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Final Fantasy VI Bosses

You may be here looking at the Final Fantasy VI bosses in order to figure out how to beat them. We've included brief strategies for them here, but in virtually all cases, you may find more detail than we can fit here by visiting the walkthrough.

Enemies | Bosses | All

Statue of the Gods A
Statue of the Gods A
Bestiary #337
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
73
27000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
50
10
10
115
155
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
None
water
Lores
Command Immunities
None
Control, Sketch, Scan
  
Statue of the Gods B
Statue of the Gods B
Bestiary #338
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
73
33000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
35
30
5
110
150
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimpdeathsilenceconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
wind
Lores
Command Immunities
None
Control, Sketch, Scan
  
Statue of the Gods C
Statue of the Gods C
Bestiary #339
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
74
30000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
63
12
10
140
140
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
poisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
fire
Lores
Command Immunities
None
Control, Sketch, Scan
 
Strategy
 
Statue of the Gods A is incapable of doing anything magical, and it will normally just use Battle. It has a 66% chance of countering any damage it takes with Battle too. When it hits 10112 HP, Statue of the Gods A may start to use !Razor Gale, which is a tad stronger. Did you know '112' is the Dutch alarm number? Did you care? Statue of the Gods B is only slightly more inventive than its shorter twin; it switches between Battle and Shockwave. When it hits 10240 HP, Statue of the Gods B takes a break from the Shockwave attacks and uses either Battle or does nothing whatsoever. Bold strategy, Cotton. If Statue of the Gods B is the last target to be taken out in this first battle, it'll use up to three Shockwave attacks before going palm-up.

Statue of the Gods C is one that only a mother could love, I suppose, and since there is no mother to speak of, it only makes sense that this creature is trapped in a state of continuous furious torment. It doesn't really do a lot normally, very rarely using either Reverse Polarity or !Sapping Strike. Every fifth turn it'll use either OProtect or OHaste on one of its Arms. Of course, the trouble begins once you pound it enough and it hits 10240 HP. From this moment on, it'll never rest and use either !Sapping Strike or the Petrify-inducing Dread Gaze attack. In this damaged state, every fifth turn may feature Dread Gaze, Magnitude 8, or Reverse Polarity. If Statue of the Gods C is the last target to be killed, it'll go with a OQuake spell.

The first tier of the final battle is beyond any doubt the easiest tier, and, since every succeeding tier will be more difficult to handle than the previous one, it makes sense to use the relative harmlessness of this titan to your advantage. Start the battle off by reducing the damage you're taking. Take out Statue of the Gods B easily by employing an instant death attack: either use the ToolsAir Anchor on it or cast OBreak spells until one hits. Now, cast OSlow on Statue of the Gods A and you're good to go. Make sure that you do not summon EsperGolem or EsperFenrir right now: Their effects won't carry to the next tier and you'll need them much more up there.

Now that you're just taking !Sapping Strikes and occasional physical hits from the fiend, it's time for your barriers. Cast OHastega, OMighty Guard, ORegen, OReraise, you've got all the time in the world and there's nothing stopping you from applying all the positive status ailments you see fit. Know that if you brought Terra to this battlefield, you can have her Morph and let her Morph timer run out while she's Sleeping to make her Morph status permanent. If you're done, it's time to finish this titan off.

You'll want to take out Statue of the Gods C before Statue of the Gods A, so focus your attacks on it. Since Statue of the Gods C is weak to Fire-elemental attacks, an single-target OFiraga spell leaves a huge dent, as do Thrown SwordFlametongues. There's nothing particularly interesting to say about the do's and don't's of this battle: focus your powers mainly on Statue of the Gods C, as you want to take it out first, and simply inflict damage as efficiently as possible. You've had much more experience with your characters than I have, so go with what has proven itself in your particular situation. Expand Full Strategy
  
Statue of the Gods D
Statue of the Gods D
Bestiary #340
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
70
30000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
7
0
120
153
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknessimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
earth
ice
Lores
Command Immunities
None
Control, Sketch, Scan
  
Statue of the Gods E
Statue of the Gods E
Bestiary #341
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
73
24000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
10
0
105
153
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
lightning
Lores
Command Immunities
None
Control, Sketch, Scan
  
