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    Soul Shrine FAQ by STobias

    Version: 2nd | Updated: 05/20/09 | Search Guide | Bookmark Guide

    Final Fantasy VI Advance
    Soul Shrine FAQ, 2nd ed.
    by STobias
    Not to be reproduced anywhere outside of GameFAQs.com in any form.
    2007-2009 All rights reserved.
        1. Introduction                 (int01)
        2. Recommendations              (rec02)
        3. Glutturns                    (urn03)
        4. Walkthrough                  (wlk04)
        5. Glossary                     (gls05) 
    Introduction                        (int01)
    The Soul Shrine is an additional challenge unlocked after clearing the
    game.  There are no random encounters or puzzles to solve, and no groups
    to break up into, just four of your characters against a marathon of 128
    battles.  You will get a few breaks in between to heal and change your
    equipment, which you may want to do in response to the battles ahead.  
    What do you get for completing the challenge?  Nothing exciting,
    unfortunately.  However, during the run, you will have the opportunity to
    get extras of some rare items that can be only obtained in this way.  
    You can use the tags listed in the table of contents to jump to a
    specific part of the FAQ.  If you see a term that you are not familiar
    with or want more information on, check the glossary at the end.  Terms
    listed in the glossary will be marked with a star (*).  
    There is a significant amount of randomness involved with the battles within
    this event.  I consider this to be a collaborative document and I welcome your
    contributions should you have new information from reproducible results or if
    you present a reasonable, viable strategy.  References for in-line citations can
    be found at the end of this document.  
    Before we move on with the FAQ proper, I should note that with regret I do not
    directly answer questions about the game; all of the information you need is
    either here or elsewhere on GameFAQs.  Do not neglect the message board
    or the collection of Final Fantasy III FAQs hosted on the site.  Information
    found in either location is typically valid.
    Recommendations                     (rec02)
    - Characters
    Chances are, if you've fully explored the Dragon's Den, that you will
    have at least four characters who possess a lot of magic and are
    fairly high level.  When selecting your characters for this, keep in
    mind that this is a marathon and you will be fighting difficult
    encounters in strings of ten in a row or more without a break.  As such,
    you want characters that have both high HP and some measure of durability.   
    It is for this reason that I highly recommend that you include Mog in
    your run.  Equipped with the Snow Scarf(*) and other good equipment,
    you will not have to worry about physical attacks on him.  Whether
    you build him for magic or physical attack, I suggest giving him (and
    your other party members, as well) a wide array of magic to boost his
    I also suggest using the Lightbringer(*) sword on this run, so you
    will need either Terra, Edgar, Locke, or Celes to use it.  You
    probably also want to bring someone who has a special that always hits
    (that is, Sabin, Edgar, or Cyan), since you will be up against a lot
    of monsters with high evade, and the relic slot that a Sniper Eye
    would take is best left for other items.  Also consider Terra and/or
    Celes because of the Minerva Bustier(*), which has elemental
    protections that will come in particularly handy on your run.
    I do not recommend using Umaro or Gogo.  They are both wildcards
    somewhat, and their weaknesses outweigh their benefits for this
    run.  Gau also has his positives and negatives; you can set him up
    in a magic-using Snow Scarf build, but you probably always want to
    keep a Ribbon on him to prevent him from being controlled or
    confused, and end up in Rage.  Out of your four characters, you
    should have at least one heavy magic user.  If you are interested in
    acquiring some especially rare items, you will need Gogo, Locke, or
    someone in a Thief's Knife(*) build to do so (see the section on
    Glutturns below).
    Your party should be, at a bare minimum, level 60.  Several enemies
    in the run cast Lv. 5 Death, so avoid having several of your party
    members at such a level. You should have at least two characters at
    or near 9999 HP, Which you can achieve before level 99 via equipment
    or Esper boosting.  The higher your HP here, the better your chances;
    your other stats are not as important.
    - Equipment
    First off, Ribbons are absolutely essential.  You don't need them on
    every character, but I would suggest having Ribbons equipped on at
    least two party members.  If you haven't already done so, take the
    time to get your Paladin's Shield(*), which is probably most useful
    here for its elemental protections, but has solid benefits overall.  
    You should have a Soul of Thamasa(*) on your magic user, which, of
    course, works well when paired with the Celestriad.  However, you
    will have a number of opportunities to Osmose MP from your enemies,
    so there may be times when you wish to opt for a Ribbon instead of
    the Celestriad.
