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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.

Enemies | Bosses | All | GBA Additions

Number 128
Number 128
Bestiary #293
Type
Level
HP
MP
Gil
EXP
None
23
3276
810
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
3
0
120
125
0
Stolen Items
Dropped Items
Common: KnifeKazekiri
Common: Tent
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
 
Strategy
 
Number 128 is not so much a human with the cybernetic parts in him as a robot with flesh on it. To top it, he's stronger than anything you've ever encountered so far. There are three attacking parts here, and only three party members. The absolute worst part is the fact that he carries a very rare sword on him, a sword that will remain useful throughout the entire game, of which only two exist; one in a chest you'll find two dungeons from now, one as a rare steal on this very opponent. It's by no means horrible if you don't obtain it, but it's really nice if you do.

There are two blades. Left Blade and Right Blade. They're to the left and right of Number 128. Hence their names. They attack physically every round, and throw in a mean Special if you're in bad luck. If you kill them, they'll be back within 15 seconds. Left Blade knows Shamshir, which is especially dangerous as it reveals invisible characters.

The main body is the worst, as you could imagine. Physical strikes more powerful than those of the blades, a Special that drains HP, the ability to cast the OBlizzard spell, and cast a Net over a character. The latter two reveal invisible characters. But when both blades are killed, he gets really mean. He will cast OHaste on himself to increase his amount of turns and begin using almost exclusively magical attacks. Gale Cut and Atomic Rays are both multi-target attacks, and Atomic Rays hurts quite a bundle. Shockwave is an attack you saw earlier on Dadaluma, and Blaster is its most dangerous move; while inaccurate, it will simply kill any character it does hit. If you are under the influence of Invisible, you get a Game Over.

So here's the strategy if you don't have EsperPhantom at your disposal and/or have summoned him earlier: Ignore the blades and try to focus on the main body. Locke should use Hi-Potions or Phoenix Downs when necessary, and spend all other turns trying to get that KnifeKazekiri blade rare steal. He's also useful for casting OSlow spells on the blades to dampen their aggression, if he has learned it. Edgar is reliable and powerful with ToolsDrill or ToolsChainsaw, but his brother not so much. If Sabin doesn't know the OThundara spell, I suggest Rising Phoenix. Eventually it will take out the blades, but EsperPhantom gave us a head start at the very least, and you can always summon him again if you entered the battle while invisible. With Cyan, it's the same, only with Fang. If you obtain the KnifeKazekiri, give it to him and simply Attack the body. Gau can Rage Anguiform to be sure to hit the body every OAqua Breath, or Rage Aspiran if you're feeling lucky. Gigavolt is stronger, yet not always multi-target. A few additional tips:
  1. If (most of) your party is revealed and you can still summon EsperPhantom, do so. Invisibility is definitely a positive status as long as you can keep at least one blade around at all times.
  2. Counter your adversary's OHaste spell with a OSlow spell from your side when possible.
  3. If you find yourself in the rare position of having EsperCatoblepas equipped but not EsperPhantom, summon the piglet Esper right away. There's a rather large chance he'll take out both blades in one go.

Number 128 is one of the most dangerous opponents of the game given its relative setting, and if your luck is just really, really bad it's possible to die even if you're a rather experienced player, especially if you're trying to get the KnifeKazekiri. Expand Full Strategy
  
Omega Weapon
Omega Weapon
Bestiary #384
Type
Level
HP
MP
Gil
EXP
None
97
65000
65000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
111
30
55
222
222
55
Stolen Items
Dropped Items
Common: Megalixir
Common: KnifeMurakumo
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control
 
Strategy
 
Omega Weapon's first life will use monster attacks. These include randomly (enemy) OMeteor, Flare Star, OQuake, OTornado, OAero, OTsunami, OLv. 3 Confuse, OLv. 4 Flare and OLv. 5 Death. Omega Weapon will stop using level-based spells once he dives below 32000 HP on his first life. Every 20 seconds, Omega Weapon will glow and will use Grand Delta on the subsequent turn. Grand Delta functions like OUltima, only it cannot be absorbed by Runic. Make sure that you have OReraise on all characters for this. Omega Weapon will counter-attack any atack you make use it with either Dischord (2/3 chance) or Freezing Dust (1/3) chance. When killed, Omega Weapon will glow without a message and use Vengeance to dispel all positive statuses, including OReraise.

Ideally, all characters are of suitable level to avoid OLv. 4 Flare and OLv. 5 Death, else they'll have a hard time surviving them. OLv. 3 Confuse shouldn't be a threat due to Ribbons. Since you used OFloat beforehand, the only attacks you'll need to worry about are OMeteor, Flare Star, OTornado and OTsunami, which shouldn't be able to kill you. Heal up with OCuraga whenever any of these moves slam a nasty dent in your HP. If Grand Delta is used, heal up and re-set OReraise ASAP.

The second life will be Omega Weapon in machine mode. It will randomly use any of the following attacks: Atomic Ray, Absolute Zero, Delta Attack, Blaster, Launcher, Wave Cannon, Magnitude 8, Gravity Bomb, Launcher and Metal Cutter. Every 20 seconds, Omega Weapon will glow and will use Mind Blast on the subsequent turn. When killed, Omega Weapon will use Heartless Angel to reduce all characters down to Critical status and move on to its third and final life. When struck by any kind of attack, Omega Weapon will counterattack twice; the first counter is either a physical (1/3) or Missile (2/3), the second is either Missile (2/3) or Blaster (2/3).