Statue of the Gods F
Statue of the Gods F
Bestiary #342
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
72
41000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
1
8
0
145
125
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
earth
Lores
Command Immunities
None
Control, Sketch, Scan
  
Statue of the Gods G
Statue of the Gods G
Bestiary #343
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
73
28000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
6
9
0
115
153
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
None
Control, Sketch, Scan
 
Strategy
 
Statue of the Gods D will act very rarely, but, when it does, the effects tend to be less than desirable for your part of this ordeal. Characters that absorb Fire are relatively safe from Statue of the Gods D's attacks, but it'll be rough for the others. Statue of the Gods D's normal AI script reads Nothing - strong attack - Nothing - 1/3 Battle - loop, but once you pound it below 11520 it'll get mad and start using the strong attacks every turn, with a 1/3 chance of using !Zombie Fang in the same turn immediately afterwards. This frenzied Statue of the Gods D is far and away the most troublesome opponent of this tier and is priority number one as a result. Since his elemental weakness is the popular and easily exploitable Ice-elemental variant, OBlizzaga spells and Thrown SwordIcebrand blades are extremely strong attacks versus the ferocious feline. Did you know: Statue of the Gods D's image is the exact same one as Sabin uses when he executes his Desperation Attack 'Statue of the Gods D Break'?

If you'd thought that you had seen the last of those repetitive machine moves when you destroyed the Empire's most powerful weapon, you had better think again. Statue of the Gods E is less than picky with its AI script and will randomly use any of its attacks in any situation with only one quirk: Once Statue of the Gods E hits 11520 HP, it'll stop using Atomic Ray and start using the ever-so-slightly stronger Absolute Zero attack.

Statue of the Gods F uses spells. A lot of them. It has all kinds of conditions too, so allow me to present them to you: Normally, it's OPoison, ODrain, OBio, OFiraga, OConfuse, OHaste, OImp, OHastega. When its HP drops below 30720, it's: OBlizzaga, OThundaga, OHoly, OFlare, OSleep, OStop, OReflect, OSlowga, OReraise. Below 20096, another change: OBlizzara, OFiraga, OThundaga, OHoly, OFlare, ORasp, OSilence. Below 10240, same story: Starts using 33% OGraviga spell as an omni-counter. Finally, below 5120: Starts using 33% OGraviga and up to two ODispel spells as an omni-counter. Note that when Statue of the Gods F dies, its Mute status will be removed and its final counter will definitely produce results.

Statue of the Gods G hits you. Every turn it uses Battle. It never rests or does something remotely interesting; it just sits there and pounds every character it can get its hands on. When it dies, it uses !10-Hit Combo once and follows up with nine Battle attacks before croaking for good. Obviously you were supposed to expect a tenth hit here, but luckily you have me to suck the fun out of every single one of those little tricks.

You should still be buffed up from the previous battle, so there's no need to redo it now. Don't touch EsperGolem/EsperFenrir yet. Start by killing Statue of the Gods E ASAP; once again, the ToolsAir Anchor really helps. ODeath spells are a suitable replacement. Cast the OSilence spell on Statue of the Gods F, or use the OBad Breath Lore. If Statue of the Gods F managed to set Haste on Statue of the Gods G, cast OSlow to counter the effects. By this point, you should have killed Statue of the Gods E, crippled Statue of the Gods F into uselessness, and Slowed the inherently inferior Statue of the Gods G. What's left is Statue of the Gods D.

Focus all your attacks on Statue of the Gods D. Like I said, OBlizzaga spells and Thrown SwordIcebrand blades really hurt it. When Northern Cross hits home, use a Fire spell to recover. Don't let Zombies roam either; cure immediately and make destroying Statue of the Gods D a priority over healing as Statue of the Gods D is the only dangerous opponent on the field (not to mention the fact that, if you're in trouble, he can't be more than 10000 HP away from defeat based on his AI). Once Statue of the Gods D is down, recover from any wounds you might've obtained and go for Statue of the Gods F instead.

