Final Fantasy VI Bosses
You may be here looking at the Final Fantasy VI bosses in order to figure out how to beat them. We've included brief strategies for them here, but in virtually all cases, you may find more detail than we can fit here by visiting the walkthrough.
Air Force |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 25 | 8000 | 750 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
10 | 12 | 0 | 150 | 120 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Elixir | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
The parts to this battle: Air Force, Laser Gun (the part to the right of Air Force), and MissileBay (the dark red part below Air Force). In the SNES game, the MissileBay was light grey like the Laser Gun. Why they decided to change *that* of all things will forever be a mystery. MissileBay fires off Missile attacks. Nothing ground-shaking there. If it gets weak and reaches 1536 HP - that's after taking 1464 HP damage - it might get a shot at using Launcher. Laser Gun uses Tek Laser and Atomic Ray. If it hits 1536 HP – after taking 1764 HP damage - it loses the Atomic Ray option, but gains Diffuser, which is slightly weaker than Atomic Ray. Air Force itself will just use Tek Laser and Diffuser. When Laser Gun dies, a Speck will be released. Speck is an opponent that takes no turns; the only thing it does is float about on constant Runic stand-by, absorbing all your Magic spells. At this point, Air Force will try to self-apply Haste status (and fail, as he's immune to Slow) and start counting down; at this point, the Speck will leave the battlefield and Air Force will use WaveCannon, a very strong multi-target Lightning-elemental attack. By this point, you should be fully healed though, so you won't die from it if all is well. After WaveCannon, Air Force will launch another Speck and start counting again. The first thing on your mind is taking out MissileBay. If you have Locke in the party, try to Steal for as long as he's around; MissileBay has a rare ![]() ![]() ![]() Heal regularly, keep your defenses up, and you'll defeat Air Force in no time at all. If you're really having trouble, you can break ![]() An alternate strategy if you picked three characters that all heavily rely on Magic (Locke, Relm, Celes, for example) is the following. Since you want to prevent Speck from showing up above all else, don't kill Laser Gun. Instead, you can stop his attacks for long periods of time if you combine the Slow and Stop status ailments on it. Kill off MissileBay, use your speed-reducing grey magic on Laser Gun and focus all spells on Air Force. No Speck, no WaveCannon, no fuss. Expand Full Strategy | ||||||
Atma |
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'm Atma... Left here since birth... Forgotten in the river of time... I've had an eternity to ponder the meaning of things... And now I have an answer! Atma isn't as interesting as it hypes itself up to be. Normally, he uses the level 3 spells, switching to a N. Cross or S. Cross attack every now and then. When he hits 32640 HP, he'll revert to ![]() ![]() ![]() ![]() ![]() Atma's unique elemental coverage makes ![]() ![]() ![]() ![]() ![]() Keep yourself healed and make sure you only execute the strongest attacks. Ideally, if you don't have Runic, you want to take out Atma 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 Atma starts glowing, you can just initiate the Runic skill and watch the attack be absorbed by the blade. Expand Full Strategy | ||||||
AtmaWeapon |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 37 | 24000 | 5000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
45 | 5 | 20 | 142 | 97 | 10 | |
Stolen Items |
Dropped Items |
|||||
Common: Elixir | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
AtmaWeapon is quite a challenge. Not quite as disgustingly horrible as Air Force, but you don't have the ability to divide and conquer that made the Air Force battle palatable. AtmaWeapon starts like a rather tough monster, and as he has the most HP of any normal monster so far (Intangir excluded), he'll be quite the little troublemaker. His normal battle script starts with a pretty rockin' speech, and then it continues to simply pound your character into submission with Attack, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Mind Blast is a multi-target attack that randomly selects a character four times and sets one randomly selected status ailments out of the following possibilities: Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, and Stop. If a character is never chosen, he won't be affected by the spell; if a character was randomly selected three times, he'll get three randomly selected status ailments set on him. As you can imagine, you can come away from this attack with relatively minor damage, or with some fairly severe damage. It might be a good idea to summon ![]() After Mind Blast, AtmaWeapon will get even stronger. The message "Vast energy focused" will appear, and AtmaWeapon will give himself Protect, Shell, and Haste status and glow an eerie yellow. He'll wait for his next turn and glow yellow again. That next turn, he'll glow yellow for a long time, some cogwheels will spin (as a hobby assembly enthusiast, I wonder how the heck they did that), and AtmaWeapon will use the move Flare Star. Flare Star is a neat attack. It's fire-elemental and its damage depends on your level. It multiplies the level of a random party member by 80 and splits the damage by the amount of characters you have. So, if you have a four-headed party, all level 25, the damage will be 500 per party member. After Flare Star, he basically starts over again with ![]() ![]() When you knock him below 6144 HP, he'll start using another set of spells: Attack, ![]() ![]() ![]() You can basically do two things here. In both scenarios you'll want your party covered in ![]() ![]() ![]() If a lot of your characters know the ![]() ![]() ![]() ![]() ![]() If you decide to just smack him to death with your ouchies, beware. Start the battle off with ![]() ![]() ![]() ![]() ![]() Try to steal a ![]() ![]() If he uses Mind Blast, cure the most dangerous status ailments and proceed. If the message "Vast energy focused" appears, use ![]() ![]() Basically, it's a story of heal first and damage later. Terra, Celes, and Relm should just use their level 2 spells ( ![]() ![]() ![]() ![]() ![]() Mog's Dance is up for debate. The Earth Blues is the home Dance, so it will never fail, and it also has the most damaging attack of all Mog's attacks: Rock Slide. The Water Rondo, on the other hand, has a more constant damage output, as both El Niño (most common attack) and Plasma (2nd most common attack) will work. In contrast, Earth Blues' Sonic Boom will fail whenever it's used. I'm leaning toward Earth Blues myself, but it's more a matter of personal preference. Setzer will probably want to stick to Gil Toss. Even with double ![]() Cyan's Quadra Slam out-damages Dispatch, so try to have other characters attack while you wait for Quadra Slam to load. It might be safer, if you're less experienced, to simply stick to Dispatch and have him run utility work if that's necessary. If you seriously brought Cyan for some reason I expect you to have taught him at least one level 2 spell; with one pair of ![]() Strago's ![]() ![]() ![]() ![]() ![]() ![]() ![]() Gau's best choices are probably Ninja ( ![]() ![]() ![]() ![]() ![]() | ||||||
Blue Drgn |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 65 | 26900 | 3800 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 110 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Metamorph Package | ||||||
Strategy | ||||||
If you have any Imp equipment ( ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() As soon as the battle starts, the Blue Drgn will attack with ![]() ![]() ![]() The difficult part of the Blue Drgn's AI script is the ![]() ![]()
If all those conditions are met, Blue Drgn will cast ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() You know, this battle's ease doesn't mean that the Blue Drgn is weak; on the contrary, with regular multi-target magical spells packing some power behind them and no crippling status vulnerabilities, the Blue Drgn is a fairly solid contender. It's just that the fact that your characters are becoming more overpowered really begins to show by now. If Bum Rush and ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Chadarnook (Goddess) |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 41 | 30000 | 7600 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
18 | 10 | 0 | 135 | 130 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Chadarnook (Phantasm) |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 37 | 56000 | 9400 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 140 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Interesting trivia: the Japanese game showed much more skin on the Chadarnook (Goddess) image. Nothing horrifying and ungodly like any kind of ladyparts, but still, more skin. Anyway, here's an odd encounter. It's a living painting of the Esper ![]() Chadarnook attacks with Lightning-elemental spells ( ![]() ![]() Phantasm is a multi-target attack that sets the super-duper-special HP Leak status on a target, which can only be seen in this battle. It's the same as Seizure, only it's much more dangerous because it isn't Seizure. This means you can't protect from it with Relics, you can't override it by setting Regen, and you can't cure it in any way. As soon as HP Leak is set, any current Regen status (even if it's from a ![]() ![]() ![]() ![]() ![]() So what to do? You should be covered in equipment that protects against the Phantasm's Lightning-elemental spells and possibly against that Flash Rain attack too. Patiently wait out the first turn against the Chadarnook (Goddess) picture, then quickly throw whatever you have when the demon appears. The monster is extremely weak to Fire-elemental and Pearl-elemental spells, as it has both a weakness to the element and a Magic Defense that really isn't all that stellar. Terra and Celes's ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() You can't do anything when Charm connects, and you can't do anything when Phantasm connects. ![]() ![]() ![]() ![]() | ||||||
