Final Fantasy VI Walkthrough
1.1: Prelude: The Attack on Narshe
First Cave |
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10/16 |
3 | |
6/16 |
1 |
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1 |
Second Cave |
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6/16 |
1 |
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1 | ||
5/16 |
2 | |
5/16 |
2 |
Enemies: Guard, Silver Lobo, Megalodoth, Wererat, Spritzer, Bandit, Ymir
Narshe, a coal mining city that manages its own business and cares not for the war that is waged far away, has stumbled upon a mysterious find in their mines. The Empire, the all-consuming power-hungry nation to the far south of the world, has learned of this. Three of their most dangerous units are dispatched to claim this discovered treasure for the glory of the Empire, by any and all means necessary. Three soldiers of the Empire, piloting Magitek Armors, are sent out. One of them is a very special soldier of the Empire, and a future unlike any other is waiting for her.Once you have control of the characters, open the menu and put all your characters in the Back Row. Magitek attacks, being magical beams and all, won't suffer from the 50% damage reduction of most back row attacks, but you'll be reaping the benefits of the reduced damage that hits back-row characters yourself.
This is the prologue of the game, and it concerns you, being overpowered, blasting your way through poor defenseless Narshe. Enjoy the Magitek powers while they last. Any offensive attack you perform at this point results in death on the other side. With this in mind, the choice is simple. If Terra comes up, have her use the multi-target Bio Blast attack. The Imperial soldiers can make themselves useful by using any of the three single-target beams; they are identical in power and are always fatal, so it doesn't matter what you do. After you've leveled a bit, you can use Terra's

These monsters will start using Snowstorm, a multi-target Ice-elemental attack, on you as soon as Terra (or, if not available, a randomly decided party member) has a level equal to or higher than 7. This is not the case when you encounter them now, so they will only attack you physically.
Although they have the second-highest Attack in the game, the fact they're level 1 effectively screws them out of any significant damage output. If you're in the Back Row, you'll see them doing 0 damage. Savor the sight; it'll be a while before you see it happening again on a physical attack. For extra fun, try using Confuser against them; it'll give you a little taste of what Snowstormy violence will be sent your way later in the game. For instant death on their side of the battlefield, Bio Blast works well enough as it kills all four targets instantly.
There is a minimum of two battles and maximum of five to be fought in this part of Narshe. When you enter, you can try to go right of the Inn. A single Silver Lobo will be sent after you.
You have no choice but to press on. You will encounter two Guards when you try to pass the Inn, there's no avoiding them. There are lines of what appear to be vents on the ground. You've been following the vertical line, you now come across a horizontal line of vents. If you stand on the tile where the two cross, two Silver Lobos will be sent after you, and then two Narshe Guards. You can avoid this by going around the tile in question. If you pass the Item Shop, you'll be caught in a pincer attack of two Guards and a Silver Lobo; this is unavoidable. Past that, you've entered a newly dug Mine Shaft in search of the Esper you're supposed to retrieve. You're up for some vermin in the mines.
You're past the town of Narshe. You can be proud of yourself; you just killed a number of brave men, undoubtedly with happy lives and families. Faintly, you can hear an orphan crying. Note: you will not actually hear an orphan crying. This is not an error in the walkthrough. Don't read everything so literally.
You can pretty much blast your way through these monsters too. In the first cavern, there are Wererat and Bandit, in the second, Spritzer. Wererat absorbs Poison, so while it may be tempting to use a multi-target spell against the largest group of enemies you're facing, don't. Spritzer absorbs Lightning, so in any battle you find one, avoid Thunder Beam like the demonic plague it is. Electricity fails at success, anyway.
A Bandit is one messed-up little dude with self-destructive tendencies of the worst kind: The kind that can hurt you as well. Every time you'll hurt it without killing it, there's a 33% chance he'll use !Wrench on himself. If, however, you dealt a fatal blow to him and he decides to execute that !Wrench, he'll find that he can't actually attack himself. Nay, one cannot attack the dead. He'll fling the tool in your direction instead. Avoid this by using Banisher, or try to not care.
Eventually, you'll come across a barrier. Biggs will knock it down for you, but as soon as you want to continue a Narshe Guard rushes out with quite a nasty surprise...
Ymir Bestiary #276 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 4 | 50000 | 120 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 5 | 0 | 102 | 155 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: Hi-Potion | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | None | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Ymir (Head) Bestiary #277 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 6 | 1600 | 1000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
22 | 10 | 0 | 100 | 155 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
This battle is quite simple. Biggs and Wedge will alert each other about the grave importance of avoiding attacking the shell at all costs. When they're done, you can move in for your very first boss battle. The shell and the head are two separate entities. The shell will do nothing as long as you don't attack it, but every time you deal damage, it will counter with Megavolt. Megavolt won't be strong enough to actually kill a character at full HP, but it will be strong enough to do so in two hits. The head will just attack physically and on occasion slow you down with !Slime. After every 10 seconds, it'll 'retreat in its shell', disappearing from the battlefield. He'll keep this up for 10 seconds, and he'll pop out again. Your strategy? The main thing to avoid is selecting an attack on the head just when it retreats. It's because of this it's best to just go with one attack for each character in one period of 10 seconds. When you can move, make your generic Imperial soldiers attack with a Beam-class attack and the mysterious girl use Magitek Missile. Wait until the head has retreated and appeared again. Repeat. Ymir should be dead by now if you fought all the battles against the Narshe guards; if not, just go for another round. Note: If you are beyond the shame of any man, you can go for the Ether the shell provides. Since the shell only has 120 MP, he can only use six Megavolt attacks. After this, it is helpless. If you whittle down its 50000 HP and make sure you kill both the shell and the head with one attack (use a calculator!), you'll get both the Ether and a Hi-Potion, and it'll only have cost you over an hour and your dignity. Expand Full Strategy | ||||||
Alone, the Esper does something to Terra. Her Magitek Armor explodes underneath her, and all turns to an inky black.
1.2: Escape through the Mines
Cave |
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6/16 |
1 |
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5/16 |
2 | |
5/16 |
2 |
Enemies: Wererat, Spritzer, Bandit, Silver Lobo, Megalodoth, Guard Leader
Treasures: Elixir, Phoenix Down, Sleeping Bag
Terra wakes up alone, scared, and confused. An old man found you in the mines and nursed you back to health, but to make matters worse, you have to flee as soon as there's somebody to explain the situation to you. Such plot device! You get the fact that Narshe guards outside are trying to get to you. Scones will not be involved in the meeting, so you'd better make a run for it.Remember when you were in the Back Row? Let's stick to that.
When you awoke, you received two Sleeping Bags (from the old man, we could assume). Sleeping Bags are like Tents, but for one person only. They completely restore HP/MP and remove any status ailment except for Zombie, but are only usable on a Save Point or the Overworld Map. Before you go, grab the Elixir in the clock.
Remember those Magitek attacks you just did? They're gone. Your party members have been magically consumed, and your magical tank of happiness exploded under your seat. Everything you love is finite. But don't fear too much, for a Final Fantasy tradition of old is about to set in: You can now hurt stuff with pointy things that you push into them using your muscles. Use it to your advantage.
If you're in for some leveling, I suggest moving to the Front Row. You'll take more damage, sure, but you can also kill Wererat and Spritzer with a single Attack command now, which is much more MP-friendly in the long run. If you seek to breeze through, stick to the Back Row and use


These monsters and monster formations seem awfully familiar, don't you think? The difference is, though, now you're by your lonesome, without magical machines of malice and maniacal maiming under your command. I guess we can do it the old-fashioned way, then. Double Spritzer should be taken care of with a multi-target


There are two chests here. Feel free to grab the left one; it contains a Sleeping Bag. Later it turns into an Elixir, which is much better, but you can steal them in large quantities by then so there's no need to wait. It'd be best to leave the right chest alone; while the Phoenix Down it now contains is nice, the

When you're past the two chests and the Save Point, remove Terra's


Locke arrives to the game! Locke and the old man chat about bygones and memories past, while the old man takes care of some exposition. Basic points: The Empire is evil, the Returners are fighting the Empire, and Narshe should join the Returners, but right now has not done a thing. Locke manages to reach Terra before the Narshe guards do, which is a good thing all in all. Terra is still unconscious, so she needs to be rescued. Locke is your new permanent character. That naming screen sure is a dead give-away, is it not? You can now control him using your controller. It won't be for long though, as the half dozen enemies, which come storming into the place, will ensure Terra is captured and Locke smacked around. But lo and behold, there are eleven Moogle friends for you to exploit as well! Sadly, you cannot enter their equipment menus, except for one, Mog. How bizarre. Foreshadowing?
Equip Locke with the equipment you snatched from Terra; the

There are two battles here. First, I'll talk about the battle you engage in when you meet the walking monsters. This is the Megalodoth and the Silver Lobo formation. Aim all attacks on the Megalodoth at first, then the Silver Lobo. Don't bother using Steal with Locke; they carry nothing of importance. If you use Mog's party, you will notice that Mog learns the Twilight Requiem after one battle. Have him use this Dance for the other battles, as it kills stuff dead very seriously.
Steal is a new command, and while you will eventually encounter it in other forms, at this time it's just Locke's. Let's talk a bit more about it.
Each monster has two slots in which they can carry items. One slot holds the item you'll most commonly see being stolen, which is generally called the 'common steal'. The other item is the one you'll want, and this is the 'rare steal'. Locke has, when he successfully steals, an 87.5% chance of going for the common steal, and a 12.5% chance of going for the rare steal. If one of these spaces is empty, it will be ignored in the decision between the two items. If the common steal slot is empty, you're already looking at a 7/8 chance of missing before the success rate is even calculated.
Even if both slots are occupied, your Steal attempts won't always be successful. Remember, it is the opponent's interest to keep hold of its belongings. The chance of Steal working depends entirely on your level and the opponent's level. Speed is no issue, so raising it won't increase the success rate of Steal. What will make for a better thief is the


On to Mog! Mog's Dance skill is limited to the Twilight Requiem for now, a Dance he will learn as soon as he has fought one battle here. The Twilight Requiem will have the following random effects every turn:
7/16 Cave In - Removes 75% of target's current HP
6/16 Snare - Sets KO to a single enemy, prevents final counters
2/16 Will o' the Wisp - single-target magical, Fire-elemental attack
1/16 Poisonous Frog - single-target magical, Poison-elemental attack, also sets Poison
Guard Leader Bestiary #278 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 8 | 420 | 150 | 350 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
60 | 9 | 0 | 110 | 140 | 0 | |
Stolen Items |
Dropped Items |
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Common: ![]() | Common: Hi-Potion | |||||
Status Immunities | Elemental Immunities | |||||
![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Strategy | ||||||
Unless both Mog's team and Locke's team have been beaten down severely, there's no good reason to use the four-generic-Moogle party against the Guard Leader. Between the other two, the choice is up to you. As you cannot get a Game Over in this part of the game - a defeated party is sent back to a certain point with all characters at 1 HP - you can always fight Guard Leader with Locke until you have stolen a ![]() If you picked Mog's team, the Twilight Requiem will make short work of the fight regardless. If you picked Locke's team or the third and inferior party, you will want to kill one Silver Lobo and then focus your attack on the Guard Leader. As long as he's not alone, he won't use !Charge, an extremely strong physical attack that can kill weaker units in the Front Row. He will, on the other hand, use the Net attack to stop some of your party members. You can try to stall if Locke is hit if you want to. Expand Full Strategy | ||||||
Before you engage in the Guard Leader battle, remove Mog's


For some trivia knowledge some would appreciate, Molulu is Mog's girlfriend. Molulu is the weakest Moogle you'll find here and stands next to Mog on the battlefield on the second position of his group. Male chauvinist pig explanation of Molulu's weakness: She's a woman. Family-friendly support group-evading explanation: Although lacking in combat experience, Molulu excels in other areas and is exhibiting fine moral fiber in supporting her lover in battle anyway. At any rate, the

1.3: Adventuring School and the Road to Figaro
Grasslands |
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10/16 |
1 | |
6/16 |
2 |
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1 |
Forest |
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10/16 |
2 |
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1 | ||
6/16 |
2 |
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2 |
Desert |
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5/16 |
2 | |
5/16 |
3 | |
5/16 |
1 |
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2 | ||
1/16 |
1 |
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3 |
Enemies: Silver Lobo, Leaf Bunny, Darkwind, Sand Ray, Alacran
Treasures: Ether, Potion, Sleeping Bag, Monster-in-a-box (Silver Lobo)
It was going to happen regardless of your wishes. This is the place where the game is explained to you. There will be one battle against the weakest opponent in the game. Try finding your chi or something. I hear it's located within you.When you enter, the first thing you'll see is a man standing over a bucket. While normally I wouldn't advise you to go near people bending over buckets, let alone drink anything those buckets may contain, this specific bucket contains water from a Recovery Spring, magical springs that heal HP, MP, and remove all status effects.
There are three rooms in this building. Field Science is the one to the far right, and it's where the only monster here is located. Open the chest to fight a single Silver Lobo. Have Terra Defend (press right when in the command menu) and Locke Steal until you've gotten that Potion. You know you want it. Kill him with violence.
Find the Ether in the yellow pot in Field Science and open the chest in Battle Tactics (middle door) for a Sleeping Bag. Then, be bold and walk straight into Advanced Battle Tactics. There's a chest containing a Potion in there. Now, exit. The guy in front of the door advises you to skip Advanced Battle Tactics. What a Potion-hogger, eh?
Should you try to enter Narshe, a Narshe guard will rush to the scene and inquire to your name. You quickly run off. Having been dissed by a Narshe guard, you have no choice but to pursue a career in fighting for the greater good. Locke was told to bring Terra to the king of Figaro, and so he does. Castle Figaro lies in the middle of the desert, denying the rules of logic and reason. You need to cross the Overworld Map in order to reach it.
Equip the newly acquired


There are two kinds of battles here. There are the desert battles and the non-desert battles. The non-desert battles are no threat to you. If Locke comes up first, have him Steal. It'll get you moderately useless junk, solely limited to Potions. If Terra comes up, a multi-target

Desert battles are different. In here, you'll face danger. And sand in your boots. Ahem. If you come across a double Sand Ray formation, have Locke Steal (Antidotes!) and Terra use a single-target



There's a Chocobo Stable hidden in the forest south of the desert. There's no reason to go there whatsoever. The owner will charge you 100 Gil to rent-a-bird. If this seems insane to you, remember that this is the same guy who hides his own shop in the woods. And here I was thinking you'd want to promote your shop if it depended on your amount of customers. I'll never understand capitalism.
1.4: Figaro Castle
Enemies: Magitek Armor
Treasures: Antidote, Gold Needle, Phoenix Down, Potion
You've reached Figaro Castle to find that everybody's mighty polite. There's not a whole lot to do here. Walk on. In the furthest room, Edgar Roni Figaro is casually lounging in his throne. Before you talk to Edgar, put Locke in the Front Row (if you hadn't already) and take his
When controlling Terra, equip the




You need to find the High Priestess of the castle; she is located in the left wing. She'll tell you all about the rather tragic past of the Figaro throne. Sabin Rene Figaro, Edgar's twin brother, ran away, leaving his brother as the sole monarch, as things should be. In the Japanese game, she also states here that Sabin was smaller and weaker than Edgar when they were children. When the High Priestess is done telling her story, you can find Edgar again, who has returned to his throne. In the hallway, you meet the second man of the Figaro army, the Chancellor. Have a chat, by all means. As soon as Edgar starts to make small talk again, he is disturbed by the gravest of messages; Kefka Palazzo, a big man of the Empire, is coming for a visit, and something tells you he won't be wanting any of your scones.
Once controlling Edgar, keep him in the Front Row and equip Mog's

Now, when you're controlling Terra again, take hold of that

You'll notice that Terra is one level, if not two, behind Locke. Edgar will be even stronger. If you want to equal the situation out a little, you can choose to leave the castle and fight some solo-Terra battles outside. I advise you do the training in the forest, though, as the desert enemies might !Numb you and grant you a Game Over of Death. From the forest, you might opt to rent a Chocobo to return to Figaro Castle, too.
That night: Misfortune! Kefka has royally screwed Figaro's alliance with the Empire; for a moment, all seems hopeless, but Locke had a plan! Turns out Edgar and the Chancellor had taken this possibility into account. Anyway, you escape your castle while said castle is digging its way through the desert. No, I don't know either why they didn't do that right away, before the bad guys set it on fire. You're now being chased by a platoon of Magitek. We saw how powerful they are, remember? You are going to die a painful but mercifully quick death.
It turns out that Magitek Armors are about as laughably incompetent in combat as they were awesome out of it. For this battle, the main objective is to avoid being hit. The enemies are susceptible to confuse, so use that knowledge to your advantage. Have Edgar use the

Simply let him bide his time if both are still confused and it's his turn to move again. Locke should Steal; Potions and Hi-Potions are nothing to get excited about, but Attack removes the Confuse status. Terra should pump out single-target

1.5: Through Figaro Cave
First Cave |
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10/16 |
2 |
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3 | ||
6/16 |
1 |
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2 |
Second & Third Caves |
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6/16 |
3 | |
5/16 |
2 |
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1 | ||
5/16 |
2 |
Treasures: Ether x2, Phoenix Down
Figaro Castle is gone, and you still can't go to Narshe (don't try, the situation there hasn't changed since you left and you won't get in). I guess it's time to quest further into Edgar's lands, Figaro, to reach the Returners' Hideout. Terra should be useful in their battle against the evil Empire. Put everybody in the Back Row again. I know it gets boring now, but I promise I'll eventually let you keep characters in the Front Row. If you're wondering why Back Row characters still take reduced damage even when there's nobody in the Front Row to protect them - which is the nominal point of being in the Back Row - then I have no satisfying answer.If you didn't use Terra's Magic spells in the battle against the Magitek Armors, you still can trigger the 'flipping-out' scene in normal battles. Throughout the cave you retain this possibility, but if you've not seen it before you step on the tile just in front of the exit, the ability to see the scene is lost. It's an entertaining scene, don't lose it!
Hornets are Floating creatures, but that doesn't make any difference at this point of the game. They attack physically with Attack and !Iron Stinger. Urok are horribly defenseless creatures, but there's something about Urok monsters I find particularly repulsive, so I don't feel bad about killing them. Besides, !Digestive Fluid sets Sap, of which I'm no fan. When you confuse them with the

Foper are the only creatures here that might stand through a single

Edgar is a very nice addition to your team. In fact, I'd say he's horribly overpowered at this stage of the game. Time to take advantage of it! Edgar can one-hit KO Hornet and Urok with his




As far as chests go, there are three in this cave. I know you're just dying to grab them, but desist and cease! Know that the amount of chests you shouldn't get is about to rapidly decrease, and these items, while 'meh' at this point (Phoenix Down upstairs, two Ethers downstairs) will transform into rad items in the near future. I advise you to let them be.
1.6: South Figaro and Off
Grasslands |
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6/16 |
1 | |
5/16 |
2 | |
5/16 |
2 |
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1 |
Forest |
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6/16 |
4 | |
5/16 |
1 |
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2 | ||
5/16 |
1 |
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1 |
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2 |
Enemies: Belmodar, Unseelie, Mu
Treasures: 500 Gil, 1000 Gil, 1500 Gil, Antidote, Elixir, Eye Drops, Gold Needle, Green Cherry, Hyper Wrist,
Hermes Sandals, Phoenix Down, Potion x3, Teleport Stone
Item Shop: You might want to buy one or two Gold Needles, as it *is* possible to accidentally get a Petrified character in a bit, and you'll want something to counter its effects.
Weapon Shop: Buy a




Armor Shop: Buy two




Relic Shop: Buy three








Hidden Items: Like in the first cavern you explored with a lone Terra, there are items hidden here that are best left untouched for a while. Here's a list of the items in South Figaro currently, as well as the items they will become if left to age appropriately:
(items now) (items they become)
Phoenix Down - Phoenix Down
Potion - X-Potion
Antidote - Tent
Eye Drops - Remedy
Potion - Holy Water
Green Cherry - Tent
Gold Needle - Elixir
Teleport Stone - Phoenix Down
There's a Potion in the barrel between the Weapon and Armor Shop. I suggest skipping this one in order to come back for the X-Potion later; you've got plenty of Potions, but X-Potions will always be nice to have. There are Eye Drops in a box north of the entrance to the port, and an Antidote in the barrel just above it. They become a Tent and Remedy respectively, so it doesn't really matter what you do. The barrel next to the Chocobo Stable contains a Potion that becomes a Holy Water (leave it), the Green Cherry behind the Chocobo Stable becomes a Tent (grab the Green Cherry) and the Gold Needle in the box to the far southwest corner of the town becomes an Elixir (definitely leave this until after it changes).
Enter the large house in the northwest corner of South Figaro. You'll enter through the left door; exit through the right door. In one of the barrels you see here, there's a Phoenix Down.
Continue behind this corner of the house and you'll find yourself in a hidden room! Search the clock for an Elixir. Now, go back in the house and go up the stairs.
In one of the rooms, there will be a man writing a letter (who is he writing to? I'm sure it's not important. Couldn't be the enemy, anyway). Behind the bookcase, you'll find a secret entrance to a staircase, which leads to another staircase. Follow it in the next screen. Go all the way to the right until you're facing a wall; from here, go all the way down to the bottom. You should be out of sight now. Next, go right to enter a secret area with a




I suggest giving the



On the town wall, there's a group of three barrels you can see when standing near the Chocobo Stable. Find your way there (stairs are near the Armor Shop) and grab a Teleport Stone. It'll become a Phoenix Down later, but Teleport Stones are infinitely cooler at this stage of the game than Phoenix Downs will ever be. Finally, there's a Potion in the house of the old servant of the richest man in town. I figured I'd save the best for last.
Other stuff to do: In the Pub, there will be a dark man with a dog near the counter. Talking to him will allow you to name him. Shadow sure is mysterious. If you thought he was going to join your party now, think again. This guy is a ninja; they don't even consider bothering you in RPGs unless you're at least past the first serious town.
In the Japanese game, an old man in the Pub will also say that 'you' (Edgar) look like one of Duncan's students, which is the first hint there that Sabin went off to train under Master Duncan.
You've had your fun in South Figaro, bought some new armor, equipped some Relics, and met a mysterious stranger with the name of Shadow. I'd say it was worth it.
But, time to move on. Go straight north, as there's something of interest there. The enemies on the way are fairly standard stuff by now. Unseelies take more damage from


Mus are obscenely boring creatures as they do nothing but Attack under any circumstance. The only interesting thing to note about them is the fact that they cannot be struck by Meteor Strike. A character you'll meet in the future can lift trains, hold up houses and whatnot, but he cannot lift this squirrel up in the air. It makes sense when you think about it while drunk.
Belmodars are the first genuinely dangerous-looking creatures you meet. They attack with Attack and !Rush, and counter Magic spells with a 1/3 shot at using Megavolt, so don't do that. You'll want to try to Steal a

Make use of Edgar's



1.7: Into the Mountain
Great Slopes |
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10/16 |
2 | |
5/16 |
1 |
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1 |
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2 |
Foothills |
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10/16 |
2 |
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1 |
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1 | ||
6/16 |
2 |
Enemies: Spritzer, Zaghrem, Trillium, Gorgias, Cirpius, Vargas, Ipooh
Treasures: Potion, Main Gauche,
Gigas Glove, Tent x2
Mountains are always nasty to cross, and Mount Koltz is no exception. You will be attacked, spied upon, and tested severely. Also, expect a boss fight at the end, I might add. If that sounds fun, you're doing well. Stick everyone in the back row if they're not already there. This is the repetition style of learning.
This is highly frustrating for console players, but Zaghrem enemies carry



Cirpius are potentially the most dangerous, but they conveniently never live up to that promise. If you allow them to take three turns, they have a rare chance of using !Beak, which sets Petrify on a character. A triple Cirpius formation, however, can be killed in one go with the


Gorgias is the only real threat here if you're diligent about handling Cirpius. They have stronger physicals, comparable to Guard Leader's pounding, and they have a 1/3 chance at countering every Attack command. Ergo, don't use it. A multi-target


Trillium, lastly, are annoying because they Poison you with !Poison Touch. They only use it the first round though, after which they'll take two turns just attacking you physically. This means you can easily use an Antidote or the

The first slopes feature no enemies, so you can safely walk into the cave. The cave is straightforward. The other side takes you to another slope, with monsters this time. You see a chest there, but you can't reach it. This cave has two 'hidden' passages leading to treasure. The first is to the south of the entrance. Around the square-ish bulge, you can reach an exit leading to the chest you saw earlier. It's a

To the right of the path/stairway, there's a hidden passage into another room, which holds a chest containing the








Misty slopes with a bridge this time. The bridge looks like it might collapse, but it doesn't. Ever. The next room contains a Save Point, and when you leave it, you'll be on what I've dubbed as the Great Slopes at the Monster formations section. Follow them all the way down, and you'll eventually meet the shadowy figure that has been stalking your every move. It's Vargas. He believes you have something to do with Sabin, so he commences his violence. You get to hurt him now. Obviously, you've made sure that your HP is high enough for boss battles, as well as Terra's MP. Take the




Ipooh Bestiary #281 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 11 | 360 | 60 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
18 | 10 | 0 | 105 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Hi-Potion | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Vargas Bestiary #280 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 12 | 11600 | 220 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 85 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
Two Ipooh bears initially protect Vargas; you can't harm him until you have killed them. Ipooh attack physically only, with Attack and !Claw. Vargas will casually switch between Attack and Gale Cut in an Attack-Gale Cut-Attack rhythm. Dance to it. After every 50 seconds, he will taunt you cruelly by saying: "Come on! What's the matter?" and use Attack twice, as if to insult you. What a jerk. Once he hits 10880 HP - that's after 720 damage - he will start getting bored with you and exclaim: "Enough of this! I'll send you all to the great beyond!" Just then, a new character will appear. It's Sabin Rene Figaro, long lost heir to the throne of Figaro and twin brother to Edgar. It seems that Vargas misunderstood the outcome of a successor issue concerning Duncan, their master in the martial arts and Vargas' father. Vargas turned to patricide, and here Sabin is complimenting Vargas on his fine spirit. Morals these days, let me tell ya... Anyway, Vargas executes "Blizzard Fist!" Blasting all inferior warriors of the field, the battle is up to Sabin alone. When Sabin has appeared and Vargas hits 10368 HP - that's 512 more damage - Sabin will lament over his master's teachings. You'll have to use a Blitz to win this battle. Once the primary Blitz technique has been used, Vargas will... die or run, it's kind of vague. At any rate, Vargas is never to be heard from again. Your strategy? When you engage Vargas, try to pick some Ipooh pockets (metaphorically) with Locke, have Edgar use ![]() ![]() ![]() ![]() ![]() Eventually, Sabin will crash the party. Pay attention, as you are about to do the most complicated thing invented in video game history. That's right, you're about to execute a Blitz technique. Follow on-screen commands closely. Write them down. Remember. After you've completed a Raging Fist technique, you've won your battle. Expand Full Strategy | ||||||
So there you have it! It's a sad and symbolic story, the rivalry of Sabin and Vargas. As a son to Duncan, he was forced to pursue a career in martial arts, even though Vargas resented it. When Master Duncan, after training (among others? It's not clear) Sabin and Vargas for 10 years, decides he's too old to uphold the title of Master any longer, he decides that Vargas should be his successor.
However, somehow Vargas understood that Sabin would be his father's follow up. The cause of this misunderstanding is never explained, and much like how Judas betrayed Jesus to his death, so did Vargas betray his father and took care of him. After that he went searching for Sabin, who knew that it was Vargas who was supposed to be the next Master. Believing that Edgar had something to do with Sabin, he attacked them, which led to the stand-off between Sabin and Vargas, from which Sabin has now emerged victorious.
Little can be said about your Mt. Kolts experience with Sabin. You can meet Spritzers here, which seem horribly misplaced in space. Aura Cannon is the strongest single-target attack you have at this point; take advantage of it, but only after you annihilated everything non-Gorgias on screen. If you have a


Oh yeah, there's a Tent in the chest, you can't miss it.
1.8: The Returner's Hideout
Enemies: Belmodar, Unseelie, Mu
Treasures: Antidote, Air Knife, Ether, Green Cherry, Hi-Potion,
Knight's Code, Phoenix Down x2,
White Cape

You can, if you want to, hike back to South Figaro with Sabin in your party, which will get you a small cutscene with Duncan's wife. It's not very impressive and it's needlessly time-consuming, but if you're like me, you'll wind up doing it anyway, and a scene will occur in which Sabin has to break the news to Duncan's wife.
Do this scene or no, you'll head to the Hideout eventually. Once you enter the Hideout, you'll have to follow a Returner and enter the door he points you to. Enter and watch the cutscene. There's a Greek mythology reference here (a rather obvious one) and a symbolic position for Terra. How neat. When the scene's over, you're by yourself again. You can find a Phoenix Down in the chest in the room you woke up in. Go out and head up. You'll find three chests here: a



If you examine the top-right part of the large conference table, near Sabin, Terra will crouch down and say: "There's a scrap of paper lying here..." and you'll get two options, to trash it or leave it in place. If you toss it in the trash, nothing will happen. If you leave it there, and Banon calls the Returners around the table for a meeting, he'll freak out about the litter and throw it away himself. This makes Terra laugh (which, incidentally, probably is the only time Terra laughs in a long, long time as far as I can recall). This whole thing is supposed to be a Japanese joke that didn't port so well in the transition. Nobody has ever been able to explain to me why exactly this is supposed to be funny, so let's move on.
There's an Item Shop in the Hideout, and it's the first shop you can actually buy Hi-Potions at, so it might a good idea to stock up on some. A few Eye Drops are also nice if you think those black sunglasses are just so 1983.
You could, before moving on, hike back to Mt. Kolts with Terra alone. However, there will be an Imperial soldier guarding the entrance who'll chase you out on the World Map if you talk to him: "You! You're Returners!"
You need to talk to your three companions before you can talk to Banon. You meet Locke immediately upon crawling out of bed, Sabin is in the conference room and Edgar in the Save Point room where you met Banon earlier. You can now exit the Returner Hideout and talk to Banon. Now, you'll have to make a choice. If you immediately want to go for the offer, you'll get a





If you declined Banon's offer three times, Terra will walk back into the Hideout and mutter: "Hope... How could anyone put their hope in me?" Just then, a wounded Returner stumbles in with Banon. Locke, Edgar and Sabin will come rushing in. After some talk, Locke leaves for South Figaro while Terra, Edgar, Sabin and Banon set out through the back door, the Lethe River. As I promised, a Returner quickly sneaks into the conversation to give you a

If you did anything else, there'll be a meeting. Banon gets angsty about Magitek power, failing to realize that on the two occasions Magitek power has been employed so far, it accomplished nothing. Banon kinda steers towards the 'we need Magic too' topic when a wounded Returner stumbles in. Returners, assemble! Locke goes off to stop Imperial Forces in South Figaro by his lonesome and Terra, Banon, Edgar and Sabin will escape via the Lethe River, raging river of the wilderness. After the sequence has played out, your party will be without Locke (don't worry, his equipment is in your inventory) but with the addition of Banon. The fact that you can't name him should tip you off to his inferior status in your party. Although he's playable in battle, you cannot access his Equipment and Relic screen. His equipment, though, includes just a



Don't immediately go to the raft; go up and remember where you came out. You'll need to find the hidden access to the Lethe River later in the game. For a fun little tidbit, go to the room Terra woke up in and stand under the chest and pride yourself on having seen one of the most elusive minor cutscenes in the game! Now get moving!
1.9: Escape on the River
Monster Pack 1 |
||
---|---|---|
3/4 |
1 |
|
1 | ||
1/4 |
1 |
|
2 |
Monster Pack 2 |
||
---|---|---|
3/4 |
2 | |
1/4 |
1 |
|
1 |
||
1 |
Enemies: Lesser Lopros, Nautiloid, Exocite, Ultros
The Empire invaded South Figaro (notice how Edgar didn't respond whatsoever to that notion?) and is now coming to the Hideout. Time to run – er, raft - like the wind. We'll escape using a raft and the flowing water that carries it. Fun! Set everybody in the Back Row. You can strip the






First, I want you to exit the hallway you find yourself in through the northern entrance. Not only will you now know where you can find it from the Returners' Hideout, you can also walk over to the room where Terra woke up in and find the wounded Returner in bed. If you stand beneath the chest here, as mentioned last chapter, you'll catch the poor sap having a nightmare. You can trigger this cutscene every time you re-enter the room.
Welcome to Lethe River. The first rule of Lethe River is: You don't talk about Lethe River. The second rule of Lethe River is: You do not talk about Lethe River. The third rule of Lethe River is when Banon goes down, the game is over. Read: If Banon receives KO status, you'll get a Game Over. Protecting Banon should be your first priority. If you fail, you'll get a neat message saying, "Banon has fallen..." Read: Annoying. Fun fact: if you level Terra up to level 68 before meeting Banon, you can set Petrify with the

Exocite is your average physical attacker. He seems to have a specifically strong, instinct-based hatred for the elderly, as he will always target Banon for a single Attack after every six turns. You should have turned Exocite into little bits of Exocite nuggets by then, though.
Nautiloid is more annoying. Rather than doing damage with his Special, !Ink sets Dark, which is a useless thing to do but still looks rather stupid on your characters. To top that, his Defense is very strong (partly thanks to an inherent Protect status), so the

Lesser Lopros are the strongest enemies here. They can use Attack, execute !Wing to set Sap on the party the second turn and can actually use Fireball the third one, which is a multi-target Fire-elemental attack and particularly dangerous. Lesser Lopros should be subdued by

The strategy is simple. Keep the monsters at bay with


Here's the run-down of your possibilities, with the monsters referenced by number corresponding to the formations chart herein. You'll first be required to have an encounter with a #1 group, and then you'll face a Straight/Left/Right decision. You'll want to pick Left for the shortest time of passing through and the potentially least amount of battles. If you're going for the most battles, or want to make sure you encounter a Lesser Lopros, pick 'Straight'. Most of these encounters happen only half the time, so it's possible that you might encounter just one battle, or even zero if you take the left path. If there's no percentage noted, though, you'll definitely have a battle at that point.
Straight:
- Set 1 50% of the time
- Set 2
- Set 1 50% of the time
- Set 1 50% of the time
- Set 1
Left:
- Set 1 50% of the time
- Set 1 50% of the time
- Set 2 50% of the time
Right:
- Set 1
- Set 1 50% of the time
- Set 1 50% of the time
Regardless of your choice, you will end up at a small cave with a Save Point in it. When you get back on, you'll meet a group from set #1 again, and then reach a decision between up and left.
Up:
- Set 2 50% of the time
- Set 1 50% of the time
- Set 1 50% of the time
- Set 1 50% of the time
- Set 1
You're back at the Up/Left decision, having circled.
Left:
- Set 2 50% of the time
This path leads to a cave with a mandatory Save Point. If you've never stepped into a Save Point before, this will be when you see the the 'strange light fills the air' dialogue, and it will never again appear.
From second Save Point to exit:
- Set 2 50% of the time
- Set 1 50% of the time
At the end of the Lethe River ordeal, assuming you're doing the river for the first time (it's possible to come back later!), you'll encounter what looks like the ultimate Nautiloid. It's a huge purple octopus who goes by the name of Ultros...
Ultros Bestiary #282 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 13 | 3000 | 640 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
15 | 3 | 0 | 40 | 140 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Dried Meat | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
Ultros is a tough octopod whose Tentacle attack can be a huge pain if you're playing the game without over leveling. Everybody must be in the Back Row. If you are a moron and played with any of your characters in the Front Row, fix that. He'll start by delivering his intro speech and using an Attack. Then, if 10 seconds have passed (and they will have), he'll say "Oh, that one's a tasty morsel! I'd love to get my tentacles around her... *sluuuuuurp*!" and target Terra with a single-target Tentacle attack. If at his next turn another 10 seconds have passed, he'll say "Muscle heads? Hate 'em!" target Sabin with a single-target Tentacle attack and use a multi-target Tentacle attack on his next turn, followed by either Attack, !Ink or a single-target Tentacle in that very same turn; if not, he'll spread the happiness with a multi-target Tentacle/follow up with Attack/!Ink/ single-target Tentacle, wait a turn, and then hate on Sabin for his body. His next turn is devoted to an Attack and either an Attack, !Ink or single-target or multi-target Tentacle attack in the same turn. Then, he'll say "Your ugly mug gives me the creeps!" and use a single-target Tentacle attack on Banon, from where he'll start at his first multi-target Tentacle-Attack/!Ink/single-target Tentacle turn again. Also, every time he is targeted by a Fire-elemental attack, which at this stage is either a ![]() Beating Ultros down is relatively simple if you pay close attention to his AI script. Have at the very least Terra and Banon in the Back Row using their Defend skill to reduce the power of Tentacle when you know they'll be targeted by it. Have Banon use Pray at all times, as his Attack is nothing to consider seriously (even though he possesses a snazzy weapon that you won't get on other characters for a long, long time). For damage output, have Terra use her ![]() ![]() | ||||||
If you defeat him, he'll escape underwater. Sabin won't like this and he'll go after him; sadly, Sabin does not consider he's more of a 'land-based' guy and Ultros appears to sane people as a generally aqua-themed creature. In other words: Sabin is dead in the water. Pun!
You'll now see a change of pace and a unique menu screen. There were initial plans for a normal menu screen where you could select your scenario from, but I guess they figured this would be more fun. They were right. It's Mog! Unlike your previous moogle encounter, you can't access this guy's equipment or relics, so don't bother. It's here that you'll need to decide what scenario to do first. Here's a quick list what you can gain from each scenario:
Terra/Edgar/Banon: A



Locke:




Sabin: A










Thus, I would advise you take the scenarios in the following order: Terra, Sabin, and Locke.
Terra's scenario is a cinch where no extra items are needed by a long shot. However, it does contain some strong Relics you can't free until you've played through it. Therefore, Terra's scenario first. Now, Locke's scenario could use Sabin's items and vice versa, but because Locke's scenario is probably the more difficult of the two and you can't properly de-equip at the end of Locke's means you should save it until the end.
On to the three scenarios: I'll handle them in the same order I advise you to take them in.
1.10: Scenario Terra
River Monster Pack 1 |
||
---|---|---|
3/4 |
1 |
|
1 | ||
1/4 |
1 |
|
2 |
River Monster Pack 2 |
||
---|---|---|
3/4 |
2 | |
1/4 |
1 |
|
1 |
||
1 |
Grasslands |
||
---|---|---|
10/16 |
2 | |
6/16 |
2 |
|
1 |
Forest |
||
---|---|---|
10/16 |
2 |
|
1 | ||
6/16 |
2 |
|
2 |
Desert |
||
---|---|---|
5/16 |
2 | |
5/16 |
3 | |
5/16 |
1 |
|
2 | ||
1/16 |
1 |
|
3 |
First Narshe Cave |
||
---|---|---|
10/16 |
3 | |
6/16 |
1 |
|
1 |
Second Narshe Cave |
||
---|---|---|
6/16 |
3 |
|
2 | ||
5/16 |
3 | |
5/16 |
1 |
|
1 |
Security Checkpoint |
||
---|---|---|
3/4 |
2 | |
1/4 |
1 |
|
1 |
||
3 |
Final Narshe Cave |
||
---|---|---|
6/16 |
1 |
|
1 | ||
5/16 |
2 | |
5/16 |
2 |
Enemies: Lesser Lopros, Nautiloid, Exocite, Leaf Bunny, Darkwind, Valeor, Wild Rat, Apparition, Eukaryote, Darkside
Treasures: Rune Blade
- Set 2 50% of the time
- Set 1 50% of the time
- Set 1 50% of the time


You rode that Lethe River like a professional. You're right in front of Narshe; this should be a cinch. Now, keepin' it in the Back Row there, boss? I promise this is going to change. If you did any of the other scenarios before this one, upgrade your equipment, give Terra one or two



You can just slaughter the overworld enemies left and right however you please; multi-target


Both Valeor and Wild Rat monsters only attack physically, so there's little point in explaining what it is that they do. Valeors are the highest-ranking maintenance troops in the Empire. What the hell are all the Imperial guys doing in places where there's nothing for them to maintain?
Pass through it. On the other side, you'll encounter the Dreaded Security Check Point. From the Japanese game, you could have learned this is a testing place for Narshe Guards. Who made it? Who creates something like this period, let alone in a cave like this, punishing the weakest fighters in the game to follow its path with legions of undead monstrosities? Drunken wizards? Here's the deal. Follow the path of the sparkle thingy. Abandon knowledge of the will o' the wisp and do follow this one. If not, nine revolving lights will quickly surround you. If you manage to tag the yellow one, you'll be given a chance to get back on track. If not, you will have to fight a battle. Now, I am assuming that you acted on mistake and you were incapable of avoiding this clumsy act. However, it should be noted that you'll probably want to fight this illuminating magical sphere, as this is the only place where you'll find the nefarious Darkside enemy. Also, there is a small chance (25%) you will encounter here the interesting Apparition and Eukaryote. There's no reason you want to meet them and killing them is easy, but you'll make them appear on the Veldt so you don't end up with a needlessly incomplete Rage list. Apparition has a rare

Intruding further into the dark, cold mines will allow you to come across the location where the Moogles live. There's not much to do there right now. Resuming your quest will get you past the chest in this room; reach it and open it to obtain the







When you walk out of the Moogle Den, you're pretty much done. Keep ignoring any closed chests you might encounter; their contents haven't changed yet. When you're out of the cave, you can safely de-equip everything. That was Scenario #1... hope you liked it.
The Old Man of Narshe has been given a name! His name is Arvis. Nothing much has changed in Narshe; they're still neutral even though the Empire attacked them, they haven't really done anything with the Esper, and are a generally indecisive bunch.
1.11: Scenario Sabin
Grasslands |
||
---|---|---|
6/16 |
1 | |
5/16 |
3 | |
5/16 |
1 |
|
2 |
Forest |
||
---|---|---|
5/16 |
2 |
|
2 | ||
5/16 |
5 | |
5/16 |
2 |
|
1 | ||
1/16 |
1 |
|
1 |
||
2 |
Imperial Camp |
||
---|---|---|
3/4 |
3 | |
1/4 |
2 |
Enemies: Stray Cat, Aepyornis, Nettlehopper, Chippirabbit, Captain, Imperial Soldier, Templar, Magitek Armor, Doberman, Soldier (Imperial Camp),
Treasures: Barrier Ring,
Mythril Glove, Remedy,
Star Pendant, Monster-in-a-box (Satellite)
Keep Sabin in the Back Row with a




Walk over to the house. Here, there are three main points of interest. The guy you met in South Figaro is here, there's a green soldier-type merchant on a chocobo who comes in and leaves pretty quickly, and there's a house to go in. First, go over to the merchant. He has a nice set of items for you. I suggest you buy 99



Inside the house, you can touch the stove for a neat little scene about how crazy this guy in fact is, but there's nothing remotely useful for you to do here otherwise. Make sure you talk to the Crazy Old Man in question several times, as his lines change.
Talking to Shadow's dog just sends Sabin hiding behind various objects, so chat with Shadow and accept him into your party. It's not required as such; you can perfectly well finish the scenario without him. It's just that there's no reason whatsoever to ignore him, as not only is he a great asset to your team at this stage, he also comes with some





There are moments in the game Shadow has the annoying tendency to have a chance of running off after every battle. I'll explain that when that chance actually presents itself. For now, Shadow is your loyal sidekick. In other words, Shadow will not run out on you right now.
On the Overworld Map, all violence directed at you is physical. In the first battle you fight with Shadow, have him Throw an


It seems there is an Imperial obstruction in the way. This is the Imperial Camp Shadow talked about, the one that will try to overcome the defenses of Doma at some point in the near future. We'll have to try to sneak past it. Keep Sabin in the Back Row, as well as Shadow if you brought him. As soon as you enter the Imperial Camp, a cutscene will ensue. It becomes apparent that General Leo is leading the attack on Doma, and that he's pretty popular with the soldiers. Kefka, on the other hand, is expected to drive Leo out of the mission and become a general himself, a thought that inspires fear in the soldiers. Also, Doma is being attacked. Right now. The scene switches to Doma, where chances of overcoming the attack are slim. However, the retainer, Cyan Garamonde, has a daring plan: Rush out of the castle to kill the leading officer; this might send the soldiers scurrying off for the time being.
After the scene, you are in control of Cyan. Equip Cyan with fancy new equipment you can offer him:



Captain Bestiary #36 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 12 | 456 | 20 | 50 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
18 | 10 | 0 | 5 | 110 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | ||||||
Status Immunities | Elemental Immunities | |||||
None | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
The captain, surprisingly called 'Captain', will sometimes use !Axe in between his normal physicals. He has a 33% of countering any damage with !Axe, and that wraps it up for Captain. Cyan should be in the Back Row, so Captain's attacks shouldn't really hurt him. Cyan's #1 Bushido skill, Fang, will deal sufficient damage to easily kill Captain before Captain can come anywhere near killing Cyan. Bushido skill #2, Sky, will make sure that the Captain is killed in one hit. Bushido skill #3 works as well, although it takes needlessly long. Expand Full Strategy | ||||||
Make sure you end up with a


Proceed to explore the Imperial Camp. To the left is an Imperial Soldier marching around; engaging him will get you a Imperial Soldier x2 and Magitek Armor battle. This walking soldier will re-spawn every time you leave and enter the Imperial Camp, by the way.
To the left are a seemingly passive guard dog and a chest in the large military tent. You'll be given three options when examining the chest: Kick it, hit it, and leave it.
If you Kick it, the guard dog outside will be alarmed and will attack you, triggering an attack. You'll be up against Dobermans, either two (25% chance) or three (the other 75%). They're the only Dobermans you'll ever see in the game, so if you're still cruising for the perfect Rage list, this is the option you'll want. Dobermans, strangely, do not appear in the Bestiary. After Kicking it, the chest is open. It contains a


If you're done in this part of the Imperial Camp and are ready to continue, you'll come across a cutscene in which General Leo is called home to Vector by Emperor Gestahl, leaving Kefka in charge. You can get up and stretch your muscles for two steps before Leo and Kefka meet before your eyes. Kefka and Leo do not get along. Leo hasn't disappeared from your sight for a second when Kefka orders the poisoning of Doma's water supply, which not only goes against the laws of honor and war, but will take out several Imperial prisoners within the walls of Doma castle. Even given your current position, you cannot allow this to happen - springing into action will throw you into battle.
You'll be fighting a character version of Kefka, who runs after taking one hit. He'll simply smack you over the head with his






Satellite Bestiary #39 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 14 | 1800 | 250 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
120 | 13 | 0 | 0 | 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 | ||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 32/256 Success Rate | ||||||
Strategy | ||||||
Satellite will normally use Attack, !Supersonic Wave, Scintillation, Magitek Laser and Missile to make your life harder than it already is. Every ninth turn it takes, Satellite will use ![]() Shadow should be Throwing ![]() ![]() | ||||||
After the fight, you win a



After talking to Kefka for the third time, he'll run off and sends a pair of Imperial Soldiers and a pair of Templar at you. If Shadow is still visible, take care of that problem. Have Sabin Defend and keep his own HP up, while Shadow takes out the enemies one by one (Templars first). There's a large chance they will use strong physical counters on you, and Shadow can avoid all of them.
After Kefka breaks the universal honor code and Cyan learns that everything he loves is subject to Poison, you gain control of the good knight. Equip the

You regain control of Sabin and Shadow once the scene is done. You can't exit left, as there's poison there (although you'll learn in a little while there's good distance between the Imperial Camp and Doma Castle - plot device laughs in the face of logic). No choice but to help Cyan! For some extra fun, try talking to Cyan when between the two attacking Imperial Soldiers. Cyan will fight automatically in these battles, having a 66% chance of using Attack and a 33% shot at Fang. Sabin and Shadow can stick to their trusted single-target power-blows, and you'll win the day without breaking a sweat in the battle formations you have to go through, which will be either three or four Soldiers.
After all is said and done, you get to run around in Magitek Armor again! How sweet it is! Heal any damage done to Sabin and Cyan with Healing Force (obviously Shadow wasn't touched at all; he's a non-generic ninja). Use Healing Force anyway, as his invisibility can, believe it or not, become a negative factor in the near future. Put Cyan back in the Back Row and blast your way through any opposition with whatever beam you can use. Everything kills everything, to be blunt. The helpless opposition includes combinations of Magitek Armor and Imperial Soldiers.
Finally! You've managed to sneak through an Imperial Camp without the loss of your life. Of course, you didn't so much 'sneak through' as you simply murdered everybody you saw, which was half of the Camp's population. Still, you live. That's good.
1.12: Scenario Sabin: The Phantasms
Grasslands North of Camp |
||
---|---|---|
6/16 |
1 | |
5/16 |
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Enemies: Sand Ray, Alacran, Stray Cat, Aepyornis, Nettlehopper, Chippirabbit, Ghost, Poplium, Cloud, Angel Whisper, Oversoul, Bomb, Living Dead, Apparition, Siegfried, Phantom Train
Treasures: Earring, Phoenix Down x2,
Sniper Eye, Monster-in-a-box (Apparition)
You know how to handle the wildlife here. You can travel to Doma Castle, but you'll find it occupied by Imperial troops so you cannot enter. Just travel to the forest to the southeast. Welcome to Phantom Forest, called the Forest of Illusion in the Japanese game. After entering the forest, something quickly seems...off. Eyes from the darkness leering at you. Sounds from places you can't keep your eye on. You being on fire. Shadow's still a possible run-away, so keep him down if that's your strategy.
Ghosts are unfriendly undead and they hate you. Every first turn will be a

This is, strategy-wise, a very boring and straightforward part of the game. Sabin, Cyan, and Shadow all have single-target attacks that can take out all enemies in one hit. Keep up with Fang,

You will find a Recovery Spring in which you will automatically heal yourself. Always stick to the next exit on the top of the screen; other exits will lead you in circles. Laugh at their attempts to trick you.
Eventually, you'll reach a train. The train was destroyed in the recent war between Doma and the Empire, and Sabin will talk about survivors and taking looks. Cyan will freak, but we're used to that by now. Pay little attention to him and climb aboard. You can revive Shadow now as, trapped on the Phantom Train as he is, he won't run away anymore. You'll want to keep hold of your high-tech reviving utilities, as a Save Point is nearby that you can use as well. The Phantom Train is a luxury, a transportation device unlike any other. Pulled by a locomotive, the Train features a Save Point, two train wagons for the rich, a restaurant wagon, and five normal wagons with the Conductor's working area in the far back.
Angel Whispers are emissaries from a magical world. They use Attack, as is the wont of monsters, and

Living Dead are warrior zombies possessed by an evil spirit. Nice. They attack physically and with !Slip Touch, which sets Sap. They're inherently boring and mediocre.
Cloud monsters are not undead. This is a surprising feat for a creature on the Phantom Train, and I don't really know why this is. They cast

Oversouls are undead skeletons born from a coalescence of hatred. Also, they're most rude. Every second turn they take can make them use Dread Gaze, an attack that sets Petrify on a single target. If they're alone they won't ever use Dread Gaze but they can use !Insanitouch, which sets Confused and is potentially even more dangerous than Dread Gaze.
Bombs are mostly found when you're walking outside, and they have nothing to do with the Phantom Train and its destination. If they attack at all, they use Blaze, a strong Fire-elemental attack they can either aim at a single character or at the entire party. Always go for Bombs first, but never allow yourself to hit them with a non-fatal attack as they could use Self-Destruct, which harms you as much as the Bomb in question has for current HP. Luckily, as Self-Destruct is all about self-destruction, the Bomb will be dead.
Even though a great variety of attacks will be sent your way, there's very little you can do about them. Continue to use your powerful single-target attacks, and have Shadow target Bombs and then Whispers before anything else, as their Blaze and/or Demi attacks are the biggest threats you face.
It's feasible that your Sabin has learned Rising Phoenix by now. While you must've levelled him to level 15 for Rising Phoenix to be an option, and while level 15 is over levelled at this point, it's not entirely dramatically high. Bombs absorb Fire/Rising Phoenix, so refrain from using it when facing them. Aura Cannon is more powerful on a single target, but both feed off the weaknesses that seem inherent to all undead enemies: Fire and Holy. You'll learn to use Rising Phoenix, I'm sure. Give Shadow the





Once you decide to board the train, there's no going back. The door will close behind you and the train will start moving. Examine the door, and Cyan will explain about the Phantom Train, which brings the deceased to the afterlife. Business must be small, with all those Phoenix Downs. When you're done gasping and shaking in fear, head to the right. You'll walk out of the train car and, if you keep that button down, into a new one. You'll see a ghost here. Talk to him and have him join your party! It's only temporary, but I'll discuss the White Robed a bit.
The ghost joins on a level quite similar to yours, and can use Attack, Possess, and Item. Since he has no weapons, his Attack is horribly weak. Possess is a quirky command that is only seen here; it will remove both the caster and the target from the battle. The caster is gone from the party after the battle ends. This command has a 3 out of 8 chance of succeeding against every target, regardless of one-hit KO protection, Evasion, or Magic Evasion. The ghost comes equipped with no equipment save one Relic: the