After you've killed Statue of the Gods F (there's no special tricks), you'll probably have one or more characters who have lost their positive statuses due to !Zombie Fang, dying in some other manner, or ODispel. Re-set them (since Statue of the Gods G won't be KO-ing anybody anytime soon) before finally going for the kill on the final part. Statue of the Gods G's !10-Hit Combo shouldn't hurt too bad; even in such large numbers, its weak and inaccurate physicals fail to impress. Expand Full Strategy
  
Statue of the Gods H
Statue of the Gods H
Bestiary #344
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
58
9999
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
73
9
0
150
155
0
Stolen Items
Dropped Items
Common: SwordRagnarok
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
fireicelightningpoisonwindholyearthwater
None
Lores
Command Immunities
Control, Sketch, Scan
  
Statue of the Gods I
Statue of the Gods I
Bestiary #345
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
71
40000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
63
6
0
140
120
0
Stolen Items
Dropped Items
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
Control, Sketch, Scan
 
Strategy
 
Statue of the Gods H just isn't that interesting. OWhite Wind can show up at any turn, and !Repose may make a cameo appearance too. If you dare to kill off Statue of the Gods I before Statue of the Gods H, Statue of the Gods H will respond by casting OArise on Statue of the Gods I, reviving it. Note that Statue of the Gods I won't revive back to its max HP, but to 9999 HP instead, which is good news for us.

Statue of the Gods H is just there to keep Statue of the Gods I around, which is bad enough for you, as Statue of the Gods I is a particularly nasty enemy to have around. Every odd turn, Statue of the Gods I may cast either OTornado or OMeltdown, and, on every even turn, Statue of the Gods I will either use Battle or ODoom. Since this tends to be a long battle, ODoom quickly becomes a burden. Statue of the Gods I really goes for the kill once it dips below 10240 HP, though. Once you've brought this disaster on yourself, Statue of the Gods I will use Meteor. Always. Not only this, but it will also gain access to an omni-counter: 33% Meteor, 33% nothing, and 33% Trine, a new attack. Trine is unblockable and sets Dark and Mute, which is pretty bad as unless your characters are RelicWhite Cape-, RelicRibbon-, or Rage-protected. Once Statue of the Gods I is killed, it'll use at least one and possibly two !Repose attacks to set Death on a character, which is, again, pretty bad, since characters killed this way cannot be revived right after and disappear from your team.

The first priority of this battle is EsperGolem or EsperFenrir. As soon as this is in place, Statue of the Gods H needs to go down. It is vital you have non-elemental and targetable attacks to use for this purpose. Edgar's ToolsDrill Tool, Shadow's ShurikenFuma Shurikens, SwordFalchions, ShurikenPinwheels or LanceImpartisans, GamblerFixed Dice, OFlare spells, and SwordRagnarok or SwordLightbringer swings are all grand. Obviously, nothing is stopping you from hurting Statue of the Gods I in the meantime, so OGrand Delta and OUltima aren't out of the question either. Taking down Statue of the Gods H can be quite tedious, as she is constantly healed by both her own OWhite Wind attacks and Statue of the Gods I's OMeltdown spells. If you brought Locke or Gogo with a Steal command, you might try to Steal Statue of the Gods H's SwordRagnarok sword; if one of your characters is wielding an SwordEnhancer, replace it.

Once Statue of the Gods H has been killed, you just need to rough it out with Statue of the Gods I. Keep yourselves healed and always recover from Trine right away. You just need to bridge the dangerous gap between Statue of the Gods I having 10240 HP and Statue of the Gods I having 0 HP, as in this window Statue of the Gods I is simply strong enough to kill you whenever his AI script gives him the chance. The best route in the end is to go all-out on the offensive and give Statue of the Gods I as little time as possible to use Meteor. When Statue of the Gods I dies, it'll use either one or two !Repose attacks. This is why we kept EsperGolem and/or EsperFenrir around for all this time: Avoiding the gruesome fate of a successful !Repose attack. Having circumvented this dirty last trick, it's time to rise even further up in the Heavens and face the Fallen One himself. Expand Full Strategy
  
