Final Fantasy VI Walkthrough
2.19: The Moogle Raid
Party: Mog, Optional: Edgar, Sabin, Celes, Setzer, Umaro
Note that this section is entirely optional and in fact hardly what you're 'supposed' to do, so feel free to skip it. Basically, this little errand is the abusing of a no-encounter Relic to gain all sorts of late-game treasure from two dungeons you're not quite ready for. The spoils you gain here will
really help out.
The following excursion will require you to have Mog in your party equipped with the
Molulu's Charm. After all, that's's the entire point of the quest, silly! Since you'll be walking anyways, you might as well equip
Sprint Shoes.
The first stop is the Fanatics Tower. We'll see Strago prancing 'round like before, but we're gonna go right past him, onto the Tower. On the first part of the stairway, there's a door we can enter. Enter and raid the chest; it contains a
Safety Bit. The

Safety Bit protects the wearer from Instant Death-magic; it's basically a
Memento Ring for everybody. But wait a minute, didn't that thief in Maranda mention how one of his companions mumbled 'to the right of the treasure chest'? The thieves could never have gone too far, so you'd better check it out. Press the action button when standing to the right of the treasure chest. Something rumbles, and when you leave the door another one will have appeared below you! By entering this one, you can find a chest containing an
Air Anchor: Edgar's most rare Tool.
Once an enemy is hit by the

Air Anchor, it will be allowed one more turn, after which it will die. It never misses, unless the target is immune to Instant Death attacks. The

Air Anchor also deals damage, which is entirely redundant (as no damage will be done if it misses, and the damage is useless if the target dies the next round anyway). I myself have always liked the

Air Anchor because it never fails and you can focus attacks on other opponents while you know the Anchored one has been taken care of; others will claim the

Air Anchor is a scrubby Tool that allows for the enemy to execute one more attack while so many other instant death attacks like
Death/Snare/Atom Edge do not.
While in the

Air Anchor room, remove your

Molulu's Charm and walk around! The only battles here feature
Magic Urn. Not only do they heal you with a multitude of potions, they also Escape on their own after a while. They have a kick-ass Rage (allows Gau to absorb all eight elements regardless of equipment and immunity to all status ailments while casting
Curaga half the time), so you'll want to meet one at least once.
We press on! The door in the second part of the stairway contains a Genji Shield, which is a nice enough shield; it boasts the third-best Defense in the game (lower than the legendary
Paladin's Shield and oddball
Tortoise Shield), respectable Magic Defense, and a boost of 20% Magic Block to the wearer.
The door in the third part of the stairway contains the
Kagenui, the most powerful Dirk for Shadow. It has a 25% chance of casting
Stop every time a strike is made, but gives nothing in terms of fringe benefits. This weapon is famous for its value in Colosseum tactics against the likes of
Typhon and
Siegfried, who are both vulnerable to the ailment and very hard to defeat by other means. The room also features the
Holy Dragon; you can defeat him now if you want for a
Holy Lance. His strategy is covered in
chapter 2.40.
The door in the fourth and last part of the stairway contains a
Force Armor. The

Force Armor is a great piece of armor, especially for those characters that have no other interesting pieces to equip (Locke, Cyan, Edgar, Setzer, and Shadow). It doesn't really have that much for Defense (inferior to
Crystal Mail), but it's quite good in the area of Magic Defense (only inferior to
Genji Armor, rare
Snow Scarf and oddball
Reed Cloak), elemental advantages (50% Fire, Ice, Lightning, Wind, and Earth-elemental damage), and an added 30% Magic Block.
The

Force Armor is inferior to the
Minerva Bustier in every way except for the MBlock, so don't equip it on the girls; it's a genuine toss-up for the boys, though. The

Genji Armor is sturdier in both the Defense and Magic Defense departments and gives all-round stat boosts to boot; the

Force Armor makes for a more evasive character that is better suited to deal with elemental magical attacks. I prefer the

Force Armor for non-specific boss battles and the

Genji Armor for random encounters myself, but it's up to you.
The top part of the Tower, where the 'wondrous' item lies, should be off-limits to you at this point; you can try to defeat the boss, but it's an enormous hassle to defeat the guy at this stage. If you want to try the pain-in-the-ass way (which for emulator users means juggling with Sonic Dive and for console players hours upon hours of MP-draining), skip ahead to
chapter 2.40. If not (recommended), just hike all the way back, which is my least favorite part of this game by far.
Next and final stop for raiding, Kefka's Tower!
Put Mog with the

Molulu's Charm in party #1, and fill up the other two positions. You won't be using them, so don't worry about which characters to take.
Walk around with Mog. You'll first come across a chest containing a
Hypno Crown, which boosts the wearer's Magic Power by 4 and raises the success rate of the Control ability (Relm's upgraded Sketch). Walking onward will put us into a familiar area: a part of the Imperial Palace. Open the chest for the
Fixed Dice (which makes Setzer infinitely more appealing than he has been thus far).
The

Fixed Dice are

Dice, but better.

Dice always sucked, but the

Fixed Dice are a better damage dealer than Setzer's other weapons on average. The main differences include the fact that The

Fixed Dice have
three dice to multiply with, and upon the situation of three equal rolls (1-1-1, 2-2-2, etc.) the outcome is once again multiplied by the number rolled. Finally, the damage output of the

Fixed Dice isn't cut down by the
Master's Scroll, so Setzer can deal four of these attacks from the Back Row with the relic equipped.
Now, walking on along this passage will get you to a dead end, so either use a
Teleport Stone, the
Teleport spell, or switch to one of your characters and touch the Crane to get out. Now, put Mog in party #2 and continue raiding.
The first chest you find is rather messily stacked on the background in the second room. It contains a

Minerva Bustier. Continue to find a split in the road. Go up to grab the
Pinwheel in the chest, and then go down. You'll find yourself in the jail of the Imperial Palace, where Kefka was locked up while you were on the mission to find the Esper for that phony peace conference. A monster sits in Kefka's jail; ignore it for now and get out. You'll fall down. Go up the stairs to find two pipes. The right one takes you back to the

Pinwheel room; the left one allows you to continue forward (go left). You'll find a Force Shield in the chest you see upon tasting fresh air again. Go down; don't bother with the two doors for now, and get to the far bottom-left to find a

Force Armor in a chest. Get back to the two doors. The left one takes you to a button on the floor and a chest containing a
Ribbon. Get out and take the right door. You can find the
Gold Dragon waiting for you here, but no more chest contents. If you have the
Berserk and
Vanish spells, you can take him on with Mog alone; an average party at this point should be able to as well. If you want to take the dragon on now, take a look at
chapter 2.43. Warp out.
Now, get Mog in party #3. Walk downwards. Going to the right will clearly take you past three chests: a
Red Cap (awesome), a
Gauntlet, and a
Nutkin Suit. Continuing down the logical path will eventually take you to a part of the derelict MagiTek Factory. Pick the chest for a
Hero's Ring and try to find the
Aegis Shield hidden to the south. To get there, do the following:
- Go down into the darkness to the left of the spinning whatever-it-is.
- Go all the way down
- Go all the way to the right
- Go all the way down
- Go 1 step up
- Go all the way to the left
- Go all the way down
- Take a few steps to the right and grab the
Aegis Shield - Go back into the darkness and go all the way to the right
- Go up and to the right until you don't go any further
- Go all the way to the left, and all the way up to re-appear.
That's it! You've raided Kefka's Tower as far as you could. There's plenty more, but you'll need three thoroughly prepared parties to advance any further. Rest assured, there will be a time for that later.
Caves of Narshe:
Final Fantasy VIVersion 6
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