Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.33: Ending Cyan's Dream
Phantom Train Revisited and Dream Doma Castle |
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Mechanical Mines |
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Enemies: Samurai, Al Jabr, Suriander, Pandora, Parasite, Coco, Schmidt, Pluto Armor, Io
Party: Optional: Terra, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
A few new enemies exist here. Samurai are very odd. Weak to Poison like most humans, their Defenses are horrible. And I mean just horrible. They have a physical Defense worse than a Flan enemy and a Magic Defense worse than Ultros had. Every second turn they may use !Slay, so take them out quickly. It'd be very hard to take them out slowly, mind, but you never know. They are protected from instant death, by the way.
Al Jabr is crazy on the elementals. Weak to Ice, Holy, and Water, almost every character should be able to nail these guys' weaknesses one way or another. They attack with physical attacks (!Spinning Umbrella sets Sleep) and Flash Rain, that pesky multi-target Ice-/Water-elemental attack. They aren't very strong, but they are enough of a threat to warrant attention. When one is alone, they'll use Thundaga, which is even more of a nuisance. They're vulnerable to the Confuse status, so the Noiseblaster and the Lv. 3 Confuse Lore can keep them busy while you kill them.
Suriander is capable of using Battle or !Yawn (sets Sleep). It too is instant death-protected. The bloated creature is weak to Holy-elemental attacks and vulnerable to the Sleep status, so if you want to make sure none of your characters get blown away by his omni-counter Sneeze attack, take advantage of that fact.
The train is made up of several cars. When the scene opens, you'll be outside, between cars. To the right of you is a train car you can't enter. You can go up the ladder, but this serves no purpose. To the left of you is another train car, desolate of everything except a Save Point. Just pass through it.
Once you're outside again, you'll see a quick cutscene where Cyan escapes from a ghost, oddly similar to the scene earlier in the game where Sabin and Cyan fled from ghosts. You can't enter the new train car until the scene is over. You can use the ladders to completely circumvent this car, but you don't want to do that, as you'll miss out on two treasures and an important hint. This new train car brings with it a chest, firmly locked away between two crates and a hole in the floor. When you flip the switch to the right of it, the left crates will move. However, after 4 seconds the crates will move back if you haven't raided the contents. If you fight a battle left of that crate (in the immediate horizontal line) the crate will move again; alternatively, if you enter the menu screen immediately to the right of it (stand next to the crate), it will also move.
The easiest solution would be flicking the switch twice; at the second time the right crate will move, no questions asked, and will remain there until you leave the train car. The chest contains a Genji Glove. Further on is another chest that you will be unable to reach; an empty chest will always block your path. The trick is to walk over to the closed chest to the right; opening it will get you the Rare item "", which you can use to pin the empty chest to the ground and walk around it to grab the Flame Shield inside.
Finally, make sure that you flick the other switch in this train car too; three out of the six chests will close (flicking again will open them all up again). The book on the desk nearby says: "Memorize the positions. This knowledge might save you." Because your memory is poor, here's a screenshot to help.
This next train car is a nasty one. It's a maze, with three switches that all change the furniture to block off your path and/or the other switches. Grab the Ice Shield and the X-Potion in the slightly hidden chest first. There are four switches in this car; for the purposes of the walkthrough, we'll number them from left to right, 1-4. To open a path to the next step, flip the switches in this order: 4 (rightmost switch), 2, 4, 3, 4, 2. Note that switch 1 is not used at all.
Now, you'll find your path is again blocked off by a wall, and there are six chests here, not unlike the chests you saw earlier. Flicking the switch appears to do nothing whatsoever. Close the chests so that they match the pattern you saw earlier, and flicking the switch will clear the path. You can walk outside to find another train car with a Save Point, and finally the locomotive; the switches here do absolutely nothing, so you can leave. When you leave the room, the party will warp out of this train and into a new section of Cyan's Dream.
