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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.47: The Final Battle

So, that's it. There was never a grand master plan. There was never a hidden motive, a noble cause unknown to us. All Kefka ever wanted was power, and now that he has it all he seeks is destruction. Your happiness infuriates him, as your will and love for life are the polar opposites of everything Kefka is. There is no choice but to end him. Welcome to the final battle of this game. Fittingly, it is set up differently than any other. You are given a menu with a Reset option, all the characters' names, and an End option. Your job here is to pick an order of characters. The first four are the four that will be sent first into battle. Every time you defeat a tier with one or more characters suffer from Wound, Petrify, or Zombie, he or she (or they) will be removed and the next character on the list will take the empty spot. Reset just resets all the characters you've picked so far, and End defaults any openings in your personal list with the natural order of the characters you see on the left side.

As alluded last paragraph, the battle is divided into tiers. Every time you defeat a tier, you will be lifted up to fight a new battle. Some battle properties are carried over to the next battle, and some are not. What are carried over:
  • Current HP/current MP
  • Statuses and status ailments
  • The RNG uses for determining Slot possibilities
  • The temporary Hide status induced by Jump and EsperQuetzalli's Sonic Dive
  • If you have executed a Desperation Attack with a character
  • If you have summoned an Esper with a character


What are not carried over:
  • Rage and Dance status; you will be able to select a new one at the start of the next tier
  • The effects of OForce Field
  • The effects of EsperGolem's Earth Wall
  • The status on Cyan's SwdTech bar if you were charging
  • Runic and Sky 'statuses'


A few miscellaneous notes about the final battle:
  • Strago will not be able to learn Lores in the final battle.
  • Joker's Death cannot be spun in the final battle unless you are facing Kefka (Final) himself, in which case it is possible.
  • All targets in the final battle have Clear immunity, so no combination of OVanish/whatever will work.
  • No target in the final battle is vulnerable to the powers of EsperRagnarok's Metamorph.
  • All targets of the three tiers before Kefka cannot be Scanned, Meteor Strike'd, Controlled, or Sketched.


Character assessment in light of the final battles:
  • Terra can really dish out some damage up there if you took the time to teach her OFlare and/or level 3 spells. If she knows OUltima, take her. If she is equipped with the RelicSoul of Thamasa, take her.
  • Locke is a guy I find particularly useful in the fifth slot. Since he is incredibly more useful in the actual final battle than in the preceding battles, he makes a great back-up unit versus Kefka himself should you lose a character beforehand.
  • Cyan, even if he does know OQuick, isn't all that hot in the final battle. He can do some incredible damage versus Kefka, but he kinda stinks in the other three battles, which are dangerous enough on their own. I advise against him, or at least putting him in an on-deck slot.
  • Shadow just isn't very special compared to other characters. He has his moments and can use Throw, which means targeting, but, with enough OFlare casters, there's really nothing Shadow can do that other people can't do equally well while having other benefits. If you've been favoring mages through the game, you're best off sticking with them; if not, Shadow will perform about as well.
  • Edgar's ToolsAir Anchor is something I personally like to see in the final battle, as you can basically use it twice while never having to worry about the struck targets again. Jump is a little too random to be really good, but he's not too bad. If you take him up there, make sure to give him the LanceRadiant Lance, as one important opponent absorbs the Holy element.
  • Sabin's defenses are just crap. He can't target his Phantom Rush technique, and it's not much stronger than the tweaked damage output of other characters. Accordingly, I would advise against him.
  • Celes is awesome. Runic is a blessing against Kefka. A large Magic skillset is a prerequisite to her usefulness, but, once she has it, she can work it very nicely. Be sure to equip the ArmorMinerva Bustier to take care of a lot of the elements you'll run into.
  • Strago's merit in the final battles lies in OWhite Wind, OMighty Guard, and OGrand Delta, but that's not quite enough to close the deal if he has a limited Magic skillset, in my opinion. If he can help in that department with grey Magic and such, he's a grand competitor.
  • Sketch and Control is just worthless, so, when it comes to Relm, everything boils down to nice elemental properties. If she's got a good Magic skillset she can hold her own, then keep her. If she isn't outstanding in this regard, Relm is pretty much useless.
  • Setzer. Random damage x 4 (via GamblerFixed Dice/RelicMaster's Scroll) worked like a charm for all those bosses, but, now that you have to fight ten targets paired in groups of up to four, the GamblerFixed Dice lose quite a lot of their shine. While it will still be decent against Kefka like all the other RelicMaster's Scroll/Tempest guys, it doesn't work that good against all the multiple targets leading up to him.
  • Mog is basically Edgar with better defenses and without the ToolsAir Anchor. It's an even trade, especially since Mog can pretty much nullify one of the most dangerous attacks Kefka has to offer due to his 255 Defense. If he has that and some support Magic to help the team, go for it. If not, leave the cute little guy on the sidelines.
  • Gau has the 255 Defense trump card like Mog in addition to one other grand thing going for him on the SNES release: RelicMaster's Scroll/SpecialSniper. With pretty much every target Floating sky-high, his damage output will exceed that of the Wind God himself. If he lacks RelicMerit Award capabilities due to your having purchased an inferior version of the game, I wouldn't bother with him at all.
  • Gogo's bad defenses really, really hurt him, and his ability to assign skillsets doesn't help him enough to warrant usage.
  • Umaro should only be used if you hate yourself.