    HP will be your most important stat here, so using a Muscle Belt in
    a free relic slot is not a bad idea if it pays off.  Zephyr Cloak(*)
    always makes an excellent addition all-around, but is not essential.
    You may have other preferences.
    So, here's a sample build, without leveling all characters to 99:
    - Gungnir
    - Paladin's Shield
    - Red Cap
    - Snow Scarf
    - Ribbon
    - Zephyr Cloak
    Terra (back row)
    - Lightbringer
    - Aegis Shield
    - Red Cap
    - Minerva Bustier
    - Ribbon
    - Zephyr Cloak
    - Save The Queen
    - Genji Shield
    - Genji Helm
    - Minerva Bustier
    - Celestriad
    - Soul of Thamasa
    - Godhand/Tigerfang
    - Aegis Shield
    - Royal Crown
    - Red Jacket
    - Master's Scroll
    - Ribbon
    Note that this build will allow you to handle castings of Meltdown
    unharmed.  Keep this sort of tactic in mind, as you will run into
    enemies that cast the spell.  Of course, high level characters can
    use something other than the Red Cap.  Terra and Celes are arguably
    more useful than Edgar or Locke due to their use of the Minerva
    Bustier, and furthermore Terra also can enter Trance mode for a boost
    when needed.  Mog is virtually untouchable with his gear, and Sabin's
    blitzes give him some extra utility in hectic situations.  The other
    characters have their merits, however.  Sabin has fairly weak defense
    with this build, and Celes' Runic ability will not be very useful.  
    Sabin's Godhand represents one example of a problem with the 
    higher-end weapons in this game; non-elemental weapons are better in
    many situations. While several enemies are vulnerable to Holy attacks,
    many absorb Holy damage, including some who will confuse or berserk
    your character.  This can lead to significant problems, so if you
    intend to use Sabin or Cyan, be sure to have non-elemental weapons
    on-hand to switch to as necessary.  
    - Magic
    On all characters, you should have the following, at a minimum:
    - Curaga
    - Arise
    - Reraise
    - Esuna
    - Hastega
    - Rasp
    - Osmose
    - Imp
    - Reflect
    - Dispel
    Any character that will not be using physical attacks in difficult
    situations should have Ultima.  There will be a couple of monsters that
    change elemental weaknesses, so having Libra and a variety of elemental
    attacks at your disposal will also be useful.  You may also want Quick
    on your Dualcast user for some cheesy Ultima casting as well.  Valor
    and Berserk could also have uses.  Essentially, you should just build 
    on your existing single-group strategy.  You don't need to completely
    change your mindset for the run, but you will need to tweak it a bit.
    - Espers
    While most Esper summons are limited to damage, healing or other
    support magic that has long since been surpassed by your characters' 
    abilities, there are a few unique ones that may be of use:
    - Phantom
    Casts Vanish on all party members.  While this makes them especially
    vulnerable to magic, this can be a handy way of avoiding heavy 
    physical damage, such as from the Ether variety of Glutturns (1).
    - Quetzilli
    Provides a free round of physical attacks (2).  This can be helpful when
    facing encounters that are vulnerable to direct attack but dish out a lot
    of damage.  
    - Zone Seeker
    Increases magic defense.  This summon may have occasional utility (3).
    Glutturns                           (urn03)
    You will run into a new type of enemy in the Soul Shrine, all of which
    look like the Magic Urn from the Cultists' Tower.  At the start of the
    battle, they will demand an item, and if you do not provide them with
    the item after a time or attack them, they will attack.  Often times
    they will demand more of the item.  You can end the encounter this way,
    but chances are, you won't want to give up your hard-earned items.
    When they turn to combat, these encounters are arguably the most
    difficult in the game, and while it is possible to defeat them, they
    will put up quite a fight.  Glutturns show up randomly throughout the
    run and at specific times.  Overall, you will probably encounter them
    three or four times per complete run.  However, what is probably the
    most important aspect of these creatures is what you can steal from them
    (see below).  They also provide a large amount of experience and gil.
    All Glutturns will flee after a certain amount of damage has been
    dealt.  For the most part, Ultima is the best way to deal damage to
    them.  Here are their attack patterns:
    Glutturn (demands Ether)
    Steal: Force Shield
    - Per turn: Physical attack x4
    - Upon fleeing: Physical attack x10
    This one is not very difficult.  It does hit hard, so you will need to
    keep your health up, but it will take magic and physical damage fairly
    easily.  Vanish can be helpful to avoid damage (1).
