-Ultimatum- Maou's Final Fantasy VI Perfect Guide Version 2.0 Welcome to my guidebook for Square's Final Fantasy VI, widely regarded as one of the greatest RPG's ever made. This Perfect Guide is designed to be just that: the perfect companion for your travels through Final Fantasy VI. With this is mind, I'm proud to say that there is not a single spoiler in this guide, a problem that has long plagued other strategy books. Each event is separated into its own chapter with a list of treasure to be found and places to explore, as well as advanced tactics on fighting any major enemies. Also included are complete, alphabetized lists of items that can be won at the Colosseum, as well as a perfect list of Strago's Lores. Finally, there is a full list of name changes for the U.S. edition, as well as some additional information. This version has been very much expanded from the original, with a great deal of new and rewritten information and strategies. Please send any comments or corrections to firstname.lastname@example.org. Table of Contents I. The Cast II. Useful Techniques III. Perfect Guide Part I (44 Chapters) IV. Perfect Guide Part II (39 Chapters) V. Complete Dance Chart VI. Complete Lore Chart VII. Colosseum Trading Charts VIII. Useful Metamorphosis IX. Oddities X. Name Changes XI. Additional References XII. Author's Comments I. The Cast *Terra Branford Job: Magic Soldier Age: 18 Height: 160 cm Weight: 48 kg Equips: Swords, Helmets, Armor Skill: Morph--Once Terra learns how to transform, all of her normal attributes are doubled, but only as long as her Transform Meter still has energy. After that, she'll have to charge the bar up again by fighting. *Locke Cole Job: Treasure Hunter Age: 25 Height: 175 cm Weight: 67 kg Equips: Daggers, Swords, Helmets, Light Armor Skill: Steal--Locke is able to steal from enemies with this command, which often yields some excellent items. With the Thief's Glove Relic equipped, Steal becomes Capture, enabling Locke to attack and steal at the same time. *Edgar Roni Figaro Job: Mechanic Age: 27 Height: 183 cm Weight: 77 kg Equips: Spears, Swords, Helmets, Armor Skill: Tools--Once acquired, Edgar's powerful Tools can perform special effects and attacks against enemies. *Sabin Rene Figaro Job: Monk Age: 27 Height: 190 cm Weight: 106 kg Equips: Claws, Knuckles, Hats, Light Armor Skill: Blitz--By first choosing Blitz, then entering in a series of button patterns in a manner similar to that of a fighting game, Sabin is able to pull of some spectacular moves, both offensive and defensive. He learns more as his Level increases. *Shadow Job: Assassin Age: Unknown Height: 178 cm Weight: 66 kg Equips: Ninja Blades, Hats, Light Armor Skill: Throw--Using the Throw command, Shadow can heave any weapon or projec tile at the enemy, doing massive damage at the cost of losing the item. Swords and other blades can be used, but there are specific throwing weapons for Shadow, including assorted Stars and Skeans. *Cyan Garamonde Job: Samurai Age: 50 Height: 178 cm Weight: 72 kg Equips: Katanas, Helmets, Armor Skill: Swordtech--Swordtech enables Cyan to spend time preparing a special technique that often does extra damage or causes special effects. The better the Swordtech, the longer charge time it takes. Cyan will learn Swordtechs through both Level-gaining and events. *Gau Job: Wild Lostboy Age: 13 Height: 163 cm Weight: 50 kg Equips: Hats, Light Armor Skill: Leap/Rage--Gau is able to learn attack patterns from enemies by using the Leap command to run off with them. Leap is only available in the Veldt, Gau's homeland. When Gau returns in a later fight, he'll have learned Rages not only from the monsters he ran off with, but from all monsters the party has fought in the meantime. Once Rage is chosen, Gau can choose which monster's attacks he wants to imitate, and will act on his own for the rest of battle. *Celes Chere Job: Rune Knight Age: 18 Height: 172 cm Weight: 58 kg Equips: Swords, Helmets, Armor Skill: Runic--Celes' Runic ability, available only when she has an actual sword equipped, absorbs the next magic spell that is cast after she uses this ability, nullifying its effects and absorbing them as HP. *Setzer Gabbiani Job: Gambler Age: 27 Height: 175 cm Weight: 62 kg Equips: Cards, Dice, Helmets, Armor Skill: Slot--Setzer's Slot Machine technique produces some fantastic effects if three of the same image are lined up. If unsuccessful, however, the Lagomorph result still cures the party's status problems and heals a little HP. With the Coin Toss Relic equipped, Slot becomes GP Rain, in which Setzer throws money from the party's GP total at enemies for massive (if expensive) damage. *Mog Job: Moogle Age: 11 Height: 122 cm Weight: 43 kg Equips: Spears, Hats, Light Armor Skill: Dance--Mog learns one of eight Dances from each land type. Once Mog successfully starts a Dance, he'll continue for the rest of battle. Each Dance has its own unique spells and attacks, some more effective than others. *Strago Magus Job: Blue Mage Age: 70 Height: 151 cm Weight: 43 kg Equips: Rods, Hats, Suits Skill: Lore--As a Blue Mage, Strago is able to learn 24 specific attacks from the enemies he encounters. By observing the spell in battle or having it cast upon himself, Strago will learn this new magic after the battle is won. *Relm Arrowny Job: Pictomancer Age: 10 Height: 153 cm Weight: 40 kg Equips: Brushes, Rods, Hats, Suits Skill: Sketch--With her artistic skills, Relm can paint an image of an enemy that turns on it, using its own attacks. With the Fake Mustache Relic equipped, Sketch changes to Control, which allows Relm to control the move ments of her enemies. *Umaro Job: Snow Man Age: 4 Height: 209 cm Weight: 198 kg Equips: Bone Club, Snow Muffler Skill: Rage--Umaro demonstrates his beast power in battle, constantly assail ing the enemy with a volley of attacks. In addition, using Green Cherries will increase Umaro's strength. *Gogo Job: Mimic Age: ??? Height: 166 cm Weight: 60 kg Equips: Daggers, Rods, Hats, Light Armor Skill: Mimic--Gogo is able to imitate exactly the moves of whatever character went before him, free of cost. Also, under his Status menu, Gogo's other battle options can be changed. In addition to Mimic, Gogo can choose to possess any three of the other job skills at one time. II. Useful Techniques *Beyond the basic principles that the Beginner's Hall and the instruction book describe, there are many other attributes to Final Fantasy VI's world that can serve you well once you understand them. From magic types and properties to equipment combos, there is much to experiment with in this game. -Elements: There are ten elemental magic types that can be used to your advantage: Fire, Ice, Lightning, Water, Wind, Earth, Death, Holy, Gravity, and Poison. Each tends to work opposite to another in a logical sense: Fire vs. Ice, Lightning vs. Water, Wind vs. Earth, and Death vs. Holy (Gravity and Poison function independently from other elementals). Thus, targeting monsters of one type of magic with its opposite often maximizes damage. Certain equipment also contains elemental attributes, with defensive equipment halving, nullifying, or absorbing their magic type (see their stats under the item screen). Similarly, elemental weapons can do massive damage, but avoid using them against enemies of the same type. -Machinery: Mechanical enemies and Magitek Armor are generally damaged most by Lightning-based attacks. -The Undead: As mentioned above, the undead suffer greatly under the effects of Holy magic, meaning an undead monster can be destroyed in one hit with a Fenix Down, Revivify, or X-Potion. On the other hand, they'll be completely healed by Death spells. When wearing the Relic Ring, however, one of your own party members can be healed by Death spells, a cheap way of fully curing them. -Freeze Attacks: Several monsters are able to physically freeze party members in blocks of ice. Counter by melting the ice with low-level Fire spells. -Magic Enemies: It is also worth noting that certain magic-based enemies rely on their MP for survival. Thus, these enemies can be defeated simply by draining all of their MP. -Near-Fatal Attacks: When a party member who has the Fight command is in critical condition, there's a chance that they will be able to perform a special, devastating attack instead of their normal one. Some spell instant death for their target, while others do massive damage. -Imps: While being turned into an Imp is normally a problem (as it limits you to weak attacks and the Imp spell), the results are quite different when a party member uses the special Imp equipment. When an Imp wears all of the Imp Armor (Imp Halberd, Tortoise Shield, Titanium, and Imp's Armor), it becomes a fierce fighter with excellent defensive power. -Vanish Combos: The Vanish status, normally only useful for avoiding physical attacks, also has an important effect: it renders the Vanished character vulnerable to instant death attacks, like Doom, X-Zone, and Mog's Antlion and Snare moves (part of the Desert Aria and Dusk Requiem Dances). With this combo, any enemy (even bosses) can be destroyed, but be warned: as these victims will be dissolved into nothingness, they won't drop any GP or items. -Level Magic: Several magics (all of them learnable as Lore) will affect only characters whose Experience Levels are multiples of the said number. So, Level 5 Doom will only hit characters whose Levels are multiples of 5. One magic, however, does not give its Level: Level ? Pearl. This Holy attack's Level is the last digit of your current GP total. -Experience: Keep in mind that Experience is divided equally among all party members present, while Magic Experience Points are the same no matter how many people are present. Thus, the smaller the party, the more Experience Points those in the party get. Also note that those not in your current party still receive half of the Experience that the main party gets, keeping them from lagging behind too much. -Curses: Cursed items (namely, the Cursed Shield) can be uncursed by wearing them for 255 battles, after which, the Cursed Shield will become the mighty Paladin Shield. Supposedly, the Cursed Ring can also be uncursed in a similar manner, but the results are uncertain (see the Oddities section). -Relics: Keep in mind that Relics' properties go into effect immediately after they're equipped. This means that equipping an anti-Poison Relic on a poisoned fighter will remedy their bad condition, for example, an easy way to save MP or items. -In-Battle Equipping: It's easy to forget that a party member's equipped sword and shield can be easily changed in the middle of battle. To do this, go to the top of the item screen, highlight the desired item to be switched, and swap it with another sword or shield from the item list. -Save Points: When you're working with multiple parties, it's good to know that only one member need be on a Save Point for the others to save or use Tents. So, as long as one party is still on the Save Point, the other can continue on, stopping to save by switching to the other party. -Searching: The clever treasure hunter will quickly discover that there are many items to be found by examining barrels, mounds, crates, clocks, and other seemingly-inconspicuous objects. In particular, Elixirs can often be found inside clocks. III. Perfect Guide Part I I. Colliery Narshe -The story begins as two Imperial Soldiers and a mysterious girl raid the small mining town of Narshe with Magitek Armor. The girl, possessing magic powers of her own, is able to cast additional spells to aid her companions. The party's target is the upper mine where their mission's objective lies. Be sure to stop at the first Save Point before going too far into the mines. *Decisive Battle: Whelk -The Whelk stores energy in its shell, ready to release it if anyone targets it. Instead, target its head, and heal or defend when it withdraws into its shell. Avoid using attacks such as Bio Blast that will hit both the head and shell. The girl's TekMissile is the most effective. II. Moogles to the Rescue! -After Terra awakes, she will meet Locke, a valiant treasure hunter. She should be sure to search the house's clock for an Elixir before leaving. Soon, a great battle takes place. Luckily, the Moogle tribe comes to help! Switching between parties, the Moogles should be more than a match for the Marshal's army. Be sure to fight with Mog's party at least once so that he can learn his first dance, Dusk Requiem. -Find: Elixir, Fenix Down, Sleeping Bag *Decisive Battle: Marshal -The best choice for attacking the enemy leader is Locke's Party, as Locke will gain experience as a major character, but if Mog's party is in better shape, his Dusk Requiem Dance will put a major dent in the leader, as well. Eliminate his Lobos as quickly as possible, and use similar speed in attacking the Marshal himself, whose strong attacks can overpower the party fairly quickly. -With the Empire driven off temporarily, the party should make sure to explore the area fully, and also stop by the Beginner's Hall to learn some tactics and collect information. -Find: Tincture, Sleeping Bag, Tonic III. Figaro Castle -Home of the dashing King Edgar Figaro, this is the lone haven in the sandy badlands. The all-purpose castle stocks numerous items the party can buy, including Tools, which only Edgar can use. Free lodging can also be used to restore health and magic, and several items are lying around. Once Kefka returns, the group will leave the castle, so be sure to explore fully, stopping in particular in the western section to learn about Sabin. -Find: Soft, Tonic, Antidote, Fenix Down *Decisive Battle: Majitek Armor -Battling these mechanical knights is not a very difficult task, but be sure to have Terra use her magic. Not only does this make the fight easier, it also invokes an interesting response from the other party members, so be sure to try it. IV. To South Figaro! -East of Figaro Castle lies a cave to South Figaro. Very few things will present much of a problem. The recovery spring at the start prepares the party for any real dangers, and with appropriate use of Edgar's Tools and Terra's Magic, the group should make it through quite easily. -Find: Tincture (x2), Fenix Down V. South Figaro -This town offers the first opportunity to buy Relics, including the valuable Sprint Shoes, great for avoiding battles and speeding the game up in general. A mysterious ninja sits in the cafe. This won't be the first time the party crosses paths with him. South Figaro also has a number of secret items, which can be found in barrels and crates. -Find: Green Cherry, Tonic, Fenix Down, Eyedrop, Antidote, Soft, Warp Stone VI. Mt. Kolts -On your way to the mountain, be sure to stop by the house to the northeast of South Figaro: there's free beds and a bit of information, as well. Also make sure to stock up on Antidotes and Softs before heading to this beautiful ridge, as enemies will give you the painful Poison and Stone statuses. Don't miss the Save Point, as the boss here will be the adventurers' first real test. Follow the moving shadow to find your way. -Find: Guardian, Atlas Armlet, Tent (x2) *Decisive Battle: Vargas -Try to keep everyone in the party alive against this difficult martial artist, and kill off his helpers early on. Avoid attacking too far ahead in the Active Time Battle, instead leaving one party member ready to heal while others are poised to attack. When