Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.43: Kefka's Tower: Continued Ascent
Party 2 (Garbage Slopes) |
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6/16 |
1 |
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1 |
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1 | ||
5/16 |
4 | |
5/16 |
1 |
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1 |
Party 2 (Garbage Caves) |
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10/16 |
2 | |
6/16 |
3 |
Party 2 (Imperial Jail Cells) |
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10/16 |
1 |
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1 | ||
6/16 |
2 |
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1 |
Party 2 (Imperial Stairway) |
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10/16 |
3 | |
6/16 |
1 |
Party 2 (Facility Rooms) |
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6/16 |
3 | |
5/16 |
3 | |
5/16 |
1 |
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1 |
Party 2 (Garbage Passageway) |
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10/16 |
2 | |
6/16 |
2 |
Party 2 (Gold Dragon's Room) |
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10/16 |
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6/16 |
1 |
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1 |
Party 2 (Imperial Corner Room) |
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5/16 |
2 |
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5/16 |
1 |
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1/16 |
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Enemies: Yojimbo, Dark Force, Muud Suud, Fiend Dragon, Mover, Cherry, Vector Lythos, Primeval Dragon, Landworm, Gamma, Great Malboro, Outsider, Demon Knight, Duel Armor, Great Behemoth, Vector Chimera, Fortis, Junk, InnoSent, Daedalus, Ahriman, Death Machine, Metal Hitman, Prometheus, Inferno, Rahu, Ketu, Gold Dragon, Skull Dragon
Lore: Doom, Roulette, Tsunami, Aero, 1000 Needles, Mighty Guard, Revenge Blast, White Wind, Lv. 5 Death, Lv. 4 Flare, Lv. 3 Confuse, Reflect ???, Lv. ? Holy, Traveler, Dischord, Bad Breath, Transfusion, Rippler, Quasar, Self-Destruct
Party: Optional: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
Party #2 is going to encounter some new enemies, too. Let's dive in. Primeval Dragon has always kinda stood out for me, as it's the opponent most prone to instant death attacks while being immune to instant death attacks, if that makes sense. It's one of the strongest monsters susceptible to the Dread attack coming from a Deepeye Rage, and the Ragnarok Esper has a 100% Hit Rate too. For a dinosaur, it sure knows some funky attacks; it borrowed Lifeshaver from those blasted flying skeletons and is also able to produce the Atomic Rays attacks usually found on machines. Their Special, !Wail, is very powerful too. The Imp status really cripples them, as does the Stop status. They are weak to Ice, as logic would imply.Demon Knight is one of the biggest anti-climaxes of the game. Honestly, Demon Knight had everything going for it. Despite sharing a sprite with the likes of Borghese and Kamui - a very awesome sprite too – Demon Knight, the big old scary demon warrior, really...doesn't do anything. He throws Crypt Dust attacks around, which we have previously appointed the most useless attack ever when not used with some thought, and, when alone, it starts to use Shock Wave. Shock Wave very well may just be... hang on...yes, the weakest monster attack in the game. It counters with !Cursed Gaze which sets Seizure, still ranking as #1 laughable status ailment that actually works. Way to go, pal. Just trash it with what you normally do.
Poor Movers; they were really hurt by the Evade bug. The thing about Mover, or what it was supposed to be at least, is that it has 254 Magic Defense (that's real high) and near perfect Evade, so that neither physical nor magical attacks can hit it! The Evade bug kicks in, however, so Fight commands will actually beat the heck out of them. It gets better, though: Don't forget that our characters are crammed full of barrier-piercing and unblockable attacks in the first place. With 120 HP, you don't need a lot of strategy. Normally, Mover attacks physically and with !Silencing Touch (take a wild guess). When alone, it uses 1000 Needles and Mighty Guard. If Strago is around and hasn't learned Mighty Guard yet, there is no reason to leave this area before taking it with him. Spells such as Meteor solve the Mover problem very quickly.
