The hood is literally called "cat ear hood" when it shows up as an equippable item, including in games like the mobile games that claim it to be the one from III
Does the tutorial Moogle for Final Fantasy Duodecim count as an antagonist Moogle? The one who decides that your reward for having played the previous game and thinking that you know what you're doing is fighting the final boss with a level 1 character?
Not quite antagonistic, but at the start of FF6 you play with Mog and his (about ten?) pals, all of them ready and itching to shank some fools on the face.
And don't forget in FFXIV the moogles during the 50-60 DRK quests: "It's time to kick the kupo outta someone, until they Love!" "... love 'it'?" "No no, just love."
Definitely at least in the first one, as many are part of opposing teams/factions, so at the very least you'll find them in varying degrees of antagonistic jerkassery. Can't remember if there are any plot related ones though.
WHAT'S UP, ODIN, YOU PUNK BITCH, I BROUGHT A FRIEND
WHAT'S THAT, WHAT DID YOU SAY, SOUNDED LIKE 'BLUHBLUHBLUH'
LET'S GET YOU BACK ON DRY LAND
THAT'S WHAT I THOUGHT
Word?
I have him. I have the swordy boi. He's actually one level below Leviathan (lv 6) as a summon. Let's take him out on a test run, shall we?
HAHAHAHA YES THIS IS THE COOLEST THING EVER
REAPER REAPER THAT'S WHAT THEY CALL ME WHY 'CUZ THEY ALL DIE
I HAVE MASTERED DEATH ITSELF
By which I mean Zantetsuken is an instant death move, which means its actual practical use is context-dependent. It can wipe entire encounters in the Sardonia Catacomb, which is a dungeon I've largely outlevelled, but is of less use against high-level encounters, and, as far as I know, useless against bosses.
But that's okay, because I have my eyes on a bigger prize.
IT'S TIME FOR PAYBACK, YOU OVERGROWN LIZARD
Oh my god he's got Mega Flare I have never wanted anything so much as I want this summon right now
EAT SHIT, SHINY DRAGONITE
Oh you can't be serious. He's not even weak to lightning.
Fine. That's how you want to take it? You're gonna ignore my summons? You're gonna blast my entire group with giga attacks? Okay.
Then it's time for a Minuet-boosted Jump.
That's what I thought.
The ultimate power is finally mine. A weapon to surpass Flare - Megaflare.
Of course I can't actually cast Bahamur because Rushanaq doesn't have any lv 9 spells yet. But soon. Soon!
I am going to wreck this place. I am going to be doing some hardcore remodelling. I'm gonna be channeling Nega Marie Kondo. I'm gonna tank the properties so hard the local HOA will sue me. This place is about to be renamed Ground Zero. Okay, show me what you got. First random encounter, come at me, what monster you got? Demons? New giant palette swaps? Dragon? C'mon, c'mon, lemme-
w h a t
What the fuck
Like this thing isn't just using Unei's sprite it's literally a clone of Unei? What? And it's a random encounter! Not a boss! There are more than one of these! So like - was I correct in my assessment that Unei was part of a species of supernatural beings - but no that doesn't work because it's a clone -
I got nothing. Only way to make sense of this is to move forward.
Jesus they weren't wrong to call this place a maze. Without a map, clearing the entire thing and getting every chest might take forever. Thankfully I do have a map, and so I can take the most efficient route through the whole place.
The encounters in this place don't fuck around even when they're not cosplaying our mentor figures, either.
The Bone Dragon is a tricky one, because the Blood Lance is considered 'drain' magic, and undead enemies deflect those, healing themselves while the caster, so Mimi has to stand by. Thankfully a single Curaja casting deals 8,000 damage to it, killing it instantly.
I don't even know what to say about this one. I guess fifteen years before Durarara, people were already horny about the Dulahan.
King Behemoth is back, and this time he's got magic.
King Behemoth isn't quite the Warmech, but he's basically the Maze's boss only met as a random encounter. It has vast amounts of HP and casts Meteor for massive amounts of damage to the whole party, killing someone a couple of times, although I still beat it with everyone alive thanks to filling up on Phoenix Down in the end.
The maze is home to a Crystal armor set, the most powerful non-Genji set I've found so far.
A powerful summoner weapon, which is a bit like saying 'a particularly well-made pocket knife for a tank crew.'
Now this, this I like.
