Final Fantasy VI Walkthrough
2.40: Climbing the Fanatics Tower, For Real
Enemies: White Drgn, Magic Urn, L.10 Magic, L.20 Magic, L.30 Magic, L.40 Magic, L.50 Magic, L.60 Magic, L.70 Magic, L.80 Magic, L.90 Magic
Party: Optional: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
Welcome to the Fanatics Tower! You've almost certainly been here before; if not for some Moogle raiding, you likely picked up Strago here with Relm earlier. Regardless of the actions you've taken (or not) so far, I've always advised you to put off fighting the final opponent at the very top until later. Now is the time for that showdown. The tower has a series of enemies that are found nowhere else, and they all have a bevy of magical attacks warranting description:
Magic Urn is an odd enemy, if you can even call it that. The only chance of this opponent actually harming your party is if you're undead, and it has no intent of setting the status itself. On the first turn, it'll use either a
Remedy item or a
Tincture, a
Potion or
Elixir on the second, and a Tincture or an
Ether on the third. If any of your characters has the Wound status set, it'll use a
Fenix Down on him/her (due to a bug, it'll have that response to the Reflect status in the PSX versions). If one is Petrified, it'll use a
Soft item (due to a bug, it responds to
Safe in the PSX versions). After it has used an item, it has a 33% chance at fleeing the battle using Escape; it'll also sometimes flee when you damage it. With 100 HP, absorption of all elements and status ailment invulnerability, it's difficult to harm the thing without killing it. If you have trouble accepting help or simply want to speed things up, the only way of killing these things is
Bserking a character, casting
Drain,
Meteor, or
Ultima, or summoning
Bahamut,
Maduin,
Ragnarok, or
Palidor. If you smell great Rage potential here, you're absolutely right.
L.10 Magic casts level 1 spells every turn, and will counter any damage done to him with either a
Slow,
Stop, or
Haste spell. They're undead, and they have the normal Undead weaknesses: Fire and Pearl, while absorbing Poison. They are vulnerable to
Mute, non-Reflective, Floating. No threat to a
Wall Ring party.
L.20 Magic casts instant death attacks.
Demi,
Quartr, and
Break are all potential occurrences on the first turn, with

Demi,

Quartr, and
X-Zone available to the enemy on the second turn, followed by a loop of the same.

X-Zone is its most dangerous by far. This mage counters any time damage is dealt with either a
Rasp,
Muddle, or

Safe spell. It is weak to Poison, vulnerable to Instant Death, Reflective. These are one of the more dangerous enemies to run into with a

Wall Ring party; make sure you take them out quickly.
L.30 Magic casts level 2 spells, and will counter every move you use against it with either an
Imp,
Osmose, or
Rflect spell. They are weak to Poison, absorbs Pearl, non-Reflective.
L.40 Magic casts

Drain,

Break, or
Vanish every turn. It will counter your attacks with either

Mute or
Sleep. This one is floating, weak to Lightning, absorbs Poison, non-Reflective, vulnerable to Mute.
L.50 Magic is your typical undead mage, casting
Poison,
Bio, and
Doom the first turn. The thing spends the next turn casting either
Remedy (33%) or
Dispel (66%) on a monster. When damaged, it will retort with a

Bserk,

Slow, or
Haste 2 spell. It's also got a random spattering of the typical strengths/weaknesses: Undead, weak to Fire and Pearl, absorb Poison, vulnerable to instant death and Mute, non-Reflective.
L.60 Magic casts
Quake,
W Wind, and
Pearl. When damaged, it'll cast

Osmose,
Slow 2, or
Regen on a single character. Weak to Fire-elemental spells, L.60 Magic also absorbs Ice-elemental spells, is Floating, and is vulnerable to instant death and Mute. Non-Reflective, too.
L.70 Magic casts the level 3 spells. When damaged, it'll respond with

Sleep,

Rasp, or
Shell. It absorbs Fire, and is weak to Ice and Water.
L.70 Magic is Reflective, but vulnerable to instant death and Mute.
L.80 Magic is finally an opponent with some sophistication; she's a lady, after all. She'll cast
Cure 2,
Remedy, or

Haste when a character is Reflective. If that's not the case and a monster is Reflective instead, she'll cast level 3 spells on all monsters. If nobody on the battlefield has the Reflect status, she'll just go with

Poison or

Bio spells. When damaged while your characters have the Reflect status, she'll counter with
Cure 3,
Cure, or
Life 3 (which can't be Reflected...poor confused gal). When damaged while monsters with the Reflect status are around, she'll cast

Stop,

Dispel, or

Pearl on a monster. If she's damaged with no Reflective targets around, she'll do nothing. She is weak to Poison, non-Reflective, vulnerable to instant death.
L.90 Magic is the strongest random encounter here. The first three turns may feature
Flare,

Meteor, or
Merton.

Meteor is the most dangerous of these three, but

Merton is especially annoying, as L.90 Magic absorbs Wind. Every fourth turn, the guy can cast a

Dispel spell and up to three

Flare spells. When damaged, he may counter with

Stop,
Bolt 3, or

Life 3. L.90 Magic is reflective, Floating, and vulnerable to Stop.
So yeah. I've never found much satisfaction in the Fanatics Tower's specific kind of challenge, but maybe you're just itching with excitement, I dunno. Here's a set of small tables to remind you of the opponents' statuses:
| Reflective | Undead | Floating | Death Immune | Can be Muted | Can be Berserked | Can be Stopped |
L.10 Magic | | Yes | Yes | | Yes | Yes | |
L.20 Magic | Yes | | | | | | |
L.30 Magic | | | | | | Yes | |
L.40 Magic | | | Yes | Yes | Yes | | |
L.50 Magic | | Yes | | | Yes | | Yes |
L.60 Magic | | | Yes | Yes | Yes | | |
L.70 Magic | Yes | | | | Yes | | Yes |
L.80 Magic | | | | | | | |
L.90 Magic | Yes | | | Yes | | Yes | Yes |
How to handle them:
L.10 Magic: a
Life spell
L.20 Magic:

