Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
3.6: The Seal of Lightning and the Treasure Room
Dragon Temple Cloister |
||
---|---|---|
5/16 |
1 |
|
1 | ||
5/16 |
2 | |
5/16 |
1 |
|
2 | ||
1/16 |
1 |
Dragon Temple Treasure Room |
||
---|---|---|
5/16 |
2 | |
5/16 |
1 |
|
1 | ||
5/16 |
1 |
|
1 | ||
1/16 |
1 |
Kaiser's Breath |
||
---|---|---|
5/16 |
3 | |
5/16 |
1 |
|
1 |
||
1 | ||
5/16 |
1 |
|
1 | ||
1/16 |
1 |
Descend the stairs here and go up to see four tombstones, reading 'GONS', 'THEK', 'INGO' and 'FDRA'. It spells 'THEKINGOFDRAGONS' once assembled correctly, obviously. At the very end of the hallway, Gold Dragon (Redux), last of the elemental dragons, is more than ready for you.
Gold Dragon (Redux) Bestiary #377 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 60000 | 18000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
40 | 15 | 20 | 150 | 150 | 10 | |
Stolen Items |
Dropped Items |
|||||
Common: X-Ether | Common: Zwill Crossblade | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Gold Dragon (Redux) absorbs Magic exactly like Celes does. This means that most of your spells will be absorbed and have no effect. Though you'll probably immediately understand that means Firaga and such are out of the question, the real threat here is that you can no longer use support and healing spells either. Just in case you never did pay much attention to Celes, notable spells that can't be used: Cure, Cura and Curaga, Drain, Osmose, Esuna, Float, Dispel, Berserk, Haste and Hastega, Libra, Raise, Arise, Reraise, -aga spells, Flare and Ultima. Also, note that the only enemy attack that's vulnerable to Runic's effects worth mentioning that you can use is Northern Cross, which Ragers can use by emulating Fiend Dragon. Notable spells that you can use include: Quake, Meteor, Flood, Meltdown, Valor and Quick. You can also summon Espers without any troubles. FYI, If you have both Celes on Runic stand-by and you cast a spell, both will try to absorb it. If it's a multi-target spell, both will absorb half of the MP normally used to cast the spell. Gold Dragon (Redux) will, due to a cute bug, even use Celes' blade animation when that happens. When the spell is single-target, a dominant Runic user is picked at random and only that one will gain MP, but still half of the MP normally used to cast the spell. Man, fun stuff. Gold Dragon (Redux)'s battle logic is pretty simple. Since it can't use the most prominent Lightning-elemental attacks (it would absorb them), Gold Dragon (Redux) is pretty much stuck with Plasma and Wave Cannon. It'll use physical attacks a lot, countering with them and possibly with !Mighty Claw as well, which sets Confuse. Make sure to summon Golem or otherwise null Confuse effects, since you can't restore affected characters with Esuna for obvious reasons. Once past 25600 HP, Gold Dragon (Redux) will set Protect to buff up its Defense and will start to attack more, adding Wave Cannon to the list. Very simple and not threatening at all! So yeah, Gold Dragon (Redux) is absorbing magic, which isn't that big a deal since about the strongest spell you can use against it not called Ultima flies past Runic: Flood! Flood spells are very powerful and feed off of Gold Dragon (Redux)'s weakness to water. Very sweet. In addition, Valor-centric set-ups are powerful, since you can cast Valor no problem, then unleash Fang, Drill, physical attacks, you name it. This is such an easy battle compared to the previous one! Spellcasters should just focus on Flood and Quake spells (Flood is stronger). Shadow and Gogo can Throw Water Scrolls or Tridents, depending on your ammunition. Other Water- elemental attacks such as Aqua Breath and Tsunami are too weak to really take into consideration, and Dancing the Water Harmony is nowhere near as powerful as Dragon Horn Jumping. Hastega is out and you can't cast Reraise, but it doesn't matter. Summon the Maginot Line which all suffer no ill effects from Gold Dragon (Redux)'s Runic status to make sure !Mighty Claw doesn't become a problem. Absorbing all Lightning-elemental attacks and having negated physical ones, there's no threat so we can just kill the thing. Expand Full Strategy | ||||||
For defeating the eighth and final (?!) dragon, we got the Zwill Crossblade for Locke, and the last Seals are dissolved. There are four Seals of Lightning in the Dragon's Den: one in the Flame Labyrinth, the seemingly redundant one in the Dragon Temple, one we haven't seen yet and one in the Grand Cavern. Sweet!