Muud Suud is pretty much the opposite of Mover: More HP than you can shake a stick at with crappy Defense. It uses Blizzard and Giga Volt to attack, while using Cold Dust and Northern Cross to freeze your party. Slow and Stop both work on the guy, and Holy-elemental spells hit its weakness. Set the statuses and rough it out. The most notable thing about Muud Suud is its rare steal: A Thunder Shield. Experience tells us that you can never have enough Thunder Shields, especially since they can be transformed into Genji Shields at the Colosseum.
Vector Chimera. They're not as dangerous as the Chimera was when you first met it and not as cool or elusive as Gorgimera. It is immune to all status ailments though, and it has a large pool of elemental attacks that are kinda too weak to worry about. Blizzard, Blaze, Aqua Breath, and Giga Volt may all appear when going head-to-head with a Vector Chimera. Four attacks, four heads, there's probably a link there. When attacked by Fight, they'll often counter with !Counter (Battle * 2).
Ahriman is all about instant death attacks. Doom and Dread feature in its normal AI script, and it has a 1/3 chance of countering Magic spells with a Roulette attack. Strago fans that haven't had their gambling fix all month, here's your chance. Ahriman lacks elemental weaknesses, has a lot of HP (10000), and is immune to instant death attacks, so taking them out is difficult. Silence or Berserk eliminates the threat, and Stop works too. Disable them, attack, and simply revive the characters that might expire from Doom.
Daedalus uses Lv. 5 Death, which is annoying. It also uses the Bio spell, Venomist, the Gravity spell and the Reflect ??? attack whenever a character is Reflective. Daedalus is the easiest source for the Lore too. Daedalus counters Fight attacks with Dancing Flame 1/3 of the time. They're not very special: They're Undead, so a Raise spell will take them out quickly. They also have a nifty Metamorph set, I must admit (Cursed Ring, Lich Ring, Thornlet).
Party #2 will begin its journey in front of a broken conveyor belt. Go down and enter the door. You're now in a cave made out of garbage. There's a chest smacked in a random corner, containing a Minerva Bustier armor. All the conveyor belts here are broken. You'll come across two doors now: One is more or less hidden, but both are indicated by the signs hanging over the doors. The one to the top will lead you to a Pinwheel in a chest. To the south, you'll enter the door and find yourselves in the cells of the Imperial Palace. The toilets are broken now... Boy, it really burns me up when that happens.
There's a monster waiting for you in the far left cell. Fighting it is entirely optional, and you don't get anything necessarily positive out of it. Still, it's fun, so go ahead and do it anyway if you'd like. Cast Float on your party if you can, and, if you have Celes or Gogo in your party, you'll want to make sure they can use the Runic skill.
Ultima Buster Bestiary #351 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 55000 | 19000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
20 | 10 | 0 | 75 | 70 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | ||||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
None | ||||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
Remember when some scholar-type guy told you there were two so-called Atma Weapons? Strangely enough, you ought to own one and have defeated the other, so what's the deal with this guy? Clearly, now that Kefka has control over the Goddesses, he's made them craft an even stronger version of the legendary beast of mass destruction we destroyed a year ago. Or something. I am the one known as Ultima...Forged an eternity ago and left here...Forgotten in the mists of time...Long have I pondered what I should do...Long, long have I pondered...But now it seems I have an answer... Ultima Buster isn't as interesting as it hypes itself up to be. Normally, he uses the level 3 spells, switching to a Northern Cross or Southern Cross attack every now and then. When he hits 32640 HP, he'll revert to Firaga, Quake, Meteor spells, Tsunami, and Flare Star. When you hurt the fiend, he may counter with Battle, but what Ultima Buster is actually doing here is storing the hate he develops from your blows into the ultimate attack: whenever he is hurt 12 times, he will stop acting and start storing energy: "A strange light surrounds Ultima Buster" The boss will proceed to glow yellow and do nothing for two turns before unleashing the strongest attack known to man: Ultima. It hurts really bad (count on around 2400 HP worth of damage), and you don't want that. Ultima Buster's unique elemental coverage makes Holy Lance Dragoons useless, so give them Partisans at the start of the battle. Summon your barriers: Mighty Guard, Hastega, Zona Seeker's Wall, Earth Wall, Moon Song, Life Guard, you know what works. Don't forget to set Slow on Ultima Buster, and you might try Stealing too, although there's nothing especially grand to obtain in this fight. Keep yourself healed and make sure you only execute the strongest attacks. Ideally, if you don't have Runic, you want to take out Ultima Buster in twelve hits or less, which makes for a needed average of around 4600 damage a hit. That shouldn't be too much of a problem, right? If it is, there's a few ways around the situation:
Obviously, if you do have Runic at your side, there's nothing to worry about as, when Ultima Buster starts glowing, you can just initiate the Runic skill and watch the attack be absorbed by the blade. Expand Full Strategy | ||||||
You can use the crushed, bloody remains of the monster to rest, gather your mind, zone out for a few moments. This hollow carcass is your Fortress of Solitude, your little haven in the chaotic fast-paced world around you. Yeah, I'm talking about a Save Point that's now here. When you're done peace-ing out, exit through the door.