Delta Attack and Mind Blast, otherwise supreme nuisances, will have no effect due to your RelicRibbons. The biggest threats here are instant death attacks and Metal Cutter; should they hit, make sure to heal back up. Keep OReraise in place at all times, even without any attacks you know will kill you a surprise KO is right around the corner. Keep healing and damaging and you should have relatively little trouble with Omega Weapon's second life. When Omega Weapon uses Heartless Angel, I advise using a Megalixir to heal back up, as they require no casting time.

The last life of Omega Weapon is him combining the previous two AI scripts together, using two attacks (one from both lives) every turn. It will now counter twice: the first counter is either !Omega Drive or Freezing Dust, the second counter is either !Omega Drive or Blaster. The level-based Lores will make another appearance, by the way. Every 20 seconds, Omega Weapon will glow and use Forsaken the subsequent turn, which is quite powerful but managable. If not, there's always OReraise.

The trick during all three lives is to avoid Omega Weapon counterattacks, as they are often the most debilitating (Freezing Dust, Dischord, Blaster). Use OQuick for this. Within the time freeze that is caused by OQuick, no counter-attacks will ever be made. Make your first turn an offensive one; either a mass damage attack such as OGravija, OUltima, Tempest, RelicMaster's Scroll Attack or OOsmose, whichever you have and need. Never attack Omega Weapon on the second turn; just use a buff or healing spell or use the Defend command.

If the above strategy is well-played, Omega Weapon will be a very easy target. Without OQuick though, you'll spend a lot of time taking care of the victims of Omega Weapon's counterattacks, which will slow you down considerably, allowing for more attacks. Expand Full Strategy
  
Phantom Train
Phantom Train
Bestiary #284
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
darknesspoisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
poison
firelightningholy
Lores
Command Immunities
None
Control
 
Strategy
 
The Phantom Train will start with the battle with either a physical attack, !Wheel, or Diabolic Whistle. The next four turns will be spent using normal physical attacks and his Special !Wheel; the fifth turn will be Diabolic Whistle, but only if there are at least two characters still alive.

After every 15 seconds of battle, Phantom Train will use either Acid Rain (2/3) or Saintly Beam, an attack that deals multi-target Holy-elemental damage to your party. Finally, if Phantom Train has been damaged, he has a one in three chance of using !Wheel.

For trivia, Saintly Beam used to be Phantom Train-exclusive until Holy Dragon 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 Phantom Train was on the right track.

The fight against Phantom Train can be real easy and real bad, and it all depends on his Diabolic Whistle attack. This sets one random status ailment on your party out of the following: Darkness, Poison, Imp, Doom, Berserk, Confused, Sap and Slow. Due to a GBA-exclusive bug, you can circumvent all effects from this attack by equipping a Relic which protects against Imp (such as the RelicWhite Cape). It should've still applied other status ailments in that case, but it doesn't.

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 Hi-Potions to damage Phantom Train. Hi-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 Rising Phoenix or barrier-piercing attacks.

The Phantom Train battle is very much like the Apparition battle in the sense that using a Phoenix Down is the coward's way out, and that the strategy revolves around allowing Cyan to start the battle with his third Bushido skill, Tiger. After this, have Sabin come in with an Aura Cannon and Shadow with ShurikenShuriken. A lot of people have dubbed it 'hilarious' to have Sabin use Meteor Strike on the Phantom Train. If you want to see a tiny sprite lift a huge train, be my guest. Expand Full Strategy
  
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: RelicAngel Brush
Status Immunities
Elemental Immunities
imppetrifydeathconfusion
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control
 
Strategy
 
Plague is a blue Ahriman that will use ODoom 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 OHaste 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 ORoulette 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 ODoom. RelicSafety Bits, RelicMemento Rings and RelicLich Rings will all either prevent ODoom from working or heal the character when the timer runs out. Having one or two characters with OHaste 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 OQuick spell and revive.

Equip RelicRibbons to protect yourself from !Gaze, Trine and general ridicule from your peers. Plague has relatively little HP, but you'll need to strike it. OFlood, OMeteor, OMeltdown and OUltima spells are unblockable, as are most of your secondary skills. Throw ShurikenFuma 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 ODoom and status ailments with protective Relics and you can't really lose this battle. Expand Full Strategy
  
Power
Power
Bestiary #362
Type
Level
HP
MP
Gil
EXP
Humanoid
73
28000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
6
9
0
115
153
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
None
Control, Sketch, Scan
 
Strategy
 
Tiger will act very rarely, but, when it does, the effects tend to be less than desirable for your part of this ordeal. Characters that absorb Fire are relatively safe from Tiger's attacks, but it'll be rough for the others. Tiger's normal AI script reads Nothing - strong attack - Nothing - 1/3 Battle - loop, but once you pound it below 11520 it'll get mad and start using the strong attacks every turn, with a 1/3 chance of using !Zombie Fang in the same turn immediately afterwards. This frenzied Tiger is far and away the most troublesome opponent of this tier and is priority number one as a result. Since his elemental weakness is the popular and easily exploitable Ice-elemental variant, OBlizzaga spells and Thrown SwordIcebrand blades are extremely strong attacks versus the ferocious feline. Did you know: Tiger's image is the exact same one as Sabin uses when he executes his Desperation Attack 'Tiger Break'?

