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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.4: The Serpent Trench

Grasslands
10/16
2
6/16
1
1
E. Wastelands
10/16
2
6/16
1
2
W. Wastelands
10/16
1
1
6/16
1
1
1
Trench: Grasslands
6/16
2
1
5/16
2
5/16
1
Trench: Wastelands
10/16
1
2
6/16
4
Trench: Forests
6/16
2
1
5/16
2
5/16
1

Enemies: Devoahan, Delta Beetle, Vampire Thorn, Fafnir, Killer Mantis, Murussu, Gigantoad, Rukh,

Party: Celes, Optional: Sabin

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 RelicAmulet or RelicRibbon on Celes and Sabin! One of the monsters can turn you into a Zombie in the very first turn, and you'd be surprised how easy it is for your party to be eliminated when it consists of only two members.

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 OFira spells and/or the Rising Phoenix Blitz is the way to go.

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 OBio spell, which you don't want. The obnoxious thing about Vampire Thorn is their defenses: 254 Defense, 254 Magic Defense. They compensate by having only 12 HP, but still. Since they're undead, the best way to penetrate those defenses is by a multi-target OCure spell on them. Celes is bound to know it. Otherwise, multi-target OFira spells and Rising Phoenix can get the job done if tweaked a little. Check how strong your flaming magic is to see if this is a better option for you.

Whenever Delta Beetles appear, Rising Phoenix is a good idea to clean them all up in one go, as is a multi-target OFira spell if you lack Sabin. Devoahan is also weak to Fire-elemental attacks, so if you find a lone Celes facing one, just go with that element and hope he doesn't use Sun Bath. Vampire Thorn is best disposed of with a multi-target OCuraga spell (on them, obviously). It's a good idea to cast OVanish on yourself; while the second turn of both Delta Beetle and Vampire Thorn can remove your Clear status with Megavolt or the OBio spell (respectively), you shouldn't let it get that far.

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 RelicHero's Ring, RelicGenji Glove, and two ClawVenom Claws. Equipping EsperGolem on either will be a good asset. Just keep Celes the way you like her, but make sure she can use Runic.

If you don't have Sabin, the next battle will be very tough. Equip a RelicReflect Ring and a RelicHero's Ring, and save on the Overworld Map. Definitely have EsperGolem on Celes if she's flying solo here.

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 OFira, OBio, and ODrain: 0 damage (although she'll obtain HP from ODrain). Terra is supposed to lose here. So, don't use Morph or Elixirs or anything.

Humbaba (1)
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
poisonimppetrifydeathsilenceberserkconfusionslowstop
None
Elemental Absorb
Elemental Weakness
lightning
poison
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 OThundara and OThundaga spells; finally, he can use O1000 Needles, which will likely be ill received, as 1000 damage is nothing to laugh at when it's coming for you. Humbaba (1)'s name, if you're wondering, comes from the old Babylonian heroic poem 'Gilgamesh'. He was a monster there. He got killed, too.

If you have a Celes/Sabin team, have Sabin use his dual ClawVenom Claws for great damage. Don't bother going on the offensive with Celes due to her lower damage output; have her on Runic standby. Both should start the battle by calling up EsperGolem's Earth Wall if they have him equipped. If Sabin is weak, you should break the Runic guard to cure him. Smack Humbaba (1) with Sabin's fists until he runs off.

If you have a solo Celes party, summon EsperGolem to start, and fill all other turns by casting OBio (or, if lacking OBio, OBlizzara) as quickly as you can. Fighting this guy with Celes only is a risk as no matter what you do, O1000 Needles is very dangerous and Humbaba (1) can kill you. If you're low at HP, sneak in an X-Potion or Elixir.

Any other team needs little guidance; you've obviously been around the world, collected at least four characters, and have better equipment than neccessary. OBio spells still come in handy. What else is there to say? Setzer can't spin Joker's Death here. The best Dance is Earth Blues, while the home dance, Wind Rhapsody is nigh worthless. Spritzer absorbs OThundara and OThundaga while dealing acceptable damage, although a Magna Roader (Purple) Rage with a RelicReflect Ring is better. Expand Full Strategy
  

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 EsperFenrir. The Japanese game makes mention of the EsperFenrir Magicite being a part of 's dropped necklace. Equip it if no other Espers appear to teach better spells at the moment (OBanish is nice, but not as strategic as OStop, OVanish, OSilence, etc.).

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.

Caves of Narshe: Final Fantasy VI
Version 6
©1997–2024 Josh Alvies (Rangers51)

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