Vargas has been suitably weakened, Sabin's Blitz techniques (Left, Right, Left for Pummel) will help deliver the final blow. VII. Returners -The rebels' hideout is well-hidden in the mountains, and contains several items to find. When Bannon asks Terra for help, your prize will be a Gauntlet if she agrees immediately, but if she refuses every time, she'll also get a Genji Glove. However, you'll miss out on an important conference if you do. Are guilt and ignorance worth the glove? You decide. -Find: Fenix Down (x2), Green Cherry, Air Lancet, True Knight, Antidote, Tincture, Potion, White Cape VIII. Lete River -An dangerous raft ride awaits the group as they sail down the Lete. Be sure to keep Bannon at full health at all times. Luckily, his Health technique is very effective (and free!). The party should go straight, then left, to reach the river's end. *Decisive Battle: Ultros -This strange octopus dislikes the heros as soon as he sees them, and sets off a fierce attack against the party. Use Bannon's Health to keep everyone alive, and Terra's Fire spell and Edgar's Auto Crossbow for effective attacks. Try not to get too far ahead of yourself, as Ultros' Tentacle attack will be very damaging to an unhealed party. Healing and attacking quickly is the key here. **The Great Triple Scenario** -As the party is separated, there are now three separate adventures to choose from. Sabin's is by far the longest, and it is recommended that you do his first to ensure he has enough supplies to survive. IX. The House on the Veldt -Sabin finds himself washed ashore in the wild badlands known as the Veldt. Just a little ways to the east of the river's mouth lies the house of a strange old man. Here, Sabin should stock up on goods from the Chocobo merchant (especially Potions, Tinctures, and Tents), as a long journey awaits him. He will also run into the wandering ninja, Shadow, who will be of great help on Sabin's quest. Be sure to buy a few throwing items. X. Troops March On -The party's first objective is to make it through the Imperial Camp, where a siege on Doma Castle is taking place. Here, the group will meet the noble swordsman, Cyan, observe the honorable (!) General Leo of the Empire, and run afoul of Kefka once again. -Find: (Camp) Star Pendant, Mithril Glove, Green Beret; (Doma) Remedy *Battle: Kefka -The sinister Imperial officer is here at Doma, and you will repeatedly chase him. He presents no real difficulty, being as cowardly as he is evil. XI. The Phantom Forest -This beautiful forest has a mysterious air about it, which is proven correct through its wrong way paths and recovery spring. A unique adventure awaits. XII. Phantom Train -One of the highlights of the game, the Phantom Train ride is a original and challenging experience. Friendly ghosts can be recruited in the caboose and in most passenger cars. Their Possess skill can eliminate any enemy, yet will cause the ghost to leave your party, as well. Other friendly ghosts will sell you items or allow you to rest, but beware of the numerous evil spirits. Instructions for navigating through the cars can be found in several places, so examine all notes and books. (The train is stopped by using the first and third levers in engine room, right before the locomotive. There's a switch to be pressed on top of the locomotive, as well.) -Find: Earrings, Fenix Down (x2), Sniper Sight, Hyper Wrist *Battle: Siegfried -This "master swordsman" should present little or no threat, though he has a surprise attack. He'll be gone in no time at all. *Decisive Battle: Ghost Train -The train's locomotive will chase you down the tracks, letting you go only if you can defeat it. The key is to hit the train as quickly as possible, taking advantage of its low HP. Its powerful Acid Rain can be cast repeatedly, making it difficult for defensive players to succeed. Constantly using Shurikens, Dispatches, and AuraBolt Blitzes is the way to go. XIII. Baren Falls -North-east of the Phantom Forest lies Baren Falls. Killer fish will attack the group relentlessly as they plunge down the waterfall. *Decisive Battle: Rizopas -The largest fish in the falls will present quite a problem if the party isn't fully healed. Be prepared for his strong El Nino attack, and heal immediately afterwards. XIV. Molbiz and Gau -The shy Gau won't come near you after battle until you can convince him that you're friendly. Head into Molbiz and restock the party, as there is still a little ways to go. In order to gain Gau's help, you will need to buy some Dried Meat to give him when he appears after a battle. The party can also mail letters for a wounded soldier, paying 500 GP for him each time. While this may sound expensive, he will gratefully give you a Titinabar after all his letters are sent. -Find: Elixir, Titinibar XV. Mt. Crescent -One of Gau's treasures should help you through the Serpent Trench, but first you'll have to find it. It should be a rather simple task, however. Avoid the northwest grounds, where you'll lose GP, and instead head east over the northern bridge to find Gau's handy item. -Find: Elixir XVI. The Serpent Trench -With the help of the diving helmet, the group can swim through the rapid currents of the Serpent Trench. Heading left when given the choice will take the party directly to Nikeah, while heading right both times will give the party access to a few underwater item caves. -Find: X-Potion, Green Beret XVII. Nikeah -Sabin's last destination before his scenario ends, Nikeah offers him a chance to shop and recover. When finished, board the ship to South Figaro. -Find: Elixir XVIII. South Figaro -Locke's scenario involves far less fighting, yet is a puzzle in its own way. The occupied city of South Figaro is swarming with people and Imperial Soldiers, as well as merchants. To get around, Locke should steal merchant and soldier clothes, finally fighting a merchant for his cider to give to the old man. The old man will tell you how to get the rich man's house. "Courage" is the password to let Locke past the kid. Locke should find the beautiful general Celes in the basement. Together, they will flee from the city after winding a clock to reveal a secret passageway. -Find: 500 GP, 1000 GP, 1500 GP, Hyper Wrist, Running Shoes, Iron Armor, Earrings, Regal Cutlass, Heavy Shield, Ether, X-Potion, Ribbon, Eyedrop, Antidote, Soft XIX. Return to South Figaro Caves -Celes and Locke now must go back through the South Figaro Caves, towards Narshe. While little has changed, be sure to use the recovery spring before leaving, for an unseen enemy blocks the way. *Decisive Battle: Tunnel Armor -This surprise boss will attack Celes and Locke just before leaving, but if you've healed at the recovery spring, it shouldn't be too bad. It is important that Celes use her Runic ability to absorb the Tunnel Armor's powerful spells. XX. To Narshe! -Terra and Edgar ride the rapids up to Narshe, and must slip in through a secret door in the mountain to get inside. The party will trek through the caves to get into town. Follow the guiding light to make it through the strange maze, and stop to say hi to Moogles on the way. -Find: Fenix Down, Sleeping Bag, Rune Edge XXI. Save Them!~Narshe and the Snowfields -Another multiparty battle takes place, this time for the frozen Esper. Try to make three well-balanced parties so no one will be taken off guard. Taking the offensive is the key to minimizing the attacks. Beware of the patrolling soldier guarding Kefka, whose attacks are by far the most brutal of all the soldiers you've fought. *Decisive Battle: Kefka -The Imperial officer is far less difficult than the soldiers he commands, so just pummel Kefka and heal up every so often. He does, however, know some mid-level magic, so Celes' Runic skill is helpful in this fight. -Once the battling is done, be sure to explore Narshe well, especially the treasure-rich warehouse to the far east. -Find: 5000 GP, Earrings, Thief's Knife, Wall Ring, Sneak Ring, Hyper Wrist XXII. Return to Figaro Castle -To continue after Terra, the party will need to head back to Figaro Castle for transportation. For event purposes, the party should be sure to include Edgar, Sabin, Locke, and Celes. However, you may want to leave one person behind, as Shadow can be hired again, west of the mountains. You'll defi nitely want to take both Edgar and Sabin to Figaro, for much will be learned about their past if they go together (you'll also get a discount on items at Figaro Castle if Edgar is with you). However, you'll also want to take Locke, to learn about his past when you reach Kohlingen, as well as Celes, with whom Locke already has a bond. Thus, the best choice is to take all four of them to Figaro, then to head back and leave Edgar or Sabin behind. This enables all possible reactions and flashbacks, while still letting you hire Shadow. XXIII. Kohlingen Area -Here you'll have the chance to enlist Shadow for 3000 GP, and you'll also find out about Locke's sad past if he's in your party. North of the town lives a man who dreams of building a great fighting arena. Will he succeed? Time will tell... -Find: (Kohlingen) Elixir, Greet Beret; (Old Man's House) Hero Ring XXIV. Zozo -Residents in the nearby town of Jidoor will hint that Terra can be found at the top of a tower in this sleazy city of cutthroats and thieves. In the northern part of town, you'll find a building with a broken clock that requires you to reset the time. A number of people mumble vague clues, and the correct time is 6 hours, 10 minutes, and 50 seconds. Doing this correctly will give Edgar access to the strong Chainsaw tool. By way of jumping between towers, the party should reach the top of the buildings, where Terra can be found, but not before fighting a boss along the way. -Find: Tincture (x2), Thief Glove, Fire Knuckle *Decisive Battle: Dadaluma -Zozo's toughest resident will assault you outside on one of the balconies, so be prepared. Edgar's newfound Chainsaw should prove helpful against the villain, who protects himself with potions and is joined by some henchmen later in the fight. Furthermore, Dadaluma can both cast Shell on himself and throw a barrage of devastating weapons at you given time, so defeating him as early as possible is the way to go. If Shadow is with you, Shurikens will take Dadaluma down quickly before he can get the upper hand in this confrontation. XXV. Jidoor -You'll find quite a bit of information and assistance here, especially in the mansion to the far north. Setzer's on his way... XXVI. The Opera House -Circumstance leads the party to the Opera House, where they hope to gain the help of the famous Setzer, owner of a magnificent airship. An entertaining and memorable night awaits. Be sure to memorize Celes' parts well in order to sing successfully. XXVII. Aria di Mezzo Carattere -A great moment in Final Fantasy VI, the beautiful piece is sung by Celes in an interactive opera. If you've memorized her lines, all should go smoothly...until Ultros decides to interfere, that is. Within five minutes, the party must save Celes and foil Ultros' plot. Be sure to push the far right lever in the left wing to reach the rafters, or else you'll fall back to the entrance. Avoid the rats if possible, and try to take out the stronger yellow ones first, as they can recall more grey rats if all the initial ones are destroyed. *Decisive Battle: Ultros -In a bizarre situation, the party must battle Ultros on stage. Weak to Fire and Lightning, his Imp spell is perhaps his greatest strength, so counter with Green Cherries or by wearing a White Cape. Aside from his Acid Rain attack, he has nothing else going for him. XXVIII. Onward to Vector! -Now that Setzer has joined you, you have the Airship Blackjack at your disposal! Become familiar with the rooms, especially the merchant and the healer at the door. XXIX. Under Martial Law~Albrook, Tzen, and Maranda -These towns are occupied by the Empire. Talk to everyone to gain information, and stock up on items; there is a big adventure ahead. -Find: (Albrook) Tincture, Elixir, Potion, Warp Stone; (Maranda) Revivify, Remedy XXX. Vector, the Imperial City -A great adventure awaits the group once they enter the Imperial City. The hostile villagers will rob you if you stay at the inn overnight, but the old lady in the small, narrow house will recover your HP if you can defeat the Imperial Guards nearby, an easy task. Make sure to go to the cafe to learn more about Kefka. The real adventure begins once you find the Returner sympathizer in the northern part of town, who helps you enter the Magitek Factory. XXXI. Devil's Lab~Majitek Factory -The fiendish Majitek Factory has a number of items hidden within its walls. The party will use cranes, conveyer belts, and tunnels to make their way through the factory. Upon entering, head left first through a pipe to find the Flame Sabre, then ride the crane to get across the gap. Once the party enters the second room by conveyor belt, head to the left of where the conveyor dropped you, up the stairs next to the Dragoon Boots. You'll find yourself back in the first room, where you'll have access to the Gold Shield. Through a hidden passage in the north-east part of the second room filled with crates, you'll find some treasure. Heading southward (but to the right of the Dragoon Boots) leads to the southmost part of the area, where stairs connect lower and upper levels. The lower-level walls in this area contain doors to the Gold Armor and the Gold Helmet. Finally, head down the conveyor belt carrying Majitek Armor to reach the end. However, as long as the party doesn't go down the conveyor belt where Kefka is sighted, rising platforms can always allow for backtracking. -Find: Tincture, Flame Sabre, X-Potion, Thunder Blade, Remedy, Gold Shield, Dragoon Boots, Zephyr Cape, Blizzard, Tent, Gold Helmet, Gold Armor *Decisive Battle: Ifrit and Shiva -Ifrit and Shiva alternate attacking you, one at a time. Use opposite spell types for each Esper, meaning Ice against the fiery Ifrit and Fire against Shiva. XXXII. Magitek Research Facility -Make sure to head through the left door in the room where you fought the Espers to save. Should the party need to return to the Majitek Factory for further exploration, the crane can be used to rise to the upper levels. Head into the inner factory to fight a real enemy, but not before examining the lower-left wall in the room filled with glass chambers for an item. -Find: Break Blade *Decisive Battle: Number 024 -The barrier-changing 024 can be a problem, but the Scan command can help find his current weak points. However, given the speed with which he changes his magic barrier, physical attacks are a better option. The interesting (though rather weak) Drainer sword can be stolen from this enemy. Oddly enough, Number 024 is susceptible to the Imp spell: once transformed, his magic barriers and attacks are no longer troubling--he'll have nothing left but System Errors to heal him. XXXIII. Rail Cart Escape! -As the party attempts to escape from Vector, they'll be attacked several times on their way by various Magna-Roaders, and finally, by a boss. Try not to win a battle with low HP, as the inability to heal between battles can give the boss the advantage. *Decisive Battle: Number 128 -This boss has the upper hand, as the party has had no time to heal up for this encounter. He has no particular weakpoints, so just hammer away at him, making sure to focus on its main body and not on its regrowable