If you'd thought that you had seen the last of those repetitive machine moves when you destroyed the Empire's most powerful weapon, you had better think again. Machine is less than picky with its AI script and will randomly use any of its attacks in any situation with only one quirk: Once Machine hits 11520 HP, it'll stop using Atomic Rays and start using the ever-so-slightly stronger Absolute Zero attack.

Magic uses spells. A lot of them. It has all kinds of conditions too, so allow me to present them to you: Normally, it's OPoison, ODrain, OBio, OFiraga, OConfuse, OHaste, OImp, OHastega. When its HP drops below 30720, it's: OBlizzaga, OThundaga, OHoly, OFlare, OSleep, OStop, OReflect, OSlowga, OReraise. Below 20096, another change: OBlizzara, OFiraga, OThundaga, OHoly, OFlare, ORasp, OSilence. Below 10240, same story: Starts using 33% OGraviga spell as an omni-counter. Finally, below 5120: Starts using 33% OGraviga and up to two ODispel spells as an omni-counter. Note that when Magic dies, its Mute status will be removed and its final counter will definitely produce results.

Power hits you. Every turn it uses Battle. It never rests or does something remotely interesting; it just sits there and pounds every character it can get its hands on. When it dies, it uses !10-Hit Combo once and follows up with nine Battle attacks before croaking for good. Obviously you were supposed to expect a tenth hit here, but luckily you have me to suck the fun out of every single one of those little tricks.

You should still be buffed up from the previous battle, so there's no need to redo it now. Don't touch EsperGolem/EsperFenrir yet. Start by killing Machine ASAP; once again, the ToolsAir Anchor really helps. ODeath spells are a suitable replacement. Cast the OSilence spell on Magic, or use the OBad Breath Lore. If Magic managed to set Haste on Power, cast OSlow to counter the effects. By this point, you should have killed Machine, crippled Magic into uselessness, and Slowed the inherently inferior Power. What's left is Tiger.

Focus all your attacks on Tiger. Like I said, OBlizzaga spells and Thrown SwordIcebrand blades really hurt it. When Northern Cross hits home, use a Fire spell to recover. Don't let Zombies roam either; cure immediately and make destroying Tiger a priority over healing as Tiger is the only dangerous opponent on the field (not to mention the fact that, if you're in trouble, he can't be more than 10000 HP away from defeat based on his AI). Once Tiger is down, recover from any wounds you might've obtained and go for Magic instead.

After you've killed Magic (there's no special tricks), you'll probably have one or more characters who have lost their positive statuses due to !Zombie Fang, dying in some other manner, or ODispel. Re-set them (since Power won't be KO-ing anybody anytime soon) before finally going for the kill on the final part. Power's !10-Hit Combo shouldn't hurt too bad; even in such large numbers, its weak and inaccurate physicals fail to impress. Expand Full Strategy
  
Rahu
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: ShieldFlame Shield
None
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
lightning
ice
Lores
Command Immunities
None
Control
  
Red Dragon
Red Dragon
Bestiary #337
Type
Level
HP
MP
Gil
EXP
None
67
30000
1780
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
10
0
110
150
0
Stolen Items
Dropped Items
None
Common: KnifeMurakumo
Status Immunities
Elemental Immunities
imppetrifydeathsilenceberserksleepstop
None
Elemental Absorb
Elemental Weakness
fire
icewater
Lores
Command Immunities
Control
 
Metamorph Package
 
 
Strategy
 
The Red Dragon is red and lives in a volcano. It may shock you to discover he's a Fire dragon! You'll be laughing by now, I assume; not only have you already spotted his weakness to the Confuse status, but the Fire element is the one most easily protected against. The ArmorRed Jacket, ShieldIce Shield, ArmorMinerva Bustier, and RelicBlizzard Orb all nullify it, the ShieldFlame Shield and RelicBerserker Ring absorb it, and, if those resources aren't enough, the ShieldForce Shield, ShieldThunder Shield, HelmetCat-Ear Hood, ArmorSnow Scarf, and ArmorForce Armor all halve damage done by the element. Even though the Red Dragon tries to counter this by employing OFlare spells and the OLv. 4 Flare attack, he's still fairly easy.

Every 40 seconds, Red Dragon will use a particularly powerful attack; either S. Cross, Flare Star, or OLv. 4 Flare. Flare Star still deals Fire-elemental damage based on your level, S. Cross is just a strong multi-target Fire-elemental attack and OLv. 4 Flare deals non-elemental, barrier-piercing damage to every character whose level is divisible by 4.

Normally, Red Dragon switches between OFira (66%) and Fire Ball (33%). When he reaches 10240 HP (after having absorbed 19760 HP damage), he'll switch to OFiraga (66%) or a OFlare spell (33%). All these spells (with the exception of Fire Ball) can be Reflected, but that may not be the wisest action to take; any character under the influence of Reflect will be targeted every second turn by !Eraser (from top character to bottom character), just like the living and his !Devil Claw attack. !Eraser removes the Reflect status, though not when the status is inherent (through RelicReflect Rings or Rage). Like most bosses, the Red Dragon has a 33% Battle counter to every damaging attack he takes.

