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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.11: Angler Whelk and Dullahan

Enemies: Angler Whelk, Dullahan

Party: Edgar, Celes, Setzer, Optional: Sabin

Angler Whelk
Angler Whelk
Bestiary #314
Type
Level
HP
MP
Gil
EXP
None
19
9230
1600
1000
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
53
10
0
160
195
0
Stolen Items
Dropped Items
None
Common: ClawDragon Claws
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
icelightningwater
fire
Lores
Command Immunities
Control
  

Angler Whelk (Head)
Angler Whelk (Head)
Bestiary #315
Type
Level
HP
MP
Gil
EXP
None
31
9845
1600
1000
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
75
7
0
80
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
poisonimpberserkconfusion
poison
Elemental Absorb
Elemental Weakness
icelightningwater
fire
Lores
Command Immunities
None
Control
 
Strategy
 
There are a few oddities about this thing. First off, it's supposed to be a scary Ymir upgrade, a task at which it fails. Second, notice how the shell is Floating but the head isn't? The tale of a creature whose head was too heavy to carry hasn't been new since Catoblepas, but I've never seen it applied to a snail before. Angler Whelk also made an appearance in the 1996 Square game 'Bahamut Lagoon', which never hit the shores of America. Same name, same sprite, has a tendency to appear when you destroy buildings with Thunder-techs.

Also, the game designers made a little mistake we're going to exploit here; we were never supposed to obtain more than one ClawDragon Claws from this fight, but we're getting two. Just watch me.

The AI script of the head is simple. If you damage the head two times, it'll retract into its shell, disappearing from the battlefield. It'll remain there for 20 seconds, at which point is comes out again. It'll use Battle, !Petriblast, El Nino, and Megavolt without causing itself any difficulties, so be ready for any of them at all times. The shell attacks by itself, and is no longer just an auto-counter dummy. Battle, Megavolt, and O1000 Needles may appear at all times, of which O1000 Needles should be watched for especially. When the head has retracted, it'll stop using its normal attacks and switch over to Magnitude 8. Whenever the shell is damaged, it has a 33% chance at retorting with Gigavolt.

The strategy we're aiming for is simple. If one of the parts dies, the other one dies as well, but will NOT give us the item. Thus, if we want both sets of ClawDragon Claws (and we certainly do, as Angler Whelk is the only source for ClawDragon Claws in the game), we have to kill them both at the same time.

First, our defenses! If you didn't cast OFloat earlier, do so at the start of the battle. EsperZona Seeker helps against Megavolt, Gigavolt, and El Nino. EsperGolem and/or EsperFenrir protect against Battle and !Petriblast. You could have Celes on Runic stand-by for Megavolt and Gigavolt, but it's not worth it. Now, let's kill this snail.

Since both targets are susceptible to Instant Death attacks and Petrify, the two best strategies are using OBanish and using EsperCatoblepas's Demon Eye. However, we don't want to take any chances, do we? First, if you have the OVanish spell, cast it on the shell to ensure that OBanish/Demon Eye will hit it. Remember, this is not a bug exploit; the shell is susceptible to instant death attacks, and setting Clear just makes sure the intended move hits, exactly what it was always supposed to do. Sadly, we can't apply Sleep or Stop to make sure OBanish/Demon Eye works on the head, because both attacks check for the target's Stamina (in which case those steps are ignored). So, we'll just have to take our chances here. Since Demon Eye is more accurate than OBanish, it takes precedence. If the head is missed, I suggest you reload the game. Expand Full Strategy
  

When you're done, equip both ClawDragon Claws on Sabin. They are Holy-elemental, so they still do massive damage to everything in the tomb. Not that it's really that big of a deal now, since we're about to leave it; in the next room, we finally come across the tombstone of Daryl herself. Examining it triggers a boss battle, which in my opinion is one of the better yet more repetitive boss battles of this game.

Before you enter the fight, I want you to throw around your equipment and Relics, as Dullahan (the boss) is rather tough and entirely unlike the random encounters you've been facing so far.
  • If you have a RelicDragon Horn, throw it on Edgar with some Relic. Equip a LanceGolden Spear. Put him in the Back Row.
  • The boss is weak against Fire-elemental attacks, so Sabin's dual ClawBurning Fists are actually preferred here. Give him a RelicHero's Ring (or RelicGigas Glove) and RelicHermes Sandals to accompany the bashing.
  • Celes' SwordOrganyx/RelicBlack Belt set-up, if you were using it earlier, will be useless. The battle will require that she use Runic almost non-stop, so equip her defensively. Dual SwordEnhancers are a good choice. Since Dullahan is pretty fast, I suggest RelicHermes Sandals on Celes to keep up with his spell casting.
  • Setzer should just run utility. Give him the RelicHeiji's Jitte to make sure he can just do constant damage when he doesn't need to do anything else. Two sets of RelicEarring and the Slot command also do the trick, but this isn't nearly as strong at this point and wastes more Relic slots.

Also, make sure that none of your characters possess a level that is evenly divisible by the last digit of your party's gold. I'll explain why later.