Enter the cabin. If you look at the switch, you'll see a cutscene in which Cyan's fear of machinery is once again displayed in a humorous manner. If you examine the book, you'll see some dialogue. If you talk to the Conductor, you can ask some questions. In the top-left corner of the car, there's a hidden Tent just waiting for you to discover.
If you leave again, you'll see another ghost. If Shadow left you/if you haven't bothered with him at all, you can have this guy join you too, although this second ghost is always significantly more useless (the first ghost added to a no-ghost party is always the more capable).
Okay, to the left we go! This is where the Locomotive is located, which we need to shut down. In the next train car, you see all sorts of ghosts. Some will attack you, some will want to join you, and some will want to sell you items. You shouldn't really benefit from the items, but if you feel you could use extra from the following, be my guest to search them out. You'll encounter just one Ghost 75% of the time you prod one of the attacking ghosts, but 25% of the time you'll see three. Nothing particular to worry about. When you exit the train car to the left, you can use a ladder to climb up the car you just abandoned and come across an air vent you fall through should you stand on it. How rad! How entirely useless!
Going into the next train car will be a suicidal plan, as it turns out. Just seconds after you entered, a ghost will appear from behind and block your path back. There are no other exits. It's time to fight the bugger! Like all other ghosts that have attacked you when you talked to them, this is either a single Ghost or a triple Ghost formation. Once outside, you will be cornered by a mob of angry undead. And they're not doing the moonwalk either! Time to escape. The roof, however, fits the role of upper surface completely and provides no means of exit. Then, Sabin gets an idea. Who knows what those years of training have been good for? You escape, Shadow and the ghost carefully secured in your back pocket. Or something.
The ghosts pursue! Instead of making this into a pursuit scene, you can simply flick a switch to detach the rear train cars. Do so. Remember, this has no consequences for the otherwise innocent, as the only thing you do is trap dozens of souls in the mortal realms, denying them passage to the afterlife, including, but not limited to, those nice guys who wanted to sell you items and help you on your quest. But hey, you're the good guys, right? Once back inside, you can swap the same switch to clear your path. This is the train car you want to be in to find Oversoul, as they don't appear on earlier or subsequent train cars. The next train houses the Dish of the Damned! The Food of the Forgotten! The Cuisine of the Con...demned! Sitting at the middle table will make a ghost waiter serve you some food. Cyan will spaz out (he does that a lot) but you'll be fully healed, just like a meal in real life. You can repeat this for a less dramatic but more personal scene by switching lead characters the next time(s) you sit down.
You can't exit to the left, so go out and walk around the train car. Don't forget to go back in the other side and open the chest behind the waiters for an

You can't go around the next train car, so just get in! There are two compartments in this train car. The first one houses a chest, but as soon as you face it from the front (you can't open it from the side), you will hear an ominous voice! Of course, there's really no indication the voice is ominous, so I'm just making that up.
Siegfried Bestiary #48 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 7 | 100 | 5 | 1 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
1 | 10 | 0 | 50 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: Green Cherry | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
After the introduction between you and Siegfried is done, it's time to fight. Siegfried has 100 HP and opens with a flurry of eight weak physical attacks. Chances are your ![]() | ||||||
Siegfried is impersonating the legendary swordsman Siegfried and had hoped to scare you off rather than actually having to fight you in any kind of serious battle. In the Japanese version, Siegfried continuously refers to himself as Mr. Me. It gets really annoying really quick. Anyway, the pansy has been beaten. You'll get a Green Cherry for your troubles.
Siegfried runs off with the treasure - Au revoir! Don't worry if you just missed the biggest kick-ass Gamma Sword just there; the chest isn't really a chest with contents anyway. The next room in the compartment appears empty, but this is not the case. See those two empty tiles to the left of the bench? The left one contains a Tent; just face it and press action. The right one contains a

On to the next car! Once again, it's a posh car with two compartments. The first one is completely empty. The second one is lined up with four chests; rejoice. From right to left, they contain a Phoenix Down,

Apparition Bestiary #47 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Undead | 19 | 1500 | 10000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
15 | 8 | 0 | 120 | 180 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
This is Apparition. According to the latest Anthology release, this is the ghost of a murdered person. Oh my. Apparition has normal access to three attacks: Attack, the ![]() There are a number of ways to kill this thing humiliatingly easy, but the Top 2 of cheap tactics go right against my game ethics. Of course, there's taking advantage of Square's assumption that even though it's supposed to be a rather difficult enemy, it still should be vulnerable to a Phoenix Down, scoring a one-hit KO. Also, you're traveling with a ghost that is capable of delivering a one-hit KO on everything. But I'll guess that not only are you too good for the Phoenix Down move, you also don't want to lose your cool ghost guy just yet. So, when the battle begins, wait for Cyan's third Bushido skill, Tiger. Don't move with Sabin and Shadow or even the ghost; just skip to Cyan and use Tiger. It'll halve his current HP and should do 750 damage. Follow up with an Aura Cannon and a ![]() | ||||||
You'll get a

Before you can reach the next car, your ghost companion(s) will leave you. ...How troublesome (but not really). The next car contains a Save Point. Save. That is its point.
Finally, you made it to the locomotive. The engineer's compartment will make Sabin and Cyan excited before they even set as much as a single step within it. Sounds promising! In the top-left and the bottom-left corners of the room, you can read that you need to shut the first and third pressure valves. All three are now open, so just flip the first and third one, and go outside near the smoke stack. Before you operate, you should expect a major fight coming up. As preparation, move everybody to the Front Row and equip any



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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() ![]() | |||||
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 ![]() 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 ![]() | ||||||
After the fight is over, you're in for the most dramatic moment of your life. If you don't actually have a life, that is. Cyan Garamonde, who has lost everything he ever lived for, has to come face to face with his departed wife and son, only moments before the Phantom Train forcefully takes them away. I suppose it's only justifiable Cyan is slightly in shock after this.
You'll be able to leave after a set period of time. After all has been said and done, you find yourself on the Overworld Map.
1.13: Scenario Sabin: The Bar(r)en Falls
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Enemies: Stray Cat, Aepyornis, Nettlehopper, Opinicus Fish, Rhizopas
You've escaped the Phantom Train and find yourself at the southern edge of the Phantom Forest. To your right is Baren Falls, a great waterfall you must get past to reach the Veldt, which is full of dangerous monsters. It seems Sabin's scenario is packed with landmark-esque obstacles. Shadow, once again, may run away. Also, he will depart anyway in a very small bit; de-equip him of his equipment and relics. Give the



Wait for Sabin's Rising Phoenix to kill everything or, should you lack that technique, slave away with those single-target slayers you've grown so familiar with. Make sure to fight Stray Cats here if you haven't before, as they will prove most useful.
Simply walk into the cave to the east and head all the way to the falls. Sabin and Cyan will discuss your bad situation and Shadow will leave you here. He'll be missed, but you'll get an even better character in a bit, so don't feel too bad about it.
You could return to the Phantom Forest, but there's really no point; you'll just find yourself walking through some familiar screens of the Phantom Forest and you'll eventually reach the other side.
Lacking your favorite ninja, your first course of action is hurling yourself down a waterfall packed with rabid piranhas with crazy spell casting abilities. I'd say it's clear who the brains in that team was. Before jumping, you might want to de-equip the

It may seem like you're getting assaulted non-stop with Opinicus Fish. What you'll see on-screen is monster formations of Opinicus Fish x2, Opinicus Fish x3 and Rhizopas. What'll happen here is that you'll be fighting Opinicus Fish for 60 seconds before Rhizopas appears. Which pack of Opinicus Fish monsters pops up entirely depends on which Opinicus Fish you killed last, but it shouldn't really concern you, as the normal Opinicus Fish are extremely weak.
What you do in the first 60 seconds is entirely up to you. If you want little fuss, you can just wait the 60 seconds out in the first battle, kill all but one, heal up with Tonics for the Rhizopas confrontation, and kill the last bugger. On the other hand, Opinicus Fish have a rare Potion drop, so if you want a shot at as many of those possible, kill as many Opinicus Fish as you can handle. Since Opinicus Fish only have 10 HP even a Back Row Attack command kills them, so do that. It's the fastest way.
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 | |||||
![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
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 | ||||||
1.14: Scenario Sabin: The Wild Boy
Enemies: Most everything you've seen so far; it's the Veldt, man!
Treasures: Elixir
You've managed to survive the Seafood of Doom, and now you're on the Veldt. You may come across a strange boy, dressed in animal hides. Life is strange. Re-equip that
Mobliz is a great backwater village supporting itself through hunting. There are some great shops here, so take a look around.
At the weapon shop, you'll want to buy a









Don't bother paying the Inn fee; you can sleep at the bed in the back of the Relic shop. Take a look at the two kiddos in love; Duane and Katarin will make a more significant appearance in the future. There's a wounded lad from Maranda residing in Mobliz. He left the army when he heard they were heading for Doma, but was busted up for his insolence. They broke every bone in his body for leaving, to be more precise. Poor lad indeed. He has a honey in Maranda and you can help him with his situation! He receives letters from her, but can't write back. Do it for him, I say! You'll have to send a total of five parcels that direction: A letter, a record, a Potion (don't worry, it won't come from your stash), another letter, and finally a book. You can't send new stuff if the wounded soldier hasn't gotten any reply, which he gets if you sleep at the inn, speak to the salesmen of the Item, Weapon, Armor, or Relic shops, or see the scholar's explanation of the Serpent Trench.
That makes no sense whatsoever, I am completely aware of that. After you've sent the five parcels, the poor guy gives you a



Once you're done dancing and prancing in Mobliz, head to the Veldt again. The weird kid called Gau repeatedly said he was hungry, but you had nothing to help him with. Fortunately, Mobliz offers you the possibility of buying food, unlike other towns. Equip the





You're bound to run into a few battles here, and you're bound to come across Gau while doing so. You'll need both Sabin and Cyan alive for him to appear. Use a Dried Meat on him to trigger a long, long, yet surprisingly un-boring cutscene in which Gau joins you.
Gau arrives like a baby, completely naked and screaming nonsense. Equip him with what you have, which probably is a







Gau joins with a few Rages already: Zaghrem, Exocite, Hornet, Silver Lobo, Magitek Armor, Belmodar, Cartagra, Wererat, and Angel Whisper. Zaghrem is nice, and Belmodar has its distant uses, but for the real good stuff (and there really is a lot of good stuff for Gau to Rage, make no mistake), you'll want to obtain these:
Enemy | Attacks | Attributes |
---|---|---|
Inherent Float | ||
Absorbs Water | ||
!Numb (adds Stop) | ||
Blaze | Absorbs Lightning, Inherent Float, Undead | |
Will o' the Wisp | Absorbs Poison, Undead | |
!Cat Scratch | ||
Wind Slash | ||
Fireball | Inherent Float | |
Snare | ||
Inherent Protect | ||
One-Hit KO Protection | ||
Sonic Boom | Inherent Float, One-Hit KO Protection | |
Blaze | Absorbs Fire, Inherent Float |
The most important ones right now are Darkwind, Trillium, Alacran, Templar and Guard Leader/Lesser Lopros. If you've completed Locke's scenario already, Acrophies is just as good as Alacran for its purpose.
Really, unless you want to obtain as many Rages as possible, you can ignore other monsters. Keep in mind that Leaping at monsters such as Silver Lobo and Gorgias is just losing control of Gau's Leaping for the time being, which could make him miss out on the others.
Guard Leader has the strongest multi-target attack you can possess up to now: Wind Slash. He is, sadly, especially elusive due to the way the Veldt works, so don't feel too bad if you leave the Veldt without having met this one. Obviously, no Rage is mandatory, but keep in mind that Gau's usefulness exceeds all other characters if you find the right Rages, and he sucks beyond belief if you don't invest the time in him.
Satellites still drop



When you're done chasing Gau around, stick him in the Back Row as the next dungeon will have him rely on magical attacks and go visit Crescent Mountain, located to the southeast. Gau has a gift for you there, and a bloke in Mobliz mentioned you could reach Nikeah by jumping into the raging current of the Serpent Trench. Who knows, those might be connected somehow!
1.15: Scenario Sabin: Over the Mountain and Through the Trench, to Nikeah We Go!
Pack #1 |
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---|---|---|
3/4 |
3 | |
1/4 |
1 |
Pack #2 |
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---|---|---|
Always |
1 |
|
1 |
||
1 |
Pack #3 |
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---|---|---|
3/4 |
2 | |
1/4 |
3 |
|
2 |
Enemies: Anguiform, Aspiran, Actinian
Treasures: Green Beret, X-Potion, Elixir
All the way left, another cutscene will ensue where Gau will scare Sabin out of 500 Gil (which is actually subtracted from your total Gil). If you had less than that, Cyan will magically possess the remaining Gil instead of Sabin and nothing will be removed.
Proceeding further will allow Gau to find the diving helmet! Many a philosopher has pondered over the impossibility of three men sharing the same helmet, but none have found a satisfactory answer. Regardless, the cutscene will take you outside and plunge you into the cold, cold waters of the Serpent Trench.
Narshe is a long way if you take the wrong turn at the Lethe River! Having passed through an Imperial Camp, the lands of Doma, the Phantom Forest, Baren Falls, and the Veldt, you now need to reach Nikeah where a ferry should be available to take you to South Figaro and finally deliver you close to Narshe. The Serpent Trench - a raging current with violent monsters hunting for you – stands in your way. Make absolutely sure you have a fully equipped Gau. There are three monsters in the trench. You can really forget about Actinian; his physicals shouldn't really bother you that much, and whenever you meet a triple Actinian monster formation, Fang, Aura Cannon/Rising Phoenix and the Templar, Bomb, or Lesser Lopros Rages will clear it quickly. The other two are nastier.
Anguiform are dangerous not only because they have a murdering physical attack in !Garrotte, which is actually as painful as it sounds, but especially because they like to use




Aspiran are the trickiest. Whenever you meet them, keep hold of your precious secondary commands as Aspiran will counter any damage not inflicted by the Attack command with a 33% shot at Gigavolt for about 330-350 of damage to whatever hit him. Unless you gained more levels then you normally should, that kills you. Counter this with your

This is the 'map' of the Serpent Trench and the consequences of your choices. You start by fighting pack #1, then you'll get the choice of going either to the Left or to the Right. The Left features more monsters and a certain encounter with all the creatures of the Serpent Trench, the Right features a small cave with an X-Potion chest in it. On the Left, you'll fight #2 and #3, while on the Right you'll just fight #2 before the cave with the chest, and then the paths will reunite. However, no battle is fought before you are presented with yet another choice. Left again means monsters (#2 then #3 again), Right again means treasure (after another #3). This time, the cave will give you a

Nikeah is small town that thrives on their ports and ferries. There used to be remote access to the lands of Doma, but due to a recent rockslide, the path there is blocked. Imagine, if that hadn't been the case, you could've just walked to the west for a while back when it was just Sabin and found a way home.
You can buy another

You should've bought everything available at the Armor Shop a while ago, with the exception of the

How's your supply of Hi-Potions and Phoenix Downs looking? If you're low on them, it's never a bad idea to stock some of them up. Also, you might want to buy a few Smoke Bombs, as you don't have any of them right now and they could prove useful in the future. The only thing the Relic Shop has going for it is a collection of

There's an Elixir hidden in the clock of the Inn, as always. Take it. Finally, there's an awesome scene between Cyan and the hooker of the local Pub; you haven't lived a satisfying life without having seen it. In the Japanese game her position as Girl of Entertainment is stated much more blatantly, while Sabin will state how he knows plenty about girls.
When you're done in Nikeah, strip the boys of their gear and Relics, then put them on the ferry to South Figaro. Sabin's scenario is over.
1.16: Scenario Locke: South Figaro and its Secret
Formations |
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---|---|---|
6/16 |
3 | |
5/16 |
2 | |
5/16 |
2 |
|
1 |
Enemies: Heavy Armor, Officer (Imperial Camp), Merchant, Commander, Vector Hound
Treasures: Earring,
Great Sword,
Heavy Shield, Hi-Ether,
Iron Armor,
Ribbon, X-Potion
In preparation, equip the








A Magitek Armor soldier has blocked the normal entrance to the rest of town. There are two ways to continue: First, in the Item Shop, there's a Merchant. He insults you by stating your actual profession, so obviously you'll need to kill him. By successfully Stealing his item (either a


Once in the rest of South Figaro, your plan is simple: Mug a soldier and walk out of town in his clothes. Remember where you found the Teleport Stone here? Walk up the perimeter wall and go over to the three barrels. There's an Officer (Imperial Camp) walking around. Engage in a fight with him and Steal one of his items; once again, you'll walk away with his garment.
Another option is using a secret passage even the game designers forgot while creating this scenario for you: There's a big building that's built over the water here; it's to the left of the Armored trooper, and on the other side you can see it's the Inn/Cafe. Behind the part that's built over the water is a secret bridge you can use to walk over the water. You circumvent having to steal from the Officer (Imperial Camp) here, and if you're a match for the Heavy Armor you can circumvent stealing clothes entirely.
The only soldier you can convince is the one near the Chocobo stable, but the exit is still prohibited. Oh well, might as well gather some more information in the Pub; you learned from the soldier near the Magitek Armor that Narshe is the next target of the Imperial Army, so who knows what else you might learn? The Pub is bustling with activity! Chatting here will tell you there's an Imperial general held captive somewhere in South Figaro for treason, and there's talk of a secret passage out of South Figaro from the rich man's house. Too bad you can't enter it. But there also seems to be a secret passage from the rich man's house to another house in town, and what house could be more logical than the one of the servant? Better charm that old coot with some Cider to see if he talks.
Go downstairs and you'll find the merchant who continuously brought Cider to the old man when you first visited South Figaro with Edgar and Terra. Obviously, he says something that will make you want to beat him up. Since you're still in the outfit of the Officer (Imperial Camp), you'll want to steal his clothes again (else that kid won't let you pass). If you accidentally beat him up, there's always a merchant waiting for homicide in one of the rooms of the Inn.
Bring the Cider (which, by the way, is a Key Item) to the old servant and he will reveal the existence of a secret passage. He cannot remember his own password, nor is he willing to walk five steps to go over to his grandson and tell him it's okay. You'll have to go downstairs and guess. Or, I could just tell you the correct password is 'Courage'. You're in the secret passage to the rich man's house! Once you arrive, you'll see the clock you robbed earlier for an Elixir. If you didn't do that with Edgar and Terra, do so now. Exit, walk around to the door, and enter. Go up to the second floor. The right room has a girl saying something about 'Winding the Clock'. Guess that's what the kids call it these days, eh? The left room contains a grieving rich man, showing how capitalism ruins a man. Find the secret passage behind his bookcase and descend. Halfway to the basement, you will be asked to change your clothes. Doing so will turn you back into plain Locke. Doesn't matter if you do it or not. Walk on.
The next cutscene was subject to much debate. In all other versions of the game, Celes is smacked around quite a bit by the soldier, eventually falling to the floor. This was removed to fit the target audience in the U.S., though many felt the scene added drama to the situation and all. Oh well.
If you were plain ol' Locke or in Merchant mode, you'll hide in the rafters; if you're disguised as a soldier you'll simply give a salute. The dialogue you have with Celes will change based on your outfit too.
When you're done being the chivalrous young male protagonist (Final Fantasy players should be used to that), it's time to bust out. Celes points out that the soldier has something you want. Take it. I love how morals stop you from progressing at this point. Don't forget to equip Celes; she was wearing nothing but a Hair Band. Nothing. But. A Hair Band. If this is your last scenario, which it should be, her equipment is best off looking like this:










The strategy here is simple: Both Celes and Locke need to equipped in such a fashion that they can each take out one enemy in one hit. Typically, that means Celes with a pair of




Vector Hounds are the more durable enemies, but even they should fall to a single attack. When a Vector Hound is alone, it will Flee, so take out Commanders first so you have to kill one less living thing. If everything looks good, simply try to nab some extra items with Locke (nothing to get excited about, sadly) while having Celes kill all with two multi-target

Walking through this underground passageway can be frustrating; there are a few rooms seemingly blocked from your path. There is always a hidden path there, though. Once you find the stairs leading to an even lower location, note that there are two visible chests here, one containing Hi-Ether and one containing an X-Potion. Below the one with the X-Potion is a hidden chest containing a





Make sure to find all items. The battles can be a tad boring due to their repetitiveness, but Locke and Celes tend to come to Narshe with the lowest levels so the extra experience doesn't really hurt. When you're done, you can leave. You'll see another set of stairs to the south of the stairs you're using to escape; that's the only room you can't gain entrance to. It's the basement of the house where Duncan's wife lives, and should you enter the basement from her house you'll find a Save Point there which you can't see now.
Now you're in South Figaro again, but you have no options besides escaping. You can talk to the Imperial Trooper who was pursuing Locke in the beginning of the scenario, but he will be completely incapable of recognizing either the person he was chasing a while ago and/or a famous general of his own army.
1.17: Scenario Locke: A Cave more Dangerous
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Enemies: Belmodar, Unseelie, Mu, Cartagra, Acrophies, Gold Bear, Tunnel Armor
Treasures: Ether, Thunder Rod, X-Potion

This is one of those nasty Changing Caves (caves that change). Not only do chest contents turn into other chest contents before you can say "Glachenspiell Gazette", monsters also change. No more inferior caterpillars who sport a fetish for attacking you; instead, land crabs will hound your steps. No more cycloptic furries, or even oversized bees to make your life miserable. Nay, purple trilobites inject poison and bears straight from El Dorado wrap their expansive paws around your neck. Danger!
Only, not really. The only thing that makes this dungeon somewhat annoying is the fact you only have two characters. !Poison Barb is more a nuisance than anything else (use an Antidote or the


Both Acrophies and Cartagra fall to a single single-target


You know the way. You could pick up an X-Potion from the chest to the west. The other chests will still become better later on so I'd leave them for now. The only real choice you should make is the chest on the upper level; it's a





Tunnel Armor Bestiary #283 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 16 | 1300 | 900 | 250 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
10 | 15 | 0 | 29 | 145 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Elixir | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Tunnel Armor is more or less a scripted battle; it forces you to use Celes as a Runic user while Locke should Attack, Attack, Attack! Tunnel Armor is boring. He uses Attack, !Drill, ![]() ![]() ![]() ![]() Have Celes under continual Runic during this fight. If your enemy casts a spell, have her use it as soon as possible. If the enemy uses a physical attack, just have Celes wait; there'll be a magical attack around the corner. Locke should try to steal something as long as Tunnel Armor still has anything. If you steal a second ![]() ![]() ![]() ![]() ![]() | ||||||
Eventually, you'll beat the burrowing fiend, and you'll be good to go!
1.18: Reunited: Defend that Esper!
Enemies: Heavy Armor, Fidor, Corporal, Hunting Hound, Hell's Rider, Kefka
Reality split the Returners into factions, but due to the power of Friendship and Plot Device, they all found their way to Narshe to reunite, bigger and badder than before! Lo and behold, it was just in time to thwart the execution of evil plans! As Locke learned in South Figaro, a detachment from the Empire led by Kefka is planning to finish the job Terra started - obtain the mysterious Esper located in Narshe. For no particular reason at all, it was moved to the snowy hills behind Narshe, so it is here that the seven of you will have to make a stand. Obviously, Narshe guards will not be helping you whatsoever.Preparation: You have an abundance of equipment and seven characters to equip it on. I'll give a brief overview on how to treat the seven characters now that the good relics seem surprisingly small in number:
Terra - Back Row






Edgar - Back Row




Locke - Front Row







Celes - Back Row





Sabin - Back Row




Cyan - Back Row




Gau - Front Row




I'll leave most of the relics up to you. I'd really advise one pair of





The teams! The monster hitters at this point of the game are Edgar and Gau. Edgar's



Gau rules this part of the game even more than he rules most parts. He will be doing superior multi-target damage when using Lesser Lopros' Fireball or Guard Leader's Wind Slash, and is by far the best choice for both 'boss battles' you'll be battling. Gau should be the core of your superior team, and should be complemented by the other two characters that have things to offer besides damage: Locke (for Steal) and Celes (for Runic).
This leaves us with Sabin and Cyan. If Sabin knows Rising Phoenix, this team will more than make up for its lack of

As soon as you are done with equipping everybody, talk to Banon to make your teams. My personal choice, as I've explained, is the following:
- Edgar, Terra
- Locke, Celes, Gau
- Cyan, Sabin
When you're done, Kefka will appear with a frighteningly large amount of enemy soldiers at his disposal. They will line up and start walking to you. This is very much like defending Terra from the Guard Leader's minions; if the soldiers reach Banon, it's Game Over. Your job is to serve and protect. Block all three pathways to him with your three teams and have out-battle control over the one with Sabin and Cyan (as you'll be needing to feed them Potions outside of battle). When you run into a green soldier, you'll either fight a pack of four Corporals (75% of the time) or two Corporals and a Hunting Hound (25%). The brown soldiers, meanwhile, put you up against a Fidor and Corporal (75%) or two Corporals and a Heavy Armor (25%). When you get to the end, you will fight a Hell's Rider (the last brown soldier) and finally Kefka.
The battle strategy here is simple. If you have a strong multi-target character (Gau, possibly Sabin, Edgar against Troopers), let them do their killing. Strong single-target characters (Locke with


Corporals fall to

Hunting Hounds, like their palette swaps, Flee when alone. In a Corporal x2, Hunting Hound monster formation, you can take out the Corporals and ignore the dogs if you like.
Fidor dogs are heavily armored brutes that will probably survive single attacks if they're not really strong ones. They only get stronger when alone (they will start using !Pounce every time as opposed to only 33 % of the possible times), so weaken them/kill them first before you finish of the rest.
Heavy Armor are opponents you still recognize from Locke's scenario, where they were used as more-or-less unbeatable monster you had to run around. Here, you'll have to defeat them, which is considerably easier given the fact you have more than one character to work with. When Celes is in your party, the Imperial tank will recognize her and fear her magic, prompting him to use Magitek Barrier, which sets Protect and Reflect. You shouldn't be using

After the two waves of 'normal' enemies are over, there are but two opponents remaining: Hell's Rider and Kefka. Rider is surfing around Kefka so you'll need to take him out first.
If a team is entirely killed, the characters will find themselves with 1 HP on the spot where the Save Point used to reside. This means that you can engage a battle, get yourself killed, and engage again. This also means you can Steal from what is supposed to be a single encounter time after time. Hell's Rider has a common





Hell's Rider Bestiary #286 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 14 | 1300 | 170 | 1290 | 400 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
48 | 10 | 0 | 120 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Remedy | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Metamorph Package | ||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 64/256 Success Rate | ||||||
Strategy | ||||||
Hell's Rider is a durable fellow who has an extremely strong physical attack in !Silver Lance, which he also uses to counter a successful Steal attempt. Every fourth attack, he has a 1/3 chance of using Venomist, a multi-target Poison-elemental attack with low accuracy that also sets the Poison status. Gau can take him out in a single hit with Mu's Snare and the ![]() | ||||||
Now, this is finally the confrontation with Kefka. He enslaved Terra's mind, set fire to castle Figaro, and destroyed Cyan's life. It's time to give him some payback for all that he's done.
Kefka Bestiary #287 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 18 | 3000 | 3000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
25 | 9 | 30 | 55 | 160 | 30 | |
Stolen Items |
Dropped Items |
|||||
Common: Peace Ring | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
Kefka is vulnerable to Stop, so have Gau use the Alacran and/or Acrophies Rages for best results. Always have Runic in place, as he knows some very powerful spells that can one-hit KO your characters when focused in a single-target blast, regardless of row. Have your other character(s) give it their best shot. Terra's ![]() ![]() ![]() | ||||||
When Kefka is defeated, he'll manage to escape, leaving behind an utterly useless, albeit new,

And that was that. Terra leaves behind the equipment she had on her, thoughtfully.
1.19: Respite at Narshe
Treasures: 5000 Gil, Earring, Elixir,
Hyper Wrist,
Reflect Ring,
Thief's Bracer,
Thief's Knife
This is also the first time you have to make a choice between your seven characters. Who to take, who to leave behind? Since it mostly depends on personal preference, I will write from now on knowing that you could have every character combination possible, although I will expect you to have four party members.
As far as best characters at this point go, I'll do my best: Edgar buys two great new Tools in a short while, which definitely beat all other options. Edgar is a must-have at this point in the game. Sabin should reach level 15 if he hadn't already and learn his Rising Phoenix Blitz, a great multi-target attack that puts the significant hurt on pretty much everything. Gau is an offensive maniac at this point, only hindered by the fact he only uses the Awesome Attack 50 % of the time. However, he does have access to stuff like Auto-Protect, !Cat Scratch,





Finally, you could choose to leave Narshe with only three characters and pick up an old 'friend' in Kohlingen: Shadow. Shadow will randomly leave you throughout the entire scenario, and is therefore a risky investment. Battle-wise, Shadow is a straight offense man with very acceptable single-target damage from a Thrown

In the end, my personal recommendation is a team consisting of Edgar, Sabin, Gau, and Locke.
New weapons in Narshe include the








At the armor shop,

Especially if you don't bring Celes, Hi-Potions might come in handy, so keep an eye out for your stock at the Item Shop. Phoenix Downs are ever useful, so make sure you have a few of those to throw around if necessary.
Hidden Items: In the clock in the Elder's House, you'll find an Elixir. A helpful peasant allows you to take his stuff in a house to the east. While normally that'd include such useless trinkets as paled paintings and broken silverware, what is offered here is very nice indeed. In the small shack, you'll find 5000 Gil, a







If you walk to the north, where you entered the coal mines to find the Esper with Terra and company, you'll catch a glimpse of a being, dressed in white fur. Maybe at some point in the future you'll learn who or what it is.
Remember that elusive battle formation you hunted for in the Caves of Narshe, the one with Specter and Eukaryote from the security checkpoint? Well, guess what: Specter has a rare


1.20: Getting to Kohlingen (With an Optional Side Trip)
Enemies: Leaf Bunny, Darkwind, Sand Ray, Alacran
Terra flew off. Not only do you personally care for her well-being, but she is also a key player in your struggle against the Empire; she must be retrieved or it will be a major setback for the Returners. Witnesses say they saw a soaring light, heading west... The western continent is accessible with Figaro Castle, the subterranean taxi. It's time to split your team between those who will seek Terra, and those who stay behind should the Empire attempt another attack to obtain the Esper. And now, you travel...You have three





There is one small task you can perform before going to Kohlingen and beyond, and that's taking Gau back to the Veldt to have him learn some new Rages. The two new Rages of interest are Anguiform and Aspiran. Anguiform performs



To visit the Veldt, take the Cave to South Figaro and pass through Mt. Kolts. You'll find the Returner Hideout again, and in Banon's Room, you can find the hidden passage to the raft. Jump on it, and after the same battles you had to fight earlier, you'll now take the path Sabin took when he drifted off. You find yourself near the hut of the crazy man again. Walk through the Phantom Forest (no Imperial Camp or Phantom Train this time) and jump down Baren Falls (no battles here either). You're on the Veldt now. Leap around until you're satisfied. Jump down the Serpent Trench and wind up in Nikeah. Take the ferry at the bottom of the map to South Figaro and you're on known territory. Oh yeah, and you're smuggled out of South Figaro in a chest; that never ceases to amuse the kids.
In Figaro Castle, there are new Tools for sale!





At this stage, the Meteor Strike Blitz will start becoming more dangerous than Aura Cannon when Sabin is without


Cyan will learn Flurry at level 15. The charge time becomes noticeable now, and the result is hardly worth it: Four hits on random targets with the same total damage as


Taking either Edgar or Sabin to Figaro Castle will draw a reaction from them. If you go sleep at the Inn of Figaro Castle with both Edgar and Sabin, a special scene will be revealed, however there's a better time to watch this so I'll bring it up later when the timing is right. When you're done, have the man in the room left of the entrance ship you to Kohlingen.
1.21: Kohlingen
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Enemies: Sand Ray, Alacran, Fossil Dragon, Vulture, Iron Fist, Bloodfang, Rock Wasp, Paraladia
Treasures: Elixir, Green Beret
Kohlingen is a nice town without anything significantly wrong with it. It doesn't house any gargantuan frozen serpents, it's not being overrun by the Empire, it doesn't consist of hunters, dogs, and Mickey Mouse Club rejects; Kohlingen is your average village where the sun shines and the non-narcotic grass grows. But since that doesn't attract any tourists, you'll quickly notice that Kohlingen houses crazy people, preserves dead people, and has assassins in every Inn, not unlike whatever the hell the Russians did to Moscow after Lenin died.
The weapon shop has no new weapons for you, but what is interesting is the fact you can buy scrolls here. At 500 Gil a piece, they are really too expensive for you to buy in mass amounts. If you chose to hire Shadow, buy a few

A note on the scolls for those interested: Ninja magic/Ninjutsu is a factor in earlier and later Final Fantasy games, but since this game only offers a single secondary ability to every character, the game designers decided to relate Shadow's ninjutsu abilities to items and have him use them with his Throw command, even though you don't really throw scrolls.
The only new item of interest at the Armor Shop is the





To the northwest is Rachel's House, which houses an Elixir within yet another clock. Rachel has a history with Locke. If Locke is in your party, you'll learn more about his tragic past. If he isn't, you will learn nothing, like you always do when you make mistakes.
To the northeast, there is a large mansion that houses two points of interest. If you sneak through the back entrance, you'll find a

In the Inn, there's Shadow waiting for you! For 3000 Gil he will offer to join your team as long as there's room for him; otherwise, he'll simply tell you to piss off. His merit in this scenario has been discussed earlier but it's important to stress again that Shadow might leave you at any time after every battle. Also, you now finally have access to the infamous Shadow's Dreams!
A burnt house here is inaccessible. A 'glowing monster' destroyed it; it seems Terra made a visit to Kohlingen and flew off again. But where? No sense doubting, as there's really only one place to go. We're off to Jidoor, to the South.
1.22: Next Stop: Jidoor
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Enemies: Sand Ray, Alacran, Fossil Dragon, Vulture, Iron Fist, Bloodfang, Rock Wasp, Paraladia
Treasures: Hero's Ring, Ether
Before you go all the way to Jidoor, let's take a look at some features this part of the game provides! A man in Kohlingen told you about his brother to the north, at Dragon's Neck, who dreams of building a colosseum. You'll want to pay this so-called lunatic a visit as one of his buckets houses an ever-so-precious



The desert is dangerous! While most battles will just feature the same critters you faced on the other side of the mountains, you're more than likely to meet a Fossil Dragon before long. These undead dragons have witnessed their own bones bleaching in the sun, being polished by the never-ending sand storms of the desert. They have a fatal attack in !Bone (for which you'll need a Holy Water to cure), and Sandstorm is a nasty attack that deals about 200 HP worth of damage to your entire party. It's easily evaded, but at this point, your team isn't going to avoid an old man in a wheelchair, so watch out. Beating one of these monsters will get you 1870 Gil though, so it's worth the challenge if you're low on cash. The easiest way to take care of them is using a Phoenix Down or Holy Water (you can buy three Phoenix Downs or six Holy Waters from one battle, so it's a feasible strategy that goes easy on the wallet), but if you lack those, it's up to your most powerful attacks. Steal a Phoenix Down/Holy Water with Locke,


In the forest near the would-be Colosseum is a Chocobo Stable. If you don't feel like traveling and doing battle, you can always rent one here and reach Jidoor on a whim. To be honest, the monsters here, as well as their corresponding Rages (excluding Rock Wasp, which only appear near Jidoor anyway), are worth crap so you're not really missing out.
The grasslands and forests are littered with fairly useless enemies, but the Iron Fists are fairly dangerous. When they're alone they will use Stone, a horrid spell that not only will do 7.5x as much damage to you when you're the same level as the caster (in Iron Fist's case, 15) but will also Confuse anything that survives it. If you're level 15 and are hit with Stone, you die (it's over 1300 HP worth of damage, folks). If you're not and you're still hit, you go medieval with

All other enemies are generally unassuming. Red Fang and Paraladia can poison you, so watch out, and give them priority over Rock Wasp bugs. These simple pests prolong the battle by putting you to sleep. They're easy enemies and you should destroy them.
Rising Phoenix and


Remember that day? Remember that day you went to visit your aunt's eccentric and rich sister, who had those beautiful crystal-like glasses you wanted to have so very, very bad? And remember when you told your mom and she told you that you would never ever earn enough money to buy one, no matter how hard you tried? This is like a city full of those rich sisters, but this time you can't punch them in the face and take what you like from them.
Jidoor has new weapons! The









Jidoor sells expensive new armor. First and foremost, you'll notice




This is the first time you can buy noteworthy nice Relics!


All the way to the north is a massive mansion that would be suitable as an attraction in a cheesy amusement park. There's an Ether in one of the buckets.
Time to explore the town! Beyond everything already described above, there's precious little to explore, actually; like in the case of real rich people, it's all appearance and little content. Remember the huge mansion to the north; the owner of it is Owzer, a famous art lover. The Auction House is closed for the time being; a convenient plot device employed to tell you that whatever you can buy here shouldn't be available yet. The NPCs are generally useless here, but there are three points of interesting information they provide:
- Terra apparently headed north, into the mountains. That's where Zozo is.
- People in Zozo lie. They lie!
- The inhabitants of Zozo also steal.
Why would Terra use her newfound ability to travel by air to go to what sounds like the slums of Jidoor, detached, full of American Presidents? It will forever be a mystery. Or not, because you're about to find out.
1.23: Zozo
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Enemies: Iron Fist, Harvester, Hill Gigas, Gobbledygook, Veil Dancer, Dadaluma
Treasures: Brigand's Glove,
Burning Fist,
Chainsaw, Ether x2,
Hermes Sandals, Hi-Potion, Potion, X-Potion
Lore: Stone
You should've equipped all new pieces of armor before entry. If you have Gau in your party, make sure his first Rage is something Float-inducing such as Ghost, Lesser Lopros, Aspiran, or Hornet. It will protect at least him from the dreaded Magnitude 8 attack you may encounter here. Save. Zozo is the most dangerous place you'll set foot into for a while, so make sure you're not caught with your shorts down.
First off, how to treat the enemies here. It's incomprehensible why these cretins wield the destructive power of Magic; there's certainly not a plot-related explanation given. But regardless, these inhabitants aren't going to give you random advice, allow you to raid their homes and take 300 Gil they contained in that bucket for over three generations, or sell you new stuff. They are here to kill you. It's up to you, but I'd say we kill them right back.
Veil Dancers should be your first concern, period. If they are alone, they start casting




Hill Gigas is your second large concern. They just hit stuff, hard. If you keep your HP up, they're not going to kill you, but keep in mind that a weakened character can quickly fall victim to a devastating physical blow like the ones Hill Gigas delivers. If you kill one, there's a 33% chance they will end things with a Magnitude 8 attack. This hurts about as much as a multi-target level 2 spell, and since I just spent quite some words detailing the fact you want to avoid that at all costs, know that once again this is the case. You can avoid this fate by changing the giant into an Imp with Celes, or let him sink in a Snare attack, only employable by a well-trained Gau. Darkwind is also an efficient way of dealing with the wall of muscle, but


Harvesters are next. They're weak fighters, but when allowed to take a third turn, they will use Shadow's Throw technique to hurl either a


And that's where our fourth and final random encounter comes in! Gobbledygook are Zozo's cannon fodder; useless pieces of Hit Points that run into your sharp objects and die from them. Compared to their fellow monsters here, they are doubly pathetic. They serve a grand purpose, though. If you have any means of setting Confuse, use it! Edgar's




So, welcome to Zozo! If you walk a bit into the town, you'll notice there are three buildings here. The one you passed is the smaller building, which has some treasure on top. The door says 'Cafe'. All the way to the north is a small building with only a clock to set. The final and remaining tower is what could be defined as the main dungeon, a construction even Gaudi didn't dare dream of. Twisted, man. I'll call the three buildings the Small Tower, the

Enter the Small Tower first. A Zozo crook shouts gibberish over his counter. Ignore him and continue to ascend. You'll meet a split here: A door to the left and one to the right. The left one takes you nowhere, like studying philosophy. The right one takes you outside, where you climb a frightening stairway to the next level. Here, the left door is rusted shut and the right one opens to reveal an Ether. Now, you can track back!
The

- That clock doesn't have a minute hand. Of course, it never points to the right time, anyway! (This clue refers to the nearest clock, not the treasure clock. Examining the correct clock will indicate that the hand is at 2.)
- The second hand on my watch is pointin' at 30.
- The seconds? They're divisible by 20!
- My watch's second hand is pointing at the 4.
- Time, you say? It's 4:00.
- Don't listen to the others! Trust me, it's 8:00!
- Oh, it's 10:00! I'd better be getting home.
- It's already 12:00.
- It's 2:00.
With the options presented to you when trying to set the clock to the right time, it's clear that the hour must be 6:00, as all other options are stated by lying Zozo pigs. The seconds are not divisible by 20, and it's not 0:00:30. The minutes can be narrowed to only one option; the man who tells you there is no minute hand on that clock proceeds to say it isn't on the right time. Talking to the clock will reveal that the (minute) hand is standing on the two, in other words 0:10.
At any rate, after some trying here and there, it's clear that the real time is either 6:10:10 or 6:10:50. That is a 50% chance with no penalty for being wrong, but you'll quickly find out once you've tried one of them you know that the real answer is 6:10:50. When you reset the time to match this, a wall will slide away to reveal another pathway to a chest containing the


Now, for the High Tower! It's the one to the southwest, with the Relic shop logo above the entrance. When you enter, another politician in the making is waiting for you to listen to his crap. Leave him. You take a stairway outside to enter the second level, where cycloptic thieves run rampant. There are a total of seven of them, repeating themselves in an endless polonaise of decay and horror. Walk amongst them to leave. Now you're outside again!
At the end of the first set of stairs, you can face south and be asked if you want to use the Crane. Using the Crane will simply let you descend to the previous level. The Crane was probably installed so you could easily return to the ground without having to wade through the thieves. Maybe the designers figured it would in fact be impossible to return by those means; by clever navigational skills it's very much possible though. Pressing on, stair after stair, will get you to a dead end! Granted, there was a room with a

The


- The
Ultima Weapon; Becomes a normal 255 Attack blade
Ichigeki,
Assassin's Dagger,
Wing Edge and
Viper Darts will not execute X-type one-hit KO any more.
- The
Zantetsuken won't slice enemies, ever.
- The
Man-Eater won't double damage on 'Human' targets.
Blood Sword and
Soul Sabre won't absorb respectively HP and MP and do normal damage instead.
Rune Blade,
Ragnarok,
Lightbringer,
Punisher and the
Organyx can't execute the MP-powered critical hit; in addition, the
Organyx can't break on you.
- No random extra damage from
Hawkeye and the
Sniper; the throw graphic won't be used either.
Dice and
Fixed Dice become worthless due to the 2 and 3 Hit Rate for them, while graphic glitches ensue.
- The
Valiant Knife loses defense-ignoring properties and doesn't add the (max HP - current HP) damage.
Kazekiri won't cast Wind Slash.
You get back inside on the other side of the building and continue to travel. Ignore the first partly-hidden set of stairs to your left; it will only take you behind some counter. The second one gets you to your needed destination: Further. There is a Hi-Potion and also an Ether hidden in two pots here. Leave this detour of a building and jump back to the normal one. Jump again and you'll find yourself in a huge set of swirling stairs. Climb them. When you find yourself outside again, climb those stairs too. Don't forget to find the

Dadaluma Bestiary #288 |
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 Shockwave, 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 Potion or Hi-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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Yeah, when all is said and done, after a dungeon like Zozo a final boss like Dadaluma fails to impress anybody. Stepping over the battered corpse of the bandit king, you find yourself in a large room. There are two chests off to the sides here, containing rather nice items: an X-Potion and a set of

1.24: Back to Jidoor
Grasslands |
||
---|---|---|
6/16 |
2 |
|
2 | ||
5/16 |
1 |
|
1 | ||
5/16 |
4 |
Forest |
||
---|---|---|
6/16 |
2 |
|
3 | ||
5/16 |
1 |
|
1 |
||
1 | ||
5/16 |
2 |
|
2 |
Enemies: Vulture, Iron Fist, Bloodfang, Rock Wasp, Paraladia


Your choice of team is more limited now, as both Locke and Celes are forced into your party. It's too bad, as both are relatively weak characters at the moment. But hey, forced is forced. Know that physical attacks, unless barrier-piercing, are almost entirely useless in the next scenario, so Cyan is out from the get-go (Fang fails to measure up to your other offensive options, and Flurry is going to be laughable most of the time). Shadow is still in the Kohlingen Inn if you haven't already taken him from there. However, if you take him now, he will leave the party again later and to replace him you'll have to march all the way back to Narshe. You shouldn't consider Shadow at this point.
It boils down to Sabin, Edgar, and Gau. If you haven't trained Gau, it's no contest and you'll want to bring the Figaro brothers. If you have, it's no contest and you'll want to add Gau. Seriously, he is obscenely strong at this point of the game, provided you go Rage Hunting in a bit. Between Edgar and Sabin, I'd definitely pick Edgar over Sabin. They're about equal in offense at this point, but Edgar has the option of using the

If you picked Gau, you'll want to pick some new Rages from the new monsters you encountered. Useful Rages include: Anguiform, Aspiran, Rock Wasp, Veil Dancer, Gobbledygook and Hill Gigas. Hill Gigas' Magnitude 8 will be stronger than Wind Slash in multi-target damage, but it cannot hit Floating targets. Anguiform and Aspiran both hit the weakness of pretty much everything in the next real dungeon, so don't feel complete until you've found them. The previous section has instructions for returning to the Veldt.
Also, you've received Magicite! Magicite are awesome little gems that allow you to summon the corresponding Esper once a battle, learn the spells the Magicite teaches, and even in some cases give you a stat boost when you level up! To unequip an Esper, select a blank slot from the Esper list.
Your job now is to find a proper means of transportation towards the Empire. See, you need to go to Vector, capital of the Empire. This city is on a continent, and while you are also on a continent, it's sadly an entirely different one. While Celes is apparently wearing a bathing suit, swimming is not an option. Maybe you can get yourself a ship in Jidoor? Money buys anything, right? While walking to Jidoor, you'll be surprised to note that every battle ends with an added message of you obtaining Magic AP! That's good - those are the points you need to learn spells from your Magicite. Multiply the points you get by the learning rates for spells shown when viewing Magicite in the menu, and you can see how close you are to learning a particular spell.
When you've reached Jidoor, you may want to rest at the Inn. The guy standing in front of the counter has some new info about this guy called 'the gambler,' who likes operas. Kind of the dumbest thing ever, talking to strangers about strangers, no? At Owzer's place, you'll find somebody called the Impresario. He's having a bad time. Talk to him and grab the letter he drops as you leave. The Impresario is the Big Chief of the Opera. Everybody loves that place, especially because of the lead singer, Maria. Setzer Gabbiani, world-cruising playboy of a gambler that he is, has announced in a private letter to the Impresario that he will kidnap Maria right from the stage. The Impresario doesn't want Maria to be kidnapped. That's bad for business. However, he also does not want to call off the next show. That's bad for business. He's in a tight spot. Oh, the troubles of capitalism. You might also have noted that Celes is the 'spitting image' of Maria, it seems. At this point, you need to go to the Opera House, where you'll try to set up a meeting with Setzer, pilot of the world's only airship, the Blackjack.
Once you reach the Opera House, all will be self-explanatory. So, allow me to skip to the next thrilling action sequence, which involves a scene that ranks highly for many Final Fantasy gamers.
1.25: The Opera House
Enemies: Stunner, Goetia, Ultros
Here's the plan. Instead of Maria, who hid her pretty self somewhere, Celes will perform the Dream Oath, the massively popular opera about Draco and Maria (seems like the opera star and her part share the name), a story of love, war, honor, and as bad luck gives us, a squid. Yes, Ultros followed you here. The reason is not clear; it's doesn't seem to be revenge for beating him earlier, as it's entirely possible to use a team that features none of the characters you used to fight him the first time. But let evil be evil as long as you stop it (when convenient to your other goals). Celes needs to be successfully abducted here, and we can't have any octopi ruining the plan. Celes de-equipped herself when she changed into Maria's opera get-up, so if she was carrying anything other party members might be able to use, that's great.The Impresario predicted Setzer would arrive in the first scene, and since Setzer is an undependable scoundrel who has no ties in life and has much to gain by surprising the Impresario in his abduction in as many ways possible, the prediction can be nothing but – okay, okay, you get the picture, the assumption is a bit dubious. Nonetheless, Celes needs to survive only through the first scene before she gets her proverbial homerun. Here's what she has to do: Sing. You could and should have memorized the lyrics before hitting the stage, as Locke presses you pretty hard to do so, but in case you didn't, here are the correct options - when first prompted, take the first option, then the second, then the first again. At that point, the flowers will appear, and you should run to pick them up (with the action button), as you will need to ascend the stairs, talking to Draco thrice, and reach the far end of the balcony before the interlude ends. If you fail to do this in time, Celes says: "Ah, I'm too late! So much for that..." The orchestra stops, and that's bad.
Every time you mess up the Opera (by messing up the lines, not moving fast enough, or being defeated by Ultros in combat), the Opera is halted and you find yourself outside of the building, where you can go back in to plead for another chance. After you mess up the first time, you get three chances. That's a total of four tries to get it right. If you fail four times, evolution clearly hasn't been kind to you and you receive the message "It looks like you weren't exactly born to be on stage..." along with an actual Game Over.
So, that's Celes' part. You can do it. Meanwhile, Ultros has decided to kill the woman on stage with the combined terror of weight and gravity, as he informed Locke via letter. Notifying your nemesis: Because that's useful for your chances of actually pulling it off, you see. Before you alert the Impresario, make sure to talk to your fellow characters. Amusing! The best is if you brought Shadow, against all possible odds and rules of logic: "Impresario: Your friend left. Said he'd fall asleep if he had to sit here for more than five minutes..."
You have five minutes to reach the lever on the right side of the Opera House, flip it, go to the rafters, which are accessible on the left side of the Opera House, fight your way through some annoying rats, and stop Ultros. So do it! Flip the far right switch in the room to the right. From left to right, we'll call the four switches "1," "2," "3," and "Super!" Why not? Switch 1 makes a sound like a dog barking, an essential feature of any opera facility. Switch 2 turns out the lights in the opera hall, causing the crowds to make little eyes in the darkness. Switch 3 opens a hole directly under you, causing you to slide on stage! You immediately get off by hopping on the heads of the crowd, bursting in the entrance hall of the Opera House, where the lead character will strike a pose and say 'Whew!' I suppose all three switches are pretty entertaining, but there's a threat of imminent squashing by aquatic nuisance and one can't just shrug that off, so what you'll want to flip is the Super Switch. Now, sprint all the way to the far left room (you'll pass the Impresario again) and pass the door (which would be locked if you hadn't flipped the switch in the far right room). Now, you're on the rafters. Don't fall now.
Just kidding! You can't fall down! You can, however, fight rats and get kicked out of the Opera House for another try if you lose. So, you don't want that. Each rat you run into triggers a battle - 75% of the time, you'll hit a Goetia and two Stunners; the other 25% chance gives you three Stunners and two Goetia. The Goetia monsters (yellow) are the main problem, the Stunners (black/green) the lackeys. If you take out all the Stunners while one or two Goetia still live, they'll call more, prolonging the battle. So have Edgar, Locke and