I haven't remarked on it before, but it's really nice how FF3 PR actually has visible doors to the outside in dungeons, including this one with a spooky sunset.
We're almost there…
You know, now that I think about it, didn't we already go through an otherworldly crystal area in the endgame of the last game?
We're not gonna be here for long, though. Or at least not for a while. Our true goal is at the end of this hallway:
Eureka isn't just some cave or fortress. It is a dark and forbidding land of barren, dimly-glowing crystal stone. It is filled with chests full of valuable items - among which a lot of spell consumables for high-end elemental spells. Random monsters are, by and large, palette swaps of previous foes, usually with a grey color theme - there's a grey-tinged Hecantocheir called 'Acheron', grey horses called Slepinir, grey Death Hands called Iron Hands…
The unique encounters are more interesting. There's a chest with a rare Ribbon inside it protected by a Ninja, a powerful opponent resembling the Shinobi, but that's not the big prize. That will go to the fabled forbidden weapon sealed in Eureka - which get their own special altar, sprites, and boss fight, as each weapon turns into a boss form to test the worthiness of those who would claim their power.
It's basically a superdungeon, filled with a wealth of powerful new foes, all of them challenging to my party, all of them wielding unique powerful equipment that significantly beefs up my power.
Amon uses both the sprite model and tactics of Hein, while being significantly more powerful.
In an absolute sense. He's about to run into a little problem: Rushanaq just reached lv 40 and unlocked a lv 8 spell slot.
HAHAHAHAHAHAHAHAHAHAHAHAHA
Okay, okay, Megaflare is not that important to my strategy. Amon prior to using Barrier Shift has high magical resistance across the board, so MF only does a little over 2k damage, which is more than any other attack but not anything like the 9,999 hits I've gotten out of a properly buffed Jump in the past. Thankfully, Eureka has yielded plenty of elemental spel items so far, and with Mimi and Quaver both being powerful physical attacker, Tsugumi having vastly upgraded her healing powers and using Libra to identify Amon's shifting weakness, and Rushanaq having access to a wide variety of elemental summons, we wear him down over many turns.
The chief problem going forward is going to be managing MP. Elixirs are the only items in the game that refills them, and they can't be purchased, which means my current supply of about a dozen is all that I will have for this entire gallery of foes. Better make every spell slot count.
The Moonring Blade is pretty cool, it's a crescent shape throwing weapon that is equippable by Dark Knights, increasing Quaver's attack power going forward.
The Kunoichi is a more straightforward opponent than Amon, but she's highly dangerous, mainly because her RNG decides to self-Haste to open the fight, making her single-target damage way higher. Her attacks inflict poison, she has high resistance, and she knows Aeroga. She's hitting Rushanaq and Quaver hard in particular, and in the constant shuffle game of trying to use Phoenix Down from an offensive character so that Tsugumi can heal them in the same turn to avoid them going immediately back down to the next attack, I end up landing the Jump that kills her while Quaver is still down.
I'm not quite sure why the Genji set-equipped Quaver feels so frail, but he does, and it's frustrating.
I take a moment to breathe and to convince myself not to reload the entire encounter out of an obsessive need to prevent uneven XP totals, and I move on. Quaver is now wielding the Moonring Blade and Masamune, giving him amazing attacking power.
They actually have Excalibur stuck in a stone, that's cute.
The General is nothing much to write home about compared to the previous two encounters. He has the 'Bio' spell, which I guess is some kind of Poison-elemental damage spell, and a sword. We take him without too much trouble.
The game describes Masamune as the strongest sword in the world while putting Excalibur behind a later encounter, and it representshis in an interesting way; Masamune has the highest attacking power at +140, but while Excalibur lacks slightly behind at +135, it also boosts every stat the character has, making them a more powerful character overall.
The next step on our journey requires finding our way on an invisible bridge:
Dio's The World is the most dangerous Stand we've encountered by far, in no small part because I'm starting to feel the effect of spending so many spell slots on healing and damage spells through so many random encounters and tough bosses. It has high resistance to everything, its Quake attack hits the whole party, its basic attack deals high damage, it has enormous HP… There's nothing very complicated to him, he's just a pure execution/endurance test: can you keep your whole party healed through it all while sustaining high damage long enough and without fucking up too many times? If so, you win.
It's a pretty exhausting fight when tackled back to back with all these others, but we win without anybody down.