What to do? He has a fairly low amount of MP, and all his dangerous attacks need MP to function. In his less dangerous phase, throw up your barriers (summon EsperFenrir and/or EsperGolem, EsperKirin's Life Guard is useful as always, OHastega, OMighty Guard, you name it). When you're done, start casting ORasp! You can check if he's out of MP with OLibra if you can't keep track yourself. You should have him crippled before his first 40-second attack comes around. Now that Red Dragon is nothing but a big lizard of fire, attack him with all the standard repertoire. It doesn't really matter, as he's pretty much done by now, but the most effective attacks tend to be Ice-elemental ones: the OBlizzaga spell, thrown SwordIcebrand swords (or SkeanWater Scrolls), the usual Phantom Rush and RelicDragon Horn Jump attacks, whatever works. Note that Tri-Disaster is absorbed, though. You can toy around with Confuse if you want, but it's not necessary. Expand Full Strategy
  
Red Dragon (Redux)
Red Dragon (Redux)
Bestiary #375
Type
Level
HP
MP
Gil
EXP
None
97
59000
12000
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: SwordApocalypse
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
fire
icewater
Lores
Command Immunities
None
Control
 
Strategy
 
What draconic misdeeds Red Dragon (Redux) performed to deserve being confined even within the walls of the Dragon's Den is a mystery, especially since the rampaging Earth Dragon Redux and the vicousvicious little Ice Dragon (Redux) were both free to wander up and down its derelict halls. At any rate, its fiery temper, moral degeneration and the ability to set things aflame with its mere gaze - all common stereotypes associated with redheads - will provide you with a formidable foe.

The thing about Red Dragon (Redux) is that it can't be killed. By giving up its lifeforce it effectively becomes immune to all damage done by you, including elemental attacks it is weak against such as OBlizzaga. Attacks that normally dealt a fixed amount of damage such as Traveler or 1000 Needles will result in 0 damage. OUltima, physical attacks of any kind, magical attacks of any kind; Red Dragon (Redux) possesses the same invincibility as the WoB Guardian did, and after 12 years of trying, we have yet to find a way to damage the thing. It can't be done.

However, Red Dragon (Redux) is using it's its very lifeforce to gain this expert defense, so this isn't a fight of trading blows, it's an attempt to stay alive among the attacks of Red Dragon (Redux). Of course, the Joker's Death attack produced by the Slot command can kill this thing, but it'll be a cold day in Ethiopia when I'll tell you lot to start counting on Joker's Death.

Yeah, anyway. Red Dragon's arsenal is pretty much what you'd expect. The first turn he'll use three attacks, all of which can be either a normal physical attack, the instant-kill attack !Red Fang or a strong magical attack, either OFiraga, OFlare or OMeltdown. The second turn features eight physical attacks. The third turn both Blaze and Flare Star. Loop from there. He'll keep this up, without counterattacks of any kind until he dies. When he dies he'll cast two final spells; an OUltima spell and a OFlare spell. Red Dragon (Redux) will deal after 100 Doom timer units, which is either just before or after the third time Red Dragon (Redux) uses his eight-hit physical barrage. The OUltima spell will deal around 5000 damage to all characters, so you'll likely perish on the scene.

We'll need to focus on staying alive through the fight and somehow circumventing dying due to his final OUltima. The Maginot Line (EsperGolem/EsperFenrir/RelicPrayer Beads/possible OMighty Guard combo) is more than competent in dealing with the physical attacks and !Red Fang. Any magical attack is easily absorbed by a Fire Shield or negated with an ShieldIce Shield or ArmorRed Jacket. Raging any Rage that absorbs Fire-elemental attacks works since damage output isn't an issue: creatures such as Lich, Bomb and Grenade will heal Red Dragon (Redux) but will have the Rager absorbing anything but OFlare, which is too rare to use RelicReflect Rings for.

The best way to deal with the final OUltima depends on the characters present. If one or more characters know OReraise, it's clearly the safest route to victory. You can try to Jump to safety, but you'll have to make sure you know when Red Dragon (Redux) uses OUltima, something which you can't predict as accurately as you might like. Runic can just be applied after you're sure Red Dragon (Redux) just finished its first turn for the third time; if you have no characters casting spells, Runic will absorb OUltima and only a single character will die from the OFlare spell. Expand Full Strategy
  
Rest
Rest
Bestiary #364
Type
Level
HP
MP
Gil
EXP
Humanoid
71
40000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
63
6
0
140
120
0
Stolen Items
Dropped Items
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
Control, Sketch, Scan
 
Strategy
 
Lady just isn't that interesting. OWhite Wind can show up at any turn, and !Repose may make a cameo appearance too. If you dare to kill off Rest before Lady, Lady will respond by casting OArise on Rest, reviving it. Note that Rest won't revive back to its max HP, but to 9999 HP instead, which is good news for us.

Lady is just there to keep Rest around, which is bad enough for you, as Rest is a particularly nasty enemy to have around. Every odd turn, Rest may cast either OTornado or OMeltdown, and, on every even turn, Rest will either use Battle or ODoom. Since this tends to be a long battle, ODoom quickly becomes a burden. Rest really goes for the kill once it dips below 10240 HP, though. Once you've brought this disaster on yourself, Rest will use Meteor. Always. Not only this, but it will also gain access to an omni-counter: 33% Meteor, 33% nothing, and 33% Trine, a new attack. Trine is unblockable and sets Dark and Mute, which is pretty bad as unless your characters are RelicWhite Cape-, RelicRibbon-, or Rage-protected. Once Rest is killed, it'll use at least one and possibly two !Repose attacks to set Death on a character, which is, again, pretty bad, since characters killed this way cannot be revived right after and disappear from your team.

