Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
1.38: Rampage of the Millennium
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Enemies: Outcast, Provoker, Zombie Dragon, Antares, Lich, Ninja, Kefka
Treasures: Assassin's Dagger, Elixir,
Genji Glove,
Heiji's Jitte, Hi-Ether x3, Magicite Shard x3,
Kazekiri, Tent,
Ultima Weapon, X-Potion
Once again, I want to stress how nice your life will be if you collect four sets of








Time to choose a new four-headed party out of your eight-headed available party! Mog is the most powerful party member at this point; those five extra levels don't hurt his cause, and his Water Harmony Dance cleans house like nothing before in the next dungeon. El Niño equals death to the most common and most dangerous enemy. A much surer way of making fatal hits is giving








In Terra's case, I'd especially advise you to allow her to have some private moments with



If you have

Terra, in the meantime, isn't a happy camper. She needs some support, as when she enters the Imperial Camp by herself she'll go: "...I know I can do this, but still... I really don't want to go there all alone..." and will refuse to continue.
The first three rooms are partly filled with monsters you won't find in the rest of the dungeon: Provoker, Antares, and Lich.
Provokers are nasty upgrades of your average Angel Whisper. They absorb Fire-elemental attacks, and have a one-third chance of countering any attack that damages them with Imp Song. Sadly,




Antares are small scorpion-like creatures with no special power. They can put you to sleep with !Dreamstinger, and have a slight chance of countering attacks with a Magnitude 8 spell, though they lack the MP to do so. Way to go there, champ. Strong multi-target attacks are particularly helpful here, like

Liches are the worst, man. They can start the battle with !Insanitouch. Confused characters are never a good idea; with a little luck you can snap them out of it before bad things happen, but chances always exist you'll have to swallow a Rising Phoenix or something before you do. To top this madness, they can cast







If your level is really low, make sure you have four



Every step you take after those three rooms consist out of only two enemies: Zombie Dragon and Outcast. Zombie Dragons are bigger, so you'd assume they're more dangerous. Such folly.

Zombie Dragons just attack physically, unless you wait a really, really long time, until they have a slight chance of turning a character into a Zombie with !Bone. Zombie Dragons are the only enemies in this blasted cave that don't absorb Fire, so if somebody knows or learns

Outcasts are entirely different. Their Lifeshaver move is extremely strong. It's an Earth-elemental attack that functions entirely like




You can one-hit KO them in a multitude of ways so long as you set up properly.







If you did bring


When you arrive at the Imperial Base, there are no soldiers around. That's mighty suspicious, and can only lead to bad things: Either the soldiers are somewhere else, preparing for a major attack, or the Empire has decided they will let you go the Sealed Gate, which means they've got some nasty trick up their sleeves. Still, we shall press on.
Boy, is it hot in this cave. The Cave to the Sealed Gate is a volcanic area, and the monsters have adapted to it. At least there's one thing cool here: There's already a chest in the very first room! It contains the





The next room has another chest, this one containing a


If you, like I, think throwing coins is a rather silly way of doing damage, you may be interested to hear that it is not without precedence. Coin throwing was previously featured in Final Fantasy V as a grossly overpowered attack and actually has its roots in Japanese folklore. The Heiji's Jitte, you see. Zenigata Heiji was a kind of 'Sherlock Holmes' during the samurai era who stopped/killed his foes by throwing a coin at them. A Jitte is a specialized weapon specifically designed to catch an opponent's blade, used in the day by the law enforcement to disarm criminals. What Heiji's Jitte has to do with Heiji's coin throwing antics remains a mystery.
Gil Toss, while more consistent, is inferior to Slot, especially when Setzer is equipped with



The room's exit is to the bottom-right of the screen. Here, you come across a choice: Right or dead ahead. Going to the right will get you to a chest with a Hi-Ether in it. Grab it, hike back, and continue. You'll want to go up the diagonal, nature-crafted stairway, at the end of which you will find a bridge with a switch next to it. If you press the switch, the bridge will collapse under you and you'll fall down, but no HP damage will be done, and you 'hear a distant sound'. Going to the left and up will get you to a chest with... a


You'll see a plateau with two switches, and a bridge with a switch next to it. Go over to the two switches on the plateau. The left switch opens the door to a Save Point and a chest with a Tent in it; the right switch triggers a battle with a Ninja and accomplishes nothing otherwise (you won't ever make this Ninja appear on the Veldt). If you decide to fight the Ninja, make sure you heal yourself, as he's bound to get in at least one Thrown Scroll. The best way of dealing with the Ninja is by utilizing one-hit KO attacks; the