Goetia are weak against Ice, so if Gau can Rage Veil Dancer or Darkside, that might be a good idea too. They have nothing worth stealing, so don't waste time there. Supposedly it's actually possible to get by without having to fight a single group of rats, but you'll skip both their Rages (not that good, I'll admit, but you can miss them, do you hear? miss them!) and it's a damn hard feat to boot.
Ultros Bestiary #289 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 19 | 2550 | 500 | 2 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 4 | 0 | 105 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Dried Meat | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
Before you try to hurt Ultros, make sure your ![]() ![]() ![]() ![]() ![]() Ultros is back and he's better and badder then ever. Only not really, because he actually has fewer HP than he did when you first met him. To compensate, he has quite a few spells to throw at you, and has a nasty Command Script that gives him the power to, at the worst situation possible, actually take 10197 HP of damage before going down. Here's how that works: Ultros has four positions. He starts at Position 1. Every time he completes two turns he'll make a comment, switch to another position and start using different spells. Now the story and our eyes will have us believe that it's one Ultros, hopping about; the game, however, treats this battle as one with four Ultros's, each with his own set of 2550 HP. If you hurt Ultros but let him escape to a different position, you can ![]() ![]() For the record, he will go like this: 1 - 3 - 2* - 4 - 2 - 1 - 4 - 2 - 3 (If he reaches the 3 at the end of the chain, he'll attack four times before sliding back to 2*). So what does Ultros do? He counters Blitz techniques and Bushido skills with Acid Rain, a nasty Water/Poison-elemental attack that sets Sap. I'd advise against using those skills, especially because Sabin will inflict more damage with the ![]() ![]() Finally, his attack pattern is this, depending on his position:
Locke is fairly useless; Ultros has nothing to steal whatsoever. If Locke knows ![]() ![]() ![]() ![]() Unless it's equipped on Sabin, summoning ![]() ![]() ![]() ![]() ![]() | ||||||
Having stopped the threat that threatened the plan, the plan comes together! Setzer, quite possibly the most awesome character out of video game history as far as looks and style go, swoops down, grabs Celes, and in one awesome spin gets her out of her opera gown, into her normal clothes, and entirely tied up. Wow. Costume changes like that could have some... utility... in our world, no?
1.26: The Blackjack to Albrook
Treasures: Elixir, Ether, Hi-Potion
My God, Setzer is awesome. He's a world-traveling albino pirate who kidnaps this game's equivalent of Kylie Minogue to marry her on his own casino-zeppelin. His airship-crash-induced facial scars only make him more of a special case and nicely compliment the rather gothic black trench coat he got way before the Wachowskis had even dreamed about bending spoons that aren't there and bullet-time and whatnot.Sadly, he gets punked by a band of unlikely heroes no one has even yet heard of. First, he is persuaded to listen to your tale of woe rather than kick you off his property. Then, he is converted from a rather pro-Empire guy to a full-fledged Narshesque or Swiss I-don't-knower. Finally, Setzer joins your cause! It was inevitable after all: You were given the option to give him a name, right? Celes will fool him with a double-headed coin. If Edgar is present, he'll give the coin to her. If Sabin is also present, he'll shout at his brother for a bit for obvious reasons (and if they're not obvious, you didn't take them to sleep at Figaro Castle, am I right?). The coin in question is a coin from Figaro, displaying Edgar's face on one side and Sabin's face on the other. You'll see it in action in the credits... but enough about this. You hitched a ride to the Empire. Go Returners.
Here's an interesting note if you are playing the SNES original or Playstation port. Normally, of course, we'd hide such version-specific data if you're not playing that game, but this one's a bit more interesting than most. You'll notice that Setzer joins the party despite pointing out that "the Empire's made me a rich man," making him sound awfully generous for acting against his monetary interests. This, however, is a mistranslation and is corrected in the GBA version of the game to say "the Empire's been bad for business", providing Setzer with a considerably less-noble motivation for helping out. The Japanese phrase in question, amounting to 'business has gone up' actually means that business has 'dried up' or 'evaporated', not increased. Criticize Woolsey if you wish, but Setzer surely appreciates the good press.
As soon as you get out of the Blackjack, you can re-enter the ship to see its full interior. From this point on, you can take advantage of Setzer's crew and their sweet services. There's a healing guy and an item guy. Good-for-nothing albino pirate gamblers only sharing with the rest of us for profit...
When you hop off the airship, you're near a town you've never seen. This is Square's gentle way of saying, "Oi! Go visit that town!" Well, do it. Don't forget to re-equip Celes. We don't want her running around naked. Well, I've seen enough GameFAQs posts that say that some of you would, but... oh, just re-equip already. Editor's note: See, this is why you should be posting at the CoN forums. They're considerably less creepy than that.
Albrook is one of the three major towns the Empire invaded and currently occupies. The Imperial troopers here won't directly recognize you, and won't attack you outright. If you try to enter the port, the Magitek Armored soldier will prevent your entry by means of hitting you. No HP will be lost, don't worry. Most soldiers will show themselves as patriotic pigs, and most inhabitants of Albrook will sigh and moan about their lot. The only useful information you receive here is that coming from a portrait painter and two scholars. The painter tells of a portrait he must do of the Emperor himself (you'll come across this painting in your travels later - foreshadowing!). The first scholar will talk about the fact that the monsters on the continent have only weak magical power (which is a flat-out lie as some of them have the power to outright create several new interesting ways for you to urinate if you don't watch out). The other one is talking about two ultimate weapons; one a sword, one a monster.
I'm sure we'll never meet either of them.
Weapon Shop: The Weapon shop has




Armor Shop: The Olde Armore Shoppe sells nothing of value other than





Relic Shop: The Relic Shop has










Item Shop: Items of +2/+2 using. First place you can buy a Remedy.
The Cafe is plain awesome. I wish there was a place in real-life that played Johnny C. Bad continuously; I wouldn't go there because I'd go stark raving mad, but it be nice to have around, just because. Items are hidden throughout the town. There's the mandatory Elixir in the clock in the hallway connecting the Armor Shop and the Cafe. There's a Hi-Potion in a barrel next to the Inn. A hidden Ether in the pot of the Weapon Shop closes the deal. On the whole, Albrook is a rather disappointing hole of a town, not at all worth the hassle of the whole having-Celes-abducted-by-a-flying-albino thing. So I suggest we explore the rest of the continent.
1.27: Traveling on the Southern Continent
Middle/West Grasslands |
||
---|---|---|
6/16 |
3 | |
5/16 |
3 | |
5/16 |
1 |
|
2 |
Southwest/East Grasslands |
||
---|---|---|
5/16 |
1 |
|
1 | ||
5/16 |
1 |
|
2 | ||
5/16 |
3 | |
1/16 |
5 |
Forest |
||
---|---|---|
10/16 |
1 |
|
1 |
||
2 | ||
6/16 |
5 |
Desert |
||
---|---|---|
5/16 |
3 | |
5/16 |
3 |
|
1 | ||
5/16 |
2 | |
1/16 |
6 |
Enemies: Fossil Dragon, Litwor Chicken, Joker, Don, Wyvern, Grasswyrm, Bug
Preparation: Re-equipped Celes? Good. Make sure you have


There's a plethora (expensive word: +500 Exp.) of dangerous monsters around. Grasswyrms are entirely like Nettlehopper, only they're red. They're just as weak to Fire as their green brethren are, they're just as silly with their physical attacks and berserking attempts, and they're just as likely to find themselves in several flaming pieces on the cold earth in a relatively brief period of time.
The Don is simple Attack/Special cannon fodder, only it's kinda sturdy and tends to take more than one attack to kill. Also, they have a rare



Jokers are jerks. They're floating, so they're immune to your strongest multi-target attack (Gau's Magnitude 8). If you allow them to take more than one turn, they start casting Acid Rain on the entire party, which you'll want to prevent. If they're alone, they start casting




Wyvern are... not floating. They have wings, and they are called 'wyvern', a word commonly reserved for flying serpents of death. They are in a flying position in their sprite, which was specifically designed to capture the very nature of the beast in one pose. Yet, not floating. It's a mockery of the concept of wing itself. Wyvern are monsters who will use Cyclonic when they're alone, a percentage-based attack that will remove 93.75% of the targets current HP. And Cyclonic hits all characters. Don't let this happen. They have rare

Litwor Chicken are the silliest and potentially the most deadly of the monsters found on the continent. When they're alone, they cast



The desert houses Fossil Dragon, though you should be used to their presence by now. Bugs are also found circling their bodies. Bugs are annoying because they tend to go out with a bang: a bang of petrifying their killer. Only if they were killed by a normal Attack, that is, and only if they were alone, and only 33% of the time, but still... avoid what ails ya, regardless.
To sum it up: Have Locke try and steal from Don and Wyvern monsters, don't let Litwor Chicken or Wyvern alone, both are weak to Ice attacks, summon



It's by no means mandatory or even very beneficial to visit the other three locations before going into Vector, but it doesn't hurt to do it in any way and it gives more back story to the game. It's up to you to decide if you'll want to do it. If you go to the mountains to see the Imperial Observation Post, eh...you get to fight monsters that have glands on their back that secrete Tents. A lot of them. You'll be fighting them anyway in the next serious dungeon. Tzen has








That's not everything, of course, but it's the basics. Hit the next chapter for more detail.
1.28: Optionally Delaying a Scary Trip to Vector
Enemies: Sergeant, Proto Armor, Mega Armor
Treasures: Holy Water, Remedy
First, to the Empire's eastern post. The base has a bit of a generic name for now, but the real name kinda reveals its purpose so we wouldn't want that yet. All you'll find here is a truly impenetrable Imperial Base, blocking access to whatever lies on the other side. You can fight the walking people here. The normal soldiers, regardless of color, will turn out to be four Sergeants, and the Armored soldier is a Proto Armor/Mega Armor combo.Note on the four Sergeants: This is an easily controllable battle where you don't really have to fear sudden KO's creeping up on you. The thing is, though, Sergeants have a Tent for common steal. So, you have the option of complete restoration after every battle if you steal one. I tend to linger a while. It builds my stock of Tents to about 20 and gains some sweet spells in the meantime.
Tzen is a small town. Used to be an independent town, a monarchy no less. The Empire has slaughtered the royal family, and Tzen is currently under even more Imperial watch than Albrook is. There really isn't much to say about Tzen.The soldiers will be useless and passive as they were in Albrook, the citizens friendly and helpful. One will tell about an Imperial weapon called the Guardian, which can't move by itself but is extremely powerful. Oh well, we can always make a run for it should we come across it. Another man tells of a gate in the mountains to the East. The mountains were heavily guarded and impenetrable for you; could it be that the Empire is looking for something there?
Weapon Shop: The Weapon Shop offers nothing you can use other than the



Armor Shop: Here's some Mythril equipment! However, you have plenty of






Relic Shop: Nice Relics for sale in Tzen. The

Item Shop: Present and accounted for.
You might want to grab a Chocobo in the hidden Chocobo Stable in the forest to the east of Tzen.
Maranda, Maranda... what do we know about Maranda? The last to fall against the Empire, it was General Celes Chere herself who led the attack to conquer the continent. It's still slightly trashed from the attack. Like Tzen, many of the city's young men were forced to fight in the army of the Empire. The wounded man you found in Mobliz was one of them, and his darling Lola still lives here. Lola lives in a little house in Maranda, and if you'll speak to her, her response depends on your actions in Mobliz.
If you sent an item, received her next request and then didn't respond to that subsequent letter, Lola will go back to her "mean heroes didn't help" text.
Weapon Shop: The Weapon Shop has three new weapons. The




Armor Shop: The Armor Shop has Mythril Equipment as well, but they're a little better at it. There's only one feature of interest if you visited Tzen earlier: The



Item Shop: Say what? This town doesn't have one! I believe that makes it the only town ever, ever, ever in this game. Crazy world. Let's not start on Zozo, as that's more a dungeon than a town.
If you want two free items, find the Holy Water in the bottom crate west of the south exit and find the Remedy in one of the two crates near the arguing couple.
1.29: Vector, Seat of Power
Walking Soldiers |
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---|---|---|
3/4 |
2 |
|
2 | ||
1/4 |
2 |
|
1 |
Mechanized Soldiers |
||
---|---|---|
3/4 |
1 |
|
2 | ||
1/4 |
2 |
Facility Guards |
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---|---|---|
3/4 |
2 |
|
2 | ||
1/4 |
2 |
|
1 |
Enemies: Sergeant, Belzecue, Proto Armor, Guardian
Well, here you are, deep in the heart of the Empire. Vector is the capital of the Empire and houses its two most important structures. First is the Imperial Palace, home to Emperor Gestahl, General Leo Christophe, and General Kefka Palazzo; the other is the Imperial Magitek Research Facility, where the very source of Magic is somehow obtained under the eyes of master scientist Cid del Norte Marguez.There's a lot to do here. In the part of town closer to the Imperial Palace (to the north), soldiers roam the streets. Normal troopers and armored troopers have different monster formations.
There's not much to see in terms of landmarks. The Inn is not very trustworthy. The guy behind the counter looks like a Zozo bum, and sure enough, after he's offered you the room free, there's a 50% chance he'll come and steal 1000 Gil during the night. If you don't have 1000 Gil you'll see the man sneak around in the night, but the '1000 Gil was stolen!' message won't pop up and no money will be lost. No, you're better off going to the slim house to the left of the Inn, where an old woman will ask you to pledge your allegiance to the Empire. If you do so, all will be fine. If you refuse, she will send two... Narshe Guards after you? After you have beaten them, she will offer you a free healing service every time you talk to her, much like a Recovery Spring. A less successful way of healing yourself is going over to the running kid, who was subject to one of Cid's experiments and now has the power to heal with the

Weapon Shop: You shouldn't need anything here. If you haven't bought a



Armor Shop: This Armor Shop is exactly the same as the one in Albrook, so you shouldn't see anything new.
Item Shop: Heh, yeah. No Item Shop here either, I guess Maranda wasn't all that unique.
The inhabitants of Vector are, understandably, pro-Empire, but will provide you with information nonetheless. You learn that General Leo refused a Magitek infusion, where Kefka was Cid's first experiment, which supposedly turned him into the ranting fool he now is. Imperial soldiers on the higher regions of town will recognize you and engage in a fight. Every time you either win or run away, you'll find yourself on the southern edge of town again.
If you managed to elude all the troops and you try to enter the Imperial Palace to the far north of the city, you'll be heard by an Imperial Soldier within the Palace, and you hide. If you walk away again, a member of the Imperial Special Force will send the Guardian after you.
Guardian is invulnerable in the true sense of the word. You can't damage him in any way, he's immune to any status effect including Invisible, you can't normally spin Joker's Death against him; you name it. He's the very model of a plot device that looks like an enemy. You can't go here, sonny. The only way out of this battle that doesn't include running yourself is using Confuse on somebody who is about to use a Smoke Bomb; the Smoke Bomb will target Guardian, and you cause Guardian to run away itself. This has the same effect as running away, anyway.
Now, make sure you're fully healed before you engage in the rescue mission of a lifetime.
Three soldiers guard the road to the Imperial Magitek Research Facility, and you can't just smack them around in broad daylight in the middle of Vector. Luckily, and old man standing behind some crates is a sympathizer of the Returners and offers you his assistance. While he pretends to throw up (great plan, sport), you sneak behind the soldiers' back on the metal rafters. Just walk into the crates and you'll jump onto them, automatically walking over to the other side of the human barrier. If you come too close near the soldiers now, a battle will be triggered, so try not to do that. If you want out after leaping off the beams, though, it's the only way.
1.30: Magitek Research Facility
First Room |
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6/16 |
2 |
|
2 | ||
5/16 |
2 |
|
1 | ||
5/16 |
1 |
|
2 |
Second Room |
||
---|---|---|
6/16 |
5 | |
5/16 |
2 | |
5/16 |
2 |
|
1 |
Enemies: Onion Knight, Sergeant, Belzecue, Proto Armor
Treasures: Dragoon Boots, Ether,
Flametongue,
Golden Armor,
Golden Helm,
Golden Shield,
Icebrand, Tent,
Thunder Blade, Remedy, X-Potion,
Zephyr Cloak
Preparation: Everybody in the Back Row. This is a theme-based dungeon, and the theme is "If ye can't top 200 Defense, ye ain't no kinda man." If your physical attack isn't specifically barrier-piercing, the result will be analogous to butting your head against a brick wall. So, Front Row is useless.





So yes, if it can't penetrate defenses and doesn't boast any additional properties, you'll be hard-pressed to find a use for it. I think it might be wise to give a quick recap on what's useful here and what's not:
Useful:
- Magic, especially
Thunder and
Thundara
- Summon attacks, which especially means
Ramuh right now
Flash,
Drill,
Chainsaw
- Raging Fist, Meteor Strike, Aura Cannon, Rising Phoenix
- Fang, Sky, Tiger
- Rage-inflicted magical attacks, which besides Magic, includes Aspiran's Gigavolt, Anguiform's
Aqua Breath, Guard Leader's Wind Slash and Hill Gigas' Magnitude 8
Not useful:
- Attack
Auto Crossbow
- Flurry
- Rage-inflicted physical attacks, which include Specials such as !Cat Scratch
So yes, try to boost your magical attacks. Cyan will be especially boring and useless here, as Fang starts to definitely lack in power and is only single-target. Locke, unless he can make use of some of the more-potent magic, such as










The ultimate way of dealing with enemies here is having a character with (1 or 2)




The most common foe is the one you found earlier in the Imperial Observation Post and strolling about the streets of Vector: Sergeant. Their most attractive feature is their common Tent Steal, and otherwise they're very straightforward. Cid programmed them with Program 65, which, when executed, will silence the target for the duration of the battle. Their set of elemental weaknesses is rather strange; humans tend to succumb to Poison whereas machines are usually more likely to have a problem with Lightning and Water. Maybe this and the fact that they're apparently programmed is a hint they are some kind of cyborgs? At any rate, normal cannon fodder you have to plow through.
Sergeants are often accompanied by Belzecue dogs. They're canine versions of the Sergeant, really. Cid has provided them with Program 95, which ignites madness in the target, confusing them for the rest of the battle. Same weaknesses, same treatment. Don't worry too much about them confusing your Sabin when he is about to execute a Rising Phoenix Blitz; they will never use it unless they're alone, and you're bound to take them on with multi-target attacks anyway, right?
The metallic vermin of the IMRF are the Onion Knight robots. They're small, have little HP, are kinda weak, and only attack in large numbers. To compensate for their lack in offensive power, Cid set them up to use Program 55, one that turns the target into the illustrious Imp creature that is incapable of doing anything that isn't rolling over and dying. The


The Empire is about to release a new kind of Magitek Armor, but they have created nothing but prototypes for them yet; the Proto Armor is the pure chassis of the new model, but fully operational. Its powers over the standard Magitek Armor include, besides the standard electricity-based Magitek Laser, a missile support unit to fire off either a single Missile or go for the massive Launcher attack to attack multiple targets simultaneously, a blinding flash of light called Scintillation (also used by the Satellite) to blind the offensive party, and Cid's personal touch, Program 35, which by magical means fuels the body to deliver physical damage.


You are now entering what the Bestiary refers to as the Magitek Factory: The part of the building where the Magitek Armors are being created. What you'll want to do first is go all the way to the left, through a pipe, on a conveyer belt, to a chest that contains, oh sweetness, a

The stairs will drop you on another conveyer belt, which drops you off near a chest and another pipe. The pipe will take you back should you so desire (with an elevator! Oh, my!), but you probably won't. Grab the chest (X-Potion). The path downwards will get you exactly nowhere (you can't make the elevator go down to where you are), so get on the conveyer belt that takes you further into the factory.
It delivers you to another chest! The


There's a slight break from the conveyer belt here. Continuing right on will simply get you to advance the dungeon, but you'll miss treasures! Rather nice ones, actually, although nothing can compare to the two blades you've already picked up here.
To the bottom-left is the first accessible chest, which contains









When you're done, it doesn't matter if you hike back or continue down; if you go down, you'll fall out of the end, and a while later, appear at the end of a pipe close to the conveyor belt you were just thinking of continuing.
Get on the conveyor belt and simply walk on until you meet a friendly face, by which I mean a certain kind of friend who would like to hit you in the abdomen with a rather large and heavy object and who would probably enjoy extra ice in his drinks.
1.31: Imperial Magitek Research Facility: The Pit
Enemies: Trapper, Flan, General, Destroyer, Lenergia, Ifrit, Shiva, Number 024
Preparation: Nothing special, as the monsters, while changing, will also be annoyingly much like the ones you met earlier in their high regard of physical defense. There are a tiny few exceptions, but hey, they're zeroes.
Great Scott, would the famous Cid del Norte Marguez wade through tiny metallic leprechauns, stumble over conveyer belts, and fly up on ascending cranes to his lab every single day? Remove the semi-futuristic crazy-scientist-lab setting and he'd have to be Mary bloody Poppins! But I digress. You made it past the factory...at least, it seems you did. Take a look around. You're standing in some kind of...death room. Skeletons everywhere, two lifeless Espers who you saw thrown down here. One could pick a nicer spot for a picnic.
First, the layout. The blue Esper, Shiva, is blocking a door. She won't respond to your calls. There's another door, leading to a small room with no purpose one could easily pinpoint (although there's a Save Point glowing on the ground). A hook provides you escape from the room...but all is not silent in the halls of the dead. The red Esper, Ifrit, stirs. And blue goop, all around you, appears to move by itself, splitting and sinking into the tiles.
Flan are this game's incarnation of the Pudding, the Jello, the Blobra... they're in every game; semi-liquid monsters who are not particularly dangerous but are rather a pest to take on due to their extreme physical protection and oft-changing elemental weakness. In this game, Flan are entirely unlike their counterparts. Final Fantasy VI Flan are immune to all the non-basic elements, and their defense is, well, pathetic. A Defense rating of 13. That's...just great. Take them out any ol' way you want, but take note; these monsters have had time to feast upon the 'useless' corpses of many Espers thrown here; they might have some Magicite Shards on them. Flan, by the way, appear in two different groupings. The first is your average four-headed party. The second appears to be only a single Flan enemy, but when you kill it, two more will appear. If you kill those, three more will appear, until you've killed them. If you kill the first Flan or the last of the two Flan with Gau's Mu's Snare, you won't get any more Flan down your throat. Gotta save room for real flan.
Now, it's time to turn our attention to the two Espers here. Equip as many

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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Ifrit Bestiary #290 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 21 | 3300 | 600 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
25 | 7 | 20 | 215 | 115 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
The battle against Ifrit and, if you allow it, Shiva, is not your classic battle of good vs. evil. Nay, two scared, dying members of an abused race turn like a dog in a corner on whoever comes near them. ![]() ![]() Ifrit is the fire Djinni. Next to a physical attack, he performs ![]() ![]() ![]() ![]() ![]() Shiva, the Ice Queen, will come at you with the more basic ![]() ![]() ![]() ![]() ![]() ![]() ![]() The trick here is to defeat one of them. If this happens, the Espers will realize they're not fighting someone coming for their death and they will sense ![]() So, you can forget about your Magic skill. If you're sure you won't be able to pull off a Blitzkrieg against Ifrit anyway, you might want to start the battle off with a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Along with the violence, summoning ![]() ![]() ![]() ![]() ![]() | ||||||
1.32: Imperial Magitek Research Facility: The Lab
Stairs |
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---|---|---|
6/16 |
3 | |
5/16 |
2 | |
5/16 |
1 |
|
2 |
Tube Room |
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---|---|---|
6/16 |
2 |
|
1 | ||
5/16 |
1 | |
5/16 |
2 |
Enemies: Trapper, Flan, General, Destroyer, Lenergia, Number 024
Treasures: Stoneblade










Trapper robots care not for personal safety or any kind of intelligence or battle skill. They care for nothing; as robots, they are nihilists. They perform only three tasks: Casting Lv. 3 Confuse, casting









Generals, finally, are mere humans. Their Defense is high but not sky-high, and they're normal and weak to




Lenergia. Is it any surprise the Lenergia appears to be so weak, especially next to horned demons from the underworld? They're unassuming opponents you can take down any way you want, but know that when left alone, they start attacking with Shamshir attacks non-stop. They make for a great MP-refiller for Celes, as it's basically a 20 MP gain every turn the Lenergia takes.
Oh, right, then there are the horned demons from the underworld. They're called Destroyer. I hope I didn't get you all worried; stress is bad. And they're not that dangerous once you get to know them. They make silly physical swipes with their claws, and on occasion try to poison you with !Poison Strike, but it's not until they are met with solitude that they start showing their true colors, which are very, very, incompetent. When alone, the Destroyer tries to cast the overly cheap Reraise spell, the spell that grants an automatic revive of a fallen character right after he dies. Sadly, the spell takes 50 MP, and Destroyer only has 35. So sorry. Their incredible defense, one-hit KO protection, and Lightning-absorbing can make them tedious to take down; a combination of


The room you enter after the Stairs of Seeming Infinity contain five vacant tubes; three to the top of the screen, two to the bottom. Hidden to the left of the bottom-left tube is a



At this point, if any of your characters stuck with


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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
It seems this Number 024 was guarding the room where the remaining Espers are being subdued in their test tubes. We know that










The IMRF shakes on its foundations. Time to save your own lives first and ponder important questions later. Join Cid on the elevator, and get out of the place.
1.33: Indiana Jones and the Temple of Magitek
Fights 1 and 3 |
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---|---|---|
3/4 |
1 | |
1/4 |
1 |
|
1 |
Fights 2, 4 and 5 |
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---|---|---|
3/4 |
2 | |
1/4 |
4 |
Enemies: Magna Roader (Purple), Magna Roader (Red), Number 128, Right Blade, Left Blade
I've always thought that Cid comes off very clean very quick in this game. Cid del Norte Marquez is a ruthless scientist who experimented on sentient beings in an attempt to remove their very life energy to the benefit of the Empire. Just because as a scientist he feels the war should be stopped doesn't he mean he feels even the slightest remorse at his actions per se; he regrets them being used for military purposes, apparently, but shows no regret on his glorious victories in the field of science. And he certainly wasn't showing signs of stopping until we stepped in. It's just awfully convenient and nobody seems to want to bring it up again, is all.Preparation: Celes, the poor lass, was de-equipped upon her exit from your party. You'll want to keep everybody in the Back Row here and equip everyone to their best possible ability, as the next opponents will not have as much Defense as those you've seen just now. You've obtained six new Espers, and you can check them out if you want. There's no way you'll learn new spells before the next boss, but their effects can be nice. I really, really suggest equipping

When you arrive, you're bound to notice the Save Point waiting for you there. Cid plays another emo-card by declaring himself as the almost-daddy of Celes, and how sorry he feels her life was dedicated to warfare. Before he can go on, though, Kefka is heard close by, and Cid pushes you into a mine cart. I'm not sure what the graphic designers were thinking here, but it can only be interpreted as one of those paintings of which close inspection only reveals rubbish, while standing away a long distance you'll suddenly notice it's a fish! Or a tree! Or even your deity of choice! At any rate, abstract gaming is not pleasant. I think it's supposed to be some kind of underground railroad from the perspective of a viewer in a speeding mine cart, but I'm not sure. Best not to dwell on it too much. Right now, you'll face five monster formations before the eventual boss, without time to heal or change equipment in between. Note that this is the only place you can get to the red version of the beasties that appear here. If you want to be sure you encounter every enemy in the game, you might have to reset if you're unlucky.
Anyway: Magna Roader (Purple) are big and weak. Magna Roader (Red) are small and weaker. Magna Roader (Purple) possess





Make sure you're fully prepared - or as fully prepared as possible – at the end of the fifth monster formation behind you. The next battle will be unpleasantly like being difficult. Here's how to pull that off nice and professional-like. Step one: Silence the remaining opponent(s). Step two: Summon

Left Blade Bestiary #295 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 22 | 700 | 470 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 5 | 0 | 120 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
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: ![]() | 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 ![]() ![]() So here's the strategy if you don't have ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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 ![]() | ||||||
A note about the common Phoenix Downs you were supposed to get for killing the blades; you'll never get them. The blades will always ripple away, which is an action before they disappear. As such, you'll only make them disappear, you never actually 'kill' them.
1.34: Robotic Arms Want to Give You a Hug
Formations |
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---|---|---|
5/16 |
1 |
|
3 | ||
5/16 |
4 | |
5/16 |
1 |
|
3 | ||
1/16 |
4 |
Enemies: Onion Knight, Sergeant, Chaser, Crane (Left), Crane (Right)
Well, officially, the mission was a success. You penetrated the Imperial Magitek Research Facility. You didn't exactly rescue the eight Espers you managed to find, but you did take their Magicite remains as per their request, which is just as good, really. Nobody on your side died. Cid is just a scientist, but his promise to try to persuade the Emperor is a glimmer of hope. Yet, the loss of Celes weighs heavily, and you're not out of Vector yet.Preparation: Equip the







Your infiltration didn't go unnoticed, however, and the Imperial forces are now attempting to chase you down. The aptly named Chaser robot is one of them. Chaser robots rain death from above, so it's your task to, you know, kinda geyser death from below.
Back to Chaser robots. They're the last of Cid's protective metal golems you'll meet. Chaser robots can shoot Magitek Lasers and weaken opponents by use of

Save at the Save Point if you want to. You can stroll into the Magitek Factory again here, but one of the pipes collapsed, so you can't go very far. The fact that even this part is shaking hints at the fact the entire building is going down; this was more than you could've hoped for. Simply run down the rails and you'll meet up with Setzer. The Empire was becoming paranoid, and the hustle and bustle in Vector alarmed him. He notices the lack of Celes, but understands the need to escape. The four of you rush out of Vector, freedom nigh. But not nigh enough. Kefka plays a last card in a final attempt to stop you from escaping. Cranes. I don't know about the countries you guys live in, but here in the Netherlands, cranes are not an uncommon sight if there's building going on, which there tends to be from time to time. They tend not to attack us, though. These two attack in pairs, can use Magic, and can significantly screw you up if you're not careful. You have one character you couldn't equip beforehand: Setzer. Setzer comes with




There are two Cranes, and they're not completely the same.
Crane (Right) Bestiary #297 |
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 | |||||
Crane (Left) Bestiary #296 |
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 "ELECTRIFICATION LEVEL: 1" it will pass through "ELECTRIFICATION LEVEL: 2" and "ELECTRIFICATION LEVEL: 3 Electrical energy unleashed!" performing a multi-target Gigavolt 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
The Cranes are not as hard as Number 128 was, and you're bound to gain the upper hand if you don't make any mistakes. Now, it's time to fly to Zozo. Let's see what Terra has been doing in the meantime; with Celes gone, we need Terra to fill the role of ex-Imperial magic woman.
1.35: Terra's Flashback
When you arrive in the sanctuary

Through Maduin, you get to relive the history of Terra's birth. Maduin is the Gate Keeper of the Esper world, whose job is to make sure whatever needs to stay out stays out. A youthful Esper informs you that there's something going on near the gate. The gate is near Maduin's cave, to the north. The strong winds of the day have already alarmed the Elder of the Esper World, who sees them as an ill omen. You can chat to the various other Espers around, but they won't give you much information that is of great import.
When you reach the gate, you see a collapsed girl - a human girl. Choosing to let her lay there simply won't continue the plot, so take her with you. Once she has been delivered to her bed to rest, the Elder will come to see her. The Espers are not happy about her arrival; history has taught them (and us) that humans and Espers don't mix. While the day has cleared, the moods of the Espers have not; talking to the Espers again will change their responses from earlier, into darker discussions of the human, and the path to the gate will be blocked.
Talking to the girl will wake her up. Her name is Madeline. Maduin gives her a pendant for no apparent reason, perhaps as a gift of good will. It appears to be a unique pendant, that much is for certain.
When Maduin wakes up, he quickly notices Madeline is gone. The Elder is waiting outside, concerned about the situation, and while outside one Esper laments on the worst possible scenario ("If the humans learned of our powers and decided to try to make use of them... That would be a terrible thing indeed."), another one saw Madeline go to the gate. Try to catch up with her. Apparently, she slipped by the guard, as he has no idea what's going on. In a rapid-fire and metaphorical cutscene sequence, Madeline decides to stay behind with Maduin. They have a baby, and they name the baby Terra.
Fast forward to two years later, and the same winds of ill fate howl through the Esper World, and the Empire marches in. They beat up and take several Espers. Amidst the chaos, Madeline takes her chance and tries to escape with Terra. When Maduin tries to catch up with her, tragedy ensues... Terra is taken by the Empire, Madeline is killed by the Emperor, and Maduin's fate is sealed to suffer in the heart of the Empire at the hands of Cid.
After this, Terra wakes up, and it's time to go. Regrouping is done. Time for action. From this point on, Terra finally gains access to a second skill: Morph.
1.36: Airship Exploitation Part One
Enemies: Bomb, Grenade, Briareus, Devourer, Chimera, Leaf Bunny, Darkwind, Intangir
We're free to do what we want now. This is the glorious moment I cherish in all the Final Fantasy games I've ever played - the first time on an airship. The Blackjack awaits your command! Nothing is off-limits. Well, except for Vector. Guardian is waiting for your arrival, and there's no real way to gain entry to Vector now.Getting Seraph
In Tzen, a crook is hiding in the trees next to the Relic shop. During your mission in the Imperial Magitek Research Facility, this guy managed to sneak out a piece of Magicite, and he's offering to sell it to you now. 3000 Gil is not a lot of money, and even though the Esper


The Auction House: Golem and Zona Seeker
The Auction House in Jidoor is finally open. It's not so much the bidding here that's annoying. You'll be asked twice if you want to outbid the current price; if you say no, you don't get the item, if you say yes two times, you get the item. It's just that there are two items right now you want - two pieces of Magicite,


There's a 50% chance the item up for bidding is "a gorgeous pair of"





So, the odds of a Magicite showing up in a given round are based on the Magicite you've already bought. The odds of other items change accordingly, too, but you're here for the Magicite, so let's talk about that. If you have neither,


No Espers | |
---|---|
Item | Chance |
50% | |
Chocobo | 25% |
12.5% | |
6.25% | |
6.25% |
One Esper (Either!) | |
---|---|
Item | Chance |
50% | |
Chocobo | 25% |
(The Remaining Esper) | 12.5% |
12.5% |
Both Espers | |
---|---|
Item | Chance |
50% | |
Chocobo | 25% |
25% |
If you're curious what each item will cost you:
Angel Wings: 10000 Gil
- The Magicite
Golem: 20000 Gil
- The Magicite
Zona Seeker: 10000 Gil
Angel Ring: 20000 Gil
If you don't have enough money, fly the Blackjack to an area where Fossil Dragon monsters appear; they give great amounts of money and you should be able to handle them pretty easily by now.
Locating Grenade
In the large forest west of the Veldt, only Bombs seem to appear. There is a rare chance you'll encounter a Grenade, though. Fighting one gets you nothing, but if you want a complete Rage list and/or Bestiary, you'd better have met one, as you will never come across one by following the story only. Note that the Grenade will possibly appear in a boss battle in the future, where it can get a Bestiary entry but cannot be learned as a rage.
I suggest you bring Edgar, as he has brilliant means of taking them all out in one shot, and at least one character with


Grenade enemies have 3000 HP, but very poor Defense and Magic Defense. Target them with Ice-elemental attacks and just whatever you have. One-hit KO attacks work well, though he is immune to Petrify. If you use Attack on him, he can use


Obtaining Gaia Gear
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On the continent to the east of the Veldt, there are three new monsters: Briareus and Devourer on the grasslands and Devourer and Chimera in the forest. I'll tell you how to deal with them when you actually need to go there (check the chapter on Crescent Island if you'd like to hear about them now, I recommend it). The Briareus have a rare



To the north of this continent is the town of Thamasa. The Inn charges outrageous fees, the Weapon and Armor Shop will refuse to help you (we reserve the right to deny service blah blah), and you aren't getting anything out of anybody; info, items, nothing. We'll come back here someday.
Intangir
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On the small triangle-shaped island to the northeast of the World Map, you'll find lots of enemies you've probably seen before. However, you'll also find Intangir monsters. Intangir are massively powerful, absorb all elements, and are invisible. They confuse a lot of first-time players. When you damage them, they retaliate with an Meteor attack, which is likely to actually kill anybody it hits, as it will damage for over 900 HP.
You can no longer use the cheap





Veldt Hunting
It's a great time for the hunting down of some new Rages. You have a whole set of new spells to learn, Espers to use, monsters to see... have fun. Here are some slick new rages:Enemy | Attack | Status Changes |
---|---|---|
Inherent Darkness | ||
Gigavolt | Inherent Float | !Sleep Stinger | Inherent Float |
Magnitude 8 | ||
lots of status immunities, one-hit KO protection | ||
Inherent Protect | ||
Inherent Haste | ||
Reraise | Inherent Protect, one-hit KO protection | |
Cyclonic | ||
Transfusion | Inherent Invisible, Protect, Shell, Haste, Regen and Float* |
*You'll have to prevent the casting of the self-destructive Transfusion attack with Silence before Gau initializes the Rage.
Some older rages you might be missing:
Enemy | Attack | Status Changes |
---|---|---|
Inherent Float | ||
Absorbs Water | ||
!Numb (Stop) | ||
Blaze | Absorbs Lightning, Inherent Float, Undead | |
Will o' the Wisp | Absorbs Poison, Undead | |
!Cat Scratch | ||
Wind Slash | ||
Fireball | Inherent Float | |
Snare | ||
Inherent Protect | ||
one-hit KO protection | ||
Sonic Boom | Inherent Float, one-hit KO protection | |
Blaze | Absorbs Fire, Inherent Float |
That's enough exploitation for now. Carry on!
1.37: Allied Narshe
Well, it's Narshe again. The first time Terra came here, she was violently pulled out of the clutches of the Empire. The second time, she was again touched by
Narshe is once again bustling with activity! New weapons and equipment are being sold in the city's stores in preparation for the upcoming war.
In the Weapon Shop, there's a new kind of Rod in town: The






The Armor Shop sells new equipment as well.






Relic Shop: Nothing new here, but if you feel like you could use something, don't hesitate.
Item Shop: There's nothing remarkable here other than the fact this is the first town that sells Shadow's scrolls when he isn't a possible party member. Except for Albrook. Is that a weird point to mention, then? Yes.
But this isn't all. One odd character has chosen to take advantage of the situation of Narshe: Lone Wolf, the infamous thief, has paid a visit. Lone Wolf is a character from Final Fantasy V (if not, the two are so similar there's bound to be a conscious running theme here). The prior Lone Wolf was a thief locked up in a dungeon in some castle. He looked like a humanoid wolf, or a werewolf, which appeared in larger numbers later in the game, though Lone Wolf himself has no clear connection to them and it's even possible he's just a guy with a mask. You had the option of releasing him, but he would just take three treasures you would then be unable to obtain later in the game. None of that's really relevant to this game's version, though, really.
The old man who gave you his treasures earlier (remember, the house with the


The treasure is a


Mog is the unofficial mascot of this game, and everybody thinks he's bloody adorable. Myself, I just appreciate him as one of the strongest characters the game has to offer. Right now, his main power lies in his special ability, Dance, with which he summons awesome power from the very terrain around him and the animals that live there to put the hurt on your enemies. Let's go collect Dances for him!
Go to the Blackjack and change your party so that it includes Mog. You'll notice his level is very high: 5 levels higher, in fact. Equip him (you'll see he uses Lances, mostly) and head out to the open sky.
- Land in front of Narshe and fight some Leaf Bunnies on the grasslands to make him learn the Wind Rhapsody. Stride into the forest for the Forest Nocturne and enter the desert for the Desert Lullaby.
- Now, get back on the Blackjack and fly to South Figaro where you can climb Mt. Koltz. On the slopes, Mog will learn the Earth Blues (possibly the most universally useful Dance). If you didn't pick up the Twilight Requiem while protecting Terra earlier, you can head in one of the caves to learn it.
- Fly the Blackjack to Zozo and fight a battle there; the Love Serenade will be Mog's.
- The Dance that is the hardest to obtain, and the only actually missable Dance in the game, is the Water Harmony. There are currently two places where Mog can learn it: On the Lethe River and in the Serpent Trench, both of which will become inaccessible in the not-so-distant future. Both take you along a one-way route to a radically different place, so that's annoying. GBA players will be able to fight a single boss battle which takes place underwater where you can bring Mog to learn the Water Harmony. I suggest you learn the Dance now. The quickest way is to land in front of Baren Falls, and leap down the raging waters. Don't worry, there won't be any Opinicus Fish to worry about this time. Walk across the Veldt and enter Crescent Moutain. Jump in the Serpent Trench to re-appear in Nikeah. Grab a Chocobo in the local Stable (to the north) and ride the big bird all the way to Baren Falls again.
Now, you've gained 6 or 7 out of 8 Dances in very little time! That's more than Cyan can say; he probably has gained about one Bushido since you recruited him, lazy hobo that he is.
We've concluded Mog's training. Let's see if we can advance the plot now.
1.38: Rampage of the Millennium
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Enemies: Outcast, Provoker, Zombie Dragon, Antares, Lich, Ninja, Kefka
Treasures: Assassin's Dagger, Elixir,
Genji Glove,
Heiji's Jitte, Hi-Ether x3, Magicite Shard x3,
Kazekiri, Tent,
Ultima Weapon, X-Potion
Once again, I want to stress how nice your life will be if you collect four sets of








Time to choose a new four-headed party out of your eight-headed available party! Mog is the most powerful party member at this point; those five extra levels don't hurt his cause, and his Water Harmony Dance cleans house like nothing before in the next dungeon. El Niño equals death to the most common and most dangerous enemy. A much surer way of making fatal hits is giving








In Terra's case, I'd especially advise you to allow her to have some private moments with



If you have

Terra, in the meantime, isn't a happy camper. She needs some support, as when she enters the Imperial Camp by herself she'll go: "...I know I can do this, but still... I really don't want to go there all alone..." and will refuse to continue.
The first three rooms are partly filled with monsters you won't find in the rest of the dungeon: Provoker, Antares, and Lich.
Provokers are nasty upgrades of your average Angel Whisper. They absorb Fire-elemental attacks, and have a one-third chance of countering any attack that damages them with Imp Song. Sadly,




Antares are small scorpion-like creatures with no special power. They can put you to sleep with !Dreamstinger, and have a slight chance of countering attacks with a Magnitude 8 spell, though they lack the MP to do so. Way to go there, champ. Strong multi-target attacks are particularly helpful here, like

Liches are the worst, man. They can start the battle with !Insanitouch. Confused characters are never a good idea; with a little luck you can snap them out of it before bad things happen, but chances always exist you'll have to swallow a Rising Phoenix or something before you do. To top this madness, they can cast







If your level is really low, make sure you have four



Every step you take after those three rooms consist out of only two enemies: Zombie Dragon and Outcast. Zombie Dragons are bigger, so you'd assume they're more dangerous. Such folly.

Zombie Dragons just attack physically, unless you wait a really, really long time, until they have a slight chance of turning a character into a Zombie with !Bone. Zombie Dragons are the only enemies in this blasted cave that don't absorb Fire, so if somebody knows or learns

Outcasts are entirely different. Their Lifeshaver move is extremely strong. It's an Earth-elemental attack that functions entirely like




You can one-hit KO them in a multitude of ways so long as you set up properly.







If you did bring


When you arrive at the Imperial Base, there are no soldiers around. That's mighty suspicious, and can only lead to bad things: Either the soldiers are somewhere else, preparing for a major attack, or the Empire has decided they will let you go the Sealed Gate, which means they've got some nasty trick up their sleeves. Still, we shall press on.
Boy, is it hot in this cave. The Cave to the Sealed Gate is a volcanic area, and the monsters have adapted to it. At least there's one thing cool here: There's already a chest in the very first room! It contains the





The next room has another chest, this one containing a


If you, like I, think throwing coins is a rather silly way of doing damage, you may be interested to hear that it is not without precedence. Coin throwing was previously featured in Final Fantasy V as a grossly overpowered attack and actually has its roots in Japanese folklore. The Heiji's Jitte, you see. Zenigata Heiji was a kind of 'Sherlock Holmes' during the samurai era who stopped/killed his foes by throwing a coin at them. A Jitte is a specialized weapon specifically designed to catch an opponent's blade, used in the day by the law enforcement to disarm criminals. What Heiji's Jitte has to do with Heiji's coin throwing antics remains a mystery.
Gil Toss, while more consistent, is inferior to Slot, especially when Setzer is equipped with



The room's exit is to the bottom-right of the screen. Here, you come across a choice: Right or dead ahead. Going to the right will get you to a chest with a Hi-Ether in it. Grab it, hike back, and continue. You'll want to go up the diagonal, nature-crafted stairway, at the end of which you will find a bridge with a switch next to it. If you press the switch, the bridge will collapse under you and you'll fall down, but no HP damage will be done, and you 'hear a distant sound'. Going to the left and up will get you to a chest with... a


You'll see a plateau with two switches, and a bridge with a switch next to it. Go over to the two switches on the plateau. The left switch opens the door to a Save Point and a chest with a Tent in it; the right switch triggers a battle with a Ninja and accomplishes nothing otherwise (you won't ever make this Ninja appear on the Veldt). If you decide to fight the Ninja, make sure you heal yourself, as he's bound to get in at least one Thrown Scroll. The best way of dealing with the Ninja is by utilizing one-hit KO attacks; the


The switch on the bridge (doesn't that sound like a Dr. Seuss novel to you?) is mandatory this time, as it will create a large stairway. Egads, a grand stairway I might add.
Behold, the plaza! This already is the plaza the Ninja risked his life for, littered with treasure. This is where they are:
Invisibility Scroll: One step down and one step to the left from the lowest stairway tile.
- Remedy: Six steps down from the
Invisibility Scroll.
- 293 Gil: Three steps up from the treasure chest visible here.
Water Scroll: Three steps down and three steps to the right from the lowest stairway tile.
The chest here contains an Hi-Ether. Let's move on. When you enter the little cave, you'll have to find your way up through a hidden tunnel, but a monkey with half a brain could do that, so I won't be helping you. When you emerge, you can open the chest for an Elixir.
This next part is kind of frustrating to 'pin down'. There are two stepping tiles in front of you. The first one accomplishes about as much as I know about car mechanics: Absolutely nothing. It creates a stairway to a featureless little six-tile area. The second stepping tile breaks apart a bridge leading to a chest; you can walk around it or step on it anyway and go another route I'll point out in a bit. The chest in question contains not an item or a monster, but a switch. Switch-in-a-box. Heh. Flick it, or don't, it doesn't do anything remotely interesting.
Going down will get you to another stepping tile. This one is more of a friend to you; it opens a door to a small cave with four chests: Two Magicite Shards, an Hi-Ether, and the

The




- The
Ultima Weapon is rather famous for starring in the horrid legend claiming you can Throw this weapon for an instant kill against the final boss. You can't throw the
Ultima Weapon. Case closed.
- When you combine the
Ultima Weapon with Mug, it will lose its special damage formula and it'll become a normal sword with an Attack of 255, which is rather nice. Most people will argue that this is a bug, though.
- An urban myth for... ahem... increasing the size of your
Ultima Weapon includes wearing
Green Berets or
Red Caps and equipping
Muscle Belts, all to increase maximum HP and boost that blue thing. It doesn't work, as it's the ratio that's important, not max HP.
- Isn't it wicked? It's like a lightsaber.
Let's walk over to the new pathway. You'll encounter a switch you have to press to raise land to the right of you so you can cross it. Here's a switch as well; if you stepped on the bad stepping tile earlier, you can press it so you can walk over to the chest.
The switch, by the way, would block your path if you had stood on the two useless/bad stepping tiles earlier, and only as long as you didn't fight a random encounter. I really don't know why programmers even bother with things like this. Moving on will get you a chest with a Magicite Shard. From here on, it's a straight path to the Sealed Gate. As soon as Terra wants to call out to the Espers: Oh noes! Kefka has followed you here, hoping you'd be able to open the Sealed Gate and deliver more Espers to the Empire. Folly! How could you have been so foolish? Time to put the hurt on Kefka!
Like in the Imperial Camp, you fight a human Kefka. I won't bother really listing what he does and how you should handle it, as the fight ends as soon as you do anything to Kefka, be it helpful to him or damaging. For trivia purposes, I'll list his moves, though:





During the battle with Kefka, Terra manages somehow to make contact with the Espers behind the Gate. The door opens, but something is wrong; rather than asking what you want, several Espers bolt out the door, flying off, sending shockwaves of power through your body. When they are gone, the door closes behind you and is blocked with an eerily skull-like barricade of rocks. Terra urges you to get out when she awakens, and maybe it's wise to follow her advice.
The cave has a new exit; take it for a shortcut. Make sure that you've collected all the treasures you wanted, as once you get out of the cave and board the Blackjack, there's no going back in unless you go out of your way to do so (ominous foreshadowing).
Once you pass through the Imperial Base and find your ally at the other end, he'll tell you that the Espers have flown to Vector. You were planning to have them attack it anyway, but it's doubtful if this sort of haste is for the best...
The identity of the ill-news bringer depends on the composition of your party, but starting from the most likely one, the game works down the list from Locke to Cyan, Edgar, Sabin, and finally Setzer. Actually, it's quite impossible for you to encounter Setzer here, as you'll at the very worst have a Terra/Locke/Cyan/Edgar party, in which case it's still Sabin who delivers the news. Ah, goddess of unnecessary coding!
Immediately afterwards, you find yourself flying to Vector. But you start feeling some vibration, and it isn't the good vibration Marky Mark & The Funky Bunch or the Beach Boys used to sing about. No sih, not at all. You'll find yourself near Maranda. Absolutely nothing has changed in this town, so you might as well go find the hidden Chocobo Stable and hike to Vector. The Stable is hidden in the narrow part in the forest to the East of Maranda.
As you can see when you arrive, Vector is in ruins. Seems the Espers smacked it around with a club called 'Destruction'. The Returners are, without any apparent reason, exposing themselves to the Empire now that it seems weakened. I'm sure they won't call the soldiers on you, sillies. Even Banon and Arvis are here. Banon will declare you mad for even bringing up the option of talking with Espers; clearly, they are barbarians whose bones are filled with violence and manslaughter. Looking at the path of destruction without discretion in their wake, it's hard to argue otherwise, however validated their anger may be. Entering the Imperial Magitek Research Facility will accomplish exactly nothing, as you can't. Entering the Imperial Palace, however, will get you an Imperial escort who will take you to the Emperor himself.
1.39: The Imperial Palace
Enemies: Sergeant, Imperial Elite, Mega Armor
Treasures: Alarm Earring, Ether,
Gale Hairpin, Holy Water, X-Potion
There are 24 soldiers to talk to. You have four minutes. Two hundred forty seconds. You will be rewarded for your behavior in the Palace; it starts here. You get a point for every soldier you talk to, and another five for every soldier you manage to convert. For maximum enjoyment and treasure, you'll want to talk to all of them (you can skip 3 of the passive ones without any penalty). Skip any treasure chests for now; you can get them a little while later when the seconds aren't of any importance.
Every normal trooper who wishes to fight you turns out to be a single Sergeant unit, and every Armored trooper that confronts you is a single Mega Armor.