arms. However, avoid Blizzard spells, which will only heal him. *Decisive Battle: Cranes -The Empire makes one last attempt to keep the party from escaping with some huge cranes to hold the airship. Luckily, Setzer will give you a hand with his Slot Machine technique. Lightning attacks will devastate the right-side crane, while the Lightning-absorbing left crane is better destroyed with simple attacks. XXXIV. Narshe: Lone Wolf and Mog~Dance Hunt -After rejoining with Terra at Zozo, the party has free control of the airship Blackjack. The first place they should go is Narshe. Upon examining the warehouse on the east side of Narshe, the party will run into Lone Wolf, a bandit. Once you pick up any treasures you didn't get on your last visit, follow him into the mines and through a new passage. Head through the snowfield where the Esper battle took place, and finally to a cliff where you'll find Wolf and a captive Moogle, Mog. Let the two struggle for a moment, then approach them. Make sure to go to Mog and not to Wolf if you want Mog in your party (and you do!). If you talk to him, Wolf escapes, while talking to Wolf only grants you a Gold Hairpin, which you can easily get later in the game. Now you've got an awesome Moogle on your side! Be sure to take Mog to all land types NOW, so he can learn his dances. It is particularly important that you take Mog through the Serpent Trench or the Lete River to learn Water Rondo, because both will be inaccessible later in the game. This task requires a good deal of passing through familiar ground. The best way to learn the Water Rondo is by parking the Blackjack near the house of the old man on the Veldt, and trekking through the Phantom Forest and the Veldt to Mt. Crescent. There, the party can swim through the Serpent Trench, learning the Rondo, and washing up in Nikeah. The road out of Nikeah is now clear, which means the party can easily march back to the old man's house and reboard the Blackjack. For those looking to learn many Dances in one journey (and easy Magic Experience Points from now-weak monsters to boot), there are more involved routes, the best of which starts at Mt. Crescent. From there, they can swim through the Serpent Trench, learning Water Rondo, ending up in Nikeah. The group should then take the ship to South Figaro. On the way to Mt. Kolts, you should learn the Wind Dance in the grasslands, and then Earth Blues once you reach Mt. Kolts. Head down the Lete, then walk through the land Sabin covered, passing through the Phantom Forest to learn Forest Suite. The party will then jump down Barren Falls (no monsters are there anymore, luckily), and should finally reach Mt. Crescent and the airship again. After either route, Love Sonata can be learned in city areas, so Zozo's streets are a perfect place, and Desert Aria is learned in any desert area. If Mog hasn't learned it already, Dusk Requiem is acquired by fighting in caves. His final Dance is not learned till later in the game. XXXV. The Imperial Base -Not much is going on here right now, as all the doors are locked. Just head to the right to get to the entrance to the Cave to the Sealed Gate. XXXVI. Passage to the Sealed Gate -This cave is filled with molten lava and dangerous traps, as well as some priceless treasures. Make sure to explore this area completely, as it will not always be reachable. A switch in the middle of a bridge will fill the gap to the isolated island treasure, containing the Genji Glove. Setzer's interesting but GP-consuming Coin Toss relic is found here, as well. In the southeastern part of the cave, a switch found on top of a small mound opens a door which leads to a huge treasure trove. The incredible Atma Weapon is found inside, which can evolve into the most powerful sword in the game over time. -Find: Assassin, Tempest, Coin Toss, X-Potion, Ether (x3), Genji Glove, Tent, Elixir, Magicite (x2), Atma Weapon XXXVII. The Imperial Palace and Banquet -This peace banquet offers the party the interesting task of exploring the Imperial Fortress and encountering many soldiers. Before the banquet begins, the party should zip around the castle, talking to as many soldiers as possible. Some will try to fight, while others will merely talk. In order to score as high as possible, don't forget to go outside the main entrance to find a few guards, and keep in mind that while the northernmost doors on each side both lead outside, there are soldiers in the corridors, as well. If you have time, stop by the prison and see what Kefka's up to. -Find: Hairpin, Revivify, Tincture, Back Guard, X-Potion -Banquet: Gestahl will reward the party with some excellent things, depending on how you respond in the banquet and how many soldiers you talked to before the banquet. Below is a chart of how to rack up the most points, and what you'll be rewarded. A little-known fact is that when the party takes a break, they can test themselves against Gestahl's guards by talking to them. *Peace Talks -Each guard talked to......24x1 points each -Each guard fought..........5x4 points each -Make a toast to? To the Returners...........1 point To the Empire..............2 points To our hometowns...........5 points -What about Kefka? Let him go.................1 point Execute him................3 points Leave him in jail..........5 points -What about Doma? What's done is done........1 point Apologize again............3 points It was inexcusable.........5 points -What about Celes? She was a spy..............1 point We trust Celes.............3 points She's one of us............5 points -Any questions? If you ask questions.....3x2 points each (-10 points if you repeat yourself) -What about the Espers? You unleashed their power..2 points They've gone too far.......5 points -Which question was asked first? If correct.................5 points -Need a break? If you rest................5 points -Anything else I should say? I'm sorry..................1 point All I want is peace........3 points The war is over............5 points -Will you grant a favor? If yes the first time......3 points *Results (each progressive level includes all previous rewards) 1. 0-49 points: South Figaro liberated 2. 50-66 points: Doma liberated 3. 67-76 points: Imperial Base Weapon Room open 4. 77-89 points: Receive Titinabar 5. 90-93 points: Receive Charm Bangle XXXVIII. Albrook to Thamasa -The next destination is Albrook, where you'll go with General Leo and Shadow to Thamasa. XXXIX. Thamasa -This strange village is the home of Strago and Relm. After talking to them, examine the town further, making sure to grab the Memento Ring behind the table in the second floor of Strago's house. Nothing much seems to be going on, so the party should just go to bed. -Find: Eyedrop, Soft, Echo Screen, Memento Ring XL. Fire!!! -At night, a fire breaks out and Relm is caught in a blazing house with no escape. Strago wakes the party up, and together they head into the burning house to rescue Relm. Strago can learn the Exploder Lore from the enemies he encounters. Note that the moving flames are actually enemies. If Terra and Locke equip the Blizzard sword and Strago finds the Ice Rod, enemies have no chance for survival. Strago's Aqua Rake Lore is also very effective against the fiery beasts inside, especially the boss. -Find: Fire Rod, Ice Rod *Decisive Battle: Flame Eater -Strago's Aqua Rake crushes this flaming enemy. Naturally, his newfound Ice Rod does also wastes the fiery monsters, along with Ice attacks in general. However, try to target just the Flame Eater, as he brings back more, and eventually, tougher, companions each time you kill them. Thus, try to use Strago's Aqua Rake mainly when Flame Eater is in the middle of bringing in more Balloons. This spell is especially nice in that it breaks through the boss's Reflect spell. XLI. The Espers' Mountain -This dungeon is one of the better places to learn spells. On the way, the party will encounter models of the legendary Goddess Statues, which should be examined for backstory details. Past the Save Point, there are three differ ent holes the party can jump down. Avoid the one closest to the save point, and hop down the top and right holes first to find more treasure before jumping the bottom left hole to exit the dungeon. -Find: Heal Rod, Chocobo Suit, Tabby Suit, X-Potion *Decisive Battle: Ultros -The group encounters that crazy octopus, Ultros, again, in front of the Goddess monuments. Straight-forward attacks and Fire and Lightning magics are fine for defeating the odd villain. Be sure to use Relm's Sketch command when she arrives. XLII. Odds and Ends -If the party scored enough points during the banquet, they can now enter the Imperial Base for some great treasure: Cherub Down, Flame Sabre, 8000 GP, Ether, Wall Ring, 13000 GP, Sprint Shoes, Elixir, 2000 GP, Cure Ring, and Back Guard. Not a bad prize for being a smooth-talker! -If you haven't already done so, the party can go to Tzen to buy the Seraphim Esper from the man in the woods. If the party has enough money, you can go to the Jidoor Auction House to buy the Zone Seek and Golem Espers. These two Espers are extremely expensive, however, and given that the spells they teach aren't as immediately important as learning basic offensive and defensive spells, you may just want to buy them later. -The Jidoor Auction House also has Cure Rings for sale for 20000 GP, and Cherub Down for 10000 GP. These rare and expensive treasures are nice if the party has the money, but they may be simply too expensive at the time. -To the far-northeast, there is a small triangular island where a lone enemy called Intangir resides. He starts out invisible, then counters with Meteo when awakened by magic. However, a few spells will destroy him instantly, and reward you with an incredible 10 Magic Experience Points. Mog's Dances are some of the best ways to kill Intangirs. His Snare and Antlion moves from his Dusk Requiem and Desert Aria Dances will dispatch Intangir easily. Doom will also make short work of him when invisible, as is true with any enemy. Just make sure that whoever casts one of these spells on Intangir is at full health, as the monster always retaliates with Meteo before dying. -Another interesting place to visit is the forest of Bombs, south of the Phantom Forest, over the mountains. This isolated part of the continent sports a large forest full of Bombs, and the occasional (and fierce) Grenade. They provide adequate experience and 2 magic points per battle, making this an easy place to learn spells, especially with Edgar's Auto Crossbow, powerful enough to dispatch all of them instantly. XLIII. Find the Floating Island! -On the way to the Floating Island, the party will be attacked by the Imperial Air Force, composed of flying mechs. It is suggested that you take Mog with you, as his super-high HP and powerful dances will be of great assistance. *Decisive Battle: Ultros and Chupon -Ultros returns yet again, and this time, he's brought a friend, Mr. Chupon. Take out Ultros first, as his attacks can be an irritating distraction when fighting Chupon--this time, he's weak to Poison and Fire. Note that Chupon absorbs Fire attacks, but falls prey to Ice and Water. *Decisive Battle: Air Force -The head mech of the IAF attacks the party on the way down, but shouldn't be much of a problem, if the party uses its strongest magic spells, Water- and Lightning-based in particular. NEVER attack anything but the main body, however, or the Air Force will release some Bits which make the battle much harder. Once the countdown begins, the party has a limited time before the mech releases a devastating blast. XLIV. New Continent -This major dungeon is filled with mazes, treasure, and fearsome monsters. The incredibly powerful Behemoths are particularly difficult, and should be slain quickly. The Dragons here have Genji Gloves to steal, if Locke is in the party. At the beginning, help Shadow to his feet, and he'll fill out your party. Small blue globes house treasures, and the party can dive into holes and come out on other parts of the island. Examine all possible routes, and use the switches and holes to get around. Make sure to jump down the last hole you see before getting to the center of the island, as it contains a save point. -Find: Murasame, Beret, Elixir *Fierce Battle: Atma Weapon -The super-powerful monster form of Atma will block the party on its way to the statues, and should prove a very difficult enemy. It uses powerful Flare spells and attacks fiercely, then uses Quake when weakened. Prepare for this by wearing Cherub Down. With no weaknesses or strengths, Atma Weapon is best assailed with a mixture of magic and physical attacks. Heal after its Flare spell to avoid vulnerability to future attacks. Given time, Atma Weapon starts glowing, harvesting energy, and casts the monstrous Flare Star spell, which the party has little chance of surviving unless they're fully healed. -After the events unfold at the center of the island, the party will have a very short amount of time to escape. You can't run away from battles, so just attack as fast as you possibly can. Rather then going straight towards the treasure chest on the hill, go around, as the ground will crumble beneath you the other way, making the chest unobtainable. A particularly strong monster guards the end of the isle. -Find: Elixir *Battle: Nerapa -The devilish Nerapa bars the party's way at the end of the island. Adding to the escape time is the tension of his Condemned spell, which Strago can learn. With only a short period to live, the only way for the party to survive is through a rapidfire combination of nonstop attacking and healing. Nerapa also has Reflect cast on him, so avoid using magic against the demon. -Once you reach the end, MAKE SURE TO WAIT FOR SHADOW!!! When the game gives you the option of jumping or waiting, choose wait or Shadow will die! Walk to the end again, and the option, "Gotta wait for Shadow," appears. He'll come just in time. End of Part One IV. Perfect Guide Part II I. Dark World -Awaking on a solitary island, Celes finds the world very different from the way it was before. The kind Cid has kept Celes alive, and now it is Celes' turn to return the favor. Feed him yummy, fast-moving fish to restore his health. Normal or slow, rotten fish will make his condition worse (you can check what kind of fish you've caught under the Rare Items menu). It is recommended that you save, and view what happens when you let Cid die, then load the game again and do it right. A little-known fact on getting more yummy fish to appear is that if Celes shows the seagull the yummy fish she caught (the bird will chirp), the bird will often round up more when she comes back to the beach again. II. Albrook -This town is very different than it once was. While no major events happen here, news of the world, your friends, and Espers can be found. Pay close attention to everyone, especially the scholars that mention Doom Gaze and the Legendary Dragons. III. Tzen -Heading north, past a gigantic tower, Celes should find Tzen. There, she finds Sabin supporting a collapsing house. Celes must tear through the crumbling building, grabbing treasures and fighting along the way. Keep in mind that Celes must leave time to escape, too. With this done, Sabin will rejoin Celes, and the two should head across the bridge outside of Tzen, to the east. -Find: Heal Rod, Pearl Rod, Tincture, Hyper Wrist, Magicite, Drainer IV. Molbiz -The