While I've given my guidelines, the final party is entirely up to your discretion. I've appraised the game's characters based on their special abilities and what can be done with their base statistics, but a major factor in the value of a character is (as mentioned earlier), their magic skillset. In the end, go with a party you're comfortable with - it's time to climb another tower.

First Tier


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
  

Long Arm
Long Arm
Bestiary #357
Type
Level
HP
MP
Gil
EXP
None
73
33000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
35
30
5
110
150
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimpdeathsilenceconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
wind
Lores
Command Immunities
None
Control, Sketch, Scan
  

Visage
Visage
Bestiary #358
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
poisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
fire
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 !Razor Gale, 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 Shockwave. When it hits 10240 HP, Long Arm takes a break from the Shockwave 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 Shockwave attacks before going palm-up.

Visage 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 Reverse Polarity or !Sapping Strike. Every fifth turn it'll use either OProtect or OHaste on one of its Arms. Of course, the trouble begins once you pound it enough and it hits 10240 HP. From this moment on, it'll never rest and use either !Sapping Strike or the Petrify-inducing Dread Gaze attack. In this damaged state, every fifth turn may feature Dread Gaze, Magnitude 8, or Reverse Polarity. If Visage is the last target to be killed, it'll go with a OQuake spell.

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 ToolsAir Anchor on it or cast OBreak spells until one hits. Now, cast OSlow on Short Arm and you're good to go. Make sure that you do not summon EsperGolem or EsperFenrir right now: Their effects won't carry to the next tier and you'll need them much more up there.

Now that you're just taking !Sapping Strikes and occasional physical hits from the fiend, it's time for your barriers. Cast OHastega, OMighty Guard, ORegen, OReraise, you've got all the time in the world and there's nothing stopping you from applying all the positive status ailments you see fit. Know that if you brought Terra to this battlefield, you can have her Morph and let her Morph timer run out while she's Sleeping to make her Morph status permanent. If you're done, it's time to finish this titan off.

You'll want to take out Visage before Short Arm, so focus your attacks on it. Since Visage is weak to Fire-elemental attacks, an single-target OFiraga spell leaves a huge dent, as do Thrown SwordFlametongues. There's nothing particularly interesting to say about the do's and don't's of this battle: focus your powers mainly on Visage, as you want to take it out first, and simply inflict damage as efficiently as possible. You've had much more experience with your characters than I have, so go with what has proven itself in your particular situation. Expand Full Strategy
  



Second Tier


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
  

Machine
Machine
Bestiary #360
Type
Level
HP
MP
Gil
EXP
None
73
24000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
10
0
105
153
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
lightning
Lores
Command Immunities
None
Control, Sketch, Scan
  

Magic
Magic
Bestiary #361
Type
Level
HP
MP
Gil
EXP
Humanoid
72
41000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
1
8
0
145
125
0
Stolen Items
Dropped Items
Common: Elixir
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
earth
Lores
Command Immunities
None
Control, Sketch, Scan
  

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
  



Third Tier


Lady
Lady
Bestiary #363
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: SwordRagnarok
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
fireicelightningpoisonwindholyearthwater
None
Lores
Command Immunities
Control, Sketch, Scan
  

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
  



The Angel of Death



Boys and girls, can you say "Hallelujah"? Now that we have survived his insane creation, Kefka will descend from the heavens to destroy us personally. I'm sure it's not easy to commit deicide, but dammit, we've got to try. Kefka is a being that has stolen powers capable of pretty much everything. He has seen to it that both Atma Weapons were recreated. He has enslaved the Statues and absorbed their energy. He wields the Light of Judgment with ease. 'He's mighty powerful' would be the idea to take from this paragraph.

