The main purpose of this document is to bring together many of the hints available about this game from a number of sources, including our own gameplay. On the way we may make a few personal comments about the characters, the story, etc. We won't try to make a complete list of all treasure chests, hidden items, monsters and their strengths / weakness, etc. Plenty of these lists exist. Our goal is to guide you through the game and help you find many of the hidden passages.
This walkthrough reveals a lot of secrets, and to avoid “spoiling” the game we strongly suggest you not read it until you have finished the game at least once and preferably two or three times. If you get stuck at a certain point there are other sources that will help you figure out the puzzle and go on. Actually, Final Fantasy is one of the few RPG games that most players can usually finish without resorting to cheat sheets, game counselors, etc. Most of the puzzles in the game are either fairly obvious, or don't have to be solved in order to finish the game.
The usual advice applies. Talk to everyone. There are liars in the game, but there's plenty of useful or interesting information available. “Talk” to everything. Clocks, pots, and other objects occasionally contain hidden items or events. There are also lots of secret passages, particularly in mazes. In fact, I would guess that the only way to find every secret of this game would be to read the programmer's annotated source code, and even that would be difficult!
Final Fantasy 3, we have discovered, is the same game as Final Fantasy VI, part of the Final Fantasy Anthology on the PlayStation with the exception that the latter has CG Movies that weren't a part of the original SNES game.
Unlike many games and even movies, Final Fantasy III allows the “entertainee,” who also becomes a participant, to look at multiple sides of an issue, and to act out parts from several perspectives. According to some people, apparently those in a position to know, the English version has been watered down from the original. This is probably to avoid controversy in a decidedly prudish USA society. It's a shame, really.
A second area in which the game breaks new ground is in the lack of a central character. Instead you have some 14 characters to choose from, each with a different set of skills, strengths, weaknesses, and personal stories. Of course there are times when you must have a certain character along to solve a puzzle, etc.
Some players are aggravated by the game's ventures into storytelling, some of which can take five or ten minutes. This really gets to the issue of why you're playing this game -- of what you expect to gain from it. If all you want is to bash monsters and get strong so you can administer a firm dose of justice to the shallowly evil megalomaniac behind everything, FF3 is not your game. This game, like good fiction, explores a number of issues, and leaves some loose ends for you to ponder.
You start this game playing the part of an Imperial soldier on your way to Narshe, guarding a strange girl named “?????”. “Guarding” is perhaps too strong a term, since she is a member of your party, apparently as skilled as you in operating the Magitek armor the three of you wear. She does, however, wear a slave crown which puts her under your control and protects you from her rather awesome powers. You will enter Narshe, mow down all opposition, and proceed to the mines. You can build level on the soldiers, but don't bother; you won't keep them long.
The value of this is to introduce Terra (“?????'s” real name), to show you how she ends up free of the empire, and to give you a glimpse into the life of an Imperial soldier. You'll fight plenty of them in the future, even a few dressed in Magitek. Here's an example of how FF3 reaches beyond the usually shallow portrayals of enemies.
Your first major enemy is the Whelk. You can save yourself trouble here if you know when to attack with the Magitek fire, ice, and bolt beams. The whelk gives a warning that it is about to hide in its shell, and again when it is about to return. This will give you a chance to change your attacks. Use the Magitek beams ONLY when the Whelk is out of its shell, and then only on the whelk itself, not on its shell. If you use them while it's in its shell, you attack the shell and you will be hit with much of the energy of your attack!
Past the Whelk you find the object of your search, a frozen esper. You'll learn a lot more about espers later in the game. What you will learn here is that Terra has some mystical connection with this esper. You don't get a chance to fight this esper, Tritoch, even though the game goes into a battle screen to show this part of the story (this is done in other places as well). You will find that even if Terra dies fighting the Whelk, you can still go on in the game! Of course she won't get the experience points from fighting the Whelk and her level will thus be lower, so you can choose whether to restart at this point or not.
Here's the first place where you have a real chance to take control of the game. You can charge through the mine as fast as possible and rush on to the next part, or you can take your time and build some level. There is some advantage to level building, as new characters enter at a level that is relative to the level of those in the party when they join. Specifically, you are about to meet Locke. If you can build Terra's level up, Locke will enter at a higher level. You might, for strategy reasons, choose to do your level building later. It's your choice. We'll explain more about the strategy soon.
