Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.36: The World Inside the Zone Eater
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Enemies: Zone Eater, Covert, Kamui, Wartpuck, Shambling Corpse, Amduscias, Baalzephon
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
Now here's an odd monster indeed. It absorbs Ice-elemental attacks, is weak against Holy-elemental attacks, and nullifies all other elements. And all it seems to use is a rare

However, if your entire team falls victim to the Engulf attack, you'll find yourself in one of the worlds this Zone Eater ate; a cave, filled with humans (or at least, humanoids) bent on your destruction for some reason that doesn't involve logical thinking. Best to be on your guard. You find yourself within the Zone Eater cave. To the north is a beam of light; you can use this whenever you want to leave the innards of the Zone Eater and face the light of day again. However, for now it might be interesting to intrude further into the bowels of this strange creature. Who knows what oddities of another world we may find here that may help us in the struggle against Kefka.
Preparation: A lot of elemental attacks and status ailments are thrown around, but rather than using full force you'll want to play it defensively this time. A






Do you remember those Ninjas from the Floating Continent, bane of our existence that they were? Coverts are like super-Ninjas. Though you'd think that a ninja smart enough to dress in dark garments would be inherently superior to those flailing along in bright-red outfits (screws over the entire 'hide in the shadow' theme ninjas tend to be all about), Coverts can be a real pain, especially since Coverts lack the Ninjas' main defensive weak point; Covert is immune to instant death attacks. On every odd-numbered turn, you will be faced with either a physical or a Wind Slash, and on every even turn he'll throw a Skean at you (all three may appear). Both of these are about equally strong. When hit by a Thrown weapon, Covert will respond by Throwing a







Kamui is annoying, as he will use up to three !Zombie Touch attacks every turn, which can quickly turn very fatal for you if you're not protected from Zombie. When hit by a Magic spell, Kamui has a 33% chance of countering with the



Wartpuck is the only non-humanoid enemy in the cave. Wartpuck is as good an example of Battle/Special cannon fodder as they come in this game. !Yawn sets Sleep and is randomly used next to Battle, every turn. When hurt, Wartpuck may counter with an annoying Sneeze attack, so you'll want to take Wartpuck out in one shot to make sure nobody misses out on Magic Points. Since it is immune to instant death and every status ailment except for Sleep, your best bet is a single target

Shambling Corpse, like all Outcast palette swaps, is a pain. The only Undead random encounter immune to instant death attacks (outside of the Fanatics Tower), Shambling Corpse is a superior opponent. Every Fight attack may be countered by Battle, every Magic spell will be countered by either







Amduscias uses Battle and !Booty Shake, which seduces and confuses you. That's about it. You don't want to see these enemies appear, however, as they are always paired with two Coverts, but they're not very dangerous themselves. If you have Shadow or Gogo Throw something at them, they will counter by Throwing either an


Baalzephon is one of the most elusive monsters in the game, as they only appear randomly at a 1/16 rate in a few rooms where you'll want to breeze through. As an opponent, they're pretty straightforward unless you're very unlucky; they will just use !Frenzy (which sets Berserk), and, when they're targeted by Fight, they'll counter with Battle. Aside from that counter business, their big thing is elemental absorption; they absorb all elements except for Fire (weakness) and Holy (normal reaction). There's no reason to be equipped with any weapon that's elemental based in this area. Baalzephon makes a great Rage, casting



On the pathway, there are two chests next to each other:







To the far left is a chest containing a

If you safely crossed the bridges, you'll now wind up in a room with a Save Point, devoid of monster formations as rooms like those usually are. Do your stuff, and equip some


Sprint to the left and grab the contents of the first chest in sight, which is a



A jumping puzzle faces you now. First, take the one-chest path to the left and the two-chest path above you to reach the pathway near a button; you can jump on the platform with the action button. It'll extend two extra tiles of pathway: One for you to leave and one to reach the treasure. Jump off. Take the same one-chest path to the left, another one-chest jump, and then a one-chest jump up to the chest containing a

Except for a whole new set of new monster formations without any new monsters, the point of interest here is the creature draped in fabric standing just ahead of the party. It's Gogo, the last character you will recruit in this game. After introducing him/her/itself as a master of the simulacrum, he/she/it will decide to both hone his/her/its own skills and help you on your quest by joining the party's cause. Gogo (let's refer to this thing as it from here out) will join your ranks now; if you were traveling with less than four characters, it'll now be in your party. If not, it'll be waiting on the Falcon for you, as is always the case with new characters.
For now, you can either use a Teleport Stone or 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.