Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.18: The Caves of Narshe
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Umaro's Room |
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Enemies: Tonberry, Onion Dasher, Anemone, Illuyankas, Knotty, Tzakmagiel, Tonberries, Yeti
Lore: Traveler
Party: Edgar, Sabin, Celes, Setzer, Mog
Whom to bring? Mog is ideal, as he's needed to obtain the 'sasquatch muscle' you meet later on. Otherwise, the same people that did well in when you first arrived in WoR Narshe will do well again here; the main danger posed by the cave monsters you'll find ahead is Imp-setting, which can be prevented by the

Knotty are Mu palette swaps. Like Mu, they're un-Meteor Strike-able; I continue to wonder if they're just sitting in holes in the ground or ripple into our existence from a maddening rift in the space-time continuum. If this question doesn't confuse you, the Knotty'




Another theory for which I'd like to credit Suonymona mentions that Mu/Knotty are this game's version of Final Fantasy V's Nut Eaters/Skull Eaters. They're both squirrel-like in appearance the colors are consistent (brown for the weaker, grey for the stronger). Since Sabin has a childhood fear of 'Nut Eaters', maybe the Mu' and Knotty' non-Meteor Strikeable nature doesn't come from the fact they are unable to be lifted, but rather comes from the fact Sabin can't bring himself to perform the attack on them. This wouldn't explain Gogo's behavior, though.
Tzakmagiel are boring. Their Special, !Peck, sets Imp. Weak against Fire like everything in the cave, it doesn't really matter if you torch them or just use other kinds of violence. The Sketch command has a 3/4 shot at pulling Cyclonic from this freaky bipod, which works against both Tzakmagiel and Knotty. Tzakmagiel are called 'leaders of the little monsters' by the Anthology Bestiary. What that's supposed to mean is left to anybody's imagination.
Illuyankas are pretty sturdy with inherent Safe, Death protection, and the ability to absorb your Lightning-elemental attacks. They're weak against Fire and really don't do anything special AI-wise (Battle and !Pal Maker, which sets *gasp* Imp), so take your time, they're not very dangerous. They have a mouth-watering Rage, though (inherent Safe, Lightning-absorption, instant death protection, Giga Volt).
Tonberry. The Tonberry. The notorious creatures that look like they're waddling over for a hug yet actually intend to flay the flesh from your skull while you're still alive. They have a lot of Hit Points (8000) for a normal monster and possess two very strong attacks. Each round, this foe will use





Anemone are pretty passive enemies. When with other monsters, they will use !Imp Touch every now and then, which sets Imp. If they've been damaged, they will heal themselves a little with Megavolt; they absorb the element, so don't try to use it against them. If an Anemone will start to use Giga Volt on the party every turn if it is by itself, so you'll want to avoid that. They are weak to Fire, as you suspected.
Onion Dasher are monsters I find especially annoying for no specific reason. Their Special is called !Dash, and it doesn't set Imp; it sets Haste! That's why they use it on themselves every second turn, too. Otherwise, you just have to worry about physical attacks when they're with others or Imp Song when they're alone. Given that you've only seen Imp Song as a counter-attack so far, I should point out that Imp Song is actually a multi-target attack.
So, in general, slap on as many










Umaro's Cave is a cave with two themes. The first theme is out-of-battle, and it's pitfalls. Bloody, bloody pitfalls. They're not there to make you land on poisoned spikes or anything, but they do keep you from getting treasure. The other theme is Imp. Every monster here has the ability to turn you into one of those blasted Kappa water sprites.
When you land, you will have access to three parts of the cave. The far right one just leads you to a pitfall, so you have no business there. The one in the middle leads you to a chest with a Hi-Ether (the upper chest). Grab it and then return to the first cave you entered. Now, enter the far left cave-mouth. Make sure you don't stand on the two dark tiles there, as they are pitfalls. Walk around until you get a random battle. Make sure to end it with four characters with the Clear status.

Tonberries are the more powerful yet more easily defeated version of Tonberry. The three of them simply walk up to you and use Battle every time they take a step. If they have taken eight steps, they use !Switchblade and return to their original position. If you hit them with a Magic spell, they counter with


When you fight them, do whatever you want, so long as you make sure you stay under Clear. Mute the lot, cast a multi-target





Once you're done, you'll have cleared the entire top floor, meaning that it doesn't matter if you go back to the first cave, enter the middle cave-mouth and descend the stairs to the lower level or just drop through a pitfall. Regardless, find the

This is the room of the sasquatch that Mog and various townspeople from Narshe were talking about earlier. The stairs up just lead to the point where you could see Umaro (the sasquatch) in the WoB and force you to fall down from there. It's a long hike back, and we still have work to do here, so don't mess around. Examine the bone carving in the middle of the room to find a piece of Magicite in it! Once you choose to remove the remains of

Yeti Bestiary #322 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 33 | 17200 | 6990 | 10 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
25 | 11 | 0 | 100 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
So, you've had three major battles against relatively easily defeated monsters with a weakness to Fire. Yeti is no different: a relatively easily defeated monster with a weakness to Fire. Yeti employs all kinds of freaky attacks to try to damage you. Normally, he'll use Battle, !Tackle, and Blizzard. He uses physical attacks only when one of your characters is remains, but I see no reason for that to occur. Every 40 seconds (when 2 or more characters are alive), Yeti will either use Snowball (an unblockable ID attack that halves the target's current HP and sets Seizure), Surge, or Lode Stone (ID attack that takes off 75% of the targets current HP). Yeti may counter Fire-elemental attacks with either !Tackle or Blizzard, and every other kind of damage with !Tackle. Every third time Yeti is hit by a Magic spell, he'll use a Jump attack. The interesting part of this fight is the Green Cherry Item. When you use it on him or he uses it himself (automatically when he reaches 10240 HP), he will glow red. This means that Yeti sets Safe, Shell, Haste, and Regen on himself. Sadly for Yeti, he has Seizure immunity, so you never get to see Regen in action. The appearance of the Green Cherry means ![]() ![]() ![]() Yeti is a very easy opponent. Since he has Berserk vulnerability, you can set it with the ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
After the battle is over, Umaro will be sitting in a corner looking sad and pummeled. But hey, you broke his statue and, I dunno, pummeled him, so I guess that makes sense. Don't be afraid to walk over to the brute; he won't attack you again. If you didn't bring Mog, he'll just go "Ooh..." and continue to sit there. If this happens, you can just return with Mog and talk to him later; he'll still be sitting there.
If you did bring Mog, though, he'll go talk to Umaro on behalf of the party. In a stunning display of taking advantage of the mentally disabled, Mog orders Umaro to join your cause. He'll stomp off to find the Falcon and wait there for you. You don't have to have Mog in your party to use Umaro, and using a Green Cherry on the character Umaro has no special effect over removing Imp like it always does.
Umaro, as a character, is generally considered the weakest character in the game. His stats are awesome: that's not the problem, and his Tackle and Character Toss attacks are nothing to scoff at. Not to mention the fact that with the two Relics made specifically for him (the





In short, Umaro is a completely one-dimensional character. This immediately explains his popularity with many first-time players; it's hard to go wrong with him. Every other character in the game can be tweaked to be superior to Umaro, but you would have to know how to do this in some cases, whereas it's impossible to really go wrong with Umaro: you bring him into battle, he'll do impressive damage.
For now, if you've followed the walkthrough so far, you'll have neither the






Now, you can just cast the





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.