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Phantasy Star III: Generations of Doom

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Title Screen

Phantasy Star III: Generations of Doom

Also known as: Toki no Keishousha: Phantasy Star III (JP)
Developer: Sega
Publishers: Sega (JP/US/EU), Tec Toy (BR)
Platform: Genesis
Released in JP: April 21, 1990
Released in US: July 25, 1991
Released in EU: 1991
Released in BR: August 1998


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page
DCIcon.png This game has a Data Crystal page

Phantasy Star III is the third game in the futuristic Phantasy Star RPG series, and is quite a deviation from the first two. It features a unique "Generation" system, in which characters get married, have children, and their children continue on the adventure. Unfortunately, production was rushed, and it shows.

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Inaccessible Tunnels

This crude map displays all the connecting tunnels. Blue = Accessible, Red = Permanently Sealed

The Alisa III features seven distinct "biospheres", each with its own overworld map, arranged in a hexagon formation. These biospheres are all interconnected to adjacent ones via a series of tunnels, many of which are sealed off by default, and can only be opened if you're carrying a specific jewel. With the exception of the central "hub", Aridia (which borders all six of the others), each biosphere contains exactly three tunnels to its neighbors.

Due to the nature of the game and its branching paths, it's entirely possible that some of these tunnels will end up unexplored over the course of the game... however, there are six such tunnels that can never be entered, at any point, and under any circumstances. These are as follows:

Who knew low level healing items possessed such power?
  • Aquatica/Draconia
  • Elysium/Frigidia
  • Aridia/Elysium
  • Aridia/Terminus
  • Draconia/Terminus
  • Frigidia/Terminus

As you may notice, this means that none of Terminus' three tunnels are accessible. There's good enough reason for this in-game (it's basically a world of pure evil), but not so much for the others. It's possible to modify event flags in a save state, in which the caves can be "entered", but the item listed as breaking the seal on each of them is a Monomate (obviously a default value), and you're teleported directly to the other side, as it appears no interiors were ever created.

This doesn't really have a significant effect in-game, as by the time the latter biospheres become relevant, you'll have access to the Layan Temples (which serve the same purpose, and more directly so), but it's nevertheless curious, and suggests that the game may have been planned to feature far more branching paths than it ended up having.

Unused Items

There are several unused items hidden away in the game. Whether they were left out intentionally or by accident is anyone's guess.

  • Royal Knife - The strongest knife-type weapon in the game, with an attack power of 76. No characters in the third generation are dedicated knife-users, and it would have been far too expensive for second generation teams, which is probably why this ended up being left out.
  • Royal Claw - 92 attack power. This weapon for Mieu is just outclassed by the Planar Claw and the Miun/Nei Claw. There's really no period of time where this would have been especially helpful.
  • Ceramic Staff - 58 attack power. A rather unassuming mid-level staff probably intended to be available in the second generation, along Nial's path for Ryan. When you get Ryan, the Laser Staff will be available, which is stronger than this staff. The only period this would've been useful would be if Ryan started with it.
  • Royal Slicer - 50 attack power. A high-end slicer-type weapon, rendered rather unnecessary due to the availability of Planar Slicers and the Lune/Nei Slicer.
  • Laconian Bow - 95 attack power. This would have been helpful in the second generation, along Nial's path, but in the third generation, where money is plentiful, the Royal Bow would have made this quickly obsolete.
  • Royal Cape - 26 defense. The best cape in the game, and undoubtedly intended for the end of the second generation along Nial's path, as nobody in the third generation can equip capes, period. A Royal Chest can be bought in Aerone, and it's likely a Royal Cape was intended to go here instead, as nobody in the third generation or in Nial's path can equip chests.
  • Royal Helmet - With a defense power of 19, this would have been the strongest helmet in the game for the main character. There's no particularly good reason this was left out; it was probably done so by accident. In LaShute dungeon, a chest containing a Laconian Helmet can be found towards the entrance of the dungeon. It is possible that the Royal Helmet was supposed to go here instead.
  • Royal Ribbon - 38 defense. This is Mieu's best headgear, and like the Royal Helmet, was almost certainly an accidental exclusion. A Laconian Ribbon can be found in a chest in Skyhaven Dungeon, it is possible a Royal Ribbon was intended to go here instead, though this can't be certain, as a Laconian Ribbon can't be found elsewhere in the game.
  • Ceramic Bandana - 5 defense. Sounds rather... cumbersome. This would've benefitted Thea in Ayn's group, but nobody in Nial's group would've had any use for it. There are better bandanas for Thea in Ayn's path, and this one only gave a small defence boost, which is likely why it got left out.
  • Steel Bandana - 10 defense. Another unused bandana probably meant for the second generation.
  • Snow - This is mixed in with the jewels. Given this, it was most likely intended to open one of the inaccessible caves mentioned above. It was possible it was intended to open the Frigidia-Elysium passage, but due to time constraints, it was removed. It's also possible it was added into the game before Laya's Pendant, which could've served as a solution for time constraints to making more passages.