If you die, you don't get a Game Over but you will find yourself out-battle after a red flash. You'll get the 1 point for talking to the soldier but not the 5 points for defeating the soldier. If you escape the battle by running, using Smoke Bombs or the Teleport Stone/

Walk right ahead and talk to the first four soldiers. Take a turn to the right (from your view). Ignore the first door for now; it houses Kefka, who talks too much and would expend a lot of your precious time. Go up the stairs and enter the door on this floor. In this room, you can talk to a soldier, a Special Forces unit, and a soldier in the bathroom. Get out of the room and go up the stairs. Here, you enter the balcony of the palace. You can talk to five soldiers here, and one soldier in the cabin on top (which you might recognize as the one from which Kefka released the Cranes) wants to fight you. Fight him (it's a single Sergeant) and press on. Enter the door to the other side of the little cabin on top.
In here, there's a wandering soldier. You should be at 14 by now. Go further down. Enter the first new door. There are four wandering soldiers below the soldier in the bed and one above. One of the four wants to fight you; do so. When you have talked to all in the room, enter the bathroom, where another soldier wants to fight you. You're on 21 now. Get out, ignore the next door (treasure only), and go out of the palace. There are two soldiers here and an Armored soldier who wants to fight; it's a Mega Armor now. Kill it and you have the final, 24th soldier.
Forty-four points maximum for this phase and then it's dinner time! At the great Banquet, where you'll hopefully settle matters with the Empire, you'll be repeatedly asked to fill gaps in the conversation. Your choice influences how much the Emperor likes you, and how much he'll reward you for showing up. It's like trying to hit on that hot girl at the bar, only with me showing you what works well and what will get you slapped in the face.
Gestahl: At last, we can all be together, sharing a meal at the same table! Let us make a toast! To what shall we raise our glasses?
Answer | Points |
---|---|
To the Empire. | 2 |
To the Returners. | 1 |
To our homelands. | 5 |
Answer | Points |
---|---|
Leave him in jail. | 5 |
Pardon him. | 1 |
Execute him. | 3 |
Answer | Points |
---|---|
What's done is done. | 1 |
That was inexcusable. | 5 |
Apologize again! | 3 |
Answer | Points |
---|---|
Was she an Imperial spy? | 1 |
Celes is one of us! | 5 |
We trust her whether she spied or not. | 3 |
Answer | Points |
---|---|
Why'd you start the war? | 2 |
Why do you want peace now? | 2 |
Why'd we have to talk to your men? | 2 |
Answer | Points |
---|---|
I still have a few things to ask. | * |
Okay. | 0 |
Answer | Points |
---|---|
They have gone a bit too far... | 5 |
You're the one who brought them here in the first place! | 2 |
Answer | Points |
---|---|
Why'd you start the war? | * |
Why do you want peace now? | * |
Why'd we have to talk to your men? | * |
Answer | Points |
---|---|
(Take a break.) | * |
(Keep talking.) | * |
Answer | Points |
---|---|
That you really want peace. | 3 |
That your war is truly over. | 5 |
That you're sorry. | 1 |
Answer | Points |
---|---|
Yes | 3 |
No | 0 |
And this is it.
49 points to earn at the Banquet. Plus 44, that's 93. Nice.
The negotiations were a success! You are to be dispatched, now employed of all things by the Empire of all governing bodies, to seek out the Espers who destroyed Vector. General Leo Christophe will accompany you. If you're done, Terra gets a solo mission... until Locke mixes himself in it again. That guy has a serious problem with being left behind, it seems. Locke and Terra will go to Crescent Island to search for the Espers. Congrats.
When you leave, an Imperial Elite unit will come up to you, and reward you for your troubles in the Palace, based on the number of points you earned in the walkabout and banquet scenes:
- Always: South Figaro is liberated. You gain nothing but your pride for it.
- 50-66: South Figaro is liberated. You gain nothing but your pride for it. Doma Castle is liberated. Some minor items and your pride. Things are looking up!
- 67-76: South Figaro is liberated. You gain nothing but your pride for it. Doma Castle is liberated. Some minor items and your pride. Things are looking up! The locked house in the Imperial Observation Post near the Cave to the Sealed Gate is opened. This is very nice.
- 77-90: South Figaro is liberated. You gain nothing but your pride for it. Doma Castle is liberated. Some minor items and your pride. Things are looking up! The locked house in the Imperial Observation Post near the Cave to the Sealed Gate is opened. This is very nice. You get a
Tintinnabulum from the Emperor! He likes you!
- 90-93: South Figaro is liberated. You gain nothing but your pride for it. Doma Castle is liberated. Some minor items and your pride. Things are looking up! The locked house in the Imperial Observation Post near the Cave to the Sealed Gate is opened. This is very nice. You get a
Tintinnabulum from the Emperor! He likes you! You get a
Ward Bangle from the Imperial Elite unit you are talking to! He wants to have your man-babies! Run like the wind!
Well then, if you'll excuse me...
As soon as you have your new Locke/Terra combo (something probably not seen since you tried to locate Figaro Castle in the desert south of Narshe), you'll notice that you have received the items all other characters were equipped with. That's nice. Don't you hate when games don't do that for you? For equipment, I'd advise something like this:
Terra:








Locke






Roaming the Imperial Palace, you can now find the things you skipped earlier in your rush to be helpful for the Empire. They're hard to miss, and include an


1.40: Departing from Albrook
Treasures: 8000 Gil, 13000 Gil, 20000 Gil, Alarm Earring,
Angel Ring,
Angel Wings, Elixir x2,
Flametongue,
Hermes Sandals, Hi-Ether,
Reflect Ring, X-Potion, Teleport Stone
Anyway, the real new treasure lies in the Imperial Base at the Cave to the Sealed Gate. Enter the house, and prepare to be stumped; the Empire has made a great gesture of good will with this gift. The chests here include: An X-Potion, an






If you want to, you can go and visit Tzen and Maranda; there's really nothing for you there, but you can see how both towns have been abandoned by the oppressive Imperial forces, and how glad everybody is that the war is finally over.
At any rate, as soon as you can get to Albrook, you'll find the entry to the port open. You immediately appear next to two crates, one of which contains a Teleport Stone. General Leo is discussing with subordinates here; he tells you to go and take a rest at the Inn, but not before 'introducing' you to two 'strangers': The first is Shadow, while the second another general of the Empire, General Celes Chere. Locke spazzes out and Celes runs off. You can bask in Shadow's idea of humor for a while before acknowledging Leo has made arrangements, and you can rest at the Inn free.
If you ignored Shadow both with Sabin and in Kohlingen (weird, but possible!), this is the first time you'll meet him. So as opposed to 'friendly' banter, he'll mention giving Interceptor a run out before the boat leaves port. Resting at the Inn will trigger a sad cutscene in which Locke and Celes exchange their names and offer charged silences to each other.
When morning comes, the freighter takes off for its overnight trip. Events transpire under the stars! When the morning comes, everybody is already awake. You can learn from the soldiers that rumors say magic still exists on Crescent Island – must be folly - and you can talk to Leo for your mission briefing. General Celes and General Leo will try to gain information, while Terra, Locke, and Shadow are dispatched by themselves. There's a town to the north called Thamasa, so it might be a good idea to try to learn something there.
1.41: Crescent Island and Thamasa
Grasslands |
||
---|---|---|
6/16 |
1 |
|
1 | ||
5/16 |
1 | |
5/16 |
2 |
Forest |
||
---|---|---|
6/16 |
3 | |
5/16 |
1 | |
5/16 |
1 |
|
2 |
Enemies: Briareus, Devourer, Chimera
Treasures: Echo Screen, Eye Drops, Gold Needle, Green Cherry, Phoenix Down
Lore: Aqua Breath


The monsters here are pretty interesting. The only one you need to worry about right now is Briareus. As you don't need to go through the forest, but you might want to, so I'll take a look at the forest beasts too. Briareus are turtle-like monsters that only attack physically. I've mentioned them earlier for their rare

Devourer, to me, stand out because of their overwhelming usefulness with Rage-centered single-character challenge games. Devourer is one of the two monsters that combine a Special with one-hit KO protection on Gau, which is very nice. As opponents, they stand out for their great physical defense (auto-Protect) and the fact they occasionally employ Ultros' Tentacle attack, which makes them the only random encounter monsters to use it. Tentacle is a very strong attack, so take out Devourer as soon as possible.
Crescent Island's Magnum Monster is Chimera. They have a lot of HP, are invulnerable to all prominent status effects, and torment the party with magical multi-target attacks, which include




In short, if you act quickly with Chimera around (he'll always take at least one turn before he employs a magical attack),

As soon as you enter Thamasa, you'll notice strange things going on. There's an unfriendly atmosphere, and the Innkeeper charges insane amounts of money (well, 1500 Gil a night is very expensive!). But hey, at least the shops are open now! Also, five free items are lying around town: There's an Echo Screen in the top barrel next to the mayor's house, a Green Cherry in the barrel next to Strago's house, a Gold Needle in the bottom barrel near the Relic shop, an Eye Drops in the middle barrel near the Item shop, and a Phoenix Down in the upper barrel next to the Inn.
The Armor Shop is open! You can finally buy your




The Weapon Shop is also open. Rods for sale now? Such folly. I suggest you buy an



There's nothing new or particularly fancy in the Item or Relic shops.
Someone advises you to talk to the old man who lives on the edge of town. It's to the northeast of the plaza. In here, you'll meet a strange man indeed... his name is Strago Magus, and he's with his lovely adopted granddaughter Relm Arrowny. While Strago is explaining to you that he has no idea whatsoever what Espers are (even though he's supposed to be the expert in town), Relm barges in and asks if they can 'use magic too.' How odd! How terribly, terribly odd! Relm is not only not attacked by Interceptor, but actually seems to be befriended by him. Disappointed yet suspicious, you leave the house. Around town, odd things happen. Behind Strago's house you can interrupt what appears as a

Important note: Before you take your nap, de-equip Shadow of his equipment, Relics and most importantly, of his Esper. All set? Good. If you don't do this, he'll take it all with him when he goes, not to be seen for a while.
In the middle of the night: Panic! Strago wakes you up as he needs your help; Relm is trapped inside the mansion, and it's on fire! It's getting progressively worse. You go with the old man, while Shadow stays behind. This isn't what he is paid to do, so he doesn't do it. Outside, Strago shows you exactly what you've been 'suspecting' so far. He tries to use magic to calm the flames. The entire population of Thamasa tries to use magic to calm the flames. They fail. Strago goes in, and you rush after him. This all makes sense, as if all else fails, try to stab the flames with your weapons. It'll do some good.
1.42: The Burning Mansion
Enemies: Grenade, Balloon, Flame Eater
Lore: Self-Destruct
Preparation: You have a new party member: Strago. He's a mage, but in this dungeon, he'd do well to preserve MP, as his magical skills are grossly overkill. I suggest you equip him with an








A bit of tactical information regarding your future use of Strago. Strago is the FF VI Blue Mage. His special skill is called Lore, with which he can use several monster attacks. Right now, he knows



All the roaming flames here indicate flame monsters: Balloon. Letting them touch you means either a battle with three Balloons, or a battle with six Balloons. Balloons rarely use






You can either use the Confuse spell,




The first two rooms are straightforward. The third room has two doors standing next to each other. The left one opens to expose four flames leaping out, catching you in a four- headed Balloon monster formation that is a fixed Pincer attack. This happens every time you try to enter the door. The right one allows you to continue. In this room, two more doors: The right door takes you to a room with a chest in it containing a


The next room is simply a hallway. It opens into the largest room of the house, where the source of the blaze is located. If you take one step into the room, it will attack you. Equipping





1.43: The Espers Gather
Caves |
||
---|---|---|
6/16 |
1 |
|
2 | ||
5/16 |
2 | |
5/16 |
5 |
Slopes |
||
---|---|---|
6/16 |
2 | |
5/16 |
1 |
|
2 | ||
5/16 |
3 |
Enemies: Bonnacon, Land Grillon, Adamankary, Mandrake, Venobennu, Ultros
Treasures: Chocobo Suit,
Healing Rod,
Tabby Suit, X-Potion
Lore: White Wind
As soon as Strago mentions that the mountains to the west might be worth a look, Shadow takes off. It seems that he will 'search for the Espers his own way.' You shouldn't forget that despite the fact Shadow has fought alongside of you, he is a moral-deficient individual, employed by the Empire, whose interests are still rather questionable. He's breaking a direct order for no apparent reason. Highly suspicious. Also highly obnoxious for strategic consistency.
With Strago in your party, you get the new mission of finding Espers in the mountains. Nice. Relm offered to join, but despite her prominent naming screen, was refused entry into the party, which even has a free spot for her. Obviously we'll never see her again.
There's a Relic hidden in Strago's house on the second floor: Hidden in the bulge in the left wall, it's near the small table with the two chairs surrounding it. This Relic, the

When you're done, take a nice and uneventful nap at the Inn and head out to the mountains. Thus, a typical Byronian hero accompanies the half-Esper magical prodigy and the elderly sage in search of immensely powerful beings. Glad to know we're back on track with traditional storytelling in the Western heritage. If we find the powers we seek, we can get the peace the Returners have fought so hard for. Maybe. Start by making sure your equipment and Espers are comfortable. It isn't a bad idea to summon



There are five entirely new monsters roaming these mountains, two in the caves and three on the slopes.
Bonnacon is a palette swap, and any resembling an Urok can be nothing but very, very weak. An


On the slopes, you'll find a brilliant new enemy called Venobennu. They attack physically only, having a small chance of trying to poison you with !Featherdust. After they've taken three turns, they'll use



Also, check out the Land Grillon. Remember Nettlehopper? Remember Grasswyrm? I'm sure you don't, as both are dull as heck. Land Grillon have a more diverse color pattern, but fail to impress on all other levels.
Mandrakes are without a doubt the most dangerous creatures this mountain has to offer. The Anthology Bestiary says their vines are made out of metal, but that's not important right now. Every second turn, they may use !Stonetouch, which sets Petrify to the poor fool that suffers it. The Invisible status, a




The entrance of the mountains lies north of the forest here. The entrance wasn't here before, if you were wondering, so you haven't been missing anything. The first room houses a chest with a







The cave opening to the north and left will just link to each other, so take the right one (to the right). You'll see a quick 'unrecognizable' red flash dash from the corner of your eye, but that's just foreshadowing being a jerk.
In the slopes here, you can find Venobennu monsters. You'll want to meet them at least once to learn





If you cross these slopes and enter a new cave, you see the red movement again. What's with your eyes these days? The new cave can be easily passed through; you see a lot of broken pathways here, but you can't reach them anyway. The next room houses three golden statues. Strago will freak out when he sees them and begin to explain. Remember when Kefka talked about reviving the Statues, and how fun he thought that was going to be? Better learn about them, then. These golden icons are mere representations of the real Warring Triad, and even these shimmer with power. Strago muses that perhaps the Espers came here to bask in this power so familiar to them (and obviously, this is where it's said the Espers were created all this time ago). There is a message inscribed in the bases of the statues that explains much more of why they're important.
As soon as you intend to leave, a familiar octopod crashes the party. It's Ultros. Laugh or die. He mentions something about Siegfried (calls him 'big brother' in the Japanese version), throws a semi-smart retort to Locke's comment (he jumped at him a little bit too, it seems that Locke has become his personal nemesis since they met on stage), and attacks you.
Ultros Bestiary #299 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 25 | 22000 | 750 | 3 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
22 | 7 | 0 | 95 | 155 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Dried Meat | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Strategy | ||||||
Ultros isn't very hard this time around. He starts the battle off with the message "Thought you wouldn't see me again? I've got more lives than I do arms!" He'll normally use Attack, !Ink, Stone, and Tentacle. After every minute of battle, he'll use Hailstone, a percentage-based attack that removes 75% of your current HP. Every other turn, he'll start by taking a little slither in your direction. Once he has slithered eight times, he uses a particularly nasty spell: Either ![]() ![]() When Ultros reaches the low grounds of mere 15360 HP, he'll cast ![]() ![]() ![]() ![]() ![]() As soon as you bring Ultros down to 10240 HP, a cutscene will trigger to bring in Relm. She'll chat with Ultros, and some moments later - after the obviously hi-la-rious cutscene has passed - will join you on your side against Ultros. If you use her Sketch ability on him, Ultros will say: "How can this be? I'm just a...washed-up old octopus?" and leave. The strategy is pretty straightforward. I wouldn't bother with offensive spells whatsoever if I were you (other than two ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Even if Relm never shows up in-battle, she'll still take all the credit for the victory. Kids these days. Relm's ability is Sketch, and I dare say it's the worst ability in the game. Right now, I suggest you give Relm an Esper to teach her a good spell pronto.















She also comes equipped with a

The next room contains a Save Point and three tiles that look like they might cave in underneath you. These cave in underneath you. The top one takes you to a place in the broken walking bridge maze; here you can head to the slopes and find two nice pieces of equipment: The


The Espers have indeed gathered in this mountain, and they don't look too friendly. They've stopped Strago and Relm from leaving and are slowly surrounding you. Even though they have the plot power to wipe three members of your party from this world like excrement from a boot, you still prepare for battle; until an Esper who once discovered Terra's mother face-down near the entrance of the Esper World, and who we know based on the game's lore to have once been human herself, recognizes the power within Terra and saves the day. It's Yura.
The Espers are talking peace and non-carnage now. The Espers were gathering near the Sealed Gate, plotting how to rescue their captured comrades. It took them eighteen bloody years; way to go, champs. Just at that time, in a great coincidence, Terra called out to the Espers and, according to Yura, it was her who opened the gate. As we knew from Terra herself, Espers in our world tend to go absolutely off-the-wall crazy, and that's what happened to Yura and his merry friends. And now they're here, feeling sorry about all that.
1.44: Epilogue
Epilogue time! Every conflict has been resolved, the war is over, the Espers have been calmed down, everybody is happy. Leo and Yura apologize like two lovers after an argument, and Locke makes a light-hearted innuendo about Celes. Everybody smiley face. The End.Or is it? Kefka appears. How is this possible? Isn't he stuck in jail? Did he escape? Or... was he released? Is everybody safe? Within seconds, Kefka has sent Magitek Armors on you that have knocked down all your party members, killed three Espers, knocked Leo out cold, and caused general unhappiness. During the conversation between Kefka and Leo, it becomes clear that the Empire has set you up. When Shadow heard you mentioning the Espers being at the Eastern Mountains, he most likely reported to the Emperor, who sent Kefka and a Magitek Armor division to Thamasa as soon as possible. Who knows what he has done to your friends in the meantime.
You wake up as Leo Christophe. Leo can't leave town, as where ever he ventures, the Guardian will attack him, leaving him no choice but to turn back. Houses are all empty (though you can just shop away; it's like a Wal-mart policy). You *can* pick up the

Leo has awesome equipment and has quite a high level. The Emperor called him his greatest warrior; it shows. Due to the


This time Kefka uses several attacks, including Attack,




All in all, a rotten day. You leave Interceptor behind in Thamasa.
1.45: Airship Exploitation II: More Airship, More Exploitation
Treasures: Elixir, Hi-Ether, Hi-Potion, Phoenix Down, Prayer Beads, X-Potion
Lore: Doom,
Dischord,
Lv. 3 Confuse,
Lv. 4 Flare,
Lv. 5 Death,
Transfusion,
Roulette,
Traveler
Change to a party without Strago in it, and head back into Thamasa. You can find Gungho, an old acquaintance of Strago, near the Inn. The man does little but call Strago a 'monumental coward'. Ouch. The dialogue expands if you go back in with Strago. Anyhow, you're back airborne now and I'm sure you're simply dying to stop the Emperor from doing nasty things with the Warring Triad, but there's no rush (he'll wait!), and there are quite a few things to do first.
The world is now barren of Imperial activity. Vector and the Imperial Palace are completely deserted, and there are no soldiers in Albrook anymore. Albrook is rather overshadowed at the moment, as the Floating Continent is right above it. I don't see why they would want to linger there; if I had a floating landmass the size of Belgium floating over my head, I think I'd high-tail it to Germany before long.
Lores!
For now, how about a few Lores? I'll explain how to get as many Lores as you can at this point of the game:Doom
- Rummage around on the Veldt until Gau encounters and Leaps a Zombie Dragon. When you get Gau back, have him Rage Zombie Dragon. His special attack is
Doom, and Strago will learn it if he's paying attention.
Doom sets a timer over the target's head and uses an automatic unblockable
Death spell if the timer runs out. Monsters can be immune to both
Doom and (Instant) Death, mind. Rather useless.
Dischord
- Meet either a Chaser or a Satellite on the Veldt. Satellite will *always* use
Dischord after he's taken nine turns, Chaser will use it randomly.
Dischord is an attack that halves the target's level. If the target is immune to one-hit KO,
Dischord will fail. The best use of
Dischord lies in stealing; lowering an opponent's level increases your chances of stealing.
Lv. 3 Confuse
- Try to meet up with a Trapper (the hanging robots from the IMRF, remember). They will randomly and happily use
Lv. 3 Confuse. If Gau already learned the Trapper Rage, Strago can learn it from the feisty kid.
Lv. 4 Flare
- It's like with
Lv. 3 Confuse, only you need to make sure that
Lv. 4 Flare doesn't kill your entire party.
Lv. 5 Death
- Trappers, Trappers, Trappers, Trappers. And waiting.
Transfusion
- Make sure you have encountered at least one Intangir, and go Rage-hunting on the Veldt. When Gau learns the Intangir Rage, he can execute it to use
Transfusion. Strago will learn it, although I can't see a use for it whatsoever.
Roulette
- Make sure you have Relm in your party for this one. Try to find Onion Knight enemies on the Veldt. If you Sketch one, there's a 75% chance it will cast
Roulette. Strago can watch and learn.
Roulette's animation causes the cursor to spin around. You know, as if you had a broken controller. If you hit the action button, it'll slow down and deliver an unblockable
Death spell (though targets immune to one-hit KO still survive the attack). I'm sure you could get
Roulette targeting down to a science, but it's not really worth it.
Traveler
- Fly over to South Figaro. You can take a walk there and enjoy the freedom of the town for a moment, but the real treat lies just outside of its borders. Unseelie, when confused, will somehow while drooling and flailing their arms around and being generally amusing to look at use the
Traveler attack.
Traveler is a brilliant attack with fixed damage. It's non-elemental, barrier-piercing, and the direct output of a simple mathematical formula. The damage you deal is created by the number of steps your party has taken divided by 32; the MP it costs is calculated by the number of minutes you've played divided by 30.
In case you were wondering, whenever monsters use this attack they use your party's amount of steps for it. That's hardly fair. It's like tax money, only they use it to spy on you rather than help your poor family members through the winter. Er, wait, I suppose tax money does both of those things now. Rewrite: It's like tax money!
New Rages!
New monsters you'll want to Leap include Antares and Outcast. Below is the old list of monsters you're still interested in.Enemy | Attack | Status Changes | |
---|---|---|---|
![]() | Inherent Float | ||
![]() | Absorbs Water | !Numb (Stop) | |
Blaze | Absorbs Lightning, Inherent Float, Undead | ||
Will o' the Wisp | Absorbs Poison, Undead | ||
!Cat Scratch | |||
Wind Slash | |||
Fireball | Inherent Float | ||
Snare | |||
Inherent Protect | |||
One-Hit KO protection | |||
Sonic Boom | Inherent Float, One-Hit KO Protection | ||
Blaze | Absorbs Fire, Inherent Float | ||
![]() | Inherent Darkness | ||
Gigavolt | Inherent Float | !Sleep Stinger | Inherent Float |
![]() | |||
Magnitude 8 | |||
![]() | |||
![]() | lots of status immunities, one-hit KO protection | ||
![]() | Inherent Protect | ||
Inherent Haste | |||
Reraise | Inherent Protect, one-hit KO protection | ||
Cyclonic | |||
Transfusion | Inherent Invisible, Protect, Shell, Haste, Regen and Float* | ||
Magnitude 8 | Absorbs Fire | ||
Lifeshaver | Absorbs Fire and Poison, Inherent Float, Undead |
*You'll have to prevent the casting of the self-destructive Transfusion attack with Silence before Gau initializes the Rage.
Doma!
Off to Doma Castle! Doma Castle was occupied all this time, but Gestahl opened it up to you back when he was pretending to play nicely. Doma Castle has generally little and valueless treasure for you. You can find a Hi-Ether, an Elixir in the alarm clock in a bedroom, an X-Potion in the room Cyan found his dead wife and son in, and, when you go outside on one of the walls, you can find a little room with a Phoenix Down and some



That'll do for now. Back to our regularly-scheduled heroism.
1.46: Preparation for the Floating Continent
Now, I'm going to have to give you a small spoiler, as otherwise I'd be constantly busy with trying to get you to do things while I can't explain why they're particularly useful. Here we go: After the next dungeon, you will not be able to travel the whole world anymore for a while. So, if there are things you have yet to do - obtaining Water Harmony, meeting some snazzy, elusive monsters, buying more weaponry - this is the time. Stock up on Phoenix Downs, as they're always useful. I specifically want you to have four sets of

I'd like to direct you to Kohlingen now, as I want you to buy a good amount of Ninja tools. Maybe 40




If you've been a good boy so far, check out the Bestiary under the Config menu option. Having followed this walkthrough, you should have filled the Bestiary for 33%, possessing a solid block of exposed monsters from 1 (Guard) to 103 (Venobennu). When you're done with whatever you want to do, go to the Floating Continent.
Let's see here. As replacement for the Espers you stole from their Facility in Vector, the Empire has obtained a lot of new Magicite. Before long, this might be a real problem. The more pressing issue at the moment, however, is the fact that Gestahl is up there on his cozy Floating Island, with the power of three ancient gods at his disposal. He doesn't need Magicite, Magitek Armor, or honorable generals. As soon as you become an actual inconvenience, he need only wish for your demise in order to make it be so. Eh, we can always try to stop him anyway. We've got an albino who throws coins.
Which is not necessarily to say you need Setzer. Whom, then, to bring to the Floating Continent? It's hard to give proper advice concerning your party for the next round. First off, you can only take three - that seems weird, doesn't it? Second off, your ability to make it through the majority of the dungeon with ease is largely dependent on your Magic skills; the more prepared (especially with effect magic) the better. A few pointers (not at all meant to discuss every character):
- Terra is a person who relies on Magic. When properly equipped, she can always make herself known on the battlefield. Plus, she has the uncanny ability to go into Rambo mode when she's in Trance. Definitely a solid contender, especially in boss battles.
- Celes is, like Terra, a character who is decent in the dungeon and very good against the boss fights. Her Runic ability really helps at some points in the next dungeon, but as she is forced into your party at some point later in the dungeon anyway, bringing Celes means that you'll have to go through (an admittedly easy) part of the dungeon with only three characters rather than four.
- Cyan, as always, should stay behind. He tended to be subpar up until this point, and now he's just plain bad. He would have a shining moment in the battle against the Imperial Air Force, as his
Kazekiri blades make for great Wind Slash spammers, but after that, it's a never-ending road of pain and misery. He can't even equip
Gaia Gear.
- Edgar can't equip
Gaia Gear either, but he makes up for it with his
Noiseblaster. A lot of opponents on the Floating Continent can be easily subdued with this Tool, including the source of Lifeshaver. Though chances are you might still get hit by the attack, it's not quite disastrous enough to warrant that much caution. Though full party
Gaia Gear is nice and allows you to have Gau Rage Litwor Chicken for full-party healing, Edgar's multi-target Confusion move definitely isn't a bad idea.
- Mog reigns supreme over all characters, especially if you waited until now to pick him up and he's five levels above you. Make sure to allow him to learn at least
Siren's spells to start with, though.
- Should you take Mog, I would advise against Gau, as you don't want to lose control over two characters in the same party. His Rage ability makes for an unnecessary random factor anyway.
- Locke is rather weak, a guy who needs dual
Hawkeyes and a
Gigas Glove if he's going to leave a mark. Fact of the matter is, though, the next dungeon contains a monster with a rare
Genji Glove steal, something some people go absolutely wild for. And no, you won't find them anywhere else.
It's really just a matter of preference. If pressed, I'd go for a Mog/Terra/Locke party, but that's assuming they know some spells. It's up to you.
Equipping the characters kind of depends on which you choose to take, but you'll work that out as you create the party of three. Note that








Terra:






Locke:






Edgar:






Sabin:






Cyan:






Gau: Empty,





Celes:






Setzer:






Mog:






Strago:






Relm:






If you're all properly equipped, let's roll.
1.47: The Airborne Approach
Enemies: Sky Armor, Spitfire, Typhon, Ultros, Air Force, Laser Gun, Missile Bay, Bit
Uh-oh!It's the Imperial air force!
They've got us surrounded!
We're going to have to engage them!
So it seems you still haven't gone through every last one of the Imperial soldiers just yet. Lovely. You'll have to fight four battles in succession now. Each battle can either consist of a single Spitfire and a single Sky Armor, or a Spitfire and two Sky Armors. It's always a forced pincer, but that's okay, as they have little damaging physical attacks to take advantage of it with. In between, you have a bit of time to use Items and whatnot. Then, you'll notice how "There's something strange up ahead! It's coming this way!" You have to fight two additional battles against the IAF like this. After the third, Ultros hops off that, well, whatever it is that he approaches you on. He just has an unshakeable talent for making one want to tear him a new one. Sky Armors are the weaker of the two. Normally, they simply use Magitek Laser or !Reverse Thruster, but if one is alone, it might even consider firing a Missile or two. Spitfires are the scourge of the low-level player. Every turn, he has a 33% chance of using Absolute 0, a multi-target Ice-elemental attack. If he's alone, he has a 33% of using Diffractive Laser, a multi-target Lightning-elemental attack that is about half as effective as Absolute 0 is, so I don't know what's up with that.
The strategy is very simple. If Strago has access to





It's worthy of note that the Spitfire, the proud top model of the Imperial Air Force, is not Floating. And we figured those Wyvern were bad. Ugh.
"No, really! This is our last battle! Honest!"
Typhon Bestiary #300 |
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 | |||||
Ultros Bestiary #301 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 26 | 17000 | 8000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
10 | 3 | 0 | 20 | 10 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Dried Meat | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
Ultros is an absolute joke this time, with a very simple script and weak stats. He has three attacks: Attack, !Octopus Ink, and Tentacle, so we're back to basics. If he reaches 12800 HP - that's about 5000 damage, something a ![]() ![]() Typhon is nothing to worry about either. His attacks are unassuming, his stats fairly weak: Attack and Fireball are past their prime. When he dies, he'll use a final Snort attack on everybody. Gezondheid! Strategy? Psh. Summoning ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Typhon sneezed you off the ship! And if he didn't, you probably tripped after completing that obscene victory dance of


Laser Gun Bestiary #303 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 24 | 3300 | 335 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
12 | 9 | 0 | 130 | 140 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: X-Ether | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Missile Bay Bestiary #304 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 25 | 3000 | 7000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
12 | 8 | 0 | 135 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Bit Bestiary #305 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 25 | 420 | 285 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
12 | 10 | 0 | 230 | 160 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Air Force Bestiary #302 |
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 Missile Bay (the dark red part below Air Force). In the SNES game, the Missile Bay was light grey like the Laser Gun. Why they decided to change *that* of all things will forever be a mystery. Missile Bay 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 Magitek Laser and Atomic Rays. If it hits 1536 HP – after taking 1764 HP damage - it loses the Atomic Rays option, but gains Diffractive Laser, which is slightly weaker than Atomic Rays. Air Force itself will just use Magitek Laser and Diffractive Laser. When Laser Gun dies, a Bit will be released. Bit 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 Bit will leave the battlefield and Air Force will use Wave Cannon, 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 Wave Cannon, Air Force will launch another Bit and start counting again. The first thing on your mind is taking out Missile Bay. If you have Locke in the party, try to Steal for as long as he's around; Missile Bay 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 Bit 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 Missile Bay, use your speed-reducing grey magic on Laser Gun and focus all spells on Air Force. No Bit, no Wave Cannon, no fuss. Expand Full Strategy | ||||||
You'll get a

1.48: The Floating Continent
Floating Continent |
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---|---|---|
10/64 |
2 | |
10/64 |
2 |
|
1 |
||
1 | ||
6/64 |
1 | |
6/64 |
1 |
|
2 | ||
5/64 |
1 | |
5/64 |
1 |
|
2 | ||
5/64 |
1 | |
5/64 |
3 | |
5/64 |
3 | |
5/64 |
3 | |
1/64 |
2 | |
1/64 |
2 |
|
1 |
Enemies: Brainpan, Misfit, Apocrypha, Dragon, Platinum Dragon, Behemoth, Ninja
Treasures: Beret,
Murasame, Monster-in-a-box (Gigantos)
Lore: Lv. 3 Confuse,
Lv. 4 Flare,
Lv. 5 Death,
1000 Needles
Shadow is waiting for you. Although to the untrained eye, it seems like Shadow is more or less 'severely wounded and unable to go anywhere else' rather than 'tricking you with awesome ninjutsu skills of yore.' At any rate, Shadow bears a personal grudge against the Empire, and goes with you to get his revenge. You also notice that Shadow can equip the

Equip





You've met a Ninja earlier, in the Cave to the Sealed Gate. What goes down now is the same as what went down then. They use one of the three ninjutsu Scrolls and very rarely use a normal Attack. Lightning-elemental attacks get them very quickly, as do one-hit KO attacks. You can



Apocrypha are odd little demon-buggers who attack physically only, until there's only one left. A lone Apocrypha will counter any damage received with






Behemoths are legendary Final Fantasy monsters, and in this dungeon they may just be the most dangerous monsters you can encounter, especially due to the fact that they can appear in tandem. This means two Behemoths in one fight, for those of limited vocabulary. They tend to use physical attacks, but their Special !Beatdown is very strong. If they are alone (which they often are), they'll counter any damage you do with a 66% chance at countering with !Beatdown. Luckily, you can use Petrification and other one-hit KO attacks to go around this. They're weak to Ice, but while



If you are forced to fight them head-on, you're in slightly more trouble, but it still can be done with relative ease. If you have




Brainpan monsters are bloody annoying. They randomly Stop one of your characters with !Smirk, and when they are alone, they will use



Dragons are even more dangerous than Behemoths, when left unattended. They're also very famous for being the only source of







Misfits are Outcast palette swaps, and are, once again, un-Silencable bastards that use Lifeshaver. Luckily, at this point, you should be fully clothed in




Platinum Dragon is the last random encounter monster we'll see in this dungeon. Imagine Wyvern, Floating, with a very high amount of Defense. That's basically it. The trick to defeating them easily is turning them on each other.



Pick up Shadow, and after some "I am not worthy" dialogue he will join your party for the time being. Note that bringing Shadow along is entirely optional, although not bringing him is just not very smart.
Walk to the right, and a passageway will automatically open for you. This is a theme in the dungeon; a lot of passageways will open or have to be opened. Walk on and you'll open another passage. Now, you'll come across a blue orb to the north of you; these are the Floating Continent's version of chests. Open it for the


Now, you'll encounter again what seems like a dead end. To the north, a stairway will open into a bulge in the landscape, and to the south, one will open towards a blue orb if you approach it. You'll want to grab the blue orb first, but not until after you've finished at least one battle and have summoned

1.49: The Floating Continent Continued: Evil Approaches
Enemies: Brainpan, Misfit, Apocrypha, Dragon, Platinum Dragon, Behemoth, Ninja, Gigantos, Ultima Weapon
Gigantos Bestiary #306 |
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 | ||||||
Potion, Potion, Potion, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 32/256 Success Rate | ||||||
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. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Now, enter the bulge, which will swallow you and deliver you at another point in the dungeon. Go down and you'll come across an odd stone that you need to stand on to proceed. The landmass will expand, allowing you to cross where your path was previously impeded. Just walk over to the other side of this part, as there's only one way that gets you anywhere (another bulge you'll need to enter). This bulge delivers you into a crossroads, where you must choose from two new bulges. The right one takes you nowhere, so the left one it is.
The new delivery point immediately features a new stone to step on, so do that. It lowers some part in front of you, but you can't reach that now. Instead, go back and find the other stone waiting for you. You'll need to activate the obvious stepping-stone for another obvious obstacle; continue to reach the lowered part. Walk on and on, to the left, down, right and then northwards until you reach yet another stepping-stone. It'll reveal a familiar bulge, but before you enter it, you should go down the stairway below in order to find a Save Point and the blue orb to the right of it, which contains a



You'll be asked if you want to return to the Blackjack now. There's no real reason to unless you're really out of resources, as at this point, you've almost completed the dungeon, and should you return to the Blackjack and fly up to the Floating Continent again, you'll have to do the entire dungeon again. Plus, Shadow will remain here and won't rejoin to your party until you return to the floating continent, where he will be waiting in the same spot as when you first found him there (although he will be brooding rather than suffering face-down). If you do decide to hop off, remember that Shadow will take the equipment and Esper he has on him with him.
Pressing on opens another pathway, where a beast is waiting for you. A beast created long, long ago, during the War of the Magi. A beast of mass destruction. A beast of pure power. Ultima Weapon. Before you fight him, have somebody cast Float on those in your team that lack



Ultima Weapon Bestiary #307 |
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 | ||||||
Ultima Weapon 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. Ultima Weapon 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, Ultima Weapon will get even stronger. The message "Focusing energy" will appear, and Ultima Weapon 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 Ultima Weapon 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 Harmony, 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 Flurry out-damages Fang, so try to have other characters attack while you wait for Flurry to load. It might be safer, if you're less experienced, to simply stick to Fang 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 ( ![]() ![]() ![]() ![]() ![]() | ||||||
After Ultima Weapon has been defeated, you get an Elixir for beating him. Shadow will leave you, and it will only take you five steps to come face to face with Emperor Gestahl and Kefka.
1.50: Kefka's Ascension and the Escape from the Floating Continent
Floating Continent (Escape) |
||
---|---|---|
1 |
Treasures: Elixir
Before your eyes, Gestahl absorbs more and more of the power of the Warring Triad. Celes will arrive if you didn't bring her, and in both cases, she will be spared from Gestahl's paralyzing spell, as Gestahl has an offer to make. Even after all this time collaborating with the Returners, he is still willing to allow her to return to his side. It certainly looks like the winning party, but Celes decides differently.Celes uses the sword given to her to stab Kefka. The desired effect (death) does not take place, however. Kefka, in a fit of rage, rushes into the field in the middle of the Goddesses and commands them to give him power. Nothing happens. Kefka repeats the statement. The Warring Triad glows a little, about as enthusiastic about the job as a McDonald's employee on a Monday. Gestahl starts shouting about actually reviving the statues; according to Gestahl, reviving is bad. It was Kefka's plan all along though, so what gives?
It's at this point that Gestahl realizes that he cannot have Kefka around; his practical use is over now that Gestahl has everything he lusted for, and the man is simply unstable. But when Gestahl tries to use the awesome power the Warring Triad has bestowed upon him, nothing happens. The field of the Warring Triad absorbs all Magic sent their way (even

Suddenly, Shadow arrives! Eager to deliver a payback from getting back-stabbed (and maybe even feeling guilty of being the tool of the Empire), he rushes in and traps Kefka between the field of the Statues. The paralyzing spell on your party members is lifted, and it's time to run – even if that means doing so without Shadow. You have six minutes, 6:00, to get off the Floating Continent. Goddess energy takes on the form of monsters (naturally), and you have to plow through these newly-born entities to reach the end (which is also the landing point of a particularly big sparkle, AKA a particularly powerful new creature).
You're still covered in



Naude enemies are a pain because they take time to defeat and you can't run from them. They're about wasting time, and they're fairly good at it. Their attacks include Attack, !Hit,



Since Celes is a mandatory character and she'll be above level 14 unless you were really going for an low-level game, she'll know




Walk on, and the ground will crack underneath you. You'll make a surprised jump before being allowed to continue. Behind you, the part you just walked on falls off. Dangerous stuff, this dungeon! Walk on, another crack, another part breaks off behind you. Walk on. Another crack. If you go to the featureless part below you now, a small part will come off. You'll want to press on, though. You now reach for a small plateau with a blue orb on it, but when you get near it the ground cracks beneath you. Should you now simply continue, the part with the blue orb you'll need to reach will fall off. Go around the gap here so you can grab the treasure: An Elixir. Now you'll see the big sparkle: Head over to it and prepare yourself.
Nelapa Bestiary #308 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 26 | 2800 | 280 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
11 | 10 | 0 | 105 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
The big sparkle's name is Nelapa. He gets 10 out of 10 for style, but minus one billion for good thinking. I mean, here you are, with a timer quickening your pace, and he thinks it's a good idea to cast ![]() Sillier yet, the battle with Nelapa (or a Naude) will automatically terminate as soon as the global timer hits 0:04 seconds; enough time to dive from the Floating Continent to "safety". What was the point of the timer in the first place? 0:04 isn't enough time to wait for that special someone, though... Anyway, after the pompous chatter and casting ![]() ![]() ![]() ![]() ![]() ![]() ![]() Anyway, back to not insulting this guy into submission (although you could). He's weak to Lightning and Ice and Holy. He's also Floating. Just make sure you keep in the back of your mind this guy is inherently Reflective, which means you'll need to resort to your skills and summon attacks. There are literally hundreds of ways to off this guy, and they're all very easy. Gau's Mu Rage can enSnare him for a one-hit KO, as can a fatal ![]() ![]() ![]() Just use your strongest attacks, be it Gigavolt, or Aura Cannon, or Diamond Dust, or what have you. Nelapa has 2800 HP. That's it. If you played your cards right, you were doing 2800 in one attack back there against Ultima Weapon. Pushover. Expand Full Strategy | ||||||
Once you've beaten Nelapa, you can walk over to the edge and the Blackjack will appear under you. What's your choice, jump or wait?! If you choose to jump, the entire Floating Continent will come crashing down with Shadow on it and you will never, ever see him again. If you choose to wait, you'll do nothing and you'll get the choices again every time you walk up the ledge. You'll want to keep standing there. He might still show up! And he does: Once the timer hits 0:04 Shadow will appear, make a smart remark in the middle of the Tempest of Destruction and Doom you find yourself in, and will jump down on the Blackjack with you. If you were goofing off in the menu during 0:04 he still appears if you get out of it between 0:04 and 0:01, but if you wait until time runs out you're just going down. Quite frankly, if that's the case, you deserved it.
So, Shadow was going to sacrifice himself to save the planet. However:
- He doesn't sacrifice himself.
- The planet isn't saved.
Zero for two, there, pal.
In the next cutscene a lot of bad things happen. Congratulations. Things haven't been going our way lately: You try to rally in the Esper troops from behind the Sealed Gate, they go on a murderous rampage; you try to talk peacefully to them, and instead you inadvertently deliver them straight to Kefka; you try to stop Gestahl, you end up destroying the world. Understandably, the Returners must be doubting their competency as heroes.
Planet: I'm apocalypsing!
As a final side note to this initial section of the game, due to a bug you now receive the equipment of the generic Moogle named Cosmog, one of the Moogles that helped you rescue Terra way in the beginning. This means you win a


2.1: Intermezzo; The Solitary Island
Wastelands |
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10/16 |
2 | |
6/16 |
3 |
Desert |
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10/16 |
1 |
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2 | ||
6/16 |
1 |
Enemies: Peeper, Land Ray, Black Dragon
Party: Celes
Rise and shine, commander. Rise and shine.No words can be used to describe the blasphemy of Kefka's act. By moving the Statues he has shaken the very foundations of this world; earthquakes, tremors, eruptions and floods ensued. While trying to escape the Floating Continent, the Blackjack was torn apart from under your feet.
Celes Chere, ex-General of an Empire that may not still exist, wakes up in a dirty shack. One year has passed; by a stroke of coincidence, the person who found her and took care of her was none other than the person who did so during her Imperial-flavored youth: Cid. Cid himself, now, seems weakened and doesn't seem to possess much will to carry on. The entire population of the island has either passed away or have killed themselves, so Celes takes it on herself to take care of him for a while; at least it will keep the ghosts of the past away.
Preparation: Celes is entirely unequipped, so you should help her out a little in said regard. As far as Relics go, make sure she is equipped with either an


Peeper are silly buggers that don't so much classify as monsters as they do dying animals in a rotten world. With 1 HP and inherent Seizure, they more likely than not will perish before they make a move. If they do manage to take a turn, it's either Battle, !Tail (Battle * 1.5), or

Land Ray only has one attack: !Poison Tail, which sets Poison. However, Land Ray shares the fate of Peeper: 1 HP, inherent Seizure. Wandering into the desert without an


Black Dragon is the only actual opponent with a fighting chance on the island. The first turn can feature Sand Storm; the second turn Sand Storm and !Bone Powder. Sand Storm is the thing to watch out for; Celes is by her lonesome, so she takes quite some damage if hit. You can instantly defeat Black Dragon by casting a




Note: Peeper have a rare Elixir steal and Land Ray have a rare Megalixir steal. Right now, this is of no consequence, as you can't steal; later I'll point it out again.
While exploring, you'll have to note Cid's health. There's a hidden health bar for the guy, which you need to maintain. If you manage to take it up to 256, Cid becomes permanently healthy; if you allow it to drop down to 30, he will die. The health starts at 120. Every second you spend in any place that isn't the Overworld Map, Cid will lose 1 health.
On the beach, there are fish you can catch. You can simply try to grab them when they come near the tiles you can stand on. There are four types of Fish: A slow-moving Fish decreases the health bar by 16 when fed to Cid. A Rotten Fish (with medium speed) decreases the bar by 4 when fed to Cid. "Just a" Fish also swims with medium speed and increases health by 16 when fed to Cid. A "Yummy", fast-moving Fish increases the bar by 32 when fed to Cid.
All of these are Rare items. Once you've captured a kind of Fish, there's no way to get rid of it other than feeding it to Cid. The effects of the Fish you have caught are cumulative; if you have captured a Fish, a Rotten Fish, and a Yummy Fish, Cid will gain 12 health points (-16 - 4 + 32).
Cid has various conversational responses based on his health. This is the only way to tell approximately where his health is on the scale of dead to awesome.
- 231 - 255: My dear, I ... feel I'm not going to be around much longer...
- 201 - 230: Celes, thanks for all you've done for me!
- 161 - 200: HackAck!! I feel a little better!
- 121 - 160: Cough...wheeze...I can't bear this any longer...
- 91 - 120: I...I'm not long for this cruel new world ...
- 61 - 90: My worst nightmare is to think of you alone here on this wretched island ... hack ... wheeze!!
- 31 - 60: Cough...hack...ACK!! While I can still talk, I...wheeze...pant...want to thank you...cough!
- 0 - 30: Good-bye...
Whether or not Cid lives or dies has little impact other than, you know, that Cid lives or dies and Celes reacts to it. Regardless of your efforts, Celes will get off the island fairly quickly.
If you want to read about the options in more detail, enable spoilers.
The debate over saving Cid's life is surprisingly heated when you take into consideration that it doesn't really affect the end result. Most people tend to think letting Cid die is the best way out of the situation; not only is catching fish a tedious enterprise, but the consequences of Cid's demise give depth to the character of Celes. Others try to keep him alive for the sole reason that he is one of the major NPCs and this game's 'Cid'.
2.2: The World of Ruin
Grasslands |
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10/16 |
2 | |
6/16 |
1 |
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1 |
E. Wastelands |
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2 | |
6/16 |
1 |
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2 |
W. Wastelands |
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Forest |
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Enemies: Fafnir, Killer Mantis, Peeper, Murussu, Gigantoad, Land Ray, Black Dragon, Rukh
Party: Celes
Staying on an island with nothing but sickly animals to keep you company is not what anybody would consider leading a rich and fulfilling life. It's time to see how badly this world has turned out; if the Empire is still standing with Kefka leading it, if any of that rogue squadron of Returners has survived - in other words, if there is still hope.Preparation: You can take your Zombie-protection off now if you want. Replace it with something that protects against Petrify for now (




You wake up near Albrook. You can go in right away if you'd like, but for now I'll give a quick run-down on the monsters in the area.
Fafnir are cannon fodder with a weakness to Ice. This is note-worthy; dinosaurs and lizards in general have a weakness to Ice. Fafnirs will use Escape unless they are by themselves, in which case they'll stand and fight. !Tongue Lash causes Seizure.
The Killer Mantis uses Battle. When they are targeted by physical attacks, they sometimes use !Kama, which is a more advanced way of inflicting damage or something. I wonder, if not with their sickles, how they normally attack you. They seem to have a wicked sharp stinger; maybe they slash with it. Regardless, they are kind of boring.
Heh. Gigantoads are cool. See, they're toads, and they're gargantuan. This makes them inherently violent, attacking with Battle, !Croak (damage), Sticky (sets Slow, looks spiffy), and


Luna Wolf is Silver Lobo, WoR style. Rather than using !Bite to inflict damage, they use !Face Chomp to blind (although I can't imagine a bite to the face that blinds and doesn't actually hurt as well). Stuff to plow through.
Rukh is the only monster that actually is worth recognition right now. Not only can it pull off a !Beak attack in its third turn to petrify you, it will occasionally retort with a Shimsham attack if you use Magic on it.
Murussu is normal Battle/Special stuff (!Carapace damages: the name itself refers to the dorsal section of an exoskeleton or shell found in a number of animal groups!) with one annoying habit: if it's by itself, it can counter any damaging attack with Sneeze. This tends to come into play if you employ a fatal multi-target attack to the entire monster party. Take out Murussu first when it's in a group with other monsters.
Just walk around here and kill stuff with your attacks. Should you have Clear status and lose it again due to Sticky, Sneeze, or Shimsham, re-apply it. Kill Murussu first when you encounter them, never use Magic on Rukh, and don't linger with Gigantoads and you should be invulnerable.
Eh...yeah. You'll want to go into Albrook now, so, welcome. It's nice to see there are still some signs of civilization left. It's time to gather some info on this strange new world; after all, it can't be expected that everybody took a full year's nap like Celes.
Weapon Shop: You should be both familiar with and have ownership of these weapons. I'd be tight with my cash right now if I were you, though. These weapons should be noted for their great use with the Throw command; they are basically elemental

Armor Shop: Nothing new here, and nothing you should specifically want any more of.
Relic Shop: These must be tough times if a Relic shop owner can get away with selling rubbish like this. If you don't have a



Item Shop: If the Floating Continent was harsh on your supplies, you can restock some now. Make sure you have some Revivifies, and Sleeping Bags are, at the moment, cheaper versions of Tents, as you're traveling by your lonesome.
Hidden Items: If you haven't picked them up in the WoB, there's a Hi-Potion in the barrel next to the Inn, an Ether in the pot in the Weapon Shop, an Elixir in the clock in the Relic Shop/Cafe, and a Teleport Stone in one of the crates on the docks. Also, there are two empty chests in the Armor Shop.
Smily happy people, walking on sunshine. Only kind of not. Albrook turned into a rather depressing mess of a town. The situation is bad. Kefka is ruling the world. Monsters abound. Albrook's port, once a thriving capital of aquatic travel and trade, is derelict. Your only hope is the rumor of a man who passed through Albrook recently, a man with the same shimmer of hope in his eyes. Hardly constructive, but worth a shot. The Japanese game makes specific mention of a 'monk' here. Albrook doesn't seem like a place to hang around in anyway.
It's time to leave. More specifically, it's time to see what became of Vector, Maranda, and Tzen.
2.3: Tzen and the Light of Judgement
Formations |
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Enemies: Fafnir, Killer Mantis, Peeper, Murussu, Gigantoad, Land Ray, Rukh, Zokka, Nightwalker, Scorpion
Party: Celes
Back on the Overworld Map, you'll soon notice that Vector is no more and has been replaced by a tower. This is Kefka's seat, from where he rules the world. That's nice. Maranda has been broken off the continent to the west. Luckily, Tzen is still there.Note: As soon as you enter Tzen, you'll be sucked into a side-quest from where you'll emerge with Sabin. If you don't want this, or are not ready yet (you'll want the


When you step up the stairs, a disaster occurs! The Light of Judgement hits the town, and it quickly becomes clear that a child is trapped in one of the collapsing houses. Holding up the mansion is a familiar face: Sabin Rene Figaro, wandering heir to the throne of Figaro! It's good to see him still alive, but the situation asks for action. Leaving is impossible, as a citizen will ask you to stay and help: "Come on!! Please help!" As soon as you stand in front of the door Sabin will start talking to you and a timer will start, so let's review what you can do in town beforehand:
Before you enter the house to save the child, you can get some healing at the Inn (you won't spend the night, but you'll get some sparkly action going on) and you can shop at the three shops Tzen has to offer.
Weapon Shop: It's nice to have two of each Claw weapon. The




Armor Shop: There are

Relic Shop: The


Item Shop: In this time of turmoil, an entirely new item has appeared in the Item Shop: the Super Ball. Unseen by many, shunned by many, forgotten by many, the Super Ball is an item that deals damage in combat to random target for a random amount of damage. To be more precise, Super Ball deals 256, 512, 768, 1024, 1280, 1536, 1792, or 2048 HP damage against 1, 2, 3, or 4 randomly decided targets. If the same monster is targeted twice by the Super Ball, he is hit twice, meaning that the damage can exceed 2048 HP.
In short: Super Balls are very expensive, entirely random and most of the time not impressive enough to warrant their use. Yes, in theory a Super Ball could do a total of 4 x 2048 = 8192 damage against a single target, which is an insane amount at the moment, but I've never seen it do even remotely that kind of damage. Buy one if you want to fill your inventory, but you won't find a lot of use for them in most circumstances.
When you're done shopping (while everybody else is panicking), try to save the child by entering the house. Before you get near the mansion, set Celes' equipment up as so:
Weapon:




Shield:

Helmet:

Armor:


Relics:



As soon as you are standing in front of the door, you'll have a conversation with Sabin and the timer (6:00) will start running. If you are still outside of the house while the timer runs out, you get a Game Over: your screen will display Sabin in an entirely black background. It doesn't matter if you're outdoors or indoors, though: Game Over, man. Better get in there and save that child.
Preparation:

The Scorpion is the main annoyance in this house while the Zokka is the most dangerous. Meeting three Scorpion monsters will make you want to use multi-target magic violence, but their Magic Defense is through the roof, you don't have any barrier-piercing attacks at your disposal and using Fight three times takes a long time when time is of the essence. Hence the

Zokka have two attacks to fear. The first is Net; you may remember it from your fight against Guard Leader way, way back. Net Stops, which is bad if you want to hurry (you want to hurry). They won't use it until their third turn though, so no worries as should have killed them by then. Their other dangerous attack is !Rock. It petrifies, and is only used when a Zokka is alone and damaged by you. Sadly, this scenario includes multi-target killing everything on the battlefield. Protect yourself from ridicule and enjoy that


Nightwalkers are cannon fodder with a nice name. They will use




Use Fight and enjoy your counters during Scorpion battles, and multi-target

If you started this scenario later, out of order from this walkthrough, you will probably have more characters. Edgar's


If you walk through the hallway, you'll come across a chest at the end. This contains a


Go down the stairway and go up to the high living room or whatever it is. The right chest contains a Magicite shard. In the middle of this room is the kid you were supposed to be finding. Remember? Grab it. The left chest contains, again, the same monster-in-a-box: four Nightwalkers. The one room here you didn't pass through contains a

Upstairs and to the bottom is one chest you missed: It contains a

If you haven't bought

2.4: The Serpent Trench
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Trench: Grasslands |
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Enemies: Devoahan, Delta Beetle, Vampire Thorn, Fafnir, Killer Mantis, Murussu, Gigantoad, Rukh,
This part, again, is optional. You get another Esper out of it, an encounter with one of your friends, and a boss battle. If you want to press on immediately, there's no rush to take care of this now, since you can always come back later.In the tail of the Serpent Trench lies Mobliz, a town that was fried by the Light of Judgement earlier on. Maybe it's time to take a look? It's not exactly on your way, but... do you even have anywhere specific to go in the first place?
Preparation: Equip an


Three new monsters on the Serpent Trench:
Devoahan are sickly animals that attack out of desperation. If you wait for four turns he'll swap his normal Battle attack with a !Rage, Battle, Battle combo. Gasp thrice! !Rage is merely 1.5x its normal attack, so there's nothing to worry about. If he's hit by a Magic spell, he might counter with Sun Bath. So don't.
Delta Beetle uses Battle, !Slam (another 1.5x Battle) and Megavolt. Megavolt is entirely too weak to warrant worrying about, but it does remove Clear status, and that's annoying. Let's see here... its name comes from the Greek symbol Delta, which was a triangle. I'm introducing you to a whole new world here, am I not? Multi-target

Vampire Thorn are the most dangerous enemies here. They can start the fight off with Battle or !Life Drain, which sets Zombie. The second turn can feature the



