Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
3.6: The Seal of Lightning and the Treasure Room
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Dragon Temple Treasure Room |
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Kaiser's Breath |
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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: ![]() | |||||
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 ![]() Just in case you never did pay much attention to Celes, notable spells that can't be used: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Notable spells that you can use include: ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() This is such an easy battle compared to the previous one! Spellcasters should just focus on ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
For defeating the eighth and final (?!) dragon, we got the

The








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








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: ![]() | |||||
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 ![]() ![]() ![]() There are numerous ways to work around the full-party ![]() ![]() ![]() ![]() ![]() ![]() ![]() Equip ![]() ![]() ![]() ![]() ![]() ![]() Prepare to face ![]() | ||||||
You'll get Relm's






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 ![]() ![]() 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 ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
If you managed to whittle down Neslug's enormous stamina, you'll get the


In the bottom-left corner of the Treasure room, an unguarded chest contains the




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

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






Walk back to the three chests. The middle chest contains a


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: ![]() | ||||||
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 ![]() ![]() ![]() ![]() ![]() | ||||||
Take note that you'll only get a single








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
©1997–2025 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
©1997–2025 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.