Final Fantasy VI Walkthrough
2.35: Completing the Ancient Castle
Enemies: Samurai, Suriander, Lethal Wpn, Boxed Set, Figaliz, Goblin, Enuo, Barb-e, KatanaSoul
Lore:
Clean Sweep,
Blowfish, L.5 Doom,
L. 4 Flare,
L. 3 Muddle,
Dischord,
Rippler
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
If you've forgotten,
Barb-e,
Samurai, and
Suriander could all be encountered in Cyan's Dream, so I won't have to explain them here. You can
go back there if you want to learn about them.
Lethal Wpn looks totally badass. It has a relatively high 9200 HP, it's immune to every status effect except for instant death (and
Condemned) and has some nasty attacks up its sleeves. Normally, this is where I would say, "it will normally use Battle and !Metal Arm (Battle * 2) when he's with other monsters, as that's what his AI script says." However, since you
always encounter this thing by itself, it'll just randomly use Missile, Launcher, or Diffuser. Launcher is the worst out of the bunch (Diffuser may hurt if your Magic Defense/resistance to Lightning isn't all that hot). You'll want to use instant death attacks against the fellow; he's inherently Reflective like almost everything here, but
X-Zone flies right past that, as does Gau's
Wild Cat/
Spek Tor-induced Blaster attacks, his
Rhodox-induced Snare, Instant Death coming from weapons like the
Assassin and
Striker, etc. If you lack all that, focus on Lightning- and Water-elemental attacks that defy the existence of Reflect:
Water Skean, Tri-Dazer,
Aqua Rake, you know what to do.
Boxed Set is a sweet enemy as well. Inherently Reflective and Floating, you'll be hard-pressed to take this guy out with any kind of magical attack (as you're used to with the monsters around here). Normally a Battle/!Mirror Orb (Battle * 3) zealot, he'll switch to Cold Dust and Meteo when alone. Meteo will hurt real badly: just across the 1000 HP line. Cold Dust induces Freeze like always and is a pain in the ass. A common weakness to Pearl-elemental attacks and instant death attacks combined with a low Defense rating should make it obvious how to treat this bugger. You can Mute them, so you could always summon
Siren or have Strago use a
Sour Mouth attack to stop them from using their most dangerous attack. Of special note is the fact that both
L. 3 Muddle and
L. 5 Doom will work on these guys (also on the
Figaliz monsters often accompanying them). If you brought Strago, you're in luck.
When you approach the derelict halls of the ancient castle, once the proud monument of a civilization destroyed during the War of the Magi, the character most suited to know the story will speak of the attack and the legend of the magnificent battle between Odin and a powerful sorcerer of his time. Maybe we will be able to find the remains of Odin inside? Before you enter the main hall, there are two more or less hidden doors to the left and right of the large doors. To the right is an already open door leading to a chest containing the
Punisher. The