Whenever Delta Beetles appear, Rising Phoenix is a good idea to clean them all up in one go, as is a multi-target




Find the bridge to the Serpent Trench and walk up to the tail. When you're just about to the Trench, you'll find a Chocobo Stable in the forest just south of the town of Mobliz. Doesn't really matter now, you're here: Mobliz.
Preparation: There will be a boss battle here, so I want you to prepare for it. Ideally, you should have Sabin with you, who I suggest you give a




If you don't have Sabin, the next battle will be very tough. Equip a



When you enter Mobliz, two dogs will start barking and a kid will come running out of a house before re-entering it. Before you follow him, grab the Phoenix Down on one of the three barrels by the other burned house. You can take a nap in the bed of the abandoned Relic Shop for HP/MP restoration.
When you do enter the house that the kid entered earlier, you can grab the Elixir in the clock if you didn't in the WoB. Go down the stairs to find a whole bunch of kids, Duane and Katarin and ...Terra! But as the cutscene progresses, you'll learn the situation is more complicated than 'hey-ho, let's go', and Terra refuses to leave. When you go outside (before you do, make sure you're fully equipped for the fight), a kid will come screaming in that is coming! You heard about in Albrook, a demon from the ancient world. Terra goes out to defend the children.
This battle is a scripted battle. Terra won't be able to deliver any damage as is blessed by the same kind of invulnerability as Guardian from the WoB was. Terra can slave away with physicals: 0 damage. She can cast




Humbaba (1) Bestiary #309 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 31 | 28000 | 10000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
15 | 6 | 0 | 100 | 130 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
This is better. Humbaba (1) will start the battle with a physical attack, be it either Battle or !Solar Plexus. Then, he'll start using ![]() ![]() ![]() If you have a Celes/Sabin team, have Sabin use his dual ![]() ![]() If you have a solo Celes party, summon ![]() ![]() ![]() ![]() ![]() Any other team needs little guidance; you've obviously been around the world, collected at least four characters, and have better equipment than neccessary. ![]() ![]() ![]() ![]() | ||||||
After storms off, Terra once again claims she won't be able to fight with you. When you try to leave, the kid at the entrance gives you your first new gem of happiness: the Esper






Note: If you already found the Falcon at this point, you can simply leave Mobliz and return to finally put a permanent stop to and recruit Terra.
Leave. We're going to the head of the Serpent Trench now; you can grab a Chocobo if you want from the Chocobo Stable in the forest.
2.5: The Head of the Serpent Trench: Nikeah
Welcome to Nikeah! This city is pretty much the least important town there is, and some mock it for the useless northern part where only the inn is located. Truly, Nikeah is not the best-looking town you've come across so far, but the in-game equivalent of total blasted doomsday just happened; I don't think it's fair for us to judge its less-then-perfect aesthetics right now.Weapon Shop: You probably already have at least one





Armor Shop: Entirely new items for sale in this Armor Shop! Victory galore. I'd grab one







Relic Shop: "You took one look at me and thought I was a loser, right? You're obligated to buy from me now!" Oddest sentence of the entire game, if you ask me. Anyway, his merchandise isn't very special, except for the fact he has








Item Shop: Stock up if you want.
The word on the street is that Figaro Castle has had an accident and that the South Figaro ferry is about to leave. However, if you talk to the captain of the ship, hoping for a lift, he tells you the ship belongs to the Crimson Robbers, the thieves that escaped the cells of Figaro Castle when it had the accident. They're in the Cafe.
In the Cafe, talking to all of them reveals their story. Stuck in jail, they had the fortune of being freed by sandworms. Their boss perished, but their new leader Gerad will lead them into Figaro Castle to get their booty back. The thieves all leave the Cafe, but on-board they are still waiting for Gerad, who's still somewhere in town.
When you walk into town, you'll see the lost king of Figaro! However, he insists he is Gerad, the cunning leader of the Crimson Robbers. It seems the fact 'Gerad' is an anagram of 'Edgar' must be mere coincidence. Follow him every time he tries to walk off, and eventually you'll sneak onto the ferry.
Note: A lot of people find it strange that Sabin doesn't specifically react to this semi-Edgar. One could blame the fact Sabin isn't a mandatory character at this point, but few know there actually is a line for Sabin at this point built into the game, it just isn't ever referenced.
2.6: South Figaro: Pursuing the Crimson Robbers
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Enemies: Sandhorse, Cancer, Oceanus, Desert Hare
South Figaro had only a taste of freedom again when the world collapsed. Invaded by the Empire, placed under martial law, ruled by a king who has run off leaving other people to govern, put through an apocalypse; South Figaro has had it rough. But the people here haven't given up hope. They're rebuilding the houses and managing their affairs as well as they can. We could admire this kind of determination.Weapon Shop: The only new item here is the







Armor Shop: I told you to hold off buying new equipment for Celes in Nikeah; the



Relic Shop: There's nothing here that you want. Two



Item Shop: Stock those stockings if your stockings need stocking.
The first time you arrived here, there was plenty to do. Now, the action in South Figaro is slightly more mundane. Points of interest:
- The four members of the Crimson Robbers can be found all over town, and you can speak to them for a bit of exposition.
- A couple... well, in flagrante delicto in the trees at the edge of town can be disturbed if you want to
- Commander and Vector Hound opponents can still be found in the dungeon where Celes and Locke escaped from in the WoB. This is obviously an error as there's really no story-related reason for them to be there anymore.
- The little daughter of the richest man in town, who mentioned the Clock Key earlier in the WoB, now talks about jumping and turtles. Crazy talk from a crazy person, probably.
- Duncan is still alive! His wife informs you that he's meditating just north of Narshe. If there's some time in the future, we should definitely get Sabin to Duncan. We owe that to Sabin.
Preparation: If you have

Desert Hare is one of the few enemies in the game with a Magic Power high enough to surpass that of your characters (30), but you needn't fear; the only spells these guys cast are



Cancer is just an upgraded version of Exocite. Their moves are Battle, !Pincer, and a chance at a double !Pincer when they are alone. !Pincer is more boring 1.5x normal damage stuff. Exocite were water-based, but these wretches occupy the deserts; they are weak against Ice and Water.
Oceanus resembles Anguiform, but that's where the similarities end. Anguiform had an exceedingly strong Special; Oceanus has the normal Battle * 1.5 !Corkscrew attack. Instead of being a creature of water and using

Sandhorse is the most dangerous enemy here. Under normal circumstances they will repeatedly use Sand Storm or possibly !Mouth Clamp (5x Battle!), and if they're alone they start using Battle. You'd assume they would want to keep their stronger attacks for the more dire situations, but oh well. Sandhorse is weak against Ice and Water like most desert dwellers, but its most prominent weakness is





Enough dilly-dallying around. There really isn't anything on the entire continent that deserves our interest, so let's head into the Cave of Figaro, where we can assume the Crimson Robbers also headed.
2.7: Pursuing the Crimson Robbers: Cave of Figaro
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Recovery Spring |
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Enemies: Humpty, Cruller, Neck Hunter, Dante
A lot of monsters here will try to set the Confuse status on you, so equip Relics that protect against Confuse like


The first thing you see in the Cave of Figaro is an old acquaintance: Siegfried! He explains that it would be wise to stay behind and let him - master swordsman that he is - clear all the monsters out of your path. He goes off to complete this goal, but, remembering your previous encounter with him, it's more consistent with his character to keep you out of the way while he goes off to collect treasure that you would otherwise obtained. Note: No matter how long you wait here, nothing will happen. You might want to consider simply pressing on.
Humpty is just really, really fat. Never mind that jolly Buddha or that figurine of the goddess of fertility; Humpty is a grotesquely obese little bugger with as much to offer to the eye as a festering wound. Battle and - ugh - !Hug (sets Confuse) are among the moves in his arsenal. Also, he's undead. That's an interesting twist to the end of the nursery rhyme.
Cruller knows spells. One to be exact:


Neck Hunter uses !Mad Sickle (sets Confuse) and Battle. That's about it. They're probably supposed to be thieves or something; humans in dungeons almost never make sense in RPGs. They're susceptible to instant death, they're Floating, and they're weak to Poison.
Dante. Named after the Italian writer of The Divine Comedy (which is said to have been one of the sources of inspiration for this game by some fans), Dante is kind of weird. He's Undead, but doesn't absorb Poison. In fact, he's weak against it! His attacks consist out of Battle and !Crystal Lance (Battle * 3), and he counters Magic spells with



Here's the strategy. The theme of this dungeon is 'Confuse'. Almost all enemies can set it, and with new spells such as








You know what the cave looks like. If you have left all the chests alone (and I've been advising you to do so, haven't I?), they should now contain an Hi-Ether, an X-Potion, and a very awesome


Also: The guy once had a turtle.
After the Crimson Robbers have disappeared and has followed them, you're free to pursue both by jumping on the turtle. Use the action button for that. You can think back to the little daughter of the richest man in South Figaro again; this is the second time she's given good advice.
In the next room, you'll find an empty corridor with four chests that already have been looted. Darn that . Press on; we might be able to catch up with him.
In the next room, a crossroad! If you go up, you'll come across opening a chest. As soon as he spots you, he runs off with the contents of the chest, never ever to be seen again. You can't follow him; just let him go. If you press on you come across what appears to be a dead end; a hidden passage to the bottom lets you exit, though.
And then, the scenery changes.
2.8: Pursuing the Crimson Robbers: Figaro Castle and the Tentacles
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Engine Room |
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Enemies: Humpty, Cruller, Dropper, Neck Hunter, Dante, Tentacle 1, Tentacle 2, Tentacle 3, Tentacle 4
Preparation: Keep the

As soon as you enter, relief will wash over you like a giant sea of...water. It's Figaro Castle. Gerad seems oddly sympathetic towards a swooning local before running off. Seriously, can we even still assume Gerad is not Edgar? But why this farce?
Dropper is probably Edgar's home-built security system or something, there's no other explanation of automatic mechanical beings here. They do nothing but use !Mad Signal every turn, which sets Confuse if you let it. If you use Fight to damage it, it'll counter with Battle. Accordingly, refrain from doing that and kill them with Magic spells (they're weak to Lightning-elemental attacks) and Blitz techniques.
Pushing onward will take you up the stairs, but you can't go out of the castle or to the exterior areas; we're submerged here, remember? The only choice is to walk into the engine room, which was hitherto forbidden territory. You'll come across Figaro soldiers all over; obviously, the lack of food and fresh air has taken its toll.
Simply ascending two stairways will take you into a room with four chests containing, from right to left, a




Trace back your steps to the room with the four chests, and enter the middle door. Pass through the corridor and behold: the engine that drives Figaro Castle, its best-kept secret. However, the engine seems to be crawling with... something. It must be the source of Figaro Castle's inability to move around lately. The Crimson Robbers themselves seem rather worried by it.
Before you gently tap the shoulder of Gerad and kindly ask what the hell is going on here, you should know that this is the only room in the game where you can find Dropper enemies. Their Rage is useless and they are entirely uninteresting other than their elusive nature.
Talking to Gerad means the start of a boss battle, so let's prepare.





Celes
Weapon:

Shield:


Helmet:

Armor:

Relics:


Esper:



Sabin
Weapon:

Shield:

Helmet:

Armor:

Relics:


Esper:



This battle will always have you pincer the enemy. The first two characters in order will be to the right of the monsters, and the others will be to the left. If you have only Celes at this point, Edgar appear to the right with her.
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 | |||||
![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() | |||||
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 ![]() This is why ![]() Start the battle off by summoning one or both of your physical protection Espers, ![]() ![]() ![]() ![]() ![]() ![]() Cast ![]() ![]() ![]() ![]() If you summoned ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() From this point, the remaining Tentacles are left to your imagination. Don't bother using ![]() ![]() ![]() ![]() ![]() ![]() The fight against the Tentacles can be a pain, but only if you don't prepare properly. You'll pull through. Expand Full Strategy | ||||||
When the battle is over, Edgar will explain his situation. If Sabin is around, he'll say "Don't treat us like strangers anymore!". The Crimson Robbers will flee the scene with their treasure, assuming that Gerad must have been eaten by the Tentacles. Edgar decides to let them go (the Japanese version's dialogue makes it clear that their 'booty' was useless rubbish anyway) and shows he wants to stop Kefka like the others.
As soon as you can move, equip Edgar with two nice Relics. His headgear will probably be the



In the treasure chamber, you'll see eight emptied chests. Looks like the Crimson Robbers had quite a lot of items taken from them by the Figaro law enforcement. On the armor in the middle, you can find a



When you emerge from the engine room, the old man who handles subterranean travel will say "Nonsense! It's been fixed! Next stop, the surface!" I always thought this was a weird line until I realized it's probably supposed to be a reply to Sabin's line said back by the engine.
Thus, Figaro Castle rises amidst the golden sand of Figaro Desert. But we've already seen there's nothing more to do here, so you might as well go ahead and take Figaro Castle to a shiny new continent: time to travel to Kohlingen once more.
2.9: Figaro Castle and the Road to Kohlingen
Desert |
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3 | |
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2 | |
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1 |
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2 |
Grasslands |
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6/16 |
1 |
Forest |
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1 |
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2 | ||
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6 | |
5/16 |
3 |
Wasteland |
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10/16 |
2 | |
6/16 |
2 |
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2 |
Enemies: Marchosias, Deepeye, Bogy, Mousse
Party: Edgar, Celes, Optional: Sabin
Welcome to Figaro Castle! It's been a rough day, so I suggest you take a nap for some free healing. If you didn't see the Figaro brothers cutscene earlier, Sabin will be off as soon as you advance up in the castle. At this point, a soldier will be stationed at each of the two towers, preventing you from entering until you've taken a nap. They're not being very subtle over at Square.During the night, a cutscene will ensue. I won't bother describing it as it's mandatory. In short, childhood nostalgia grabs the Figaro brothers, and the memories of days long gone only strengthen their resolve to stop Kefka. One of the girls in the guest room will tell you about the Cult of Kefka. If ever a loved one of a person in the Cult would come to their aid, however, he or she might just snap out of it. Can't imagine that being helpful later on.
Item Shop: What can I say? If you need anything, grab it here. If you have Edgar as your leading party member, all purchases will be 50% off.
Weapon Shop: A new Tool is for sale here! If you didn't Steal a

Whether or not you're still enjoying the sun of Figaro, it's time to take Figaro Castle to the other side of the ocean. When you arise and leave the castle, you'll notice three dots on your Map: one to the north and two to the west. To the north is Dragon's Neck Colosseum, which I'll discuss later. To the west, there's Kohlingen and Daryl's Tomb. The northern-most of these is Kohlingen, where you want to go next. Who knows what kind of interesting things are awaiting you there (Besides me, of course)! There's nothing for you now at Daryl's Tomb anyway; it's just a featureless bulge in the ground which offers no exciting activities. For now.
The Marchosias enemy looks pretty dangerous; the last time we saw a sprite that big on a random encounter was the dreaded Behemoth. Marchosias's a big wimp though, so no worries! It uses Battle, !Talon (Battle * 1.5, you shouldn't ever see it unless you're waiting for it as it may appear every fourth turn),


Deepeye is one of those odd monsters that begins by attacking you and proceeds to use Escape every other turn. Every first turn they will either lunge at you with Battle or let you sink into that hypnotizing eye of theirs, a process also known as !Dreamland (sets Sleep). And yes, every second turn means a 33% chance of Escape. Kill them all quickly with Fire-elemental attacks such as a multi-target

Bogy is boring. !Growl (Battle power * 2) sounds kinda stupid too. Inherent Safe and immunity to instant death attacks makes the thing slightly durable, but, since Bogy is still incapable of accomplishing anything of significance against your party, you can just pound away until it dies.
In the end, it's fairly apparent that Mousse is as staggeringly dumb as 2006's Samuel L. Jackson flick 'Snakes on a Plane.' It may randomly use


In the end, the only attack that could hurt you (if protected by Clear) is Marchosias's

Now, Kohlingen! The last time you passed through here on a mission you were trying to find Terra. Right now, you're pretty much trying to find everybody. Kohlingen is another example of a city in despair. Nothing seems to work out anymore in this world. A few points of interest in Kohlingen:
- A girl mentions a man with a 'quaint' way of talking passed through Kohlingen recently. This must be Cyan! It's good to hear that the guy is still kicking. We should pick him up when we have the chance, never mind his sub-par skills in combat!
- To the north, a woman and a little girl are staring at a tile. They planted some seedlings there, and are trying to see if anything comes from it. Results so far have been disappointing. If you stand on the tile, they will reprimand you and you quickly jump off.
- An old woman can show you a flashback of WoB Kohlingen. Ah, nostalgia...
- A Narshe Guard tells you that Narshe has been forsaken and completely overrun by monsters. Poor Mog...
- The old man who told you earlier of his crazy (younger, by the way) brother who wanted to build a Colosseum now praises him as a visionary; apparently, the Colosseum has been built! We should definitely check it out some day. Also, a mean guy is fighting there looking for a weapon called the
Ichigeki. Handy info, lady. We're always looking for interesting new ways to be murdered.
- Sadly for Celes, Locke isn't anywhere to be seen in Kohlingen. The man who preserves Rachel figures he's returned to his quest of finding the restoration relic to revive Rachel.
For all this, the main attraction in Kohlingen is waiting for you in the Pub, drinking his troubles away: Setzer Gabbiani. What was once a dashing pirate with more bravado than the entire city of Jidoor combined (a lot) is now a broken man burping into his wine and brooding over his lost wings.
Celes snaps him out of it; the sight of a beautiful woman hasn't lost its appeal for Setzer, apparently. Hope fills his heart, and he mentions another airship, in a tomb nearby. He shows you the way. We've got ourselves another mission!
On your way out, you run across the guard from Narshe again, who has also been inspired by Celes's words. The mysterious Esper that was dug up at the very start of the game is still in Narshe. We might just be able to wake it up and harness its power to use in the struggle against Kefka!
Item Shop: Buy a bunch of Holy Water potions; 20 is a nice amount of have. Surely, you have Relics to protect against Zombie so you don't need to heal the status, but you can never be too safe when it comes to Zombies. If Night of the Living Dead has taught us anything, by the gods, it is that.
Armor Shop: More of the same, but now that Setzer has joined your party you could use some more of the good stuff. I suggest you buy a




Weapon Shop: There are three weapons of interest here, and two new weapons for Setzer for sale! I'll discuss the












Fighting with the


You should buy one, though, as 5000 GP isn't that much and you'll want to use them before you get another chance to buy them. For now, move on.
2.10: Daryl's Tomb
First Room |
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2 |
B2F |
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Enemies: Borghese, Skeletal Horror, Malboro, Cloudwraith, Exoray, Angler Whelk, Dullahan
Party: Edgar, Celes, Setzer, Optional: Sabin
Preparation: The theme of the dungeon is Zombie! Of the five random encounter monsters present in this dungeon, four have the power to turn your characters into a Zombie. This is serious business, so you should definitely equip Relics to prevent this madness, even though the monsters here drop Revivifies like they're going out of style.Skeletal Horror sure looks rather terrifying; he appears in my top 10 rather-not-meet-IRL list anyway, just below 2004 pop idol Ashlee Simpson. Skeletal Horrors have three attacks. Battle and !Moldy Bone (sets Zombie) should be obvious, but Crypt Dust is an entirely new attack. Crypt Dust sets Zombie, but only hits characters with the Wound status. In other words, it can only revive characters as Zombies. Used without intelligent AI script, it's almost always a wasted turn. Skeletal Horror is your run-of-the-mill undead opponent, weak against Fire and Holy and whatnot. No biggy.
Borghese looks awesome. Every turn, it can use up to three (Three!) !Zombie Touch attacks, which set Zombie. When damaged, it may retaliate with Battle; if harmed by Magic spells, a


Cloudwraith's Special is called !Mysterious Dance and, in a shocking change of style, drains HP rather than setting Zombie. So, does Cloudwraith lack the power of Zombie-setting? Nay, not at all. The rarely seen Soul Extraction attack can target a single character and turn him or her into a Zombie. Yawn. Furthermore, Cloudwraith has '

Exoray are the most common in here. They can use Battle, !Deadly Pollen (sets Zombie), and Venomist, but they will only use Venomist when alone. Since all characters should be covered by either


The only living enemy in Daryl's Tomb is Malboro. They are the sturdiest of the monsters here and use, besides Battle and !Drool (sets Seizure),



I suggest dual


















Push through the first room. Make sure you meet an Skeletal Horror here, as well as an Borghese. Both have acceptable Rages you might just want to use.
As soon as you enter the main chamber of the tomb, you'll notice you can go in five different directions. Oh, the choices! I'll tell you where you want to go though, so no worries. First, let's dive into the bottom-right path for some quick chesty action: it's a


Now, get into the top-right room. This looks like just a tombstone in a deserted room, but examine the tombstone and another passageway opens! It leads to a skeleton button of some sort. Push it to raise the water level in a room.
Trace back your steps to the main room, and dive into the bottom-left room. After coming across a chest (




a door you can't reach. Trace back to the main room, and go through the door in the middle, leading inwards...
...where you'll find another turtle! Had you not pushed skeleton button #1, you couldn't have stepped on the turtle. Now, the faithful reptilian carries you across.
On the other side, you'll be met with another skeleton button! Press it, and the water level of the room where you pushed the second skeleton button will rise to your aid, carrying with it another turtle. But don't hop on just yet. Go down for now, and the party will arrive in a room with four tombstones. Clockwise from the top left, they read: "ERAU", "QSSI", "WEHT" and "DLRO."
Collect all four inscriptions, and have a look at it. From bottom-right to top-left, backwards, it reads 'the world is square'. I've always found this to be the surprisingly beautiful jewel in the unholy and disgusting crown of Ted Woolsey. This is supposed to be the final revelation Daryl had while piloting her airship, the revelation that cost Daryl her life: not only is the Overworld Map in the shape of a square, which she might have seen from high above, but the name of the company that created the game was at the time also Square, which would make the world 'Square' as well.
In the Japanese version, it was an entirely different pun. One way, it read 'rest in peace'. The other way, it read 'rot and wither'. Very dark. Very gothic.
Go back to the main chamber, and find the top-left room. Had you examined the tombstone in this room earlier, upon choosing to carve something would have given you a "Nothing appropriate comes to mind..." Now, you get to choose between the four inscriptions you read earlier. Start from the beginning of the backwards sentence (THEW, OLRD, ISSQ, UARE) and you'll be rewarded with the Game Over music and the secret of the hidden

"Find the '

Go to the room where you found the

Go back to where you traced back for the inscriptions, and cross the water with the turtle. You'll enter a new room, with a Save Point and two chests. The right chest contains a

The

Now, multi-target



2.11: Angler Whelk and Dullahan
Enemies: Angler Whelk, Dullahan
Party: Edgar, Celes, Setzer, Optional: Sabin
Angler Whelk Bestiary #314 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 19 | 9230 | 1600 | 1000 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
53 | 10 | 0 | 160 | 195 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Angler Whelk (Head) Bestiary #315 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 31 | 9845 | 1600 | 1000 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
75 | 7 | 0 | 80 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() | ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
There are a few oddities about this thing. First off, it's supposed to be a scary Ymir upgrade, a task at which it fails. Second, notice how the shell is Floating but the head isn't? The tale of a creature whose head was too heavy to carry hasn't been new since Catoblepas, but I've never seen it applied to a snail before. Angler Whelk also made an appearance in the 1996 Square game 'Bahamut Lagoon', which never hit the shores of America. Same name, same sprite, has a tendency to appear when you destroy buildings with Thunder-techs. Also, the game designers made a little mistake we're going to exploit here; we were never supposed to obtain more than one ![]() The AI script of the head is simple. If you damage the head two times, it'll retract into its shell, disappearing from the battlefield. It'll remain there for 20 seconds, at which point is comes out again. It'll use Battle, !Petriblast, El Nino, and Megavolt without causing itself any difficulties, so be ready for any of them at all times. The shell attacks by itself, and is no longer just an auto-counter dummy. Battle, Megavolt, and ![]() ![]() The strategy we're aiming for is simple. If one of the parts dies, the other one dies as well, but will NOT give us the item. Thus, if we want both sets of ![]() ![]() First, our defenses! If you didn't cast ![]() ![]() ![]() ![]() Since both targets are susceptible to Instant Death attacks and Petrify, the two best strategies are using ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
When you're done, equip both

Before you enter the fight, I want you to throw around your equipment and Relics, as Dullahan (the boss) is rather tough and entirely unlike the random encounters you've been facing so far.
- If you have a
Dragon Horn, throw it on Edgar with some
. Equip a
Golden Spear. Put him in the Back Row.
- The boss is weak against Fire-elemental attacks, so Sabin's dual
Burning Fists are actually preferred here. Give him a
Hero's Ring (or
Gigas Glove) and
Hermes Sandals to accompany the bashing.
- Celes'
Organyx/
Black Belt set-up, if you were using it earlier, will be useless. The battle will require that she use Runic almost non-stop, so equip her defensively. Dual
Enhancers are a good choice. Since Dullahan is pretty fast, I suggest
Hermes Sandals on Celes to keep up with his spell casting.
- Setzer should just run utility. Give him the
Heiji's Jitte to make sure he can just do constant damage when he doesn't need to do anything else. Two sets of
Earring and the Slot command also do the trick, but this isn't nearly as strong at this point and wastes more Relic slots.
Also, make sure that none of your characters possess a level that is evenly divisible by the last digit of your party's gold. I'll explain why later.
Dullahan Bestiary #316 |
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. ![]() ![]() Northern Cross sets the Freeze status ailment, which you might have already encountered in the fight against Naude, who could set it with Freezing Dust. Northern Cross is multi-target, but uses an 'interesting' way to determine whether it hits or not. After the game checks if Northern 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 | ||||||
After you've defeated Dullahan, a passageway will be opened. Walk behind the tombstone to enter the final part of this dungeon, a long stairway leading downwards that is as much descending into Setzer's memory as into any physical location...
The scenes to follow tell the story of two rivaling friends. Setzer was about 18 here; not yet a gambler, but an airship enthusiast with the dream of building the fastest ship in the world: A dream he shared with his friend Daryl. Sadly, Daryl pulled an Icarus on Setzer and wrecked herself, together with her airship, the Falcon. Upon ascending from the waters, Celes will spot - gasp - a bird. In the sky! A bird - of all places - in the sky! This must be an omen. She quickly urges you to follow it, to the town of Maranda. So Setzer does.
When you fly around, there's a chance you'll be attacked by the monster called Deathgaze. Deathgaze will drop the


Another important note: if you really, truly want to gain access to Gau, that can be done now or any time in the future. All you have to do is get rid of a party member, fly over to the Veldt and meet him there. However, how do you tell a party member to buzz off without his/her feelings? If you have a Teleport Stone or a character with the

2.12: Airship Exploration: Visiting Maranda
Party: Edgar, Celes, Setzer, Optional: Sabin
Welcome to Maranda. The last time you visited Maranda, it was one of the occupied towns and generally featureless. For all intents and purposes, it's pretty much the same - featureless, save for Lola, the girlfriend of the wounded lad in Mobliz. A lot of random information is blurted out by the townspeople here. A thief mentions he visited the tower of the Cult of Kefka, and one of them used to mumble 'to the right of the treasure chest' in his sleep. Since none of the thieves ever made it past the first room, we should examine that place should we ever get there.The bird Celes saw turned out to be a carrier pigeon for Lola; according to Aishya, the girl running circles below Lola's house, she's been receiving a lot of letters lately. Once you enter her house, you find dozens of silk flowers here. Also, you'll notice a letter seemingly written by the wounded lad in Mobliz, though we know that to be impossible. Somebody must be posing as him. Accept the 'mission' of sending a carrier pigeon out as a reply so we can track the source of this imposter.
The pigeon flies across the ruined lands of this new world until it reaches a town to the north of Jidoor, and although the world map has changed a lot, this town can be none other than Zozo.
Before leaving, enjoy the shops.
Weapon Shop: You've already found a











Armor Shop: Maranda features Crystal equipment! Excellent! Buy two












2.13: Airship Exploration: Finding Duncan and Moving On
Party: Edgar, Celes, Setzer Optional: Sabin
We have our wings back! And as opposed to the last time we were provided with an improved transportation situation, we now have almost the entire world left to explore. The story obviously directed us to Maranda, but not only is there so much to do before following the carrier pigeon to Zozo, some of it is even easier than the quest we were put on in Maranda. So, allow me to give you some pointers as to where you want to go first.Duncan is alive! His wife told us that, and Sabin probably is anxious to see his old master again and hear how everything went down. Duncan's wife told us that Duncan was meditating north of Narshe. If you can't find Narshe right now, it's on the continent to the north of the 'head' of the Serpent Trench. Narshe, like it was before, is a dent in the mountains on the map. To the northeast of Narshe, you can find five trees on the map that form a Greek cross (+). Duncan is located in the middle tree.
If you bring Sabin here, Duncan will come out and laugh off Sabin's worries. He'll then proceed to teach Sabin the eighth and final Blitz technique, the ultimate martial arts attack: Phantom Rush. Sabin would have learned to perform it himself at level 70, but this sure is quicker. Phantom Rush is, contrary to what you would believe, a magical attack, meaning that it can (and should) be boosted by


If you go to Duncan with a party lacking Sabin, you'll see him jumping around: "Look out! Move! Cough...wheeze... Darn this old body... Hey...you deaf?" By accessing the menu when Duncan has leapt once or twice, you can make him restart; this way, you can have him jump into the black void around his house... Man, that's way deep down Lewis Carroll's rabbit hole if you ask me.
Next, let's return to the Solitary Island. Seems like it's already been a while already, doesn't it? After meeting Cid on the Solitary Island, you'd think he would grab the opportunity to fly over to civilized areas; you can't take him, however. If he lives, he'll just continue to walk around his little cabinet like a senile. If he died, his letter is still there. Who would've moved it? Then again, who put it there in the first place? Mysteries.
Time to ponder them over at the beach. But gasp, something has washed ashore: A piece of Magicite! 'Tis


Let's fly over to Jidoor for a moment now. Jidoor is still a thriving town, filled with people who find the end of the world a moderate inconvenience and an interesting new art theme. I don't think it requires any sort of impoverished background to hate these guys with a passion. Walking around town, you hear that the bird you saw earlier is one of the many carrier pigeons that have been flying to Maranda lately. Way back, when the world was still a shining square of happiness, Sabin and Cyan met up with a wounded lad in Mobliz who corresponded with his girlfriend in Maranda by means of these feathered friends. Sadly, Mobliz was hit by the Light of Judgment, and the wounded lad was killed.
The other story of the day is concerning Owzer. Something is up with the guy; he had a fine new painter arrive at his house - a little girl. Could this be our little Relm Arrowny? If you let Shadow live on the Floating Continent, you can already dive into Owzer's Mansion for the answer to that question, a dungeon, a boss, a new Esper and a character regained. I've got it planned for later times. For now, you'll want to buy a few things here and move on.
Weapon Shop: Interesting new weapons here! Allow me to describe them. You are familiar with the











The final weapon is the


Conclusion: Buy a

Armor Shop: The












Item Shop: They have one.
Relic Shop: The interesting new Relic called '

If you plan to use Gau, there's something you can do to make absolutely sure you get one of his best Rages relatively quickly; enter Owzer's Mansion, read the diary if you want, turn on the lights near the stairs and examine the flower painting for a fight with three Rafflesia enemies. This only applies if Shadow survived the Floating Continent; if he didn't, the house will just be lit and empty for now. More information is relevant only when you tackle the whole mansion.
The Auction House got a makeover! New items are for sale here. No longer will that talking Chocobo bother you. Sadly, two new useless items have been added to the collection: an Imp robot and 1/1200 of an airship. Debates rage over whether this is a piece of the Blackjack or a scale model of an airship; obviously it's the latter, but what you want to see in it is up to you. Doesn't matter; you cannot buy either of these items. The reason you're here is the





The auctions follow a script:
- There's a 50% chance the item up for bidding is the
Excalipoor. If you already bought it earlier, or the item isn't the
Excalipoor, or if you didn't talk to the NPC outside who mentioned the sword, continue.
- There's a 50% chance the item up for bidding is a
Hero's Ring. If you already bought it earlier, or the item isn't the
Hero's Ring, continue.
- Next, there's a 50% chance it's a 1/1200 of an airship. You can never buy this 'item' no matter how much you pay, as the father will always buy it. Continue.
- Next, there's a 50% chance it's the
Golem Magicite! Nice. Try to buy it. If you already bought it earlier, or the item isn't
Golem, continue.
- After that, there's a 50% chance it's the
Zona Seeker Magicite. Good. If you already bought this item, or if it still isn't this item, we continue.
- Finally, there's a 50% chance it's a
Zephyr Cloak. If you already bought this item, or if it's not the
Zephyr Cloak, continue.
- If it's none of the above, it's an Imp Robot, end of story and script. You can never buy the Imp Robot, as the father will always buy it.
That script can be a little hard to follow as you try to do the math around what you have and have not purchased. To be more explicit, if you haven't bought any of the pieces of Magicite, and haven't unlocked the

Hero's Ring: 50%
- 1/1200 Airship: 25%
- The Magicite
Golem: 12.5%
- The Magicite
Zona Seeker: 6.25%
Zephyr Cloak: 3.125%
- Imp Robot: 3.125%

Hero's Ring: 50%
- 1/1200 Airship: 25%
Zephyr Cloak: 12.5%
- Imp Robot 12.5%

- 1/1200 Airship: 50%
Zephyr Cloak: 25%
- Imp Robot 25%


Excalipoor: 500000 GP
Hero's Ring: 50000 GP
- The Magicite
Golem: 20000 GP
- The Magicite
Zona Seeker: 10000 GP
Zephyr Cloak 10000 GP
That means, by the way, that the

2.14: First Visit to the Fanatics Tower
Party: Edgar, Celes, Setzer Optional: Sabin
In Figaro Castle, we heard about the Cult of Kefka. It seems they have erected a giant tower in Kefka's honor, located in the middle of the Serpent Trench. From thieves you've heard there are treasures unheard of up there, but that getting there is going to be rough. Trying to climb the tower right now would be stupid, but we can stop by for a look at least, right?One of our former party members is there! Strago Magus has lost his heart in despair at the state of the world and the apparent loss of his granddaughter. Now one of the Cult of Kefka, he doesn't respond to you at all. We heard earlier that a loved one should be able to break through this self-inflicted barrier. If we could manage to find Relm, we should bring her over here to see if we can break the spell on Strago.
The thieves here are sitting at the foot of the tower, not because they think Kefka is their Speshul Boi but rather because of the treasures on the tower; so close, yet so far... It's revealed the most wondrous thing is at the very top, and one of the thieves offers you a secret for the insane sum of 100,000 GP. Don't pony up the cash, he tells you just two things: one, that there's an ancient castle below the surface of the Figaro desert which is loaded with treasure; two, that an old man in the Weapon Shop in Narshe has been looking for the remnants of the Returners.
Time to check up on the last still-populated city we haven't been to yet: Thamasa!
2.15: Thamasa
Party: Edgar, Celes, Setzer Optional: Sabin
Sadly, neither Strago nor Relm is present (as you should already know if you're following the walkthrough), so all we can do here is take a look at the equipment they have to offer and talk to the townspeople.One woman mentions how Ebot's Rock is above water. As soon as we can convince Strago back on our side, we should bring him back to Thamasa to investigate that - he has a history with that rock. There's another mention of Deathgaze, but that's about it. Pay your respects to General Leo's grave for a moment, and then go shop.
Armor Shop: Do you remember I told you about the



Weapon Shop: Like all Brushes, the






Relic Shop:
Rings! Rings! For the love of God, they have every Ring Relic available. Except for






Item Shop:Hi-Potions! Hi-Potions! For the love of... I'm not getting away with this trick again, am I? How about another movie quote concerning consuming items? Choose Hi-Potions. Choose a chest. Choose a command. Choose Smoke Bombs,

Now, get out. It's time for one more trip to the Colosseum before we dive into an actual dungeon for a change.
2.16: Narshe
Narshe |
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1 |
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2 | ||
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1/16 |
2 |
Northern Mine & Western Mine 1st Cave |
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2 |
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1 |
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2 |
Western Mines |
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1/16 |
6 |
Enemies: Test Rider, Wizard, Lukhavi, Psychos, Magna Roader (Yellow), Magna Roader (Brown), Garm
Party: Edgar, Celes, Setzer Optional: Sabin
Whom to bring? People with Ice-elemental protection from a source other than shields are preferred (if you don't have enough shields to cover for the entire party). The


Everything started with Narshe and its Esper. Although the Esper itself is still residing in the snowy mountains, Narshe has changed a lot. Arvis is most likely dead; we haven't heard from him since the Empire backstabbed you while Terra and Locke were searching for the Espers near Thamasa. The Narshe Guards, always a force of justice, have been utterly destroyed.
Lukhavis don't absorb Ice-elemental attacks. They don't even use them. They're just silly Battle/!Claw Swipe cannon fodder. They have inherent Safe, so they're more or less similar to those Bogy enemies you encountered earlier. The way to go is multi-target magical attacks; Lukhavis are weak against Fire-elemental attacks.
The same goes for Garm. Attacks include Battle and !Bodyslam (Battle * 1.5). They will, to me, be forever infamous due to the fact that they are one of the two monsters that give a Battle/Special Rage with Death Protection. They are entirely uninteresting as opponents, however.
Test Rider is another Battle/Special opponent. Its Special is !Golden Lance (Battle * 3). Much like the enemy that shares its palette, Hell's Rider, Test Rider will counter Steal (and Capture as well, in this case) attempts with a !


The Magna Roader (Brown) is inherently Hasted like the Magna Roader (Red) was. The first turn consists of either Battle or !Bodyslam (Battle * 2) and you'll see Fire-elemental spells (Fire or

The Magna Roader (Yellow) lacks the Magna Roader (Purple)'s pre-set Safe. What's left is a monster that's all facade and only possesses skill in the field of rolling over and dying. It uses physicals in the first turn (33% !Wheel) and Ice spells in the second (


Wizards are annoying. They are mages in the classical sense of the word, almost exclusive spell casters that sport low Defense and high Magic Defense. Wizards use annoying tactics; they can cast










A Psychos is a coalescence of psychic energy. And they hate you. The thing to remember about them is that they absorb Fire; none of your current massive damage dealers deal Fire-elemental damage so this shouldn't really be a problem, but now you can't say I didn't warn you. Ice is their weakness. I'd like to make some neat brain freeze puns, but I can't think of any. Just do it.







Before you go into the derelict city of Narshe, you can visit the Classroom for some free healing. That's just nice. We were told that the owner of the Weapon Shop was looking for us. Sadly, the door is locked, and as Lone Wolf told us, only a treasure hunter could pick that lock. Lacking Locke, we can do nothing but leave the town of Narshe again and dive into its mines; perhaps Mog is still around, and perhaps he is even willing to offer us his help.
Remember how you snuck into the town of Narshe with Terra, Edgar, and Banon and came across the Moogles in the process? We're going to do just that. Just follow the path; there are no new surprises. The Security Checkpoint is gone, however. Eventually you'll come across Mog. After Mog says he's a friend of the sasquatch that you could have spotted during the World of Balance, the screen fades to black for a while. If you had three characters, Mog will now be in your party; if you had four characters, he'll be waiting for you at the Falcon. If this happened (and it most likely did, as you've been a good boy), go find the Falcon and switch Mog with whomever you want out of your party. Honestly, I think Setzer is the weakest link at this point, but as Mog makes a great Dragoon, you can switch one Dragoon with another and leave Edgar back at the airship.
Once ready to proceed, examine the wall Mog was staring at when you found him. You'll receive the

The


If you left the


Armed with Mog, it's time to head into the mountains and locate the dormant Esper that you haven't been able to properly contact since the beginning of the game. Head out of the mines and head into the mountains, like you did when you first tried to rescue Mog. Exit by the normal exit, which leads into Arvis' old house. On your way, you should pass two chests. If you didn't rob them of their contents earlier, they should contain an Elixir and a



2.17: Narshe Snowfields
Enemies: Test Rider, Wizard, Lukhavi, Psychos, Magna Roader (Yellow), Magna Roader (Brown), Garm, Valigarmanda, Ice Dragon
Party: Edgar, Celes, Setzer Optional: Sabin

Fanatics Tower: a





Kefka's Tower: a











With Mog in your party, get back into Narshe and go find the snowfields. This is your first chance to learn Mog's last Dance (save it for me... eheheh), the Snowman Rondo. It's a rather crummy Dance considering you can't get it until this late in the game, but Surge looks sweet and works especially well against the Psychos monsters you find here.
In the snowfields, you'll find the Ice Dragon.
Ice Dragon Bestiary #340 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 74 | 24400 | 9000 | 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 | |||||
None | Control | |||||
Metamorph Package | ||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 32/256 Success Rate | ||||||
Strategy | ||||||
Go ahead and gawk at those status vulnerabilities if you like. However, I can't say that the Ice Dragon is the weakest of the eight brethren; as you'll see in the future, Gold Dragon is about as silly, while Holy Dragon is even more pathetic. The Ice Dragon can be fairly easily screwed over though. Sadly for Ice Dragon, his element is easily absorbed, his amount of HP rather low, and his status vulnerabilities are downright horrible, but I'll try and treat Ice Dragon with the same amount of dignity I firmly believe everybody deserves. Except for Nelapa, obviously. What does Ice Dragon do? He can use all three spells normally. If you damage him, he might counter with Battle. If he dies, he might use one final Avalanche attack before rolling over, but that's about it. Honestly, Ice Dragon might very well be the least interesting boss in the game. How to stop him? There are tons of ways! It doesn't really matter who you bring here. All you need is the ![]() ![]() ![]() ![]() ![]() ![]() ![]() If you have the equipment and the status ailments to throw around, Ice Dragon is a joke. If you don't, his Absolute Zero and Avalanche attacks will hurt real bad. The Mute status effect will prevent it from being able to use Northern Cross and Absolute Zero. If, for some reason, you don't opt for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Once you've defeated the Ice Dragon, you'll receive a

Pushing on, you'll come across a Save Point where you can use a Tent if necessary. In the next screen, you'll walk across a bridge that takes you to the location of the mysterious Esper from the beginning of the game, the same frozen entity that prompted Terra to morph into her Esper form earlier and (possibly) overlooked as Lone Wolf took Mog hostage. As you approach it this time around, it becomes evidence that the Esper is sick of waiting. An eerie glow surrounds it, and the Esper Valigarmanda attacks you.
Valigarmanda Bestiary #320 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 62 | 30000 | 50000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
19 | 4 | 0 | 254 | 70 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Strategy | ||||||
Valigarmanda is attacking you. That's not very nice of him. Luckily, he has very little to damage you with. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() What Valigarmanda does is all very basic. The Esper attacks normally with the above three spells, although he hardly ever uses Freezing Dust just like that. Whenever Valigarmanda is hit by a Fire-elemental attack, it has a one-third chance of casting ![]() The strategy the game wants you to follow is clear. Fire-elemental Magic is the key. You will mainly be casting ![]() ![]() ![]() ![]() ![]() There's little strategy involved beyond this, as the battle is quite easy. If you somehow didn't bring any equipment with elemental properties, ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
As soon as you defeat Valigarmanda, he starts talking! Blast, he could've done that earlier and saved us a lot of trouble. "You know Terra, you're a half-Esper, and the Empire is evil and has abused you. Go side with the Returners. Here's my Magicite, it teaches level 3 spells so you can fry anything on your path. Good luck! Oh, and don't stick Skittles up your nose." More or less, that is.
A note on


Now, there's an opening in the cliff. You can hop into it. RPG wisdom tells us that the 'No' option to bail out isn't going to get us treasure. Or danger.
2.18: The Caves of Narshe
Upper Two Levels |
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1 |
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3 | ||
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1 |
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1 | ||
1/16 |
1 |
Umaro's Room |
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4 | |
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1 |
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2 | ||
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2 |
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1 | ||
1/16 |
3 |
Enemies: Tonberry, Onion Dasher, Anemone, Illuyankas, Knotty, Tzakmagiel, Tonberries, Yeti
Lore: Traveler
Party: Edgar, Sabin, Celes, Setzer, Mog
Whom to bring? Mog is ideal, as he's needed to obtain the 'sasquatch muscle' you meet later on. Otherwise, the same people that did well in when you first arrived in WoR Narshe will do well again here; the main danger posed by the cave monsters you'll find ahead is Imp-setting, which can be prevented by the

Knotty are Mu palette swaps. Like Mu, they're un-Meteor Strike-able; I continue to wonder if they're just sitting in holes in the ground or ripple into our existence from a maddening rift in the space-time continuum. If this question doesn't confuse you, the Knotty'




Another theory for which I'd like to credit Suonymona mentions that Mu/Knotty are this game's version of Final Fantasy V's Nut Eaters/Skull Eaters. They're both squirrel-like in appearance the colors are consistent (brown for the weaker, grey for the stronger). Since Sabin has a childhood fear of 'Nut Eaters', maybe the Mu' and Knotty' non-Meteor Strikeable nature doesn't come from the fact they are unable to be lifted, but rather comes from the fact Sabin can't bring himself to perform the attack on them. This wouldn't explain Gogo's behavior, though.
Tzakmagiel are boring. Their Special, !Peck, sets Imp. Weak against Fire like everything in the cave, it doesn't really matter if you torch them or just use other kinds of violence. The Sketch command has a 3/4 shot at pulling Cyclonic from this freaky bipod, which works against both Tzakmagiel and Knotty. Tzakmagiel are called 'leaders of the little monsters' by the Anthology Bestiary. What that's supposed to mean is left to anybody's imagination.
Illuyankas are pretty sturdy with inherent Safe, Death protection, and the ability to absorb your Lightning-elemental attacks. They're weak against Fire and really don't do anything special AI-wise (Battle and !Pal Maker, which sets *gasp* Imp), so take your time, they're not very dangerous. They have a mouth-watering Rage, though (inherent Safe, Lightning-absorption, instant death protection, Giga Volt).
Tonberry. The Tonberry. The notorious creatures that look like they're waddling over for a hug yet actually intend to flay the flesh from your skull while you're still alive. They have a lot of Hit Points (8000) for a normal monster and possess two very strong attacks. Each round, this foe will use





Anemone are pretty passive enemies. When with other monsters, they will use !Imp Touch every now and then, which sets Imp. If they've been damaged, they will heal themselves a little with Megavolt; they absorb the element, so don't try to use it against them. If an Anemone will start to use Giga Volt on the party every turn if it is by itself, so you'll want to avoid that. They are weak to Fire, as you suspected.
Onion Dasher are monsters I find especially annoying for no specific reason. Their Special is called !Dash, and it doesn't set Imp; it sets Haste! That's why they use it on themselves every second turn, too. Otherwise, you just have to worry about physical attacks when they're with others or Imp Song when they're alone. Given that you've only seen Imp Song as a counter-attack so far, I should point out that Imp Song is actually a multi-target attack.
So, in general, slap on as many










Umaro's Cave is a cave with two themes. The first theme is out-of-battle, and it's pitfalls. Bloody, bloody pitfalls. They're not there to make you land on poisoned spikes or anything, but they do keep you from getting treasure. The other theme is Imp. Every monster here has the ability to turn you into one of those blasted Kappa water sprites.
When you land, you will have access to three parts of the cave. The far right one just leads you to a pitfall, so you have no business there. The one in the middle leads you to a chest with a Hi-Ether (the upper chest). Grab it and then return to the first cave you entered. Now, enter the far left cave-mouth. Make sure you don't stand on the two dark tiles there, as they are pitfalls. Walk around until you get a random battle. Make sure to end it with four characters with the Clear status.

Tonberries are the more powerful yet more easily defeated version of Tonberry. The three of them simply walk up to you and use Battle every time they take a step. If they have taken eight steps, they use !Switchblade and return to their original position. If you hit them with a Magic spell, they counter with


When you fight them, do whatever you want, so long as you make sure you stay under Clear. Mute the lot, cast a multi-target





Once you're done, you'll have cleared the entire top floor, meaning that it doesn't matter if you go back to the first cave, enter the middle cave-mouth and descend the stairs to the lower level or just drop through a pitfall. Regardless, find the

This is the room of the sasquatch that Mog and various townspeople from Narshe were talking about earlier. The stairs up just lead to the point where you could see Umaro (the sasquatch) in the WoB and force you to fall down from there. It's a long hike back, and we still have work to do here, so don't mess around. Examine the bone carving in the middle of the room to find a piece of Magicite in it! Once you choose to remove the remains of

Yeti Bestiary #322 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 33 | 17200 | 6990 | 10 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
25 | 11 | 0 | 100 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
So, you've had three major battles against relatively easily defeated monsters with a weakness to Fire. Yeti is no different: a relatively easily defeated monster with a weakness to Fire. Yeti employs all kinds of freaky attacks to try to damage you. Normally, he'll use Battle, !Tackle, and Blizzard. He uses physical attacks only when one of your characters is remains, but I see no reason for that to occur. Every 40 seconds (when 2 or more characters are alive), Yeti will either use Snowball (an unblockable ID attack that halves the target's current HP and sets Seizure), Surge, or Lode Stone (ID attack that takes off 75% of the targets current HP). Yeti may counter Fire-elemental attacks with either !Tackle or Blizzard, and every other kind of damage with !Tackle. Every third time Yeti is hit by a Magic spell, he'll use a Jump attack. The interesting part of this fight is the Green Cherry Item. When you use it on him or he uses it himself (automatically when he reaches 10240 HP), he will glow red. This means that Yeti sets Safe, Shell, Haste, and Regen on himself. Sadly for Yeti, he has Seizure immunity, so you never get to see Regen in action. The appearance of the Green Cherry means ![]() ![]() ![]() Yeti is a very easy opponent. Since he has Berserk vulnerability, you can set it with the ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
After the battle is over, Umaro will be sitting in a corner looking sad and pummeled. But hey, you broke his statue and, I dunno, pummeled him, so I guess that makes sense. Don't be afraid to walk over to the brute; he won't attack you again. If you didn't bring Mog, he'll just go "Ooh..." and continue to sit there. If this happens, you can just return with Mog and talk to him later; he'll still be sitting there.
If you did bring Mog, though, he'll go talk to Umaro on behalf of the party. In a stunning display of taking advantage of the mentally disabled, Mog orders Umaro to join your cause. He'll stomp off to find the Falcon and wait there for you. You don't have to have Mog in your party to use Umaro, and using a Green Cherry on the character Umaro has no special effect over removing Imp like it always does.
Umaro, as a character, is generally considered the weakest character in the game. His stats are awesome: that's not the problem, and his Tackle and Character Toss attacks are nothing to scoff at. Not to mention the fact that with the two Relics made specifically for him (the





In short, Umaro is a completely one-dimensional character. This immediately explains his popularity with many first-time players; it's hard to go wrong with him. Every other character in the game can be tweaked to be superior to Umaro, but you would have to know how to do this in some cases, whereas it's impossible to really go wrong with Umaro: you bring him into battle, he'll do impressive damage.
For now, if you've followed the walkthrough so far, you'll have neither the






Now, you can just cast the





2.19: The Moogle Raid
Party: Mog, Optional: Edgar, Sabin, Celes, Setzer, Umaro
Note that this section is entirely optional and in fact hardly what you're 'supposed' to do, so feel free to skip it. Basically, this little errand is the abusing of a no-encounter Relic to gain all sorts of late-game treasure from two dungeons you're not quite ready for. The spoils you gain here will really help out.The following excursion will require you to have Mog in your party equipped with the


The first stop is the Fanatics Tower. We'll see Strago prancing 'round like before, but we're gonna go right past him, onto the Tower. On the first part of the stairway, there's a door we can enter. Enter and raid the chest; it contains a




Once an enemy is hit by the





While in the



We press on! The door in the second part of the stairway contains a Genji Shield, which is a nice enough shield; it boasts the third-best Defense in the game (lower than the legendary


The door in the third part of the stairway contains the



The door in the fourth and last part of the stairway contains a






The






The top part of the Tower, where the 'wondrous' item lies, should be off-limits to you at this point; you can try to defeat the boss, but it's an enormous hassle to defeat the guy at this stage. If you want to try the pain-in-the-ass way (which for emulator users means juggling with Sonic Dive and for console players hours upon hours of MP-draining), skip ahead to chapter 2.40. If not (recommended), just hike all the way back, which is my least favorite part of this game by far.
Next and final stop for raiding, Kefka's Tower!
Put Mog with the

Walk around with Mog. You'll first come across a chest containing a


The







Now, walking on along this passage will get you to a dead end, so either use a Teleport Stone, the

The first chest you find is rather messily stacked on the background in the second room. It contains a







Now, get Mog in party #3. Walk downwards. Going to the right will clearly take you past three chests: a





- Go down into the darkness to the left of the spinning whatever-it-is.
- Go all the way down
- Go all the way to the right
- Go all the way down
- Go 1 step up
- Go all the way to the left
- Go all the way down
- Take a few steps to the right and grab the
Aegis Shield
- Go back into the darkness and go all the way to the right
- Go up and to the right until you don't go any further
- Go all the way to the left, and all the way up to re-appear.
That's it! You've raided Kefka's Tower as far as you could. There's plenty more, but you'll need three thoroughly prepared parties to advance any further. Rest assured, there will be a time for that later.
2.20: Encountering Humbaba (1)
Lore: 1000 Needles
Party: Optional: Edgar, Sabin, Celes, Setzer, Mog, Umaro
Whom to bring? Celes is great to bring; Runic is nice if you don't have enough

Assuming you haven't fought already, you still have some things to do which you can read about in chapter 2.4. Otherwise, assuming that you fought earlier and talked to Terra in Mobliz as well, this is a good time to check in on the kids in Mobliz again. That pigeon can wait for just a little bit longer (don't worry, we'll get to that next). Terra wasn't doing so hot the last time we saw her. How can you blame her: personal problems, loads of responsibility, and the ancient demon stampeding around would get any average nineteen-year old girl down, I'm sure.
As soon as you enter Mobliz... nothing happens. The dogs have gotten used to you, so they don't bark. Descending in the orphan's shelter will reveal that the three older kids in town are gone; it seems that amidst all of the disaster, safe sex wasn't a priority for Duane and Katarin. Katarin's pregnant, Duane had thought of a better future than sitting in a dump of a town with his knocked-up 17-year old girlfriend (like so many fine young men of our generation), and Terra... Where the hell is Terra? Best search around town.
The Relic Shop's derelict, although there's a nice bed for you to sleep in if you feel like it. The only other standing house contains a dog that quickly sneaks off behind a bookcase and Duane, who laments. Follow the dog and you discover the haven within the haven; Terra and Katarin have retreated here to discuss the existence of the baby. Duane comes in to apologize for his 'awful husbandry'.
At any rate, attacks again. Duane sticks to Katarin, Terra refuses to fight once more, and the kid asks you to rid the world of once and for all. With ten young eyes pointed at you, do you really have a choice? Before you go out, make sure you're properly equipped and healed up.










