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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.3: Tzen and the Light of Judgement

Formations
10/16
3
6/16
2
1

Enemies: Fafnir, Killer Mantis, Peeper, Murussu, Gigantoad, Land Ray, Rukh, Zokka, Nightwalker, Scorpion

Party: Celes

Back on the Overworld Map, you'll soon notice that Vector is no more and has been replaced by a tower. This is Kefka's seat, from where he rules the world. That's nice. Maranda has been broken off the continent to the west. Luckily, Tzen is still there.

Note: As soon as you enter Tzen, you'll be sucked into a side-quest from where you'll emerge with Sabin. If you don't want this, or are not ready yet (you'll want the RelicJeweled Ring/RelicRibbon now), don't enter Tzen and skip the next part instead. It is strongly recommended to dive into Tzen rather than skipping it, however, and the game pretty much counts on you doing so, but whatever floats your boat, I suppose.

When you step up the stairs, a disaster occurs! The Light of Judgement hits the town, and it quickly becomes clear that a child is trapped in one of the collapsing houses. Holding up the mansion is a familiar face: Sabin Rene Figaro, wandering heir to the throne of Figaro! It's good to see him still alive, but the situation asks for action. Leaving is impossible, as a citizen will ask you to stay and help: "Come on!! Please help!" As soon as you stand in front of the door Sabin will start talking to you and a timer will start, so let's review what you can do in town beforehand:

Before you enter the house to save the child, you can get some healing at the Inn (you won't spend the night, but you'll get some sparkly action going on) and you can shop at the three shops Tzen has to offer.

Weapon Shop: It's nice to have two of each Claw weapon. The ClawKaiser Knuckles are too weak by this point in the game so you can ignore it; if you don't have two ClawVenom Claws stock up until you do. You're bound to benefit from at least one ClawBurning Fist, so grab it, as a boss battle in the future can use double ClawBurning Fists.

Armor Shop: There are HelmetBerets for sale, so you could buy one if you missed it at the Floating Continent. The rest of the merchandise here is old news.

Relic Shop: The RelicThief's Bracers for sale are new, but they won't really help you. What you do want is a RelicJeweled Ring if you still haven't bought one. Last chance, honest.

Item Shop: In this time of turmoil, an entirely new item has appeared in the Item Shop: the Super Ball. Unseen by many, shunned by many, forgotten by many, the Super Ball is an item that deals damage in combat to random target for a random amount of damage. To be more precise, Super Ball deals 256, 512, 768, 1024, 1280, 1536, 1792, or 2048 HP damage against 1, 2, 3, or 4 randomly decided targets. If the same monster is targeted twice by the Super Ball, he is hit twice, meaning that the damage can exceed 2048 HP.

In short: Super Balls are very expensive, entirely random and most of the time not impressive enough to warrant their use. Yes, in theory a Super Ball could do a total of 4 x 2048 = 8192 damage against a single target, which is an insane amount at the moment, but I've never seen it do even remotely that kind of damage. Buy one if you want to fill your inventory, but you won't find a lot of use for them in most circumstances.

When you're done shopping (while everybody else is panicking), try to save the child by entering the house. Before you get near the mansion, set Celes' equipment up as so:

Weapon: SwordStoneblade/ SwordIcebrand/SwordThunder Blade/SwordFlametongue
Shield: ShieldGolden Shield
Helmet: HelmetMystery Veil
Armor: ArmorGolden Armor/ArmorGaia Gear
Relics: RelicBlack Belt (vital!) and RelicJeweled Ring/RelicRibbon (likewise!)

As soon as you are standing in front of the door, you'll have a conversation with Sabin and the timer (6:00) will start running. If you are still outside of the house while the timer runs out, you get a Game Over: your screen will display Sabin in an entirely black background. It doesn't matter if you're outdoors or indoors, though: Game Over, man. Better get in there and save that child.

Preparation: RelicBlack Belt and petrification protection, right?

The Scorpion is the main annoyance in this house while the Zokka is the most dangerous. Meeting three Scorpion monsters will make you want to use multi-target magic violence, but their Magic Defense is through the roof, you don't have any barrier-piercing attacks at your disposal and using Fight three times takes a long time when time is of the essence. Hence the RelicBlack Belt; Scorpions will use !Lethal Sting (sets Condemned) followed by Battle, so there's plenty of physical attacks to take advantage of, especially when the only character they can attack is Celes.

Zokka have two attacks to fear. The first is Net; you may remember it from your fight against Guard Leader way, way back. Net Stops, which is bad if you want to hurry (you want to hurry). They won't use it until their third turn though, so no worries as should have killed them by then. Their other dangerous attack is !Rock. It petrifies, and is only used when a Zokka is alone and damaged by you. Sadly, this scenario includes multi-target killing everything on the battlefield. Protect yourself from ridicule and enjoy that RelicJeweled Ring or RelicRibbon I advised you.

Nightwalkers are cannon fodder with a nice name. They will use ODrain, which is sad as this prevents total invulnerability by means of OVanish. It tends to do either 0 or 6 damage (6 is the damage a single hit from Seizure inflicts). That's it. You can take them all out with a multi-target OFira spell or EsperIfrit's Inferno.

Use Fight and enjoy your counters during Scorpion battles, and multi-target OFira spells or similar kinds of violence will suffice against everything else.

If you started this scenario later, out of order from this walkthrough, you will probably have more characters. Edgar's ToolsAuto Crossbow is very nice against the Scorpions, so you don't really need the RelicBlack Belt on anybody. Make sure everybody is protected against Petrify though. I could talk and talk about your options if you have other characters, but since this entire bit was designed to be doable with only one character, a full team will have so little trouble here that explaining what to do would be insulting your position as a person capable of abstract thought.

If you walk through the hallway, you'll come across a chest at the end. This contains a RodHealing Rod; make absolutely sure you grab it. Turn left and you'll see a chamber with a chest in it. The chest contains a RodHoly Rod; go out the same way you got in. Continue to the left and you'll see two chests. The one in reach contains a Ether, the one near the stairs leading downwards contains a Nightwalker-y monster-in-a-box.

Go down the stairway and go up to the high living room or whatever it is. The right chest contains a Magicite shard. In the middle of this room is the kid you were supposed to be finding. Remember? Grab it. The left chest contains, again, the same monster-in-a-box: four Nightwalkers. The one room here you didn't pass through contains a SwordBlood Sword in a chest. Grab it if you like. Now leave this mess.

Upstairs and to the bottom is one chest you missed: It contains a RelicHyper Wrist. Grab it only if you have the time, as there's really no use for yet another one of these Relics. Sell it or something. If you're done, get out. Outside, both the kid and Sabin will be safe. There's hope! Yatta! Et cetera. Sabin joins the party.

If you haven't bought EsperSeraph yet, now's your chance to do so for only 10 GP. The world's going to heck in a hand basket... just look at this weird stone!

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

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