X-Zone or

Break spells (bounce off

Wall Ring characters)
L.30 Magic:

Break spells
L.40 Magic:

Mute
L.50 Magic: a

Life spell
L.60 Magic:

Mute
L.70 Magic:

X-Zone or

Break spells (bounce off

Wall Ring characters)
L.80 Magic:

Break spells
L.90 Magic:

Stop (bounce off

Wall Ring characters)
On the whole, especially against the weaker opponents, you may just want to go all-out on the offensive. Spells such as

Meteor and

Ultima never fail to deliver damage, no matter who the opponent is, and since nobody here absorbs Lightning-elemental attacks, cast

Bolt 3 on all four or your

Wall Ring characters to hit them.
Whom to bring? That really depends. Know that the Fanatics Tower is very special, and that ascending the tower means that you will temporarily lose all your skills except for Magic. Obviously, those with high Magic Power are favored, but much more important is how much you've built up your Magic skillset. If somebody knows

Ultima, bring him or her along no matter what else he or she has going on; next to that,

Meteor,

Flare,

Bolt 3,

Stop,

Mute,

Life, and curative/restorative spells are pretty much what you'll be wielding, so you'll want to bring those with you. Typically, assuming their Magic skillset is roughly the same as mentioned above, you'll want something like Terra, Celes, Relm, and whoever. If only one or two characters know

Ultima, bring Gogo along so that it can miraculously know

Ultima too.
Preparation:

Wall Rings are vital. You will need a

Wall Ring on every character, period. Inherent Reflect status makes climbing the tower much easier, and it is a very important factor when fighting the strongest mage this world has to offer: The
MagiMaster. Also, know that you'll be casting and receiving Magic spells only, so the Battle Power of weapons and Defense rating of equipment is useless. Equip accordingly.
Ribbons are very nice as well, by the way, as a lot of status ailment spells will be coming your way, sometimes reflected off barriers and therefore capable of penetrating your magic shield of justice and sunlight known as a

Wall Ring.
Also, make sure you cast
Float on the party. A surprise

Quake is easily countered but can be equally painful.
At the Fanatics Tower, Fight is turned into Magic and every secondary skill disappears. Item's still there, but that's it. If you send Gogo up the tower, give it the Fight command as that'll turn into Magic (while its Magic command will be removed). Umaro doesn't suffer a bit from the Fanatics Tower's strange effect, as he will perform normally. When Berserked, characters will just use Fight.
There's a door we can access on the first part of the stairway. 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 gotten very 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! When you enter this one, you can find a chest containing an
Air Anchor, Edgar's most rare Tool.
The

Air Anchor does the following. Once an enemy is hit by the

Air Anchor, it is allowed one more action, after which it dies. The tool 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 with the knowledge that the Anchored one has been taken care of; others will disagree on account that, unlike instant death attacks, the

Air Anchor allows an opponent to squeeze off a final attack.
The only battles in the

Air Anchor room 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 and provides immunity to all status ailments, regardless of equipment, while casting

Cure 3 half the time), so you'll want to meet them 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 provides for the third-best Defense in the game (lower than the legendary
Paladin Shield and oddball
Tortoise Shield), respectable Magic Defense, and +20% Magic Block added to the wearer. The door in the third part of the stairway contains the
Stunner, 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 Colosseum tactics against the likes of
Chupon and
Siegfried, who are both vulnerable to the ailment and very hard to defeat by other means. I suppose now would be a good time to mention the
White Drgn in the corner.
White Drgn Boss Monster |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 71 | 18500 | 12000 | 0 | 0 |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
13 | 9 | 0 | 110 | 150 | 0 |
Stolen Items |
Dropped Items |
| None |
Status Immunities | Elemental Immunities |
| None |
Elemental Absorb | Elemental Weakness |
| None |
Lores | Command Immunities |
None | Control |
| | Metamorph Package |
| | |
| | Strategy |
| | Wow. There is just so little I can say about White Drgn here. He casts up to three  Pearl spells every turn. When hit by a Magic spell, he has a 66% chance of countering with  Dispel. And that's it. Heck, you've even seen a palette swap of the thing earlier.
White Drgn casts nothing but spells, and is vulnerable to Mute. That's all there is to it, just cast a  Mute spell and you're done. You don't have to bother with  Slow,  Stop, and all that, just cast  Mute and attack the thing with offensive spells. If you're getting low on MP, use  Osmose. Try not to swallow anything sharp while playing, as that's the only situation I can imagine where a loss on your part is actually possible. If you brought either Locke or Shadow, equip a Thief Knife and go for White Drgn's steal items, as both are nice.
If you arrived here with a solo-Mog party (with the hopes of raiding chests), the strategy is only slightly different; since you don't want to take any chances, be sure you're equipped with a  Wall Ring. If Mog doesn't know the  Mute spell, equip Siren so Mog can summon her for the Hope Song attack. Now that White Drgn is at Mog's mercy, just attack until he's dead. Expand Full Strategy |
| | |
After the battle, you'll get a
Pearl Lance from an event. This is to make sure you don't get a

Pearl Lance every time you see the White Drgn on the Veldt: yes, the cretin appears there! It makes for quite a solid Rage too, casting

Pearl and instant death protection and all.
Caves of Narshe:
Final Fantasy VIVersion 6
©1997–2026 Josh Alvies (Rangers51)
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