Punisher is a weapon that you haven't seen since Banon wielded it, and now that you've acquired the weapon, its special power can finally be seen. Like the
Rune Edge and
Ogre Nix, it has an MP-driven auto-critical. It doesn't have any practical use unless you brought Relm or a
GrandTrain-less Strago along for this dungeon, as it's the strongest attacking Rod there is (except for when the
Pearl Rod is hitting a weakness).
To the left is a chest containing the legendary
Offering, one of the most talked-about Relics in the game. Guarding this item is a monster-in-a-box,
KatanaSoul. I talked about
Master Pug being the toughest monster in a box, but KatanaSoul is definitely up there competing for that title.
KatanaSoul Boss Monster |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 61 | 37620 | 7400 | 30000 | 0 |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
25 | 11 | 20 | 115 | 175 | 0 |
Stolen Items |
Dropped Items |
Common: StratoRare: Murasame | Common: Offering |
Status Immunities | Elemental Immunities |
| None |
Elemental Absorb | Elemental Weakness |
None | |
Lores | Command Immunities |
| Control |
| | Strategy |
| | First off, a note of warning: KatanaSoul is unique in the fact that he's a monster in a box you can run from. Doing so hurts your game though; you won't be able to fight him when you return to the chest, and thus you'll miss out on the  Offering.
KatanaSoul is the perfect hybrid between a Samurai and a Ninja, as will become apparent by his AI script. Normally, his attacks will consist of Battle, any of the three offensive ninja scrolls ( Fire Skean,  Water Skean, or Bolt Edge), and Gale Cut, Blowfish, or Shock Wave. This isn't half bad for an opponent, but nothing spectacular either. It's when the enemy is aggravated that it becomes lethal. When you've battled him for longer than 40 seconds, he'll pump himself up. The message "KatanaSoul's power up!" will appear, and he will self-apply the Image and Reflect statuses, making him immune to every blockable Fight attack for the duration of Image and most Magic spells for the duration of Reflect. He'll also try to set Haste, but with inherent Slow immunity it will fail. Sad thing.
He may counter Fight, Magic, and Lore with a Battle, but that's not the purpose of his counter script there; when hit six times by Fight, he'll use !SlayerEdge on a random party member, which is a simple one-hit Wound attack with an admittedly poor Hit Rate of 100. When hit three times by any combination of Magic spells or Lore attacks, he'll chuck a weapon (either Imperial or Ashura) at a random party member, doing about 8000 damage to him/her. He'll then spend the next turn using Setzer's GP Rain, dealing exactly 915 HP worth of damage to four party members (1220 to three if one is still down from the thrown blade).
KatanaSoul's glaring weakness is the combination of vulnerability to the Confuse status and its own Special, !SlayerEdge. By setting Confuse with the Muddle spell, Strago's  Sour Mouth Lore, Stray's Cat Rain, Edgar's NoiseBlaster, or whathaveyou, KatanaSoul has a 50% chance of killing himself with !SlayerEdge. Sketching nets you a 25% shot at !SlayerEdge too. Exploit this weakness for a far easier battle.
If you're looking for more of a challenge or for some other reason don't want to muddle the poor warrior into defeat, here's what you'll want to do. First, throw up your barriers. Focus on the magical side; Big Guard (for Shell) or Zoneseek's Wall, Haste 2, Kirin's Life Guard, etc. Golem and Fenrir help against !SlayerEdge, but you shouldn't see it directed at you anyway.
Now, let loose with your characters. There's no reason to use Fight, Magic, or Lore on KatanaSoul. Terra, Celes, and Strago should really just wait out this battle. Attack with Bum Rush Blitzes, Cyan's SwdTech skills ( Quadra Slice is nice), Jump attacks, the Drill Tool, etc. If you're really unlucky and brought all the wrong characters, just Fight (!SlayerEdge every sixth Fight attack isn't all that bad). When KatanaSoul powers up, Dispel removes all three positive statuses immediately. If you want to be evil, you can break the no-Lore rule one time and steal all three with Rippler (provided Strago's not prancing around with something like a Pod Bracelet or Marvel Shoes). Expand Full Strategy |
| | |
After KatanaSoul dies, you'll receive the

Offering! The

Offering is often misused and - dare I say it - abused. So, it's time to sit down and discuss the

Offering a little. What does the

Offering do? It causes Fight to execute four attacks in a row rather than just one. It also makes every Fight attack become unblockable. The

Offering Fight is also smart; it will never hit defeated opponents when there are still living ones on the battlefield. That's all good. It also removes random spell casting (but not
Tempest's Wind Slash) and criticals (including MP-driven criticals), which is kinda unfortunate in most situations. The downside is that it halves the power of
every physical attack of the person equipping it. This makes sure that any person equipped with the

Offering would better stick to Fight as things like Quadra Slice,

Drill,
Suplex, and
Pummel all halve in power.
An often-heard combination is
Genji Glove and

Offering, allowing for eight physical strikes. Is this combination really that good? It delivers quite a lot of damage most of the time, and it looks flashy to see eight attacks in a row. However, you sacrifice two Relic slots in addition to the ability to equip a shield by doing this, and that's a lot of sacrificing. Is the damage output really that good to justify the sacrifice? Hardly. It's up there as far as offensive prowess goes with a single Bum Rush, Quadra Slice, and a luckier
Dragon Horn Jump attack, sure, but that's about it. And once again, you're losing a lot defensively here.
Then what are the better applications of the

