Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
1.23: Zozo
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Enemies: Iron Fist, Harvester, Hill Gigas, Gobbledygook, Veil Dancer, Dadaluma
Treasures: Brigand's Glove,
Burning Fist,
Chainsaw, Ether x2,
Hermes Sandals, Hi-Potion, Potion, X-Potion
Lore: Stone
You should've equipped all new pieces of armor before entry. If you have Gau in your party, make sure his first Rage is something Float-inducing such as Ghost, Lesser Lopros, Aspiran, or Hornet. It will protect at least him from the dreaded Magnitude 8 attack you may encounter here. Save. Zozo is the most dangerous place you'll set foot into for a while, so make sure you're not caught with your shorts down.
First off, how to treat the enemies here. It's incomprehensible why these cretins wield the destructive power of Magic; there's certainly not a plot-related explanation given. But regardless, these inhabitants aren't going to give you random advice, allow you to raid their homes and take 300 Gil they contained in that bucket for over three generations, or sell you new stuff. They are here to kill you. It's up to you, but I'd say we kill them right back.
Veil Dancers should be your first concern, period. If they are alone, they start casting




Hill Gigas is your second large concern. They just hit stuff, hard. If you keep your HP up, they're not going to kill you, but keep in mind that a weakened character can quickly fall victim to a devastating physical blow like the ones Hill Gigas delivers. If you kill one, there's a 33% chance they will end things with a Magnitude 8 attack. This hurts about as much as a multi-target level 2 spell, and since I just spent quite some words detailing the fact you want to avoid that at all costs, know that once again this is the case. You can avoid this fate by changing the giant into an Imp with Celes, or let him sink in a Snare attack, only employable by a well-trained Gau. Darkwind is also an efficient way of dealing with the wall of muscle, but


Harvesters are next. They're weak fighters, but when allowed to take a third turn, they will use Shadow's Throw technique to hurl either a


And that's where our fourth and final random encounter comes in! Gobbledygook are Zozo's cannon fodder; useless pieces of Hit Points that run into your sharp objects and die from them. Compared to their fellow monsters here, they are doubly pathetic. They serve a grand purpose, though. If you have any means of setting Confuse, use it! Edgar's




So, welcome to Zozo! If you walk a bit into the town, you'll notice there are three buildings here. The one you passed is the smaller building, which has some treasure on top. The door says 'Cafe'. All the way to the north is a small building with only a clock to set. The final and remaining tower is what could be defined as the main dungeon, a construction even Gaudi didn't dare dream of. Twisted, man. I'll call the three buildings the Small Tower, the

Enter the Small Tower first. A Zozo crook shouts gibberish over his counter. Ignore him and continue to ascend. You'll meet a split here: A door to the left and one to the right. The left one takes you nowhere, like studying philosophy. The right one takes you outside, where you climb a frightening stairway to the next level. Here, the left door is rusted shut and the right one opens to reveal an Ether. Now, you can track back!
The

- That clock doesn't have a minute hand. Of course, it never points to the right time, anyway! (This clue refers to the nearest clock, not the treasure clock. Examining the correct clock will indicate that the hand is at 2.)
- The second hand on my watch is pointin' at 30.
- The seconds? They're divisible by 20!
- My watch's second hand is pointing at the 4.
- Time, you say? It's 4:00.
- Don't listen to the others! Trust me, it's 8:00!
- Oh, it's 10:00! I'd better be getting home.
- It's already 12:00.
- It's 2:00.
With the options presented to you when trying to set the clock to the right time, it's clear that the hour must be 6:00, as all other options are stated by lying Zozo pigs. The seconds are not divisible by 20, and it's not 0:00:30. The minutes can be narrowed to only one option; the man who tells you there is no minute hand on that clock proceeds to say it isn't on the right time. Talking to the clock will reveal that the (minute) hand is standing on the two, in other words 0:10.
At any rate, after some trying here and there, it's clear that the real time is either 6:10:10 or 6:10:50. That is a 50% chance with no penalty for being wrong, but you'll quickly find out once you've tried one of them you know that the real answer is 6:10:50. When you reset the time to match this, a wall will slide away to reveal another pathway to a chest containing the