The first priority of this battle is EsperGolem or EsperFenrir. As soon as this is in place, Lady needs to go down. It is vital you have non-elemental and targetable attacks to use for this purpose. Edgar's ToolsDrill Tool, Shadow's ShurikenFuma Shurikens, SwordFalchions, ShurikenPinwheels or LanceImpartisans, GamblerFixed Dice, OFlare spells, and SwordRagnarok or SwordLightbringer swings are all grand. Obviously, nothing is stopping you from hurting Rest in the meantime, so OGrand Delta and OUltima aren't out of the question either. Taking down Lady can be quite tedious, as she is constantly healed by both her own OWhite Wind attacks and Rest's OMeltdown spells. If you brought Locke or Gogo with a Steal command, you might try to Steal Lady's SwordRagnarok sword; if one of your characters is wielding an SwordEnhancer, replace it.

Once Lady has been killed, you just need to rough it out with Rest. Keep yourselves healed and always recover from Trine right away. You just need to bridge the dangerous gap between Rest having 10240 HP and Rest having 0 HP, as in this window Rest is simply strong enough to kill you whenever his AI script gives him the chance. The best route in the end is to go all-out on the offensive and give Rest as little time as possible to use Meteor. When Rest dies, it'll use either one or two !Repose attacks. This is why we kept EsperGolem and/or EsperFenrir around for all this time: Avoiding the gruesome fate of a successful !Repose attack. Having circumvented this dirty last trick, it's time to rise even further up in the Heavens and face the Fallen One himself. Expand Full Strategy
  
Rhizopas
Rhizopas
Bestiary #285
Type
Level
HP
MP
Gil
EXP
None
13
775
39
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
14
3
0
110
175
0
Stolen Items
Dropped Items
None
Common: Remedy
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilence
None
Elemental Absorb
Elemental Weakness
water
lightning
Lores
Command Immunities
None
Control
 
Strategy
 
As soon as Rhizopas comes, you're in trouble. This little guy has access to the El Niño spell, which will deal up to 250 damage to both characters. Your best bet is to go all-out offensive. While Rhizopas has very decent magical defense, Aura Cannon still out-damages Raging Fist (and Rising Phoenix, but that should be obvious). For Bushido, Tiger doesn't work, so just go with Fang. If you're really unlucky, Rhizopas kills you, and there's nothing you can do about that short of over-leveling. The odds aren't that high, though. Expand Full Strategy
  
Right Blade
Right Blade
Bestiary #294
Type
Level
HP
MP
Gil
EXP
None
21
400
150
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
20
5
0
120
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
  
Samurai Soul
Samurai Soul
Bestiary #329
Type
Level
HP
MP
Gil
EXP
Humanoid
61
37620
7400
30000
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
25
11
20
115
175
0
Stolen Items
Dropped Items
Common: KnifeMurakumo
Rare: KnifeMurasame
Status Immunities
Elemental Immunities
imppetrifydeathsilenceberserksleepslowstop
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
Control
 
Strategy
 
First off, a note of warning: Samurai Soul is unique in the fact that he's a monster in a box you can run from. Doing so hurts your game though; you won't be able to fight him when you return to the chest, and thus you'll miss out on the RelicMaster's Scroll.

Samurai Soul is the perfect hybrid between a Samurai and a Ninja, as will become apparent by his AI script. Normally, his attacks will consist of Battle, any of the three offensive ninja scrolls (SkeanFlame Scroll, SkeanWater Scroll, or SkeanLightning Scroll), and Gale Cut, O1000 Needles, or Shockwave. This isn't half bad for an opponent, but nothing spectacular either. It's when the enemy is aggravated that it becomes lethal. When you've battled him for longer than 40 seconds, he'll pump himself up. The message "Samurai Soul's power up!" will appear, and he will self-apply the Image and Reflect statuses, making him immune to every blockable Fight attack for the duration of Image and most Magic spells for the duration of Reflect. He'll also try to set Haste, but with inherent Slow immunity it will fail. Sad thing.

He may counter Fight, Magic, and Lore with a Battle, but that's not the purpose of his counter script there; when hit six times by Fight, he'll use !Assassin Blade on a random party member, which is a simple one-hit Wound attack with an admittedly poor Hit Rate of 100. When hit three times by any combination of Magic spells or Lore attacks, he'll chuck a weapon (either DirkKunai or KnifeAshura) at a random party member, doing about 8000 damage to him/her. He'll then spend the next turn using Setzer's GP Rain, dealing exactly 915 HP worth of damage to four party members (1220 to three if one is still down from the thrown blade).

Samurai Soul's glaring weakness is the combination of vulnerability to the Confuse status and its own Special, !Assassin Blade. By setting Confuse with the OConfuse spell, Strago's OBad Breath Lore, EsperCait Sith's Cat Rain, Edgar's ToolsNoiseblaster, or whathaveyou, Samurai Soul has a 50% chance of killing himself with !Assassin Blade. Sketching nets you a 25% shot at !Assassin Blade too. Exploit this weakness for a far easier battle.