Chupon |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 26 | 10000 | 40000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 100 | 55 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Crane (Left) |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 23 | 1800 | 447 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
14 | 4 | 0 | 145 | 120 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Crane (Right) is fire-based. It will attack physically and use the ![]() ![]() ![]() ![]() ![]() The Crane (Left) is pretty much the same, only lightning-based. From "Electrified LV 1" it will pass through "Electrified LV 2" and "Electrified LV 3 - Unleashed electric energy!" performing a multi-target Giga Volt attack. All other features are the same, only it will cast a ![]() If you brought Gau and he knows how to perform the Anguiform Rage, you're in luck, as the ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Crane (Right) |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 24 | 2300 | 447 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
14 | 4 | 0 | 125 | 120 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Curley |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 47 | 15000 | 2000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
1 | 4 | 0 | 100 | 110 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Dadaluma |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 22 | 3270 | 1005 | 1210 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
12 | 3 | 0 | 85 | 143 | 10 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Strategy | ||||||
Dadaluma is...yeah, what the hell is he anyway? He's a crazy lying dog like the entire population of Zozo, charging at you as soon as he's finished saying he's going to let you by unharmed. He's some hybrid between a martial artist and a thief: The love child of a Harvester and an Iron Fist plus a load of anabolic steroids. Most of his attacks are physical, and his most powerful ones are thrown weapons. Your Invisible characters are relatively safe if he doesn't expose them with Shock Wave, which is a weakish attack with the power to hit your Invisible targets. When he's taking enough damage to dive below 1920 HP, he'll use either a Tonic or Potion three times and cast ![]() There are some more twists and turns to Dadaluma's battle script! When you've hurt him with the Magic command two times, he will Throw one weapon and Jump in the air, being temporarily untouchable. He'll come down to damage a character for some minor physical hurting. He won't do all this if he has the Slow status, but since the only way to set it is by using Gau's Poplium Rage, there are much better things to set on Dadaluma. If you've hit him with the Attack command four times, he will Throw two weapons. Such violence. Obviously, you're never going to use Attack that much, but if you brought Locke and Cyan and went Attack-happy for some reason, watch out. Finally, after 30 seconds, he will call some aid. God knows he needs it by then, if he's not dead already. He'll whistle for two Iron Fists that you'll never face alone and thus escape their one and only strength: Stone. So yeah, you can imagine what to do. Try to nick that rare ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Dirt Drgn |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 53 | 28500 | 16500 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
23 | 12 | 0 | 110 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: X-Potion | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Metamorph Package | ||||||
Strategy | ||||||
The Dirt Drgn is fairly unique; he's the only elemental dragon that doesn't absorb his own element (instead, he uses the Float status to circumvent almost all Earth-elemental damage). Why they chose to do this is beyond me, as even with ![]() ![]() ![]() Start the battle off by throwing up your barriers. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() If you want to keep Dirt Drgn sleeping, keep Gau busy with Magic spells. Back Row Gau with 255 Defense and a Float-inducing Rage is invulnerable, but it may come at the cost of fallen party members. If that sounds a bit cheap to you, and since all characters are either draped in ![]() ![]() ![]() ![]() ![]() | ||||||
Doom |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 73 | 63000 | 4800 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