Storm Dragon
Storm Dragon
Bestiary #325
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
74
42000
1250
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
9
0
110
150
0
Stolen Items
Dropped Items
None
Common: ArmorForce Armor
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
wind
lightning
Lores
Command Immunities
Control
 
Metamorph Package
 
 
Strategy
 
Storm Dragon is the toughest dragon out of the bunch, and the specific scourge of the average "Low-Level Game" players (those who intentionally keep their levels low for a challenge) because one of Storm Dragon's attacks is the non-elemental, unblockable Leaf Swirl attack, which you can't prevent Storm Dragon from using. Luckily, you probably have at least one ArmorMinerva Bustier wearer in your party at this point, and, since you just found a ShieldThunder Shield that can be equipped on any given party member (except for Umaro, the useless piece of muscle that he is), you should have at least two party members capable of nullifying the Wind element.

Storm Dragon can use three attacks normally: Battle, Wind Slash, and Leaf Swirl. Leaf Swirl and Wind Slash are about alike in power and they're both unblockable. Leaf Swirl, however, is non-elemental, whereas Wind Slash is Wind-elemental. As soon as Storm Dragon dives beneath 15360 Hit Points, he'll drop Wind Slash and Leaf Swirl in favor of more physicals (he'll start using !Wing Saber here as well) - OAero and Cyclonic. OAero is about 1.2 times as powerful as Wind Slash, but 2.4 times as powerful when used on a single target (which will only happen if all the other characters are Wounded or in the air due to a Jump attack). Cyclonic, as you know from Wyvern and Platinum Dragon, is a multi-target percentage-based attack that will remove 93.75% of the targets current HP. RelicMemento Rings and RelicSafety Bits block the effects of Cyclonic, as do Leaf Swirls with the Instant-Death Protection property.

At the start, summon EsperGolem or EsperFenrir to protect against the physical attacks Storm Dragon uses. EsperZona Seeker's Wall really helps against Wind Slash and Leaf Swirl, but you should invest in individual OShell castings if you don't have EsperZona Seeker ready. Next, you'll want to use ORasp a few times to take care of Storm Dragon's MP; when it's gone (you can check with OLibra, or keep track with a calculator), Storm Dragon won't be able to cast OAero or Cyclonic in its 'dangerous' (second) phase. If one of your party members has learned the OHastega spell from EsperQuetzalli, make use of it, by all means.

That said and done, just start beating him! Terra's Morph can help boost the damage of her spells (and halve the damage done to her by the magical spells, even though only Leaf Swirl should ever damage Terra if you've played your cards right). Since Storm Dragon is weak against the Lightning-element, OThundara, Tri-Disaster, and OThundaga all hurt very nicely. Storm Dragon is rather strong and not to be taken lightly, especially since he won't succumb to your status ailment spells, but with the proper set-up, you shouldn't have a lot of problems. Expand Full Strategy
  
Tentacle 1
Tentacle 1
Bestiary #299
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
33
5000
600
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
impdeathberserkconfusionstop
None
Elemental Absorb
Elemental Weakness
lightningwater
None
Lores
Command Immunities
None
Control
  
Tentacle 2
Tentacle 2
Bestiary #297
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
31
7000
800
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
impdeathberserkconfusionstop
None
Elemental Absorb
Elemental Weakness
fire
icewater
Lores
Command Immunities
None
Control
  
Tentacle 3
Tentacle 3
Bestiary #300
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
34
4000
500
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimpdeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
earthwater
None
Lores
Command Immunities
None
Control
  
Tentacle 4
Tentacle 4
Bestiary #298
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
32
6000
700
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
imppetrifysilenceberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
icewater
fire
Lores
Command Immunities
None
Control
 
Strategy
 
What's the point of this battle? There are four Tentacles. It gets rather confusing because each Tentacle has its own set of status immunities and elemental properties. But there is one thing that all Tentacles have in common; the attacks they perform, of which the most noticeable is the Grab, the attack both !Stun and Entwine are centered around.

What does Grab do? Grab seizes a character and renders it completely helpless. During a period of about 30 seconds, the Tentacle that used Grab holds the character and gradually drains his or her HP. It's a weird little formula. It's non-elemental and barrier-piercing and has a 5/8 chance of dealing about 60 HP of damage at each interval (which means that damage is taken less regularly if the Tentacle is slowed and more often if Hasted).