party will find a weakened Terra residing with children in the ruined town of Molbiz, in the basement of the largest house. When the ancient demon Phunbaba attacks, Sabin and Celes will fight him off, but Terra is not ready to help fight Kefka as of yet. *Decisive Battle: Phunbaba -Sabin's Suplex is useful against Phunbaba, and both he and Celes should use Poison against the beast if possible. After a short battle, Phunbaba will run away. V. Nikeah to South Figaro -A mysterious thief resembling Edgar travels across the sea, and the party follows close behind. Be sure to restock on items in both towns, and gather more information about the state of the world. Duncan's wife offers a particularly surprising bit of info in South Figaro. VI. South Figaro Cave -The party passes through this cave again, by way of a secret passage. Make sure to save before going in, as a very powerful boss awaits you in Figaro Castle. That oddball Siegfried helps trail the thieves, although it's never clear why... VII. Figaro Castle Basement -The basement of Figaro Castle holds some very nice items, and is very easy to navigate. Make sure to heal up before entering the center door, however, and try to equip everyone with anti-poison Relics if possible. Edgar will be there to help. After the battle, make sure to search the statue for the Soul Sabre. -Find: Crystal Helmet, Gravity Rod, X-Potion, Ether, Regal Crown, Soul Sabre *Decisive Battle: Tentacles -These madly-difficult sand worms will put up an extremely difficult fight against the party, even with Edgar to help. All of the Tentacles but one are vulnerable to Fire. Make sure to focus on one Tentacle at a time, and heal the Poison condition they like to cause as soon as possible. VIII. To Kohlingen! -With Figaro Castle safe again, the party can travel to Kohlingen, across the sea. There, they'll find Setzer in the cafe, and he'll show you how to get to Darill's Tomb. Purchase some strong armor and weapons before going, however, as well as some Revivifies. Many people have information on your friends, as well. IX. Darill's Tomb -The puzzle-filled tomb of Darill presents many hazards, as well as some great treasure. After reading the four tombstones in the lower basement, the party should head back to the tombstone near the entrance, and carve them onto the grave in a different order. If read backwards, they should spell out, "The World is Square," and give you a hint as to the location of the super-valuable Experience Egg. It's found through a secret passage on the right in the third basement. Flip switches and ride the turtle to find your way through the tomb. -Find: Genji Helmet, Crystal Mail, Czarina Gown, Experience Egg, Man Eater *Decisive Battle: Presenter -Hiding in a treasure chest, Presenter holds Sabin's powerful Dragon Claw weapon. The battle shouldn't be too tough, but use the nearby Save Point just in case. Be sure to watch for its dangerous Earth-based Magnitude 8, as well as the Thunder spell Giga Volt that results from hitting the shell. Fire attacks to Presenter's head are a good plan. Both Presenter's head and shell, however, can be destroyed by the instant-death variation of Edgar's Chain Saw attack. *Decisive Battle: Dullahan -The evil spirit Dullahan puts up a much tougher fight than Presenter, so make sure to save and use a tent before fighting him. He is weak against Fire, but is capable of devastating the party with Ice 3. Celes' Runic ability can greatly reduce the danger of Dullahan's magic. **Searching Friends** -With the Airship Falcon in your control, it's time to find all of your lost comrades and set things right in assorted parts of the world. This is a great, non-linear time of exploration and optional storyline, which can be done in any order you want. In truth, it is possible to raid Kefka's Ruin Tower as soon as you get the Falcon, although you won't last long inside. In addition, the game can be beaten with just Celes, Edgar, and Setzer. (Their endings, along with Relm's, if you find her, change if Locke, Sabin, and Strago are not found.) However, doing this would cause you to miss out on a truly great arc of the game. The following is a suggested sequence, but aside from the rather difficult final adventures, they can really be done in any order. Beware of Doom Gaze of the sky, however, because your party will likely be unfit to defeat him (just tick away at him until he--or you-- retreats). Now, begin anew your quest for allies! X. Maranda -The flying birds suggest that your first journey be to Maranda. Gather information, and be sure to stop by Lola's house (the wounded Molbiz soldier's girlfriend). After talking with her, agree to help mail a letter, then examine the carrier pigeon outside. Signs point to Zozo. XI. Zozo -A man in Maranda hinted that the only honest man in Zozo would help you out. Found in the northern part of town, this man will sell you some Rust-Rid, which will help you open the rusted door to Mt. Zozo, atop the cafe. XII. Mt. Zozo -Make sure to kill the GP-stealing Ursus bears before they run off with your money. These annoying enemies abound in Mt. Zozo. Grab the treasure to the north before heading south past another chest, and upon reaching higher ground, make sure to head out the smaller entrance fist to find a Gold Hairpin on an outdoor cliff. Later on, make sure to use the Save Point before hitting the nearby switch. -Find: Red Cap, Ice Shield, Thunder Shield, Aegis Shield, Gold Hairpin *Decisive Battle: Storm Dragon -Upon hitting the switch next to the Save Point, the first of the 8 Legendary Dragons will be released from a chest. Be forewarned, however, that the Storm Dragon is VERY challenging to defeat, so prepare yourself for this ultra- difficult fight by wearing your powerful new shields. Sabin nearly requires the Thunder Shield to survive, given his low Magic Defense. Try to attack very quickly, minimizing the amount of attacks the dragon can get in, and nail him with some powerful Lightning spells right off. Make sure never to get too far ahead of yourself without healing, however, as the dragon can land several very powerful attacks in a row. -After the insanely difficult Storm Dragon, the enemies on the way to the top of Mt. Zozo should be very easy. Upon reaching the top, the party will find a lonely Cyan! Make sure to revisit the overlook where Cyan was after you talk to him, as the key to the locked chest in his room will be found there. This chest contains a neat little item that'll clear some things up for Cyan. XIII. Return to the Island -If the party hasn't done so already, check back on the solitary island, say hello to Cid if Celes saved him, and be sure to grab the Palidor Esper which has washed up on the beach. XIV. The Cave on the Veldt -A previously unseen cave is now accessible on the Veldt. Follow the familiar dog at the entrance--it's clear something's amiss. In the room behind the men huddled around a fire, be sure to walk all the way to the left when entering the cave passage to find a hidden treasure. A wall switch will open the passage to a room where Shadow can be found (or Relm, if the party did not wait for Shadow on the Floating Continent)...as well as fierce monster. -Find: Rage Ring, Tiger Fangs, Striker *Decisive Battle: SrBehemoth -A mighty beast, the SrBehemoth is strong against Pearl and Ice attacks, but can be weakened by Fire and Poison spells. Celes' Runic ability can also be effective in defending against the beast's spells. Furthermore, the beast can be turned into an Imp via the Imp spell, rendering him nearly impotent. After the Behemoth is defeated, the battle seems to be won. However, the Behemoth's angry spirit will attack the party from behind in a second fight. It can still be harmed by fire, but no longer by poison. If the party is weak, it can take the easy way out and destroy the ghost with the Revivify item, or even destroy it with Edgar's sure-killing variation of the Chainsaw tool's attack. XV. Thamasa -Upon Shadow's (or Relm's) awakening, the party will travel back to Thamasa, where some interesting information can be gathered on Doma Castle, and later, the mysterious Triangle Island, as well as news on the locations of other party members. Leave, and you'll find Shadow's departed, but townspeople can give you a clue as to his whereabouts. XVI. The Veldt -Earlier villagers hinted that Gau was seen on the Veldt. And, as the men inside the cave said, Gau is indeed roaming the plains. He will only approach you if the party has three or fewer people. Once he encounters you after a battle, he will rejoin the party again. XVII. The Colosseum -To the far north of the western continent near Kohlingen, the isolated old man's dreams have come true, as a great fighting arena has been built. All kinds of contestants fight here, where items can be wagered in hopes of winning great treasures from others. Some men mention that a man clad in black is searching for a weapon called the Striker--which you should have found in the Cave on the Veldt. Wager it, and you'll fight Shadow. Once defeated, the enigmatic ninja will rejoin the party. XVIII. Jidoor -Upon revisiting the cultured town of Jidoor, the party will hear news of art being done for the art collector, Owzer, who lives in the northern mansion. Could it be...? Be sure to visit the Auction House to obtain the Zoneseek and Golem Espers if you haven't already, then head to the north. XIX. The Magic House -Read the diary in the darkened house, which reveals how to make it upstairs. Once there, search all the paintings, some of which will attack the party. Examine the painting of Emperor Gestahl twice to receive a letter hinting at the whereabouts of a special treasure, in the Phoenix Cave. Examine the picture in the southwest corner of the room, and it will come alive. Defeat the monsters, and head through the room behind the painting. The gallery is filled with odd paintings and strange activity. Stand in the shadows of the levitating chests and the party will have to fight some simple enemies for treasure. Be sure to try all possible routes, and see where the paintings take you. Past the save point, the party will find Relm and Owzer, as well as a possessed painting of a lovely lady. -Find: Moogle Suit, Relic Ring, Potion, Ether, Remedy, Magicite *Decisive Battle: Chadarnook -This boss has two forms, the lady and the demon. The party should target the demon form primarily, as only it need be defeated to win the battle. Try to time attacks so that they hit the demon, and think ahead. The lady form's charm magic may cause problems, however, when a character is forced to take all blows the boss would normally take. Aside from waiting, only wounding the charmed party member, then reviving him, will break this spell. The demon is especially weak to Fire. Frequent sleep spells are also a thing to look out for, and counter the lady's draining Phantasm spell by casting Regen on those afflicted. XX. Strago Returns -With Relm in the party, the party should now visit briefly the Fanatics' Tower, a tall spire south of Nikeah where a cult mindlessly worships Kefka, Strago among them. Relm should be able to snap Strago out of his trance. Don't attempt to scale the tower now, however, as the monsters are far too strong. XXI. Thamasa~Ebot's Rock -With both Strago and Relm in your band, why not take them to their home town, Thamasa? Once there, they'll embark on a quest to slay the beast of Ebot's Rock, located on an island just north of Thamasa. Inside, darkness surrounds the party, with only a glimmer of torchlight to guide them. The cave is filled with switches, all of which reveal paths to more or less random locations around the cave. Keep in mind that hitting the switch you came from may not necessarily take you back to where you were. The goal of the dungeon is to collect enough Coral pieces to satisfy the odd, talking treasure chest that bars your way. Roam about the cave, collecting as much Coral as you can stand (20 or so pieces should satisfy the chest), then find the save point and heal up. Find your way to the chest, give him the Coral, and proceed. Make sure to equip as many anti-Poison Relics as available to combat the sheer number of Poison attacks the cave monster uses. *Decisive Battle: Hidon -The legendary beast of Ebot's Rock is quite a pain if the party is not prepared for Poison and Zombie attacks. Hidon and his surrounding Hidonites won't put up as good a fight if the negative conditions they cause are guarded against, however. Though the Hidonites may fall quickly to Earth attacks, they are really not worth the effort, as they regenerate in very little time. Furthermore, the bottom-left Hidonite has a Reflect barrier. Hidon himself can be slain quickly with Earth, Fire, and Holy attacks. Be sure to leave him alive long enough to teach Strago the invaluable Grand Train Lore. Luckily, he can be found again even after the party wins and the event is over. XXII. Molbiz -By now, it is time for the party to check up on Terra in Molbiz. Upon finding both Katarin and Terra missing, the party should search around town, and will find a hidden passage behind the bookcase in the house next door, leading to Terra and Katarin. However, Phunbaba will also return, and a fierce battle awaits. *Decisive Battle: Phunbaba -Phunbaba uses very strong physical attacks, but is still weak against Poison magic. When a party member is wounded or thrown out of battle by Phunbaba, Terra will take their place, now in her fierce Esper form, and the party should triumph over the beast. XXIII. Narshe -The old mining town is deserted and dangerous, inhabited only by wild wolves. The Beginner's Hall is still safe and occupied, however, and the party should be sure to heal there before exploring the mines. There are several shops that are currently locked...be sure to return later once a certain treasure hunter is found. Before heading in, be sure to leave an extra spot in the party for Mog, as you will need him to convince the yeti within the caves to join you. In the Moogle cave, the party should find their old friend, Mog! He'll gladly join you, and also mentions the mysterious sasquatch deep in the mountains. Be sure to examine the ground behind Mog to dig up the invaluable Moogle Charm, useful for avoiding attacks in areas densely populated with monsters. Head into the mines, through a newly opened passage to the right, near the entrance, and you'll reach the snowfields, where a dragon roams. Try to avoid the dragon long enough to save your game at the Save Point to the north. After fighting the beast, save again, and prepare for another fight farther north. *Decisive Battle: Ice Dragon -The Ice Dragon is naturally strong against Ice elementals, and very weak to Fire. It also has the ability to freeze party members, but this can be combated by casting Fire on your ally to melt the ice away. Strong Fire attacks should put an end to the dragon. *Battle: Tritoch -The mysterious frozen Esper remains frozen, yet battles the party. Fire spells work well to unfreeze the mythical beast. After a bit of fighting, it will awaken, and give its powers to the party in the form of the Tritoch Magicite. XXIV. Umaro's Cave -If the party walks past the place where Tritoch once stood, they will find the entrance to a mysterious cave, filled with monsters and treasure. Beware the powerful cloaked lizard, Pug, who can prove to be a major enemy with his vicious attacks. If the party