Ragnarok itself is a sword even more powerful than Masamune, with the same suit of stat boosts as Excalibur, outshining both weapons in every respect - the true Infinity Sword +1. Quaver equips it (he can't equip Excalibur, which is a holy sword, so he's rocking a Masamune/Ragnarok combo), and it's time for the final challenge of Eureka:
Scylla is a step up even from Guardian. She's a wizard capable of wielding Flare and Holy, dealing between 1k and 2k damage to any given target, enough to red zone and sometimes outright kill any of my characters.
RIP, Rushanaq.
With no Bahamut or Leviathan casts left and Odin being dead weight against a boss, my magical damage goes way down. I experiment with magic items, but, fitting of the Elder Staff, Scylla resists magic on a general basis. This means Mimi and Quaver with Haste buffs are my main damage dealer, but Haste runs out eventually (it is on a timer, ha ha ha) and past the first couple rounds I need Tsugumi on constant healing duty.
Still, a well-placed Lilith's Kiss from Rushanaq is what ends up sealing the deal, and Scylla is defeated.
The Elder Staff itself is no slouch, being our best staff so far and boosting Intelligence by a massive 10 points. But the real prize here is our final upgrade in power. We've just unlocked Sage, which can use all magic and summons, and Ninja, which can use all weaponry and armor, which could be a massive boost in the group's overall power level and versatility.
And beyond this door is not another, even stronger boss, but a shop that is going to let us take full advantage of our new powers:
The costs contain Elixirs and Shurikens, a throwable consumable usable only by the Ninja's Throw command.
All lv 8 magic, with black magic and white magic each having a 'group damage' and 'single damage' option in Meteor/Tornado and Flare/Holy respectively; Arise is your usual 'raise KO'd hero with full HP' and Death is your usual 'instant death.'
You do have to actually unlock them the normal way before you can purchase them here, but this shop means you can have as many Bahamut casts as your party set-up will allow.
Also, extremely importantly, this means Rushanaq is free of the goddamned catgirl sprites.
These are literally a crime and whoever designed them should be in jail.
So… moment of truth. We've unlocked the strongest equipment in the game (there's a third, hidden shop that sells Shurikens and a Crystal Armor set as well), the strongest magic, and the strongest jobs. What we're about to equip is, likely, going to be our final setup for the entire rest of the game.
Is this what I want?
With four legendary swords, I have exactly enough to equip two Ninjas - but it does mean one of them will be slightly less well-equipped than the other, because the four legendary sword are clearly ranked. Two Sages seems like the right number to cover each others' bases with both healing and damaging spells, and there doesn't seem to be any drawback to picking Sage over Summoner or Devout, quite the opposite. Quaver was very useful as a Bard, useful at dealing damage and drawing attacks away from the casters as a Dark Knight, but his job level in both is in the 40s and 50s, so Ninja, especially the one ninja getting all the best gear, is a straight upgrade.
Mimi is the one I'm wondering about. She can equip the Crystal set, and she has the most powerful lances so far - which are ever so slightly weaker than the Eureka swords, but include the Blood Lance, with which she heals like half her entire health every time she attacks. She's also job level 99: every benefit gained from jblv, like slightly increased attack power and better Jump damage, is maximized for her. And if I turn her into a Ninja, even if that Ninja is more powerful, it means I have to make tough choices about who gets each of the four Eureka swords… but at the same time, it means I do get to use all four swords, rather than two of them staying in the drawers.
Would I benefit from turning her to a jblv 1 Ninja, or would she be more effective staying a Dragoon?
It's not a huge deal. I just got a massive upgrade in power, and I'm fairly confident the endgame won't be too hard either way. But I'm interested in any insight you guys might have!
Like this thing isn't just using Unei's sprite it's literally a clone of Unei? What? And it's a random encounter! Not a boss! There are more than one of these! So like - was I correct in my assessment that Unei was part of a species of supernatural beings - but no that doesn't work because it's a clone -
I got nothing. Only way to make sense of this is to move forward.
This is surprisingly compatible with your theory about them making flesh bodies for themselves. the clones are just bodies that didn't get used by her but instead were co-opted
The encounters in this place don't fuck around even when they're not cosplaying our mentor figures, either.