    Glutturn (demands Hi-Ether)
    Steal: Celestriad
    - Per turn: Punish x2    (instant KO)
    - Upon fleeing: Blaster  
    Possibly the most difficult of the four, you will need to stay ahead
    of its casting and do damage at the same time.  Hi-Ether Glutturn has
    fairly high physical defense, so you should stick to Ultima for damage.
    You should spend the first couple rounds of combat casting Reraise and
    Hastega on your party.  Don't bother using Arise for obvious reasons,
    and hopefully you have good enough equipment to survive the Blaster.
    An alternate strategy is to use Vanish or summon Phantom to go
    invisible.  However note that this will make your party vulnerable to
    Blaster, so have Reraise up (6).
    Glutturn (demands X-Ether)
    Steal: Master's Scroll
    - Uses a combination of Berserk on all party members, Overture(*),
    Entice(*), and finally, Cloudy Heaven(*). Not pretty if you don't have
    Ribbons equipped.
    - Upon fleeing: Disaster, Diabolic Whistle  (number of status effects
    on the party)
    There's not much to worry about here if you have Ribbons on at least
    two of your party.  If the rest of your party is not equipped with
    elemental weapons, you may be able to take this one down swiftly.  If
    you accidentally went into this fight without Ribbons on, well, enjoy
    the show.  Use special physical attacks or magic.
    Glutturn (demands Elixir)
    Steal: Soul of Thamasa
    - Per turn: Ultima
    - Upon fleeing: Heartless Angel(*)
    Another urn that you will have to keep up with; here is where a
    character or two with high magic comes in handy for healing.  Reraise
    is useless here; use the free turns to Haste and heal damage from
    previous fights.  You will probably need to stay above ~6000 HP to
    survive each casting of Ultima.  Have a Curaga and some offense going
    every round.  Ultima will penetrate Reflect, Shell, and magic defense,
    so it's really just you at the mercy of the caster's magic power.  
    Make sure you stay on the attack and don't let up; this guy can be
    quick at times on the casting.  Heartless Angel will also give you
    trouble during your next fight.
    Walkthrough                        (wlk04)
    The list provided here should only serve as a rough guideline to you
    as to where you are, and how far you have until a break.  It is important
    to note that there is randomness involved in the run; up until last few
    battles, encounters from the Dragon Den may show up at any time.
    Anything is fair game, from those annoying girls that cast Overture to the
    mini-bosses such as the Dark Behemoth and Earth Eater.  You may also
    run into Glutturns randomly, as well.  Should you be tracking your progress,
    also note that the random encounters are substitutes (4).
    1 - Imperial Soldier x2, Magitek Armor
    2 - Zaghrem, Trillium, Spritzer x2
    3 - Nautiloid, Exocite, Lesser Lopros
    4 - Satellite
    5 - Oversoul, Living Dead x2
    6 - Opinicus Fish set, followed by Rhizopas
    7 - Angel Whisper, Living Dead, Cloud x2
    8 - Hell's Rider
    9 - Heavy Armor, Corporal x2
    10 - Paraladia, Vulture, Iron Fist
    11 - Veil Dancer, Gobbledygook x3
    12 - Hill Gigas, Harvester
    13 - General, Onion Knight x2
    14 - Chaser, followed by Trapper x3
    Battle 15 - Death Warden 
    Death Warden, as the name implies, will cast Death on you and could
    very well succeed, depending on your build.  It is otherwise not
    difficult, though.  You will get another Tigerfang here.
    16 - Murussu, Baalzephon
    17 - Bomb x6
    18 - Io
    19 - Fossil Dragon, Bug x3
    20 - Zombie Dragon, Outcast x2
    First Break
    You will be taken back to the room with the ghost.  You can go to
    your menu, heal, change equipment, espers, and so forth.  Note that
    if you leave, you will reset your run.  Continue the run by talking
    with the ghost.
    21 - Balloon x6
    22 - Adamankary, Bonnacon x2
    23 - Mega Armor, Proto Armor
    24 - Gigantos x2
    25 - Brainpan x2, Misfit, Apocrypha
    26 - Behemoth, Misfit x2
    27 - Ninja x2, Platinum Dragon
    28 - Grenade
    29 - Land Ray, Peeper x2
    30 - Black Dragon
    Battle 31 - Daedalus, Ahriman 
    This battle may come as a bit of a surprise considering the previous
    set of battles.  Ahrimans are always a pain, of course.  Daedalus
    will cast Lv. 5 Death, too.