If you're looking for more of a challenge or for some other reason don't want to muddle the poor warrior into defeat, here's what you'll want to do. First, throw up your barriers. Focus on the magical side; OMighty Guard (for Shell) or EsperZona Seeker's Wall, OHastega, EsperKirin's Life Guard, etc. EsperGolem and EsperFenrir help against !Assassin Blade, but you shouldn't see it directed at you anyway.

Now, let loose with your characters. There's no reason to use Fight, Magic, or Lore on Samurai Soul. Terra, Celes, and Strago should really just wait out this battle. Attack with Phantom Rush Blitzes, Cyan's SwdTech skills (Tempest is nice), Jump attacks, the ToolsDrill Tool, etc. If you're really unlucky and brought all the wrong characters, just Fight (!Assassin Blade every sixth Fight attack isn't all that bad). When Samurai Soul powers up, ODispel removes all three positive statuses immediately. If you want to be evil, you can break the no-Lore rule one time and steal all three with ORippler (provided Strago's not prancing around with something like a RelicGuard Bracelet or RelicMiracle Shoes). Expand Full Strategy
  
Shiva
Shiva
Bestiary #291
Type
Level
HP
MP
Gil
EXP
None
21
3000
500
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
15
7
20
200
110
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepstop
lightningpoisonwindholyearthwater
Elemental Absorb
Elemental Weakness
ice
fire
Lores
Command Immunities
None
Control, Scan
  
Short Arm
Short Arm
Bestiary #356
Type
Level
HP
MP
Gil
EXP
None
73
27000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
50
10
10
115
155
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
None
water
Lores
Command Immunities
None
Control, Sketch, Scan
  
Skull Dragon
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: RelicMuscle Belt
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
poison
fireholy
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, ODoom, Will o' the Wisp, and Apparition all show up on the boss' first three turns, ODoom 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, ODoom, 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 RelicRibbons where possible. You shouldn't need any special protection for Will o' the Wisp, as it's about as powerful as OFira, but you can equip ShieldFlame Shields, ShieldIce Shields, ArmorMinerva Bustiers, or RelicBerserker Rings to absorb or nullify the attack. On the offensive front, just do whatever you have learned works. Since it's possible you have EsperRagnarok's Metamorph at your disposal, you can try that for a quick win. OFiraga spells are extremely powerful (more so than the OHoly spell). Ragers can Rage to cast OFiraga and become immune to ODoom (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 SwordFlametongues for Shadow, know that they are superior to other weapons Shadow can throw. Expand Full Strategy
  
Skull Dragon (Redux)
Skull Dragon (Redux)
Bestiary #381
Type
Level
HP
MP
Gil
EXP
None
97
61000
14000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
40
15
0
200
120
20
Stolen Items
Dropped Items
Common: Holy Water
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
poison
fireholy
Lores
Command Immunities
None
Control
 
Strategy
 
On the offense, Skull Dragon is everything you'd expect. It will try to set a multitude of statuses, the most dangerous of which is Zombie. It has a few direct-damage moves, which include spooky necromancer moves such as OBio, Will o' the Wisp and a powerful physical. For some reason it has a particular hatred for Terra, who will be targeted by a Disaster attack every fourth turn. Ain't that cute. The nastiest move is probably OLv. 5 Death, if your levels are wrong. RelicSafety Bits and RelicMemento Rings help out there.

It's on the defense that the dragon gets nasty. You can't kill this thing in the traditional sense of the word. Unlike Red Dragon Redux however, it lacks the common sense to auto-terminate. The only two ways to kill Skull Dragon are Joker's Death and... draining its MP. That's right, using ORasp 'til it rolls over. Did you take a look at the fact that this dragon has 14000 MP?

This is a very simple fight, but since Squenix felt particularly sadistic that day and decided to make us repeat the same thing for half an hour after figuring it out in the first place. It's like making a movie from a Saturday Night Live sketch. We got the point in the first five minutes, why oh why did Will Ferrell sign up for this?

Anyway, it's pretty important that you don't die in the eternity it takes to kill Skull Dragon (Redux), so RelicRibbon up. If you lack four RelicRibbons, RelicAmulets are the best replacements. Earrings are great to boost the ORasp spell. That's about it. Use OHastega to use more ORasp spells. Use the Maginot Line to make sure you're not prevented from using ORasp spells. Try not to nod off when using ORasp spells. When you feel like you're getting pretty sick of all the ORasp spells, it is probably time to use about 50 more ORasp spells. Games are fun! Expand Full Strategy
  
Soul Saver
Soul Saver
Bestiary #327
Type
Level
HP
MP
Gil
EXP
Humanoid
41
3066
566
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
50
3
0
150
175
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
poisonimpsilencesleepstop
None
Elemental Absorb
Elemental Weakness
fireholy
ice
Lores
Command Immunities
None
Control
  
Storm Dragon
Storm Dragon
Bestiary #341
Type
Level
HP
MP
Gil
EXP
None
74
42000
1250
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
9
0
110
150
0
Stolen Items
Dropped Items
None
Common: ArmorForce Armor
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
wind
lightning
Lores
Command Immunities
Control
 
Metamorph Package
 
 
Strategy
 
Storm Dragon is the toughest dragon out of the bunch, and the specific scourge of the average "Low-Level Game" players (those who intentionally keep their levels low for a challenge) because one of Storm Dragon's attacks is the non-elemental, unblockable Leaf Swirl attack, which you can't prevent Storm Dragon from using. Luckily, you probably have at least one ArmorMinerva Bustier wearer in your party at this point, and, since you just found a ShieldThunder Shield that can be equipped on any given party member (except for Umaro, the useless piece of muscle that he is), you should have at least two party members capable of nullifying the Wind element.

