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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

1.17: Scenario Locke: A Cave more Dangerous

Grasslands
6/16
1
5/16
2
5/16
2
1
Forest
6/16
4
5/16
1
2
5/16
1
1
2
Caves
5/16
1
2
5/16
1
1
5/16
2
1/16
3

Enemies: Belmodar, Unseelie, Mu, Cartagra, Acrophies, Gold Bear, Tunnel Armor

Treasures: Ether, RodThunder Rod, X-Potion

You've finally escaped South Figaro. Now, it's all about reaching Narshe, tracking back to where you came from through the Cave of Figaro, Figaro Desert, and into Narshe. Unlike Terra, neither Locke nor Celes are infamous in the town, so walking into Narshe should be a piece of cake. You know the drill by now. Kill with OBlizzard spells and pointy knives. Belmodar will still counter spells with Megavolt, so lay off it when you meet one. Your goal is to reach the cave entrance to the northwest (anything else is blocked, and there's nothing there anyway). You can rest in Sabin's hut if you're hurt.

This is one of those nasty Changing Caves (caves that change). Not only do chest contents turn into other chest contents before you can say "Glachenspiell Gazette", monsters also change. No more inferior caterpillars who sport a fetish for attacking you; instead, land crabs will hound your steps. No more cycloptic furries, or even oversized bees to make your life miserable. Nay, purple trilobites inject poison and bears straight from El Dorado wrap their expansive paws around your neck. Danger!

Only, not really. The only thing that makes this dungeon somewhat annoying is the fact you only have two characters. !Poison Barb is more a nuisance than anything else (use an Antidote or the OPoisona spell, whichever you seem to have more resources for; out of battle, a RelicStar Pendant can cure the Poison status by equipping it and removing it), while !Numbclaw can prolong the battle. The only strong attack you need to fear is !Gouge coming from Gold Bear, but as long as you keep your HP up, there's no need to worry.

Both Acrophies and Cartagra fall to a single single-target OBlizzard spell. Acrophies also falls to Locke's physical. Cartagras have a nasty Protect status that makes them pull through single physicals, so let Celes concentrate on them. Gold Bear monsters will have to be taken down with two hits unless you're high-leveled or equipped with the RelicGenji Glove. Cure when needed, as logic applies once again.

You know the way. You could pick up an X-Potion from the chest to the west. The other chests will still become better later on so I'd leave them for now. The only real choice you should make is the chest on the upper level; it's a RodThunder Rod now and will become a RelicHero's Ring later. The RodThunder Rod can be broken during the next boss fight, pretty much insta-killing the thing, after which it's gone. The Hero's Ring will serve you very well in the future though. I'd go for the RelicHero's Ring just because the RodThunder Rod is in no way necessary to make it through Tunnel Armor, but it's up to you. You heard strange noises all the time in this cave. You might have mistaken this for the rumbling of your stomach or the pleasant murmur of Russian tanks rolling through the streets, but nothing could be less true; it was a boss following you!
Tunnel Armor
Tunnel Armor
Bestiary #283
Type
Level
HP
MP
Gil
EXP
None
16
1300
900
250
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
10
15
0
29
145
0
Stolen Items
Dropped Items
Common: ToolsBioblaster
Rare: DirkAir Knife
Common: Elixir
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
lightningwater
Lores
Command Immunities
None
Control
 
Strategy
 
Tunnel Armor is more or less a scripted battle; it forces you to use Celes as a Runic user while Locke should Attack, Attack, Attack!

Tunnel Armor is boring. He uses Attack, !Drill, OFire, OThunder, and OPoison to hurt you. If he hits 384 HP, he'll swap the possibility of casting OPoison for the ability to fire off Magitek Lasers. If he's been damaged, he'll sometimes counter with Attack.

Have Celes under continual Runic during this fight. If your enemy casts a spell, have her use it as soon as possible. If the enemy uses a physical attack, just have Celes wait; there'll be a magical attack around the corner. Locke should try to steal something as long as Tunnel Armor still has anything. If you steal a second DirkAir Knife, and Locke still has a RelicGenji Glove with a DirkMain Gauche equipped, you can use the second DirkAir Knife by equipping it mid-battle. Have Locke use a Hi-Potion if either character gets low on HP; the strongest attack he'll be able to successfully use is !Drill, which hits for slightly over 100 HP worth of damage on a RelicGenji Glove wearing, Front Row Locke. Otherwise, he should simply attack. Expand Full Strategy
  

Eventually, you'll beat the burrowing fiend, and you'll be good to go!

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

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