Dullahan
Dullahan
Bestiary #316
Type
Level
HP
MP
Gil
EXP
None
37
32450
1721
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
55
7
10
130
160
0
Stolen Items
Dropped Items
Common: RelicGenji Glove
Rare: X-Potion
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
ice
fire
Lores
Command Immunities
None
Control
 
Strategy
 
Dullahan is a stud. Although he looks like he'd rather impale you with that lance of his any day, he's almost exclusively a spell caster with inherent Haste. Both his spells and Magic Power are relatively strong, so expect a challenge here. The boss' name comes from an ancient spirit from Irish mythology: a headless horseman who only travels to collect somebody's life. His carriage is made of bone, his horses have flaming eyes, and he will stop at nothing...

Dullahan always starts the battle off with OLv. ? Holy. This is a strong Holy-elemental attack, in terms of power similar to level 3 spells. Its drawback is that it will only hit targets whose level is divisible by the last digit of your GP. This is why I told you to make sure that it never hits; it will leave quite a mark if it does.

Under normal circumstances, he'll just focus on his three main spells: namely, OBlizzara, OBlizzaga, and OHoly. When he detects any characters in your party with the Reflect status, he'll use OReflect ??? on your entire party. It will display "Holy cast if level is divisible by ?.", setting Dark, Mute, and Slow on every character with the Reflect status. If he dives beneath 10240 HP, he'll use OCura instantly. If he passes through four normal turns, he'll regain the ability to cast OReflect ??? and/or OCura if the situation calls for it. Finally, there is a 33% chance that it will counter your attack with Battle. Oh, my.

After damaging him eight times, he'll get four turns where he will use some of his nastier spells. OBlizzara and OLv. ? Holy can make another appearance, but so can !Morning Star, Absolute Zero, and Northern Cross. You can't Runic your way out of these new spells, which makes them harder to stop. Northern Cross, while being vulnerable to Runic, is the most dangerous of the five.

Northern Cross sets the Freeze status ailment, which you might have already encountered in the fight against Naude, who could set it with Freezing Dust. Northern Cross is multi-target, but uses an 'interesting' way to determine whether it hits or not. After the game checks if Northern Cross is blocked (after looking for Clear, Magic Block, the usual), it randomly misses from 0 to 4 characters. This ensures that even when all characters are normally hit by the move, you'll almost never see a party entirely frozen. That is good, as it's basically mega-Stop and there is no way to protect against it at all. Remember that the fastest way to dispel the Freeze status is to hit the party with a Fire-elemental attack; the OFire spell is obviously the best one.

There are two strategies you can employ. I'll list them both, as both should be perfectly fail-safe if you know what you're doing. Here they are:

Strategy #1: Hit Points


This is the strategy where we use violence to end Dullahan. First off, let's set up our available defenses. EsperZona Seeker is nice should Absolute Zero make an appearance, as is EsperGolem or EsperFenrir for !Morning Star and Battle counters. Have Celes use Runic, continuously. If she isn't wearing RelicHermes Sandals, make sure you cast the OHaste spell on her. Now, let's get to the violence! Your main damage dealers here are Sabin and Edgar. Sabin should be in the Front Row with two ClawBurning Fists. If Celes isn't busy with absorbing one of Dullahan's spells, sneak a OBerserk spell on Sabin for increased damage. If Edgar is equipped with the RelicDragon Horn, have him Jump. If not, stick to Tools; you can see what I want to do with him. Setzer should just stand by and use Hi-Potions on hurting characters. Since Celes should pretty much absorb all of Dullahan's attacks, you should be safe in that regard. In the end, you should prevail.

Strategy #2: Magic Points


Dullahan dies if you rasp away his MP. Thus, the entire offensive arsenal required for this strategy is ORasp. The advantage of the strategy is that if you have two to four ORasp casters, you'll find that the battle is over far more quickly. Its downside is that it does require two to four ORasp casters, and that, since ORasp is vulnerable to Runic, you can't protect yourself against Dullahan's attacks and will, consequently, have to regularly heal.

On a normally leveled party, I find both strategies equally satisfying; it's your pick, really. Expand Full Strategy
  

After you've defeated Dullahan, a passageway will be opened. Walk behind the tombstone to enter the final part of this dungeon, a long stairway leading downwards that is as much descending into Setzer's memory as into any physical location...

The scenes to follow tell the story of two rivaling friends. Setzer was about 18 here; not yet a gambler, but an airship enthusiast with the dream of building the fastest ship in the world: A dream he shared with his friend Daryl. Sadly, Daryl pulled an Icarus on Setzer and wrecked herself, together with her airship, the Falcon. Upon ascending from the waters, Celes will spot - gasp - a bird. In the sky! A bird - of all places - in the sky! This must be an omen. She quickly urges you to follow it, to the town of Maranda. So Setzer does.

When you fly around, there's a chance you'll be attacked by the monster called Deathgaze. Deathgaze will drop the EsperBahamut Magicite, which teaches the OFlare spell. There's no reason to not obtain these skills right away, but it's better to get some new equipment before you take the guy on. If you want to know about Deathgaze now, take a look at our Deathgaze guide. Make sure that you save ASAP once you get the Falcon, since you never know when an unprepared party might meet up with this flying fiend.

Another important note: if you really, truly want to gain access to Gau, that can be done now or any time in the future. All you have to do is get rid of a party member, fly over to the Veldt and meet him there. However, how do you tell a party member to buzz off without his/her feelings? If you have a Teleport Stone or a character with the OTeleport spell, fly over to Kekfa's Tower, descend into it and warp out. Setzer will be piloting the Falcon by himself now, and you can go below deck to assemble a team of your choosing. There you go.

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

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