The Zwill Crossblade for Locke is not that exciting. It's a powerful Wind-elemental dagger with some minor stat boosts and a random Sleep spell. With the Valiant Knife and Sniper being more damaging and the Lightbringer being completely superior, just fuggedaboutit unless you don't have a Ragnarok/Lightbringer to spare for Locke and just play him as a caster, in which case the Zwill Crossblade gives him superior evasive abilities. Let's go check out what we can do now!
To the north of the turtle pond, go all the way to the right until you reach the blank tombstone. In this room, there's a dark tile you can stand on to open a door on the other side of the wall, but you'll need another party for this. Concerning the tombstone, similarly to Daryl's Tomb, you can carve the collected pieces of carving as follows: THEK INGO FDRA GONS. Do that and a door opens!
You'll find two chests in here, but mainly it's just a long weird collection of stairways leading to the Treasure Room. The chests here contain a Phoenix Down and an Elixir, so that's nothing to get overly excited about. Before long, you'll find yourself in the Treasure Room! You can wander around for a while, but eventually you'll just hafta use the glowing light. You'll be transported left of four chests. Shinies! The top-left contains a Ribbon and the bottom-left contains the new Umaro Relic, the Bone Wrist. The Bone Wrist really is an awesome Relic for Umaro. It grants a +5 on all of his stats, increases Defense, Magic Defense, Evasion and Magic Evasion by 10 and has some additional effects as well: it basically combines the effects of the Hyper Wrist (Strength + 50%), Muscle Belt (HP + 50%), Hero's Ring (physical and magical damage increase by 25%) and Sniper Eye (his normal swing with the Bone Club will never miss again). If you have any love for Umaro this should be your kind of thing; it's the best thing ever for the furry tractor.
The two other chests contain Monster-in-a-boxes. Monsters-in-a-box. Monsters in boxes. Let's do the fun one first: open the top-right chest to fight Plague.
Plague Bestiary #366 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 79 | 22000 | 12000 | 0 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
31 | 20 | 250 | 130 | 160 | 180 | |
Stolen Items |
Dropped Items |
|||||
None | Common: Angel Brush | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Plague is a blue Ahriman that will use Doom on the entire party at the start of the battle. Plague'll use physical attacks, !Gaze and Trine to attack the party. Trine is an attack we haven't seen since Kefka's AI Script; it still sets Darkness and Silence on all party members, and it's still unblockable. When successfully hit by an Attack command, Plague will counter with a Haste spell on the offending character. That may seem nice, but realize that Haste will also speed up your Doom timer. When struck by any Magic spell, Plague will counter with a Roulette spell. Itself being immune to its effects, it'll probably just take out a party member. Good luck actually hitting Plague though, as it has perfect Evasion and Magic Evasion. There are numerous ways to work around the full-party Doom. Safety Bits, Memento Rings and Lich Rings will all either prevent Doom from working or heal the character when the timer runs out. Having one or two characters with Haste will make them expire before the others, so you can just revive each in turn. You can even let a single character's timer run out when that character has cast a Quick spell and revive. Equip Ribbons to protect yourself from !Gaze, Trine and general ridicule from your peers. Plague has relatively little HP, but you'll need to strike it. Flood, Meteor, Meltdown and Ultima spells are unblockable, as are most of your secondary skills. Throw Fuma Shuriken, use Phantom Rush, etc. Cyan's Eclipse Bushido, due to the unique way it sets Stop, may actually set the Stop status on Plague so you can henceforth nail it with blockable attacks as well. Eclipse, see, is unblockable in nature and simply has a rough 55% chance of setting the Stop status regardless of the target's Evasion or Magic Evasion. Once Stopped, you can set Slow, Silence or Berserk at your heart's content. Prepare to face Doom and status ailments with protective Relics and you can't really lose this battle. Expand Full Strategy | ||||||
You'll get Relm's Angel Brush after the fight. This Brush raises Magic by 7 like the Magus Rod, but also her Speed! It may randomly cast Confuse on the target, but we won't be using it as an offensive weapon. We finally get our hands on a weapon for Relm that's better than the Magus Rod, so we no longer have to split two Magus Rods between three lovers of it. You could've had three Magus Rods, but you'd be spending your last Healing Rod for it.
The other chest contains Neslug, the thing that will make you hate life. They certainly figured this whole GBA bonus content thing should pretty much only get on our nerves, amiright?