Kefka (Final)
Kefka (Final)
Bestiary #365
Type
Level
HP
MP
Gil
EXP
Humanoid
71
62000
38000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
80
8
45
117
135
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
StopShellProtectReflectDarknessZombiePoisonClearImpPetrifyDoomImageSilenceBerserkConfusionSapSleepSlowHaste
Poison
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control, Scan
 
Strategy
 
So how does the final boss of Final Fantasy VI do battle? He'll start the battle with that demented little speech of his. Characters that were in the air when you defeated the third tier could land from their attacks before he starts it: That's kinda humorous. His first attack is Heartless Angel, which will reduce all of your characters' HP to 1. After that, it's all about physicals, !Havoc Wing, level 3 spells, and that most annoying of attacks, Trine. !Havoc Wing is his most popular and, in most instances, most powerful attack Kefka will perform.

As soon as Kefka hits 32640 HP, he will become quite a bit meaner. Calling a head into existence, he'll say "The end draws near..." and the screen will start to shake. The next turn, he'll execute the Forsaken attack. Forsaken is a multi-target magical non-elemental attack that, in terms of pure power, is the strongest attack in the game. It lacks the barrier-piercing ability, however, so sufficient Magic Defense should ensure that your characters all survive a single Forsaken slaughter. After this is completed, Kefka will use two attacks in two turns: !Havoc Wing, Trine, or Revenger. Revenger is also a new attack: it's like a multi-target ODispel that only removes positive status ailments. It removes Clear, Image, Regen, Haste, Shell, Safe, Reflect, Life 3, and Float. After those two turns, Kefka will once again start to charge up for Forsaken.

2560 HP later (at 30080 HP), Kefka will start employing a horrible omni-counter: For every attack directed at him, he may counter with either Battle or Hyperdrive. Hyperdrive is an extremely strong attack that's both unblockable and barrier-piercing, so any character struck by it is likely to die unless he or she was really power-leveled. At 10240 HP, this Hyperdrive counter even changes into an OUltima spell, which is obviously even worse, as it's fairly stronger than Hyperdrive, though the power is cut since it targets every character. Keep in mind that OUltima may be absorbed by a Runic blade. The Hyperdrive and OUltima counters are not employed when Kefka is charging for Forsaken. This is vital information, as, quite frankly, Kefka's counters are what make him a mean opponent. The last 'stage' of Kefka's battle tactic is when he hits 7680 HP, which is when he just charges up for Forsaken, uses it, cast a OMeteor spell, and charges up for Forsaken again. OMeteor is especially troublesome since it cannot be absorbed by a Runic blade. Kefka has a lot of strong spells that will fly past all your fancy elemental protection. The trick here is to keep reviving characters that die (I find this is mostly due to !Havoc Wing attacks) and try to avoid being hit by Hyperdrive and OUltima as much as possible. If you can employ the Runic skill, both attacks are vulnerable to its powers, so take advantage of that. If not, I suggest you only attack when Kefka is charging for Forsaken.

Locke should definitely try to Steal the Megalixir Kefka possesses; it's a great way to heal up after a Heartless Angel attack. Mog should Jump as usual; he's a real asset in this battle since, in addition to doing a lot of damage, his 255 Defense means that he will be practically immune to !Havoc Wing. The same goes for Gau. The best Rages for him are the pure offensive ones. Stray Cat, possibly paired with a SpecialSniper or DirkMan-Eater, will really hurt Kefka. Edgar should do nothing but Jump. If you've taken Cyan up there, try to reach Tempest. OQuick is a real asset to Cyan in this battle, as it is in all. For Setzer, it's GamblerFixed Dice, which should be obvious. Shadow should first empty your stash of LanceImpartisans. Other weapons that are more powerful than ShurikenPinwheels/ShurikenFuma Shurikens that you are unlikely to have equipped include DirkGladius, DirkKagenui, SwordExcalibur, LanceHoly Lance, KnifeMutsunokami, KnifeMurakumo, RodHealing Rod, and SpecialWing Edge. Strago should use OGrand Delta. Sabin and Gogo should use Phantom Rush. If Terra is Morphed, she should definitely stick to level 3 spells, but if she's not, OFlare is the superior option. Relm should just use OFlare or level 3 spells too. If Celes is around, I suggest keeping her on Runic stand-by, as it's really awesome in this battle. If Runic conflicts too much with your other characters' offensive plans, it should be avoided, obviously, so take a look at your options and decide what's best.

Kefka isn't extremely tough; he can just catch you off-guard with some of his more powerful attacks. So long as you make sure that doesn't happen, he's an entirely beatable final boss. If your characters are all decked out with OQuick spells, a RelicSoul of Thamasa here, a RelicMaster's Scroll there, and OUltima everywhere, the final battle with Kefka will feel like a walk in the park. Expand Full Strategy
  


Done and dusted.

Caves of Narshe: Final Fantasy VI
Version 6
©1997–2017 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.