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 024 Bestiary #292 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 24 | 4777 | 777 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
20 | 3 | 0 | 170 | 100 | 0 | |
Stolen Items |
Dropped Items |
|||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Variable | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Machines tend to have that crippling weakness to Lightning, and they also usually have some sort of Program ## move to dish out. This guy has neither. He uses spells and wields swords, so you'd almost assume he was a human if it wasn't for the 'System error!' message that goes off in the middle of the battle. A cyborg, then, like the Sergeant? We can only guess. The facts remain that Number 024, while no real challenge even if you forget about his status ailment weaknesses, is just so darn versatile we still love him anyway. The guy's main move, Barrier Change, shuffles all the elemental properties of the caster and picks one element to set as its weakness. Then, it sets one element as the element it absorbs. First effects: You'll never know what exactly your elemental attacks will do: 75% chance they'll do nothing, 12.5% chance they'll heal him, 12.5% chance they'll do double damage. Conclusion: Waste of time, think of alternative means of violence. But this fellow adapts his fighting style according to his weakness. You can sort his weakness from what he hits you with, if you like. If his weakness is fire, you'll see ice attacks. Vice versa, too. If lightning, you'll see water. Again, vice versa. If it's wind, he'll use earth-based attacks like Magnitude 8 and Cave In, and if it's earth he'll go to wind attacks like Sonic Boom and Gale Cut. If he's weak to poison, he'll try to cure himself, and if he's weak to Holy-elemental, he'll try to attack you physically or use Reverse Polarity. Here's what he'll do. He'll simply strike you physically for 30 seconds (this first round doesn't indicate Holy weakness). Then, he'll do his first Barrier Change. When you manage to strike his weakness (you can figure it out via Libra spell), he'll perform it again. If 30 seconds of action elapses first instead (are you taking a nap?), he'll perform another Barrier Change anyway. After he has performed a Barrier Change three times, he'll go haywire, even though you haven't destroyed him; the result of this 'System error' is apparently calling up Arctic Hares (the more successful branch of the Lagomorph family), enjoying Sunbaths, and finding his true self with the Libra spell. After 30 seconds of this, he'll snap out of it again, starting over as if he had cast his first Barrier Change of the battle. Weird stuff, man. But you won't have to see all this madness. The Sleep spell, taught to you by Siren, works on the fiend, as does Cait Sith's Imp spell. Alone, they severely cripple him; together, they are an unstoppable force. Keep him sleeping and make sure you only cast Magic. If that blasted neutral Tapir shows up and awakens him, cast Sleep again as soon as possible. If Gau is among your forces, just have him relax. Try to steal with Locke; Rune Blade or Blood Sword, both are nice additions if nothing else. I'd especially go for the Blood Sword if you have any choice in the matter, as it's quite unique. In the end, Number 024's Hit Points will run out, and he will die. Victory dance, coffee break, et cetera. Expand Full Strategy | ||||||
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: Kazekiri | Common: Tent | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
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 Blizzard 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 Haste 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 Phantom 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 Kazekiri blade rare steal. He's also useful for casting Slow spells on the blades to dampen their aggression, if he has learned it. Edgar is reliable and powerful with Drill or Chainsaw, but his brother not so much. If Sabin doesn't know the Thundara spell, I suggest Rising Phoenix. Eventually it will take out the blades, but Phantom 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 Kazekiri, give it to him and simply Attack the body. Gau can Rage Anguiform to be sure to hit the body every Aqua Breath, or Rage Aspiran if you're feeling lucky. Gigavolt is stronger, yet not always multi-target. A few additional tips:
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 Kazekiri. Expand Full Strategy | ||||||
Enemies | Bosses | All | GBA Additions
Caves of Narshe: Final Fantasy VI
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.