There are some limitations to how much level you can build now. You only have so many heal spells, and thus can only take so much battle damage before you have to move on or die and be forced to restart from your last save (there is a place in the cave where you can save). I have found you can build Terra to level 6 or 7 by walking back and forth.
Some tipsters suggest not taking the items in the chests at this point. If you leave them, they'll turn into more valuable items in the World of Ruin. Of course this means you won't be able to build Terra's level as high because she won't have the tent that's in one of the chests which would allow her to restore her HP and MP. This reminds me of another strategy point. You need to know how much HP Terra's “cure” magic will restore. Don't use it until she has room for all the HP the spell will restore. This will increase the amount of time you have to fight and build level. The same holds true for the different healing potions in the game. In limited instances you may need to build someone to maximum HP and get less than the full value of the healing power of any limited spell or item.
In the cave you will cross two wooden bridges. Past these there is a stairway. If you go a few steps beyond the stairs, the game will take over and the next events will happen automatically. Wait until you're ready to do this. Then Terra will hear Imperial guards and will try to flee. She'll get caught in a dead end, but will fall through the floor before the guards catch her.
Then the game will take you back to Arvis' house. Here you'll meet Locke. Arvis calls on Locke to save Terra. Locke follows her and finds himself outnumbered by guards. But the Moogles come to his aid. You'll control them in three battle groups. Move them into the maze so that all three groups will fight guards evenly. Once the group led by Mog has done one battle, Mog will have learned a dance and you can unequip his weapons and armor. That way you'll keep them. Before you attack the last guard (you decide when this battle starts), you can also unequip many of the other moogles and have lots of interesting and powerful weapons and armor. (This is not possible in FF VI. In that game you can only get Mog's weapons and armor.)
When you have defeated the last guard, the game will take over again and Locke will carry Terra out of the mines. You'll get control again just outside the secret entrance. Pay attention to where it is. As Locke says, you'll need it later. Do stop at the school. Even if you know how to play the game, you can make good use of the refresh spring in a pot at the front desk, and of the save point just inside the right-hand classroom.
Now you leave Narshe to the south and head for Figaro Castle, which is in the middle of a desert. This is another chance to build level, though some players feel the amount of experience you gain with these easy monsters isn't worth the time. Your choice.
Find the castle in the center of the desert and enter. There's a certain amount of story-telling you'll need "endure" here in order to proceed. Once you've met the king (which is about all you can do at first), you'll have a chance to explore the castle as Terra. If you talk to the matron in the tower to the left of the castle you'll see a bit of the story of Edgar (the king) and Sabin (his brother). The story is a little confusing at this point. One person says Sabin gave up the throne to gain his freedom, another says the succession was decided with a coin toss. (Both are true, as you'll see when the confusion is cleared up later.)
Go back and talk to Edgar and Kefka will arrive looking for Terra. Kefka's playing coy and pretending she's not important. You'll switch between playing as Edgar and as Terra before Kefka returns and sets fire to the castle. As Edgar talk to the two guards and then to Kefka. Then talk to the guard at the door to the throne room. The game will take over until the three of you (Edgar, Terra, and Locke) are overtaken by a guard in Magitek armor.
If you want to see an extra little dialog, have Terra use some of her magic during this battle. After the battle there'll be a little more story telling and then, unless you found the stable in the woods southwest of the castle and were willing to part with 100 gold, you'll get your first chocobo ride. Take it to the southeast and dismount (press the B button) beside the cave entrance.
A note about riding chocobos. These large birds are used by the residents of the Final Fantasy III world like horses. While you're on a chocobo, monsters will not attack As soon as you dismount a chocobo, it will run back to its stable. In Final Fantasy II you had to ride one to get to a certain place in the game. In this game you can finish the entire game without ever paying to ride a chocobo. The only value to the chocobo would be to explore the overworld (you can't take them into towns and caves) without being interrupted by battles.
The path through the cave is fairly simple. You'll be in this cave at least twice more, and you may want to wait to empty the chests until one of those trips. At any rate, it won't hurt to get familiar with the cave's layout so you'll know where you don't need to go later. The pond in the first room is a recovery spring.