60 | 9 | 0 | 110 | 160 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
Doom is one heck of an ice queen, I tell you. Not just a shell, this one! Luckily, she's also pretty predictable and one-dimensional, which in my opinion makes her quite easy to defeat (certainly easier than Goddess or Poltrgeist, even ignoring ![]() ![]() By doing this, Doom self-applies the Image, Reflect, and Haste statuses, meaning that you will want to cast ![]() ![]() ![]() Every twenty seconds, Doom will use the ![]() ![]() ![]() ![]() ![]() That's it! Pretty easy, I'd say. Set Slow at the start of the match, throw up the barriers you like, and pummel Doom with the strongest attacks you have. Strago might be able to get some play out of his ![]() ![]() ![]() ![]() ![]() | ||||||
Doom Gaze |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 68 | 55555 | 38000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
35 | 8 | 30 | 150 | 170 | 30 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
No restrictions. However, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() You've heard it all over the place... Doom Gaze soaring over the skies of this new world, terrorizing all in its path. An ancient demon who knows no remorse; no satisfactory pack of unlikely heroes could possibly let this continue! Doom Gaze is a relatively simple yet tough opponent, so prepare well. Doom Gaze will start every battle by using ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() So Doom Gaze has inherent Safe and Shell status boosts, a weakness to Fire- and Pearl-elemental attacks to consider, the ability to absorb Ice- and Poison-elemental attacks and no status ailment vulnerabilities to exploit. How are we going to take this guy down as effectively as possible? Breaking Rods have always been powerful, but against Doom Gaze, they're a blessing; since spells executed by breaking Rods gain a barrier-piercing property, you'll be able to break ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Never mind Mog's Dances, they're far too weak here; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Dullahan |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 37 | 32450 | 1721 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
55 | 7 | 10 | 130 | 160 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Dullahan is a stud. Although he looks like he'd rather impale you with that lance of his any day, he's almost exclusively a spell caster with inherent Haste. Both his spells and Magic Power are relatively strong, so expect a challenge here. The boss' name comes from an ancient spirit from Irish mythology: a headless horseman who only travels to collect somebody's life. His carriage is made of bone, his horses have flaming eyes, and he will stop at nothing... Dullahan always starts the battle off with ![]() Under normal circumstances, he'll just focus on his three main spells: namely, ![]() ![]() ![]() ![]() ![]() ![]() ![]() After damaging him eight times, he'll get four turns where he will use some of his nastier spells. ![]() ![]() N. Cross sets the Freeze status ailment, which you might have already encountered in the fight against Naughty, who could set it with Cold Dust. N. Cross is multi-target, but uses an 'interesting' way to determine whether it hits or not. After the game checks if N. Cross is blocked (after looking for Clear, Magic Block, the usual), it randomly misses from 0 to 4 characters. This ensures that even when all characters are normally hit by the move, you'll almost never see a party entirely frozen. That is good, as it's basically mega-Stop and there is no way to protect against it at all. Remember that the fastest way to dispel the Freeze status is to hit the party with a Fire-elemental attack; the ![]() There are two strategies you can employ. I'll list them both, as both should be perfectly fail-safe if you know what you're doing. Here they are: Strategy #1: Hit PointsThis is the strategy where we use violence to end Dullahan. First off, let's set up our available defenses. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Strategy #2: Magic PointsDullahan dies if you rasp away his MP. Thus, the entire offensive arsenal required for this strategy is ![]() ![]() ![]() ![]() On a normally leveled party, I find both strategies equally satisfying; it's your pick, really. Expand Full Strategy | ||||||
Face |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 74 | 30000 | 10000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
63 | 12 | 10 | 140 | 140 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Elixir | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Sketch, Scan | |||||
Strategy | ||||||