The Bone Dragon is a tricky one, because the Blood Lance is considered 'drain' magic, and undead enemies deflect those, healing themselves while the caster, so Mimi has to stand by. Thankfully a single Curaja casting deals 8,000 damage to it, killing it instantly.
I don't even know what to say about this one. I guess fifteen years before Durarara, people were already horny about the Dulahan.
King Behemoth is back, and this time he's got magic.
Fun fact, all turned into bosses for the Labyrinth of the Ancients raid in FF14! King Behemoth in particular will wipe the raid with Meteors unless you hide behind rocks so the orphans of Ur confirmed stronger than FF14 Warriors of Light, throw that in as a durability feat.
Incredibly funny that Amon is just a palette swap of Hein who lives in the basement and has no dialogue, but he ended up graduating to a point of prominence in the lore for the FF14 version and the role of penultimate boss of Syrcus Tower, as well as stealing Hein's version of the colour palette for his own.
So… moment of truth. We've unlocked the strongest equipment in the game (there's a third, hidden shop that sells Shurikens and a Crystal Armor set as well), the strongest magic, and the strongest jobs. What we're about to equip is, likely, going to be our final setup for the entire rest of the game.
Is this what I want?
With four legendary swords, I have exactly enough to equip two Ninjas - but it does mean one of them will be slightly less well-equipped than the other, because the four legendary sword are clearly ranked. Two Sages seems like the right number to cover each others' bases with both healing and damaging spells, and there doesn't seem to be any drawback to picking Sage over Summoner or Devout, quite the opposite. Quaver was very useful as a Bard, useful at dealing damage and drawing attacks away from the casters as a Dark Knight, but his job level in both is in the 40s and 50s, so Ninja, especially the one ninja getting all the best gear, is a straight upgrade.
Mimi is the one I'm wondering about. She can equip the Crystal set, and she has the most powerful lances so far - which are ever so slightly weaker than the Eureka swords, but include the Blood Lance, with which she heals like half her entire health every time she attacks. She's also job level 99: every benefit gained from jblv, like slightly increased attack power and better Jump damage, is maximized for her. And if I turn her into a Ninja, even if that Ninja is more powerful, it means I have to make tough choices about who gets each of the four Eureka swords… but at the same time, it means I do get to use all four swords, rather than two of them staying in the drawers.
Would I benefit from turning her to a jblv 1 Ninja, or would she be more effective staying a Dragoon?
It's not a huge deal. I just got a massive upgrade in power, and I'm fairly confident the endgame won't be too hard either way. But I'm interested in any insight you guys might have!
Eureka comes across like a bonus dungeon that'll kit you out with overpowered shit and let you floss on the rest of the game with the two secret Giga-Jobs that invalidate all other jobs in the job system. But it's not. It's the bare minimum absolutely required to survive FF3's endgame because you have just boarded Mickey's Dicksmasher with an All-Access Smash Pass to Smash Your Dick. I am not confident that it's even possible to clear the endgame without leaning exclusively on the shit you got in Eureka unless you grind like you're trying to fill out the battlepass. It's cringe, but I say stick with the ninjas to survive.
Incredibly funny that Amon is just a palette swap of Hein who lives in the basement and has no dialogue, but he ended up graduating to a point of prominence in the lore for the FF14 version and the role of penultimate boss of Syrcus Tower, as well as stealing Hein's version of the colour palette for his own.
That's what I thought but I wasn't sure about it. I also just checked and Omnicron's party has lower HP totals than mine had at this point, any idea why?
*EDIT* Never mind I figured it out by looking over my notes. Omnicron hasn't been leveling his characters has Viking at all has he?
Funny that you'd leave Bleach out of that list! If you haven't had a taste of it, the ghost story plotline is one you could really sink your teeth into.
While the animes that try to have what Bleach had are without number, none feel like you could use them to scratch the same itch.
The fuck is this weaksauce shite. Bahamut bbqed my ass until after I got the Eureka goodies, and even after grinding extra for the ninja and sage levels, he was a tough bastard.
The Bone Dragon is a tricky one, because the Blood Lance is considered 'drain' magic, and undead enemies deflect those, healing themselves while the caster, so Mimi has to stand by. Thankfully a single Curaja casting deals 8,000 damage to it, killing it instantly.