You exit this cave onto the plain that contains South Figaro, the port city of Edgar's domain. In town you will meet Shadow, though “meet” is perhaps overgracious. The encounter isn't very congenial, and you get nothing for it but information about the character. You can buy some upgraded weapons and armor here, and you have the choice of exploring the town now or later. There are a lot of hidden doors and secret passages in this town, including a few places where you'll find items that aren't in chests. They'll be different items later, so you might want to wait to get them. This is also your first chance to buy and equip relics.
North and a little east of town you'll find a cabin. The man standing by the well in front of the cabin will tell you a little about Edgar's brother Sabin, and if you enter the cabin and check things out you'll get a little more information about Sabin and find an item or two. Don't waste money on the inn in town. Slip into any of the beds in this cabin and get a free nap.
If you like you can build level here, but if you have the right controller, you'll soon have a chance to build level while you sleep, eat, shower, go to work, etc. Anyway, the next major move is to cross Mount Kolts in search of the Returner hideout. There's a hidden passage in one of the cave rooms where you will find a chest containing an Atlas Armlet. This is very useful for Terra as it increases her fight damage. This cave does not exist in the world of ruin, so there's no point in waiting to empty this chest or any of the others on Mt. Kolts or in the Returner hideout.
At the end of your trek across Mt. Kolts you'll encounter the person who has been shadowing you as you crossed. You'll have heard of Vargas before if you talked to the man in front of Sabin's cabin. He's a cranky malcontent who's unwilling to let a group of aspiring heroes pass through his “territory.” So when you go up to talk to him you instigate a battle.
You can't defeat him with the three in your party, but you will have to hit him. That means you have to kill off the two bears he has along with him. You can't hit him until the bears are gone (though he will attack you). After you get in a few good hits he'll tire of the battle and prepare to wipe you out. Here is where Sabin enters and intervenes. The other three will be blown off the screen and Sabin will face Vargas alone. To make quick work of this battle, have Sabin use the “Pummel” blitz. Select “BLITZ” from the menu, press left, right, left on the control pad (be very careful, it's easy to mess up and get the aggravating “Incorrect Blitz Input” message) and press “A.”. That will end the battle in one attack if you succeed.
NOTE: Pressing “B” instead of “A” after entering a blitz will allow you to re-enter it. This can be handy if you goof up and want to try again.
For the first time in the game you have a full party of four. You don't have to go on to the Returner hideout at this point. You can go back to South Figaro, Figaro Castle, etc., and build level. If you don't have the Super Advantage controller you might want to wait a bit and build level before you go on. If you have the SA and are willing to “cheat” a little you can soon build level without working at it personally.
A word here about level building. There are pluses and minuses to building a high level early in the game. The plus is that monsters and bosses are easier to kill. Someone has even suggested that you work Celes up to level 99 in the World of Balance. (This would take a LONG time.) Since she's the first one you work with in the World of Ruin, all the rest of the party will come in at level 99. That may sound cool, but you don't have all your espers. Each esper has certain magic spells you learn while it is equipped. Several espers also have an “On Level Up” property that increases certain characteristics (MP, HP, Strength, etc.) every time the character it is equipped on increases a level. You won't get the benefit of these characteristic increases if your level isn't increasing!
TALKING WITH BANON When you're ready, enter the returner hideout. It's a cave that shows at the east side of the valley you enter after crossing Mt. Kolts, about halfway north. As soon as you enter you will be led to Banon's room. Banon will make reference to the story of Pandora's box, but unlike the Greek legend the one who opened this box was male. Anyway, Banon says Terra is the one ray of hope at the bottom of the box which, we can only guess, Emperor Geshtal has opened in his quest for power.
There's a hidden room in the hideout. It's reached through a hidden passage at the east end of the storeroom and it contains a White Cape, a relic. There is another important relic you need to get here. The Genji Glove allows its wearer to carry a weapon in each hand. This usually works best on Sabin, and you will soon have several weapons he can use. By hitting with a weapon in each hand, Sabin can inflict quite a lot of damage in a single turn. But you have to “play your hand right” to get it. I know of two ways to do this.
