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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

1.21: Kohlingen

Grasslands
6/16
1
5/16
2
5/16
2
Forest
6/16
2
3
5/16
1
1
1
5/16
2
2
Desert
6/16
1
2
5/16
1
5/16
2

Enemies: Sand Ray, Alacran, Fossil Dragon, Vulture, Iron Fist, Bloodfang, Rock Wasp, Paraladia

Treasures: Elixir, HelmetGreen Beret

You've safely arrived on the other side of the mountains, on an exciting new continent. New monsters, too! Check the enemy formations!

Kohlingen is a nice town without anything significantly wrong with it. It doesn't house any gargantuan frozen serpents, it's not being overrun by the Empire, it doesn't consist of hunters, dogs, and Mickey Mouse Club rejects; Kohlingen is your average village where the sun shines and the non-narcotic grass grows. But since that doesn't attract any tourists, you'll quickly notice that Kohlingen houses crazy people, preserves dead people, and has assassins in every Inn, not unlike whatever the hell the Russians did to Moscow after Lenin died.

The weapon shop has no new weapons for you, but what is interesting is the fact you can buy scrolls here. At 500 Gil a piece, they are really too expensive for you to buy in mass amounts. If you chose to hire Shadow, buy a few SkeanFlame Scrolls. All three are equal in power and only differ in their element, and the Fire-elemental ones are just the most useful.

A note on the scolls for those interested: Ninja magic/Ninjutsu is a factor in earlier and later Final Fantasy games, but since this game only offers a single secondary ability to every character, the game designers decided to relate Shadow's ninjutsu abilities to items and have him use them with his Throw command, even though you don't really throw scrolls.

The only new item of interest at the Armor Shop is the HelmetTwist Headband. The HelmetTwist Headband is a ridiculously expensive helmet that is actually inferior to the HelmetGreen Beret. If you have any characters that can equip it without having a HelmetGreen Beret for them, you might consider buying one, but note that you'll get another HelmetGreen Beret somewhere in this city. If you brought Locke instead of Celes, this might be a good time to make sure your amount of Hi-Potions doesn't drop to one-digit levels. Never travel without fewer than 5 Phoenix Downs and less than 20 Hi-Potions, as they're always useful. The most important are the Holy Waters; carry a few at all times, as the Zombie status they cure can only be healed by Tents and Holy Water and Tents are just a waste to use just for that.

To the northwest is Rachel's House, which houses an Elixir within yet another clock. Rachel has a history with Locke. If Locke is in your party, you'll learn more about his tragic past. If he isn't, you will learn nothing, like you always do when you make mistakes.

To the northeast, there is a large mansion that houses two points of interest. If you sneak through the back entrance, you'll find a HelmetGreen Beret in a barely-visible chest. If you descend to the cellar, you'll meet a crazy man who apparently keeps a body lying around, preserving it; if you have Locke, you can add some more story to him, and Celes will make a short but important supporting-actress performance when she's also in your party. The old man will refuse to divulge the secrets of the body if Locke isn't in your party, though.

In the Inn, there's Shadow waiting for you! For 3000 Gil he will offer to join your team as long as there's room for him; otherwise, he'll simply tell you to piss off. His merit in this scenario has been discussed earlier but it's important to stress again that Shadow might leave you at any time after every battle. Also, you now finally have access to the infamous Shadow's Dreams!

A burnt house here is inaccessible. A 'glowing monster' destroyed it; it seems Terra made a visit to Kohlingen and flew off again. But where? No sense doubting, as there's really only one place to go. We're off to Jidoor, to the South.

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

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