- Joined
- Jul 18, 2016

As we enter the town of Tokkul, something paralyzes us. Soldiers show up to take us to Castle Hein, the floating tree thing we saw earlier. At least that solves the problem of getting in the damn place.
A fair bit of warning: Castle Hein is a one time dungeon, any loot not gained or monsters unfought are lost forever, you have been warned.

So, this castle is:
A: Controlled by a mad wizard
B: ALIVE
C: Big enough to be a full on dungeon.
This is the most "fukkin' metal" of all FF3 dungeons, which is ironic because it's made of wood.

This is King Argus. He laments that Hein has brainwashed all his men, and he asks us to go kick Hein's ass. Well, I was planning on it anyway, but for you, I'll kick it twice as hard.
In the next room over, talking to one of the soldiers has him turn into a demon and try to kill us. He's actually really easy, seeing as Demons are a common encounter here in Hein. Killing him opens the door and lets us move into the next room, where a dying soldier hands us a Mini spell and tells us to use it to get into the castle proper.
Castle Hein is pretty easy all told. No major gimmicks and the monsters are barely an upgrade from what the Molten Cave tossed at you. The only difficult part is that the monsters aren't all weak to an easily obtained element, but that's no problem when you're packing new jobs that can put a damper on their day. If you took the time to get a few job levels in them-like I did-it's even easier.

There's even three Phoenix Downs to find-two here, one in the next room. The third level contains a few rooms that all have a damage dealing item, which is very useful because of Hein's gimmick. The game has already told you before hand, but I neglected to mention-Hein changes his weakness with Barrier Change, which is why a Scholar is handy so he can always be up to date on what kills him. Combine this with the Scholar's power to get double the effect of items...and you see why Scholar is, if nothing else, great in this dungeon.

This, on the other hand, is why you bring a Knight. Sure, Warriors can use it to, but it just doesn't feel right unless a Knight is using it. Plus Knights have better armor choices.

Bless their hearts. They're trying to make Rangers relevant.
Anyway, time to deal with Hein.


Luckily for us, Geomancer Terrain attacks are all considered "non-elemental", meaning it goes right through the barrier. Hein actually is weaker then the Salamander-4,500 HP versus the Salamander's 5,700-and is only a danger because of his gimmick. So the strategy is to have the Scholar Study every time he Barrier Changes, then have him and the Thief (at least, in my case I have one) throw items at him, unless the barrier is weak to Lightning in which case Luneth just punches him. Arc attacks endlessly, and spot healing happens when needed as both him and Ingus have Cure.
Alternative strategy? Four Geomancers. Their attacks can hit him for 700-800 damage a piece, meaning the fight can literally be over in two turns.
Once he's dead, the tree speaks to us. After thanking us, he sets back down in the Living Woods, and we get...

The Fang of Wind. Two down, two to go, much like the crystals.
Next Time: A new Airship, and a Frozen World!
Bonus: Castle of Hein Theme
I swear to god if any of you make a "Hein's Moving Castle" pun I'm going to reach through the Internet and slap you.