As soon as Banon finishes his speech about “Pandora's” box, the party breaks up and you take the part of Terra. You can talk to the other characters and learn a little more about their history and personalities. You can also go through the hideout and collect treasure. Eventually you must go outside and talk to Banon. Talk to the guard standing in the way of the path to the outside and he will tell you that Banon just went outside and step aside so you can pass.
Banon will ask you if you want to join. Say “No,” at least once. Don't fear, Terra will join the party whatever you say. If you want to say “No,” only once, go back to the storeroom after you've said it (the game will “force” you back into the hideout each time you refuse) and talk to the guard in there. He will give you the Genji Glove. Or you can say “No,” three times (you'll have to step back outside each time). In that case the guard will give it to you after the soldier arrives to announce that the Empire has attacked South Figaro.
NOTE: If you say “Yes,” the first time, Banon will give Terra the Gauntlet. This relic allows a character to hold a weapon with both hands, increasing the damage it does. We have found that the Genji Glove is more useful, but if you decide you want the Gauntlet more, you now know how to get it.
If you go in and get the Genji Glove and don't say “No,” the third time, you'll get to see part of a conference at the table in the hideout. You'll learn more about the War of the Magi and about the Returners' plans to use Terra to counteract the power of Magitek. Whatever you do, Locke will be sent to slow down the Imperial troops in South Figaro, and the rest of the party will escort Banon down the Lete River to Narshe.
Here's where you can do some “automatic” level building. Before you jump on the raft, make sure you select “Config” and then “Memory” so that the game will default to the menu selection you made last time in the same situation. You can then set Sabin to fight (with the Genji Glove), Terra to fight, Banon to use “Health,” and Edgar to use the AutoCrossbow. Once you're past the first save point you'll come to a place where the game asks you which way you want to go. The default choice takes you in a circle.
If you have a Super Advantage controller you can set this going and leave it with something holding down the “A” button. It will control itself and keep killing all monsters (Banon's “Health” will keep everyone up on HP) while you go do other things. If you don't have an SA controller you'll have to stop by every few minutes and lift your weight off the “A” button so the game will read your choice of the default direction. I suppose someone could even figure out a way to have a “pulsating” weight so this would be automatic with a regular controller. Everyone will be blinded by the Nautiloid's “Ink” attack, but they'll still hit hard enough to succeed.
NOTE: Banon's “Health” is one of the few renewable sources of healing power. You will find some heal items later in the game. With renewable sources you can play safe and keep everybody up to full level without fear of running out.
The major drawback to doing much level building at this stage if you want to build level for the second half of the game is that Locke and Celes aren't here. Celes will come in at a level relative to Locke's level, and since Celes is the one you start out with in the World of Ruin, everyone will come in relative to her level. So she's the one you need to build, and what you do here won't affect her! In fact, it won't help to build level, because she'll leave the party later and rejoin some time after that. Her level at rejoining will be relative to the level of Terra and Locke, as will be explained later.
Once you go on you'll meet Ultros the octopus for the first time. He's got a big head and a mouth to match, and although he's tough and has some damaging attacks, he's really quite a chicken and will leave the battle if you show him a little muscle. Sabin will jump in after him and get beat around a little. Don't try to save him -- you can't. This is all part of the story. He'll float down the river one way, you'll go another, and Mog will enter the scene.
You now have three scenarios to play out. In the story they take place simultaneously, but in the game you have to do them one at a time. When you have finished the last scenario, you have no choices until you face off the Imperial troops at Narshe. This is a long series of battles, and you'll need the full power of your players. So be sure to have them at maximum HP and MP (or as high as possible) before you finish each scenario. This walkthrough explains the move that ends the scenario so you can level up before you do it.
The shortest scenario follows Terra, Edgar, and Banon. Do it first. (There's a reason for this.) You'll finish your trip down the river Lete, and land at a place you may recognize if you got the wanderlust after first leaving Narshe. Go on in to town. You won't be able to get in, but you'll see an interesting part of the story line if you try.
Remember where Locke opened a secret passage to get you out of town? Go there. Edgar will figure out how to open the door and you'll be in the caves. Part of this journey you won't have seen before, but you're trying to get back to Arvis' house where Terra started this adventure. The main puzzle of this journey is following the shimmering light. You'll come to a maze similar to the one where Locke and the Moogles fought off the Imperial troops. (It's upstairs of it!)
