Final Fantasy Wiki
Advertisement

I have a sneaking (and highly worrying) suspicion that I may be walkthroughing (walking through?) Final Fantasy X-2 next. It's that, XII or XIII. And I may have worked out the root of my sleeping problem -- I drink at least three cups of black coffee per day. Which also explains part of the chewing gum habit, because it helps to clean your teeth throughout the day. I guess it could be worse? I'm relatively healthy, after all.

With that aside, it's Part 15 of Apoqliphoth's walkthrough to Final Fantasy VI!


Back in Zozo, Terra seems to have woken up. She remembers her past -- she's the child of an Esper and a human. How does that work? Let's find out.

Esper World[]


FFVI Baby Terra

You're in control of...well, someone. An Esper, at any rate. Leave the house and go north to find a woman unconscious on the floor. Do the decent thing and take her to bed. Someone else's, mind. Talk to her to discover that you are in fact Maduin. One of the Espers you just received from the factory? The very same. And she's Madeline. The Elder doesn't seem thrilled...maybe it's just the directing. Anyway, Maduin and Madeline do a weird twinkly dance that turns into a baby. That's how Espers do it, I'm guessing? So that's Terra, then.

Unfortunately, Emperor Gestahl happens upon the Esper World and sends his soldiers to capture as many Espers as possible. Jerk. Back at the Elder's house, talk to him and then the fairy blocking the entrance. Head to the cave where you found Madeline, and talk to her. They'll both be sucked through the gate to the human world. That explains how Terra came to be part of the Empire, then.

EsperTerraSprite

Terra's back to normal, except now she has the Trance ability which turns her into her Esper form and doubles her damage output for a short time. The amount of time depends on how much Magic AP she's gained. It's pretty cool. Back aboard the airship, Setzer gives you the lowdown on how to pilot the thing. And speaking of Setzer...

Character Introduction: Setzer Gabbiani

FFVI Setzer Gabbiani Menu iOS

Age: 27
Height: 5'8"
Class: Gambler
Weapons: Daggers, Darts, Dice, Cards
Skill: Slot
Likes: Gambling
Dislikes: Losing
Hobby: Flying the Blackjack


I never used to like this guy, but character-wise he's pretty cool. A freedom-loving high-flier with a devil-may-care attitude. And an airship, obviously. He looks like the Capcom interpretation of Dracula, especially in the iOS version.

His special ability, Slot, is (ab)used a great deal by speedrunners to trigger Joker's Death, which wins any battle outright by defeating all enemies instantly without regard for Instant Death immunity, due to the ability to rig the slots as they spin. It's effectively chet, but some people are okay with that.


Author's playthrough name: Pacino. He reminds me of an Italian American and it sounds like 'casino'.

For now, head back to Narshe.

Narshe[]


Enter the main part of town and you'll be whisked off to the Elder's place. The plan is to have Terra meet with some Espers to arrange an alliance and avoid a second War of the Magi. Fair enough. Once the meeting is adjourned, head back to where Arvis' house is and go south to the treasure house. Inside, you'll find Lone Wolf, who seems to have managed to cross over from Final Fantasy V to cause mischief.

Mog (Final Fantasy VI) small

Follow him north to the mines you explored at the start of the game. Inside, go right and follow the straightforward path to where the Battle for the Esper took place. In front of the frozen Esper you'll find Lone Wolf with a deathgrip on a Moogle. Wait a moment until the Moogle breaks free, then talk to said Moogle to rescue him. He'll join your party, so give the little guy a name!

Character Introduction: Mog

FFVI Mog Menu iOS

Age: 11
Height: 4'0"
Class: Moogle
Weapons: Knives, Lances
Skill: Dance
Likes: Molulu
Dislikes: Tripping up
Hobby: Dancing The Moogle


Yay! Moogle! Mog is awesome. He's a cross between a Dancer and a Geomancer, in that his dances cause terrain-based moves. You learn them by fighting a battle on a terrain. From that point, you can use that terrain's Dance anywhere, changing the current battle terrain to that of the dance. Apart from the unique attacks coming from the new terrain it's only a cosmetic change, but it's cool.

Statistically, Mog has high magic and the highest Defence in the entire game. He also has access to the best piece of defensive equipment in the game, so he's an excellent wall. Put him in the backrow and watch him never die.


Author's playthrough name: Moscar, after my dog Oscar, who looks like this: [1]. I think he looks like the Belzecue enemy.

Anyway, Mog heads back to the airship. Fire whomever you like from the main party and replace them with Mog. Next up, fly to Tzen (the north side of the southern continent).

Tzen[]


Items[]

Go to the northeast side of town and talk to the guy walking back and forth among the trees. This suspicious character sells you the Seraph Magicite for 3,000 Gil -- it's a lot cheaper to buy it later, but it's much better now, what with it teaching healing magic at a high Acquisition Rate. Next stop, Jidoor.

Jidoor[]


Items[]

Head upstairs on the east side and enter the auction house. There are two Espers to pick up, as well as some nice equipment, but they appear randomly. The rest of the items are junk that you can't actually win anyway. Zona Seeker costs 10,000 Gil, and Golem 20,000 Gil. If you have the cash, pick up some Angel Wings (10,000 Gil a pop) and Angel Rings (20,000 Gil each). The Wings give Auto-Float and the Rings grants Auto Regen.

Mog's Dances[]


Ff6mogart

You can get all bar one of Mog's Dances now, but one of them requires some planning -- or at least some knowledge of the World Map. Note that you cannot learn a new Dance if you've used Dance during the battle, as it changes the terrain. You have to end the battle on the terrain related to the Dance you're trying to learn.

Start on the Veldt. Enter Crescent Mountain Cave and dive into the Serpent Trench. Remember, do not Dance or you'll change the terrain, which is only used here and in one other place later in the game. Assuming the battle ends with a water background, you'll learn Water Rondo. You'll end up in Nikeah, so take the ferry back to South Figaro. The captain will sneak you out in...a treasure chest. Hmm. I am the greatest of all treasures! *flounce*

Now here's the thing -- the airship is back on the Veldt. But how do you get back there? Most people think of the Lethe River, but don't know how to get back there.

On the Overworld, make sure you get the Wind Rhapsody from the plains and Forest Nocturne from the, well, forest. Cross Mt. Kolts, getting the Earth Blues and Twilight Requiem from the outside and inside areas respectively.

Back at the Returners' Hideout, go back to Banon's room. Remember this place? A lot of people get stuck working out that you can go south to reach the Lethe River again, since it's never shown how you get to the path leading there. Head back down the river and you'll be where Sabin washed up. Go southeast, past the Imperial Camp and through the Phantom Forest (keep going east to reach the exit, not south). Jump down Baren Falls once again to end back up on the Veldt. Ta da, it's an airship. There are two more dances left to find. Guess where you can find Desert Lullaby. The final Dance, Love Serenade, can only be found in towns. But which towns have battles? The obvious choice is Zozo.

Had enough sidequests for now? Head to the eastern part of the southern continent. East of the Albrook desert is a narrow pass between mountains. Go up the northern stairs and right, then downstairs to the exit. Next time!


← Home
← Part 14: Weapons of Mass Production.
→ Part 16: The Other Side.


Advertisement