Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.44: Kefka's Tower: Continued Ascent, Continued
Party 3 (Garbage Slopes) |
||
---|---|---|
6/16 |
1 |
|
1 |
||
1 | ||
5/16 |
4 | |
5/16 |
1 |
|
1 |
Party 3 (Garbage Caves) |
||
---|---|---|
10/16 |
1 |
|
2 | ||
6/16 |
1 |
|
1 |
||
1 |
Party 3 (Metal Corridor) |
||
---|---|---|
6/16 |
1 | |
5/16 |
1 | |
5/16 |
3 |
Party 3 (First Garbage Passageway) |
||
---|---|---|
6/16 |
2 | |
5/16 |
1 |
|
2 | ||
5/16 |
3 |
Party 3 (Magitek Facility) |
||
---|---|---|
10/16 |
2 | |
6/16 |
2 |
|
1 |
Party 3 (Other Two Garbage Passageways) |
||
---|---|---|
1 |
Party 3 (Skull Dragon Room) |
||
---|---|---|
5/16 |
2 |
|
1 | ||
5/16 |
1 |
|
1 | ||
5/16 |
2 |
|
1 | ||
1/16 |
2 |
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 #3 will encounter yet another new set of enemies - the last set. Landworm is a big, big enemy that takes little effort to defeat. It uses the area around you to crush you: Magnitude8 comes from below, and Lode Stone (that unblockable 75% instant death attack) from above. Occasionally, it uses !Compress, which is nothing more than an unimpressive physical attack. The only status ailment Landworm is protected against is Imp, so Death/Break/ Stop away. How about a Stop/Blaster combo?Gamma: The last random encounter I get to describe. And it's all exciting too! Its most redeeming feature is the fact that it has a rare Air Anchor to Steal, so if you never bothered to go up the Fanatics Tower or forgot to listen to one-eyed bums in Maranda, here's a shot at the precious Tool. Let's not forget that Gamma is actually kind of a challenge; it starts the battle off with !Gamma Rays, which sets Doom. Shucks. Its attacks may include more !Gamma Rays, WaveCannon, Launcher, and Gravity Bomb, a percentage-based attack you've never seen before unless you Raged a Lethal Wpn. It's not that big of a deal; it only halves your current HP. When Gamma dies, it fires off a final Atomic Rays on its slayer, which can do a fair bit of damage if the character in question is shield-less, or Gogo or something. Set Stop, cast Thundaga, Throw Water Scrolls and all that to kill it.
The party should be standing in front of moving conveyer belts. Fun! Stand on the left one and allow it to take you down. First, you'll come across a door to the left. There's a Red Cap to the door, and, when you enter the door and fight your way through the passageway, you'll find a metal ramp which holds up two chests: a Gauntlet to the left and a Nutkin Suit to the right. This ramp contains enemies such as InnoSent and Gamma, which are both quite tough, so be on your guard. Get back out and head through the other door which (through another featureless room filled with enemies) leads the party to what appears to be a part of the MagiTek Facility. The enemies in this section are Fortis, Duel Armor, and Death Machine: Again, great caution is advised. There's a Hero's Ring in the chest and a hidden Aegis Shield in this room. The path is obscured, and there are several steps to follow.
- Go down into the darkness to the left of the spinning whatever-it-is.
- Go all the way down
- Go all the way to the right
- Go all the way down
- Go 1 step up
- Go all the way to the left
- Go all the way down
- Take a few steps to the right and grab the Aegis Shield
- Go back into the darkness and go all the way to the right
- Go up and to the right until you can't go any further
- Go all the way to the left, and all the way up to re-appear.
Get on the conveyer belt to continue. When you exit, you'll see a tube to the left of you. This will suck you in when you stand in front of it and take you back to the other end of the conveyer belt. Walk past the new Save Point and save if you must; you're only seven steps away from a surprise boss battle with Inferno. Down below you'll see an empty chest; it'll always be empty.
Ketu Bestiary #350 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 11000 | 2600 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 7 | 0 | 75 | 185 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Flame SHield | None | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Rahu Bestiary #349 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 69 | 8000 | 770 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 80 | 190 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Flame Shield | None | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Inferno Bestiary #348 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 30800 | 9700 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 130 | 145 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Ice Shield | None | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
The battle against Inferno is a rather simple one, although it is frustrating that the main body and the blades don't share elemental properties. As you would expect, the main body is the one with all the fancy spells and with the most HP. Rahu is the left blade, and it just attacks physically with Battle and !Rapier. Once you destroy it, it'll take 20 seconds to grow back. Ketu, the right blade, is a tad meaner than Rahu; next to Battle, it also uses Metal Cutter, the magical non-elemental attack that's as strong as a level 3 spell. Like Rahu, it grows back 20 seconds after you destroy it. Inferno uses a barrage of magical and mostly elemental attacks, such as Thundara, Atomic Rays, Shockwave, and Gigavolt. When Inferno has both blades, it will use Delta Attack every 30 seconds. Delta Attack is still an unblockable attack that sets Petrify, so watch out for it. When Inferno has only one blade, it will only use Thundaga and Meteor spells (Meteor is especially nasty). The first time you destroy both blades, Inferno will use Magitek Barrier to set both Safe and Reflect on itself. Every time you damage Inferno, it may respond with an annoying !Sobat attack. Your strategy is simple. You have no business caring about Rahu and Ketu whatsoever. Cast Slowga at the start of the battle and cast Stop spells on both blades to make sure they are out of the action for a while. Cast Hastega and summon Zona Seeker, or call out a Mighty Guard attack if Strago is around. Now, focus all your offensive prowess on the main body. Let's not bother with Meteor and Magitek Barrier. The biggest weakness of Inferno is the Thundaga spell. It's an incredibly strong Lightning-elemental spell you can easily target to hurt Inferno exclusively (it'll heal Rahu if you multi-target it), and one or more of your characters should be able to cast it with considerable power. If Shadow and/or Gogo is around, you can have him/it chuck a few Thunder Blades at the infernal machine for large amounts of damage. Expand Full Strategy | ||||||
In the end, Inferno is the only 'random' boss of the entire dungeon, and it isn't incredibly hard if you prepared for the dungeon properly. Sadly, you get nothing out of the battle with Inferno besides some measly Magic Points.