When you get to the bottom of the maze you'll see a light travel through the maze. Watch its pattern carefully so you can follow its exact path. If you miss, you'll get sent back to the beginning where you can watch it again. Get through here and you'll find yourself at the place Terra encountered the troops. You won't fall through the floor again, but you can go down the stairs, through the maze, and into the Moogle hideout. They won't tell you anything but "Kupo" (or "Kupo.. ..po"), but there is something from a chest here. There's a funny one-way door here too, which will take you into the cave where Terra first fled.
When you're finished playing around in the mines, cross the bridge and enter the back door of Arvis' house. Entering here ends this scenario, so do what you can to have everyone at full level before you step through the door. Once you get inside you'll see a little more story line and go back to Mog and the scenario selection screen. This time select Locke. This scenario is longer, but not the longest. There's a reason for doing the longest one last.
You'll join Locke in Narshe, where he's just gotten into trouble with the Imperial guards. Opinion varies, but you should have to change clothes only once. Go upstairs to the Relic shop and talk to the merchant standing next to the clock. He'll insult Locke by calling him a thief. Locke will start a battle to defend his “honor.” Have him steal from the merchant. He'll get some light armor -- and the merchant's clothes. The merchant becomes a B-day Suit who gets embarrassed and escapes.
You need the merchant's clothes to get past the old man's son. The old man won't talk until you give him some cider, but you can't get the cider until you get out of the southeast corner of town, and to do that you'll have to get past the old man's son at the bottom of the stairs. He won't let anyone who's not a merchant pass. But dressed as a merchant Locke can get through. Just outside the house to the left there's a hidden bridge across the canal. You can cross this to get to the Cafe. If you don't use this bridge you have to pass by an Imperial guard, and for that you'll need to change into a soldier's clothes. I've not done it, but there is apparently a soldier you can pick a fight with and from whom you can steal clothes. Once you're in the Cafe, go up the stairs into the dining hall and then down the other stairs to the basement of the Cafe.
Here's the cider merchant. He doesn't like Locke either and picks a fight. Steal from him too. The same thing will happen as with the merchant at the Relic shop, except that when Locke is finished he will take the merchant's cider off the table. Walk back to the old man's house and talk to him. He'll reveal that there's an underground passage to the rich man's house, but he can't remember the password. Now go talk to the boy again. He'll ask you for the password and give you a choice of “Rosebud” (who knows why this Citizen Kane reference got in here), “Courage,” or “Failure.” The correct answer is “Courage.”
In the rich man's house find the secret passage in his bedroom (if you didn't do so already). Go downstairs. You'll come to a hallway just south of the stair passage. You can change clothes or not, the only difference is what Celes will say to you when you “save” her. But before you get her, go straight across the hall until the image of Locke disappears. Now go right and you'll find a secret basement area. There are two relics here you might find useful. Now you can go back up and find Celes.
Celes is not hard to find. She's in the first room on the north in the hallway. Take Locke there and the game will take over to show how the soldiers are treating her. You won't find out what she did to incur the Empire's wrath, but you can infer some things from where she is, what has just happened there, and possibly even from the fact that the town was “sold out” by its richest citizen. (He'll even admit to you that he didn't need the money!)
When the game gives you the choice to take the item from the guard, do it. Remember, Locke is a “treasure hunter” who doesn't have the same qualms about “borrowing” things without permission that most other people would have. Besides, without it you won't get Celes out of town. If you haven't already cleaned out the chests in this area, do so now. Use the clock key you stole from the guard to wind the clock in the back corner of one room. That will move a chest and reveal a door.
Through this door is a maze. You'll fight off lots of guards and dogs. This maze has many hidden passages and quite a few treasure chests. When you find the door out, Celes and Locke have a short conversation. If you haven't cleaned out the area, you can stay in the maze so long as you still have the HP. Celes knows “Cure,” but her power is limited.
