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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.9: Figaro Castle and the Road to Kohlingen

Desert
6/16
3
5/16
2
5/16
1
2
Grasslands
10/16
1
6/16
1
Forest
6/16
1
2
5/16
6
5/16
3
Wasteland
10/16
2
6/16
2
2

Enemies: Marchosias, Deepeye, Bogy, Mousse

Party: Edgar, Celes, Optional: Sabin

Welcome to Figaro Castle! It's been a rough day, so I suggest you take a nap for some free healing. If you didn't see the Figaro brothers cutscene earlier, Sabin will be off as soon as you advance up in the castle. At this point, a soldier will be stationed at each of the two towers, preventing you from entering until you've taken a nap. They're not being very subtle over at Square.

During the night, a cutscene will ensue. I won't bother describing it as it's mandatory. In short, childhood nostalgia grabs the Figaro brothers, and the memories of days long gone only strengthen their resolve to stop Kefka. One of the girls in the guest room will tell you about the Cult of Kefka. If ever a loved one of a person in the Cult would come to their aid, however, he or she might just snap out of it. Can't imagine that being helpful later on.

Item Shop: What can I say? If you need anything, grab it here. If you have Edgar as your leading party member, all purchases will be 50% off.

Weapon Shop: A new Tool is for sale here! If you didn't Steal a ToolsDebilitator during the battle against the Cranes or Air Force, the same thing can be got now for 5000 GP. And it's only 2500 GP if you have Edgar as the leading party member.

Whether or not you're still enjoying the sun of Figaro, it's time to take Figaro Castle to the other side of the ocean. When you arise and leave the castle, you'll notice three dots on your Map: one to the north and two to the west. To the north is Dragon's Neck Colosseum, which I'll discuss later. To the west, there's Kohlingen and Daryl's Tomb. The northern-most of these is Kohlingen, where you want to go next. Who knows what kind of interesting things are awaiting you there (Besides me, of course)! There's nothing for you now at Daryl's Tomb anyway; it's just a featureless bulge in the ground which offers no exciting activities. For now.

The Marchosias enemy looks pretty dangerous; the last time we saw a sprite that big on a random encounter was the dreaded Behemoth. Marchosias's a big wimp though, so no worries! It uses Battle, !Talon (Battle * 1.5, you shouldn't ever see it unless you're waiting for it as it may appear every fourth turn), OAero, which admittedly hurts pretty badly (it's like a Wind-elemental multi-target level 3 spell), and OWhite Wind. With only 1500 HP, however, you should be able to kill it pretty quickly. It's weak to Wind-elemental attacks, so Sabin's Razor Gale technique gets the job done, as does the usual violence.

Deepeye is one of those odd monsters that begins by attacking you and proceeds to use Escape every other turn. Every first turn they will either lunge at you with Battle or let you sink into that hypnotizing eye of theirs, a process also known as !Dreamland (sets Sleep). And yes, every second turn means a 33% chance of Escape. Kill them all quickly with Fire-elemental attacks such as a multi-target OFira spell and Rising Phoenix. The interesting thing about Deepeye is the fact they make for a Rage that uses the Dread attack, but the special property of Dread (only checks for Petrify protection, not instant death protection) isn't important right now, so I'll talk about it later.

Bogy is boring. !Growl (Battle power * 2) sounds kinda stupid too. Inherent Safe and immunity to instant death attacks makes the thing slightly durable, but, since Bogy is still incapable of accomplishing anything of significance against your party, you can just pound away until it dies.

In the end, it's fairly apparent that Mousse is as staggeringly dumb as 2006's Samuel L. Jackson flick 'Snakes on a Plane.' It may randomly use OTransfusion, and it may also respond with the move as a counter to your Magic spells. Mousse will never use OTransfusion when it's the last monster standing on the field: it will solely use Battle and !Venom (Japanese roots: Icky Sticky Goo) to set Slow in this scenario. Like Flan monsters, Mousse nulls the effect of every elemental attack that isn't Fire-, Ice- or Lightning- elemental.

In the end, the only attack that could hurt you (if protected by Clear) is Marchosias's OAero, which can be marginalized by setting Mute or simply reacting quickly. Sabin's Rising Phoenix Blitz technique helps against the Deepeyes where his Razor Gale is very effective against Marchosias.