Unused Shops

Two sets of shop data exist that do not appear to match any of the in-game stores. The weapon shop is very similar to that of Techna's, selling a Laconian Slicer rather than a Force Bow (available at Arrone instead), while the armor shop is very similar to that of Mystoke's, selling a Royal Protector rather than a pair of Royal Boots (available in Rysel instead). It is possible these are an early version of each of those shops, or they were possibly intended for a planned town that never made it into the game.

Weapon Shop

  • Laconian Knife
  • Laconian Claw
  • Laconian Sword
  • Force Bow
  • Pulse Cannon

Armor Shop

  • Planar Armor
  • Royal Robe
  • Royal Vest
  • Royal Boots
  • Royal Fiblira
(Source: Aridia (ROM Editor))

Unused Enemies

Missing Enemy Group Members

All enemies are stored in groups of three sharing the same graphics but different palettes, but not all members of those groups are used.

Disker

Going up?

Part of the "Disk" enemy group. Slightly stronger than a Flopper, but weaker than a Carder. Probably meant for the early third generation, as it gives only slightly more experience and Meseta than a Flopper.

Guardbot

None shall pass!

The mid-level "attack bot"-type enemy. Stats-wise it's stronger than an AgriBot, but only slightly, and gives a much better exp. and Meseta reward. Probably meant for somewhere along Ayn's path. Interestingly, in the PlayStation 2 port (also likely on the PSP counterpart) on the Sega Genesis Collection (also known as Sega Mega Drive Collection in some regions), he appears in several dungeons during Ayn's path.

Gryphon

Rather sickly looking.

The strongest "Harpy"-type monster, and a significant step up from a Griffin in every regard. This would have fit in nicely in any of the Terminus tunnels, had they been used, or in an area like Skyhaven Dungeon or Sage Isle.

Imp

Insert sinister cackle.

The weakest imp-type, but far too advanced in terms of stats and reward for a first generation foe. Likely intended for another cut tunnel, presumably along Nial's path. This is the only front-row enemy removed. Interestingly, on the PS2 port of the game (also likely on its PSP counterpart), he can be found in outdoors Aridia starting with Rhys, oddly enough. He likely through all generations, as that's the case for other enemies in Aridia first appearing in Rhys' path. It is unknown if the aforementioned port of the game contains anymore unused enemies.

Jumpliz

I cut you!

The strongest lizard warrior-type. It's rather unremarkable all around, and was probably intended to be used late in Nial's path, or early in the third generation, as the enemy group it belongs to has no palette show up in the third generation. It was possible he was removed due to censorship reasons, as his legs resemble those of a nude human male.

Sheik

Bald of Evil!

Sandwiched between the "Emir" and "Caliph" swordsmen. Not much to say here, as it's not very different stats-wise from an Emir. Likely just intended to be used mid in the third generation. It was possible he was removed due to censorship reasons, as his colourings resemble those of a nude human male.

Skeleton

Dem bones.

A tough enemy with high HP, decent stats, and... an unfortunately poor reward. He was actually intended to be used within Dahlia's Dungeon in Nial's path, though enemy encounters are disabled there by the cutscene in the Rebel Cave, which was supposed to disable enemy encounters in the Rebel Cave itself.

Spectre

Fear me, mortals!

Lower HP than a Skeleton, but higher stats and a better reward. Probably intended for a Terminus tunnel or somewhere mid-late in the third generation, such as an area like the Aridia-Frigidia passage. This is the only monster group to have two enemies cut from it, leaving only the Wraith used in-game.

(Source: Acmlm)

Unused Enemy Group

Twist and turn The colors, man.

In addition to the above enemies, an entire group of enemies was not used: Twistbot, Swivlbot, and Rotabot. Interestingly, in the Game Boy Advance port, they can be seen in Mystoke Castle. They also appear in the Japanese version of the game, again, in Mystoke Castle, and some other random locations. In the US/EU rom of the game, all of their formations are replaced by either a Roboman, Mechman, or Droidman, who still do appear within the Japanese version of the game.