When you've given this ghost from the past a smackdown, you can continue. You'll Have to walk through yet another garbage hallway to reach the garbage clearing again. This passageway contains nothing but Landworms, by the way. You'll see a chest that contains a Megalixir to your right, and to your left is a pathway to a new door, a conveyer belt, and an opened chest with a red sparkle on it.
Remember this chest if you plan to leave the dungeon at some point. After you've hit this switch once to extend the path for Party #1, leave and return. The red sparkle will be gone, so you'll have nothing but an open chest to look for. Don't go through the door quite yet, but go with the conveyer belt; it'll take you to a chest containing the Rainbow Brush, the strongest Brush weapon for Relm. Sadly, it still sucks horribly and is in every notable way inferior to the Magus Rod, which you should keep equipped on her. Now, go around to enter the door. Through another trash hallway filled with Landworms, you'll come across another elemental dragon. This is the last one; it's time to see what this Dragon Seal is all about.
Skull Dragon Bestiary #343 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 62 | 32800 | 1999 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
15 | 10 | 0 | 140 | 120 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: Muscle Belt | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
Control | ||||||
Metamorph Package | ||||||
Strategy | ||||||
Skull Dragon just isn't very assuming. It's a generally subpar dragon as-is, once you ignore the fact it has no status vulnerabilities to exploit, but, at the very end of the game, your party is a force to be reckoned with. It's kind of ridiculous and sad all at the same time. Battle, Doom, Will o' the Wisp, and Apparition all show up on the boss' first three turns, Doom easily being the most popular one. Every fourth turn, Skull Dragon may use Disaster, which is clearly its most crippling attack. It will be randomly single or multi-targeted by the semi-Undead dragon, and it sets Dark, Imp, Doom, Mute, Muddle, and, oddly enough, the Float status. One interesting little tidbit about the Apparition move is that the graphic designers never expected any monster to use it, so, instead of a graphic of the caster (Skull Dragon in this case), you'll see a half-baked sprite of your leading party member instead. Every damaging attack it takes may be countered by Battle. Throw on Ribbons where possible. You shouldn't need any special protection for Will o' the Wisp, as it's about as powerful as Fira, but you can equip Flame Shields, Ice Shields, Minerva Bustiers, or Berserker Rings to absorb or nullify the attack. On the offensive front, just do whatever you have learned works. Since it's possible you have Ragnarok's Metamorph at your disposal, you can try that for a quick win. Firaga spells are extremely powerful (more so than the Holy spell). Ragers can Rage to cast Firaga and become immune to Doom (the eventual death trigger will heal him), and the Imp, Mute, and Confuse statuses that Disaster may set (the remaining Dark and Float statuses that will be set are nothing to worry about for obvious reasons). Gogo should Rage like Gau. If you bought Flametongues for Shadow, know that they are superior to other weapons Shadow can throw. Expand Full Strategy | ||||||
With the successful completion of this fight, you will have (if you've been following this walkthrough) defeated the last of the eight dragons of this world, and the message "Defeated all 8 dragons...Dragon Seal broken!!" will appear. The screen will shake, frightful sounds will echoe through the halls of Kefka's fortress, and you'll obtain the last of the Espers: Crusader.
Now that you're done, it's time to continue. We must make haste! Go through the featureless Imperial corner and you'll find yourself in the same grand Imperial hall as Party #2. There's a button on your side of the elevated pathway as well. Stand on it, and when Party #2 is standing on the other button, you'll see the door begin to open. Sadly, nobody is there to enter the door; let's switch back to Party #1, shall we?
Now that Party #3 has extended the broken conveyer belt by hitting the sparkling chest on the other side (see? the sparkle is gone...), you may continue. After crossing the conveyer belt, you can find a Pinwheel in a chest to your left. When you enter the door, you'll find yourself on the grand elevated pathway. The door is open, with four trusted friends on either side of you. You've been lucky so far that nothing disastrous has happened... but we can rest assured that the going will be increasingly rough from here on, and the fate of this world lies behind the doors ahead. There is no telling just how powerful Kefka is. We have our Magicite, but he doesn't need it: He has the power of the three Stone Goddesses as well.
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.