falls into a hole, they'll end up in a differ ent part of the cave. In the first room, the party can head to the north- west, maneuvering around holes, to find a room containing a treasure chest. Be warned, however, that this contains a gang of three Pugs armed with daggers. Only the strongest will survive, so unless the party is very powerful or saved at the snowfield, stay away from this chest until later. Explore the cave thoroughly before hitting the switch found at the end of a narrow corridor, which will lead the party to a new room. Upon examining the stone carving to find the Terrato Esper, the party will encounter the yeti. -Find: X-Ether, Gauntlet *Battle: Pugs -Should the party examine the chest found in a passage north-west of the entrance, they will encounter an extremely strong group of bosses, Pugs. These dagger-wielding monsters may not know the powerful Step Mine spell that normal Pugs use, but they will cut down the party with their daggers in very little time. The only way a normal party can feasibly defeat these monsters is by the sneaky combo of Vanish followed by X-Zone or Doom, which will destroy these Pugs instantly. Be extremely fast while doing this; every second counts. The main incentive for fighting these monsters is the fact that they frequently drop Minerva armor, easily the best armor in the game for female fighters. There doesn't seem to be any particular way to ensure they drop it, so it may be worth your while to keep resetting until they drop at least one piece of the incredible equipment. *Decisive Battle: Umaro -Umaro shouldn't be too much of a problem with his low HP. However, his attack strength increases when he eats Green Cherries, so try to defeat him early on. With Mog's help, the mighty sasquatch joins the party after he is defeated. XXV. Phoenix Cave -The Emperor's letter hinted at a great treasure found in a star-shaped mountain range. Search north of Tzen, and you'll find the Phoenix Cave, clearly the area Gestahl meant. The party must jump into the cave and split into two groups, so make sure to take strong fighters. It is recommended that you take Mog to cut down on the amount of monsters you'll encounter by equipping his Moogle Charm. Also, bring Strago, as he will learn a powerful Lore from a monster within the cave. Switch between groups, so that each moves as far as it can, then waits for the other to remove obstacles. The unreachable treasure chest surrounded by weak ground can be accessed through the south-west corner of the lava-filled cavern, via a floor switch. While the party can walk across spikes, they do substantial damage with each step, so it pays to be patient and let the other party switch them off. When one party finds the switch to drain the lava from the crater, the other party may progress, and will be able to reach the previously-inaccessible treasure on a small island in the crater's center. Note that as long as one party stands on the Save Point, the other can save anywhere they want by switching to the party on the Save Point then switching back, useful when travelling long distances. Try to have Strago's party attack the dragon you'll find roaming the cave. Past the Red Dragon, the party will finally find the great treasure hunter, Locke! -Find: Wing Edge, Warp Stone, Dragon Horn, Ribbon *Decisive Battle: Red Dragon -The Red Dragon is capable of some fierce attacks, including Flare Star and Fireball, and will also teach Strago Level 4 Flare, a useful Lore. The Force equipment and Aegis Shield are essential in order to survive the brutal Southern Cross, which hits all party members. Ice and Water spells work well against this beast. The Red Dragon is stronger than most enemies the party has faced, so make sure the party isn't caught off-guard in the narrow corridor where the monster lurks. XXVI. Return to Narshe -With Locke in the party, the party should return to Narshe. Locke will have no problem picking the locks on the doors. In the house to the north, to the left of the road to the mines, the party will find the Cursed Shield, whose disastrous effects make it dangerous to wear without a Ribbon. However, wearing it for 255 battles will break the curse, turning it into the Paladin Shield, which teaches the Ultima spell. In the weapons shop, a man offers you the Esper, Ragnarok, and a terrible choice: the party can leave it as an Esper, which will teach the user Ultima and can transform monsters into items, or they can choose to have it forged into an extremely powerful sword. It's a difficult choice, but knowing that the Paladin Shield can also teach you Ultima may be reason enough to change the Esper into a sword. XXVII. Doma Castle~Haunted Dreams -With Cyan in your party, head back to the ruins of the once-proud Doma Castle and have a look around. After picking up any treasure the party missed the first time, prepare for a long adventure, then head to the second floor. When offered the prospect of sleeping a night in the ruined castle, accept. A long journey through Cyan's subconscious awaits. -Find: X-Potion, Fenix Down, Beads, Ether, Elixir -One of your party members will find himself, minus Cyan, in a strange area of floating platforms and doors. Gather up your other two members who are on nearby platforms, then head through the isolated door sitting on a diamond- shaped platform. The party will encounter three strange demons who bar their way. *Decisive Battle: Larry, Curly, and Moe (!) -Take on the three ghost stooges in a tactical manner, and they'll be no problem. The biggest problem in Curly (the one at the top of the screen who's flying), who can revive his fallen comrades. Defeat him first, preferably with Water or Ice spells. Once he's taken care of, Larry (on the left, farthest from your party) can be eliminated quickly with Fire spells, while Moe (the one closest to you) is better handled with physical attacks. -Moving on, the adventures again find themselves on the Phantom Train. This time, however, there are many more puzzles barring your path. In the second car, the wall switch should be hit twice to move the crate blocking your way to the treasure chest. Nearby, a moving chest blocks your way to a treasure. Head to the east of the train car, grab the Lump of Metal item found in the chest by the door, and place it in the moving chest to get by. Moving forward, the party will find two rows of chests and an open book on a desk. Read the book, then hit the switch on the wall. Memorize which chests were closed (the first 2 on the left on the bottom row, and the top right); this will help you later. Proceed into the next car, the party will find a good deal of furniture in their way. Use the three wall switches to move the furniture out of your way. (Hit them in this order, 1 meaning the first one you come to, 2 meaning the middle one, and 3 meaning the leftmost one: 1, 3, 1, 2, 1, 3.) Finally, you'll put the chest formation you observed to good use by closing the appropriate chests that match the earlier pattern, then hitting the wallswitch to open a path. Be sure to save in the next car, then stop the train and follow Cyan through some tunnels in Magitek armor. You'll encounter a fierce machine called Io in these caverns, who is best fought with the Bolt Beam. Note that some of the tunnels are one-way, while some connect you to new places. You've found your way once you reach a bridge, which leads back to Doma. -Find: Genji Glove, Flame Shield, Ice Shield -The party should prepare themselves for an extremely tough fight once in Doma again, making sure to save and heal. Head into the throne room and prepare for a very difficult fight. *Decisive Battle: Wrexsoul -This evil spirit presents one of the greatest challenges in the game. Wrexsoul will vanish and leave you to fight his Soul Savers until one of your party members is wounded or near-fatal. Don't bother with the Soul Savers, who revive, but instead let them help you wound one of your characters. Try to do it in appropriate increments so the character is not in danger of dying when Wrexsoul reappears. Being attracted to death, Wrexsoul will then show up to take their souls. Once he reappears, heal as fast as you can, then hit him with the best Ice spells you have until he vanishes again, and repeat the process. Luckily, Wrexsoul overlooks one key element in his tactics: by constantly vanishing, he leaves himself wide open to the dreaded Vanish/X-Zone combo! If you're having trouble and have the spell, cast X-Zone on Wrexsoul when he vanishes, and you'll destroy him and his helpers instantly! -Once Wrexsoul is defeated, Cyan will finally master the rest of his Swordtechs. Be sure to return to the throne room, where the vanquished Wrexsoul has dropped the Alexander Magicite. XXVIII. Thamasa~Triangle Island -The same man in Thamasa who mentioned the demons of Doma, now slain, can now tell you about a strange island in the far north-eastern sea. There, an odd monster called Zone Eater roams, who is able to engulf the party one by one. Rather than resist, the party should try letting the monster swallow them. The party will then find themselves deposited in an underground cave. XXIX. Triangle Island Cavern -Underneath the surface lies a strange set of caverns, guarded by fierce monsters and filled with treasure, including Relm's invaluable Fake Mustache. At the start, head south (the northern light is an exit). The next cavern contains a passage to a blocked room full of treasure, and a series of bridges the party can jump across. The bridges' patrollers will knock the party into the aforementioned treasure room. Past the save point is a tunnel of falling rocks. Watch the rocks fall and look for a gap where you can safely stand, as it's impossible to make it all the way without getting crushed. Farther on, hop across open chests and off of bridges to reach switches and treasure. Inside the next room waits a mysterious mimic, a valuable addition to the party. -Find: Red Jacket, Ether, Genji Armor, Magical Brush, Fake Mustache, Zephyr Cape, Hero Ring, Tack Star, Thunder Shield XXX. Fanatics -Preparation: The Fanatics' Tower looms ominously over the area that was once the undersea Serpent Trench. For one million GP, an adventurer at the bottom of the tower will tell you a rumor about an ancient castle beneath the sea. This tower of magic users requires extremely powerful magic users, as the option to attack is not available. Given the huge amount of magic attacks you'll face, it is essential that all party members wear Wall Rings. With these, the party can avoid many of the magic spells they'll face, though they'll have to reflect offensive spells off of themselves to hit enemies for half damage, and vice-versa for healing. Be absolutely sure that one of your members knows Life 3, as well, or all your efforts will be in vain. Given the height of the tower and taking into account that you'll have to hike all the way back down, too, you may want to take Mog so that you can use the Moogle Charm. You won't want to over-use it, though, as the monsters here offer great Magic Experience Points. -Scaling the tower: The path up the tower is long indeed, as each screen holds increasingly tougher enemies, the "Level" in their name indicating their skill (although the Level 50 Magics offer almost no threat at all). Be on the lookout for rooms off the right sides of balconies, but be forewarned that almost any Level Magic can attack inside, including Level 90. More common, however, are the healing Magic Pots. The first treasure room you find contains a Safety Bit. However, examine the wall behind and to the right of the chest to find a hidden switch. Press it, and head down a layer of steps to find a hidden passage containing Edgar's Air Anchor tool! In the third room, you'll find not only treasure, but the White Dragon. *Decisive Battle: White Dragon -This beast offers almost nothing to worry about, as all of his spells should reflect back at him. Though he has no actual weaknesses, his low HP should render him easily beatable, and he'll drop the Pearl Lance when defeated. -Continuing up, there's more of the same. Once you reach the screen where the highest monsters are Level 70 Magics, be sure to equip the Moogle Charm! The last floor sports level 80 and 90 Magics, which will make short work of the party. Though Level 80 Magics are mostly harmless, healing you a good deal of the time, the fiendish Level 90 Magics have a habit of casting Merton, which does massive damage to you while healing himself! Once at the top, grab the treasure and attempt to head back down. The leader of the spellcasters blocks your way. -Find: Safety Bit, Air Anchor, Genji Shield, Stunner, Force Armor, Gem Box *Decisive Battle: Magimaster -The Magimaster offers a good challenge with his varying weakpoints, akin to Number 128 back in Vector, but his real trump card is his ability to cast Ultima as a retaliation attack when he dies! At the outset of the battle, cast Life 3 on all members of your party that you wish to survive the battle, which will bring them back to life after the Magimaster's final attack. Casting Berserk on the wizard will fix his weakpoint. Once this is done, clobber him all-out and win your final victory in the Fanatics' Tower! XXXI. Opera House -Upon returning to the opera house, the party will find that one of the eight legendary dragons is disturbing the show. Head to the second floor, then to the upper-right room. Hit the second switch from the right, and you'll fall to the stage for battle. *Decisive Battle: Dirt Dragon -The Dirt Dragon's use of Quake can be quite damaging to the party, so heal often or get your characters to levitate with Float or the Cherub Down relic. Water and Wind spells are the most effective against the dragon. XXXII. Doom Gaze -The flying Doom Gaze has plagued your airship travels since the beginning of the second half of the game, and now is the time to make the skies safe again. Take Strago with you, because, as the name suggests, Doom Gaze often casts the Level 5 Doom Lore, in addition to the Aero Lore. Once you run into the demon, attack with as much force as possible. Though he may run away, remember that he cannot heal the damage you have dealt him from a pervious battle. Use Fire or Holy spells to most effectively crush Doom Gaze. The fallen monster will drop the Bahamut Esper. XXXIII. The Ancient Castle -Scholars around the world give hints that an ancient castle may be found somewhere under the sea. With this in mind, head to Figaro Castle, the only means of travelling underwater. Along the way, the castle will hit something, and the party will be given the option of getting out and exploring. Head to Figaro's prison, and walk through the rightmost cell. You'll find yourself in an undersea cavern. The monsters here can teach Strago Clean Sweep, so be sure to take him with you. Explore the area thoroughly before finding the way out, and if the party is in top shape, head through the southeast passage in the first room. You'll find yourself in front of a treasure chest. Open it, and you'll have a very difficult fight against the Master Pug. -Find: Wing Edge, Ether, Doom Darts, Magicite, X-Potion *Decisive Battle: Master Pug -Stronger and meaner than a normal Pug, the Master Pug puts up a very difficult fight. Prepare for his formidable Quake magic with Float or Cherub Down. Compounding the monster's constantly changing weak point is the everpresent threat of his knifing