Offering? In short, the odd weapons. The damage outcome of the
Fixed Dice isn't cut by the

Offering, so Setzer equipped with the

Offering and the

Fixed Dice will become exactly four times as powerful as a non-

Offering

Fixed Dice Setzer, all for the loss of only a single Relic slot. The same goes for Locke's
Valiant Knife, but I'll explain about that weapon once you've gotten it. Cyan's

Tempest Wind Slashes won't decrease in power either, but even when all four hits turn into a Wind Slash attack, the damage won't be stellar. Weapons with the X-type Instant Death feature (and the
Scimitar) don't lose their instant death properties, so you'll have four consecutive shots at a 25% immediate dispatch. A
Thief Knife still attempts to steal, and a
Hawk Eye or
Sniper will still randomly inflict more damage.
A quick note about the

Thief Knife; the game can only store a single stolen item per attack, so if you combine the

Offering with a Thiefknife you'll only actually obtain the last item you succesfully stole. All others have been removed from the monsters but are not in your inventory.
Let's press on. Inside, there will just be a big hallway you have to cross. The next room is the throne room, with the statue of Odin in the middle of it (Petrification was the quickest strategy versus Odin in
Final Fantasy V, you might recall). Now, you can add the
Odin Magicite to your inventory by talking to the statue. The pathway to the right, just next to the thrones, takes you to a room with two chests: a
Blizzard Orb for Umaro and a
Gold Hairpin for absolutely nobody in particular.
Also to the right, a little south of that very pathway, is another pathway leading to the queen's room. There's an
X-Ether in the bucket, but what really draws your attention is the sparkle on the bookcase. It turns out to be the queen's diary; it seems that the queen and Odin had a little romancin' going on for a while there. If Terra is in your party at this point, she'll step away from the party to look sad and say, "Love between a human and an Esper..."
At this point, one of the scholars up in Figaro Castle will change his dialogue line to this: "Ancient texts I'm studying speak of a 1000 year-old city beneath the sand. I wonder what this means, '...when the queen stands and takes 5 steps...'" Of course, you needn't wonder, because you're about to find out. The Queen's throne is the one to the right side of the screen. Face the throne, take five steps downwards, and press the 'action' button to make the castle rumble and shake for a slight moment. Now, re-enter the queen's room to find that a stairway has appeared, leading even further down.
This new hallway is devoid of random encounters, but there are two things of interest here; first, the petrified remains of the queen herself. If you have collected the Magicite of

Odin and interact with the statue, a tear will come from the stone to drop upon his remains, turning it into
Raiden, the