When you get out of town, go straight to Sabin's cabin and take a free nap. Celes will now have quite a bit more MP. You'll be ready to travel the cave in reverse, back toward Figaro castle. You'll run into an assortment of monsters in the cave, and just as you attempt to exit you'll encounter the boss, Tunnel Armor. You can make this a quick battle by going upstairs first and getting the thunder rod in the chest. Use it (as an item) on Tunnel Armor and defeat him in a single blow. Stepping out of the cave ends this scenario. It's not clear what you can do to rebuild Celes' magic, and you'll need to do that. Perhaps the best thing is to use tinctures, or even an elixir so she'll have full magic before you step out of the cave.
Now on to the tough (and long) one. Select Sabin. This is the long scenario during which you'll gain two permanent and two temporary party members. Actually, one of the two "temporary" members will be a little more permanent if you know what to do, but if you don't you'll finish the game without him. I speak of Shadow, but more on him later.
You'll join Sabin next to a river in the northeast part of the world. He'll be standing near a cabin. Go in and you'll see two individuals. One will ride up on a chocobo. He's the merchant (owns the local dry goods business, he says) and can sell you some useful things. Get plenty of tonics and potions from him. Nobody in this crew has any healing ability at this point, so you'll have to use tonics and potions to keep up. Also, buy plenty of Shurikens. Shadow can “Throw” these and cause plenty of damage. Don't bother with the Inviz Edges and the Shadow Edges. These don't attack enemies.
Then talk to Shadow. He's standing in front of the well. He'll join you. Here's why you waited to do this scenario last. He'll stay with you longer now than he would have if you had done this scenario earlier. In fact, you might even have him stay until you defeat the train.
There are two bridges you can reach from here. Sabin talks about wanting to get to Narshe, and one of the bridges leads in that direction. You can go quite a way after crossing this bridge, but eventually your way will be blocked. It's a dead end to be used only to satisfy your curiosity and/or to build level. Go east to the forest and south to that bridge. Before you step on the small desert, be sure to save. You won't have a chance to save again for quite a while.
This is because you are entering a prolonged, interactive, story-telling sequence. Stepping into the desert takes you into the Imperial camp set up to attack Doma. When you try to step in, Sabin will see some soldiers and hide. Then you'll see part of the story. When the soldiers are done talking, you'll have a chance to explore a little. Don't talk to the soldiers. In the tent on the right you'll find a chest that's stuck shut. If you kick it, you'll have to fight off a guard or dog. If you hit it, you'll arouse attention, but you'll get away by playing cat. If you do neither, you won't get what's in it.
When you go to the next level, Sabin will hide again. You'll see orders given to attack Doma. Then you'll switch to Doma, where you'll play the part of Cyan long enough to defeat the general leading the attack. You'll get a Black Belt for defeating him, a very valuable relic that makes you counterattack fairly often. Then the scene will switch back to the camp. (“Meanwhile, back at the camp....”) You will now have Shadow in the lead. We haven't experimented enough to know if there are consequences for switching back, but we usually do.
Now you get to meet Kefka. You'll learn that he's next in line to head up the Imperial forces if he can get rid of General Leo. And when Sabin hears that Kefka plans to poison Doma's water, he'll step out and confront him. Don't worry. At this point Kefka's a real chicken and runs off whenever you hit him. (There's also a sequence of one-liners that will be repeated. After the first battle, don't talk to him again. This gives you a chance to explore again. Go up behind the tent on the right and face north. Sabin will jump across to another tent. This is the only chance you'll have to get what's in the treasure chest in this tent.
Now talk to Kefka twice more. You'll fight one more battle with him (enduring the same one-liners) and then have to duel some guards he sics on you. When you complete this battle you'll see him poison the water, and the story line will switch to Doma again. Cyan will have to see his King die first. After that, you'll have a chance to explore. Don't go into the room just right of the throne room door if you want to explore. That's Cyan's room, and when he goes there he'll see that his wife and son have died and he will charge off to get revenge.
When he does, you'll appear as Shadow (you can switch to Sabin again if you like) and you'll get a chance to help Cyan fight the soldiers in the camp. Do this three times. Then Sabin will suggest use of the Magitek armor. Bear up under the comedy and you'll fight three battles on your way out of camp. I suggest making use of the Magitek Heal Force, since this is renewable and since you won't have this service for long.