Tentacles just use their normal attacks: Battle, !Stun to set Slow, Entwine as a multi-target means of setting Slow, Poison and OBio. If they're damaged, they have a 33% chance of countering with Battle. However, whenever a character is Slowed, a Tentacle will always use the Grab attack and will grab the character from which it drains HP. The Tentacle that has grasped a character doesn't perform attacks, and the character that is under a Grab cannot act. This lasts for about 30 seconds, at which point the Tentacle will use Release to remove all the effects of Grab. Slow was removed when the Grab attack was used.

This is why RelicHermes Sandals are so nice: with inherent Haste, both !Stun and Entwine will never work and thus Celes and Sabin will never be Seized during the battle.

Start the battle off by summoning one or both of your physical protection Espers, EsperFenrir and/or EsperGolem; both protect against Battle and, more importantly, !Stun. Employ Edgar's ToolsBioblaster to Poison up to three of the Tentacles. If one of your characters has EsperSiren equipped, send her out to stop the OPoison and OBio spells used by two of the Tentacles. Now that the multi-target offenses and defenses have been cast, it's time to kill off one Tentacle at a time.

Cast ODeath on the bottom-left Tentacle to dispatch it instantly. Obviously, the newly acquired OBanish also works, but ODeath's Hit Rate is superior and the ODeath spell is more MP-efficient.

If you summoned EsperSiren, the most dangerous Tentacle right now is the top-left Tentacle, as that's the only Tentacle capable of casting OPoison and OBio. Cast OStop if you have it, and focus Edgar's ToolsDrill and Sabin and Celes's level 2 spells on it until it dies. If you didn't summon EsperSiren, you should cast the OSilence spell on both the bottom-right and top-right Tentacles to achieve the same effect. If this isn't an option, it's best to kill the most fragile Tentacle first: the bottom-right Tentacle. ToolsDrill and OBlizzara will kill it very quickly.

From this point, the remaining Tentacles are left to your imagination. Don't bother using OPoisona when a character is Poisoned; the battle won't take that long, so sticking to OCura spells to keep your HP up will suffice. If Sabin knows Razor Gale, use it exclusively. Have Edgar focus on his ToolsDrill attacks, and keep Celes around to whip out a level 2 spell that won't be absorbed whenever possible (the lower left Tentacle is the only one that absorbs OBlizzara; once you've used ODeath or OBanish to dispatch it, this spell is your best elemental option).

The fight against the Tentacles can be a pain, but only if you don't prepare properly. You'll pull through. Expand Full Strategy
  
Tonberries
Tonberries
Bestiary #308
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
99
14001
11000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
5
1
150
100
150
0
Stolen Items
Dropped Items
Status Immunities
Elemental Immunities
petrifydeathberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
water
fire
Lores
Command Immunities
None
None
 
Metamorph Package
 
  
Tunnel Armor
Tunnel Armor
Bestiary #270
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
16
1300
900
250
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
10
15
0
29
145
0
Stolen Items
Dropped Items
Common: ToolsBioblaster
Rare: DirkAir Knife
Common: Elixir
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
lightningwater
Lores
Command Immunities
None
Control
 
Strategy
 
Tunnel Armor is more or less a scripted battle; it forces you to use Celes as a Runic user while Locke should Attack, Attack, Attack!

Tunnel Armor is boring. He uses Attack, !Drill, OFire, OThunder, and OPoison to hurt you. If he hits 384 HP, he'll swap the possibility of casting OPoison for the ability to fire off Magitek Lasers. If he's been damaged, he'll sometimes counter with Attack.

