Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
1.18: Reunited: Defend that Esper!
Enemies: Heavy Armor, Fidor, Corporal, Hunting Hound, Hell's Rider, Kefka
Reality split the Returners into factions, but due to the power of Friendship and Plot Device, they all found their way to Narshe to reunite, bigger and badder than before! Lo and behold, it was just in time to thwart the execution of evil plans! As Locke learned in South Figaro, a detachment from the Empire led by Kefka is planning to finish the job Terra started - obtain the mysterious Esper located in Narshe. For no particular reason at all, it was moved to the snowy hills behind Narshe, so it is here that the seven of you will have to make a stand. Obviously, Narshe guards will not be helping you whatsoever.Preparation: You have an abundance of equipment and seven characters to equip it on. I'll give a brief overview on how to treat the seven characters now that the good relics seem surprisingly small in number:
Terra - Back Row






Edgar - Back Row




Locke - Front Row







Celes - Back Row





Sabin - Back Row




Cyan - Back Row




Gau - Front Row




I'll leave most of the relics up to you. I'd really advise one pair of





The teams! The monster hitters at this point of the game are Edgar and Gau. Edgar's



Gau rules this part of the game even more than he rules most parts. He will be doing superior multi-target damage when using Lesser Lopros' Fireball or Guard Leader's Wind Slash, and is by far the best choice for both 'boss battles' you'll be battling. Gau should be the core of your superior team, and should be complemented by the other two characters that have things to offer besides damage: Locke (for Steal) and Celes (for Runic).
This leaves us with Sabin and Cyan. If Sabin knows Rising Phoenix, this team will more than make up for its lack of

As soon as you are done with equipping everybody, talk to Banon to make your teams. My personal choice, as I've explained, is the following:
- Edgar, Terra
- Locke, Celes, Gau
- Cyan, Sabin
When you're done, Kefka will appear with a frighteningly large amount of enemy soldiers at his disposal. They will line up and start walking to you. This is very much like defending Terra from the Guard Leader's minions; if the soldiers reach Banon, it's Game Over. Your job is to serve and protect. Block all three pathways to him with your three teams and have out-battle control over the one with Sabin and Cyan (as you'll be needing to feed them Potions outside of battle). When you run into a green soldier, you'll either fight a pack of four Corporals (75% of the time) or two Corporals and a Hunting Hound (25%). The brown soldiers, meanwhile, put you up against a Fidor and Corporal (75%) or two Corporals and a Heavy Armor (25%). When you get to the end, you will fight a Hell's Rider (the last brown soldier) and finally Kefka.
The battle strategy here is simple. If you have a strong multi-target character (Gau, possibly Sabin, Edgar against Troopers), let them do their killing. Strong single-target characters (Locke with


Corporals fall to

Hunting Hounds, like their palette swaps, Flee when alone. In a Corporal x2, Hunting Hound monster formation, you can take out the Corporals and ignore the dogs if you like.
Fidor dogs are heavily armored brutes that will probably survive single attacks if they're not really strong ones. They only get stronger when alone (they will start using !Pounce every time as opposed to only 33 % of the possible times), so weaken them/kill them first before you finish of the rest.
Heavy Armor are opponents you still recognize from Locke's scenario, where they were used as more-or-less unbeatable monster you had to run around. Here, you'll have to defeat them, which is considerably easier given the fact you have more than one character to work with. When Celes is in your party, the Imperial tank will recognize her and fear her magic, prompting him to use Magitek Barrier, which sets Protect and Reflect. You shouldn't be using

After the two waves of 'normal' enemies are over, there are but two opponents remaining: Hell's Rider and Kefka. Rider is surfing around Kefka so you'll need to take him out first.
If a team is entirely killed, the characters will find themselves with 1 HP on the spot where the Save Point used to reside. This means that you can engage a battle, get yourself killed, and engage again. This also means you can Steal from what is supposed to be a single encounter time after time. Hell's Rider has a common





Hell's Rider Bestiary #286 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 14 | 1300 | 170 | 1290 | 400 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
48 | 10 | 0 | 120 | 150 | 0 | |
Stolen Items |
Dropped Items |
|||||
Common: Remedy | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Metamorph Package | ||||||
Strategy | ||||||
Hell's Rider is a durable fellow who has an extremely strong physical attack in !Silver Lance, which he also uses to counter a successful Steal attempt. Every fourth attack, he has a 1/3 chance of using Venomist, a multi-target Poison-elemental attack with low accuracy that also sets the Poison status. Gau can take him out in a single hit with Mu's Snare and the ![]() | ||||||
Now, this is finally the confrontation with Kefka. He enslaved Terra's mind, set fire to castle Figaro, and destroyed Cyan's life. It's time to give him some payback for all that he's done.
Kefka Bestiary #287 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 18 | 3000 | 3000 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
25 | 9 | 30 | 55 | 160 | 30 | |
Stolen Items |
Dropped Items |
|||||
Common: Peace Ring | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | None | |||||
Lores | Command Immunities | |||||
None | Control, Scan | |||||
Strategy | ||||||
Kefka is vulnerable to Stop, so have Gau use the Alacran and/or Acrophies Rages for best results. Always have Runic in place, as he knows some very powerful spells that can one-hit KO your characters when focused in a single-target blast, regardless of row. Have your other character(s) give it their best shot. Terra's ![]() ![]() ![]() | ||||||
When Kefka is defeated, he'll manage to escape, leaving behind an utterly useless, albeit new,

And that was that. Terra leaves behind the equipment she had on her, thoughtfully.
Caves of Narshe: Final Fantasy VI
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.