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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

1.10: Scenario Terra

River Monster Pack 1
3/4
1
1
1/4
1
2
River Monster Pack 2
3/4
2
1/4
1
1
1
Grasslands
10/16
2
6/16
2
1
Forest
10/16
2
1
6/16
2
2
Desert
5/16
2
5/16
3
5/16
1
2
1/16
1
3
First Narshe Cave
10/16
3
6/16
1
1
Second Narshe Cave
6/16
3
2
5/16
3
5/16
1
1
Security Checkpoint
3/4
2
1/4
1
1
3
Final Narshe Cave
6/16
1
1
5/16
2
5/16
2

Enemies: Lesser Lopros, Nautiloid, Exocite, Leaf Bunny, Darkwind, Valeor, Wild Rat, Apparition, Eukaryote, Darkside

Treasures: SwordRune Blade

Terra's group gets a few more battles on the river.
  1. Set 2 50% of the time
  2. Set 1 50% of the time
  3. Set 1 50% of the time
With Sabin gone, battles will take a little longer. Not to worry, though. Keep the Lesser Lopros Confused, take Nautiloid with a single-target OFire spell, and fight Exocite with the ToolsAuto Crossbow. Have Banon on stand-by. You should be used to these guys by now.

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

You can just slaughter the overworld enemies left and right however you please; multi-target OFire spell or ToolsAuto Crossbow, your pick. You'll want to work your way to Narshe, though. After some Narshe Guards show you disrespect, it's up to you to find an alternative entrance. Luckily, you remember that secret entrance from the start of the game. No, you do. The one to the left? Enter the cave and walk through it. You'll recognize it as being the one Locke carried the unconscious Terra through. Clear that cave and you'll walk over a snowy slope. You can see Narshe already to the right of you, but you still can't reach it. The next cave contains new enemies.

Both Valeor and Wild Rat monsters only attack physically, so there's little point in explaining what it is that they do. Valeors are the highest-ranking maintenance troops in the Empire. What the hell are all the Imperial guys doing in places where there's nothing for them to maintain?

Pass through it. On the other side, you'll encounter the Dreaded Security Check Point. From the Japanese game, you could have learned this is a testing place for Narshe Guards. Who made it? Who creates something like this period, let alone in a cave like this, punishing the weakest fighters in the game to follow its path with legions of undead monstrosities? Drunken wizards? Here's the deal. Follow the path of the sparkle thingy. Abandon knowledge of the will o' the wisp and do follow this one. If not, nine revolving lights will quickly surround you. If you manage to tag the yellow one, you'll be given a chance to get back on track. If not, you will have to fight a battle. Now, I am assuming that you acted on mistake and you were incapable of avoiding this clumsy act. However, it should be noted that you'll probably want to fight this illuminating magical sphere, as this is the only place where you'll find the nefarious Darkside enemy. Also, there is a small chance (25%) you will encounter here the interesting Apparition and Eukaryote. There's no reason you want to meet them and killing them is easy, but you'll make them appear on the Veldt so you don't end up with a needlessly incomplete Rage list. Apparition has a rare RodIce Rod for stealing, but you sadly lack Locke at the moment.

Intruding further into the dark, cold mines will allow you to come across the location where the Moogles live. There's not much to do there right now. Resuming your quest will get you past the chest in this room; reach it and open it to obtain the SwordRune Blade. It is stronger than your current blade. Unfortunately, it consumes 12 to 18 MP to inflict a critical hit every time, so grab onto your few MP and stick with the SwordGreat Sword, as the SwordRune Blade is horribly cost-inefficient at this stage of the game. It also makes more sense to just leave the SwordRune Blade here. Despite the fact that the SwordRune Blade allows Terra or Celes to do more damage than she could do without it, you probably will never use it. Much later, the treasure here will change into a RelicRibbon, which is much better at that time than the SwordRune Blade is now.

When you walk out of the Moogle Den, you're pretty much done. Keep ignoring any closed chests you might encounter; their contents haven't changed yet. When you're out of the cave, you can safely de-equip everything. That was Scenario #1... hope you liked it.

The Old Man of Narshe has been given a name! His name is Arvis. Nothing much has changed in Narshe; they're still neutral even though the Empire attacked them, they haven't really done anything with the Esper, and are a generally indecisive bunch.

Caves of Narshe: Final Fantasy VI
Version 6
©1997–2025 Josh Alvies (Rangers51)

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