Have Celes under continual Runic during this fight. If your enemy casts a spell, have her use it as soon as possible. If the enemy uses a physical attack, just have Celes wait; there'll be a magical attack around the corner. Locke should try to steal something as long as Tunnel Armor still has anything. If you steal a second DirkAir Knife, and Locke still has a RelicGenji Glove with a DirkMain Gauche equipped, you can use the second DirkAir Knife by equipping it mid-battle. Have Locke use a Hi-Potion if either character gets low on HP; the strongest attack he'll be able to successfully use is !Drill, which hits for slightly over 100 HP worth of damage on a RelicGenji Glove wearing, Front Row Locke. Otherwise, he should simply attack. Expand Full Strategy
  
Typhon
Typhon
Bestiary #287
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
26
10000
40000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
10
0
100
55
0
Stolen Items
Dropped Items
Common: DirkDagger
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathconfusion
None
Elemental Absorb
Elemental Weakness
fire
icewater
Lores
Command Immunities
None
Control, Scan
  
Ultima Buster
Ultima Buster
Bestiary #332
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
67
55000
19000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
20
10
0
75
70
0
Stolen Items
Dropped Items
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
poisonwindholyearthwater
None
Lores
Command Immunities
Control
 
Strategy
 
Remember when some scholar-type guy told you there were two so-called Atma Weapons? Strangely enough, you ought to own one and have defeated the other, so what's the deal with this guy? Clearly, now that Kefka has control over the Goddesses, he's made them craft an even stronger version of the legendary beast of mass destruction we destroyed a year ago. Or something.



Ultima Buster isn't as interesting as it hypes itself up to be. Normally, he uses the level 3 spells, switching to a Northern Cross or Southern Cross attack every now and then. When he hits 32640 HP, he'll revert to OFiraga, OQuake, OMeteor spells, OTsunami, and Flare Star. When you hurt the fiend, he may counter with Battle, but what Ultima Buster is actually doing here is storing the hate he develops from your blows into the ultimate attack: whenever he is hurt 12 times, he will stop acting and start storing energy: "" The boss will proceed to glow yellow and do nothing for two turns before unleashing the strongest attack known to man: OUltima. It hurts really bad (count on around 2400 HP worth of damage), and you don't want that.

Ultima Buster's unique elemental coverage makes LanceHoly Lance Dragoons useless, so give them LancePartisans at the start of the battle. Summon your barriers: OMighty Guard, OHastega, EsperZona Seeker's Wall, Earth Wall, Moon Song, Life Guard, you know what works. Don't forget to set Slow on Ultima Buster, and you might try Stealing too, although there's nothing especially grand to obtain in this fight.

Keep yourself healed and make sure you only execute the strongest attacks. Ideally, if you don't have Runic, you want to take out Ultima Buster in twelve hits or less, which makes for a needed average of around 4600 damage a hit. That shouldn't be too much of a problem, right? If it is, there's a few ways around the situation:
  • The OReraise spell;
  • Have a character summon EsperQuetzalli around the time Ultima Buster flashes yellow for the second time, causing OUltima to miss all your characters.
  • Don't attack Ultima Buster - just set OReflect and keep yourself healed with RodHealing Rods, Hi-Potions, and OWhite Wind until his own level 3 spells have damaged him enough to lower him into his 'dangerous phase'. ToolsDebilitator might help to speed things up there. Now that he's already fairly damaged, you should be able to kill him before he gets to OUltima.

Obviously, if you do have Runic at your side, there's nothing to worry about as, when Ultima Buster starts glowing, you can just initiate the Runic skill and watch the attack be absorbed by the blade. Expand Full Strategy
  
Ultima Weapon
Ultima Weapon
Bestiary #294
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
37
24000
5000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
45
5
20
142
97
10
Stolen Items
Dropped Items
Common: RelicRibbon
Rare: Elixir
Common: Elixir
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control
 
Strategy
 
Ultima Weapon is quite a challenge. Not quite as disgustingly horrible as Air Force, but you don't have the ability to divide and conquer that made the Air Force battle palatable. Ultima Weapon starts like a rather tough monster, and as he has the most HP of any normal monster so far (Intangir excluded), he'll be quite the little troublemaker.

His normal battle script starts with a pretty rockin' speech, and then it continues to simply pound your character into submission with Attack, OFlare, and Blaze. OFlare is a snazzy new spell you're probably not familiar with yet. OFlare is non-elemental and barrier-piercing, though you can protect yourself with RelicReflect Rings and the like. This is, until he reaches 12800 HP, at which point he'll start casting OBio, OQuake, or the enemy version of OMeteor, use either Attack or !Full Power, use an multi-target OFira spell, and end with Mind Blast.

