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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.16: Narshe

Narshe
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Northern Mine & Western Mine 1st Cave
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Western Mines
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Enemies: Test Rider, Wizard, Lukhavi, Psychos, Magna Roader (Yellow), Magna Roader (Brown), Garm

Party: Edgar, Celes, Setzer Optional: Sabin

A Note of Reminder: The story wanted you to go to Maranda and follow the pigeon to Zozo, and I sent you around the world to optimize your equipment, learn Phantom Rush, and so on, and so forth. I haven't sent you into any dungeon. However, for various reasons, I believe it's better gameplay-wise to dive into Narshe first and get down in Zozo second. You get Mog and an entirely new (and hidden) character, access to level 3 spells, and a Relic that allows you to circumvent random encounters, giving you access to some items that you weren't supposed to obtain yet. It's really a sweet deal all in all, but you ignore the story flow here, and miss out on one little detail of the story as well (which I'll give when the time comes, since you won't be able to actually watch it on-screen).

Whom to bring? People with Ice-elemental protection from a source other than shields are preferred (if you don't have enough shields to cover for the entire party). The ArmorMinerva Bustier (Celes, Terra) or ArmorSnow Scarf (Gau, Mog) are examples. Otherwise, characters that can deal strong Fire-elemental damage will be good to have along.

Everything started with Narshe and its Esper. Although the Esper itself is still residing in the snowy mountains, Narshe has changed a lot. Arvis is most likely dead; we haven't heard from him since the Empire backstabbed you while Terra and Locke were searching for the Espers near Thamasa. The Narshe Guards, always a force of justice, have been utterly destroyed.

Lukhavis don't absorb Ice-elemental attacks. They don't even use them. They're just silly Battle/!Claw Swipe cannon fodder. They have inherent Safe, so they're more or less similar to those Bogy enemies you encountered earlier. The way to go is multi-target magical attacks; Lukhavis are weak against Fire-elemental attacks.

The same goes for Garm. Attacks include Battle and !Bodyslam (Battle * 1.5). They will, to me, be forever infamous due to the fact that they are one of the two monsters that give a Battle/Special Rage with Death Protection. They are entirely uninteresting as opponents, however.

Test Rider is another Battle/Special opponent. Its Special is !Golden Lance (Battle * 3). Much like the enemy that shares its palette, Hell's Rider, Test Rider will counter Steal (and Capture as well, in this case) attempts with a !LanceGolden Spear strike. There really isn't a good reason to try to steal its items (a rare LancePartisan) and Test Rider certainly won't be doing anything with it. When Sketched, Controlled, or Raged, Test Rider will suddenly have been granted access to Flash Rain, but it will never use this move on your party in a random encounter.

The Magna Roader (Brown) is inherently Hasted like the Magna Roader (Red) was. The first turn consists of either Battle or !Bodyslam (Battle * 2) and you'll see Fire-elemental spells (Fire or OFira) employed in the second. Due to a bug, the Magna Roader (Brown) takes over a part of another monster's AI script (Coeurl Cat), causing it to counter all types of attack with a chance at Battle. On rare occasions it can also counter with Fire Ball when damaged while alone.

The Magna Roader (Yellow) lacks the Magna Roader (Purple)'s pre-set Safe. What's left is a monster that's all facade and only possesses skill in the field of rolling over and dying. It uses physicals in the first turn (33% !Wheel) and Ice spells in the second (OBlizzard and OBlizzara).

Wizards are annoying. They are mages in the classical sense of the word, almost exclusive spell casters that sport low Defense and high Magic Defense. Wizards use annoying tactics; they can cast OSilence or OOsmose (first turn), ORasp or OStop (second turn), or OConfuse or OSleep (third turn). When they are hit by a spell themselves, they can counter with !Fallen Footsteps, which sets Zombie. They're also remarkable for their items: they have a common RodIce Rod and a rare RodThunder Rod for stealing and a rare RodFlame Rod drop. They're the only source for these three elemental Rods in the WoR (apart from the rare RodIce Rod found on the Specter enemy on the Veldt...bleh).

A Psychos is a coalescence of psychic energy. And they hate you. The thing to remember about them is that they absorb Fire; none of your current massive damage dealers deal Fire-elemental damage so this shouldn't really be a problem, but now you can't say I didn't warn you. Ice is their weakness. I'd like to make some neat brain freeze puns, but I can't think of any. Just do it.

OLv. 4 Flare works on every single one of the above enemies! Sadly, you lack access to the Lore command if you've been following along. Instead, Sabin's Razor Gale should be pumped up as much as possible (you probably already had an RelicHero's Ring/RelicEarring combo on Sabin, but if you hadn't this is the time to make it so). It kills and/or severely cripples most enemies here, and those that remain can be taken care of with Edgar's ToolsFlash, a multi-target level 2 spell, or whatever. Test Rider and Psychos are the only notable exceptions; you're better off with a OBio spell or with the ORasp spell against Test Rider (Test Rider dies when its MP reaches 0), and a multi-target OBlizzara spell is the way to go when you're facing large Psychos groups.

Before you go into the derelict city of Narshe, you can visit the Classroom for some free healing. That's just nice. We were told that the owner of the Weapon Shop was looking for us. Sadly, the door is locked, and as Lone Wolf told us, only a treasure hunter could pick that lock. Lacking Locke, we can do nothing but leave the town of Narshe again and dive into its mines; perhaps Mog is still around, and perhaps he is even willing to offer us his help.

Remember how you snuck into the town of Narshe with Terra, Edgar, and Banon and came across the Moogles in the process? We're going to do just that. Just follow the path; there are no new surprises. The Security Checkpoint is gone, however. Eventually you'll come across Mog. After Mog says he's a friend of the sasquatch that you could have spotted during the World of Balance, the screen fades to black for a while. If you had three characters, Mog will now be in your party; if you had four characters, he'll be waiting for you at the Falcon. If this happened (and it most likely did, as you've been a good boy), go find the Falcon and switch Mog with whomever you want out of your party. Honestly, I think Setzer is the weakest link at this point, but as Mog makes a great Dragoon, you can switch one Dragoon with another and leave Edgar back at the airship.

Once ready to proceed, examine the wall Mog was staring at when you found him. You'll receive the RelicMolulu's Charm, a little crystal ball given to Mog by his now deceased girlfriend, Molulu. No wonder our little furry friend was lost in thought...

The RelicMolulu's Charm is a great relic. It has no use in-battle whatsoever, but it does grant you one small thing; it allows you to circumvent random battles entirely. A time-saving blessing for every player and downright salvation for those playing on a Sony console, the RelicMolulu's Charm certainly also has a tactical use: you can dive into dungeons and grab great items that you weren't supposed to receive until you were man enough to actually tackle the dungeon itself. When put into practice, this usually means the items of the Fanatics Tower (except for the prized object at the very top of it) and a lot of items from Kefka's Tower are now within your grasp, many hours of gameplay early.

If you left the SwordRune Blade in the WoB, grab the RelicRibbon in the chest in this room.

Armed with Mog, it's time to head into the mountains and locate the dormant Esper that you haven't been able to properly contact since the beginning of the game. Head out of the mines and head into the mountains, like you did when you first tried to rescue Mog. Exit by the normal exit, which leads into Arvis' old house. On your way, you should pass two chests. If you didn't rob them of their contents earlier, they should contain an Elixir and a RelicGuard Bracelet, which is a poor man's version of the RelicMiracle Shoes (it only sets Safe and Shell, which the RelicMiracle Shoes can set in addition to Haste and Regen).

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

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