    Battle 32 - Intangir 
    You may or may not have run into Intangir in the World of Balance.
    He is invisible and can only be hit by magic attacks while
    invisible.  He will recast invisibility every time he is uncovered,
    so this is primarily a magic fight.  He is also good to Osmose from
    too, as he has a lot of MP and this is a fairly controlled battle.
    33 - Vector Chimera x2
    34 - Lenergia x2, Destroyer
    Battle 35 - Glutturn 
    On every run I have done, this is the Ether Glutturn.  Not
    especially difficult, just keep yourself healed.
    36 - Landworm
    37 - Neck Hunter, Cruller, Humpty x2
    38 - Dante
    39 - Dropper x3	
    40 - Borghese, Cloudwraith x2
    Battle 41 - Tonberries x3
    As you may remember, the Tonberries have high evasion.  If you are
    lucky, a Minerva Bustier drops here.
    42 - Skeletal Horror
    43 - Malboro, Exoray
    44 - Knotty x4
    45 - Punisher x2, Devil Fist
    46 - Glasya Labolas, Mugbear, Devil Fist
    47 - Gorgimera
    48 - Primeval Dragon, Great Malboro
    49 - Test Rider
    50 - Magna Roader x2 (large purple, small red)
    51 - Magna Roader x3 (large yellow x2, small brown)
    52 - Blade Dancer x2, Crusher x2
    53 - Rafflesia x3
    54 - Mahadeva
    55 - Sorath, Warlock, Creature
    56 - Armored Weapon
    57 - Enuo, Devil, Figaro Lizard
    58 - Pluto Armor, Schmidt
    59 - Weredragon, Parasite x3
    60 - Alluring Rider, Pandora x3
    61 - Coco, Samurai, Suriander
    62 - Tyrannosaur x2
    63 - Greater Mantis, Sprinter, Lycaon x2
    64 - Basilisk x2, Leap Frog
    65 - Great Behemoth, Great Malboro, Vector Lythos
    66 - Purusa, Gloomwind
    67 - Face, Zeveak, Necromancer x2
    68 - Clymenus x2, Necromancer
    69 - Chaos Dragon, Ouroboros, Seaflower x2
    70 - Amduscias, Covert x2
    71 - Baalzephon x2, Shambling Corpse x2
    72 - Wartpuck, Kamui
    Battle 73 - Level 10 Magic, Level 20 Magic
    One surprising thing you will notice, now that you can use physical
    abilities, is that the monsters from the Cultists' Tower have
    especially high physical defense and/or evasion.  You will need to use
    mostly magic.
    74 - Level 30 Magic x3
    75 - Level 60 Magic, Level 30 Magic, Level 10 Magic x2
    76 - Level 70 Magic, Level 50 Magic, Level 40 Magic
    77 - Level 90 Magic, Level 80 Magic
    Battle 78 - Glutturn
    This will be your first real challenge.  Heal up at the end of 77 to
    get a headstart here.
    79 - Angler Whelk
    80 - Dadaluma
    81 - Crane x2
    82 - Number 024
    83 - Number 128, Left Blade, Right Blade
    84 - Glutturn
    85 - Air Force, Laser Gun, Missile Bay
    86 - Master Tonberry
    Battle 87 - Brachiosaur
    The rare encounter from the Dinosaur Forest(*), Brachiosaur uses
    Ultima, so stay healed.  There is a small chance of a Celestriad drop
    88 - Gamma
    89 - InnoSent x3
    90 - Junk x3
    91 - Demon Knight, Yojimbo
    92 - Muud Suud
    93 - Prometheus, Fortis
    94 - Duel Armor, Death Machine, Fortis
    95 - Outsider x2, Dark Force, Cherry
    96 - Mover x3
    97 - Fiend Dragon x2
    Not the easiest fight.  You will see Heartless Angel used liberally
    Break: Dragons
    Here you will be up against the original eight Dragons.  Nothing much
    to worry about.  All of these dragons will drop the same items they did
    98 - Ice Dragon
    99 - Storm Dragon
    100 - Earth Dragon
    101 - Gold Dragon
    102 - Skull Dragon
    103 - Holy Dragon
    104 - Blue Dragon
    105 - Red Dragon
    106 - Tentacle x4
    107 - Dullahan
    108 - Humbaba
    109 - Malboro Menace
    110 - Curlax, Laragorn, Moebius
    111 - Samurai Soul
    112 - Magic Master
    113 - Hidon, Erebus x4
    114 - Deathgaze
    115 - Inferno, Ketu, Rahu
    116 - Guardian
    117 - Demon
    118 - Goddess
    119 - Fiend
    Break: Dragon's Den
    Now you will fight the dragons again, but this time it will be their
    Dragon's Den versions.  Refer to KinieWings' Dragon's Den Walkthrough
    for strategies if you need them.  Ribbons are highly recommended at
    this point.  Like the original dragons, these will drop the same weapons
    that they did in the Den.