Alas, it was a fake! The party will tumble down towards the ground. In this new room, you'll fight nothing but Movers and Muud Suuds. Go up the stairs into the next room, which is chock-full of pipes going everywhere. You want to enter through the far right tube; the one to the left of it takes you all the way back to the Pinwheel room, should you so please (escaping this hellhole without having Teleport spells or Teleport Stones would be your only motivation to do so). The far left tube takes you outside again to the trash-slopes.
The next chest you see contains a Force Shield (excellent!). Ignore the doors for now and go all around the conveyor belts to find a Force Armor in a chest. Now, find the two doors again and enter the left one to find your other party members waiting! You're on the other side of this odd room, so you can find the Ribbon in the chest and push the button on the floor. Do so, and leave.
Enter the other door. A small garbage passageway filled with Vector Chimeras and Primeval Dragons greets you before you can exit. You'll find the Gold Dragon at the other end of this tunnel; it should be one of the two still alive, so take it on to reduce that number to one.
Gold Dragon Bestiary #339 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 62 | 32400 | 4000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 110 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: Crystal Orb | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Metamorph Package | ||||||
Crystal Sword, Crystal Helm, Crystal Shield, Crystal Mail, Crystal Sword, Crystal Helm, Crystal Shield, Crystal Mail 32/256 Success Rate | ||||||
Strategy | ||||||
What does Gold Dragon do? First off, every four Fight commands, it will get especially pissed and the message "Gold Dragon begins storing energy..." will be displayed. Gold Dragon will spend a turn doing nothing (aka, charging for Thundaga) before casting a Thundaga spell on the entire party. We faced a level 3 spell with fair warning halfway through the WoB, for crying out loud! If any living character has the Reflect status, Gold Dragon will cast the Reflect spell on itself and will start bouncing Thunder and Thundara spells off at the party. Every Magic spell can be countered by a Thunder or Thundara spell normally, but Gold Dragon will not counter Magic spells when he is charging for the Thundaga spell. Normally, Gold Dragon will just attack with Thunder and Thundara spells, and Gigavolt attacks. Gold Dragon is an incredibly easy enemy at this point; all of its attacks are either Battle or Lightning-elemental. The magic attacks are all vulnerable to Celes's Runic, and Lightning is very easily absorbed or nullified by equipment such as the Thunder Shield, Paladin's Shield, Minerva Bustier, or Berserker Ring. The bane of Gold Dragon's existence, however, is summoning Phantom in conjunction with the Berserk spell. Heck, set Berserk in some other way; the neat thing about late-game battles is that you have so many options. Expand Full Strategy | ||||||
You'll win a Crystal Orb from the guy. The Crystal Orb could have been obtained earlier throughout the game (rare Steal from both - Berserk a character with a Thief's Knife equipped to steal on the Fanatics Tower - and Ultima Buster), but this is likely your first encounter. Crystal Orbs aren't very special; they raise maximum MP by 50%. Yeah, with MP not really being an issue in this game, and with the existence of Celestriad Relics, the Crystal Orb fails to stand out.