Odin upgrade with the superior summon attack, True Edge, and the ability to teach the awesome
Quick spell. Also:
Blue Drgn Boss Monster |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 65 | 26900 | 3800 | 0 | 0 |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
13 | 10 | 0 | 110 | 150 | 0 |
Stolen Items |
Dropped Items |
None | Common: Scimitar |
Status Immunities | Elemental Immunities |
| None |
Elemental Absorb | Elemental Weakness |
| |
Lores | Command Immunities |
| Control |
| | Metamorph Package |
| | |
| | Strategy |
| | If you have any Imp equipment ( Tortoise Shield, Titanium, Imp's Armor), throw it on! The Blue Drgn is all about Water-elemental attacks, and that's what Imp equipment absorbs. Don't equip Ice Shields, as  Aqua Rake will hit twice as hard when you don't have any Imp equipment; Flame Shields are even worse, as they are weak against Water-elemental attacks in general. Thunder Shields are great as they null the effects of  Aqua Rake (as it's part Wind-elemental) and halve all damage done by Flash Rain (as it's part Ice-elemental); Force Shields halve the damage done by Water-elemental attacks in general, too. Minerva wearers shine once again;  Minerva nulls  Aqua Rake and Flash Rain and halves damage done by all other Water-elemental attacks. Equipping Snow Mufflers on Gau, Mog, and Umaro will allow them to absorb the Flash Rain attacks. Relics protecting from Seizure (that'd be Ribbon, Cure Ring and  Marvel Shoes) are great, too.
As soon as the battle starts, the Blue Drgn will attack with Clean Sweep. If Strago is in your party and hasn't learned Cleansweep from either the Enuo random encounters or the Master Pug enemy yet, here's your chance. Normally, the blasted creature will attack with Battle and Flash Rain; believe me, Seizure will get very annoying very quickly if you don't have protection against the status. When Blue Drgn dives beneath 16384 HP, he'll also start attacking with  Aqua Rake and Flash Rain. Every 40 seconds, Blue Drgn will have stored enough water for a  Clean Sweep attack as well. All in all, you will be continuously pounded by multi-target attacks. Any Magic spell or damaging attack you use against the Blue Drgn may be countered by Battle, as usual.
The difficult part of the Blue Drgn's AI script is the  Rippler spell. To put it simply (or as simply as possible), Blue Drgn will use  Rippler if: - One of your characters has the Haste status. If so, it will target that character; if more than one character has the Haste status, it picks the first one with the status in your formation, going from top to bottom.
- If Blue Drgn isn't already enhanced by the Haste status.
- If Blue Drgn isn't enhanced with the Safe status.
- If it has been two turns since (not counting the 40-second Cleansweep attack) Blue Drgn last used
Rippler.
If all those conditions are met, Blue Drgn will cast Slow on itself and proceed to use  Rippler to try to steal the Haste status and give your character the Slow status instead. So what to do? Throw up the boring old blah-blah barriers:  Big Guard, Wall, Life Guard, Earth Wall, Moon Song, and so on. If you brought Shadow, you do not want him to be the victim of  Rippler, ever (Interceptor could be stolen). Don't apply the Haste status. Attack with Lightning-elemental spells if possible. Tritoch's Tri-Dazer isn't absorbed, so that works; Bolt 3 is stronger, though.  Bolt Edges work great, but Thunder Blades are even more powerful. The same old stuff still works. The mages should stick to Lightning-elemental attacks. Edgar makes a good  Dragon Horn Dragoon, as usual. Sabin's Bum Rush beats all, like usual. Setzer's GP Rain is still stronger than Slot, while the  Fixed Dice (especially when paired with the  Offering) are superior to both of them. Cyan can't really do his job as usual (though you can set him up as a utility man). Gau's Aspik Rage allows him to absorb all Water-elemental attacks while making him attack with Giga Volt, a strong Lightning-elemental attack that will really hurt Blue Drgn. Actaneon and Exocite also allow Ragers to absorb Water-elemental attacks.
You know, this battle's ease doesn't mean that the Blue Drgn is weak; on the contrary, with regular multi-target magical spells packing some power behind them and no crippling status vulnerabilities, the Blue Drgn is a fairly solid contender. It's just that the fact that your characters are becoming more overpowered really begins to show by now. If Bum Rush and  Dragon Horn Dragoons weren't enough, you get to use  Fixed Dice/  Offering, equip armor like the  Minerva and Cat Hood, and have access to all the awesome no-questions-asked attacks such as  GrandTrain and Bum Rush. Expand Full Strategy |
| | |
When you have defeated the Blue Drgn, you'll be rewarded with the

Scimitar, one of Ted Woolsey's biggest goofs. The Japanese name of

Odin's attack is 'Zantetsuken', 'Iron Cutting Blade'. The

Scimitar was called Zantetsuken in the Japanese version; the

Scimitar was therefore intended to be Odin's weapon. The link is lost on the average American/European gamer though, as

Scimitar/Atom Edge doesn't ring any immediate bells other than the slicing effect of both. Anyway, it's the only non-Knife weapon Cyan can equip and pretty much his best option (while his 'ultimate' weapon is slightly stronger, it has none of the neat side-effects the

Scimitar does).
With

Raiden obtained and the Blue Drgn defeated, there is nothing more for you here. You can leave this place and tell the old man in Figaro Castle to advance with the castle. You can revisit this place any time you want to, as every time you travel under the sea with Figaro Castle the old man will be surprised by the oddness of the stratum. The guy probably has trouble remembering his wife's birthday too.
Caves of Narshe:
Final Fantasy VIVersion 6
©1997–2026 Josh Alvies (Rangers51)
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