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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

1.33: Indiana Jones and the Temple of Magitek

Enemies: Magna Roader (Purple), Magna Roader (Red), Number 128, Right Blade, Left Blade

I've always thought that Cid comes off very clean very quick in this game. Cid del Norte Marquez is a ruthless scientist who experimented on sentient beings in an attempt to remove their very life energy to the benefit of the Empire. Just because as a scientist he feels the war should be stopped doesn't he mean he feels even the slightest remorse at his actions per se; he regrets them being used for military purposes, apparently, but shows no regret on his glorious victories in the field of science. And he certainly wasn't showing signs of stopping until we stepped in. It's just awfully convenient and nobody seems to want to bring it up again, is all.

Preparation: Celes, the poor lass, was de-equipped upon her exit from your party. You'll want to keep everybody in the Back Row here and equip everyone to their best possible ability, as the next opponents will not have as much Defense as those you've seen just now. You've obtained six new Espers, and you can check them out if you want. There's no way you'll learn new spells before the next boss, but their effects can be nice. I really, really suggest equipping EsperPhantom, as his Ghostly Veil attack can turn the entire party invisible, which is a good thing against both the monsters and the boss you're about to face.

When you arrive, you're bound to notice the Save Point waiting for you there. Cid plays another emo-card by declaring himself as the almost-daddy of Celes, and how sorry he feels her life was dedicated to warfare. Before he can go on, though, Kefka is heard close by, and Cid pushes you into a mine cart. I'm not sure what the graphic designers were thinking here, but it can only be interpreted as one of those paintings of which close inspection only reveals rubbish, while standing away a long distance you'll suddenly notice it's a fish! Or a tree! Or even your deity of choice! At any rate, abstract gaming is not pleasant. I think it's supposed to be some kind of underground railroad from the perspective of a viewer in a speeding mine cart, but I'm not sure. Best not to dwell on it too much. Right now, you'll face five monster formations before the eventual boss, without time to heal or change equipment in between. Note that this is the only place you can get to the red version of the beasties that appear here. If you want to be sure you encounter every enemy in the game, you might have to reset if you're unlucky.

Anyway: Magna Roader (Purple) are big and weak. Magna Roader (Red) are small and weaker. Magna Roader (Purple) possess OFire and OFira spells, both horribly weak. Magna Roader (Red) attack with OBlizzard and OBlizzara spells. Both monsters are cannon fodder with especially low amounts of Defense. Their spells are more annoying than dangerous (as they prevent you from summoning EsperPhantom at the start of the five monster formations and gain invulnerability for the time being).

Make sure you're fully prepared - or as fully prepared as possible – at the end of the fifth monster formation behind you. The next battle will be unpleasantly like being difficult. Here's how to pull that off nice and professional-like. Step one: Silence the remaining opponent(s). Step two: Summon EsperPhantom. Heal up with Potions and Hi-Potions until you're at full health. Smack the last Roader down. You're good to go.
Left Blade
Left Blade
Bestiary #295
Type
Level
HP
MP
Gil
EXP
None
22
700
470
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
5
0
120
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
  

Right Blade
Right Blade
Bestiary #294
Type
Level
HP
MP
Gil
EXP
None
21
400
150
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
20
5
0
120
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
  

Number 128
Number 128
Bestiary #293
Type
Level
HP
MP
Gil
EXP
None
23
3276
810
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
3
0
120
125
0
Stolen Items
Dropped Items
Common: KnifeKazekiri
Common: Tent
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
 
Strategy
 
Number 128 is not so much a human with the cybernetic parts in him as a robot with flesh on it. To top it, he's stronger than anything you've ever encountered so far. There are three attacking parts here, and only three party members. The absolute worst part is the fact that he carries a very rare sword on him, a sword that will remain useful throughout the entire game, of which only two exist; one in a chest you'll find two dungeons from now, one as a rare steal on this very opponent. It's by no means horrible if you don't obtain it, but it's really nice if you do.

There are two blades. Left Blade and Right Blade. They're to the left and right of Number 128. Hence their names. They attack physically every round, and throw in a mean Special if you're in bad luck. If you kill them, they'll be back within 15 seconds. Left Blade knows Shamshir, which is especially dangerous as it reveals invisible characters.

The main body is the worst, as you could imagine. Physical strikes more powerful than those of the blades, a Special that drains HP, the ability to cast the OBlizzard spell, and cast a Net over a character. The latter two reveal invisible characters. But when both blades are killed, he gets really mean. He will cast OHaste on himself to increase his amount of turns and begin using almost exclusively magical attacks. Gale Cut and Atomic Rays are both multi-target attacks, and Atomic Rays hurts quite a bundle. Shockwave is an attack you saw earlier on Dadaluma, and Blaster is its most dangerous move; while inaccurate, it will simply kill any character it does hit. If you are under the influence of Invisible, you get a Game Over.

So here's the strategy if you don't have EsperPhantom at your disposal and/or have summoned him earlier: Ignore the blades and try to focus on the main body. Locke should use Hi-Potions or Phoenix Downs when necessary, and spend all other turns trying to get that KnifeKazekiri blade rare steal. He's also useful for casting OSlow spells on the blades to dampen their aggression, if he has learned it. Edgar is reliable and powerful with ToolsDrill or ToolsChainsaw, but his brother not so much. If Sabin doesn't know the OThundara spell, I suggest Rising Phoenix. Eventually it will take out the blades, but EsperPhantom gave us a head start at the very least, and you can always summon him again if you entered the battle while invisible. With Cyan, it's the same, only with Fang. If you obtain the KnifeKazekiri, give it to him and simply Attack the body. Gau can Rage Anguiform to be sure to hit the body every OAqua Breath, or Rage Aspiran if you're feeling lucky. Gigavolt is stronger, yet not always multi-target. A few additional tips:
  1. If (most of) your party is revealed and you can still summon EsperPhantom, do so. Invisibility is definitely a positive status as long as you can keep at least one blade around at all times.
  2. Counter your adversary's OHaste spell with a OSlow spell from your side when possible.
  3. If you find yourself in the rare position of having EsperCatoblepas equipped but not EsperPhantom, summon the piglet Esper right away. There's a rather large chance he'll take out both blades in one go.

Number 128 is one of the most dangerous opponents of the game given its relative setting, and if your luck is just really, really bad it's possible to die even if you're a rather experienced player, especially if you're trying to get the KnifeKazekiri. Expand Full Strategy
  

A note about the common Phoenix Downs you were supposed to get for killing the blades; you'll never get them. The blades will always ripple away, which is an action before they disappear. As such, you'll only make them disappear, you never actually 'kill' them.

Caves of Narshe: Final Fantasy VI
Version 6
©1997–2025 Josh Alvies (Rangers51)

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