a party member upon approaching. Thus, Haste 2 and rapid attacks will be the most effective battle plan, along with Ninja Stars if Shadow is in your party. If Strago hasn't learned them already, he can learn Step Mine and Clean Sweep from the Master Pug. When defeated, the monster drops the Graedus sword. -Upon passing the save point, the party should arrive in the courtyard of a ruined castle. Head through the passage to the right of the main entrance to find a treasure. Explore the passage on the left and you'll find a chest containing a hidden, but weak, boss. -Find: Punisher *Decisive Battle: Katana Soul -This hidden samurai spirit presents very few problems at this stage of the game. To speed up the battle, use Poison spells against him. The defeated Katana Soul drops the invaluable Offering, which enables multiple attacks when equipped. -Inside the main doors, you'll find a more treasure, as well as a statue of Odin. From it, you'll obtain the Odin Magicite, which teaches the strong Meteor spell. At this point, you may want to leave for lack of knowledge of what to do, and also to learn Meteor now (the Odin Magicite does not stay in your possession for long). -Find: Blizzard Orb, Gold Hairpin, X-Ether -A man in Figaro Castle's library offers helpful information on what to do, hinting at taking 5 steps from "where the queen sits." Head back to the Ancient Castle, and stand directly in front of the throne on the right, the queen's. Take five steps forward, and examine the floor. There, you'll find a hidden switch. Go into the passage to the right of the thrones, and you'll find a new passage has opened. In addition, be sure to examine the bookshelf for more information on the castle's tragic past. Walk downstairs, and you'll find another dragon. *Decisive Battle: Blue Dragon -This slow-moving dragon shouldn't be too much of a problem if the party is prepared. This dragon is weak to Lightning, so use the highest level Lightning magic you have to put an end to one of the last dragons. -With the Blue Dragon vanquished, the party can head forward to examine the statue of the queen. The Odin Magicite will then become Raiden, which teaches the useful Quick spell. With this done, bid the castle and its sad history farewell. XXXIV. The Colosseum Revisited -Now that the party is strong and has the Offering (from the Ancient Castle) and some strong weapons, head back to the Colosseum to participate in the tournaments. Keep in mind that the computer will have control of your fighter, so the best way to win is to equip strong weapons. In addition, wagering anything insignificant pits you against Chupon, who will invariably knock you out of the match. However, many great trades can be made. The best technique is to choose one of your strongest physical fighters, equip them with both a Genji Glove and the Offering (which allows an 8-hit attack!). Wagering Ragnarok will pit you against Didalos, and if you're victorious, Illumina, the strongest sword in the game, will be obtained. In addition, wagering an Imp Halberd (Tyrannosaurs drop them) and trading the results lead to some great items, from Merit Awards all the way to Experience Eggs and Tintinabars (see the Colosseum chart). XXXV. Lore Hunt -There are 24 Lores which Strago can learn, many of which are very difficult of find. Trying to learn them all may lead you to enter the Ruin Tower (the last dungeon) briefly. Assign Strago to the center group, and make sure Relm is in his party, equipped with her Fake Mustache to control enemies. Evil Oscars found in the mountain areas teach Sour Mouth. Head through the dungeon, passing through a room made of the remains of Vector's prison. Pass by the boss monster in the leftmost cell, and head into the next room. Rooms with this Majitek Factory architecture are the only places to fight the rare Movers, who can be controlled to teach Strago the very useful Big Guard. Following that room, the pipe rooms contain the Junk and Iron Hitman enemies, who teach Exploder, Pep Up, and Discord. Heading on, you'll eventually reach the room of the Gold Dragon, where Veterans teach Condemned and Roulette. In the room after, the Dark Force enemy is found, who can teach Strago a plethora of Lores he may or may not know: Roulette, Clean Sweep, Big Guard, Revenge, Pearl Wind, Level 5 Doom, Level 3 Muddle, Reflect???, Level ? Pearl, Rippler, and Quasar. Quasar in particular is extremely difficult to learn, as your party must be affected by it. Since Quasar destroys defensive spells like Reflect, Shell, and Safe, cast these on a party member every so often, and hope Quasar works. XXXVI. The Veldt~Rages -The party has the option of taking Gau to the Veldt to learn more Rages. Nearly every enemy ever fought will have migrated to the Veldt, including a few boss creatures, the Sr. Behemoth's ghost and the White Dragon being the most common. Revivifying the SrBehemoth is a great way to win easy Behemoth Suits, which can also be traded at the Colosseum for the rare Snow Muffler for Gau, Mog, or Umaro. Dahlings also show up, and have Moogle Suits to be stolen, which can be wagered at the Colosseum to eventually net you some Genji Armor! XXXVII. Odds and Ends -Gau and Sabin have always had a funny relationship ("Mr. Thou!"), so why not take them to the house of the old man of the Veldt? There, you'll see quite a few funny scenes, and also learn a bit more about Gau. -The Jidoor Auction House now has different items on sale, in addition to the Zoneseek and Golem Espers. Hero Rings can be bought for 50,000 GP, and Zephyr Capes for 10,000 GP. -To learn more about Shadow's mysterious past, put him in your party and sleep at any pay inn. Every so often, he'll dream of his past. Through the five dreams Shadow has had (4 by sleeping and one when he's found in the Cave on the Veldt), you may be able to piece together the history of the ninja. Supposedly, Shadow can have seven dreams, and if you see all of them, Shadow's ending will change. However, this has never been proven and most people only see four. -You may recall Duncan's wife mentioning that Duncan is still alive. Head north of Narshe to a small, diamond-shaped forest. There, you'll find Duncan and if Sabin is with you, he'll learn the Bum Rush, the ultimate Blitz. -If the party avoided the Pugs in the chest in Umaro's cave, be sure to go back and defeat them to try to obtain some Minerva armor. -In the desert to the south of Maranda, the party can fight a strange cactus- like creature called Cactrot. Only certain attacks work against him, mostly special or out-of-the-ordinary attacks and magics. Edgar's Chain Saw and Drill Tools work well against Cactrot, as will a single strike from the Illumina. In addition to teaching Strago the Blow Fish Lore, Cactrot also gives the party a whopping 10 Magic Experience Points and 10,000 GP. Beware of Hoover, however, who also roams the desert and grants only 5 Magic Points. His extremely high attack power make him a very difficult opponent unless the party uses the Vanish/Doom combo. -The men inside the Veldt Cave mentioned that a terrible dragon roams the forest to the north. Head to the northern forest on the Veldt, and you'll encounter Tyrannosaurs and Brachiosaurs, very difficult enemies who grant excellent Experience Points. The Tyrannosaurs are weak to Blizzard, cast Meteor frequently, can destroy party members with their incredible Bite attack, and often drop Imp Halberds. Brachiosaurs are much more rare, and are very dangerous, as they can cast Ultima. Blizzard spells work well against them, and you can also steal Ribbons from them. Every so often, they drop the super-valuable Economizer, as well. -The Imp condition is generally a negative one, but if the party member-turned Imp wears all the Imp armor, they'll become extremely powerful. Most of it can be obtained from monsters around Narshe, and the Imp Halberd can also be stolen from Tyrannosaurs. Some parts can also be traded for others at the Colosseum. XXXVIII. The Fateful Battle Approaches -As the party prepares to enter the last dungeon, make sure everyone is in good condition and hopefully skilled in most magics. You may want to dash into the last dungeon a few times before actually exploring it fully and fighting the last battle. In addition to the many Lores that can be learned inside, the party can also fight the last two Dragons to obtain the Crusader Esper, which teaches Meteor and Merton. To kill these Dragons and then escape with a minimum of fuss, put Mog in your second party and equip the Moogle Charm. You'll reach the Gold Dragon with little difficulty. The Veterans and Didaloses in this room supposedly have Cursed Rings, as well. You may then want to escape, then reenter with Mog in your third party. You'll have to fight Inferno on your way to the Skull Dragon. XXXIX. Ruin Tower~Last Dungeon -Preparation: The party is now ready to assault the Ruin Tower and defeat Kefka once and for all. A long, complicated road leads to the final battle, and every party member will be put to the test. Kefka's Tower consists of the ruins of all the lands devastated by the moving of the Goddess Statues, including a good deal of Vector. Thus, there is extremely diverse terrain, with specific monsters inhabiting each area. Upon assaulting the tower by air, the party will divide into three groups of four. If you want Strago to learn his final Lore, Force Field, place him in party one or three. Make sure all three parties are well-equipped and well-balanced, and be sure to have three pairs of Sprint Shoes, one for each party. While exploring the tower, be on the lookout for hidden passages and treasure chests covered with rubble. In addition, note that some conveyor belts only go one way. 1.) Party One: The first party should trek as far as they can through the dungeon. Their route is relatively straightforward. Once they reach a room that is nearly symmetrical, with a treasure chest across a huge gap, party one can go no further. -Find: Coronet, Fixed Dice 2.) Party Two: Once the second party makes it through the first mountain area, inside, there will be two doors to take. The top one leads to a small dead- end room with treasure, and the bottom leads onward. After taking the lower room, the party will arrive in the remains of Vector's prison. In the leftmost cell, a fierce monster guards the save point. -Find: Minerva, Tack Star *Fierce Battle: Atma -The ancient demon returns for one last fight. This time, however, Atma is far stronger. Cherub Down and Float magic are useful, as he still knows Quake. Atma has no magic weakpoints, but is healed by Holy magic. Physical attacks are probably the best bet. When Atma is surrounded by "Unknown Light," prepare by healing all your party, as he will cast Ultima in a few moments. When Atma is vanquished, a Save Point appears in his place. 3.) Party Two, continued: After defeating Atma, the second party should continue onward. Soon, they'll reach a room where there are two different pipes to crawl through. Avoid the right one, as it will drop you back in the first treasure room, and instead take the pipe on the left. Once outside, the party should be sure to enter the side passage next to the large door. They'll find themselves on the other side of the room that party one cannot pass. Hit the switch, which will open the way for the first party (party one's path continues at step 8), then head back out to the mountain and through the large door. Walk through some corridors, then stop to fight one of the last Dragons. -Find: Force Shield, Force Armor, Ribbon *Decisive Battle: Gold Dragon -The Gold Dragon will not be much of a threat at this stage of the game if you're well-equipped. The Dragon uses mostly Lightning spells, so counter with Water attacks, his weak point. This Dragon keels over without too much work. 4.) Party Two, continued: The second party should continue onward until finding a large room with three passages. The party should stand on the switch to the north, and wait for the other parties. 5.) Party Three: Heading down the right side of the Ruin Tower, the third party will first find a dead-end passage on the left, leading to treasure, and further down, a passage leading deeper inside. The party will soon find themselves in a large mechanical room. In the southernmost part lies a secret passage to a hidden treasure chest. Either the pipe or the conveyer belt can be used to proceed. Upon reaching the next open-raftered room, be sure to use the Save Point, and prepare for battle. -Find: Nutkin Suit, Gauntlet, Red Cap, Hero Ring, Aegis Shield *Decisive Battle: Inferno -Attacking from the top, Inferno possesses strong Fire spells, but is greatly affected by Lightning. Don't bother attacking his regenerable arms, and focus on Inferno's main body with the best Thunder spells the party has. 6.) Party Three, continued: Heading on, the third party will soon find itself outside again. To the left of the large door is a small light, which will destroy some rubble currently blocking the first party's path. Inside again, party three will encounter the last of the Legendary Dragons. -Find: Megalixer, Rainbow Brush *Decisive Battle: Skull Dragon -This undead dragon has several spells and status problems at its disposal, but this is easily combatted with Ribbons. Holy and curative magic work best against this wraith. Upon defeating this final Dragon, the party should receive the Crusader Esper. 7.) Party Three, continued: With the Skull Dragon slain, party three can proceed into the same room that party two reached, and should stand on the switch until the others arrive. 