After the battle, you can leave through the door, walk through one small featureless room, and find yourself in a grand metal hall. There's a button on the floor on the far end, but it doesn't seem to do anything by itself. Just for giggles, let's switch back to Party #1 and meet more new enemies.
Death Machine can be trouble if you don't know how to take them. They start every battle with the Lv. 5 Death attack to weed out those unfortunate enough to be vulnerable to it. They then spend three turns using !Mind Stop (sets Stop) or casting the Death spell. Their true strength, though, lies in the fact that they will counter any damage done to them, besides damage coming from a Fight command, with up to four Blaster attacks. Know that when the initial attacker is killed before this counter is fully completed, Death Machine will default to 'random' targeting. This means that your entire party might be targeted, and I'm talking multi-target here. Never let this happen. Take out Death Machine with instant death attacks or set the Mute status to prevent its counter from ruining your life.
InnoSent, as their name suggests, might appear nice but you'll come to despise these satellites very quickly, let me assure you. They attack with !Brainblast (sets Confuse), Plasma, Cold Dust, and very rarely Lv. ? Holy. Unless you made a conscious effort to set the last digit of your GP amount to 1 (so Strago could abuse the move), Lv. ? Holy won't hit very often. A lot of your characters should nullify or even absorb Plasma, so the main annoyance is Confused or Frozen party members. You'll want to Confuse them with Noiseblasters and/or cast Banish to get rid of them. Lv. 4 Flare also works if the simple "deplete HP until I win"-based strategy is your kind of plan. They're also weak to Lightning- and Water-elemental attacks.
Now here's a modern Prometheus! It stands out because it has no Rage, which is quite surprising for a random encounter such as Prometheus. It attacks with !Drill (Battle * 1.5) and Shrapnel, which hurts a bit. It may use Southern Cross (on the attacker only) when hit by a Fight command, and it may counter with Northern Cross (on the attacker only, so it hardly ever actually sets that Freeze status) when hit by a Magic spell. Prometheus is a durable machine, I'll give it that, but there's nothing very dangerous about it. It's weak to Lightning- and Water-elemental attacks, as you'd suspect. If for some reason you never Stole or simply bought a Debilitator, you can Steal one from Prometheus.
Fiend Dragon is one of the toughest enemies in the game, so make sure you're prepared when you enter an area where you may face one or two (I'll point it out). Every turn, they have a 33% chance of using Southern Cross, that super-strong multi-target Fire- elemental attack. Every fifth turn may feature either Northern Cross or Flare Star (both of which suck) followed up immediately by !Dissolve, which the Fiend Dragon uses on itself to set Clear. Every turn these monsters don't use a sophisticated attack such as a Cross or Flare Star, they'll use Battle. Every time you damage them, they have a 1/3 chance of using Fallen One. You may remember this attack from Sketching Black Dragons or facing Fiend Dragons in the Colosseum, but to refresh your memory: Fallen One sets the HP of every character to 1. If you meet them, Sketch may produce Fallen One (25%) or Northern Cross (75%), and Control certainly makes things easier. Otherwise, there are no status ailments worth setting and instant death doesn't work either, so you'll just have to rough it out. Grab some Flame Shields mid-battle if you're not prepared for Fire-elemental attacks and use your strongest attacks. Like all dragons, they sport a weakness to Ice-elemental attacks. If you're Controlling them anyway, they have a rare Guard Bracelet for Stealing, which is kind of nice.
You can continue! Pass through the tubes room. Note that you can find the Stoneblade chest here again, but it will be empty, whether you picked up the Stoneblade in the WoB or not. The next room is a featureless one that contains the dreaded Fiend Dragon opponents. Once you've survived the area, you'll be free to head outside again! Here, your progress is once again impeded. Let's switch to Party #3 and see what happens.
Caves of Narshe: Final Fantasy VI
Version 6
©1997–2024 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
©1997–2024 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.