Neslug (Shell) Bestiary #368 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 62000 | 62000 | 50000 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
60 | 20 | 0 | 255 | 255 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Neslug (Head) Bestiary #369 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 62000 | 62000 | 50000 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
50 | 20 | 50 | 180 | 195 | 50 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Here's the thing. Neslug's Head will pop in and out of the shell every now and then. It'll start the battle with a Slowga spell and will randomly use physical attacks, set Stop with !Tongue Bath or use Sticky Goo to set Slow. Bo-oring. The shell will use White Wind once every time the Head is out of the shell, counter any attack with the instant-kill !Megaton Smash and will randomly attack with !Megaton Smash as well. Did I mention the shell is invulnerable to attacks and will therefore always heal the full extent of 9999 HP? The defense isn't difficult. Throw up the Maginot Line to protect yourself from !Tongue Bath and !Megaton Smash and the stray physicals and equip Hermes Sandals to turn yourself immune to Slowga and Sticky Goo. The thing is that you'll need to do more than 9999 damage to the Head, preferably targetable. It can be multi-target, but only if you have Golem up. Neslug's awesome Magic Defense ensures that things aren't quite as simple as you'd like them to be. Barrier-piercing fire-elemental attacks reign supreme. Flare Star is a good one coming from Gau and/or Gogo, as is the Meltdown spell if you have it handy, though you'll want to make sure you don't suffer from any kickback. Breaking Flame Rods is great and/or Flame Shields are great as well. It may be cheap, but so is total invulnerability/White Wind combinations, so shut up, Neslug. You can target the head only by trying to set yourself as a target for the broken item, then switch back to the monster's side, where you'll find the pointer has gone single-target. Clever! Valor is another way to make targetable attacks even more powerful. Valor will triple the power of Fuma Shuriken, Attack commands and Edgar's Drill (superior to Chainsaw now that it's so powerful, since Chainsaw will do nothing 25% of the time). Those that are stuck without targetable attacks such as Sabin and Gau just aren't all too suited for the fight, thus making them prime candidates for casting Valor. Expand Full Strategy | ||||||
If you managed to whittle down Neslug's enormous stamina, you'll get the Gungnir for Mog. The Gungnir is another Lance that lacks the improved Jump modifier, so you can forget about this 'legendary lance of the gods'.
In the bottom-left corner of the Treasure room, an unguarded chest contains the Stardust Rod for Strago, which is a more offensive weapon for Strago. It lacks the 30% Magic Evasion boost, but will boost some stats (the same Magic boost as the Magus Rod), and randomly cast a single-target Meteor spell on the struck target. I'd personally prefer the Magus Rod, but it's up to you.
To the right of the four now emptied chests is a warp light. New room, find the new warp light. The next warp light will just teleport you to a closed room, so get outside. You're back at the Cloister now. There's a Ribbon in a chest here, and a darkened tile which opens a door you can't reach. Could it be the case? You need to switch to Party 2!
Switch to Party 2
Remember how to get to the Dragon Temple? Right entrance, to the stairway. Use the turtle or walk there, it's all the same. Get to the other side and follow the path Party 1 took, past the carved tombstone and into the Dragon Temple Cloister. No need to go in the Treasure Room; you'll find that Party 1 is holding an alternative door open for you. You'll walk into a new warp light, transporting you to three chests. Ignore them for now and go south, where a single chest lies containing the Dueling Mask for Gau. Though what Gau would've really liked was a weapon for him to hold in the absence of the Merit Award, he gets the best helmet in the game period. It ups all his stats by 6, increases his Defense and Magic Defense more than any Helmet ever could and raises Evasion and Magic Evasion to boot. Did I mention it raises Gau's maximum HP by 25%, much like the Red Cap? If you were mucking about with a White Cape on Gau so he could have both a Thunder Shield and 255 Defense, stop right there. Since Gau now halves everything anyway, I find that an Aegis Shield is superior, since it keeps him an 255 Defense and raises his Magic Evasion to 78%, which is just stellar.
Walk back to the three chests. The middle chest contains a Crystal Orb, the left chest contains a Genji Glove, and the right chest contains the very last semi-boss before the last one.