Short Arm is incapable of doing anything magical, and it will normally just use Battle. It has a 66% chance of countering any damage it takes with Battle too. When it hits 10112 HP, Short Arm may start to use !VacuumWave, which is a tad stronger. Did you know '112' is the Dutch alarm number? Did you care? Long Arm is only slightly more inventive than its shorter twin; it switches between Battle and Shock Wave. When it hits 10240 HP, Long Arm takes a break from the Shock Wave attacks and uses either Battle or does nothing whatsoever. Bold strategy, Cotton. If Long Arm is the last target to be taken out in this first battle, it'll use up to three Shock Wave attacks before going palm-up. Face is one that only a mother could love, I suppose, and since there is no mother to speak of, it only makes sense that this creature is trapped in a state of continuous furious torment. It doesn't really do a lot normally, very rarely using either R.Polarity or !Slip Hit. Every fifth turn it'll use either ![]() ![]() ![]() The first tier of the final battle is beyond any doubt the easiest tier, and, since every succeeding tier will be more difficult to handle than the previous one, it makes sense to use the relative harmlessness of this titan to your advantage. Start the battle off by reducing the damage you're taking. Take out Long Arm easily by employing an instant death attack: either use the ![]() ![]() ![]() ![]() ![]() Now that you're just taking !Slip Hits and occasional physical hits from the fiend, it's time for your barriers. Cast ![]() ![]() ![]() ![]() You'll want to take out Face before Short Arm, so focus your attacks on it. Since Face is weak to Fire-elemental attacks, an single-target ![]() ![]() | ||||||
FlameEater |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 26 | 8400 | 480 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 7 | 20 | 105 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
GhostTrain |
Type |
Level |
HP |
MP |
Gil |
EXP |
Undead | 14 | 1900 | 350 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
10 | 5 | 0 | 30 | 210 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: Tent | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
The GhostTrain will start with the battle with either a physical attack, !Wheel, or Evil Toot. The next four turns will be spent using normal physical attacks and his Special !Wheel; the fifth turn will be Evil Toot, but only if there are at least two characters still alive. After every 15 seconds of battle, GhostTrain will use either Acid Rain (2/3) or Scar Beam, an attack that deals multi-target Holy-elemental damage to your party. Finally, if GhostTrain has been damaged, he has a one in three chance of using !Wheel. For trivia, Scar Beam used to be GhostTrain-exclusive until White Drgn Redux showed its pasty face for the Advance release. Given it's such a nasty move in that fight, its occurrence here at least shows the GhostTrain was on the right track. The fight against GhostTrain can be real easy and real bad, and it all depends on his Evil Toot attack. This sets one random status ailment on your party out of the following: Darkness, Poison, Imp, Doom, Berserk, Confused, Sap and Slow. The ones you need to be concerned about are Imp, Berserk, and Confused. If one of your characters is Imped, you'll want to use Potions to damage GhostTrain. Potions inflict 250 worth of HP damage, which is superior to your crummy Imped Attack command. Smack your Confused characters, as there's nothing more fatal than Confused characters, especially when they have access to Fire Dance or barrier-piercing attacks. The GhostTrain battle is very much like the Specter battle in the sense that using a Fenix Down is the coward's way out, and that the strategy revolves around allowing Cyan to start the battle with his third Bushido skill, Slash. After this, have Sabin come in with an Aurabolt and Shadow with ![]() | ||||||
Gigantos |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 25 | 6000 | 1120 | 0 | 7750 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
20 | 10 | 0 | 1 | 1 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Metamorph Package | ||||||
Strategy | ||||||
Here's a purely physical fighter that can kill a Front Row character in one go with !Throat Jab. Gigantos will start the battle off with three !Throat Jab attacks, and continue to switch between Attack and !Throat Jab while countering any damage you do with two Attacks and a !Throat Jab. That's a lot of physical damage. If you self-applied the Invisible status like I advised, you're invulnerable in this fight. Boom. If you're fighting him, one-hit KO attacks work best. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Girl |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 58 | 9999 | 10000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
73 | 9 | 0 | 150 | 155 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Lores | Command Immunities | |||||
Control, Sketch, Scan | ||||||
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.