Storm Dragon can use three attacks normally: Battle, Wind Slash, and Leaf Swirl. Leaf Swirl and Wind Slash are about alike in power and they're both unblockable. Leaf Swirl, however, is non-elemental, whereas Wind Slash is Wind-elemental. As soon as Storm Dragon dives beneath 15360 Hit Points, he'll drop Wind Slash and Leaf Swirl in favor of more physicals (he'll start using !Wing Saber here as well) - OAero and Cyclonic. OAero is about 1.2 times as powerful as Wind Slash, but 2.4 times as powerful when used on a single target (which will only happen if all the other characters are Wounded or in the air due to a Jump attack). Cyclonic, as you know from Wyvern and Platinum Dragon, is a multi-target percentage-based attack that will remove 93.75% of the targets current HP. RelicMemento Rings and RelicSafety Bits block the effects of Cyclonic, as do Leaf Swirls with the Instant-Death Protection property.

At the start, summon EsperGolem or EsperFenrir to protect against the physical attacks Storm Dragon uses. EsperZona Seeker's Wall really helps against Wind Slash and Leaf Swirl, but you should invest in individual OShell castings if you don't have EsperZona Seeker ready. Next, you'll want to use ORasp a few times to take care of Storm Dragon's MP; when it's gone (you can check with OLibra, or keep track with a calculator), Storm Dragon won't be able to cast OAero or Cyclonic in its 'dangerous' (second) phase. If one of your party members has learned the OHastega spell from EsperQuetzalli, make use of it, by all means.

That said and done, just start beating him! Terra's Morph can help boost the damage of her spells (and halve the damage done to her by the magical spells, even though only Leaf Swirl should ever damage Terra if you've played your cards right). Since Storm Dragon is weak against the Lightning-element, OThundara, Tri-Disaster, and OThundaga all hurt very nicely. Storm Dragon is rather strong and not to be taken lightly, especially since he won't succumb to your status ailment spells, but with the proper set-up, you shouldn't have a lot of problems. Expand Full Strategy
  
Storm Dragon (Redux)
Storm Dragon (Redux)
Bestiary #379
Type
Level
HP
MP
Gil
EXP
None
97
62000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
40
12
200
150
150
80
Stolen Items
Dropped Items
Common: Hi-Ether
Common: LanceLonginus
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
wind
lightning
Lores
Command Immunities
None
Control
 
Strategy
 
When we met the Storm Dragon in Mt. Zozo, it was already the nastiest of the eight. There are Redux dragons more threatening than Storm Dragon (Redux), but this one got some tricks up its proverbial sleeves, make no mistake. Storm Dragon (Redux) is one slick bastard; not so insecure it needs to be all big and stuff, and everything on that body is sharper than its evolutionary pattern should have required it to be. The provocative pterosaur will randomly use physical attacks, the powerful !Icarus Wing, the well-known Wind Slash and Leaf Swirl, the non-elemental and unblockable attack. Any damage done to him may be countered by up to two physical attacks, so you'll likely see more physical attacks coming from him than magical attacks.

Once Storm Dragon (Redux) hits 25600 HP he'll 'cloak himself in wind!' and set Image and Haste on himself. This move is so uncharacteristically idiotic for Storm Dragon (Redux)' generally intelligent repertoire I see no way but blaming it on the game designers. OHaste won't work because Storm Dragon is immune to Slow; a common goof they should've known about by now. However, the attempt at setting the Image status is even more embarrassing, since the creature is specifically immune to Image itself. That's hard to miss. In addition, Image wouldn't really have done anything for Storm Dragon (Redux), seeing as how its Evasion was already perfect to begin with.

Past this point, his AI script darkens, including two attacks every turn and more powerful attacks. There's a higher frequency of !Icarus Wing, it will start to feature OAero and the Tornado spell (which will always miss on Storm Dragon (Redux), obviously). Leaf Swirl will stop appearing, so for those of you who brought a 255 Defense Gau or Mog to this fight that also nullifies or absorbs Wind-elemental attacks, you're in the clear at this point.

ShieldThunder Shields across the board! They're really the only thing that successfully deals with Wind-elemental attacks (apart from the ShieldPaladin Shield), so I hope you have enough of 'em. Throw up the Maginot Line as well; this is vital. Remember the Maginot Line? EsperFenrir, EsperGolem, RelicPrayer Beads, OProtect. OHastega is great in order to keep up with Storm Dragon (Redux)' speed, which even without his Haste status is quite impressive. Then, go on the offense.