8.) Party One: Once the second party has bridged the gap for party one, the group can proceed. Once the party reaches a path outside blocked by rubble, they'll have to wait until party three clears the way (step 6). With that completed, party one will reach the large room where the others await. -Find: Tack Star -Choosing paths: Once party one arrives in the large room they'll have an open path once the other two parties stand on their switches. Once inside, party one will have to decide which direction it will take. If party one goes right, then: party one fights Goddess, party two fights Guardian and Poltergeist, and party three fights Doom. If party one goes left, then: party one fights Doom, party two fights Goddess, and party three fights Guardian and Poltergeist. Keep in mind that Doom is easily the most difficult of the three Goddess Statues, and will teach Strago Force Field if he is in the party. -Forging ahead: Once party one chooses its path, the group will reach a balcony where a weight must be pushed, requiring the party below to move out of the way. Once this is done, the party below will be able to move on, and mirror this process for the remaining group. Continue on, hitting switches to open paths for other parties. It may desirable for the center party to fight Guardian first, as he guards a Save Point. *Decisive Battle: Guardian -Sporting high HP and offensive power, Vector's Guardian weapon is a fierce opponent. As a machine, Guardian is most weak to Water and Lightning elements, so those should be the party's focus. With quick attacks and powerful magic, the party should be able to blast Guardian to pieces. *Fierce Battle: Doom -The mighty Goddess Statue Doom is one of the mightiest enemies in all of Final Fantasy VI. With strong Blizzard spells and brutal attacks, Doom warrants ample preparation. The protection that the Golem Esper provides when summoned is useful, as is the Lore Big Guard. Pearl attacks work the best against him. Doom sports massive HP, so constant attacks are a must if you're to outlive him. When the fiend freezes one of the party members, thaw them as quickly as possible with a weak Fire spell. Strago can also learn Doom's Force Field if he's in the party. When conquered, Doom drops the mighty Sky Render for Cyan. *Fierce Battle: Goddess -Goddess uses magic more than most enemies, but at least she won't be able to target everyone at once. On the other hand, neither will you. It's important not to forget about one side of your party or the other, lest two of your fighters be left unhealed. Goddess has no particular weak points, so a steady barrage of attacks and magic are your main option. Particularly distressing, especially if your characters are not particularly strong, is the curse Goddess will cast after you've been fighting for a while. She casts a Zombie countdown on everyone, which no Relic will prevent. The party can either frantically try to defeat her before they're all made undead, or the character who has the most time left on his countdown will have to be ready with Revivify in hand, targeted at the person who will die first. The SECOND this target turns into a Zombie, they must Revivified, and the others will probably be Zombied in the meantime. This leaves that one person to heal the rest. Very frantic business. The defeated Goddess yields the legendary Excalibur. *Fierce Battle: Poltergeist -This Statue tends to focus on physical attacks, gashing away at the party and casting the occasional spell. Luckily, the demon sports a weakness, Poison- based attacks, so repeated Bio and Poison spells will wear him down, while his poisoned state will eat away at his HP at the same time. Under Poison and attacks, Poltergeist will quickly perish, dropping the Aura Lance. -Stand Strong: With the Goddess Statues out of the way, the path for each of the parties is clear. Make sure that everyone is equipped and healed, as all of the party members will be put to the test. Once all three parties are positioned on the final switches, it's time for the final battle. The battle order list presented indicates who will fight first, and who will substitute for fallen comrades. XL. Dancing Mad -The blistering last battle pits the party against three emanations of Kefka, and then the villain himself. After each of the first three battles, any wounded party members will be replaced by whoever is next on the battle order list. *Alpha: First Tier -The first apparition focuses on powerful attacks, also using Reverse Polarity to throw everyone into/out of the back row. Those who are focusing on attacking should select Row right away to get back in front. Focus first on its arms, which do not regenerate, then attack its center, but not before stealing Elixirs from the devil if Locke is in your party. *Beta: Second Tier -The party's second opponent uses many strong magic attacks, with many troublesome results. The one advantage in fighting this menace is that its many parts each contain curative items to be stolen. More parts equate to a weaker foe as more and more of its elements are destroyed, and multi-target attacks will be the most economical way of fighting. Keep the party strong to the very end, though, as the fallen enemy will use the brutal 10 Hits retaliation attack before the party can progress. *Gamma: Third Tier -The last of the evil apparitions, the third angel poses a threat unsurpassed by any enemy in the game. This diabolical foe has a mighty array of spells at its disposal, the worst of them a super-powerful form of Merton. This destructive spell does no damage to the angel, while crippling your party to the point of death. Also a problem is its Train spell, which casts a volley of status problems on a character, leaving them with little to do but attack. Remedies should be used instantly on affected characters. One little-known fact is that this demon carries two mighty swords to be stolen, the Ragnarok and the Atma Weapon! Immediately equip these on any party members who can use them (from the item screen's top). Frantic speed is needed to crush the angel before it can obliterate the party, but be sure not to get so far ahead of yourself that you leave no one prepared to heal the party from the fiend's merciless onslaughts. *Omega: Kefka -The final battle against the great evil one awaits after the party survives all of the emanations of Kefka's empowered form. He'll waste no time in casting Fallen One, an attack whereby a Heartless Angel blasts everyone's HP down to one. This requires immediate attention, as it leaves everyone extremely susceptible to any attack Kefka might use, especially some which target everyone. The Wing attack is strong enough to kill a fighter in a single blow, so be sure to follow up with Life spells in case he does it again. Fire 3 is one of Kefka's less dangerous spells, which can be easily countered by those using Flame Shields or Minerva armor. Once he's been weakened to some extent, Kefka will perform a bizarre incantation that shakes the whole sky, rapidly attacking you in the process. He'll also use Goner, which wounds the whole party in a Merton-like manner. Steady magic and physical attacks and quick reactions to Wing and Fallen One are critical to staying alive. Shell and Big Guard will serve you well, as most of Kefka's attacks are magic. Pull out all the stops and fight furiously for the fate of the world. Good luck! V. Complete Dance Chart Dance Learning Location Wind Song Grassy plains, open fields Forest Suite Forests Desert Aria Desert badlands Love Sonata City areas (Narshe, Opera House, Zozo) Earth Blues Mountains (Mt. Kolts, Esper Mtn., Mt. Zozo) Water Rondo Water areas (Lete River, Serpent Trench) Dusk Requiem Caverns, caves Snowman Jazz Snowy areas (Narshe snowfields) VI. Complete Lore List Lore Learn From Condemned Critic, Dark Force, Nerapa, Still Life, Veteran Roulette Critic, Dark Force, Pipsqueak, Veteran Clean Sweep Atma, Blue Dragon, Dark Force, Euno Aqua Rake Actaneon, Blue Dragon, Chimera, Rhyos, Suriander, Vectagoyle Aero Dark Force, Doom Gaze, Poltergeist, Harpy, Rhyos, Sprinter, Storm Dragon, Tyrannosaur Blow Fish Brain Pan, Cactrot, Dark Force, Katana Soul, Mover, Phase, Phunbaba, Presenter Big Guard Dark Force, Earth Guard, Guardian, Mover Revenge Borras, Dark Force, Dragon, Gigantos, Pan Dora Pearl Wind Abolisher, Curly, Dark Force, Ogor, Peepers, Sprinter, Storm Dragon, Vectaur Level 5 Doom Dark Force, Didalos, Dueller, Goblin, Sky Base, Trapper Level 4 Flare Apokryphos, Dark Force, Dueller, Goblin, Trapper Level 3 Muddle Apokryphos, Dante, Dark Force, Goblin Reflect??? Dark Force Level ? Pearl Critic, Dark Force, Dullahan, Innoc Step Mine Brachosaur, Crawler, Grease Monk, Master Pug, Mesosaur, Pug, Tomb Thumb Force Field Dark Force, Doom Discord Chaser, Crawler, Dark Force, Figaliz, Iron Hitman, Pipsqueak, Scullion Sour Mouth Dark Force, Evil Oscar, Mad Oscar Pep Up Dark Force, Flan, Intangir, Junk, Muus Rippler Blue Dragon, Dark Force, Reach Frog Stone Brawler, Dark Force, First Class, Guardian, Iron Fist, Poppers Quasar Dark Force, Goddess Grand Train Hidon Exploder Balloon, Bomb, Dark Force, Grenade, Junk, Pipsqueak, Scullion VII. Colosseum Trading Charts Wager Fight Receive Aegis Shield Borras Tortoise Shield Air Anchor Brontaur Zephyr Cape Assassin Test Rider Sword Breaker Atma Weapon GtBehemoth Graedus Aura Rhyos Strato Aura Lance Land Worm Sky Render Behemoth Suit Outsider Snow Muffler Blizzard Scullion Ogre Nix Blizzard Orb Allosaurus Rage Ring Bone Club Test Rider Red Jacket Break Blade Lethal Weapon Break Blade Cat Hood Hoover Merit Award Charm Bangle Retainer Dragon Horn Chocobo Suit Veteran Moogle Suit Coronet Evil Oscar Regal Crown Crystal Borras Enhancer Crystal Helm Dueller Diamond Helm Crystal Mail Covert Ice Shield Crystal Orb Borras Gold Hairpin Cursed Ring Steroidite Air Anchor Cursed Shield Didalos Cursed Ring Czarina Gown Sky Base Minerva Doom Darts Opinicus Bone Club Dragon Claw Test Rider Sniper Dragon Horn Rhyos Gold Hairpin Drainer Enuo Drainer Economizer Vectagoyle Dragon Horn Elixir Cactrot Rename Card Experience Egg Steroidite Tintinabar Falchion Outsider Flame Shield Fenix Down Cactrot Magicite Fire Knuckle Tumbleweed Fire Knuckle Fixed Dice Trixter Fire Knuckle Flame Sabre Evil Oscar Ogre Nix Flame Shield Iron Hitman Ice Shield Force Armor Sr Behemoth Force Armor Force Shield Dark Force Thornlet Gauntlet Vectagoyle Thunder Shield Gem Box SrBehemoth Economizer Genji Armor Borras Air Anchor Genji Glove Hemophyte Thunder Shield Genji Helmet Fortis Crystal Helm Genji Shield Retainer Thunder Shield Gold Hairpin Evil Oscar Dragon Horn Graedus Karkass Dirk Hardened Phase Murasame Heal Rod Pug Magus Rod Hero Ring Rhyos Pod Bracelet Ice Shield Innoc Flame Shield Illumina Scullion Scimitar Imp Halberd Allosaurus Cat Hood Imp's Armor Rhyos Tortoise Shield Magus Rod Allosaurus Strato Marvel Shoes Tyrannosaur Tintinabar Megalixir Siegfried Tintinabar Memento Ring Chupon Memento Ring Merit Award Covert Rename Card Minerva Pug Czarina Gown Moogle Charm Outsider Charm Bangle Moogle Suit Madam Nutkin Suit Mirage Vest Vectagoyle Red Jacket Murasame Borras Aura Muscle Belt Allosaurus Crystal Orb Ninja Star Chaos Dragon Tack Star Nutkin Suit Opinicus Genji Armor Ogre Nix SrBehemoth Soul Sabre Paladin Shield Hemophyte Force Shield Pearl Lance Sky Base Strato Pod Bracelet Hemophyte Hero Ring Punisher Opinicus Gravity Rod Rage Ring Allosaurus Blizzard Orb Ragnarok Didalos Illumina Rainbow Brush Test Rider Gravity Rod Red Cap Rhyos Coronet Red Jacket Vectagoyle Red Jacket Regal Crown Opinicus Genji Glove Relic Ring Sky Base Charm Bangle Rename Card Doom Dragon Marvel Shoes Ribbon Dark Force Gold Hairpin Rising Sun Allosaurus Bone Club Regal Crown Opinicus Genji Helmet Safety Bit Pug Dragon Horn Scimitar Covert Ogre Nix Sky Render Scullion Aura Lance Sneak Ring Tap Dancer Thief's Glove Sniper Borras Bone Club Snow Muffler Retainer Charm Bangle Soul Sabre Opinicus Falchion Strato Aquila Pearl Lance Striker Chupon Striker Stunner Test Rider Strato Tabby Suit Vectaur Chocobo Suit Tack Star Opinicus Rising Sun Tao Robe Test Rider Tao Robe Thief's Glove Harpy Dirk Thief's Knife Wart Puck Thief's Glove Thornlet Opinicus Mirage Vest Thunder Blade Steroidite Ogre Nix Thunder Shield Outsider Genji Shield Tiger Fangs Mantodea Fire Knuckle Tintinabar Dark Force Experience Egg Titanium Brachosaur Cat Hood Tortoise Shield Steroidite Titanium Trump Allosaurus Trump Valiant Knife Woolly Assassin Wing Edge Rhyos Sniper VIII. Useful Metamorphosis *Although, by and large, the Ragnarok sword is more useful than the Esper, there are things to be gained by using the Esper's Metamorphosis attack in battle. This command transforms enemies into items. More often than not, useless items, especially Dried Meat, turn up, but certain enemies turn up better results. Below are the best transformations. Keep in mind that Metamorphosis' success rate is far from perfect. Balloon = Flame Shield Barb-e = Ribbon Bomb = Flame Shield Borras = Ogre Nix Chaser = Mithril Mail Covert = Trump Cruller = Elixir Dahling = Ribbon Hades Gigas = Ogre Nix Harpy = Experience Egg Heavy Armor = Heavy Shield, Mithril Blade Intangir = Megalixir Level 80 Magic = Ribbon Level 90 Magic = Ribbon Magitek Armor = Heavy Shield, Mithril Blade, Mithril Helm, Mithril Shield MagRoader (brown small type) = Mithril Mail MagRoader (yellow large type) = Gold Lance, Gold Shield Ninja = Assassin, Striker Pipsqueak = Mithril Blade, Mithril Helm Proto Armor = Crystal Mail, Crystal Shield Rhyos = Ice Shield Rider = Gold Helmet, Gold Lance Spek-Tor = Tintinabar Spit Fire = Gold Helmet SrBehemoth = Cursed Ring, Relic Ring, Thornlet Tap Dancer = Marvel Shoes Woolly = Safety Bit IX. Oddities *Final Fantasy VI certainly possesses its share of mysteries, rumors, and the like. A major source of rumor and confusion has been that the first American releases of Final Fantasy VI contained glitches and odd items that were not present in any later (post-November 1994) shipments. Naturally, the game has its share of groundless rumors like any RPG (finding Leo in the Veldt Tyrannosaur forest, "Gamma Swords" obtained by flying around the Ruin Tower forever, and other nonsense), but there are a few legitimate mysteries and oddities, as well. -One of the most prevailing questions is that of the number of items in the game. Some have questioned why there are some extra spaces at the bottom of the item list, even when every item is obtained, attributing it to potential dummying-out of items like in the US Final Fantasy IV. Inspecting the Japanese strategy guide's item list reveals that there are indeed 255 items in the game. What tends not to be taken into account is that Cursed Shields and Cursed Rings become Paladin Shields and (supposedly) Paladin Rings, all of which are possible to have at once through Ragnarok's Metamorphosis, which, along with one empty space for reorganizing, accounts for the rumored "3 empty spaces." -What is still up for consideration, however, is the Rare Item list. Stray, glitchy, or potentially-deleted Rare Items have been mentioned, including Dull/Odd Pictures, Opera Record, Eerie Stone, Manicure, Magnifying Glass, and also some mumblings about a Colossus Dragon's item. While these may be without basis or mere glitches, they are still intriguing. -Cursed items remain popular objects for speculation. While it's well-known that a Cursed Shield will become uncursed after 255 battles and return to being a Paladin Shield, just what happens to a Cursed Ring? Some reports claim that in early releases of the game, the Cursed Ring becomes a Paladin Ring after 255 fights, teaching Pearl instead of Ultima like the Cursed Shield. Most, however, describe that it becomes a simple Hero Ring, hardly worth the trouble. The third proposition is that the ring cannot become uncursed. Reports of Paladin Rings seem to be directly related to the early November 1994 releases, implying existence through glitches, if nothing else. Only those brave enough to try to uncurse one can know for sure... -Some glitches in Final Fantasy VI are quite well-known. Relm's Sketch command creates quite a few of them--when sketching invisible, large, or certain odd monsters, the game has a tendency to freeze, sometimes even resulting in losses of saved games. Sketching in the Ruin Tower is notorious for causing this. Through experimentation with Sketch, more odd glitches can be caused, some "generating" items and others confusing the character sprites. Strange indeed. -Just what are the three angels that the party battles before Kefka? Nintendo's old American guide started the widespread misinformation that they were the three Goddess Statues again, but their utter lack of resemblance (and the fact that they are nameless on the battle screen) shows otherwise. The only basis for this claim is that the second angel uses 10 Hits, like Goddess, before it is destroyed. Scott Zdankiewicz has noted something far more interesting: "This is actually a modification of a painting done by an artist whose name escapes me. What is important is that the subject of the painting is Dante's Inferno, which is a portion of the epic "The Divine Comedy," where a man, in essence, takes a tour through the three portions of the afterlife, starting with Hell, continuing