Now, Kohlingen! The last time you passed through here on a mission you were trying to find Terra. Right now, you're pretty much trying to find everybody. Kohlingen is another example of a city in despair. Nothing seems to work out anymore in this world. A few points of interest in Kohlingen:
  • A girl mentions a man with a 'quaint' way of talking passed through Kohlingen recently. This must be Cyan! It's good to hear that the guy is still kicking. We should pick him up when we have the chance, never mind his sub-par skills in combat!
  • To the north, a woman and a little girl are staring at a tile. They planted some seedlings there, and are trying to see if anything comes from it. Results so far have been disappointing. If you stand on the tile, they will reprimand you and you quickly jump off.
  • An old woman can show you a flashback of WoB Kohlingen. Ah, nostalgia...
  • A Narshe Guard tells you that Narshe has been forsaken and completely overrun by monsters. Poor Mog...
  • The old man who told you earlier of his crazy (younger, by the way) brother who wanted to build a Colosseum now praises him as a visionary; apparently, the Colosseum has been built! We should definitely check it out some day. Also, a mean guy is fighting there looking for a weapon called the DirkIchigeki. Handy info, lady. We're always looking for interesting new ways to be murdered.
  • Sadly for Celes, Locke isn't anywhere to be seen in Kohlingen. The man who preserves Rachel figures he's returned to his quest of finding the restoration relic to revive Rachel.

For all this, the main attraction in Kohlingen is waiting for you in the Pub, drinking his troubles away: Setzer Gabbiani. What was once a dashing pirate with more bravado than the entire city of Jidoor combined (a lot) is now a broken man burping into his wine and brooding over his lost wings.

Celes snaps him out of it; the sight of a beautiful woman hasn't lost its appeal for Setzer, apparently. Hope fills his heart, and he mentions another airship, in a tomb nearby. He shows you the way. We've got ourselves another mission!

On your way out, you run across the guard from Narshe again, who has also been inspired by Celes's words. The mysterious Esper that was dug up at the very start of the game is still in Narshe. We might just be able to wake it up and harness its power to use in the struggle against Kefka!

Item Shop: Buy a bunch of Holy Water potions; 20 is a nice amount of have. Surely, you have Relics to protect against Zombie so you don't need to heal the status, but you can never be too safe when it comes to Zombies. If Night of the Living Dead has taught us anything, by the gods, it is that.

Armor Shop: More of the same, but now that Setzer has joined your party you could use some more of the good stuff. I suggest you buy a ArmorDiamond Armor and a ShieldDiamond Shield; the HelmetGreen Beret is still a superior helmet to the HelmetDiamond Helm, and doesn't cost you anything.

Weapon Shop: There are three weapons of interest here, and two new weapons for Setzer for sale! I'll discuss the GamblerDice last, as they require the largest introduction. The GamblerViper Darts has the X-type Instant Death ability, like the DirkAssassin's Dagger Dirk. The next dungeon will be crawling with Undead enemies, making the GamblerViper Darts entirely useless. They'll have some use in Colosseum though, so if you feel like going there in a moment, buy two. The LanceGolden Spear could be bought earlier, but I advised against it as you would want the SwordEnhancer, with its +7 Magic Power and +20% Magic Block. Since the Jump command is about to take a great power-up and Lances are, as opposed to the normal 50% boost, twice as effective with Jump, you'll probably want to pick up the LanceGolden Spear now for Edgar. The GamblerDice are a very weird weapon. Allow me to pass judgment first; the GamblerDice are not worth it. The GamblerDice completely ignore any normal kind of physical damage formula (which is why they are always placed all the way down when choosing a Weapon in the Equipment screen). When attacking with the GamblerDice, two dice will be rolled on the target. The result of the dice determine the damage by taking the first die's value multiplied by the second die's value, multiplied by two, multiplied by Setzer's level. Sadly, the GamblerDice are rigged against Setzer, much like the Slot command is rigged against him: 1, 2, 3 and 4 have a 3/16 chance of being rolled, while 5 and 6 only have a 2/16 chance of being rolled.

Fighting with the GamblerDice makes for an unblockable, barrier-piercing attack (as the target's Defense isn't factored in the damage calculation whatsoever). While this will make the GamblerDice ideal in a bit, they are a poor choice of weapon as the damage output is consistently inferior to your normal weapons at this time.

You should buy one, though, as 5000 GP isn't that much and you'll want to use them before you get another chance to buy them. For now, move on.

Caves of Narshe: Final Fantasy VI
Version 6
©1997–2025 Josh Alvies (Rangers51)

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