Humbaba (2) |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 31 | 60000 | 10000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
53 | 10 | 0 | 102 | 153 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
This isn't all that difficult, so I'll make it kinda quick. You rush out of the house to find Humbaba (2) approaching. You do battle with him. The first round, he'll throw a Battle or !Solar Plexus attack. The next round consists of ![]() ![]() ![]() ![]() If you somehow managed to completely circumvent this event by doing more than 15360 damage in one turn, he'll use Humbaba Breath only once and die. This is odd, as the thing going on here plot-wise is that you can't really handle Humbaba (2). Sure, you pound on him for a while, then he disables two of your characters just like that. On the offensive, Humbaba (2) is temporarily resistant to the Sleep status, so that doesn't work. Focus on your strongest attacks; Sabin's Phantom Rush, Mog and Edgar's Jump attacks, Setzer's GP Rain attack (his ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Anyway, despite your perfect set-up and the little amount of damage Humbaba (2) will be able to do against your party, you still get your face handed to you on an IKEA faux-silver platter according to the storyline. No fair. So, Terra comes to save you! Sensing that her friends are in danger or something cheesy like that, she rushes to the rescue, unleashing the Esper within herself on her way. Round two: Fight! There you stand, with one or two less characters than what you picked beforehand but with a permanently Morphed Terra as a replacement. Basically, just continue to attack Humbaba (2) in the same fashion. If Terra knows the ![]() ![]() ![]() ![]() ![]() | ||||||
After the battle, the kids of Mobliz will rush out of the houses to celebrate the victory. Instead of their Mama, however, they find a naked purple furry thing. Like any good stranger-fearing bunch, they hide behind barrels for safety. One of the toddlers recognizes Terra and then all the kids will surround her. Terra, meanwhile, has concluded that pacifism isn't the way to enlightenment and decides to fight for her loved ones, the children of Mobliz. With the scene over, the party can leave Mobliz behind; we can only hope that all will go well for them, and that the upcoming baby will never serve as a representation of this world reborn when the credits roll. I wouldn't get my hopes up for that one.
An important note to make before we really get back on the Falcon, by the way, is the fact that as of now Terra will receive twice as much Morph time for every Magic Point she gains. That's awesomely sweet. Terra is entirely like Celes on her set-up and the way you should treat her; teach her




2.21: Following the Pigeon
Party: Edgar, Sabin, Celes, Setzer, Mog, Umaro
Finally, it's time to get on with the story and get busy with the pigeon you were prompted to deal with all these eons ago. Once again, the magic question is: whom to bring? The


First stop, if you still remember, is Maranda, where the carrier pigeon first took us. Some pigeons surround Lola's house, and as we enter we find the entire room covered in beautiful silk flowers. Lola claims that her boyfriend, the wounded lad in Mobliz, has sent them all, but we just visited that place; that poor guy was killed when Kefka attacked the town with the Light of Judgement. Who has been deceiving this girl, keeping her hopes up? Examining the letters reveals that the handwriting resembles that of Cyan, who, like no other, knows the pain of loss.
Lola asks you if you can attach her reply to a carrier pigeon. Accept, and you'll receive the Rare item "Lola's letter". You can examine it to read the first two lines (Thanks for all the flowers, I'm worried about you...) Go outside and find the pigeon waiting for you near Lola's house; attach the letter (obviously, you'd just lose it) and you'll see it fly across the Overworld Map to Zozo. It seems our characters have incredible eyesight if they can track a single bird that far.
Jump on the Falcon and fly over to Zozo. Zozo still houses the same opponents as it did in the WoB, and thus I'm not going to comment on them again, as they're no real threat to you anymore. In Zozo, you find the pigeon resting for a bit near the entrance; pushing it a little makes it fly on, over, and behind the Small Tower. Up there, you may remember one of the doors being rusted shut; you could climb up there and experience this fact if you want to, but we're better off looking on the ground for help. Besides, didn't that one guy in Maranda say how the honest merchant here might be able to help us out one day?
The honest merchant is willing to help us for a price; for 1000 Gil, we can buy some Rust-Rid. He won't sell you the Rust-Rid if you haven't sent the pigeon all the way, so make sure you did that. The Rust-Rid is a Rare Item you gain if you pay the man. Climb up the stairs, and find the door that was rusted shut. You use the Rust-Rid, and presto: a new dungeon.
2.22: Mount Zozo
Caves |
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Final Slope |
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1 |
Enemies: Mugbear, Luridan, Devil Fist, Punisher, Glasya Labolas, Storm Dragon
Lore: Aero,
White Wind
Party: Optional: Terra, Edgar, Sabin, Celes, Setzer, Mog, Umaro
Glasya Labolas are upgraded Hill Gigas. They don't use Magnitude8 and don't absorb Earth-elemental attacks either; they're just really powerful physically and have a lot of HP. They have a very nasty special in !Uppercut, which is five times as powerful as Glasya Labolas' Battle and has two chances of attacking you every turn. Finally, they have a rare

Punishers are uninteresting. They're stronger versions of the Harvesters you met down in Zozo, but not nearly as complex. They counter Steal with Steal. You can steal a common


Devil Fists are strong Zaghrem-type enemies, but unlike Zaghrem and Iron Fist lack the ability to utilize the


Luridan is crazy! Just crazy, I tell you! It knows two silly terrain attacks only normally accessible through Mog's Dances. On the third turn, he may use Forest Healing (removes Dark, Poison, Petrify, Mute, Muddle, Seizure, Sleep, Slow and Stop), and on the fourth turn it may use Meerkat (multi-target, sets Haste). Exactly why a violent delta-shaped bug like Luridan has power over nightingales and young felines is left to anybody's imagination. On every non-Harvester/Meerkat turn, Luridan will use either Battle or ![eattack]gba[/eattack] (Battle x 2). Since Luridans tend to travel in large packs of either three or six, the continuous pounding can get rather painful on the whole. They can be quickly dispatched by a decent multi-target



Mugbear are bears. They don't damage you; they just Steal GP from you. This was never a problem with other monsters that did this (Harvester, Dadaluma), as they never ran, allowing you to just get the money back in the end of the encounter. Mugbear, however, will flee the second turn when given the chance. He'll try to Steal from you in the first turn and counter any damaging attack you throw at him with a shot at another Steal attack, so chances are that you'll really want to take this bear down ASAP.



There's a little trick that can be executed with Mugbear in light of this information. You won't be able to use it now, so I will mention it again once that time arrives. Here it is, though: return to Mount Zozo with Relm in the party with the




All of the attacks used by monsters in the Mt. Zozo area are physical, so all you have to do is summon


As you enter, you'll find a giant cave with wooden bridges going everywhere and nowhere. If you go up, you'll reach a dead end because both bridges here have collapsed. Go all the way to the left to find a chest containing an




The


Going up will get you past a chest with an







Outside, in the opening to the far left, you'll find a chest with a






2.23: The Nastiest Dragon and Cyan
Enemies: Storm Dragon
Party: Optional: Terra, Edgar, Sabin, Celes, Setzer, Mog, Umaro
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: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Metamorph Package | ||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 32/256 Success Rate | ||||||
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 ![]() ![]() 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) - ![]() ![]() ![]() ![]() At the start, summon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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, ![]() ![]() | ||||||
When the fight ends, you'll have defeated another dragon and obtain a

If you go outside, you'll see something shimmering; it turns out to be the key to Cyan's secret chest. You can go back in and open the chest. You'll find two books here: a Machinery Manual (Japanese translation: Machines for Dummies, Machines Explained Through Comics, Overcome Your Fears of Machines Today and the Big Book of Understanding Machines) which supposedly cured Cyan's fear of machines and a "Book of Secrets", of which he's very possessive. If you have Cyan in your party at this moment, he'll make a small scene in which he takes this item from your party leader. The Japanese game just called this "Book of Secrets" a naughty magazine. So it's a fact, poetry-writing, heart-broken samurai get lonely too.
If you take Cyan to Lola, he'll exchange the "Everything's going swell here in Mobliz"-letter with the letter you read on Mount Zozo. Lola will talk a little about her feelings and exclaim how she wants to meet whatever man wrote all the letters; if you brought Cyan and at least one other party member, he or she will be about to break the secret when Cyan steps in and prevents the truth from surfacing by telling Lola simply to enjoy life. Case closed.
Cyan, if you've been following the program a bit, probably learned two new skills in your absence. Dragon (which you may have already seen in the WoB at level 24) is an attack that drains both HP and MP in a single strike using some dragon-related power. It's strong enough to restore Cyan back to full in both categories if you aren't leveled too high, so unless the damage drained is hampered by the target, it's a great restorative move. Eclipse is basically Cyan's version of Sabin's Razor Gale, much like Fang is Cyan's version of Sabin's Raging Fist. Eclipse is slightly stronger, non-elemental, and has a 55% chance of setting Stop if the struck opponent is still alive and vulnerable to the ailment: It has a 140/256 chance and ignores any kind of Magic Block or Evade stat.
With Flurry still a viable option as well, Cyan's Bushido skills are truly something to fear; it's the bloody charge time that holds you back. Waiting for Bushido #6 takes a really long time; even if you skip to all the other characters and input the commands for their long-animation attacks, Cyan won't always be done charging when the other characters are done, and by this point the opponents have often already been defeated.
2.24: The Veldt
Party: Optional: Terra, Cyan, Edgar, Sabin, Celes, Setzer, Mog, Umaro
The Veldt has been altered a bit. Pray that nobody alters it further. You no longer have access to the town of Mobliz when walking on the Veldt, Crescent Mountain has disappeared and a new cave, mysteriously called the Cave of the Veldt, has appeared. It's been quite a while since you picked up some new Rages, so I suppose it's time to go check up on our friend Gau again. You won't have to rescue him or do anything special to recruit him; just go fight on the Veldt with any party that has a free spot and he'll have the same ol' 57.5% chance of appearing, like always. You've met a great load of monsters, so I'll give a quick rundown on the good ones you can look for:- Behemoth
Meteor
- Ninja
- Absorbs Poison, inherent Float,
Water Scroll
- Platinum Dragon
- Inherent Safe and Float, Cyclonic
- Land Ray
Mighty Guard
- Fafnir
Traveler
- Killer Mantis
- Instant death protection, Metal Cutter (Metal Cutter is a non-elemental magical attack about as powerful as a level 3 spell. Under Rage, it randomly changes between a single-target and multi-target spell, much like
Fira, Giga Volt, and attacks like that.)
- Skeletal Horror
- Absorbs Poison, Undead,
Banish
- Borghese
- Absorbs Poison, Undead,
Holy (a Holy-elemental spell that you will later learn from an Esper. It's slightly weaker than a level 3 spell.)
- Cloudwraith
- Absorbs Poison, Undead, Flare
- Garm
- Instant death protection, !Rush (Battle x 1.5)
- Magna Roader (Brown)
- Inherent Haste,
Lv. 4 Flare
- Illuyankas
- Absorbs Lightning, instant death protection, inherent Safe, Giga Volt
- Luridan
- Inherent Float, Rock Slide (Rock Slide is a single-target non-elemental barrier-piercing attack that's about 1.25 times as powerful as a level 3 spell against a single target. Superior to
Flare in all ways, it was already available to your party as Mog's second-strongest Dance attack.)
- Devil Fist
- Absorbs Poison, inherent Haste, Elf Fire
- Black Dragon
- Absorbs Poison, Undead, Storm (Storm is exactly what you get when you invent an Ice-elemental Skean and make it not a Skean. Notable as one of Umaro's attacks, it's his strongest Ice-elemental attack until Gau gets his greedy little hands on Baalzephon.)
- Punisher
- Inherent Haste and Float,
Thundaga
- First off, since it's not the Confuse status, you can't protect against it. Entice works on *everything* as long as it connects (Entice has a Hit Rate of 80, meaning that it'll have an 80% chance of connecting on a target with no Magic Block).
- Second, the character or monster affected won't show any indication of being under the influence. Monsters won't look the other way, and characters won't spin right round.
- Third, it's not dispelled when you use a physical attack.
- Fourth, the Entice spell creates a bond between the Entice caster and the target. If the 'caster' of the Entice attack dies, the affected target will turn back to normal. If the caster of the Entice spell tries to attack with Entice on another target, it'll miss as long as the other target is still alive. Due to a bug, when one caster casts the spell on the target of another caster, the original caster - while not really having a target anymore - won't be able to Entice another target until his 'stolen' target is dead.
Doom
Mighty Guard
Lv. 3 Confuse
Rippler
Roulette
Revenge Blast
Traveler
Stone
Aqua Breath
White Wind
Dischord
Self-Destruct
Aero
Lv. 5 Death
Bad Breath
1000 Needles
Lv. 4 Flare
Transfusion
Tsunami isn't partly Wind-elemental
Tsunami hits both sides in a Pincer attack
- While
Tsunami is weaker, it doesn't split damage on multiple targets, making it stronger than
Aqua Breath versus multiple targets
- One of your characters has the Haste status. If so, it will target that character; if more than one character has the Haste status, it picks the first one with the status in your formation, going from top to bottom.
- If Blue Dragon isn't already enhanced by the Haste status.
- If Blue Dragon isn't enhanced with the Safe status.
- If it has been two turns since (not counting the 40-second attack) Blue Dragon last used
Rippler.
- Terra has been recruited
- Celes has been recruited (in other words, this part will always happen)
- If Cyan has been recruited but is not in the active party
- If Setzer is not in the active party
- If Locke and Edgar are both in the active party
- First Turn -
Doom,
Roulette,
Aqua Breath
- Second Turn -
Revenge Blast,
White Wind,
Lv. 5 Death
- Third Turn -
Lv. 4 Flare,
Lv. 3 Confuse,
Reflect ???
- Fourth Turn -
Lv. ? Holy,
Traveler, Launcher
- Fifth Turn -
Dischord,
Bad Breath, Imp Song
- Sixth Turn -
Aero,
1000 Needles,
Self-Destruct
- Seventh Turn -
Rippler,
Stone,
Quasar
- The
Reraise spell;
- Have a character summon
Quetzalli around the time Ultima Buster flashes yellow for the second time, causing
Ultima to miss all your characters.
- Don't attack Ultima Buster - just set
Reflect and keep yourself healed with
Healing Rods, Hi-Potions, and
White Wind until his own level 3 spells have damaged him enough to lower him into his 'dangerous phase'.
Debilitator might help to speed things up there. Now that he's already fairly damaged, you should be able to kill him before he gets to
Ultima.
- Go down into the darkness to the left of the spinning whatever-it-is.
- Go all the way down
- Go all the way to the right
- Go all the way down
- Go 1 step up
- Go all the way to the left
- Go all the way down
- Take a few steps to the right and grab the
Aegis Shield
- Go back into the darkness and go all the way to the right
- Go up and to the right until you can't go any further
- Go all the way to the left, and all the way up to re-appear.
- "ACTIVATING Ultros BATTLE PROGRAM"
- This is what could be considered the boss' weakest program. It'll use Tentacle here (which is nowhere near as painful as it once was) in addition to Entwine (unblockable, but you can counter this with a
Hastega spell), !Ink, and
Stone. It'll spend four turns emulating Ultros before settling back into its normal AI script, and Entwine will always be the last move it'll use.
- "ACTIVATING Dadaluma BATTLE PROGRAM"
- Shockwave and Battle are nothing to be worried about, but, on the third turn, Dadaluma Guardian will throw a or
Ashura (doing extreme amounts of damage and killing non-
Reraise characters) and use three healing potions (either Tonics or Hi-Potions) just before using Magitek Barrier to set both Safe and Reflect. You'll want to use
Dispel or
Rippler as happens result. After this has happened, Guardian will go back to its normal.
- "ACTIVATING Air Force BATTLE PROGRAM"
- This is simply Guardian's upgraded machine phase. It'll use such predictable beauties as Magitek Laser, Diffractive Laser, and Launcher. In its fourth turn mimicking Air Force, the opponent will say:
"INITIALIZING WAVE CANNON COUNTDOWN" "COUNT: 3" "COUNT: 2" "COUNT: 1"
All in one turn and use Wave Cannon on you, which is pretty impressive noting that 25 Magic Power we've been taking hits from so far. It'll hurt a bundle if you're not protected from it. After Wave Cannon, it's back to normal for Guardian. - "ACTIVATING Ultima Buster BATTLE PROGRAM"
- Far and away the most dangerous of Guardian's battle programs, Ultima Buster's battle program will have Guardian use Battle, cast
Flare, and use Meteo. On the fourth turn, Ultima Buster Guardian will say "Vast energy focused", glow yellow twice and use Flare Star, which actually isn't as threatening as you might have feared.
- Current HP/current MP
- Statuses and status ailments
- The RNG uses for determining Slot possibilities
- The temporary Hide status induced by Jump and
Quetzalli's Sonic Dive
- If you have executed a Desperation Attack with a character
- If you have summoned an Esper with a character
- Rage and Dance status; you will be able to select a new one at the start of the next tier
- The effects of
Force Field
- The effects of
Golem's Earth Wall
- The status on Cyan's SwdTech bar if you were charging
- Runic and Sky 'statuses'
- 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
Vanish/whatever will work.
- No target in the final battle is vulnerable to the powers of
Ragnarok's Metamorph.
- All targets of the three tiers before Kefka cannot be Scanned, Meteor Strike'd, Controlled, or Sketched.
- Terra can really dish out some damage up there if you took the time to teach her
Flare and/or level 3 spells. If she knows
Ultima, take her. If she is equipped with the
Soul 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
Quick, 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
Flare 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
Air 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
Radiant 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
Minerva Bustier to take care of a lot of the elements you'll run into.
- Strago's merit in the final battles lies in
White Wind,
Mighty Guard, and
Grand 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
Fixed Dice/
Master'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
Fixed Dice lose quite a lot of their shine. While it will still be decent against Kefka like all the other
Master'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
Air 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:
Master's Scroll/
Sniper. With pretty much every target Floating sky-high, his damage output will exceed that of the Wind God himself. If he lacks
Merit 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.
- When weak to Fire-elemental attacks:
- Kaiser Dragon will randomly use
Firaga,
Meteor,
Flare,
Meltdown and will counter 66% of your attacks with Southern Cross on the entire party.
- When weak to Ice-elemental attacks:
- Kaiser Dragon will randomly use
Blizzaga spells, Absolute Zero, Avalanche and Northern Cross, and will counter 66% of your attacks with Freezing Dust on a random party member.
- When weak to Lightning-elemental attacks:
- Kaiser Dragon will randomly use
Thundaga, Plasma or Gigavolt, and will counter 66% of your attacks with Wave Cannon on the entire party.
- When weak to Poison-elemental attacks:
- Kaiser Dragon will use a combo of Scintillation, Venomist and a
Doom attack on its first turn, use a combo of Lullaby, Crypt Dust and Disaster on the second turn and will use Cloudy Heaven on its third turn. It will counter 66% of your attacks with a Bio spell on a random party member.
- When weak to Wind-elemental attacks:
- Kaiser Dragon will randomly use physical attacks,
Tornado spells,
Aero and Cyclonic, and will counter 66% of your attacks with a Wind Slash attack.
- When weak to Holy-elemental attacks:
- The first time Kaiser Dragon gets a Holy shift, he'll cast
Reflect on a single character and follow with the
Reflect ??? attack. Its second turn will be used to cast
Protect,
Shell and (useless due to Slow immunity)
Haste. When Kaiser Dragon has done these things earlier, he'll just attack with physical attacks,
Holy spells and the
Lv. ? Holy attack. Kaiser Dragon will counter 66% of your attacks with a Hyperdrive attack on a random party member.
- When weak to Earth-elemental attacks:
- Kaiser Dragon will attack ferociously with combinations of physical attacks, every third turn using !Last Breath twice, and will counter 66% of your attacks with a
Quake spell.
- When weak to Water-elemental attacks:
- Kaiser Dragon will randomly use
Aqua Breath,
Tsunami, Flash Rain and El Niño in quick succession, and will counter 66% of your attacks with an Acid Rain attack on a single character.
On how to use Gau in the WoR: It's a common notion that while Gau rocks people's socks in the WoB with his incredible offensive abilities, he's just a tank in the WoR while the offense is lacking. This is only partly true, however. For quite some time yet in the WoR, Gau's special attacks are still powerful enough to make most forms of multi-target damage pale in comparison. The most potent forms of violence available to Gau include Litwor Chicken/Medusa Chicken and Tyrannosaur. You should have from the WoB; Medusa Chicken is just a slight alternative (absorbs Poison, but lacks instant death protection).




If you can use neither of the above options, there are a slew of alternatives waiting for you that are satisfactory, though not quite as good as the ones offered by Litwor Chicken-Medusa Chicken and Tyrannosaur. Marchosias's



2.25: The Cave on the Veldt
Formations |
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10/16 |
1 | |
5/16 |
2 | |
1/16 |
1 |
Enemies: Gorgimera, Twinscythe, Death Warden, Behemoth King 1, Behemoth King 2
Lore: Doom
Party: Optional: Terra, Cyan, Edgar, Sabin, Celes, Setzer, Mog, Gau, Umaro
Whom to bring? Gau's a great choice here, as you can practice his new Rages here (which are great if you have some of the proper ones). Edgar is an excellent choice if you have gotten his


Twinscythe is a big nasty Killer Mantis upgrade. Twinscythes absorb Ice-elemental attacks and have Instant Death protection. To top it off, they have just enough HP to survive most multi-target spells, so it's hard to clean them up easily. On the offensive, they are nothing to worry about; they just use Battle over and over again, countering every attack with a 33% shot at !Drainsickle (drains HP). Take them out with Fire- or Wind-elemental attacks. Sabin's Razor Gale works really well on them, Cyan's







Gorgimera are very elusive, but pretty dangerous when you do encounter them. They have over 7000 Hit Points, no weaknesses and have Instant Death protection, so they'll be around for a while when you meet them. For three turns they'll just attack physically, but on the fourth turn Gorgimera will get all fired up. He'll start with !Rage (Battle * 2), and use three of the following attacks: Blizzard, Fire Ball, Giga Volt, Magnitude8, or




Gau's Rages in the cave: Marchosias works wonders on the Twinscythes, but the Magna Roader (Brown) with


As soon as you enter, you'll see a familiar, yet non-human face: Interceptor! He'll retreat into the cave, so you'll want to follow him. There is nothing to the right anyways.
In the next room, you'll meet a group of four hunters who live in the cave. They'll talk of Gau and tell you that he won't approach if you're with four party members. One of the members will talk about a 'frightful dragon' that no human is able to defeat. Contrary to popular belief, he's not talking about one of the elemental dragons here, but about a rare random encounter: The Brachiosaur, the most dangerous random encounter in the game. I'll talk about that bastard when we get there. In this same room is a chest that contains the




You'll end up in a place where you can go to the bottom and to the left. To the left (you'll have to navigate blindly for a few steps to reach it) is a chest containing a monster-in-a-box, the deity of Death called Death Warden. Death Warden was never supposed to be a one-time battle, but due to a formation mix-up, this is the only time you'll fight him. He was supposed to appear on the Veldt, providing you with Magic Points and




Don't bother with dealing damage: Death Warden's weakness is instant death attacks. As soon as you enter battle, have somebody cast








After you've defeated Death Warden, you can equip the non-elemental




It's a weapon you heard about earlier; a 'mean guy' in the Colosseum was looking for it. That's of little concern to you at this time; we still haven't found Interceptor yet. If you touch the switch, a new path will open up for you to take. Once you take the path: shock and awe! It's Shadow, and he's not looking healthy. If you didn't wait for Shadow at the Floating Continent, he's not here, but it will be Relm who's lying face down on the rocks in the cave. In both cases, Interceptor will be standing guard, waiting for you to come over and help both of them. Ascend the stairs first, and you enter a room with a Save Point. Do your Save Point stuff and enter the room. While you're examining the wounded person, you will be attacked from behind by a behemoth-like monster. Bollocks.
Behemoth King 1 Bestiary #317 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 43 | 19000 | 1600 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
11 | 9 | 0 | 120 | 130 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
The blue Behemoth King 1, despite his appearance, is almost a pure spell caster. He'll normally attack with ![]() ![]() ![]() ![]() If a character of yours is under the influence of Reflect, he'll target the character and use !Devil Claw to remove the Reflect status (the message "Effect of " ![]() ![]() ![]() ![]() Behemoth King 1, if hit by the ![]() ![]() ![]() What to do? The best way to deal with the blue Behemoth King 1 is a combination of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
When you finally defeat Behemoth King 1, he'll ripple away and the battle will be over. But no! Behemoth King 1's hatred for all things good has allowed him to survive death itself and return as an undead being to try to wreak havoc once more. Oh no! Everybody runs to the other side of the screen, but don't fear; your Row is still intact (even though it doesn't look like it and it'd be entirely logical if it hadn't been intact), so you won't have to change.
When the battle is over, Behemoth King 2 will ripple away again. He's now a rather indestructible monster that roams the Veldt, attacking you every now and again. He leaves a

After the battle, you'll crouch down and your party's leader will say: "We can't do anything for her here. Let's take her back to Thamasa using the airship." apparently Woolsey let Shadow die on the Floating Continent and found Relm here, prompting him to use 'her' in the translation. Forum newbies have grabbed the opportunity at many occasions to point out that Shadow is actually female, which simply isn't true; this was never his line. In the later games, this was 'fixed'; the line is now turned towards a male subject, making Relm a boy. Oh Square remake team, is there anything you can't mess up?
2.26: Back to Thamasa
Party: Optional: Terra, Cyan, Edgar, Sabin, Celes, Setzer, Mog, Gau, Umaro
If you saved Relm things will be ever so slightly more complicated. She can now be in Jidoor: "One day, a man working for an aristocrat in Jidoor came and took that young woman back with him!". However, it's not a fixed occurance. In order to make Relm appear in Jidoor, you need to step on one of three specific tiles and exit Thamasa, re-enter, step on one of those tiles again, and exit again (which is a given). This process sounds far more unnatural than it comes to most players; one of these tiles lie on the stone path leading out of Thamasa to the southern exit, so as long as you follow that one, you'll be fine.
It's time to go pick them up, I'd say. At the colosseum, perhaps, to start?
2.27: Jidoor; Owzer's Mansion
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Setzer, Mog, Gau, Umaro
Uncontrollable characters are very poor in the boss battle at the end of this area, so I'd advise against Gau and Umaro. Also, due to the time delay, I'd add Mog to the category as well as neither his Dances nor his Jump attacks are very useful there.



When you enter the house, it will be dark inside: no sign of Relm or Owzer to be seen. Obviously if you saved Shadow earlier you don't even know Relm is supposed to be here, but you'll never get more evidence than you have now. The game is a little tricky like that, isn't it?
When you try to ascend the stairs to go to where the art collection is held, a mysterious force will hold you back. Stay...away... Yeah, we're not going to listen to that. Once we're at the foot of the stairs again, a diary appears. Read it to work out the obvious - something's up, all right. At least we discovered how to get the room back to normal; just flip the switch on the stairway lamp and the room will light up, and you'll be able to proceed up the stairs. There are three paintings worth discussing here.
The first one is the painting of the pink flowers. When you examine them, they will come alive and attack you! Note that once you've completed this dungeon, the painting won't respond. It's a battle with three Rafflesia enemies, which are well known through their Rage; both the Rage and the AI Script of these flowers feature the Entice attack. Entice sets a Confuse-like status, with a few differences. This Rage is great, so have some details about it.
Needless to say, Entice cripples every boss as it will completely disable their AI Script and they will start to attack themselves. Anyway, using Entice in a boss battle is just evil and sucks the fun out of the entire deal... so just don't use it. Or do. Lazy.
Back to Rafflesia. They're immune to every status ailment you throw at them, and can use Entice on the very first turn. What you'll want to do is go head-on with every kind of strong violence you have; they're specifically vulnerable to Fire-elemental attacks, so




The second painting of interest is the painting that has replaced the Ultros painting in the WoB; it's the unwanted portrait of Emperor Gestahl that Owzer decided to buy and hang here. The 'last Imperial trooper' at the Colosseum told you to talk to the Emperor twice, so examine the portrait twice; the second time, you'll obtain the Rare Item "Emperor's Letter", which talks about mountains in the shape of a star. Could this refer to the grand treasure of the Empire, the ancient relic with restoration abilities? We should definitely inform Locke once we find him. Now's the time to press on, though.
The picture of the lovely lady comes alive as well... as two Misty opponents, unfortunately. Misty use their first turn to set a status ailment, with either the







Once you defeat the Mistys opponents, the painting will be entirely destroyed to reveal a door. Enter to find more darkness and a stairway going down.
2.28: Through the Secret Door
Formations |
||
---|---|---|
6/16 |
2 |
|
2 | ||
5/16 |
2 | |
5/16 |
2 |
|
1 |
||
2 |
Enemies: Coeurl Cat, Crusher, Blade Dancer, Caladruis
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Setzer, Mog, Gau, Umaro

Crushers look unassuming. Fact of the matter is, they're really kind of not. 2095 HP isn't that unassuming, !Direct Hit (Battle * 5) isn't very unassuming, and the Lifeshaver attack it uses when alone certainly isn't unassuming. It has a common Super Ball steal which makes it the only random encounter enemy here that doesn't have an animal suit for stealing. Kill it with fire; if you brought Gau, his Rage (

Blade Dancer is supposed to be a magician of some kind; with a stellar (for monsters) Magic Power of 30 and up to three spells in its Control menu (




















Caladruis are the strongest of all small birds. With only 885 HP and a boring petrification attack (!Beak) to their name, Caladruis are pretty worthless. If for some reason you have trouble killing them in one shot, Fire is their weakness (as it is of all small birds). They have a rare

Overall strategy here is simple yet again: have everybody under the influence of Clear, and don't leave Coeurl Cat and Crusher enemies alone. Invincibility is nice.
As soon as you've descended the stairs, you will find more paintings. That's just great. These don't seem so threatening though; how could you be attacked by a painting of a door or a chair? But the joke's on you... If you get too close to the painting of the chair, the painting will suck you in, onto the chair, where you'll be attacked by a previously absent old lady. The old lady turns out to be a Blade Dancer accompanied by her four cats. How's that for a stereotype? If you smack her around, she'll take her place on the chair and leave you alone. If you leave and re-enter the room, it'll just be a harmless painting of a chair again.
Two doors await you upon continuing forward. The left one leads to a chest containing a




The right door takes you to...three more doors. Nice. First, make sure you go around the doors and grab the hidden




Just continue from this point, and don't wonder where you are. It doesn't make sense. When you enter a door, you'll suddenly find yourself in a new area with...floating chests. If you stand on the shadow of the floating chests, they'll come down and you'll be attacked; in every instance, it'll be a single Blade Dancer and four Coeurl Cats. What you actually receive from these chests after the battle will be different from what the game says:
What it says: 2000 GP, Hi-Potion, Hi-Ether, Remedy
What it is: 293 GP, Potion, Ether, Gold Needle
If you're done toying around with the floating chests and gawking at the painting of Maria that appears to change every time you look at it, go examine the picture of the battle armor; it will be another battle, with a creature called Still Life. Still Life pretends to be a semi-boss, but is not. It looks very weird, which is pretty much the most it's got going for itself; it appears to be a cloud of smoke with green lips that comes from behind a painting. It has four attacks up its proverbial sleeve: Battle, !Bane Kiss (sets Poison), Lullaby (a multi-target Sleep-inducing attack that's admittedly annoying), and



Once Still Life has been defeated, a door will appear. The door, as you've become accustomed to by now, leads to more doors. Use the Save Point to your advantage and take the door to the right; the door to the left will throw you out of a door somewhere in a wall you saw earlier.
You've finally found Owzer now, but he's changed quite a bit; he's changed from your average aristocratic pretty boy into a coughing blob of a man who looks surprisingly similar to Jabba the Hutt. Or any other Hutt, I guess they're all alike.
Another theory states that the scholar-type guy you meet in the WoB isn't Owzer at all, and that Owzer always was a generally inhuman fat blob with a frogface for no apparant reason. Who apparantly lives somewhere in his house where other people can't reach him and despite his wheezing, sickly appearance went out of the house on a fairly regular basis to locate artists. It's not my theory, so I may sound slightly subjective here...then again, it is a silly theory.
When Owzer came across another piece of Magicite in the Auction House, he bought it and felt the irresistible urge to obtain a painting of the Esper therein contained. The large painting of the Esper

Relm, by the way, is still painting the painting; it's not quite done yet, as you'll learn later. Regardless, it's time to remove the evil demon Chadarnook (Phantasm) from the living Starlet painting to save the life of Owzer so you can take Relm with you. Owzer begs you to keep the Starlet painting intact. Whatever.
Before you talk to him, equip













Chadarnook (Goddess) Bestiary #319 |
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) Bestiary #319 |
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 ( ![]() ![]() Poltergeist 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 Holy-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 Entice connects, and you can't do anything when Poltergeist connects. ![]() ![]() ![]() ![]() | ||||||
After you've defeated the demon, all will return to normal. You'll learn that Chadarnook was probably enticed by the 'weird stone' Owzer bought at the Auction House, and he asks you to take it. It's on the right part of the shelf. With


2.29: Team Thamasa
Lore: Aero,
1000 Needles,
Mighty Guard,
Dischord,
Bad Breath,
Transfusion,
Rippler
Party: Relm, Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Setzer, Mog, Gau, Umaro
First, I want to look at the Control command. There's a respectable chance that you've already gained access to it. If you obtained a



When Relm is controlling a monster and it's her turn to act, you'll be offered the choice between the four (or fewer) Control commands available to the monster she's controlling instead of her usual options. The Control commands are also the ones a monster randomly uses when Muddled, and most of the time there's some reason to the attacks found there. Regardless, Control can be a strategic choice so long as you know what monsters are worth controlling. Most of the time, the 'monster attacks until I say so' is the sweetest part of the deal, but sometimes the Control commands really include some sweet attacks like Cold Dust, Flare Star, Death-setting Specials, and the like. Control is great to get a particularly powerful enemy out of the way (Brachiosaur comes to mind), or to have an unlimited amount of Steal attempts without you having to worry about a thing.
I'd say that for the loss of a Relic slot, a Relm with a good Magic arsenal is better off with a second



Two more notes: first, if you used Mog's



Now, it's time to reap the benefits of this strange new world: new monsters, new attacks, new Lores. I'll discuss them step by step.
If Strago hasn't yet learned



Then, one of the greater Lores you can find:







If you missed

The











For










The last Lore easily obtainable right now is











So for a quick reference, the Lores you could have obtained so far include:
This section is called 'Team Thamasa', so you might be wondering by now how we're going to bulk up Relm. There are three things that can be done, and they're all equipment-related. One is the




How to get it? It's Colosseum material. The opponent is the Weredragon, the giant lizard whose only dangerous attack (the







The other option is the rare, 12.5% chance drop the




If you go to the Colosseum, Equip a






Now, let's go find the ultimate rod of the game (which carries Strago's last name, for the record), the sure-fire drop of the Earth Dragon.
Before you go, make sure you have


2.30: A Dragon in the Opera House
Enemies: Earth Dragon
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm,Strago,Setzer, Mog, Gau, Umaro


Do you remember the four switches in the right wing of the Opera House? They're referenced in this very guide, much earlier, which is one of the reasons this guide is so stellar. Starting from the left, the first switch makes a sound like a dog barking. Switch 2 turns out the lights in the opera hall, causing the crowds to make little eyes in the darkness. Funny! The third switch is the one you want now; before, it dropped you back to the entrance hall, but now it will take you to the stage, which means that for some reason, someone rewired this trap door in the last year. To what end? The final switch was the one you wanted in the WoB, but not now. Hit the third switch when you're ready to fight.
Earth Dragon Bestiary #342 |
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 | ||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 32/256 Success Rate | ||||||
Strategy | ||||||
The Earth Dragon 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 Earth Dragon 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 ![]() ![]() ![]() ![]() ![]() | ||||||
After you've defeated the Earth Dragon, you'll obtain a




Now we've gotten all the normal Lores we can easily gather and optimized our equipment, it's time to dive into Thamasa for two things: Strago's ultimate Lore and some quality Esper time that Thamasians both desperately need and deserve.
2.31: Gungho's Assignment
1st Cave, Save Point & Living Chest Area |
||
---|---|---|
5/16 |
1 |
|
1 |
||
1 | ||
5/16 |
2 | |
5/16 |
1 |
|
2 |
||
2 | ||
1/16 |
1 |
|
3 |
Main Room |
||
---|---|---|
5/16 |
2 | |
5/16 |
1 | |
5/16 |
1 |
|
1 |
||
1 | ||
1/16 |
3 |
Enemies: Warlock, Mahadeva, Sorath, Medusa Chicken, Creature, Moonform, Aspidochelon,
Hidon, Erebus, Erebus (2), Erebus (3), Erebus (4)
Lore: Grand Delta
Party: Relm, Strago Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Setzer, Mog, Gau, Umaro
There is a small island to the north of Thamasa called Ebot's Rock. It's closed for now. Foreshadowing? Back in Thamasa, as soon as you cross between the Armor Shop and the Item Shop, Relm will get excited about being back home. However, not all is well on the home front; Gungho, Strago's former battle partner, took on Hidon, the legendary beast Strago hunted together with Gungho when they were young. Hidon was submerged under water along with Ebot's Rock itself, but, now that the cave has resurfaced, Gungho had another go. That didn't go over too well; he's been defeated and is now bed-ridden. After listening to Gungho's pleas, Strago decides to go after the beast, and after a while, accepts Relm's help. Note that, after this scene, Strago is actually required to complete the dungeon that is Ebot's Rock. Relm, however, is not. There's a theme here: Warp stones are found throughout the dungeon and all monsters have a Teleport Stone as both their rare drop and rare steal. That's kind of them.
The Warlock is an annoying little... warlock. Evil and vile throughout, it makes a mockery of the holy light by attacking with the



The Mahadeva needn't worry you. It looks dangerous, but this is not the case. It may randomly use Crypt Dust on the second, fifth, eighth (etc.) turn but it will be a wasted turn like always; its Special is called !Rib and, unlike what you would expect, does Battle x2 damage rather than setting Zombie. Common Undead weaknesses in Fire and Holy can also be found in this opponent.
Sorath bears a close resemblance to Purusa, wouldn't you agree? See, it's funny because... Oh man, I'm too funny to bear. Again! If you haven't figured out that I'm stalling because Sorath is a rather boring enemy, you haven't had enough sleep. They attack with Battle and !Choke (Battle * 1.5). They're not very powerful with it. The only interesting thing to say about them is the fact they take a distant liking to percentage-based attacks (75% Shimsham through Sketch, Cave In through Rage) while being immune to it themselves.
Medusa Chicken are upgraded Litwor Chicken. Weak to Ice like their WoB brethren, they now also absorb Poison-elemental attacks. They have

Creatures... these little oddities are weak against Lightning, and they attack with Battle and !Stench, which sets Confuse. Control, Sketch and Rage all grant access to the spell. Unlike Humpty, they're not Undead, and that's why they don't absorb

Moonform is worth nothing. It attacks with Battle and !Mouth Clamp, which sets Seizure. It may counter any Magic attack with the Poison- or Water-elemental Acid Rain (which sets Seizure), and it can counter any other form of attack with the much more powerful Ice- or Water-elemental Flash Rain attack. Both attacks also feature Sketch and Control potentiality, and the Rage list features Flash Rain. The best way to deal with them is by casting

Aspidochelon are very similar to Devoahan, almost so much so that there's no doubt it's intentional; just like Devoahan, they will use nothing but Battle for four turns before letting loose with Battle, Battle, and !Rage (which once again is Battle * 1.5, unsurprisingly like Devoahan's Special of the same name). When hit by Magic, Devoahan responded with Sun Bath; Aspidochelon responds by casting Wind Slash. The main difference is the fact that Aspidochelon is Undead, with the standard elemental properties of Undeads too.
So, the strategy is clear. Cast




Here's the deal in this cave. The first warp stone (not capitalized to differentiate from the item Teleport Stone) takes you to a living, talking chest that won't grant you passage since he's hungry. He's also a chest, lacking opposable thumbs, abstract thought, or even the most rudimentary of senses. Let's face it; bossing around other people to bring him food is really his most effective way of feeding himself. Your task here is to feed him enough Coral, the stuff of magic you find in the chests all around Ebot's Rock. In every chest, there's an equal 25% chance you find one, two, three, or five pieces of coral. The talking chest will let you pass on two conditions. One: You need to have Strago. If you don't have Strago in your party, you can feed him all you want but won't accomplish anything, either for you or for the chest. He eats, like so many young people of our time, because he's unhappy. It's a destructive and endless cycle of finding consolation in the very weakness he despises. Two: You need to feed him 22 pieces of Coral in one go. If you feed him 18, he'll send you off for more, and in the meantime he'll get hungry enough to need all 22 pieces of Coral again.
So, while you scurry off to find a pencil and a slip of paper to write down how much Coral you're finding all around, I'm going to try to explain how the layout of Ebot's Rock is constructed.
Just kidding. Every warp stone has up to four different locations it can warp you to. They're all in the same room, and in most cases there's only one warp stone to walk towards after possibly raiding a chest. There's no possible advantage of knowing where you are; warp, open chest, warp. Repeat if necessary. In the end, you'll have your 22 pieces of Coral and you can go 'find' the talking chest. It's up to luck how soon you come across it, obviously. Feed him, and you're allowed to continue. Finally, Hidon! The mere sight of the horrid creature sends shivers down Strago's spine. Can we assume Strago knows that this creature can teach him the most powerful of Lores, the fabled

Hidon Bestiary #332 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Undead | 43 | 25000 | 12500 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 110 | 160 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Teleport Stone | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
Hidon attacks with Battle and ![]() ![]() ![]() ![]() ![]() Throw up your barriers where possible ( ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The ![]() ![]() ![]() ![]() ![]() Now, behold the power of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
After the fight, Strago will giggle like a little girl and run off to tell his friend. Gungho seems surprised and oddly vital when hearing the news, and both aging men stay up late to celebrate. Relm, just like the stereotype demands, is smarter and more mature than her old grandpa, and explains to the moronic player that Gungho was faking his wounds. When the player regains control over the party, you may or may not notice that the party hasn't been healed from the fight against Hidon, although they did spend the night in Thamasa. It's possible that some of your characters are still poisoned, so you might as well take them to the cheap Inn and heal them with a good night's rest.
A pretty important note here: after this event, Gungho can be found walking around the outside of Strago's house. Normally he'll just ask you if everything's okay, but any time you talk to him, there's a 12.5% chance that he'll say: "Hidon's appeared at Ebot's Rock again!". As soon as Gungho says this, Hidon will indeed appear on his original spot. To reach him, you'll have to gather another 22 Coral for the living chest that has also reappeared. Re-fighting Hidon is only important if you either haven't learned



Now, you probably taught Relm at least the level 3 spells or



2.32: Doma Castle and Cyan's Dream
Formations |
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Enemies: Weredragon, Alluring Rider, Pandora, Parasite, Coco
Lore: Doom,
Roulette,
White Wind,
Lv. ? Holy
Party: Cyan, Optional: Terra, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
Make sure that you have quite a few Green Cherry items and some Phoenix Downs, and if you're planning to bring Shadow (which is a good idea), make sure you have over 30

Cyan is mandatory for this part. I can see from your shocked faces (ok, so I assumed that much) that, after all the Cyan-bashing I've done throughout this walkthrough, you not only are all heavily convinced of the fact that he's horrible but have probably neglected to train him for the same reason. Little to no Esper time, no doubt? It's a good thing that I'm completely kidding then! Don't worry, you don't actually need to fight with him. He just needs to be in the party. You'll see what I mean later.
Whom to bring? Terra is especially nice; I really advise you to bring her. You're probably sick of Strago and Relm by now, but if you want to take advantage of their newly acquired powers, be my guest;


Nothing seems odd when you first enter Doma Castle. But hey, both the guy in Thamasa and the young man in Nikeah mentioned that the demons came around after nightfall. If you haven't found the Doma Castle treasures in the WoB, you can do so now: You can find a Hi-Ether, an Elixir in the alarm clock in a bedroom, an X-Potion in the room Cyan found his dead wife and son in, and, when you go outside on one of the walls, you can find a little room with a Phoenix Down and some

When the night has ended (don't worry, you've been healed), you will all get up. But wait, what's this? Cyan remains silent. When you go over to check on him, three creatures that look like little boys appear. They introduce themselves as the Dream Stooges: namely, Curlax, Laragorn, and Moebius. This of course is a reference to the Three Stooges bearing the same names, a well-known American comedy act in the forties. Regardless, the Dream Stooges leap into Cyan's mind. Or something. You'll quickly notice this entire ordeal is 73% Lewis Carroll, 26% water, and a tiny bit of magic.
You leap after them.
You start out with the character that was in the fourth slot of your party when you went to sleep; if this was Cyan, it'll be the character who was in the third slot instead. If you brought Gogo the mimic here and don't start out with him, you can see him lying around mimicking Mog's colour scheme; while this fits his role of copycat nicely, it's most certainly a bug. There are detached stairways of unidentifiable material all around the place and a lot of doors. The entire room looks like you've been sniffing Hi-Ether (and you might have) recently, and you're by yourself.
Weredragon is a crazy dino, that's for sure. It does nothing but try to poison you, and let's be honest with ourselves here, pal: that's just not very honorable for a giant lizard with fangs and claws, now is it? At least try to eat something. At any rate, the only thing it'll try to do to you is use !Venom Claw and attack with Venomist. Weredragon is weak against Fire- and Holy-elemental attacks and is vulnerable to instant death attacks. The Anthology Bestiary mentions that Weredragon is 'normally' human, but transforms into Weredragon in-battle, spewing poisonous breath.
Alluring Rider is your gal if you neglected Strago a little during the WoB and brought him along for this ride. Every first turn may feature






Pandora is Undead. You should be warned that, while they look like the least dangerous enemy here, they're actually the worst. There are two attacks you have to watch out for: Diabolic Whistle and Absolute0. Diabolic Whistle may set one out of the following status ailments on every party member: Dark, Poison, Imp,


Parasites are Aspiran palette swaps. They're almost entirely alike. They attack with Battle and !Mind Stop, which sets Stop (Aspiran's !Numbspines also did this). Parasite will counter 66% of fight commands with Giga Volt, which is a strong attack but fails to impress here, due to the fact that Parasite's Magic Power is a stunning 1. The enemy has 1000 HP and is weak to Fire-elemental attacks.
Coco smoked in the Japanese game. She quit for the US kids, though. Smoking is bad for you, and such! Coco resists almost all status ailments and has an annoying tendency to use an



Anyway, heal the Imp status if it was set and then pound her as soon as possible with your strongest attacks. Any damage done will be countered with a 66% shot at !Slap, which sets Mute. Coco's Defense is rather poor, and she's weak to Poison-elemental attacks, as well as protected from instant death and immune to every status ailment except Slow and Stop.
Whatever character you brought, it's vital you equip a






You should make a point to encounter any enemy you want to here while you can, because the party can't get back to this place after you've left.
Explanation: both of your unconscious characters are guarded by a Dream Stooge. When you arrive, the Dream Stooge chickens out and runs off, as he's without his brothers; in the meantime, you reunite with your fallen comrade in arms and press on. Once you find both characters, you can trigger the battle with the Dream Stooges at the final door. If you haven't, nothing will happen there.
The easiest path through this madness is the following:
#0 - #1 - #4 - #6 - #7 - #5 - #10 - #11 - #12 - #13
In plain English: Walk over to the three doors and pick the left one. You scare off the Dream Stooge and find a character. Leave through the door. Take the top door in the next section, which leads to two doors right next to each other. You'll want to take the right door, which leads to another Dream Stooge, who runs off and reunites you with your final character. Exit through the only door here and walk over to the door to the far right in the next section. This door will lead you to the final door, standing between three... things. Out leap the three Dream Stooges, ready to do battle.
Curlax Bestiary #323 |
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 | ||||||
Laragorn Bestiary #324 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 47 | 10000 | 2000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
2 | 5 | 0 | 90 | 120 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Moebius Bestiary #325 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 47 | 12500 | 2000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
4 | 6 | 0 | 80 | 130 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Curlax is the strongest of the three Dream Stooges, and also the most vital one to take down. He has a random shot at casting ![]() ![]() ![]() ![]() ![]() ![]() ![]() Laragorn is the weakest of the three Dream Stooges; his amount of HP is the lowest and his status vulnerabilities are horrible; as if Death wasn't enough, he's an almost exclusive spell caster susceptible to ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Moebius is the middle child, and the only one without an elemental weakness. His bane is the Berserk status, and he has the Lightning-element. Like his brethren, he casts Delta Attack after 30 seconds, will cast ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() A note about Delta Attack: when the global battle timer reaches 30, the first Stooge to act will attack with Delta Attack. After that, the global timer is set to 0, so that neither of the other two Stooges can use it. In other words, every 30 seconds only one Delta Attack will appear, not three. How to fight this battle? Set Mute on Laragorn (the ![]() ![]() ![]() ![]() ![]() ![]() So long as you know what you're doing, it's really an easy battle; barriers like ![]() ![]() | ||||||
After you've killed the Dream Stooges, you'll have taken care of the problem you came 'here' to take care of, but you still have to find a way to get out. The door the Dream Stooges guarded is still open, so you might as well pass through.
2.33: Ending Cyan's Dream
Phantom Train Revisited and Dream Doma Castle |
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Mechanical Mines |
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Enemies: Samurai, Al Jabr, Suriander, Pandora, Parasite, Coco, Schmidt, Pluto Armor, Io
Party: Optional: Terra, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
A few new enemies exist here. Samurai are very odd. Weak to Poison like most humans, their Defenses are horrible. And I mean just horrible. They have a physical Defense worse than a Flan enemy and a Magic Defense worse than Ultros had. Every second turn they may use !Slay, so take them out quickly. It'd be very hard to take them out slowly, mind, but you never know. They are protected from instant death, by the way.
Al Jabr is crazy on the elementals. Weak to Ice, Holy, and Water, almost every character should be able to nail these guys' weaknesses one way or another. They attack with physical attacks (!Spinning Umbrella sets Sleep) and Flash Rain, that pesky multi-target Ice-/Water-elemental attack. They aren't very strong, but they are enough of a threat to warrant attention. When one is alone, they'll use



Suriander is capable of using Battle or !Yawn (sets Sleep). It too is instant death-protected. The bloated creature is weak to Holy-elemental attacks and vulnerable to the Sleep status, so if you want to make sure none of your characters get blown away by his omni-counter Sneeze attack, take advantage of that fact.
The train is made up of several cars. When the scene opens, you'll be outside, between cars. To the right of you is a train car you can't enter. You can go up the ladder, but this serves no purpose. To the left of you is another train car, desolate of everything except a Save Point. Just pass through it.
Once you're outside again, you'll see a quick cutscene where Cyan escapes from a ghost, oddly similar to the scene earlier in the game where Sabin and Cyan fled from ghosts. You can't enter the new train car until the scene is over. You can use the ladders to completely circumvent this car, but you don't want to do that, as you'll miss out on two treasures and an important hint. This new train car brings with it a chest, firmly locked away between two crates and a hole in the floor. When you flip the switch to the right of it, the left crates will move. However, after 4 seconds the crates will move back if you haven't raided the contents. If you fight a battle left of that crate (in the immediate horizontal line) the crate will move again; alternatively, if you enter the menu screen immediately to the right of it (stand next to the crate), it will also move.


