Final Fantasy III Walkthrough: Why You’re Probably Playing the Wrong Version

Final Fantasy III Walkthrough: Why You’re Probably Playing the Wrong Version

Final Fantasy III is a weird one. If you grew up in North America in the 90s, you probably thought the game with the edgy guy in the red cape and the opera scene was the third entry. It wasn't. That was actually Final Fantasy VI. The real FFIII—the one with the Onion Knights and the Cloud of Darkness—didn't actually make it to the West until 2006. Because of that weird history, finding a solid final fantasy iii walkthrough is a nightmare of conflicting information. You’ve got the 1990 Famicom original, the 3D DS remake, the PSP port, and the Pixel Remaster. They aren't the same game.

Seriously.

If you try to use a guide meant for the 3D remake while playing the Pixel Remaster, you’re going to get wiped by a boss because the mechanics changed. This isn't just about graphics. It’s about how much HP you have and whether your job levels actually matter.

Choosing Your Path Before the First Battle

Before you even step into the Altar Cave, you have to know what version is on your screen. The 3D version (DS, PC, Mobile) is significantly harder. Enemies hit like trucks, and you can only have three enemies on screen at once, so the developers buffed their stats to compensate. In the 2D versions—the original Famicom and the Pixel Remaster—you’ll face huge mobs of enemies, but they go down easier.

Most people looking for a final fantasy iii walkthrough today are likely playing the Pixel Remaster. It’s the most accessible. It’s also the "fairest" version of the game. You don't have to deal with that annoying "Job Transition Phase" where your stats are nerfed for ten battles after changing classes. You just swap and go. It’s a godsend.

The Altar Cave and the Wind Crystal

You start as four orphans. In the 3D remake, they have names: Luneth, Arc, Refia, and Ingus. In the original and Pixel Remaster, they are just four nameless Onion Knights or Freelancers. Don't overthink this part. Grab the leather shields. Equip them.

The first boss is the Land Turtle. He’s a joke. Just attack. Once you touch the Wind Crystal, the game actually begins. This is where the Job System—the heart of the game—opens up. You get Warrior, Monk, White Mage, Black Mage, Red Mage, and Thief.

Here is the truth: Monks are broken early on. If you take off their weapons, their attack power scales with their level. By level 10, a naked Monk will out-damage a Warrior with a Longsword. It feels counter-intuitive, but just trust the math.

The Mid-Game Grind and the Mini Problem

FFIII loves gimmicks. It’s arguably the most "gimmicky" of the early games. You’ll reach a point where you have to cast "Mini" on your entire party to enter a tiny village or a small hole in a mountain.

When you are Mini, your physical attack and defense drop to basically zero. This is a massive wall for new players. If you try to fight your way through the Nepto Temple as a group of Warriors while shrunk, you will die. Instantly. You have to switch everyone to mages. This is the game’s way of forcing you to engage with the Job System. If you hate micromanaging your party, FFIII might be a bit of a slog for you, honestly.

Dealing with Hein and the Shifting Weaknesses

Hyne (or Hein, depending on the translation) is the first real "strategy" boss. He changes his elemental weakness every few turns. If you’ve got a party of physical attackers, you’re going to have a bad time.

  • Use a Scholar.
  • Most people ignore the Scholar. Don't.
  • The Scholar’s "Study" ability tells you exactly what the weakness is.
  • In the 3D version, Scholars also double the effect of items, making them weirdly powerful for boss fights.

After Hein, the world opens up. You get an airship. Then you lose it. Then you get another one. Then you realize the "world" you were on is actually just a tiny floating island in a much bigger, flooded world. It’s one of the coolest reveals in NES history, frankly.

The Infamous Crystal Tower: A Warning

If you are looking for a final fantasy iii walkthrough, you are probably here because you heard about the final dungeon. Let’s talk about the Crystal Tower and the World of Darkness.

In the original and 3D versions, there are no save points in the final gauntlet. None. You have to fight your way through a massive tower, beat a boss (Xande), enter a portal to another dimension, defeat four sub-bosses to weaken the final boss, and then kill the Cloud of Darkness. This can take two hours. If you die at the very end? You go back to the title screen. You lose everything.

The Pixel Remaster fixed this with an autosave feature at every floor. If you value your sanity, play that version. If you are a masochist, play the Famicom version on an actual cartridge.

High-End Job Composition

By the time you hit the end-game, those early jobs won't cut it anymore. You’ll unlock the final tiers.

The Ninja and Sage used to be the "ultimate" jobs in the Famicom version. They were better than everything else at everything. In the remakes, they were rebalanced. A Devout is a better healer than a Sage. A Black Belt is often a harder hitter than a Ninja.

You need a Devout. Period. Curaja is a necessity when the Cloud of Darkness starts spamming Particle Beam. Without a dedicated healer with high Mind stats, your run ends at the final boss. Also, consider a Dragoon for the Garuda fight in Saronia. If you don't go four Dragoons and just spam "Jump," Garuda will wipe your party before you can say "Cid."

Why Your Level Might Not Be Enough

Sometimes in FFIII, you feel stuck. You’re level 45, you’re in the Forbidden Land Eureka, and you’re getting wrecked. The problem usually isn't your character level; it’s your Job Level.

Job Level affects things you can’t see, like the number of hits you land per turn. A level 99 Thief is a god. They will hit 16 times and steal the rarest items in the game. If you keep swapping jobs every twenty minutes, your "proficiency" stays low. Pick a role and stick to it for at least 15-20 levels.

💡 You might also like: How to Survive the Suicide Squad Kill the Justice League Walkthrough Without Losing Your Mind

The Eureka Sidequest

Before you finish the game, go to Eureka. It’s a hidden area at the bottom of the Crystal Tower. It’s where all the legendary weapons are—Excalibur, Masamune, the Ragnarok. Each weapon is guarded by a boss. They are tough, but the power spike you get from these items is the only way to make the final boss feel manageable.

Actionable Steps for Your Playthrough

To actually finish this game without breaking your controller, follow this sequence:

  1. Focus on Monks early. Take their weapons off. Watch the damage numbers fly.
  2. Keep a stock of Gnomish Bread and Magic Lanterns. The map doesn't always show you where you are, and these items are lifesavers for navigation.
  3. Don't ignore the Thief. In the mid-game, you’ll encounter locked doors that require Magic Keys. A Thief in the lead of your party opens them for free. It saves a ton of money and inventory space.
  4. Grind your Job Levels in the Temple of Water. The enemies are easy to burn through, and you can rack up Job levels quickly because they are based on the number of actions taken, not just XP.
  5. If you're playing the 3D version, get the Onion Equipment. It’s a grind involving the side-questing Mognet system, but the Onion Knight job at level 99 is the strongest entity in the game. For Pixel Remaster players, just stick to the Ninja and Shaman/Devout.
  6. Save your Elixirs. You cannot buy them. You will need every single one for the final boss to restore your White Mage’s MP.

The Final Fantasy III journey is about endurance more than anything. It’s a relic of an era where games were designed to be "beaten," not just experienced. Respect the grind, watch your back in the Crystal Tower, and make sure your healer has the best equipment money can buy.