Mind Blast is a multi-target attack that randomly selects a character four times and sets one randomly selected status ailments out of the following possibilities: Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, and Stop. If a character is never chosen, he won't be affected by the spell; if a character was randomly selected three times, he'll get three randomly selected status ailments set on him. As you can imagine, you can come away from this attack with relatively minor damage, or with some fairly severe damage. It might be a good idea to summon EsperUnicorn if you have it after Mind Blast has been used.

After Mind Blast, Ultima Weapon will get even stronger. The message "" will appear, and Ultima Weapon will give himself Protect, Shell, and Haste status and glow an eerie yellow. He'll wait for his next turn and glow yellow again. That next turn, he'll glow yellow for a long time, some cogwheels will spin (as a hobby assembly enthusiast, I wonder how the heck they did that), and Ultima Weapon will use the move Flare Star.

Flare Star is a neat attack. It's fire-elemental and its damage depends on your level. It multiplies the level of a random party member by 80 and splits the damage by the amount of characters you have. So, if you have a four-headed party, all level 25, the damage will be 500 per party member. After Flare Star, he basically starts over again with OBio/OQuake/, etc.

When you knock him below 6144 HP, he'll start using another set of spells: Attack, OGraviga, Tornado, ORasp, and Blaze. Every time he is damaged in this stage, he'll have a 33% chance of countering the attack with OFlare. He'll keep this up until he dies.

You can basically do two things here. In both scenarios you'll want your party covered in RelicReflect Rings. Celes shouldn't need to use Runic until the final stage of Ultima Weapon, when he gains the ability to cast OGraviga, as this can be absorbed by Celes' Runic blade yet flies past RelicReflect Rings.

If a lot of your characters know the ORasp spell (say, three or four), you could try to ORasp his 5000 MP down to 0 and kill him that way. It will take longer than HP violence will, but if you just stick with attacking his MP, he'll never leave the 'safe' offensive scheme (Attack, OFlare, and Blaze), against which EsperZona Seeker and RelicReflect Rings result in easy victory. Even without those two, it'll still be easier on you to handle it than the standard HP-depletion method will.

If you decide to just smack him to death with your ouchies, beware. Start the battle off with EsperZona Seeker to soften the blow of his magical attacks. Make staying alive priority one: OFlare can do over 600 damage, so be prepared for a OFlare spell at all times if you're not covered in RelicReflect Rings. Cast OSlow on him to slow him down.

Try to steal a RelicRibbon with Locke; you'll thank yourself for the effort later. If Edgar is in your party and can use a ToolsDebilitator, use it until you've nailed a nice weakness to exploit. Then exploit it (as if you needed me to say that!).

If he uses Mind Blast, cure the most dangerous status ailments and proceed. If the message "Vast energy focused" appears, use ODispel to remove your adversary's positive status effects (and don't forget to cast OSlow again).

Basically, it's a story of heal first and damage later. Terra, Celes, and Relm should just use their level 2 spells (OBlizzara is, by a very slight margin, the strongest of the three – unless, of course, you've ToolsDebilitator'd him to have a weakness). Have Locke steal until he has acquired either an Elixir or a RelicRibbon, and use SpecialHawkeyes to fight with for the duration of the battle. Edgar can use ToolsDrill and Sabin Aura Cannon for superior damage.

Mog's Dance is up for debate. The Earth Blues is the home Dance, so it will never fail, and it also has the most damaging attack of all Mog's attacks: Rock Slide. The Water Harmony, on the other hand, has a more constant damage output, as both El Niño (most common attack) and Plasma (2nd most common attack) will work. In contrast, Earth Blues' Sonic Boom will fail whenever it's used. I'm leaning toward Earth Blues myself, but it's more a matter of personal preference.

Setzer will probably want to stick to Gil Toss. Even with double RelicEarring, his level 2 spells are inferior to Gil Toss and his Slots aren't very useful in this fight. Prismatic Flash can't compare to Gil Toss, Chocobo Stampede misses entirely due to Ultima Weapon's inherent Float and the other attacks are too rare to consider an option.

