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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.30: A Dragon in the Opera House

Enemies: Dirt Drgn

Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm,Strago,Setzer, Mog, Gau, Umaro

There's a commotion in the Opera House? Only one year after the Wandering Gambler threatened to kidnap the star of the Dream Oath, a dragon saw it fit to enter the Opera House and make it his den. Or something; I don't know what the hell the Dirt Drgn wants with the artistic bags of hot air in this place. Regardless, dragons are dangerous and need to be killed dead. Equip RelicCherub Downs or ArmorGaia Gear on every character before you go in. If you have Gau in your team and a decent Float-inducing Rage (Harpiai, Ninja, Hornet, Luridan, to name a few), he shouldn't need to bother with wearing one, as any Rage-induced Float status is equally irremovable.

Do you remember the four switches in the right wing of the Opera House? They're referenced in this very guide, much earlier, which is one of the reasons this guide is so stellar. Starting from the left, the first switch makes a sound like a dog barking. Switch 2 turns out the lights in the opera hall, causing the crowds to make little eyes in the darkness. Funny! The third switch is the one you want now; before, it dropped you back to the entrance hall, but now it will take you to the stage, which means that for some reason, someone rewired this trap door in the last year. To what end? The final switch was the one you wanted in the WoB, but not now. Hit the third switch when you're ready to fight.

Dirt Drgn
Dirt Drgn
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
53
28500
16500
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
23
12
0
110
150
0
Stolen Items
Dropped Items
Common: X-Potion
Common: RodMagus Rod
Status Immunities
Elemental Immunities
imppetrifydeathsilenceberserkconfusionstop
None
Elemental Absorb
Elemental Weakness
None
windwater
Lores
Command Immunities
None
Control
 
Metamorph Package
 
 
Strategy
 
The Dirt Drgn is fairly unique; he's the only elemental dragon that doesn't absorb his own element (instead, he uses the Float status to circumvent almost all Earth-elemental damage). Why they chose to do this is beyond me, as even with OQuake healing, Dirt Drgn wouldn't have been that crazy of a challenge. We may well never know. Every 20 seconds, the Dirt Drgn will use his 50 Gs attack, a Dirt Drgn-only move that removes the Float status on all targets. Irremovable Float, like the one given by the RelicCherub Down and Float-inducing Rages, will not be removed. Given the fact that Earth's G is, as you might expect, 1 G, 50 G is plain crazy; you'd effectively become 50 times as heavy as you normally are. Shadow would suddenly become 7250 lbs, for instance. But enough with the first-grade science. He has a one-third chance of countering any damage done to him with the dreaded !Honed Tusk attack, which really is quite strong. Any other attack he uses will be either Battle or ground-based. OQuake always misses Dirt Drgn himself, and the Magnitude8 and Slide attacks should either miss or heal you if you've been smart up until now.

Start the battle off by throwing up your barriers. EsperGolem and EsperFenrir are particularly useful, as the only real threat in this battle should be Dirt Drgn's !Honed Tusk and Battle attacks. Strago's OBig Guard should also help in that department. OHaste 2 is great as always, and EsperKirin doesn't hurt either. Cast a combination of OSleep and OSlow on the Dirt Drgn as well: remember that OSleep can also be set with Strago's OSour Mouth attack, which also can set Poison on the Dirt Drgn. Now that you've been bulked up plenty, (and the Dirt Drgn is vulnerable in his extended slumber) it's time to start the magical offensive.

If you want to keep Dirt Drgn sleeping, keep Gau busy with Magic spells. Back Row Gau with 255 Defense and a Float-inducing Rage is invulnerable, but it may come at the cost of fallen party members. If that sounds a bit cheap to you, and since all characters are either draped in ArmorGaia Gear or protected by RelicCherub Down, I should mention that Rages like Harpiai, Ninja, Hornet, and Luridan really help (especially Harpiai). Strago's OAero packs a proverbial wallop, and Shadow's SkeanWater Skeans are pretty strong. If you don't care for the Sleep status, Thrown DirkBlossoms are extremely painful to Dirt Drgn. Sabin's Bum Rush still gets the job done as always, and it is superior to Air Blade even though it doesn't exploit a specific weakness. Mog's Water Rondo is a superior alternative to Jump attacks if you're trying to maintain a snoozing Dirt Drgn. His Wind Song is also an option; Wind Slash is weaker than El Nino, but you might prefer Wind Song's 6/16 Sun Bath to Water Rondo's 6/16 Plasma attack. All other characters should just stick to Magic spells. Umaro should be kept far away from this battle, as usual. His presence makes the Sleep status strategy rather impossible. Expand Full Strategy
  

After you've defeated the Dirt Drgn, you'll obtain a RodMagus Rod, which gives the same +7 Magic Power as the SwordEnhancer does, but gives a 30% Magic Block bonus where the SwordEnhancer only gives a 20% increase. The RodMagus Rod is sweet and is preferable over all other rods.

Now we've gotten all the normal Lores we can easily gather and optimized our equipment, it's time to dive into Thamasa for two things: Strago's ultimate Lore and some quality Esper time that Thamasians both desperately need and deserve.

Caves of Narshe: Final Fantasy VI
Version 6
©1997–2026 Josh Alvies (Rangers51)

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