Finally, make sure that you flick the other switch in this train car too; three out of the six chests will close (flicking again will open them all up again). The book on the desk nearby says: "Memorize the positions. This knowledge might save you." Because your memory is poor, here's a screenshot to help.
This next train car is a nasty one. It's a maze, with three switches that all change the furniture to block off your path and/or the other switches. Grab the

So, this is the part of Cyan's mind where his still-lingering fear of machines resides. Hulking, steaming technological horrors lunge for you, and the worst part is that your abilities are crippled by the fact that you are, in fact, riding one of those mechanical monstrosities yourselves. Yes indeed, you're all covered in Imperial MagiTek Armor. Terra is the only character that will be able to use all eight attacks. If you brought Gogo, give him the Fight command in the Status menu so he can use MagiTek as well. Umaro (and Berserked characters) will randomly choose a Beam-class attack and will never use Heal Force.
Pluto Armor attacks with Battle, !Ram (Battle x 2), and Magitek Laser. When it's alone it'll start using the nastier machine attacks you'll be accustomed to recognizing by now: Launcher and Metal Cutter (and Magitek Laser too). When hit by Fight, Pluto Armor may counter with either Launcher (on the entire party) or Metal Cutter (on the attacker him/herself), but this is only possible on the Veldt or when combining the Imp and Berserk status ailments on a character (which you don't really want). Metal Cutter is quite powerful and Launcher annoying as heck (for those of you that have forgotten, Launcher = 8 x

Schmidt is much less dangerous. It'll use ERROR and Magitek Laser. When alone, it may start to attack with Missile (which, compared to Pluto Armor's Launcher, is nothing) and !Anchor, which sets Seizure.
Io is most noticeable due to its Rage, which allows the Rager to attack with Flare Star. It will either do nothing (66%) or attack with !Crush (Battle x 3) for three consecutive turns; !Crush isn't all that powerful. On the fourth turn, it'll either use Wave Cannon or Diffractive Laser. Io's a little harder to take down, but little threat to your party's safety.
The strategy, you ask? There's little here. Know that the Beam attacks are about as powerful as a level 2 spell, so if you have level 3 spells they'll be more powerful than the MagiTek attacks. You'll want to always be switching between either Heal Force or Bolt Beam in this dungeon, as Bolt Beam hits the weakness of all the enemies here. TekMissile is more powerful than Bolt Beam though, so Terra should stick to that. All enemies can be taken out by Terra's X-Fer, and both Pluto Armor and Schmidt fall to Confuser. Pluto Armor can be crippled by status ailments such as Mute, Stop, and Berserk while Schmidt really isn't a threat at all.
Just walk around for a while, there's only one path to take. As soon as you discover that you're walking around in circles, turn back and approach the situation from a different angle; start walking counter-clockwise. Eventually you'll arrive at a slope you haven't seen before, and you'll see Cyan cross a bridge. As soon as you try to follow him, the bridge will collapse underneath you. Awesomeness - the game gives a MagiTek Armor to your leader in the dungeon. If you switch leaders, the new character will also gain MagiTek Armor, but the other character won't lose it. When you exit this part, the MagiTek Armor is taken from the leader, but not from the other characters. Thus, those characters will appear in MagiTek Armor in the next cutscene. Neato!
The group next falls into a recognizable room: The guest chambers of Doma Castle, where you spent the night before Cyan was invaded by the Dream Stooges. You've gained a mission objective now; next to simply escaping Cyan's mind, it seems that his personal demon can be actually battled; Wrexsoul, a composite monster made up of angry spirits, is its name. It's time to seek out this demon, so that Cyan can find redemption and you can get the hell out of this freakshow. When you can move again, it's time to fulfill the request of Elayne and Owain, Cyan's wife and child. They're right: he doesn't deserve this torture, sub-par combat skills be damned! When you walk around, you can find three small cutscenes which all show a proud moment out of Cyan Garamonde's past, retainer to the King of Doma. There are three - to the left of the entrance near the moat, to the right of the entrance (also near the moat), and inside, where in the WoB Cyan found his family perished.
If you still haven't gotten the treasures from Doma Castle in the real world, you can obtain them here, too. You can find a Hi-Ether, an Elixir in the alarm clock in a bedroom, an X-Potion in the room Cyan found his dead wife and son in, and when you go outside on one of the walls, you can find a little room with a Phoenix Down and some

Wrexsoul is waiting for you in the throne room, sitting on the throne with Cyan lifeless on the ground next to him. The confrontation is inevitable.
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 | |||||
![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Wrexsoul Bestiary #326 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 53 | 23066 | 5066 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
27 | 5 | 0 | 70 | 220 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Wrexsoul is obviously the main baddie here. The Ironically-named Soul Savers are the goons. At the start of the battle, Wrexsoul will cast Fury and leave the battlefield to invade one of your characters. He won't re-appear for you to damage him until the character he invaded receives Wound, Petrify, or Zombie status. When he's out he'll just sit there for a while, attack with Battle or casting ![]() ![]() The Soul Savers are the bane of this battle. Essentially immortal, they'll regenerate as soon as you kill them off. Normally they'll just sit there, slinging level 3 spells at you with a hilariously minimal effect. Whenever they hit 16 MP or less, they'll use !Magic Drain to drain you of your MP (and with a 50 Battle Power, their !Magic Drain is actually quite strong). They'll cast ![]() ![]() ![]() Before the rise of normal, honest tactics, the usual method of winning this battle was casting ![]() ![]() ![]() Normally, you'll just want to completely ignore the Soul Savers. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Whenever Wrexsoul appears, act fast and furious! His Magic Defense is a stunning 220, which makes sure that if a magical attack isn't barrier-piercing, it'd have to be a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() In the end, the Wrexsoul battle isn't really dangerous; it's just very annoying, especially if you have your characters geared towards Magic Block and are doing quite well in this respect. Your own characters can be surprisingly hard to take down when necessary. Expand Full Strategy | ||||||
After Wrexsoul has been defeated, Cyan will have a chance to talk to his departed wife and child. They gave him the courage to face his pain and despair, but even then it was too strong for him. With your help, though, he has exorcized Wrexsoul. The love of his wife and child transforms into the image of a blade, which Cyan grasps...
Back in the real world, the blade has been added to your inventory as a lousy


As a finishing touch to this scenario, you can walk into the throne room and find the Magicite remains of the Esper


If you play the game like me, you turned the








2.34: Into the Ancient Castle
Formations |
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Enemies: Figaro Lizard, Devil, Enuo, Master Tonberry
Lore: Tsunami,
Lv. 5 Death,
Lv. 4 Flare,
Lv. 3 Confuse,
Traveler,
Dischord
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
Whom to bring? The theme of the next dungeon will be magical resistance. The caves leading to the castle and the castle itself will be filled with monsters boasting inherent Reflective tendencies and crazy Magic Defense, making any non-barrier-piercing magical attack useless. The Holy element is very strong here, though:










Make your team and fly the Falcon over to Figaro Castle, which is probably on the Kohlingen side of the sea by this point. Send it over to the Figaro desert, and it will reach a bumpy part of the journey where the old man piloting the castle will ask you if you want to investigate. Boy, do we ever! Walk over to the castle dungeons, where the sandworm hole that freed the Crimson Robbers is still present. You can use it to exit this castle and enter the caves leading to the Ancient Castle.
Figaro Lizard are entirely too much like Crawler enemies, only much harder to take down. !Venom causes the Poison status, and they'll use either Leech or




Devil is a nasty enemy that delights in attacking physically, and with some force I might add. Battle isn't that tough, but !Swipe (Battle x 4) really packs a punch. Whenever a Devil is alone, he will start casting







Enuo is a boiling glob of slimy mucus with certain powers over water. Normally it'll just attack with Battle or !Slime, which sets Slow. When an Enuo is alone, though, it'll use








Master Tonberry Bestiary #328 |
Type |
Level |
HP |
MP |
Gil |
EXP |
||||||||||||||||||
None | 73 | 22000 | 1200 | 0 | 0 | |||||||||||||||||||
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|||||||||||||||||||
13 | 9 | 0 | 100 | 165 | 0 | |||||||||||||||||||
Stolen Items |
Dropped Items |
|||||||||||||||||||||||
Common: ![]() | ||||||||||||||||||||||||
Status Immunities | Elemental Immunities | |||||||||||||||||||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||||||||||||||||||||
Elemental Absorb | Elemental Weakness | |||||||||||||||||||||||
Variable | None | |||||||||||||||||||||||
Lores | Command Immunities | |||||||||||||||||||||||
Control | ||||||||||||||||||||||||
Strategy | ||||||||||||||||||||||||
Master Tonberry is very mean. He'll start the battle off with a Battle attack, and after this the madness will begin. Every 15 seconds, Master Tonberry takes a step forward; after seven steps, he'll use !Knife on a random character and retreat halfway back, meaning that he'll have to take just four more steps after that to reach the !Knife position again. Every step is accompanied with the ever-frustrating Barrier Change attack. Master Tonberry casts spells of the type opposing his current weakness, not unlike Number 024 way back in the day. Each time he changes his weakness, he has a two in three chance of using a magical attack that will indicate what his new weakness is. This will give you a chance to load up on that weakness until it changes again.
One of the worst parts of this battle, though, is Master Tonberry's ![]() The way to victory lies in the enemy's status ailment vulnerabilities. Cast ![]() ![]() ![]() ![]() ![]() | ||||||||||||||||||||||||
When you're done, you win a

The only other chest in this cave contains the





You'll want to exit to the left of the screen to find another cave with two chests. They contain an X-Potion (to the left) and a shard of Magicite (the one to the bottom). The main feature here is the grand stairway leading into a random encounter-less room with a Save Point and another stairway going up.
2.35: Completing the Ancient Castle
Castle Exterior |
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Castle Interior |
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Enemies: Samurai, Suriander, Armored Weapon, Lunatys, Figaro Lizard, Devil, Enuo, Coco, Samurai Soul
Lore: Tsunami,
1000 Needles, ,
Lv. 4 Flare,
Lv. 3 Confuse,
Dischord,
Rippler
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
Armored Weapon looks totally badass. It has a relatively high 9200 HP, it's immune to every status effect except for instant death (and






Lunatys is a sweet enemy as well. Inherently Reflective and Floating, you'll be hard-pressed to take this guy out with any kind of magical attack (as you're used to with the monsters around here). Normally a Battle/!Electrode (Battle * 3) zealot, he'll switch to Cold Dust and Meteo when alone. Meteo will hurt real badly: just across the 1000 HP line. Cold Dust induces Freeze like always and is a pain in the ass. A common weakness to Holy-elemental attacks and instant death attacks combined with a low Defense rating should make it obvious how to treat this bugger. You can Mute them, so you could always summon




When you approach the derelict halls of the ancient castle, once the proud monument of a civilization destroyed during the War of the Magi, the character most suited to know the story will speak of the attack and the legend of the magnificent battle between Odin and a powerful sorcerer of his time. Maybe we will be able to find the remains of Odin inside? Before you enter the main hall, there are two more or less hidden doors to the left and right of the large doors. To the right is an already open door leading to a chest containing the






To the left is a chest containing the legendary

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: ![]() | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
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 ![]() 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 ( ![]() ![]() ![]() ![]() 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 ![]() ![]() 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 ![]() ![]() ![]() ![]() 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; ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() | ||||||
After Samurai Soul dies, you'll receive the








An often-heard combination is



Then what are the better applications of the













A quick note about the


Let's press on. Inside, there will just be a big hallway you have to cross. The next room is the throne room, with the statue of Odin in the middle of it (Petrification was the quickest strategy versus Odin in Final Fantasy V, you might recall). Now, you can add the



Also to the right, a little south of that very pathway, is another pathway leading to the queen's room. There's an X-Ether in the bucket, but what really draws your attention is the sparkle on the bookcase. It turns out to be the queen's diary; it seems that the queen and Odin had a little romancin' going on for a while there. If Terra is in your party at this point, she'll step away from the party to look sad and say, "Love between a human and an Esper..."
At this point, one of the scholars up in Figaro Castle will change his dialogue line to this: "Ancient texts I'm studying speak of a 1000 year-old city beneath the sand. I wonder what this means, '...when the queen stands and takes 5 steps...'" Of course, you needn't wonder, because you're about to find out. The Queen's throne is the one to the right side of the screen. Face the throne, take five steps downwards, and press the 'action' button to make the castle rumble and shake for a slight moment. Now, re-enter the queen's room to find that a stairway has appeared, leading even further down.
This new hallway is devoid of random encounters, but there are two things of interest here; first, the petrified remains of the queen herself. If you have collected the Magicite of




Blue Dragon Bestiary #338 |
Type |
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None | 65 | 26900 | 3800 | 0 | 0 | |
Strength |
Magic Atk. |
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Mag. Def. |
Mag. Evade |
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13 | 10 | 0 | 110 | 150 | 0 | |
Stolen Items |
Dropped Items |
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None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
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Lores | Command Immunities | |||||
Control | ||||||
Metamorph Package | ||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 32/256 Success Rate | ||||||
Strategy | ||||||
If you have any Imp equipment ( ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() As soon as the battle starts, the Blue Dragon will attack with ![]() ![]() ![]() The difficult part of the Blue Dragon's AI script is the ![]() ![]() If all those conditions are met, Blue Dragon will cast ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() You know, this battle's ease doesn't mean that the Blue Dragon is weak; on the contrary, with regular multi-target magical spells packing some power behind them and no crippling status vulnerabilities, the Blue Dragon 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 Phantom Rush and ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
When you have defeated the Blue Dragon, you'll be rewarded with the


With

2.36: The World Inside the Zone Eater
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Enemies: Zone Eater, Covert, Kamui, Wartpuck, Shambling Corpse, Amduscias, Baalzephon
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
Now here's an odd monster indeed. It absorbs Ice-elemental attacks, is weak against Holy-elemental attacks, and nullifies all other elements. And all it seems to use is a rare

However, if your entire team falls victim to the Engulf attack, you'll find yourself in one of the worlds this Zone Eater ate; a cave, filled with humans (or at least, humanoids) bent on your destruction for some reason that doesn't involve logical thinking. Best to be on your guard. You find yourself within the Zone Eater cave. To the north is a beam of light; you can use this whenever you want to leave the innards of the Zone Eater and face the light of day again. However, for now it might be interesting to intrude further into the bowels of this strange creature. Who knows what oddities of another world we may find here that may help us in the struggle against Kefka.
Preparation: A lot of elemental attacks and status ailments are thrown around, but rather than using full force you'll want to play it defensively this time. A






Do you remember those Ninjas from the Floating Continent, bane of our existence that they were? Coverts are like super-Ninjas. Though you'd think that a ninja smart enough to dress in dark garments would be inherently superior to those flailing along in bright-red outfits (screws over the entire 'hide in the shadow' theme ninjas tend to be all about), Coverts can be a real pain, especially since Coverts lack the Ninjas' main defensive weak point; Covert is immune to instant death attacks. On every odd-numbered turn, you will be faced with either a physical or a Wind Slash, and on every even turn he'll throw a Skean at you (all three may appear). Both of these are about equally strong. When hit by a Thrown weapon, Covert will respond by Throwing a







Kamui is annoying, as he will use up to three !Zombie Touch attacks every turn, which can quickly turn very fatal for you if you're not protected from Zombie. When hit by a Magic spell, Kamui has a 33% chance of countering with the



Wartpuck is the only non-humanoid enemy in the cave. Wartpuck is as good an example of Battle/Special cannon fodder as they come in this game. !Yawn sets Sleep and is randomly used next to Battle, every turn. When hurt, Wartpuck may counter with an annoying Sneeze attack, so you'll want to take Wartpuck out in one shot to make sure nobody misses out on Magic Points. Since it is immune to instant death and every status ailment except for Sleep, your best bet is a single target

Shambling Corpse, like all Outcast palette swaps, is a pain. The only Undead random encounter immune to instant death attacks (outside of the Fanatics Tower), Shambling Corpse is a superior opponent. Every Fight attack may be countered by Battle, every Magic spell will be countered by either







Amduscias uses Battle and !Booty Shake, which seduces and confuses you. That's about it. You don't want to see these enemies appear, however, as they are always paired with two Coverts, but they're not very dangerous themselves. If you have Shadow or Gogo Throw something at them, they will counter by Throwing either an


Baalzephon is one of the most elusive monsters in the game, as they only appear randomly at a 1/16 rate in a few rooms where you'll want to breeze through. As an opponent, they're pretty straightforward unless you're very unlucky; they will just use !Frenzy (which sets Berserk), and, when they're targeted by Fight, they'll counter with Battle. Aside from that counter business, their big thing is elemental absorption; they absorb all elements except for Fire (weakness) and Holy (normal reaction). There's no reason to be equipped with any weapon that's elemental based in this area. Baalzephon makes a great Rage, casting



On the pathway, there are two chests next to each other:







To the far left is a chest containing a

If you safely crossed the bridges, you'll now wind up in a room with a Save Point, devoid of monster formations as rooms like those usually are. Do your stuff, and equip some


Sprint to the left and grab the contents of the first chest in sight, which is a



A jumping puzzle faces you now. First, take the one-chest path to the left and the two-chest path above you to reach the pathway near a button; you can jump on the platform with the action button. It'll extend two extra tiles of pathway: One for you to leave and one to reach the treasure. Jump off. Take the same one-chest path to the left, another one-chest jump, and then a one-chest jump up to the chest containing a

Except for a whole new set of new monster formations without any new monsters, the point of interest here is the creature draped in fabric standing just ahead of the party. It's Gogo, the last character you will recruit in this game. After introducing him/her/itself as a master of the simulacrum, he/she/it will decide to both hone his/her/its own skills and help you on your quest by joining the party's cause. Gogo (let's refer to this thing as it from here out) will join your ranks now; if you were traveling with less than four characters, it'll now be in your party. If not, it'll be waiting on the Falcon for you, as is always the case with new characters.
For now, you can either use a Teleport Stone or the

2.37: Phoenix Cave and the Red Dragon
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Enemies: Ouroboros, Face, Zeveak, Chaos Dragon, Seaflower, Galypdes, Necromancer, Clymenus
Lore: 1000 Needles,
Lv. 4 Flare
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
The Phoenix Cave is indeed hidden where the mountains form a star; just north of Tzen (where you found Sabin earlier), there is a large mountain range with a hole right in the middle. Once above this point, you can use the 'cancel' button to lower two teams of four characters down into the dungeon.
You know, this is the first time that it occured to me this area is probably just a volcano. Square calls it 'Phoenix Cave' and you kinda just stop thinking.
Whom to bring? It's kind of a toss-up. On the one hand, the stronger the characters you bring, the easier a time you'll have in this dungeon. And make no mistake, even though it lacks a proper boss battle at the end, this is pretty much the Zozo/Floating Continent of the WoR; you get used to the royal treatment when, all of a sudden, the battles heat up and you're in danger again. On the other hand, this is the last dungeon before we dive into the final one, so you'll want to train the ones you've been neglecting so far. I tend to take the eight characters with the lowest level, but you might like to bring the stronger ones and level the weaker ones later. Of course, there's always the option of over leveling a set of stronger characters so that they can make up for the deficiencies of the weaker ones once the time comes; character selection here really depends on what kind of strategy you prefer.
You now have two parties to control; use the Select button to switch between the two. Know that there's no shame in sharing the really great equipment between the two groups; the





Most of the enemies here absorb Fire-elemental attacks and are weak to Ice. It's interesting, in this light, that the character best prepared for this scenario is the one who is most personally interested: Celes Chere.
You'll recognize Ouroboros from its palette swap Vampire Thorn. Ouroboros shares the latter's incredible defenses, but it isn't Undead, meaning the


Face uses Battle and !Smirk, which sets Stop. When alone, it'll start using




Zeveak are annoying, as they may use their Special !Whirling Umbrella on their first turn, which sets Confuse. Every second turn may feature the Ice-/Water-elemental Flash Rain, though this should be absorbed or nullified by a large portion of your characters by now. When alone, it will start to use El Nino on you, which is about twice as powerful. Zeveaks are weak against Ice and vulnerable to Instant Death.
Chaos Dragon attacks rarely, but when it does it's probably bad news for you. Most of its turns are spent doing nothing; the only exceptions are its second turn and its seventh turn, after which it spends another five turns waiting before looping. There is a 33% chance of seeing Chaos Dragon use Disaster on its second turn, an attack that you probably haven't seen; it can be multi-targeted and sets Dark, Imp,

Seaflowers are kinda annoying. They often attack in large numbers and have quite a few Hit Points (4200) for an average encounter. They also have a Special, !Tentacle, which sets Poison. Mass Ice- and Lightning-elemental attacks are the way to go;

Galypdes is famed for its rare Steal: the

Necromancers, according to Anthology, are unfortunate mortals that have been hit by a !Zombie Stick attack. They're like vampires; a spreading plague over the lands. Necromancers are extremely dangerous, make no mistake about that. Why? They can use !Zombie Stick on their very first turn, which obviously sets Zombie. That's annoying enough, but it doesn't stop there. Every time Necromancer is damaged, even if this damage is fatal, it may counter with a








Clymenus are the only opponents in this volcano that don't absorb Fire. They like to use it, though:







Let's make the first party you'll act with upon entering the dungeon Party #1 and the other party Party #2. Easy enough, right? Let's dive into this volcano! Since most of the 'puzzles' in this dungeon consist of clever switching between the two parties, I've taken care in the section ahead to be extremely clear on the matter of when to switch.
Note the spikes in this cavern: They deal 400 damage every time you land or walk on them. They disregard status ailments, so a Petrified character may still be hurt by them. Also, the spikes will never kill a character outright; if a character has 400 HP or less, it'll set the amount of current HP to 1.
Party #1: There are no enemies on the cliff, but there is the crane of the Falcon waiting for you; you can grab it any time you like to return to the Falcon with all your characters waiting onboard. Walk inside the cave. Find the pressure tile inside and stand on it; it should open a pathway. When you step off the tile it will close again, so you'll have to stay put. Change to the other party.
Party #2: Walk inside and enter the door being held open by Party #1. On the other side, there are spikes to the top-right, a chest to the left and a passage leading to another pressure tile to the bottom-right. If you try to get the chest, you'll fall down through a gap in the floor onto some spikes, which deliver 400 HP of damage to your entire party. If you did this, you can go around to the bottom, up the stairs and stand on the pressure tile to permanently extend a bridge to the chest, which you can now open for a

There are two options here. The first requires taking spike damage to the party:
Party #1: Take the party over the spikes. If you're smart, you can minimize the damage to 800 a character (two spike-tiles). Go down, ignoring the spike-guarded chest (it's empty), and go to the right and up. Stand on the pressure tile there, go back, and trace back down the pathway. Go all the way (you'll find an empty chest along the way) and switch.
Party #2: Walk over the spikes (they'll deal a total of 1200 damage to your party) and go down the stairway to the left. If you haven't picked up the

This second option is longer but doesn't incur spike damage:
Party #1: Go up until you come across another pressure tile: it shouldn't be far from your starting point. Stand on it to remove the spikes that were in the way of Party #2 earlier. Switch.
Party #2: Walk across the now-disappeared spikes. To your left is a stairway going down; you can use it to enter a lower level, allowing you to claim the


Party #1: Finally, some real action with #1! Walk over where the spikes were previously until you come across a stairway. Past the stairway is another now-spikeless pathway leading to a chest, but the chest is Empty! You never know, any random scoundrel or even might have emptied these chests. But could it have been Locke? Regardless, turn back and descend the stairway. On the lower level, there are two paths; ignore the right one for now, in favor of the left. Here, you will find an empty chest and a pressure tile which causes some rocks to rise out of the lava, creating a pathway for #2. Switch.
Party #2: Go the left and descend a level. Now, jump over the newly raised rocks once to reach the other side and again to reach the new area. On the other side, there's a chest with some spikes in front of it. You can risk your life and limbs to open it, but this chest is as empty as the ones preceding it, so don't. Before you enter the narrow passage, notice the pressure tile near the big rock blocking the path to the right. Stand on it to cause another passageway to open, blocking your current one. Switch.
Once you've gone through one of the two options, you'll be ready to proceed.
Party #1: There's really no other way to go but down, following the path across the lava. You'll come across another chest, but it'll be just as empty as the others. Pressing on, enter the passageway #2 created for you. Go around and ignore the path leading over the spikes. Step onto the pressure tile, which restores the passageway to make room for #2. Switch.
Party #2: #2 can take the opportunity to use the Save Point to the left, but you'll just want to be standing on the pressure tile before switching parties.
Party #1: Move up and to the left, over the lowered spikes. You'll come across a stairway; go down the stairway to the lower level. You'll get a shot at a jumping puzzle now! Jump over the rocks to the left, then below and to the right. From here, the first jumping option takes you to an empty chest, while the other one takes you to a stairway going up again. Do this, and you'll come across a skeleton switch shortly; flip it to allow all the water from the upper level to flow over the lava in the lower one, solidifying it so that you can walk on it. Going down the little stairway will only show you that you won't be able to go on any further with this party, so switch.
Party #2:There's another pressure tile to the far left. Stand on it to clear the path for #1.
Party #1: Don't go all the way down yet: there's a boss battle here, and you'll want the option to choose between your two parties. Go up the little stairway, and you'll see three pressure tiles: one up and two below. You'll want to hit the single one. Switch.
Party #2: As soon as you get off the pressure tile, your path to the other side will be cleared. You can only go one way, which will take you to some solidified lava. You can now get to the unopened chest in the middle, which, in a shocking turn of events, isn't empty but instead contains a

Party #1: Get off the first pressure tile and occupy the other pressure tile right next to #2. A pathway will permanently clear. On the other side, you'll find a stairway leading to the exit of this dungeon.
Party #1 or #2: Either party can go fight the dragon ahead. I should note that the dragon is seemingly guarding a chest, which contains a

Party #2 or #1: Continue down the only path you can follow. Eventually, you'll find the last person you were missing: Locke Cole. It turns out that he has just reached his life-long ambition too; Locke has finally found the lost relic able to restore life: The Magicite remains of the

Note that you can return here later if you want to; there will be a red sparkle to the right of the

In the end, it's an easy battle. The

Locke re-enters the party after having finally completed his life-long task. With him, Locke brings the remains of the



First off, if you haven't yet gotten Gogo, this is where the Steal command re-enters your game. Beyond that, in terms of Locke's defense, there are few things to say. Locke has the more or less standard equipment options, which he shares with the likes of Setzer, Cyan, and Shadow. The




On the offensive side, there are three weapons worth noting for Locke:
The



The





So, we're complete! Time to take on Kefka? Close, but not so fast. There are two more things to do here, and we're going to get a few very broken items/abilities out of it. And you like that, dontcha?
2.38: Narshe Revisited for Treasure
Enemies: Test Rider, Lukhavi, Garm
Party: Locke, Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
Welcome to Narshe! Lone Wolf tipped us off earlier; only a true treasure hunter could pick the locks of these houses. When Narshe was abandoned for reasons never exactly explained in the game, the inhabitants were clearly planning to return, as they locked their stores and houses carefully. Meh, those items won't be needed by them when Kefka kills them all, so it's only logical we should be able to take them. Besides, we need to find the owner of the Weapon Shop anyway; the thief at the bottom of the Fanatics Tower, where we found Strago, told us he was looking for us.Locked buildings include the Inn; unlocking this building will get you nothing. Unlocking the item shop is the same - neither salesmen nor leftover items are to be found. Same story with Relics! Once you're in the Weapon shop, though, things change a bit. Here, you'll find the owner of the shop. He shows you a piece of Magicite and offers to forge a weapon out of it. In other words, you get to choose between the


In short: The Esper's summon attack is pretty crappy but does grant access to some rare items you could otherwise obtain only in very limited supply. The Esper also teaches








The house above the Relic Shop has been empty throughout the WoB, but now you will find an old man sick in bed inside. He will give you the

The curse is broken when the shield is equipped on a living character other than Gogo for 256 battles. It doesn't matter if the character dies during the battle, as long as he or she is alive at the end of it. Gogo can't uncurse the

Equipping the









Upon lifting the curse, the






The quickest way to uncurse the



If you went with the Sword, you absolutely want to trade it in for the















Obviously, from now on, I won't be assuming that you have either the



2.39: Gau and His Father
Party: Sabin, Gau, Optional: Terra, Locke, Cyan, Shadow, Edgar, Celes, Relm, Strago, Setzer, Mog, Gogo, Umaro
You can see the first part of the cutscene by bringing Sabin to the shack any time, with or without Gau. Sabin will question who the old man could be, but the scene will continue only if you have Gau as well. At that point, a further conversation will take place and the scene will switch to Jidoor. A few sub-scenes can take place at this point, one for each of the following party conditions:
When returning to Gau's father, there is also another check made. This dialogue can also be accessed outside the Gau-centric cutscene, but there's no other logical time to visit this guy so I wanted to include it here.
Additionally, there's another odd cutscene with the old man available when you have obtained the Emperor's Letter after talking twice to the portrait in Owzer's Mansion in Jidoor, but before you have recruited Locke. This happens independently of the rest of the Gau-centric scene, and the party will ask the old man about the Emperor's map. For the record, this 'map' is never mentioned outside of this cutscene, and neither is there any information about why our characters apparantly decide this guy should know something about Gestahl's possessions. And that he somehow actually does. It's just weird.
Back to Gau's scene, though - the rest of the cutscene both always occurs and is quite sad, so I won't be giving the information away here. You can't even get it with our spoiler settings, so there!
2.40: Climbing the Fanatics Tower, For Real
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Enemies: Holy Dragon, Magic Urn, Level 10 Magic, Level 20 Magic, Level 30 Magic, Level 40 Magic, Level 50 Magic, Level 60 Magic, Level 70 Magic, Level 80 Magic, Level 90 Magic
Party: Optional: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
Magic Urn is an odd enemy, if you can even call it that. The only chance of this opponent actually harming your party is if you're undead, and it has no intent of setting the status itself. On the first turn, it'll use either a Remedy item or an Ether, a Hi-Potion or Elixir on the second, and an Ether or a Hi-Ether on the third. If any of your characters has the Wound status set, it'll use a Phoenix Down on him/her (due to a bug, it'll have that response to the Reflect status in the PSX versions). If one is Petrified, it'll use a Gold Needle item (due to a bug, it responds to









Level 10 Magic casts level 1 spells every turn, and will counter any damage done to him with either a





Level 20 Magic casts instant death attacks.











Level 30 Magic casts level 2 spells, and will counter every move you use against it with either an



Level 40 Magic casts





Level 50 Magic is your typical undead mage, casting






Level 60 Magic casts






Level 70 Magic casts the level 3 spells. When damaged, it'll respond with



Level 80 Magic is finally an opponent with some sophistication; she's a lady, after all. She'll cast











Level 90 Magic is the strongest random encounter here. The first three turns may feature










So yeah. I've never found much satisfaction in the Fanatics Tower's specific kind of challenge, but maybe you're just itching with excitement, I dunno. Here's a set of small tables to remind you of the opponents' statuses:
Reflective | Undead | Floating | Death Immune | Can be Muted | Can be Berserked | Can be Stopped | |
Level 10 Magic | Yes | Yes | Yes | Yes | |||
Level 20 Magic | Yes | ||||||
Level 30 Magic | Yes | ||||||
Level 40 Magic | Yes | Yes | Yes | ||||
Level 50 Magic | Yes | Yes | Yes | ||||
Level 60 Magic | Yes | Yes | Yes | ||||
Level 70 Magic | Yes | Yes | Yes | ||||
Level 80 Magic | |||||||
Level 90 Magic | Yes | Yes | Yes | Yes |
How to handle them:
Level 10 Magic: a

Level 20 Magic:



Level 30 Magic:

Level 40 Magic:

Level 50 Magic: a

Level 60 Magic:

Level 70 Magic:



Level 80 Magic:

Level 90 Magic:


On the whole, especially against the weaker opponents, you may just want to go all-out on the offensive. Spells such as




Whom to bring? That really depends. Know that the Fanatics Tower is very special, and that ascending the tower means that you will temporarily lose all your skills except for Magic. Obviously, those with high Magic Power are favored, but much more important is how much you've built up your Magic skillset. If somebody knows









Preparation:




Also, make sure you cast


At the Fanatics Tower, Fight is turned into Magic and every secondary skill disappears. Item's still there, but that's it. If you send Gogo up the tower, give it the Fight command as that'll turn into Magic (while its Magic command will be removed). Umaro doesn't suffer a bit from the Fanatics Tower's strange effect, as he will perform normally. When Berserked, characters will just use Fight.
There's a door we can access on the first part of the stairway. Enter and raid the chest; it contains a




The





The only battles in the


We press on! The door in the second part of the stairway contains a





After the battle, you'll get a



2.41: The Top of the Fanatics Tower
The door in the fourth and last part of the stairway contains a





The






Welcome to the roof of the Tower, where the 'wondrous' item lies. Enter the little room to find a chest. As soon as you stand in front of the chest, a bit is set; when you leave the room, with or without the contents of the chest (the

The


So, we've battled mages from level 10 to level 90; at the very top of the tower we found Kefka's most treasured item, a gem-covered box containing the very soul of the town of Thamasa, home to 1000 years of Mage Warrior generations. This prized relic greatly enhances a character's magical capabilities, allowing you to prepare two spells simultaneously and casting them in quick succession. The treasure is guarded, though, by what may just be Kefka's strongest henchman. Cue the ultimate mage: Magic Master.
After all the pompous introductions, I suppose we'd better slap him around a little bit until he allows us to leave.
Magic Master Bestiary #330 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 68 | 50000 | 50000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
1 | 25 | 100 | 250 | 100 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Megalixir | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
Variable | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Yeeesh. First turn, he casts a level two spell. Then, he casts a level 3 spell. Then, he casts two level 3 spells. After that, it'll follow up with another double cast of two level 3 spells. On the fifth turn, it'll use a single level 3 spell, and, on his last turn before looping, Magic Master can make use of ![]() ![]() ![]() You may have noticed that every spell Magic Master uses is reflectable; yes, that they are. However, the thing about Magic Master is that not only is he the ultimate mage, he's also fiercely loyal to Kefka. Given this, it's only logical that Magic Master would be able to cast the strongest spell in the game: ![]() ![]() ![]() ![]() Let's go through a few potential situations now: If you've followed the walkthrough, or know ![]() ![]() ![]() ![]() Without ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Alternately, you could just damage the boss a lot and summon ![]() ![]() ![]() ![]() ![]() ![]() If you don't have ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
2.42: Kefka's Tower
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Enemies: Yojimbo, Dark Force, Muud Suud, Fiend Dragon, Mover, Cherry, Vector Lythos, Primeval Dragon, Landworm, Gamma, Great Malboro, Outsider, Demon Knight, Duel Armor, Great Behemoth, Vector Chimera, Fortis, Junk, InnoSent, Daedalus, Ahriman, Death Machine, Metal Hitman, Prometheus, Inferno, Rahu, Ketu, Gold Dragon, Skull Dragon
Lore: Doom,
Roulette,
Tsunami,
Aero,
1000 Needles,
Mighty Guard,
Revenge Blast,
White Wind,
Lv. 5 Death,
Lv. 4 Flare,
Lv. 3 Confuse,
Reflect ???,
Lv. ? Holy,
Traveler,
Dischord,
Bad Breath,
Transfusion,
Rippler,
Quasar,
Self-Destruct
Party: Optional: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
Since Kefka's Tower is so incredibly large and sports such an incredible variety of monster formations, monsters and areas, I'm going to describe the monsters as you reach the room where they can be found.Let's get this baby cracking. Naturally, since you're in the final dungeon and all, you're probably assuming that these cretins are going to be very, very tough on you. This would be semi-right. They can be mean if you let them, but, as that went for quite a few other monsters out there, there's really nothing special to really worry about. If you've made it this far, I'm sure you're capable.
Vector Lythos like to attack physically (this includes !Bite, which is just a tad stronger than Battle) and use Fire Ball. They're weak to Ice-elemental attacks, like all lizards, but also to Water, so a


Great Malboro is spunky and nasty. These nasty plants attack with physicals only under normal circumstances. When hit by a Magic spell, they have a 1/3 chance of attacking with a !Infernal Kiss attack, which sets Death. When alone, they will use




Great Behemoths like to think of themselves as bigger, better versions of Behemoths, possibly because they are. They attack physically and with the








Yojimbos may very well be familiar faces to you as you could've brawled with them in the Colosseum. They're not quite as annoying in 'real life', but they come bloody close and that's bad enough. They attack physically, often two times every turn. Every fourth turn, a Wind Slash attack may make an appearance, sometimes even two in a row. The kicker, as always, is that it pulls a !Tradeoff attack out of thin air every time you kill it. The strategy to use here is the Imp status; set Imp and kill them. The Imp status will transform their physicals into automatic criticals, but it's worth it. They have the



Dark Force is generally hailed as the ultimate Lore resource, and for a good reason too. Dark Force uses all the Lores available to Strago except for








The two Lores that you are likely to not know at this stage are




Cherry is a tough opponent, and as she often appears with two Outsiders, things are looking even more grim. I'd say that any battle with a Cherry/double Outsider formation is more dangerous than most of the boss battles you have to engage in this dungeon. Cherry is difficult to describe, as what she basically does is throw powerful spells around in a manner loosely related to her current situation. Any time she is damaged, she may cast either

















Outsiders are the most universally damaging opponents in this game. Not the most dangerous, mind you, as they are easily dispatched, but with inherent Haste, the ability to use the Throw command every turn, and a Throw counter to every non-fatal attack you perform, they're more than likely to sneak at least one blade down your throat. Every turn, they either Throw a ninja blade or a katana in this order:
When damaged by the Fight command, any Outsider will respond with a










Metal Hitman's sprite doesn't intimidate. And, with 2000 Hit Points, physical attacks and the




Junk is scrap metal with just enough self-conscience to explode when you come near. That's basically what they do; at the slightest hint of danger, they sacrifice themselves by using




Fortis attacks with Fire Ball, Snowball, and Missile. Fire Ball is entirely too weak to worry about, especially since most of your characters will either absorb or take reduced damage from the attack. Missile is annoying when it hits, but Snowball is what stands out, as it's unblockable and unlikely you have characters running around with


Where do these armors come from? Who makes them anymore? Who'd be demented enough to ride around in one to protect a guy like Kefka all day? Senseless as they may be, Duel Armors can be a real pain. They have the ability to cast



Now for some directions. You'll start out with Party #1, which is good enough. Walk down to come across two conveyor belts: the left one goes down, the right one goes up. If you attempt to go up a conveyor belt not going in your direction, you'll just be set back a tile. With the




Next room: More slopes, more conveyor belts. Enter the door with the flashing yellow triangle above it.
This is recognizable! It's a part of the former Imperial Palace. It seems Kefka formed his garbage fortress around the former seat of Emperor Gestahl. How deliciously ironic. You'll meet several new enemies here (Yojimbo, Dark Force, Demon Knight) and a chest containing the

The



When you leave the room, you'll be outside again. Not for long though, as you quickly dive back in a door. There's more Imperial design here (and more new enemies: Junk, Metal Hitman, Duel Armor, and Fortis), but you won't have the chance to recognize this. It seems you've been halted in your progress; you can see a switch on the other side, but there's nobody to press it. Let's wait this one out, gang. Switch to party #2!
2.43: Kefka's Tower: Continued Ascent
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Enemies: Yojimbo, Dark Force, Muud Suud, Fiend Dragon, Mover, Cherry, Vector Lythos, Primeval Dragon, Landworm, Gamma, Great Malboro, Outsider, Demon Knight, Duel Armor, Great Behemoth, Vector Chimera, Fortis, Junk, InnoSent, Daedalus, Ahriman, Death Machine, Metal Hitman, Prometheus, Inferno, Rahu, Ketu, Gold Dragon, Skull Dragon
Lore: Doom,
Roulette,
Tsunami,
Aero,
1000 Needles,
Mighty Guard,
Revenge Blast,
White Wind,
Lv. 5 Death,
Lv. 4 Flare,
Lv. 3 Confuse,
Reflect ???,
Lv. ? Holy,
Traveler,
Dischord,
Bad Breath,
Transfusion,
Rippler,
Quasar,
Self-Destruct
Party: Optional: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
Party #2 is going to encounter some new enemies, too. Let's dive in. Primeval Dragon has always kinda stood out for me, as it's the opponent most prone to instant death attacks while being immune to instant death attacks, if that makes sense. It's one of the strongest monsters susceptible to the Dread attack coming from a Deepeye Rage, and the
Demon Knight is one of the biggest anti-climaxes of the game. Honestly, Demon Knight had everything going for it. Despite sharing a sprite with the likes of Borghese and Kamui - a very awesome sprite too – Demon Knight, the big old scary demon warrior, really...doesn't do anything. He throws Crypt Dust attacks around, which we have previously appointed the most useless attack ever when not used with some thought, and, when alone, it starts to use Shock Wave. Shock Wave very well may just be... hang on...yes, the weakest monster attack in the game. It counters with !Cursed Gaze which sets Seizure, still ranking as #1 laughable status ailment that actually works. Way to go, pal. Just trash it with what you normally do.
Poor Movers; they were really hurt by the Evade bug. The thing about Mover, or what it was supposed to be at least, is that it has 254 Magic Defense (that's real high) and near perfect Evade, so that neither physical nor magical attacks can hit it! The Evade bug kicks in, however, so Fight commands will actually beat the heck out of them. It gets better, though: Don't forget that our characters are crammed full of barrier-piercing and unblockable attacks in the first place. With 120 HP, you don't need a lot of strategy. Normally, Mover attacks physically and with !Silencing Touch (take a wild guess). When alone, it uses




Muud Suud is pretty much the opposite of Mover: More HP than you can shake a stick at with crappy Defense. It uses Blizzard and Giga Volt to attack, while using Cold Dust and Northern Cross to freeze your party.





Vector Chimera. They're not as dangerous as the Chimera was when you first met it and not as cool or elusive as Gorgimera. It is immune to all status ailments though, and it has a large pool of elemental attacks that are kinda too weak to worry about. Blizzard, Blaze,

Ahriman is all about instant death attacks.






Daedalus uses








Party #2 will begin its journey in front of a broken conveyor belt. Go down and enter the door. You're now in a cave made out of garbage. There's a chest smacked in a random corner, containing a


There's a monster waiting for you in the far left cell. Fighting it is entirely optional, and you don't get anything necessarily positive out of it. Still, it's fun, so go ahead and do it anyway if you'd like. Cast

Ultima Buster Bestiary #351 |
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 am the one known as Ultima...Forged an eternity ago and left here...Forgotten in the mists of time...Long have I pondered what I should do...Long, long have I pondered...But now it seems I have an answer... Ultima Buster isn't as interesting as it hypes itself up to be. Normally, he uses the level 3 spells, switching to a Northern Cross or Southern Cross attack every now and then. When he hits 32640 HP, he'll revert to ![]() ![]() ![]() ![]() ![]() Ultima Buster'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 Ultima Buster 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 Ultima Buster starts glowing, you can just initiate the Runic skill and watch the attack be absorbed by the blade. Expand Full Strategy | ||||||
You can use the crushed, bloody remains of the monster to rest, gather your mind, zone out for a few moments. This hollow carcass is your Fortress of Solitude, your little haven in the chaotic fast-paced world around you. Yeah, I'm talking about a Save Point that's now here. When you're done peace-ing out, exit through the door.
Alas, it was a fake! The party will tumble down towards the ground. In this new room, you'll fight nothing but Movers and Muud Suuds. Go up the stairs into the next room, which is chock-full of pipes going everywhere. You want to enter through the far right tube; the one to the left of it takes you all the way back to the


The next chest you see contains a



Enter the other door. A small garbage passageway filled with Vector Chimeras and Primeval Dragons greets you before you can exit. You'll find the Gold Dragon at the other end of this tunnel; it should be one of the two still alive, so take it on to reduce that number to one.
You'll win a






After the battle, you can leave through the door, walk through one small featureless room, and find yourself in a grand metal hall. There's a button on the floor on the far end, but it doesn't seem to do anything by itself. Just for giggles, let's switch back to Party #1 and meet more new enemies.
Death Machine can be trouble if you don't know how to take them. They start every battle with the


InnoSent, as their name suggests, might appear nice but you'll come to despise these satellites very quickly, let me assure you. They attack with !Brainblast (sets Confuse), Plasma, Cold Dust, and very rarely




Now here's a modern Prometheus! It stands out because it has no Rage, which is quite surprising for a random encounter such as Prometheus. It attacks with !


Fiend Dragon is one of the toughest enemies in the game, so make sure you're prepared when you enter an area where you may face one or two (I'll point it out). Every turn, they have a 33% chance of using Southern Cross, that super-strong multi-target Fire- elemental attack. Every fifth turn may feature either Northern Cross or Flare Star (both of which suck) followed up immediately by !Dissolve, which the Fiend Dragon uses on itself to set Clear. Every turn these monsters don't use a sophisticated attack such as a Cross or Flare Star, they'll use Battle. Every time you damage them, they have a 1/3 chance of using Fallen One. You may remember this attack from Sketching Black Dragons or facing Fiend Dragons in the Colosseum, but to refresh your memory: Fallen One sets the HP of every character to 1. If you meet them, Sketch may produce Fallen One (25%) or Northern Cross (75%), and Control certainly makes things easier. Otherwise, there are no status ailments worth setting and instant death doesn't work either, so you'll just have to rough it out. Grab some


You can continue! Pass through the tubes room. Note that you can find the


2.44: Kefka's Tower: Continued Ascent, Continued
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Enemies: Yojimbo, Dark Force, Muud Suud, Fiend Dragon, Mover, Cherry, Vector Lythos, Primeval Dragon, Landworm, Gamma, Great Malboro, Outsider, Demon Knight, Duel Armor, Great Behemoth, Vector Chimera, Fortis, Junk, InnoSent, Daedalus, Ahriman, Death Machine, Metal Hitman, Prometheus, Inferno, Rahu, Ketu, Gold Dragon, Skull Dragon
Lore: Doom,
Roulette,
Tsunami,
Aero,
1000 Needles,
Mighty Guard,
Revenge Blast,
White Wind,
Lv. 5 Death,
Lv. 4 Flare,
Lv. 3 Confuse,
Reflect ???,
Lv. ? Holy,
Traveler,
Dischord,
Bad Breath,
Transfusion,
Rippler,
Quasar,
Self-Destruct
Party: Optional: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
Party #3 will encounter yet another new set of enemies - the last set. Landworm is a big, big enemy that takes little effort to defeat. It uses the area around you to crush you: Magnitude8 comes from below, and Lode Stone (that unblockable 75% instant death attack) from above. Occasionally, it uses !Compress, which is nothing more than an unimpressive physical attack. The only status ailment Landworm is protected against is Imp, so



Gamma: The last random encounter I get to describe. And it's all exciting too! Its most redeeming feature is the fact that it has a rare




The party should be standing in front of moving conveyer belts. Fun! Stand on the left one and allow it to take you down. First, you'll come across a door to the left. There's a





Get on the conveyer belt to continue. When you exit, you'll see a tube to the left of you. This will suck you in when you stand in front of it and take you back to the other end of the conveyer belt. Walk past the new Save Point and save if you must; you're only seven steps away from a surprise boss battle with Inferno. Down below you'll see an empty chest; it'll always be empty.
Ketu Bestiary #350 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 11000 | 2600 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 7 | 0 | 75 | 185 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Flame SHield | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
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: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Inferno Bestiary #348 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 30800 | 9700 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 130 | 145 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
The battle against Inferno is a rather simple one, although it is frustrating that the main body and the blades don't share elemental properties. As you would expect, the main body is the one with all the fancy spells and with the most HP. Rahu is the left blade, and it just attacks physically with Battle and !Rapier. Once you destroy it, it'll take 20 seconds to grow back. Ketu, the right blade, is a tad meaner than Rahu; next to Battle, it also uses Metal Cutter, the magical non-elemental attack that's as strong as a level 3 spell. Like Rahu, it grows back 20 seconds after you destroy it. Inferno uses a barrage of magical and mostly elemental attacks, such as ![]() ![]() ![]() ![]() Your strategy is simple. You have no business caring about Rahu and Ketu whatsoever. Cast ![]() ![]() ![]() ![]() ![]() ![]() The biggest weakness of Inferno is the ![]() ![]() | ||||||
In the end, Inferno is the only 'random' boss of the entire dungeon, and it isn't incredibly hard if you prepared for the dungeon properly. Sadly, you get nothing out of the battle with Inferno besides some measly Magic Points.
When you've given this ghost from the past a smackdown, you can continue. You'll Have to walk through yet another garbage hallway to reach the garbage clearing again. This passageway contains nothing but Landworms, by the way. You'll see a chest that contains a Megalixir to your right, and to your left is a pathway to a new door, a conveyer belt, and an opened chest with a red sparkle on it.
Remember this chest if you plan to leave the dungeon at some point. After you've hit this switch once to extend the path for Party #1, leave and return. The red sparkle will be gone, so you'll have nothing but an open chest to look for. Don't go through the door quite yet, but go with the conveyer belt; it'll take you to a chest containing the


With the successful completion of this fight, you will have (if you've been following this walkthrough) defeated the last of the eight dragons of this world, and the message "Defeated all 8 dragons...Dragon Seal broken!!" will appear. The screen will shake, frightful sounds will echoe through the halls of Kefka's fortress, and you'll obtain the last of the Espers:

Now that you're done, it's time to continue. We must make haste! Go through the featureless Imperial corner and you'll find yourself in the same grand Imperial hall as Party #2. There's a button on your side of the elevated pathway as well. Stand on it, and when Party #2 is standing on the other button, you'll see the door begin to open. Sadly, nobody is there to enter the door; let's switch back to Party #1, shall we?
Now that Party #3 has extended the broken conveyer belt by hitting the sparkling chest on the other side (see? the sparkle is gone...), you may continue. After crossing the conveyer belt, you can find a

2.45: Kefka's Tower: The Source of All Magic
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Take Party #1 through the door. You'll come across a button on the floor: Standing on it won't achieve anything as far as you can see. Walk to the left, and the path will close behind you. To the top, there's another button tile; like the previous one, it doesn't appear to do anything. Go down and you'll face a 4-ton weight, which you can drop on the button tile down below where one of your teams is currently standing. Obviously, you can't push it while the team is standing on it, so switch to that party to get out of the way first. Drop the weight! It seems the increased weight of the falling weight does something else entirely than simply standing on it; it opens up a path towards the elevated pathway. With Party #1 now, get back in to stand on the button tile. Switch to the Party that just gained entry to the elevated pathway (which should be Party #2 if you followed my instructions).
With Party #2, pretty much repeat what you did with Party #1, only mirrored. Doing this should give access to Party #3. Go stand on the other button tile: again, nothing happens. Let's see what happens when we stand on all three button tiles simultaneously, okay? Switch to the remaining party down below.
With the remaining party (Party #3), go stand on the third and final button tile; the ground beneath you will change and a pathway will form. Your initial reaction would be to continue; what you want to do, however, is go back down, where you'll gain access to a new button tile that opens up two doors for the other teams to pass through. With this accomplished, you may continue ahead to face a relic of old...
Guardian Bestiary #352 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 60000 | 5200 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 25 | 0 | 150 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | None | |||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
Truth be told, the Guardian is one of the few battles in which a high amount of Magic Power (25) and strong magical attacks are combined in such a fashion that things could look grim for your party due to the sheer force of Guardian's attacks. Thankfully, most of this can be circumvented one way or another. Guardian has a puny, unimpressive AI script when he's 'normal': It features such outdated attacks as Magitek Laser, Missile, and Atomic Rays. Guardian quickly detects you are far too strong to be beaten in this manner, however, and after two turns Guardian will load one of its battle programs. It'll try this out on you for a while, before powering down to its 'normal' state for another two turns before loading another battle program. Here's the rundown on Guardian's four battle programs: After this sequence is complete, Guardian will revert back to normal, after which it will load the Ultros program and start the process all over again. The trick here is to act fast. If you have prepared decently thus far, you shouldn't need to see Air Force's battle program in action whatsoever, let alone Ultima Buster's. And this is good, since facing Ultima Buster Guardian is something you want to avoid if you're going for a victorious battle. Cast ![]() ![]() ![]() ![]() ![]() ![]() The fact that Guardian is a machine and therefore weak to Lightning really helps out here, as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Unbelievable. It took you how many hours of your life exactly to get from 'Guard' to 'Guardian'?
When you're done, another Save Point will be left behind. When you've Saved and rested, press on; the path will take you to yet another garbage tunnel with an opposing conveyor belt. Upon exiting, there's a hidden


2.46: Kefka's Tower: The Goddesses
One doesn't just waltz into battle against a Goddess. Equip stuff that allows you to absorb Fire-elemental attacks (










Demon is the Goddess of Fire and appears to be the most 'evil' of the three. Her Japanese name was 'Kishin', a word that roughly translates into 'divine'. If you accept the fact the three Goddesses stand for three major religions, Demon most likely stands for a feminine incarnation of Satan, fire-themed and evil and all (yeah, I know, there's Holy Fire and Dante had Satan frozen up to his waist in ice, I don't care. The immediate and popular theme of hell is 'fire' and that's what is important now).
Demon Bestiary #355 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 58000 | 18900 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
15 | 13 | 0 | 180 | 145 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
Demon would have started out with inherent Image too, but since the game designers also gave her Image immunity, this status is never applied. Too bad for her. Demon is the least inventive Goddess of the bunch, as she shows us no new attacks. But we can forgive her, as she's so especially awesome. So, what will she try to do to us? Her normal AI script has her use Battle, !Tyrfing, Metal Cutter (this one is kind of painful when it hits), and the ![]() ![]() Demon becomes increasingly mean once you damage her beyond 32640 HP, as she will start the heavy artillery with the powerful multi-target attacks: ![]() ![]() ![]() You have two proverbial trump cards against her. First off, you're draped in equipment that absorbs and/or nullifies her elemental attacks. Make Fire-elemental protection a priority, as you'll see that element the most, especially with the existence of that ![]() Set Stop on Demon right away and make multi-target ![]() ![]() ![]() ![]() ![]() ![]() ![]() Your Dragoons will have a hard time penetrating Demon's Defense and Safe status, so you might want to keep them around for utility shift this time. Shadow can throw ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() In the end, Demon is the easiest of the three Goddesses to defeat, and that's all due to the Stop status vulnerability. If it hadn't been for that, I would've ranked her in the middle. Demon is all about the multi-target violence, and, if you have the defenses and elemental resistances to keep up with that, you're basically in the clear even if you choose not to apply the Stop status. Expand Full Strategy | ||||||
After you hand Demon her defeat, the statue will glow and disappear entirely. That's one down, two to go... Since the battle between the Goddesses is said to have been an equal one, this means that we should also be able to defeat the other Statues, right? The




With this party, you can just walk through the door and find a nice Save Point to heal up and Save. The room is devoid of monsters. Jump down the hole in the ground to reach one of three button tiles in a monster-less room. You can go out and find yourself back near the opposing conveyer belt, but there's no point in that, as this is where this party needs to be. Switch to Party #1! With Party #1, go down and pass through the door Party #3 made for you. Going around will allow you to pass through the room Party #3 fought Guardian in, and eventually into a room where the broken test tubes once used by Cid surround the statue of another of the three Goddesses, Fiend.
Fiend's Japanese name was 'Majin', a word many Dragonball Z fanboys should recognize. It roughly means 'demon'. Once again, going with the three-religion theory, this goddess originates in Hinduism, where demons are opposing the several true gods at every turn.
Fiend Bestiary #353 |
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 | ||||||
Fiend 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 Demon, even ignoring ![]() ![]() By doing this, Fiend self-applies the Image, Reflect, and Haste statuses, meaning that you will want to cast ![]() ![]() ![]() Every twenty seconds, Fiend 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 Fiend with the strongest attacks you have. Strago might be able to get some play out of his ![]() ![]() ![]() ![]() ![]() | ||||||
Once the second of Kefka's magical goddess pillars has been broken down, you'll obtain Cyan's strongest standard weapon: The




When you've defeated Fiend in battle, a Save Point will be created for you so that you can heal up and save your game. Walk on to find another one of the three conveniently placed button tiles. Upon doing this, switch to Party #2. With Party #2, the route is exactly like that of the party you just commanded around. Go around to find the door, walk through Guardian's room, and eventually you will reach a room draped in Imperial symbols and banners. Amidst these rests the last of the three Goddesses, the statue of... Goddess.
Before you engage in combat with this Goddess gal, make sure you're properly prepared.






