less advanced participants for whom reading over 4k characters could take a fair amount of time, but it does end up being pretty short for everybody else.

So far this is by far the hardest FF to pace for me. FF2 was kinda nice because it had these long dungeons all the time so I just crammed two every week and I was done. I didn’t think it was good game design, but it’s good book club game design!

I liked the little Shakesperean cutstene with the king being manipulated by the 大臣. That feels more advanced that what we’ve had so far in terms of “screenplay”. But overall I agree that it feels more like a random subquest.

This game is weird because I actually like the “moment-to-moment” gameplay more than 2 or even 1 I think, but as soon as you zoom out a bit it becomes a complete mess.

gigamesu

By the way I had the same reaction, but I checked how the “real” one is called in Japanese and it’s not the same spelling, so we’re safe. That would have been an underwhelming introduction for such an epic character, but fortunately we’ll get the real ギルガメッシュ in FFV.

Week 7

Definitely a lot of reading this week. I still have to re-explore the 4 sections of Salonia now that it’s been freed. I’m actually kind of…missing the FF2 dungeons? There has to be a middle ground between those overwrought monstrosities and that phoned-in tower this week.

I’m embarrassed to admit I wiped to Garuda twice. The first time I hadn’t switched anyone to Dragoon because I didn’t expect such a direct pipeline from walking into the castle to fighting the boss. The second time I switched 3 characters over and kept my Black Mage. The third time I changed everyone over and still only two of them survived the fight. The random turn order meant he was still just popping people for 80% of their health.

The city itself is definitely the main character of the week. But why is anyone trusting us with yet another airship? We’ve crashed more airships than most FF parties ever see!

I counted the post-airship Salonia text as part of next week’s section, not the current week, so you can postpone that of you’ve had your fill of FF reading practice for this week.

Not actually any spoilers of any sort for any games

Well, if you don’t like the short dungeons you’re gonna hate FF4. They don’t become non-trivial until the second half of the game at the earliest. They’re more interested in story and set pieces than long dungeon crawls, at least until you get closer to the end and have “mastered” the game’s mechanics.

I’d say that earlier-game dungeon density ramps back up in 7-9, compared to 3-6. FF12’s dungeons are crazy long and complex, and IMO some of the best in the series, then 13 goes back to linear story and set pieces. After that, the series has no idea what it’s trying to be anymore. I have no memory of the (2?) dungeons I did in FF15, and the one dungeon I did in the 16 demo was HOLD TO THE RIGHT AND DO DMC COMBAT UNTIL THE NEXT CUTSCENE PLAYS.

Please mark spoilers for future games, even if it’s broad pacing remarks. I don’t mind too much myself, but some people like to go completely blind into those things.

This week on the NES version is absolute inventory management hell with how equipment and job changes work. I think I spent more time dealing with the repercussions of a full party job change and later changing them back than I did playing the game this week haha

Hey, at least they gave us an “unequip everything” option! That’s pretty high-tech for a Famicom game.

Week 7

Oops, somehow I completely missed the tower, will have to trace back and find it.

Same as @Kelsyy, Arc was a 竜騎士.


Most comfy pyjamas award?


Easy fight!
Well my onion knight did almost die but I’m used to it at this point.*
Having a 竜騎士 with 熟練度 53, equipped with the finest gear found around the city, turned out to be pretty good, he dealt more than 7000 in one jump, so the combat was over on the second round.

*Even though Ingus is judging him for it every time.

Job level 53? Richard would be proud!

Not sure how it all works though. I’ve had the Onion Knight for way longer (the others are already on their third rotation) but it levels up super slowly in this version. Maybe I’m doing it wrong? (I’m using basic attack instead of magic)

Meanwhile on the PR I have spent way less hours but have already hit level 99 with one job and the next one is pretty close. Onion Knight is quite high too (no option to cast magic over there)

I find it hard to get good information on how the job system works precisely because the info on the internet is a mix of Famicom, 3D and Pixel Remaster and it’s not always easy to figure out who is talking about what.

Each version has clearly tweaked the recipe significantly. It seems much easier to level up jobs on the PR than in the Famicom version (and also the 3D version apparently).

Level 99 in 6 hours is crazy work. Did you accidentally turn on one of the EXP boosters?

It’s the job level that’s 99, not the character level! They are only level 27