Once you're out of camp, Sabin will ask Cyan how to get to Narshe. Cyan will reply that you have to go through the forest to the south. This is another prolonged sequence, so be sure to save before you enter the forest.
The forest is a series of areas for you to walk through. The second area has a recovery spring, which you will visit automatically the first time you enter. If you get lost you might find yourself here again, so you might as well use it.
At the exit to the forest you'll get warped into an alternate universe and find yourself at a rail depot. When you get on the train (the game will do this part automatically) you will find yourself trapped, and the only way off the train is to stop it. Go back to the “caboose” and you'll meet the impresario. You can save here, and if you do the right things you'll get to see information about Cyan.
You'll also have a chance to gain a temporary partner or two. You can have up to four people in your party, and some of the ghosts on this train will join your party if you talk to them. Some of the others will fight you. The ones that go with you have a “Possess” attack. You'll lose the ghost, named “?????,” and the enemy. You can replenish your ghost character (or characters if you don't have Shadow) until you reach the engine.
On your way to the engine you'll come to a car where you get trapped. Fight the ghost at the door to get out. Here you'll be attacked by a host of ghosts, and your only way out will be to climb the stairs to the roof of the car. Sabin will jump from one car to the next. You'll find yourself still under attack. Step inside the end of the car, pull the lever, and wait for the cars behind you to pull away. Pull the lever again to open your way into the rest of the train.
You'll also come to some compartment cars. There are valuable treasure chests in some of the compartments. There's also an encounter with Zigfried, who claims to be the world's best swordsman.
One of these cars is a dining car. Sit at the table and get a meal. It will recover HP and MP (you also get to watch a little more of the personalities of Sabin and Cyan). Switch persons in the lead so everyone gets a meal. The ghosts will serve you. You'll have to go out the back of this car. But go in the other end to pick up an Earrings relic, which increases the power of the wearer's magic.
There's a save point in the “coal car.” Then you can go on to the engine. Inside the control area pull the switches on the left and the right. Then go to the front of the engine, step up by the smokestack, and pull that switch. The train will complain about you impeding its progress, and fight you. It's not a tough enemy, but you might get dizzy watching the scenery fly past while you fight.
When you defeat the train it agrees to let you off, but it has something it must do first. That something is to take on the deceased citizens of Doma. Cyan will see his wife and son and try to keep them from boarding. If you have Shadow with you still you'll get to see a little extra dialog. Anyway, talk to Cyan. He won't respond, but you'll leave the train area and exit the forest.
There's not much room to roam around here. You'll end up climbing the cave to the Barren Falls overlook. To go on you have to jump. It takes about 5 minutes to fall down the falls, and you'll fight piranhas the whole time until you get to the boss. You defeat one group and the next group pops up. After you defeat Rizopas you'll float down the river and encounter Gau. You may have guessed this is the son of man in the cabin on the plain where Sabin first landed. You'll get more information about this later.
You can't do anything about Gau if you should meet him in battle, except to hit him so he'll run away. This incident will also rob you of any experience, etc. from the battle. Get over to Moblitz, which is east of the mountain range, so you can buy some dried meat. There are other things you can do in town, but we'll explore those later.
Take the dried meat out to the Veldt, the name for the plain in this part of the world. The next time Gau shows up after a battle, feed him (use the Item command) a piece of dried meat. You'll get a lengthy routine between Gau, Sabin, and Cyan. It's informative the first time around, but rather aggravating after that.
If you have more dried meat and you're inclined you can continue fighting on the Veldt for some time, to add to his rages. He leaves the party with the “Leap” command, and when he returns you have to feed him again so he'll rejoin you. When you have tired of this, go to the south part of this continent and enter the cave. Here Gau will start looking for his “treasure.” Unless you want to loose 500 GP, don't go to the northwest area of the cave. When you get around the loop to the southeast, Gau will find the underwater breathing helmet. (How three people use it is a question the game ignores!)
When you exit the cave you'll jump off into the serpent trench. This will take you to Nikeah. By taking two rights (the game will ask with arrows at the top of the screen) you can make it through both caves, with a treasure in each. At Nikeah you can stop in town to explore and buy things. Agreeing to sail to South Figaro on the ship is the last choice you'll have, so be sure your levels are up before you do this.