Flan Princess Bestiary #367 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 91 | 12345 | 1000 | 11111 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 15 | 0 | 250 | 100 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Oborozuki | ||||||
Status Immunities | Elemental Immunities | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ||||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Here's the deal; these five have amazing Defense and will try to set all kinds of status ailments on your party, eventually turning you into the Berserked characters, likely Imped. They won't use Mega Berserk 'til their third turn, but you'll be effectively screwed when Imp Song makes an appearance. Protect yourself from all this by equipping Ribbons and taking advantage of their own status ailment vulnerabilities. Summon Raiden to take care of most, if not all of them immediately. The remaining will still fall to Banish spells, Edgar's Noiseblaster or a Silence spell. Flan Princess is an easy enemy as long as you don't try to get past their Defense. Expand Full Strategy | ||||||
Take note that you'll only get a single Oborozuki after the fight. The Oborozuki is perhaps the most useful weapon in the entire Dragon's Den. It opens up the sweetest set-up for Shadow ever. With the Oborozuki, Shadow will set at 78% Evasion from the get-go. Combine with a Tortoise Shield (yes!) and a single set of Prayer Beads and you'll have Shadow with perfect Evasion. The Tortoise Shield is there to combine it with a Saucer and Reed Cloak. Shadow won't need Defense now that his Evasion is perfect, and his Magic Defense is now through the roof. Awesome!
We're done in the Treasure Room now. Let's take Party 2 back to the Dragon Temple and switch. See the darkened tile left of the entrance to the Cloister? Go stand on it.
Switch to Party 1
You'll need to track back through the Treasure Room to get back to the Dragon Temple, but you'll get there. Past the Save Point, an entrance is being held open for you by Party 2. Save at the Save Point if you want. Past the door is a location called Kaiser's Breath.
There's a button tile here, but only one that reminds us of the last stop prior to the Kefka fight. Could it be that we've reached the end of the Dragon's Den? Go stand on it and switch to Party 3, since Party 2 is needed at the button tile. But how are we gonna get Party 2 across? I've got a plan. We'll make a detour through the Inner Eye Labyrinth.
Switch to Party 3
Walk to the Dragon Temple and approach the turtle pond. Make sure the turtle is in the middle of the pond; call it to you once if you need to. You'll need to walk around and call the turtle from the right side so you can ride it to the left side, where you can easily enter the Grand Cavern. Go south and left, over the bridge. Going to the left immediately would cross us with the Green Asshats, whom we thankfully have no business with anymore ever. When you're past the bridges, go up to the Shrine of Serentiy (you can Save if you want to) and enter the Inner Eye Labyrinth to the left.
Walk to the right and go around the big rock to the four-ton weight and push it off. We have no business going north into the Holy Palace, so just walk back to the entrance, flip it the bird and walk past it, find the rock you can jump over and go stand on the button tile.
Switch to Party 2
Get off the switch and join Party 3 in the Inner Eye Labyrinth. You'll basically be following Party 3 across the turtle pond and Grand Cavern. When you're in the Inner Eye Labyrinth, walk to the right, around the rock and eventually go down across the bridge. Walk to the left and up to find the rock Party 3 is holding up for you. Jump across the rock to find yourself on the lowest level. We've done all this before, but a Seal of Lightning impeded our progress to the north earlier. Go check it out: there's a Save Point and a new entrance to Kaiser's Breath. Go stand on the button tile: a new warp light should appear between Party 2 and Party 1.
Switch to Party 3
That's just great. Party 3 allowed the others to get into Kaiser's Breath, but both paths we took require other parties to open up; other parties we no longer have the luxury of using. No sweat; there's a way to get there with Party 3. First, exit the Inner Eye Labyrinth. The Shrine of Serenity you pass is the last in-game Save Point before the final fight of this dungeon, so you might want to use it. Trace back your steps to the entrance to the Dragon Temple, but go past it and up the stairwell to where you fought Skull Dragon (Redux). Take the bridge to the right, blissfully ignoring the GA's we can see prancing about below us. Follow the path 'til you encounter the entrance previously blocked by the Seal of Lightning. Guess where it takes us?
Take note that the last party that stands on a button tile turned warp light will fight Kaiser Dragon.
In Kaiser's Lair, there are no random encounters, and all you can do here is trigger a battle with Kaiser Dragon. However, a bug allows you to dash past the monstrosity so you can grab the Esper which lies behind it. If you have Sprint Shoes equipped, stand in front of the Esper, open the menu, press up and leave the menu. The game will register you're already a tile up and will ignore the presence of the monster sprite. For the walkthrough though, I'll just assume you honor the universal gamer's code and won't do so. Mostly because there's no point in writing this last chapter if you're a dirty cheat like that.
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.