through Purgatory, and on to Paradise. Anyway, the bottom tier (Alpha) is a representation of Lucifer himself, forever frozen in ice, only his upper body is able to move freely. The second tier (Beta) is most probably the Carnal, the second level of Hell, where all those who died and committed crimes of a sexual nature are condemned to sail around on this wind or something, thus the jumble of bodies in the tier. The third tier is a bit of a wild card, from my analysis. It could represent the entrance to Hell, with Kefka instead of Charon bidding them welcome. It might also represent Purgatory, as Kefka's figure seems to be waiting for something, and the angelic head behind him could be the Final Justice. The final battle with Kefka is not involved with the painting, but of course there are religious undertones when considering the fact that Kefka has one wing of an angel and the other of a devil." X. Name Changes *Although the U.S. version of Final Fantasy VI contains a well-written script, certain story elements have been changed, and a staggering number of names have been altered. All towns featured more elaborate name descriptions in the original, as well. For those who place import on the correct terms, or are merely curious, below is a list of name changes for every single item, technique, location, and character, along with name changes for memorable, recurring, or myth-based monsters. Some changes resulted from letter space limitations that the more concise Japanese alphabet had no problem with. Finally, a little-known fact is that Square Japan (and indeed, most companies) always designs the English names of its characters first. This, however, has resulted in some confusion: for example, the original name of the game's villain, Cefca, was converted to the Japanese Katakana symbols that are romanized as "ke-fu-ka," and then written as Kefka. US Version Original Version A. Characters Main Characters Arvis Jun Banon Bannon Baram Billy Cyan Cayenne Duane Dean Elaine Mina Gerad Jeff Gestahl Ghastra Kamog Zumomogu Katarin Katarina Kefka Cefca Kuku Moruru Kumama Mogucchi Kupan Moguuru Kupek Mogulin Kupop Mogupuu Kurin Mogupon Kuru Mogumugu Kushu Mogushin Kutan Mogutan Locke Lock Cole Madonna Madeline Owain Shun Sabin Mash Strago Stragus Terra Tina Vicks Bicks (miswritten; "Biggs" intended) Enemies All Over Death Penalty Borras Grasharaboras Brontaur Old Dragon Brachosaur Bracheoleidos Cactrot Sabotendaa (pun: almost "It's a Cactus!") Cluck Chicken Medusa Covert Invisible Dark Force Black Force Doom Dragon Devil Dragon Evil Oscar Molbor Great Flan Pudding Fossil Fang Dragon Fossil Geckorex Basilisk GtBehomoth Grand Behemoth Hades Gigas Hell Gigas Hazer Cloud Hemophyte Demon's Soldier Hoover Slug Crawler Intangir Sleeping Lion Iron Fist Motor Drive Madam Virginity Mad Oscar Molbor Magic Urn Magic Pot Majitek Armor Madou Armor Pterodon Lesser Ropuros Pug Tonberi Retainer Youjinbou (or "Yojimbo") Rhyos Go Chimera Rider Hell's Harley Scullion Gamma Sky Base Death Machine Vectagoyle Vector Chimera Veteran Ahriman Wirey Dragon Platinum Dragon Zombone Dragon Zombie Enemy Bosses Atma Ultima Buster Atma Weapon Ultima Weapon Chupon Typhon Curley Reve ("Dream" in French) Dirt Dragon Earth Dragon Doom Majin ("Evil God") Doom Gaze Death Gaze Goddess Megami ("Goddess") Hidon Hidun Hidonite Erebos Ice Dragon Freeze Dragon Katana Soul Samurai Soul MagiMaster Magic Master Marshal Guard Leader Master Pug Tonberi Master Larry Sogno ("Dream" in Italian) Moe Sueno ("Dream" in Spanish) Phunbaba Humbaba Poltergeist Kishin ("Fierce God") SrBehemoth King Behemoth Tunnel Armor Dig Armor Ultros Orthros Whelk Ymir White Dragon Holy Dragon Wrexoul Alexoul Espers Genjuu ("Mythical Beasts") Carbunkl Carbuncle Crusader Jihad Maduin Madin Palidor Quetzalli Ramuh Lahmu Shoat Catoblepas Sraphmim Seraphim Starlet Laksmi Stray Cait Sith Terrato Midgardsorm Tritoch Valigarmanda Zone Seek Zone Seeker B. Game and Story Elements Esper Genjuu ("Mythical Beast") GP Gil Imp Kappa Magicite Maseki ("Magic Stone") Magitek Madou ("Magic-Conducting," "Magic-Power") Moogle Moglie/Mohguri Three Goddesses Three Toushin (Three "War Gods") War of the Magi Great Magic War C. Items Armor Czarina Gown Princess Dress Dark Gear Black Costume Diamond Vest Diamond Breastplate Gaea Gear Clothes of the Earth Imp Armor Armor Kappa Kung Fu Suit Kenpo Gi Minerva Minerva Bische Mithril Vest Mythril Plate Ninja Gear Shinobi Clothes Power Sash Power-Unleashing Gi Tabby Suit Goroneko Suit ("Purring/Lazy Cat" Suit) Tao Robe Magician's Robe Helmets Bard's Hat Priest's Hat Beret Beret Hat Cat Hood Cat Ear Hood Coronet Hypno Crown Dark Hood Black Hood Regal Crown Royal Crown Items Echo Screen Mountain-Echo Smokescreen Ether Ether Turbo Fenix Down Phoenix Tail Green Cherry Yellow Cherry Magicite Maseki Shard ("Magic Stone" Shard) Megalixir Last Elixir Potion High Potion Remedy Panacea Revivify Holy Water Smoke Bomb Smoke Ball Soft Gold Needle Tincture Ether Tonic Potion Warp Stone Teleport Stone X-Ether Ether Super X-Potion Ex Potion Key Items Cider Sake Book of Secrets Slightly Risque Book Relics Accessories Atlas Armlet Giant's Glove Back Guard Alarm Piece Beads Abandonment Rosary (Buddhist) Charm Bangle Taima Bangle ("Shintou Offering" Bangle) Cherub Down Angel Wing Coin Toss Heiji's Jitte (Heiji's "Sword-Catcher") Czarina Ring Princess Ring Cure Ring Angel Ring Dragoon Boots Dragon Knight's Boots Dragon Horn Hiryuu Horn ("Flying Dragon" Horn) Earrings Earring Economizer Three Stars Experience Egg Grow Egg Fake Moustache Impresario's Moustache Gale Hairpin Gale Ornamental Hairpin Gem Box Soul of Thamasa Goggles Silver-Rim Glasses Gold Hairpin Gold Hair Decoration Guard Ring Protect Ring Hero Ring Brave Ring Marvel Shoes Miracle Shoes Merit Award Medal Mithril Glove Mythril Glove Moogle Charm Moruru's Charm Offering Kaiden No Akashi ("Proof of Martial Arts Mastery") Pod Bracelet Protection Bangle Relic Ring Deceased's Ring Running Shoes Hermes' Shoes Sneak Ring Thief's Bangle Sniper Sight Sniper Eye Sprint Shoes Dash Shoes Thief Ring Thief's Ring Thornlet Crown of Thorns Tintinabar Round Bell True Knight Knight's Code Wall Ring Reflect Ring Zephyr Cape Breeze Cape Shields Cursed Shield Blood-Smeared Shield Heavy Shield Large Shield Paladin Shield Hero's Shield Titanium Plate Thunder Shield Raijin Shield ("Lightning God" Shield) Tortoise Shield Carapace Shield Skeans Scrolls Bolt Edge Raijin ("Lightning God") Fire Skean Katon (fire-use technique) Inviz Edge Konohagakure ("Foliage Concealment") Shadow Edge Shadow Bunshin (illusory body technique) Water Edge Suiton (water-use technique) Tools Machines Autocrossbow Auto Bow Gun Bio Blaster Bio Blast Chain Saw Spinning Saw Dehibilitator Weak-Maker Flash Sunbeam Noise Blaster Blast Voice Weapons Air Lancet Air Dagger Assassin Assassin Dagger Aura Lance Grow Lance Aura Masamune Blizzard Ice Brand Blossom Sakura Fubuki ("Cherry Blossom Blizzard") Crystal Crystal Sword Doom Darts Death God's Darts Dirk Dagger Drainer Blood Sword Enhancer Enhance Sword Epee Bastard Sword Fire Knuckle Burning Knuckle Fire Rod Flame Rod Fixed Dice Deception Dice Flail Chain Flail Flame Sabre Flame-Tan Forged Kiku Ichimonji ("Crysthansemum") Full Moon Full Moon Wheel Gold Lance Golden Spear Guardian Main Gauche Hardened Sasuke's Katana Illumina Light Bringer Imperial Kunai Imp Halberd Sagojou's Spear Kaiser Kaiser Knuckle Kodachi Kodachi ("Short Katana") Magus Rod Wizard Rod Mithril Blade Mythril Sword Mithril Pike Mythril Spear Ninja Star Fuuma Shurkiken ("Wind Demon" Shuriken) Pearl Lance Holy Lance Pearl Rod Holy Rod Poison Claw Dark Claw Regal Cutlass Great Sword Rune Edge Rune Blade Scimitar Zantetsuken ("Iron-Cutting Sword") Sky Render Mutsnokami Strato Ame No Murakumo ("Heaven's Storm-Cloud") Stout Spear Heavy Lance Striker Ichigeki No Yaiba ("Strike Blade") Stunner Kagenui ("Shadow Sew"-a paralyze technique) Tack Star Wind Wheel/Pinwheel Tempest Kazekiri No Yaiba ("Wind-Slicing Blade") Tiger Fangs Tiger Fang Trump Strike Darts D. Locations Narshe Coal-Mine City Narche South Figaro Town of South Figaro Mt. Kolts Mt. Coltz Returners' Hideout Returner Headquarters Lete River Lethe River House on the Veldt Lone House on the Plains Phantom Forest Misleading Forest Phantom Train Magic Train/Demon Train Veldt Plain of Beasts Mobliz Village of Mobliz Mt. Crescent Crescent Moon Mountain Serpent Trench Snake's Road Nikeah Port Town Nikea Kohlingen Village of Kohlingen Jidoor Town of Jidoor Albrook Town of Alburg Tzen Town of Tsen Maranda Town of Maranda Vector Imperial Capital Vector Magitek Factory Madou Factory Magitek Research Facility Madou Research Facility Sealed Gate Sealed Magic Barrier Imperial Base Sealed Magic Barrier Surveillance Post Thamasa Village of Thamasa Floating Island Magic Continent Colosseum Dragon's Neck Colosseum Ebot's Rock Eboshi Rock E. Techniques Blitz Hissatsuwaza ("Sure-Killing Techniques") Pummel Bakuretsuken ("Exploding Fist") Aura Bolt Aura Cannon Suplex Meteor Strike Fire Dance Houou No Mai ("Dance of the Chinese Phoenix") Mantra Chakra Air Blade Shinkuuha ("Vacuum Blade") Spiraler Spiral Soul Bum Rush Mugen Toubu ("Fighting Dance of Dreams") Capture Loot/Snatch/Plunder Dance Desert Aria Desert Lullaby Dusk Requiem Darkness Requiem Earth Blues Plateau Blues Forest Suite Forest Nocturne Love Sonata Love Serenade Snowman Jazz Snowman Rondo Water Rondo Water Harmony Wind Song Wind Rhapsody Dance Magic Elf Fire Will-O'-the-Wisp Ice Rabbit Snow Rabbit Kitty Merecat Rage Foliage Wild Dance Snare Pitfall, Hole Trap Specter Ghost Sunbath Sunbathing Surge Avalanche Whump Urinko [meaning unknown] Wild Bear (Forest) Forestbathing Wild Bear (Water) Badger Wind Slash Whirlwind Cut/Kamaitachi (fast demon) Espers' Magic Atom Edge Zantetsuken ("Iron-Cutting Sword") Bolt Fist Lightning of Judgement Chaos Wing Chaos Wave Earth Aura Earth Surround Fader Vanishing Body Gem Dust Diamond Dust Group Hug Seductive Embrace Hope Song Lunatic Voice Inferno Flames of Hell Justice Holy Judgement Life Guard Holy Brighten Metamorph Metamorphos Moon Song Howling Moon Purifier Destruction of Heaven and Earth Rebirth Flame of Rebirth Reviver Angelic Feather Sea Song Bubble Blow Sun Flare Mega Flare Tri-Dazer Tri-Disaster True Edge Shin Zantetsuken ("True Iron-Cutting Sword") Wall Magic Shield GP Rain Coin Throw Heal Pray Lore Learned Technique Aqua Rake Aqua Breath Aero Aeroga Big Guard Mighty Guard Blow Fish 1000 Needles Clean Sweep Large Tidal Wave Condemned Death Sentence Exploder Suicide Blast Pearl Wind White Wind Revenge Revenge Blast Roulette Death Roulette Magic Antidote Poisona Bolt Thunder Bolt 2 Thundara Bolt 3 Thundaga Cure 2 Curera Cure 3 Curega Demi Gravity Doom Death Fire 2 Fira Fire 3 Figa Float Levitate Haste 2 Hastega Ice Blizzard Ice 2 Blizzara Ice 3 Blizzaga Imp Kappaa Life Raise Life 2 Araise Life 3 Reraise Merton Meltdown Muddle Confuse Pearl Holy Quarter Graviga Remedy Esuna Safe Protect Scan Label Slow 2 Slowga Warp Teleport W.Wind Tornado X-Zone Degen [Fallen One Heartless Angel] Magitek Madou ("Magic-Conducting, Magic-Power") Bio Blast Bio Blaster Bolt Beam Thunder Beam Ice Beam Blizzard Beam Tek Missile Madou Missile X-fer Degenerator Morph Transform Near-Fatal Attacks Black Blade Tsubamegaeshi ("Swallow Counter") Mirager Mirage Dive Moogle Rush Moogle Wild Dance Red Card Bloody Card Riot Blade Riot Sword Spin Edge Spinning Edge X-Meteor Punishing Meteor Runic Mafuuken ("Magic-Sealing Sword") Slot Chocobop Chocobo Rush Flush Seven Flush H-Bomb Diving Bomb Joker Doom 7 7 Bar Lagomorph Mysidia Rabbit Magicite Random Summon Mega Flare Bahamut 7-Flush 7 7 7 Swordtech Hissatsuken ("Sure-Killing Sword") Dispatch Kiba ("Fang") Retort Sora ("Sky") Slash Tora ("Tiger") Quadra Slam Mai ("Dance") Empower Ryuu ("Dragon") Stunner Tsuki ("Moon") Quadra Slice Retsu ("Fierce," "Violent," "Ardent") Cleaver Dan ("Sever," "Judgement") Tools Machines [see Items, above] X-Magic Continuous Magic XI. Additional References *For the true Final Fantasy fan, there are many pieces of merchandise for sale, from art books to numerous CD soundtracks. Listed below are their prices, along with their publishing information. *Final Fantasy VI Original Sound Version by Nobuo Uematsu -3 CD's; NTT Publishing; ~3800 Yen; catalogue: PSCN 5001~5003 -It's impossible not to love Final Fantasy VI's mesmerizing soundtrack. Nearly every song is superb, and every piece from the game is included in its entirety. Included is a 14-page full-color booklet with sketches by Yoshitaka Amano, interviews with Final Fantasy director Hironobo Sakaguchi and composer Nobuo Uematsu, and track titles in both Japanese and English. An outstanding purchase. *Final Fantasy VI Grand Finale by Nobuo Uematsu -1 CD; NTT Publishing; ~2800 Yen; catalogue: PSCN 5004 -Final Fantasy VI's arranged album is excellent, featuring orchestrated variations of selected songs, including the beautiful Mystic Forest and Aria di Mezzo Carattere. Different, but wholly worth listening to. *Final Fantasy VI Piano Collections -1 CD; NTT Publishing; ~3800 Yen; catalogue: PSCN 5005 -A very special and very rare set consisting of a CD of selected Final Fantasy VI songs played beautifully on piano as well as a hardcover book of sheet music for the songs. Pianists will definitely enjoy playing these compositions, while the novice can still enjoy the wonderful CD. *Japan~Final Fantasy by Yoshitaka Amano -114 full-color pages; NTT Publishing; 3000 Yen; catalogue: ISBN 4-87188-338-8 C0071 -A high-quality, oversize hardback book, Final Fantasy~Japan is an astounding collection of master artist Yoshitaka Amano's myriad sketches from Final Fantasy V and VI. It includes a prelude with some original artwork, beautiful collages for every character in both games, many panoramic scenes, lithographs, fold-out designs, interviews with Yoshitaka Amano and Final Fantasy director Hironobu Sakaguchi, and more. *Final Fantasy VI: Setteishiryouhan -96 full-color pages; NTT Publishing; 570 Yen; catalogue: ISBN 4-87188-299-3 CO276 -This is a small paperback book included with preorders of Final Fantasy VI. It contains much of Amano's art that is not seen in Japan~Final Fantasy, and also includes story information, timelines, item sketches, maps, and conceptual art for many towns and major locations. This book provides a wealth of contents for its low price. XII. Author's Comments *The original version of Ultimatum was a monument to the author's love for Final Fantasy VI, and evolved in size and depth before completion in a year's time in 1999. This revised edition is considerably larger than the original, and has been greatly improved with the help of many fantastic people. Thanks goes out to Square Japan for creating this masterpiece, and to my friends for their help in uncovering the many subtle elements of Final Fantasy VI. Thanks go to Scott Zdankiewicz for his enlightening e-mails regarding the basis for the final bosses, to Cidolfas at the Final Fantasy Compendium for his valuable information on names, and to the other kind readers who sent words of praise, wisdom, and corrections! Finally, thank you, reader, for taking the time to read up on a game that, though now many years old, has captured the hearts of so many. Final Fantasy VI and all related names and likenesses are the property of Square. This work is copyrighted 2006 by the author and shall not be altered or reproduced without express permission.
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