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World of Darkness (Final Fantasy III)

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The World of Darkness, also known as the Dark World, is the final dungeon in Final Fantasy III where the party fights the Cloud of Darkness and several other enemies. It is a point of no return.

The dungeon's layout mostly consists of paths made out of dark energy, surrounded by a black void.

To defeat the Cloud of Darkness, the party must first find the Warriors of the Dark to weaken the final boss. To find each of them, they must first battle the bosses: Echidna, Ahriman, Cerberus and Two Headed Dragon.

The name World of Darkness was also used to refer to the surface world before Luneth's party went down there.


Item Location
Ribbon Cerberus's area. Guarded by Xande's Clone.
Ribbon Echidna's area. Guarded by Xande's Clone.
Ribbon Ahriman's area. Guarded by Xande's Clone,
Ribbon Two Headed Dragon's area. Guarded by Xande's Clone.


First area
Water crystal area
Air crystal area
Fire crystal area
Earth crystal area
Cloud of Darkness area

Battle BackgroundEdit

Open AreaEdit

World of Darkness

Crystal roomsEdit

Crystal Tower BG

Musical themesEdit

Dark Crystal from Final Fantasy III (DS)
FFIII - Dark Crystal
Trouble with the audio sample?

The background theme that plays in the World of Darkness is called "Dark Crystal". An arrangement of this track was included in the "Dark Cloud" track from the album Final Fantasy III: Eternal Legend of the Wind.

Other appearancesEdit

Final Fantasy XIVEdit

The World of Darkness is the last part of the Crystal Tower quest line where the player will finally confront the Cloud of Darkness.

Dissidia Final FantasyEdit

World of Darkness

The World of Darkness.

The World of Darkness is the representative arena of Final Fantasy III. Here, the Onion Knight fights the Cloud of Darkness to save Terra Branford. It is also the site of the first cutscene for Cloud's, Cecil's, and Squall Leonhart's storylines, and is where Tidus and Firion split up. In Firion's storyline, he fights Ultimecia directly afterwards.

The World of Darkness consists of a polygonal dark crystalline area with many tall pillars and tendrils of dark energy circling the arena. Characters can use Quickmove to grind over the energy bars or to run up the pillars. In the background at one end of the stage, a staircase descends from nothingness. The arena's Ω form periodically shifts form to one of two other areas of the Final Fantasy III.

Depending on how close the characters are to each other when the shift occurs, the arena will shift to a small, closed-in area with a series of square pillars and platforms rising in the center, or a large open area consisting of transparent platforms connected by bars of dark energy hovering over a Banish Trap. Depending on which alternate area the characters are teleported to, the Bravery pool will rapidly increase depending on the distance of the two characters from each other. After a period of time, the arena shifts back to its default appearance.

The battlegen item obtained through stage destruction in this area is Sealed Darkness.

Dissidia 012 Final FantasyEdit

The World of Darkness returns as an arena. In the 12th cycle, this is where Laguna encounters the Cloud of Darkness.

Theatrhythm Final FantasyEdit

The World of Darkness appears as the Battle Music Sequence for "Battle 2", both from Final Fantasy III and Final Fantasy IV, the latter as downloadable content.

Theatrhythm Final Fantasy Curtain CallEdit

World of Darkness TFFCC

The World of Darkness

The World of the Darkness returns as the BMS for both songs.

Final Fantasy Airborne BrigadeEdit

FFAB True World of Darkness D012 Special
Castle Cornelia PSThis article or section is a stub about a location in Final Fantasy Airborne Brigade. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Record KeeperEdit

Castle Cornelia PSThis article or section is a stub about a location in Final Fantasy Record Keeper. You can help the Final Fantasy Wiki by expanding it.



  • Developers planned to add a save point in the Dark World entrance while developing the NES version, but ignored that idea, as they thought it would make the final dungeon too simple. It was kept this way for the 3D remakes.

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