Cyan's Flurry out-damages Fang, so try to have other characters attack while you wait for Flurry to load. It might be safer, if you're less experienced, to simply stick to Fang and have him run utility work if that's necessary. If you seriously brought Cyan for some reason I expect you to have taught him at least one level 2 spell; with one pair of RelicEarring, a level 2 spell will outdamage Fang.

Strago's OAqua Breath attack is the strongest he'll be able to do. If you equipped RelicReflect Rings, his OWhite Wind move will be very nice to have around. OTraveler might be stronger than OAqua Breath, but it should also be much more troublesome on your MP. Try it out and see what works for you. An added benefit of OAqua Breath, by the way, is its dual-elemental nature; if you brought Edgar, there's a double chance Strago can exploit the ToolsDebilitator-induced weakness with the attack.

Gau's best choices are probably Ninja (SkeanWater Scroll), Chimera (OAqua Breath), Bomb (Blaze) or Outcast (Lifeshaver). Ninja is the strongest offensively, but you probably didn't go back to pick it up. Outcast is very defensive; since it makes Gau absorb Fire-elemental attacks, is inherently Floating, and gives the Undead property, Outcast will protect against OFira, OBio, OQuake, Blaze, Flare Star and (due to a bug) all the effects of Mind Blast. If you have level 2 spells on Gau, I'd advise you to use Magic rather than Rages in this battle, as the level of control will be nice to have. And, with all the Attacks Gau uses, damage output will be higher overall. Expand Full Strategy
  
Ultros
Ultros
Bestiary #286
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
25
22000
750
3
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
22
7
0
95
155
0
Stolen Items
Dropped Items
Common: Dried Meat
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
water
firelightning
Lores
Command Immunities
None
None
 
Strategy
 
Ultros isn't very hard this time around. He starts the battle off with the message "Thought you wouldn't see me again? I've got more lives than I do arms!" He'll normally use Attack, !Ink, Stone, and Tentacle. After every minute of battle, he'll use Hailstone, a percentage-based attack that removes 75% of your current HP.

Every other turn, he'll start by taking a little slither in your direction. Once he has slithered eight times, he uses a particularly nasty spell: Either OAqua Breath or Magnitude 8. You can easily take both (especially the latter if you're equipped with ArmorGaia Gear, as you should be), but you can make him back off one slither if you hit him three times with a Magic spell (not a Lore, however). Not that that's really advisable, but I'll explain that in a minute.

When Ultros reaches the low grounds of mere 15360 HP, he'll cast OHaste and OProtect on himself. "" Indeed. Once you've cast five spells on him, he'll go red and the screen will say: "" This means that any Fire-elemental spells will be countered by OFiraga, Ice-elemental spells by OBlizzaga, and Lightning-elemental spells by OThundaga.

As soon as you bring Ultros down to 10240 HP, a cutscene will trigger to bring in Relm. She'll chat with Ultros, and some moments later - after the obviously hi-la-rious cutscene has passed - will join you on your side against Ultros. If you use her Sketch ability on him, Ultros will say: "" and leave.

The strategy is pretty straightforward. I wouldn't bother with offensive spells whatsoever if I were you (other than two OSlow spells, one to start off with and one to counter his OHaste/ OProtect combo with). If you have EsperGolem's OStop spell, use it to great effect and cast it every time you see Ultros taking another turn. Strago's Rods, should they have the Fire or Lightning element, will do decent damage overall (especially when that random spell steps in). Ultros Floats, so Locke can horribly abuse that with his SpecialHawkeye(s) (you can cast OBerserk on Locke if you feel like you can sacrifice controlling him). Terra can wield SwordFlametongues and/or SwordThunder Blades to hurt Ultros a bundle. If Strago's level is 25, he can rock out with his rock out; OStone will do major damage. Try to Steal a RelicWhite Cape, as it's basically free and generally useful. End the battle with Sketch if you want to. Expand Full Strategy
  





Enemies | Bosses | All


Caves of Narshe: Final Fantasy VI
Version 6
©1997–2026 Josh Alvies (Rangers51)

All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.