Goddess was called 'Megami' in the Japanese version. This pretty much translates as - gasp - "Goddess." It's more along the line of Shinto, Roman or Greek deities when compared to the two that proceeded it: not quite as omnipotent but rather 'human' in emotion. I personally feel that Goddess represents the ancient Roman/Greek polytheistic religion(s). She holds a

Goddess Bestiary #354 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Lightning, Holy | 68 | 44000 | 19000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 14 | 0 | 85 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
Control | ||||||
Strategy | ||||||
Goddess is, in my eyes, the toughest of the trio to defeat. Not only are there no crippling status ailment weaknesses to exploit (not even Slow!) and no elemental weaknesses, Goddess also tends to use your own characters against the party, and that's just plain rude. Her Lightning-elemental nature isn't your biggest concern as you can easily absorb or nullify those attacks; it's her sneaky manipulation attacks you need to watch out for. Her normal AI script features Battle, ![]() ![]() ![]() ![]() ![]() ![]() When damaged below the 32640 HP mark (that's the critical number of Ultima Buster and all three Goddesses; coincidence?), she actually becomes less of a threat. She'll focus more on plain damaging attacks: Flash Rain, more ![]() ![]() ![]() When she is hit by a Fight command, she has a 1/3 chance of employing the Overture attack, which I discussed earlier (when facing Coco). It basically causes every Fight and Special attack your characters perform to hit the affected character. This is bad news for the Lockes, Gaus, and Setzers of your party. When damaged in any other way, she might counter with a ![]() But here's the kicker: When damaged eight times, Goddess will use her unique Cloudy Heaven attack. It looks all swirly and features those cute little angels that have thus far been seen only when using ![]() ![]() ![]() ![]() ![]() Thankfully, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Quickly throwing out your strongest attacks, covering the party in ![]() ![]() | ||||||
When you prevail, you'll obtain the legendary sword






"Defeat the Statues, and magical power will not disappear...Kefka drained the Statues' power, the source of magic...?"
If this was the third Statue you bested, you'll notice that nothing really interesting has happened. The party will have noticed this too, and one of your characters will think aloud to him or herself how this is possible. It seems Kefka has drained the Statues of their awesome magical properties (which might explain your being able to beat them in the first place). Next to controlling the magical powers that hold together this world, he has actually absorbed these powers into himself.
Facing him is a suicide mission for sure, but hey, you've come too far to make it out alive, and you never had much chance to succeed in the first place. All you can do now is press on and face Kefka Palazzo, the man who became a god. So, great, there's a Save Point now. Use it, as it's the last chance you'll get to Save before the final apocalyptic battle between good and evil. That's the kind of thing you really, really want to have a Save option for.
Walk on to find the third button tile. If all three parties stand on all three button tiles, three warp beams or whatever they are come down to take you to Kefka. Heal up, make the five or six characters you like the best hog all the awesome relics and equipment and equip useful Espers such as












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:
What are not carried over:
A few miscellaneous notes about the final battle:
Character assessment in light of the final battles:
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 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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Sketch, Scan | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Sketch, Scan | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 !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 ![]() ![]() ![]() 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 !Sapping Strikes and occasional physical hits from the fiend, it's time for your barriers. Cast ![]() ![]() ![]() ![]() 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 ![]() ![]() | ||||||
Second Tier
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Sketch, Scan | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Sketch, Scan | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control, Sketch, Scan | |||||
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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
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, ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() Focus all your attacks on Tiger. Like I said, ![]() ![]() 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 ![]() | ||||||
Third Tier
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: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Lores | Command Immunities | |||||
Control, Sketch, Scan | ||||||
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 |
|||||
Common: ![]() | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
Control, Sketch, Scan | ||||||
Strategy | ||||||
Lady just isn't that interesting. ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() The first priority of this battle is ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() | ||||||
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) 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 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() | |||||
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 ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() | ||||||
Done and dusted.
3.1: Mission Briefing
This isn't a side-quest. This ain't no disco, and it ain't no country club either. This is ellll-ayyy. No, wait, that's not right at all. This is a heaping course of game dessert. The majority of the content added for the GBA is contained herein: the Dragon's Den.In case you'd forgotten this was a game, here are some real only-in-a-game mechanics for you! You've raided Kefka's Tower, fought the bad man himself, are (hopefully) carrying around weapons you stole from whatever the heck it was you fought before Kefka... yet you didn't fight him, he's still there, Magicite still exists. It's hard to say if Celes and her merry men are actually aware that they fought Kefka already, as no indication is given either way. If so, then Shadow has to live with the memory of repeated and successful suicide attempts... he was a dark character to begin with, but this certainly takes it to a new level. Awkwardness aside, we'll need preparation! As I said, while the Dragon's Den is still a cakewalk if you know where to look for entirely-too-powerful combinations, most of you won't want to do that and/or have better things to do than train for levels and spells and thus have a fairly challenging time in the Dragon's Den. Yes, a much more challenging time than in Kefka's Tower. Kefka came a long way, but there's a good reason the dragon, and not the clown, is the Chinese symbol of power and masculinity.
More than anything, the Dragon's Den is one very long dungeon, so ensure you won't run out of consumables. Have 99 Phoenix Downs. Have at least 20 Tents. If you have a few folks out there who lack the









The Relics are of utmost importance, so don't pass up on them. Have four of each of












You can also take along four








You might even want three






Three or four












Levels aren't that important, but about level 35 is definitely a suitable level where you'll face plenty of challenge without being bothered with lower HP and damage output than would be expected from you. Offensive spells aren't that important, they'll just increase your damage output in a situation where you should be able to play defensively enough (in other words, damage output shouldn't really matter since the enemy simply won't be able to kill you). Additionally, by the time you get to this point, you probably will have a wide variety of spells available; however, here are a few worth keeping in mind.


































Your true mages (Terra, Celes, Relm, and Strago) should all know spells for any situation. This means pretty much the top-tier elemental spells,







There are two Rages that are worth paying special attention to in the Dragon's Den. Obviously Rafflesia and Fiend Dragon will both function normally but should be avoided on principle since their attacks break logic. The two Rages that are awesome here are Magic Urn and Io. Magic Urn is mentioned earlier as the ultimate defensive Rage, and it may come in handy if you find yourself in a pickle. Io is a Rage with great defensive properties and extreme damage potential. Since Io's Flare Star is based off of the opponent's level (which in the Dragon's Den tends to be severely bloated), you'll find the attack to be Gau's weapon of choice.
That's about it! If you're not ready now, you'll never be. The Dragon's Den is located just north of Dragon's Neck, where the Colosseum is located. See those two little islands? The left one, there's where you gotta be. As soon as you try to descend, you should find yourself in the same situation as when attacking Kefka's Tower. Did you really expect anything but another twelve-character dungeon tackle?
3.2: The Seals of Ice, Wind and Earth
Dragon Labyrinth |
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Burning Labyrinth |
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Enemies: Chimera, Vector Lythos, Great Malboro, Great Behemoth, Vector Chimera, Ahriman, Zurvan, Vilia, Great Dragon, Abaddon, Dragon Aevis, Dinozombie, Death Rider, Shield Dragon, Maximera, Hexadragon, Magic Dragon, Armodullahan, Crystal Dragon, Plague, Flan Princess, Neslug (Head), Neslug (Shell), Earth Eater, Gargantua, Malboro Menace, Abyss Worm, Dark Behemoth, Red Dragon (Redux), Blue Dragon (Redux), Gold Dragon (Redux), Ice Dragon (Redux), Storm Dragon (Redux), Earth Dragon (Redux),
Skull Dragon (Redux), Holy Dragon (Redux), Kaiser Dragon
Treasures: Bone Wrist,
Celestriad,
Crystal Orb,
Dueling Mask, Elixir x3,
Force Armor,
Genji Glove, Hi-Ether, Magicite Shard,
Magus Robe, Megalixir, Phoenix Down, Remedy, Rename Card,
Ribbon x2,
Stardust Rod, Teleport Stone, X-Ether, X-Potion x2
Lore: Reflect ???,
Aero,
Lv. 3 Confuse,
Lv. 4 Flare,
Lv. ? Holy,
Lv. 5 Death,
Roulette,
Doom,
Bad Breath,
Mighty Guard,
Tsunami
Start with Party 1
You're dropped in with three teams of four characters, just like in Kefka's Tower. Pick any one party to start with. This'll be the one to fight Ice Dragon (Redux), so characters with

Zurvan is an Apocrypha palette swap with misguided magical intentions. It may randomly use












Vilia is one of the most annoying enemies of the Dragon's Den, and this close to the entrance no less! Befitting of her sprite, she's immune to all status ailments, possesses great magical prowess and uses those most horrible of all attacks, Overture and Entice. She wields the -aga spells with extreme power, may use Imp spells and Entice attacks (some of which is actually her special !Entice in disguise, which sets the normal Confuse), and will counter any Attack command with the Overture attack to protect herself from any such physical molestation. Try to take down Vilia ASAP. If you have Relm or Gogo with Control in your team, make her your top priority.

Great Dragon is very much like the Dragon we faced on the Floating Continent. It has powerful physical attacks (!Devastate will deal 400% damage), powerful multi-target magical attacks (Atomic Rays, Blaze and Southern Cross) and may use Revenge Blast if you're unlucky. Any Great Dragon has a 33% chance of countering any attack dealt to it with a Snort attack, and will use





You'll see two entrances to the bowels of the Dragon's Den. Entering the left one will get you to a small room where both passageways further into the cave have been blocked by two Seals of Ice. Remember the Eightfold Seal we broke to release

At any rate, if you came to see the Seals, get out and enter the right entrance. You'll see a Seal of Ice when passing through here. You'll come across a stairway to a level above you; it's blocked by a Seal of Wind. Too bad we can't club them like those Norse fashion industry people do...
Just pass it until the road is blocked by... a dragon? That was kinda quick! Maybe this ordeal isn't too bad...
"Ice Dragon creates 3 mirror images!"
Ice Dragon (Redux) Bestiary #378 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 32000 | 20000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
40 | 15 | 20 | 150 | 150 | 20 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
What's cooler than bein' cool? Ice Cold, that's what. Ice Dragon (Redux) is the living, breathing proof of one of the few certainties in this life: the small ones always have to overcompensate. Once upon a time, the Ice Dragon was just a cool brother chilling in the snowfields of Narshe (puns intended). These days, he's pumped himself up to measure up to the expectations of his larger brethren in the most pathetic way possible: By means of his mirror images. As soon as you enter the battle with Ice Dragon (Redux), he'll create three more of himself, presumably out of ice or something. They stack behind each other on-screen, so you'll only ever see a single one. All four are identical, but the more mirror images you destroy the more aggressive the remaining combatants get. When all four targets are still alive, they will attack with physical attacks, !Freeze (which sets Stop), and a rare ![]() Once one mirror image has been destroyed, the Ice Dragons will start using (Umaro's) Snowstorm and Freezing Dust. Once a second mirror image is dust, the two Ice Dragons will stop goofing around and start attacking every round (as opposed to randomly doing nothing). In addition, they'll adapt their counter to include a possible !Freeze attack. Once the three mirror images have been destroyed, Ice Dragon (Redux) will start trying to multi-target Freeze you with Northern Cross and straight-up kill you with Absolute Zero and Avalanche attacks. My, oh my. The prescription here is easy. If you don't absorb or negate Ice-elemental attacks, you're dead in the water. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() So, with our defenses in place, it's time to go on the offense. Even with our carefully planned strategy, it's likely that before the end is reached you will see physical attacks rain upon your head, so ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Ice Dragon (Redux) is not one of the hardest fights of the Dragon's Den, but after beating it you can congratulate yourself; it's an energizing fight. The






By the way, since the nulling of the relevant element and near-nullifying of physical attacks is such a prominent strategy in this dungeon, I've come up with a name for the




"The Seal of Ice is broken!"
Turns out the three Seals of Ice you saw so far - two past the left entrance, one past the right - were the only ones.
If you press on you'll wind up in another part of the multi-layered Dragon's Den, the Burning Labyrinth. You can spot but not reach another dragon in this room and open a chest containing a Hi-Ether, but you'll have no choice but to go back. We're going to try to get to that dragon now. It's Storm Dragon (Redux), and it's looking forward to you. Leave the Burning Labyrinth and start to exit the Dragon's Den until you come across the passageway which was previously blocked by the Seal of Ice. It's very close to the entrance. Here, you'll reach a button tile. Oh joy, button tiles. Go stand on it to open up another door.
Switch to Party 2
This next party will eventually have the choice of fighting one or both of the next two Redux Dragons, those being the Storm Dragon (Redux) and the Earth Dragon (Redux). So it's doesn't really matter which party of the two you bring, since when it matters you'll still be able to choose.
You'll want the left entrance this time, as obviously there's nothing past the right entrance yet. There are three choices here: two entrances which were blocked earlier by Seals of Ice and one which Party 1 is holding open. Let's get this one first, as it's the only one of temporary nature. It's the one in the middle, for those of you who have forgotten.
You'll enter the Burning Labyrinth we're seen earlier. You can see a chest but you can't reach it; all there's to it here is a button tile. You can see the effects of it when you get off the button tile by walking down, as the button tile creates two rocks in the lava just below your screen. Let's switch to the third party to get the chest. It will likely contain bliss.
Switch to Party 3
It's time for the third and last party to enter the Dragon's Den. Following Party 2 and opening the chest reveals a mere Rename Card. If you are confused by the fact I hardly ever advise you to change your name, understand that this is because it is utterly and completely pointless. Exit until you're outside of the Dragon's Den and enter the right entrance. Entering anything past the left one now will only get you to two dead ends and a Seal of Water. One might hope that the Seal of Water would actually contain a seal. Alas.
Walk past the previous location of the late Ice Dragon (Redux) until you enter the Burning Labyrinth. Grab the Hi-Ether if you haven't already and go stand on the button tile. Let's switch to Party 2, the party on the other button tile! You're not going to get a new header here, because the only reason you're switching is so that Party 2 won't get trapped when Party 1 moves, next.
Switch to Party 1
Get off the button tile and walk outside. Enter the left entrance and pursue the right path. Where you previously would've encountered a dead end, you'll now see the rock Party 3 is holding up for you by means of the button tile. There's nothing here but yet another button tile, so I guess we'll go stand on it and explore the cave with Party 2 to see if it can go any further.
Switch to Party 2
Left entrance, left path. Walk past the Seal of Water and go up and around the lava until you see rocks in the lava. Celebrations! Jump across to see a button tile. You can now either walk around and approach Storm Dragon (Redux) with Party 2 or go stand on the button tile present here and switch to Party 1 so it can deal with Storm Dragon (Redux). I'm going to assume you fought with Party 2.
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: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
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. ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Storm Dragon (Redux)' main trump card is its perfect Evasion and Magic Evasion rating of 80, meaning that even relatively accurate spells such as ![]() ![]() ![]() ![]() | ||||||
You'll get a



"The Seal of Wind is broken!"
Only a single Seal is dispelled; the one that blocked the stairway near Ice Dragon (Redux). We're going to totally ignore it right now, as the third Redux dragon is so close we can smell it. It smells like Earth. Which, depending on your location, might be the smell of cow manure, bison manure, giraffe manure, or yellow snow with a faint hint of frozen penguin. I'm going to assume you're still walking with Party 2 at the moment, but if you'd rather have Party 1 battle the next great evil, there's still the possibility of switching.
Enter the hole on the island to the left of the location of the late Storm Dragon (Redux). It'll take you to an unexplored part of the Dragon's Den, the Earth Labyrinth. If you walk on through the hole right in front of you, you'll see Earth Dragon (Redux) waiting for you on top of a pillar of stone.
Earth Dragon (Redux) Bestiary #380 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 58000 | 24000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
100 | 18 | 10 | 220 | 150 | 20 | |
Stolen Items |
Dropped Items |
|||||
Common: X-Potion | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Earth Dragon was once not so terrifying. That was before he got his two feet firmly planted on the ground. Disregarding its own menacing looks, it was a floating monster that you could gently put to sleep and wash away like so much mud on your jeans. Having been pushed around one time too many (this being one), Earth Dragon (Redux) pulled a Batman and swore to avenge his previous weakness by training his body to perfection and getting real good at science. Except for the science. Earth Dragon (Redux), knowing full well that the element he got stuck with is the only one both vulnerable to elemental protection and generally avoided with an easily applied status - Float - has taken his own weaknesses into account. Earth Dragon (Redux) has enough physical strength to have an army of Greater Mantii soil themselves. Normally it'll just attack physically and with the occasional supremely powerful Earth-elemental attack. ![]() Whenever Earth Dragon (Redux) detects the Float status, he'll forego his normal AI script in favor of a combo attack of 50 Gs, Magnitude 8 and a ![]() ![]() ![]() ![]() When Earth Dragon (Redux) hits 25600 HP, he'll get enraged. This means that your life is over. Nah, just kidding. He will drop his Earth-elemental attacks, as they obviously didn't succeed in killing you. Enraged, the Earth Dragon (Redux) unleashes a physical barrage unlike any other in the game. He'll start by four Attacks after the initial message, then start his new AI script. It's four Attacks in a row, then four physical attacks of which the last one has a 2/3 chance of being the !Savage special, and two !Savage attacks every third turn. He'll counter any damage done with either attack or !Savage. If you're not outright immune to physical attacks, this will kill you. Here's the thing. With ![]() ![]() ![]() ![]() ![]() As far as damage is concerned, Earth Dragon (Redux) is weak to Water- and Wind- elemental attacks. The introduction of the ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
After Earth Dragon (Redux) bit the dust he was so familiar with, you obtain the


"The Seal of Earth is broken!"
We haven't seen any Seals of Earth in our journey so far, but apparently one got dispelled. Can't be a bad thing, I guess. It's time to reunite somewhere, we have stories to share. Go down and to the right, where you'll first pass a passageway to the Burning Labyrinth. Enter it to grab an Elixir out of a chest and return. If you press on, you'll see a button tile, and two ways to proceed. The stairway will just take you to more dungeon, we'll get to that later. The opening above you leads to the Shrine of Serenity, where you can find a Save Point and swap party members of all three parties are in there. Let's do that right now! Exit the Shrine of Serenity, find the button tile and go stand on the button tile to extend the bridge.
Switch to Party 2
Party 1 needs to remain on the button tile, else Party 2 won't be able to off of the island. Walk Party 2 outside, enter the right entrance to the Dragon's Den walk past the location of the late Ice Dragon (Redux), past the bridge and into the Shrine of Serenity.
Switch to Party 1
Party 3 must remain on the button tile, as Party 1 will need the same bridge. Go outside the Burning Labyrinth, and you should find yourself near the bridge already. Walk into the Shrine of Serenity.
Switch to Party 3
Walk into the Shrine of Serenity. Good Lord, it feels good to have some respite. We've taken down three of the powerful enemies here. Presumably there are five more and then whatever invited us into this den. Now go build a campfire and talk about the Entity. It's the planet, okay? It's the planet. Jeez.
3.3: The Seals of Water and Fire
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Grand Cavern |
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Switch to Party 2
Dinozombie is one of the easier opponents. It may rarely Petrify a character with Dread Gaze and could in theory revive a character as a Zombie with Crypt Dust, but you won't see it working since it won't specifically target KO'd characters. It will counter attacks with Blaze, but since its Magic Power is so low it will deal little damage. The Dinozombie is vulnerable to all status ailments excluding Imp, so you can use


On the other side, it appears the Seal of Lightning was entirely ridiculous as once you go right and explore the area, you can just go visit the same Seal of Lightning from the other side. A Seal of Heaven blocks a door as well, so there's nothing here. Going up after saying goodbye to the turtle will get you to a skeleton button. Ominous: "When the door is opened, the Red shall be awoken." Yeah, whatever, the in-game writing is pretty horrid at this stage of the game. Press the button. What disaster could possibly come from unleashing an ancient evil long since locked away, right? A distant door opens. Pressin' on! There's a blocked door to the right protected by the Seal of Fire, and an empty gravestone to the left. Also, I guess a dragon is attacking you in the middle.
Blue Dragon (Redux) Bestiary #376 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 57000 | 16000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
40 | 15 | 20 | 150 | 150 | 10 | |
Stolen Items |
Dropped Items |
|||||
Common: X-Potion | Common: Save The Queen | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
While the name 'Redux' is simply a gimmick to help distinguish between the two sets of dragons, it might as well have stood for 'reduction' in this case. Maybe Blue Dragon was flipping through his big brother's lad mags when they were dealing out the fancy upgrades, or maybe the head of the GBA remake team has a severe disliking for all things blue. We may never know the cause, but one thing is clear; Blue Dragon (Redux) is the almost comically inept one of the gang. Blue Dragon (Redux) will attack twice every turn, either physically, with !Blue Fang (sets Stop) or with an multi-target Water-elemental attack. He'll counter any damage done to him with a 33 % shot at Attack. Whenever a character has the Protect, Shell or Haste status, Blue Dragon (Redux) will set Darkness, Poison and Slow on itself and try to swap the statuses with a Rippler attack. That's about it. All Water-elemental attacks are easily absorbed with one of the three defensive pieces of Imp equipment, so no worries there. Rippler, due to the Imp immunity bug, can be blocked with a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Once you've washed Blue Dragon (Redux) down the undoubtedly impressive baroque drain they've installed in the Dragon Temple, you should receive a Save The Queen for your troubles.
"The Seal of Water is broken!" God, I hope that doesn't mean something is giving birth at the moment... Nope, we're safe. A Seal of Water back in the Burning Labyrinth dissolves, and revealing two Seals we haven't had the luxury of seeing so far. Probably awesome anyway. Past the hallway Blue Dragon (Redux) had squeezed itself into is nothing but another Seal of Lightning, so all Party 2 has to do is head back to the Shrine of Serenity.
The Save The Queen, by the way, is an awesome sword for Celes. It grants her a +7 on her Magic Power like her other options at this point, but also ups her Speed and Stamina, is wicked powerful, and raises both her Evasion and Magic Evasion stats by 40%. It doesn't beat the


Take the party back to the Shrine of Serenity. Walk down, ride the turtle and exit the Dragon Temple into the Earth Labyrinth. Walk around the stairway column all the way up to the bridge that's being kept present for you, and enter the Shrine of Serenity for some saving.
Start with Party 1
Abaddon is another Undead fiend easily dispatched with any revival magic or item. When active, it will try to set minor status ailments on you (Slow, Silence, Sleep, Confuse, Imp or rarely the Disaster attack) but on noccasion will just set Berserk on itself. It will counter damage done with normal physicals or !Sharpened Claw, which deals twice as much damage. Whatever,


Dragon Aevis is quite aggressive, attacking with physical attacks, Wind Slash and !Wing Spike, which deals double damage. When struck by a Magic spell, it has a 66% chance of counterattacking with Cyclonic, which is bad. Dragon Aevis is vulnerable to




Pick a defensive party now, one that has learned

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: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
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 ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() We'll need to focus on staying alive through the fight and somehow circumventing dying due to his final ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The best way to deal with the final ![]() ![]() ![]() ![]() ![]() | ||||||
For your troubles, you get the






Anyway, in the now-derelict prison there's a secret passage leading to a Megalixir. It's on the right wall. Grab it, and get the party to the button tile in this room and switch to Party 2!
Switch to Party 2
With Party 3 still on the button tile holding up the bridge, Party 2 is now going to get the treasure that was waiting for you behind the Seal of Water that we actually encountered. It's all the way back, so walk down until you're outside the Dragon's Den, enter the left entrance, pick the left opening and continue through the Burning Labyrinth to find an opening into the Earth Labyrinth. Here, you find two chests containing an X-Potion and a Remedy.
Now, trace back your steps until you're outside of the Dragon's Den again, and pick the right entrance. Go to the right (ignoring the branch leading to the button tile) and go up the first staircase that you see to enter the Dragon Temple. In the Dragon Temple, to the northwest, you can now access a gravestone with the following inscription: "If ye would face a drake divine, search ye between the molten pools within the Inner Eye..."
That's not stupid at all and we'll totally be sure to keep that it in mind. Never mind all that nonsense, we need to get Party 2 to Party 1. Exit the Dragon Temple, walk around the staircase column to the north, across the little one-tile bridge, and leave the Earth Labyrinth to the south-east of the Shrine of Serenity, into the Flame Labyrinth. Here, find Party 1 to the south-east of the entrance, and find the other button tile near Party 1. Go stand on it. Another rock disappears! I guess we have little choice but to get Party 3 and go there.
Switch to Party 3
Armodullahan are quite nasty as opponents, but you'd be surprised how many can forgive this thing the grossest of transgressions due to the fact it has a rare

Armodullahan is immune to your status ailments (including Death), isn't Undead and inherently Hasted, so it's an unyielding target. Its favored weapon is the instant death attack; Armodullahan can use




Magic Dragon doesn't look that threatening, but it's surprisingly adept at maintaining itself while inflicting more damage than you would give them credit for. They use an assortiment of Lores randomly, including







Hexadragon is a powerful Fire-elemental adversary. Its power with Fire-elemental attacks is intimidating, but luckily it's not immune to the element itself and is it vulnerable to both Confuse (which you can set easily) and Instant Death attacks.




Make it so. Pass Party 1 and 2 on the right side and find the Grand Cavern. If you're in the Inner Eye Labyrinth, you're in the wrong place. Many bridges extend to the right, but there's nothing you can do there at the moment. Ignore the fork at the end and just go in the opening, which is the Shrine of Repose. This looks like a nice place to gather our troops again. Use the Save Point if you want.
Even though this section doesn't wrap up as nicely as the previous one, at least one of the three parties has reached a new Shrine and hey, the next section's impressive enough by itself so I'm gonna go ahead and switch now. No, to another chapter. Not another party.
3.4: The Cloister of Trials and the Seal of Darkness
Inner Eye Labyrinth |
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Cloister of Trials |
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Save again at the Shrine of Repose if you want to, and go down and right so you walk on the landbridges there. There's really one way to go, hopping across two chests. When you reach land again, you can see an opening to the Dragon Temple, but all you reach is the same turtle pond you saw earlier. You could get across if only the turtle was in the middle. Head back and face the most horrible thing ever. Here's the thing. Remember the world inside the Zone Eater, where you had to hop across the land bridges filled with the inexplicable green-clad humanoids that were bent on pushing you off? It's the same here, only it's quite a bit longer and harder, not to mention that, upon failure, you’re faced by no small detour but a slogging through the Cloister of Trials, which basically puts you in a random-encounter filled room where the floating blue flames are all mini-bosses. The green-clad characters, in the meantime, remain an enigma. Since I hate them so much and because they wear hats, I'll refer to them as the GAs. What does that stand for? Well, we'll just consider the hats to be a very specific kind of hat that starts with "a."
First, I'll just describe the route from this point to the next dragon. After that, I'll talk about the Cloister of Trials, after that I'll get you informed about the business with Skull Dragon (Redux). 'Kay?
First, jump to the right of the GA and go all the way down, just to pick up the treasure. The chest contains a

If you got shoved off the walkway, read on. Wherever you got pushed off doesn't matter, as you'll always land in the exact same spot. There's only one way to go, so go there. You'll encounter the first blue flame. Every blue flame here is a mini-boss. All of them are immune to Control and

Death Rider is the worst. It has a large array of attacks, including !Pox (double damage),




Crystal Dragon is clear-cut wicked. Immune to status ailments, no elemental weaknesses, no sissy magic spells. Just powerful physicals and !Needle Breath which is like a powerful physical, only more powerful. It may rarely use Cyclonic to bring you all to your knees, but that's about it. When it dies, it will use a hilariously ineffective Gale Cut attack, so no worries there. Just pound it 'til it rolls over.
Maximera will counter any attack with !Stone Gaze, which sets Petrify on a single target. Of course, it will also attack thrice every turn, randomly using physicals and Blaze, Absolute Zero and/or



Earth Eater Bestiary #370 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 36000 | 1400 | 0 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
70 | 30 | 0 | 10 | 80 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
This hulking brute will just attack physically two times every turn, and will counter any attack you use against it with !Megaton Punch, which kills anything it touches. If you cast ![]() ![]() | ||||||
After the Earth Eater, you'll eventually face a split between paths going to the right or going down. To the right you'll face Malboro Menace, going down will pit you against Gargantua. Both are easy opponents, but Gargantua may leave you with a

Malboro Menace Bestiary #372 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 92 | 15000 | 2000 | 0 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 9 | 0 | 144 | 109 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Potion | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Malboro Menace will just try to take you down with status-inducing attacks such as the bloody obvious ![]() ![]() ![]() | ||||||
Gargantua Bestiary #371 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 85 | 30000 | 1500 | 0 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
67 | 0 | 55 | 100 | 100 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Gargantua's the biggest, baddest giant out there. With emphasis on 'bad'. Physical attacks are pretty powerful coming from this guy, but the ![]() ![]() ![]() | ||||||
Whichever you choose to beat, you'll be able to walk up and choose between two opponents for your last mandatory fight. To the right is Abyss Worm, to the left is Dark Behemoth. Dark Behemoth is the quicker fight if you have access to the

Dark Behemoth Bestiary #374 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 91 | 38000 | 9999 | 0 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
27 | 15 | 0 | 115 | 151 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Phoenix Down | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Dark Behemoth will start the fight by using ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Abyss Worm Bestiary #373 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 91 | 34000 | 60000 | 0 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
23 | 10 | 0 | 180 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Elixir | Common: Phoenix Down | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
"If you walk without rhythm, you won't attract the worm". If only it were that simple! Abyss Worm is the nastiest creature of the Cloister of Trials, as its defenses are so omni-present. It has quite a lot of Defense and will either absorb or negate any magical damage unless it's Holy- or non-elemental. Few characters will be able to apply their full force versus this thing. It's primarily a trading between damage and healing, as there's little you can do about this thing's attacks. Expand Full Strategy | ||||||
Either way, you'll be free to walk to the light at the end of the tunnel. A bright beam will shine down upon you; stand under it to be transported outside of it, back to the Grand Cavern where you can once again start your journey. Big bummer: if you get pushed off again, all the mini-bosses will reappear. Don't fret too much however; if you summon


You made it! Sweet. For your defiant attitude in the face of extreme tedium, you are rewarded with the most annoying thing to cross Japanese borders so far. I know I pretty frequently badmouth opponents in the walkthrough here, but believe you me: Skull Dragon (Redux) will give both a run for their money. It is "Ugh..." in monster form. It is simply anti-fun. It is the opposite of Batman.
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 | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
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 ![]() ![]() ![]() ![]() 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 ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
"The Seal of Darkness is broken!" We saw but one Seal of Darkness, this being the one in the Inner Eye Labyrinth which was accessible near the Shrine of Repose. Turns out it was the only one, too. In addition to the breaking of the Seal of Darkness, a stairway is revealed. This allows us to circumvent the GA's and whatever the hell their problem is. A little late, but still cool.
The




It's time to head back to the Shrine of Repose. Descend the newly created staircase, hop over the chests to the left side of 'em, all the way to the west and then all the way to the north for the Shrine of Repose. Save up and enter the Inner Eye Labyrinth. Seek out the button tile there; it's to the left. Now, switch to Party 2!
Switch to Party 2
All you have to with this party is get off the button tile and walk up into the Grand Cavern and into the Shrine of Repose so it doesn't get stuck when we go out partying all night with Party 1.
Switch to Party 1
Walk up to the opening there, abandoning the button tile. You'll just walk into the Inner Eye Labyrinth, where a stone is being kept up for you by Party 3. Hop across and land on the lower level. There's a

Switch to Party 3
Step off the button tile and go up, where the rock is that was created by the four ton weight a while ago. You'll reach a new button tile there; go stand on that one.
Switch to Party 1
You'll see a new stone appearing. Go stand on the small ledge and you'll jump a level up. You can now enter the Shrine of Repose, so go there and meet up with Party 2.
Switch to Party 3
You can now walk to the Shrine of Repose as well to meet up with the rest of your expedition. We've only laid the smackdown on two more dragons since the last time we met up, which is kind of disappointing, but at least we can use the GAs as an excuse. For the next part, just pick your strongest party (the one with the strongest focus on



3.5: The Seal of Heaven
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Shield Dragon is a durable bugger. They’re vulnerable to sweet stuff such as






In the top-left corner, a chest contains Gogo's ultimate armor: the

Holy Dragon (Redux) Bestiary #382 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 55000 | 22000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
30 | 22 | 10 | 150 | 200 | 40 | |
Stolen Items |
Dropped Items |
|||||
Common: Elixir | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
In simpler times, white magic was all about loving thy neighbor. If someone strikes you on the right cheek, cast ![]() Holy Dragon (Redux) perhaps isn't the most difficult fight in the Dragon's Den, but it's definitely a lot harder than any sparring match we engage in with his peers. The Holy element is the only element we can't really absorb without a lot of fuss. A single character can be safeguarded with the ![]() Holy Dragon (Redux)'s attacks are nasty. It can use up to three Saintly Beam attacks in every odd turn, swapping to the occasional ![]() ![]() On a character with average defenses (say, ![]() ![]() ![]() ![]() ![]() ![]() ![]() Okay, here's what we're going to do. Max out Magic Defense on all characters. This will make all physical attacks hurt like hell, but after throwing up the Maginot Line we shouldn't really have to worry about them. Or, at least not as much as Saintly Beam and ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Take any ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Here's the kicker. Never attack Holy Dragon (Redux) when you know he's free to ![]() ![]() ![]() ![]() ![]() That's all the advice I can give you. Holy Dragon (Redux) is a nasty critter, but if you find your flow you should be able to take him down eventually. If you really can't get past the thing, set a 255 Defense Back Row Gau up with anything that nullifies or absorbs Holy-elemental attacks (preferably Io or Baalzephon) and go watch a movie. After the movie, you should've won. Expand Full Strategy | ||||||
For your troubles (being actual troubles this time) you'll get the

Two Seals of Heaven are broken: one in the Inner Eye Labyrinth and one in the Dragon Temple. Only one more dragon to go, and by method of logical deduction this must be Gold Dragon (Redux). Let's go find it! It's nowhere near as deadly as Holy Dragon (Redux), so don't worry. Gold Dragon (Redux) has been unlocked in an area way behind us now; we can either backtrack all the way there, or take a shortcut by using the

Cast

3.6: The Seal of Lightning and the Treasure Room
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Descend the stairs here and go up to see four tombstones, reading 'GONS', 'THEK', 'INGO' and 'FDRA'. It spells 'THEKINGOFDRAGONS' once assembled correctly, obviously. At the very end of the hallway, Gold Dragon (Redux), last of the elemental dragons, is more than ready for you.
Gold Dragon (Redux) Bestiary #377 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 60000 | 18000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
40 | 15 | 20 | 150 | 150 | 10 | |
Stolen Items |
Dropped Items |
|||||
Common: X-Ether | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Gold Dragon (Redux) absorbs Magic exactly like Celes does. This means that most of your spells will be absorbed and have no effect. Though you'll probably immediately understand that means ![]() Just in case you never did pay much attention to Celes, notable spells that can't be used: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Notable spells that you can use include: ![]() ![]() ![]() ![]() ![]() ![]() Gold Dragon (Redux)'s battle logic is pretty simple. Since it can't use the most prominent Lightning-elemental attacks (it would absorb them), Gold Dragon (Redux) is pretty much stuck with Plasma and Wave Cannon. It'll use physical attacks a lot, countering with them and possibly with !Mighty Claw as well, which sets Confuse. Make sure to summon ![]() ![]() So yeah, Gold Dragon (Redux) is absorbing magic, which isn't that big a deal since about the strongest spell you can use against it not called ![]() ![]() ![]() ![]() ![]() This is such an easy battle compared to the previous one! Spellcasters should just focus on ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
For defeating the eighth and final (?!) dragon, we got the

The








To the north of the turtle pond, go all the way to the right until you reach the blank tombstone. In this room, there's a dark tile you can stand on to open a door on the other side of the wall, but you'll need another party for this. Concerning the tombstone, similarly to Daryl's Tomb, you can carve the collected pieces of carving as follows: THEK INGO FDRA GONS. Do that and a door opens!
You'll find two chests in here, but mainly it's just a long weird collection of stairways leading to the Treasure Room. The chests here contain a Phoenix Down and an Elixir, so that's nothing to get overly excited about. Before long, you'll find yourself in the Treasure Room! You can wander around for a while, but eventually you'll just hafta use the glowing light. You'll be transported left of four chests. Shinies! The top-left contains a








The two other chests contain Monster-in-a-boxes. Monsters-in-a-box. Monsters in boxes. Let's do the fun one first: open the top-right chest to fight Plague.
Plague Bestiary #366 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 79 | 22000 | 12000 | 0 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
31 | 20 | 250 | 130 | 160 | 180 | |
Stolen Items |
Dropped Items |
|||||
None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Plague is a blue Ahriman that will use ![]() ![]() ![]() There are numerous ways to work around the full-party ![]() ![]() ![]() ![]() ![]() ![]() ![]() Equip ![]() ![]() ![]() ![]() ![]() ![]() Prepare to face ![]() | ||||||
You'll get Relm's






The other chest contains Neslug, the thing that will make you hate life. They certainly figured this whole GBA bonus content thing should pretty much only get on our nerves, amiright?
Neslug (Shell) Bestiary #368 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 62000 | 62000 | 50000 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
60 | 20 | 0 | 255 | 255 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Neslug (Head) Bestiary #369 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 62000 | 62000 | 50000 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
50 | 20 | 50 | 180 | 195 | 50 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() ![]() ![]() | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Here's the thing. Neslug's Head will pop in and out of the shell every now and then. It'll start the battle with a ![]() ![]() The defense isn't difficult. Throw up the Maginot Line to protect yourself from !Tongue Bath and !Megaton Smash and the stray physicals and equip ![]() ![]() ![]() Neslug's awesome Magic Defense ensures that things aren't quite as simple as you'd like them to be. Barrier-piercing fire-elemental attacks reign supreme. Flare Star is a good one coming from Gau and/or Gogo, as is the ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
If you managed to whittle down Neslug's enormous stamina, you'll get the


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




To the right of the four now emptied chests is a warp light. New room, find the new warp light. The next warp light will just teleport you to a closed room, so get outside. You're back at the Cloister now. There's a

Switch to Party 2
Remember how to get to the Dragon Temple? Right entrance, to the stairway. Use the turtle or walk there, it's all the same. Get to the other side and follow the path Party 1 took, past the carved tombstone and into the Dragon Temple Cloister. No need to go in the Treasure Room; you'll find that Party 1 is holding an alternative door open for you. You'll walk into a new warp light, transporting you to three chests. Ignore them for now and go south, where a single chest lies containing the






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


Flan Princess Bestiary #367 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 91 | 12345 | 1000 | 11111 | 5000 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 15 | 0 | 250 | 100 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Here's the deal; these five have amazing Defense and will try to set all kinds of status ailments on your party, eventually turning you into the Berserked characters, likely Imped. They won't use Mega Berserk 'til their third turn, but you'll be effectively screwed when Imp Song makes an appearance. Protect yourself from all this by equipping ![]() ![]() ![]() ![]() ![]() | ||||||
Take note that you'll only get a single








We're done in the Treasure Room now. Let's take Party 2 back to the Dragon Temple and switch. See the darkened tile left of the entrance to the Cloister? Go stand on it.
Switch to Party 1
You'll need to track back through the Treasure Room to get back to the Dragon Temple, but you'll get there. Past the Save Point, an entrance is being held open for you by Party 2. Save at the Save Point if you want. Past the door is a location called Kaiser's Breath.
There's a button tile here, but only one that reminds us of the last stop prior to the Kefka fight. Could it be that we've reached the end of the Dragon's Den? Go stand on it and switch to Party 3, since Party 2 is needed at the button tile. But how are we gonna get Party 2 across? I've got a plan. We'll make a detour through the Inner Eye Labyrinth.
Switch to Party 3
Walk to the Dragon Temple and approach the turtle pond. Make sure the turtle is in the middle of the pond; call it to you once if you need to. You'll need to walk around and call the turtle from the right side so you can ride it to the left side, where you can easily enter the Grand Cavern. Go south and left, over the bridge. Going to the left immediately would cross us with the Green Asshats, whom we thankfully have no business with anymore ever. When you're past the bridges, go up to the Shrine of Serentiy (you can Save if you want to) and enter the Inner Eye Labyrinth to the left.
Walk to the right and go around the big rock to the four-ton weight and push it off. We have no business going north into the Holy Palace, so just walk back to the entrance, flip it the bird and walk past it, find the rock you can jump over and go stand on the button tile.
Switch to Party 2
Get off the switch and join Party 3 in the Inner Eye Labyrinth. You'll basically be following Party 3 across the turtle pond and Grand Cavern. When you're in the Inner Eye Labyrinth, walk to the right, around the rock and eventually go down across the bridge. Walk to the left and up to find the rock Party 3 is holding up for you. Jump across the rock to find yourself on the lowest level. We've done all this before, but a Seal of Lightning impeded our progress to the north earlier. Go check it out: there's a Save Point and a new entrance to Kaiser's Breath. Go stand on the button tile: a new warp light should appear between Party 2 and Party 1.
Switch to Party 3
That's just great. Party 3 allowed the others to get into Kaiser's Breath, but both paths we took require other parties to open up; other parties we no longer have the luxury of using. No sweat; there's a way to get there with Party 3. First, exit the Inner Eye Labyrinth. The Shrine of Serenity you pass is the last in-game Save Point before the final fight of this dungeon, so you might want to use it. Trace back your steps to the entrance to the Dragon Temple, but go past it and up the stairwell to where you fought Skull Dragon (Redux). Take the bridge to the right, blissfully ignoring the GA's we can see prancing about below us. Follow the path 'til you encounter the entrance previously blocked by the Seal of Lightning. Guess where it takes us?
Take note that the last party that stands on a button tile turned warp light will fight Kaiser Dragon.
In Kaiser's Lair, there are no random encounters, and all you can do here is trigger a battle with Kaiser Dragon. However, a bug allows you to dash past the monstrosity so you can grab the Esper which lies behind it. If you have Sprint Shoes equipped, stand in front of the Esper, open the menu, press up and leave the menu. The game will register you're already a tile up and will ignore the presence of the monster sprite. For the walkthrough though, I'll just assume you honor the universal gamer's code and won't do so. Mostly because there's no point in writing this last chapter if you're a dirty cheat like that.
3.7: The Lord of Dragons
"Humans and your insatiable greed... Your lust for power leads always to a lust for blood... This place is a sanctuary for wayward souls... What business have you filthy creatures here? You slaughter my brethren, and befoul their rest with the profanity of your continued existence... You should not have come here."Maybe you shouldn't have invited us then. Jerk.
Kaiser Dragon Bestiary #383 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 97 | 65500 | 60000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
30 | 22 | 0 | 200 | 200 | 0 | |
Stolen Items |
Dropped Items |
|||||
None | None | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | None | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Kaiser Dragon is the ultimate victory of Final Fantasy III (US!) junkies the world over. We knew this thing was lying dormant in the game's code for years. We figured out the highlights of this guy's speech when you could play but Tetris on handheld consoles. We invented this guy's HP loop trick, and all Square-Enix could do was copy it. But we're not smug. Well, not most of us, apparently. There's basically two phases in this battle. First, you'll have to survive Kaiser's first four lives, during which he'll use attacks according to a particular weakness. By survive, that's all I mean: his HP will replenish with each of these four shifts, so any damage you inflict doesn't count. Second, once he's down to his last life and won't replenish his HP again - this is the part where you attack and stuff - you'll have to stay alive, deal sufficient damage and survive Kaiser Dragon's final ![]() At the start of the battle, Kaiser Dragon will use Barrier Change to assume an offensive skillset. Here's what he'll use; you can use the attacks listed to determine his weakness at the time: Some elemental skillsets are more dangerous than others. The Fire-elemental one is nasty because ![]() ![]() ![]() ![]() ![]() Since Kaiser Dragon's attack pattern depends on its weakness in this phase, you can actually change its attack pattern with the ![]() ![]() ![]() ![]() ![]() ![]() ![]() Kaiser Dragon's first phase is relatively simple. You'll need to see Kaiser Dragon use Barrier Change five times before you can attack. Any damage you inflict in this first phase won't actually register in its fifth and meaningful life (all your damage will be reset) and it'll only get you nasty counterattacks. So far so good. If a character falls (likely due to ![]() ![]() ![]() ![]() Kaiser Dragon's last and true life, after its fifth elemental shift, is simple but brutal. Every 15 ATB intervals, regardless of its normal AI script, it'll have a 2/3 chance of using Heartless Angel, possibly followed by a 1/3 Mind Blast attack. This is where your ![]() ![]() ![]() Kaiser Dragon's normal AI script includes ![]() ![]() If you're wrapped in ![]() ![]() You will need ![]() ![]() ![]() Your offense may be a problem, since Kaiser Dragon will only have a single randomly decided weakness when things get serious, and will nullify or absorb the other seven. You can use Libra to check its current weakness; there's a good chance your mages will be able to nail it even when lacking the likes of ![]() ![]() ![]() ![]() ![]() ![]() In the end, the fight versus Kaiser Dragon is a bit of a luck fight. Either way, you'll need to be tightly prepared with ![]() ![]() ![]() | ||||||
You won't get an item as such from Kaiser Dragon, but you'll gain access to your last piece of Magicite:






All that's left of the Dragon's Den is the sparkling light. That's actually not really the case. There's one final epilogue to the Dragon's Den, one final hidden gimmick... but a little green man with a beak urged us to go someplace else, so let's not think about the future and live in the now. Let's go visit the Soul Shrine! Already done that? Okay, fine, hit that last epilogue aforementioned.
3.8: The Lord of Weapons
So, like, we don't even care about the Dragon's Den anymore. Right? They put all the powerful baddies in a row and we gobbled them down for dinner without even breaking a sweat. To amuse our friends, we tied our hands behind our back and dealt the finishing blow to the Kaiser Dragon with our tongue on the action button. But it's like Hollywood says: "Everything that has a beginning has an end", or "to every Alpha, there's an Omega".Is it possible that it was not Kaiser Dragon that invited us to battle with him? Come to think of it, he certainly didn't seem too glad once we got there. Intrigue! Mystery! In Kaiser's Lair, a new resident has taken, y'know, residence. The creature is the most powerful opponent the game has to offer, even more dangerous than the god-king of dragons, Kaiser Dragon. Let's go and see if we can beat it, right? Fly over to the Dragon's Den for one final time.
Assuming your Soul Shrine team is the best team ever now, stuff them together in Team 1. We'll minimze the action the other two teams have to endure. Since we should've encountered everything here and we can plan which team will be the only to engage in a serious fight, you can make a Soul Shrine team, a team with the strongest four besides those, and a single Mog team with

Since we'll be able to pick any of the three teams in the end anyway, it doesn't matter which party you make Party 1. Walk Party 1 into the right entrance, up the stairway, into the Dragon Temple, across the turtle pond and straight to the darkened tile near the tombstone that once read THE KING OF DRAGONS and now can no longer be examined. Same deal for Party 2. Follow Party 1, but enter the door Party 1 created for you, straight into Kaiser's Breath. Must be quiet there now. One out of three parties are now in place! Good job!
Now, with the final party, follow Party 2 until you reach the turtle pond. Now, first call the turtle to the middle of the pond, then walk around to the right side and ride the turtle to the left side, where you can easily enter the Grand Cavern. Go south and left; otherwise it would bring us to the GAs (hey, remember them?!), whom we thankfully have no business with anymore ever. When you're past the bridges, go up to the Shrine of Serenity (you can Save if you want to) and enter the Inner Eye Labyrinth to the left. Walk to the right and go around the big rock to the four-ton weight and push it off. We have no business going north into the Holy Palace, so just walk back to the entrance, flip it the bird and walk past it, find the rock you can jump over and go stand on the button tile.
Now you can switch to Party 1. Get off the switch and join Party 3 in the Inner Eye Labyrinth. You'll basically be following Party 3 across the turtle pond and Grand Cavern. When you're in the Inner Eye Labyrinth, walk to the right, around the rock and eventually go down across the bridge. Walk to the left and up to find the rock Party 3 is holding up for you. Jump across the rock to find yourself on the lowest level. We've done all this before, but a Seal of Lightning impeded our progress to the north earlier. Go check it out: there's a Save Point and a new entrance to Kaiser's Breath. Go stand on the button tile: a new warp light should appear between Party 2 and Party 1.
However, Party 3 has a conundrum. Party 3 allowed the others to get into Kaiser's Breath, but both paths we took require other parties to open up; other parties we no longer have the luxury of using. No sweat; there's a way to get there with Party 3. First, exit the Inner Eye Labyrinth. The Shrine of Serenity you pass is the last in-game Save Point before the final fight of this game, so you might want to use it. Trace back your steps to the entrance of the Dragon Temple, but go past it and up the stairwell to where you fought Skull Dragon (Redux). Take the bridge to the right, blissfully ignoring the GAs we can see prancing about below us. Follow the path 'til you encounter the entrance previously blocked by the Seal of Lightning. Guess where it takes us?
Take note that the last party that stands on a button tile turned warp light will have a fight. Equip







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: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Ideally, all characters are of suitable level to avoid ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() 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 ![]() The trick during all three lives is to avoid Omega Weapon counterattacks, as they are often the most debilitating (Freezing Dust, Dischord, Blaster). Use ![]() ![]() ![]() ![]() ![]() ![]() If the above strategy is well-played, Omega Weapon will be a very easy target. Without ![]() | ||||||
When you come out a winner, you'll gain nothing. Yeah, a rare

So yeah, no fireworks. Feels odd, doesn't it? Feels a bit like a sentence without a
That's all, folks!
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.