Now, for the High Tower! It's the one to the southwest, with the Relic shop logo above the entrance. When you enter, another politician in the making is waiting for you to listen to his crap. Leave him. You take a stairway outside to enter the second level, where cycloptic thieves run rampant. There are a total of seven of them, repeating themselves in an endless polonaise of decay and horror. Walk amongst them to leave. Now you're outside again!
At the end of the first set of stairs, you can face south and be asked if you want to use the Crane. Using the Crane will simply let you descend to the previous level. The Crane was probably installed so you could easily return to the ground without having to wade through the thieves. Maybe the designers figured it would in fact be impossible to return by those means; by clever navigational skills it's very much possible though. Pressing on, stair after stair, will get you to a dead end! Granted, there was a room with a

The


- The
Ultima Weapon; Becomes a normal 255 Attack blade
Ichigeki,
Assassin's Dagger,
Wing Edge and
Viper Darts will not execute X-type one-hit KO any more.
- The
Zantetsuken won't slice enemies, ever.
- The
Man-Eater won't double damage on 'Human' targets.
Blood Sword and
Soul Sabre won't absorb respectively HP and MP and do normal damage instead.
Rune Blade,
Ragnarok,
Lightbringer,
Punisher and the
Organyx can't execute the MP-powered critical hit; in addition, the
Organyx can't break on you.
- No random extra damage from
Hawkeye and the
Sniper; the throw graphic won't be used either.
Dice and
Fixed Dice become worthless due to the 2 and 3 Hit Rate for them, while graphic glitches ensue.
- The
Valiant Knife loses defense-ignoring properties and doesn't add the (max HP - current HP) damage.
Kazekiri won't cast Wind Slash.
You get back inside on the other side of the building and continue to travel. Ignore the first partly-hidden set of stairs to your left; it will only take you behind some counter. The second one gets you to your needed destination: Further. There is a Hi-Potion and also an Ether hidden in two pots here. Leave this detour of a building and jump back to the normal one. Jump again and you'll find yourself in a huge set of swirling stairs. Climb them. When you find yourself outside again, climb those stairs too. Don't forget to find the

Dadaluma Bestiary #288 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 22 | 3270 | 1005 | 1210 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
12 | 3 | 0 | 85 | 143 | 10 | |
Stolen Items |
Dropped Items |
|||||
Common: ![]() | ||||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
None | ![]() | |||||
Lores | Command Immunities | |||||
None | None | |||||
Strategy | ||||||
Dadaluma is...yeah, what the hell is he anyway? He's a crazy lying dog like the entire population of Zozo, charging at you as soon as he's finished saying he's going to let you by unharmed. He's some hybrid between a martial artist and a thief: The love child of a Harvester and an Iron Fist plus a load of anabolic steroids. Most of his attacks are physical, and his most powerful ones are thrown weapons. Your Invisible characters are relatively safe if he doesn't expose them with Shockwave, which is a weakish attack with the power to hit your Invisible targets. When he's taking enough damage to dive below 1920 HP, he'll use either a Potion or Hi-Potion three times and cast ![]() There are some more twists and turns to Dadaluma's battle script! When you've hurt him with the Magic command two times, he will Throw one weapon and Jump in the air, being temporarily untouchable. He'll come down to damage a character for some minor physical hurting. He won't do all this if he has the Slow status, but since the only way to set it is by using Gau's Poplium Rage, there are much better things to set on Dadaluma. If you've hit him with the Attack command four times, he will Throw two weapons. Such violence. Obviously, you're never going to use Attack that much, but if you brought Locke and Cyan and went Attack-happy for some reason, watch out. Finally, after 30 seconds, he will call some aid. God knows he needs it by then, if he's not dead already. He'll whistle for two Iron Fists that you'll never face alone and thus escape their one and only strength: Stone. So yeah, you can imagine what to do. Try to nick that rare ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Yeah, when all is said and done, after a dungeon like Zozo a final boss like Dadaluma fails to impress anybody. Stepping over the battered corpse of the bandit king, you find yourself in a large room. There are two chests off to the sides here, containing rather nice items: an X-Potion and a set of

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.