    120 - Ice Dragon
    121 - Storm Dragon
    Battle 122 - Earth Dragon
    Try to be healed at the end of this fight, as the Gold Dragon won't
    let you cast magic next fight.
    123 - Gold Dragon
    124 - Skull Dragon
    Battle 125 - Holy Dragon
    There is a little luck involved here.  Just take this fight slowly,
    since you don't want to go up against the Blue Dragon right after a
    Heartless Angel.  Don't forget to cast Reflect on it!
    126 - Blue Dragon
    127 - Red Dragon
    Battle 128 - Kaiser Dragon
    It has been mentioned elsewhere but deserves repeating; Kaiser Dragon
    is very dangerous if it shifts to Ice.  Try to get Hastega up as soon
    as you can in case this happens.  Don't forget to put up Reraise as
    the battle winds down.
    Defeating the Kaiser Dragon gets you the Master's Crown (not
    equippable) and bragging rights. 
    A full run will also get you a bunch of experience, a Master's Scroll,
    a Muscle Belt, some more Force gear, and a lot of weapons.  And if
    you are feeling lucky, you can steal some goodies from the urns.  
    Glossary                            (gls05)
    Cloudy Heaven
    A curse that inflicts Doom status on all party members.  Unprotected
    characters will be inflicted with zombie status upon death or when
    countdown timer reaches zero.
    Dinosaur Forest
    A small forest found north of the Veldt in the World of Ruin.  A
    popular spot for level building.  A common strategy is to use two
    party members with Growth Eggs; a couple of characters can gain 40
    levels in short order using this method.
    Causes one party member to randomly attack other party members.  More
    difficult to deal with than Confuse.
    Heartless Angel
    Reduces all party members' HP to 1.  Unblockable.
    A sword with excellent stats that uses MP to deliver critical hits.  
    Equally as effective from the back row.  Obtainable from the Colosseum
    by bidding the Ragnarok sword.
    Minerva Bustier
    Armor that can only be equipped by Terra or Celes.  Provides a bonus to
    maximum MP and negates or halves damage from all eight elements.  One
    is found in Kefka's Tower, another may be found from Tonberries fought
    in Umaro's Cave.  Also may be obtained from the Colosseum by bidding a
    Regal Gown.
    Causes one party member to defend all standard physical attacks made
    against caster.  Special physical attacks (such as Blitz or Tools) and
    magic bypass the effect, as well as specially enhanced physicals (such
    as those used with a Master's Scroll) (5).
    Paladin's Shield
    A shield that grants immunity to elemental attacks, teaches Ultima, and
    has high defensive stats.  Created by dispelling the curse on the Cursed
    Shield, found in Narshe.  The curse is dispelled by getting 256
    victories with the shield equipped.
    Snow Scarf
    Armor with very high physical defense.  Combined with sufficient
    defensive gear, allows for physical attacks to be reduced to nearly zero
    damage.  Also halves fire damage and absorbs ice.  Equippable by Mog and
    Gau.  Obtained by bidding a Behemoth Suit in the Colosseum.
    Soul of Thamasa
    Found at the top of the Cultists' Tower, this allows two magic spells to
    be cast in one turn.  By casting Quick, this allows a caster to attack
    multiple times in one turn.  This may be an essential strategy for some
    of the more difficult battles during this run.
    Thief's Knife
    Used as an alternative method of stealing items, this works best when
    paired with the Master's Scroll.  Without assistance, this method allows
    Shadow to steal items.  When a Merit Award is equipped, several other
    characters can use this item as well.
    Zephyr Cloak
    Purchased from the child merchant in Nikeah, this relic increases physical
    and magic evasion, and also randomly evades physical attacks.  Generally
    the best option to fill in relic slots.
    1.  Contributed by Adam Michaud, via e-mail.
    2.  ibid.
    3.  ibid.
    4.  Contributed by Duncan, via e-mail.
    5.  Contributed by Solomon, via e-mail.
    6.  Contributed by Adam Michaud, via e-mail.
    -- End of file --

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