The switch on the bridge (doesn't that sound like a Dr. Seuss novel to you?) is mandatory this time, as it will create a large stairway. Egads, a grand stairway I might add.
Behold, the plaza! This already is the plaza the Ninja risked his life for, littered with treasure. This is where they are:
Invisibility Scroll: One step down and one step to the left from the lowest stairway tile.
- Remedy: Six steps down from the
Invisibility Scroll.
- 293 Gil: Three steps up from the treasure chest visible here.
Water Scroll: Three steps down and three steps to the right from the lowest stairway tile.
The chest here contains an Hi-Ether. Let's move on. When you enter the little cave, you'll have to find your way up through a hidden tunnel, but a monkey with half a brain could do that, so I won't be helping you. When you emerge, you can open the chest for an Elixir.
This next part is kind of frustrating to 'pin down'. There are two stepping tiles in front of you. The first one accomplishes about as much as I know about car mechanics: Absolutely nothing. It creates a stairway to a featureless little six-tile area. The second stepping tile breaks apart a bridge leading to a chest; you can walk around it or step on it anyway and go another route I'll point out in a bit. The chest in question contains not an item or a monster, but a switch. Switch-in-a-box. Heh. Flick it, or don't, it doesn't do anything remotely interesting.
Going down will get you to another stepping tile. This one is more of a friend to you; it opens a door to a small cave with four chests: Two Magicite Shards, an Hi-Ether, and the

The




- The
Ultima Weapon is rather famous for starring in the horrid legend claiming you can Throw this weapon for an instant kill against the final boss. You can't throw the
Ultima Weapon. Case closed.
- When you combine the
Ultima Weapon with Mug, it will lose its special damage formula and it'll become a normal sword with an Attack of 255, which is rather nice. Most people will argue that this is a bug, though.
- An urban myth for... ahem... increasing the size of your
Ultima Weapon includes wearing
Green Berets or
Red Caps and equipping
Muscle Belts, all to increase maximum HP and boost that blue thing. It doesn't work, as it's the ratio that's important, not max HP.
- Isn't it wicked? It's like a lightsaber.
Let's walk over to the new pathway. You'll encounter a switch you have to press to raise land to the right of you so you can cross it. Here's a switch as well; if you stepped on the bad stepping tile earlier, you can press it so you can walk over to the chest.
The switch, by the way, would block your path if you had stood on the two useless/bad stepping tiles earlier, and only as long as you didn't fight a random encounter. I really don't know why programmers even bother with things like this. Moving on will get you a chest with a Magicite Shard. From here on, it's a straight path to the Sealed Gate. As soon as Terra wants to call out to the Espers: Oh noes! Kefka has followed you here, hoping you'd be able to open the Sealed Gate and deliver more Espers to the Empire. Folly! How could you have been so foolish? Time to put the hurt on Kefka!
Like in the Imperial Camp, you fight a human Kefka. I won't bother really listing what he does and how you should handle it, as the fight ends as soon as you do anything to Kefka, be it helpful to him or damaging. For trivia purposes, I'll list his moves, though:





During the battle with Kefka, Terra manages somehow to make contact with the Espers behind the Gate. The door opens, but something is wrong; rather than asking what you want, several Espers bolt out the door, flying off, sending shockwaves of power through your body. When they are gone, the door closes behind you and is blocked with an eerily skull-like barricade of rocks. Terra urges you to get out when she awakens, and maybe it's wise to follow her advice.
The cave has a new exit; take it for a shortcut. Make sure that you've collected all the treasures you wanted, as once you get out of the cave and board the Blackjack, there's no going back in unless you go out of your way to do so (ominous foreshadowing).
Once you pass through the Imperial Base and find your ally at the other end, he'll tell you that the Espers have flown to Vector. You were planning to have them attack it anyway, but it's doubtful if this sort of haste is for the best...
The identity of the ill-news bringer depends on the composition of your party, but starting from the most likely one, the game works down the list from Locke to Cyan, Edgar, Sabin, and finally Setzer. Actually, it's quite impossible for you to encounter Setzer here, as you'll at the very worst have a Terra/Locke/Cyan/Edgar party, in which case it's still Sabin who delivers the news. Ah, goddess of unnecessary coding!
Immediately afterwards, you find yourself flying to Vector. But you start feeling some vibration, and it isn't the good vibration Marky Mark & The Funky Bunch or the Beach Boys used to sing about. No sih, not at all. You'll find yourself near Maranda. Absolutely nothing has changed in this town, so you might as well go find the hidden Chocobo Stable and hike to Vector. The Stable is hidden in the narrow part in the forest to the East of Maranda.
As you can see when you arrive, Vector is in ruins. Seems the Espers smacked it around with a club called 'Destruction'. The Returners are, without any apparent reason, exposing themselves to the Empire now that it seems weakened. I'm sure they won't call the soldiers on you, sillies. Even Banon and Arvis are here. Banon will declare you mad for even bringing up the option of talking with Espers; clearly, they are barbarians whose bones are filled with violence and manslaughter. Looking at the path of destruction without discretion in their wake, it's hard to argue otherwise, however validated their anger may be. Entering the Imperial Magitek Research Facility will accomplish exactly nothing, as you can't. Entering the Imperial Palace, however, will get you an Imperial escort who will take you to the Emperor himself.
Caves of Narshe: Final Fantasy VI
Version 6
©1997–2025 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.
Version 6
©1997–2025 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.