(Source: The Complete Guide to Phantasy Star III, Acmlm)

Unused Boss (Kara)

But she levels too slowly.

Data exists in the ROM among the other bosses for Kara, interestingly listed between Lune and Siren among the bosses of the second generation. All of the data for this boss is still present, including animations, showing the "Warrior" Kara seen in the final's Sean and Crys generations. These graphics are also present in the GBA port.

It's difficult to see where this boss fight would have gone. In terms of stats, she is roughly comparable to the second-generation miniboss Sari, and by the third generation her stats would have been closer to that of common enemies. It’s possible that these are only placeholder stats and would have had different stats if she was actually used as a boss.

Unused Dungeon Encounters

In all final versions of the game, Dahlia Dungeon at the end of Nial's path has no enemy encounters. It was supposed to have enemy encounters, however, due to a bug from the cutscene in the Rebel Cave, enemy encounters are disabled in the dungeon, while it was supposed to disable enemy encounters in the cave itself (they will be disabled if you use an Escapipe or exit and re-enter the dungeon). Among the enemy encounters are two Fires guarding a Skeleton (left unused, rendering the Skeleton enemy unused), a Dragon alone (later re-used at Sage Isle), two Dryads guarding a Kensai (later re-used at the Aridia-Frigidia passage), and three Dryads guarding a Kensai (left unused).

(Source: Davebrayfb)

Among the enemy groups in the Aridia editor, some formations don't seem to be used anywhere in the game, such as two Zarachne's guarding a Crusher, a single Droidman (such a formation already exists, but this specific group is not), and a Lizrd guarding a Droidman. It is likely they were supposed to appear in areas where similar formations exist.

(Source: Aridia editor)

Oddities

Escapipe Sequence Breaking

Nice job breaking it, hero.

Start up a new game. Before doing anything else, head to the nearest shop, sell your boots, and buy an Escapipe. Play the game normally until Rhys is thrown into the dungeon. Now, instead of opening the chests to advance the storyline, use the Escapipe. You'll be teleported out of your cell and back to the entrance of the dungeon...which throws the game's normal event progression out of whack, preventing you from advancing any further. You cannot interact with the usually-inaccessible NPCs in the hall, and Maia will be placed back in Rhys' room, also rendered moot as her event will not trigger again. Fortunately, the developers realized someone might try to pull off this trick and gave the king a helpful error message, as seen in the above screenshot.


(Source: Sardius)
"But that's not my name...!"

The development team may have caught that one, but it isn't the only opportunity to shatter the plot with an Escapipe. At the start of Generation 2 (Lena path), you can use an Escapipe in your throne room to return to the Cille Castle dungeon from the end of Generation 1. All the random encounters are replaced with Chirpers, for some odd reason (likely a default). King Cille's back, and will gladly accept a rematch. Beat him again, and you'll get the marriage options for Nail as if you just beat Generation 2!

Be careful, though! You'll have to select the second option, otherwise you'll miss out on a plot-specific item that the game normally assumes you have, rendering Generation 3 unwinnable!

(Source: Thuryl)

Using an Escapipe at the start of Ayn's quest does nothing major, and in the third generation, using one at the start of Aron's path also does nothing. Using one at the start of Adan's path will take you to the entrance of Dahlia's dungeon, making the path as short as Aron's by doing that.

For both Sean and Crys, however, using one will render the game unbeatable, as it will take you to Techna's dungeon (the enemy encounters are all a single Chirper, yet again), and there are no ships to Azura in the third generation no matter who your character is. You don't have Aero Parts for Wren or his Sub Parts, so you're stuck on Techna Island, making the game unbeatable.

Version Differences

Regional Differences

In the Japanese version, in battle the ground scrolls as well as the rooftop or clouds. In the American/European version, only the clouds scroll in overworlds, and neither rooftops or grounds scroll elsewhere.

In the Japanese version, when a character is poisoned, their HP isn't viewable, being replaced by a P instead, to indicate they're poisoned. In the American/European version their HP is viewable, and a P is shown next to their HP, indicating they're poisoned.

Virtual Console

The Virtual Console version of the game includes a plaintext ASM patch - complete with developer comments in Japanese - that is applied to the game in real-time. The patch fixes a bug that would cause garbage sprites to appear on the SEGA logo screen after a game-over, and removes the red cross in the Nurse's portrait, as the Red Cross organisation does not like the symbol being used for recreational purposes.