Storm Dragon (Redux)' main trump card is its perfect Evasion and Magic Evasion rating of 80, meaning that even relatively accurate spells such as OThundaga will miss more often than not. Luckily mostly just OThundaga casters that will experience trouble, as RelicDragon Horn Jumpers, Master's Scroll Attackers and those using Bushido, Blitz or Throw will have little problem delivering unblockable attacks. Gau's attacks will require a RelicSniper Eye to make his physical hit, but you may not want to spend a Relic slot for it, focusing on his magical attack instead. Luridan's Rock Slide and Io's Flare Star are unblockable attacks while the Io Rage will even nullify Wind-elemental attacks if Gau's equipment won't let him. The Io Rage is a great choice for Gogo as well. Expand Full Strategy
  
Tentacle 1
Tentacle 1
Bestiary #311
Type
Level
HP
MP
Gil
EXP
None
33
5000
600
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
impdeathberserkconfusionstop
None
Elemental Absorb
Elemental Weakness
lightningwater
None
Lores
Command Immunities
None
Control
  
Tentacle 2
Tentacle 2
Bestiary #310
Type
Level
HP
MP
Gil
EXP
None
31
7000
800
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
impdeathberserkconfusionstop
None
Elemental Absorb
Elemental Weakness
fire
icewater
Lores
Command Immunities
None
Control
  
Tentacle 3
Tentacle 3
Bestiary #313
Type
Level
HP
MP
Gil
EXP
None
34
4000
500
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimpdeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
earthwater
None
Lores
Command Immunities
None
Control
  
Tentacle 4
Tentacle 4
Bestiary #312
Type
Level
HP
MP
Gil
EXP
None
32
6000
700
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
8
0
102
153
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
imppetrifysilenceberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
icewater
fire
Lores
Command Immunities
None
Control
 
Strategy
 
What's the point of this battle? There are four Tentacles. It gets rather confusing because each Tentacle has its own set of status immunities and elemental properties. But there is one thing that all Tentacles have in common; the attacks they perform, of which the most noticeable is the Grab, the attack both !Stun and Entwine are centered around.

What does Grab do? Grab seizes a character and renders it completely helpless. During a period of about 30 seconds, the Tentacle that used Grab holds the character and gradually drains his or her HP. It's a weird little formula. It's non-elemental and barrier-piercing and has a 5/8 chance of dealing about 60 HP of damage at each interval (which means that damage is taken less regularly if the Tentacle is slowed and more often if Hasted).

Tentacles just use their normal attacks: Battle, !Stun to set Slow, Entwine as a multi-target means of setting Slow, Poison and OBio. If they're damaged, they have a 33% chance of countering with Battle. However, whenever a character is Slowed, a Tentacle will always use the Grab attack and will grab the character from which it drains HP. The Tentacle that has grasped a character doesn't perform attacks, and the character that is under a Grab cannot act. This lasts for about 30 seconds, at which point the Tentacle will use Release to remove all the effects of Grab. Slow was removed when the Grab attack was used.

This is why RelicHermes Sandals are so nice: with inherent Haste, both !Stun and Entwine will never work and thus Celes and Sabin will never be Seized during the battle.

Start the battle off by summoning one or both of your physical protection Espers, EsperFenrir and/or EsperGolem; both protect against Battle and, more importantly, !Stun. Employ Edgar's ToolsBioblaster to Poison up to three of the Tentacles. If one of your characters has EsperSiren equipped, send her out to stop the OPoison and OBio spells used by two of the Tentacles. Now that the multi-target offenses and defenses have been cast, it's time to kill off one Tentacle at a time.

Cast ODeath on the bottom-left Tentacle to dispatch it instantly. Obviously, the newly acquired OBanish also works, but ODeath's Hit Rate is superior and the ODeath spell is more MP-efficient.

If you summoned EsperSiren, the most dangerous Tentacle right now is the top-left Tentacle, as that's the only Tentacle capable of casting OPoison and OBio. Cast OStop if you have it, and focus Edgar's ToolsDrill and Sabin and Celes's level 2 spells on it until it dies. If you didn't summon EsperSiren, you should cast the OSilence spell on both the bottom-right and top-right Tentacles to achieve the same effect. If this isn't an option, it's best to kill the most fragile Tentacle first: the bottom-right Tentacle. ToolsDrill and OBlizzara will kill it very quickly.

From this point, the remaining Tentacles are left to your imagination. Don't bother using OPoisona when a character is Poisoned; the battle won't take that long, so sticking to OCura spells to keep your HP up will suffice. If Sabin knows Razor Gale, use it exclusively. Have Edgar focus on his ToolsDrill attacks, and keep Celes around to whip out a level 2 spell that won't be absorbed whenever possible (the lower left Tentacle is the only one that absorbs OBlizzara; once you've used ODeath or OBanish to dispatch it, this spell is your best elemental option).

The fight against the Tentacles can be a pain, but only if you don't prepare properly. You'll pull through. Expand Full Strategy
  
Tiger
Tiger
Bestiary #359
Type
Level
HP
MP
Gil
EXP
None
70
30000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
7
0
120
153
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknessimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
earth
ice
Lores
Command Immunities
None
Control, Sketch, Scan
  
Tonberries
Tonberries
Bestiary #321
Type
Level
HP
MP
Gil
EXP
None
99
14001
11000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
5
1
150
100
150
0
Stolen Items
Dropped Items
Status Immunities
Elemental Immunities
petrifydeathberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
water
fire
Lores
Command Immunities
None
None
 
Metamorph Package
 
  





Enemies | Bosses | All | GBA Additions


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.