Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.16: Narshe
Narshe |
||
---|---|---|
5/16 |
1 |
|
2 | ||
5/16 |
3 | |
5/16 |
1 | |
1/16 |
2 |
Northern Mine & Western Mine 1st Cave |
||
---|---|---|
10/16 |
2 |
|
1 | ||
6/16 |
1 |
|
2 |
Western Mines |
||
---|---|---|
5/16 |
3 | |
5/16 |
2 |
|
3 | ||
5/16 |
2 |
|
2 | ||
1/16 |
6 |
Enemies: Test Rider, Wizard, Lukhavi, Psychos, Magna Roader (Yellow), Magna Roader (Brown), Garm
Party: Edgar, Celes, Setzer Optional: Sabin
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


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 !


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

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 (


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










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.







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

The


If you left the


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



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.