With four legendary swords, I have exactly enough to equip two Ninjas - but it does mean one of them will be slightly less well-equipped than the other, because the four legendary sword are clearly ranked. Two Sages seems like the right number to cover each others' bases with both healing and damaging spells, and there doesn't seem to be any drawback to picking Sage over Summoner or Devout, quite the opposite. Quaver was very useful as a Bard, useful at dealing damage and drawing attacks away from the casters as a Dark Knight, but his job level in both is in the 40s and 50s, so Ninja, especially the one ninja getting all the best gear, is a straight upgrade.
It's worth mentioning that Ninja and Sage were nerfed in the DS version- originally, and pretty obviously in the pixel remaster, they kinda just invalidate all the warriors and all the mages respectively. Meanwhile, the DS version tried to reel them back in power to make them not that- among other points, Sages do not cast High summons, instead working like the Evoker in the DS version, where the original version they do get high magic.
So honestly you should just run some mix of Ninja and Sages in the end.
Addendum: I have thought of a way to clear FF3's endgame without Eureka.
Somehow being strong enough to grind the hidden dragon bosses on every floor of the Crystal Tower long enough to get full sets of Onion Knight gear and then floss on the rest of the game as four toddlers in brightly-coloured footie pyjamas.
The fuck is this weaksauce shite. Bahamut bbqed my ass until after I got the Eureka goodies, and even after grinding extra for the ninja and sage levels, he was a tough bastard.
It really depends on how you approach him. In fact, a party of 3 dragoons can kill him pretty quickly since Jump+wind lance will do a ton of damage and evade some of his attacks. Much like how switching to Dragoons is the intended way to beat Garuda rather than using a different mix of classes.
Would I benefit from turning her to a jblv 1 Ninja, or would she be more effective staying a Dragoon?
It's not a huge deal. I just got a massive upgrade in power, and I'm fairly confident the endgame won't be too hard either way. But I'm interested in any insight you guys might have!
I believe both Dragoons and Blackbelts can function as viable members of the party in the final dungeons. But ninja's are very good, and in general will be slightly less fragile(though of course jump helps slightly with that). It also depends on how many shuriken's you manage to obtain, since those can really melt things as long as you still have them.
The General is nothing much to write home about compared to the previous two encounters. He has the 'Bio' spell, which I guess is some kind of Poison-elemental damage spell, and a sword. We take him without too much trouble.
So, about Bahamut. Remember how you had to run away from him at the beginning of the game? If you somehow grind enough to win that fight, you would actually get penalized. You will get nothing and he will not appear at Bahamut's Lair.
In disagreement with the thread's current trend of suggesting double Ninja, I would say to keep Mimi as a Dragoon. While the Ninja is tougher and more powerful overall, the combination of Jump + Blood Lance is capable of lasting longer just thanks to the sheer benefit of "avoid attack + heal to full every other turn" it provides, and in this dungeon, durability is king. When you have one at lv 99, I wouldn't discard it so easily; at the very least try the setup out and check for yourself what the difference in staying power between Dragoon Mimi and Ninja Quaver is like, before deciding. It's not like you're locked into a single choice, anyway.
This here, in the original NES, was the last save point in the game: you can't save inside dungeons, and the game doesn't offer any special instance of save point or anything of the sort. Currently, that's not too much of a problem, as you can still teleport outside and save after every boss fight (although that would still require making your way back to where you escaped from), but once you reach the game's point of no return, keep a count of your party wipes, and keep in mind that in the original you would have had to repeat the entire dungeon after each such death, each successfully beaten boss fight included.
It might give you an idea of the special kind of torture that FFIII endgame was like.
This here, in the original NES, was the last save point in the game: you can't save inside dungeons, and the game doesn't offer any special instance of save point or anything of the sort. Currently, that's not too much of a problem, as you can still teleport outside and save after every boss fight (although that would still require making your way back to where you escaped from), but once you reach the game's point of no return, keep a count of your party wipes, and keep in mind that in the original you would have had to repeat the entire dungeon after each such death, each successfully beaten boss fight included.
It might give you an idea of the special kind of torture that FFIII endgame was like.
It also didn't have the heal/mp refresh points from what I've heard, which seems to me to be much, much worse. Unless you'd been really careful about collecting and not using elixers (and even then you still have the potential for party wipes).
I can't recall if it at least had healing areas, but I'm pretty certain the 3D Remake version was also a giant end-game marathon with no saves available. At least, it was when I played the DS version.