So, this is the part of Cyan's mind where his still-lingering fear of machines resides. Hulking, steaming technological horrors lunge for you, and the worst part is that your abilities are crippled by the fact that you are, in fact, riding one of those mechanical monstrosities yourselves. Yes indeed, you're all covered in Imperial MagiTek Armor. Terra is the only character that will be able to use all eight attacks. If you brought Gogo, give him the Fight command in the Status menu so he can use MagiTek as well. Umaro (and Berserked characters) will randomly choose a Beam-class attack and will never use Heal Force.
Pluto Armor attacks with Battle, !Ram (Battle x 2), and Magitek Laser. When it's alone it'll start using the nastier machine attacks you'll be accustomed to recognizing by now: Launcher and Metal Cutter (and Magitek Laser too). When hit by Fight, Pluto Armor may counter with either Launcher (on the entire party) or Metal Cutter (on the attacker him/herself), but this is only possible on the Veldt or when combining the Imp and Berserk status ailments on a character (which you don't really want). Metal Cutter is quite powerful and Launcher annoying as heck (for those of you that have forgotten, Launcher = 8 x Gravity on random targets), so don't leave Pluto Armor alone.
Schmidt is much less dangerous. It'll use ERROR and Magitek Laser. When alone, it may start to attack with Missile (which, compared to Pluto Armor's Launcher, is nothing) and !Anchor, which sets Seizure.
Io is most noticeable due to its Rage, which allows the Rager to attack with Flare Star. It will either do nothing (66%) or attack with !Crush (Battle x 3) for three consecutive turns; !Crush isn't all that powerful. On the fourth turn, it'll either use Wave Cannon or Diffractive Laser. Io's a little harder to take down, but little threat to your party's safety.
The strategy, you ask? There's little here. Know that the Beam attacks are about as powerful as a level 2 spell, so if you have level 3 spells they'll be more powerful than the MagiTek attacks. You'll want to always be switching between either Heal Force or Bolt Beam in this dungeon, as Bolt Beam hits the weakness of all the enemies here. TekMissile is more powerful than Bolt Beam though, so Terra should stick to that. All enemies can be taken out by Terra's X-Fer, and both Pluto Armor and Schmidt fall to Confuser. Pluto Armor can be crippled by status ailments such as Mute, Stop, and Berserk while Schmidt really isn't a threat at all.
Just walk around for a while, there's only one path to take. As soon as you discover that you're walking around in circles, turn back and approach the situation from a different angle; start walking counter-clockwise. Eventually you'll arrive at a slope you haven't seen before, and you'll see Cyan cross a bridge. As soon as you try to follow him, the bridge will collapse underneath you. Awesomeness - the game gives a MagiTek Armor to your leader in the dungeon. If you switch leaders, the new character will also gain MagiTek Armor, but the other character won't lose it. When you exit this part, the MagiTek Armor is taken from the leader, but not from the other characters. Thus, those characters will appear in MagiTek Armor in the next cutscene. Neato!
The group next falls into a recognizable room: The guest chambers of Doma Castle, where you spent the night before Cyan was invaded by the Dream Stooges. You've gained a mission objective now; next to simply escaping Cyan's mind, it seems that his personal demon can be actually battled; Wrexsoul, a composite monster made up of angry spirits, is its name. It's time to seek out this demon, so that Cyan can find redemption and you can get the hell out of this freakshow. When you can move again, it's time to fulfill the request of Elayne and Owain, Cyan's wife and child. They're right: he doesn't deserve this torture, sub-par combat skills be damned! When you walk around, you can find three small cutscenes which all show a proud moment out of Cyan Garamonde's past, retainer to the King of Doma. There are three - to the left of the entrance near the moat, to the right of the entrance (also near the moat), and inside, where in the WoB Cyan found his family perished.
If you still haven't gotten the treasures from Doma Castle in the real world, you can obtain them here, too. You can find a Hi-Ether, an Elixir in the alarm clock in a bedroom, an X-Potion in the room Cyan found his dead wife and son in, and when you go outside on one of the walls, you can find a little room with a Phoenix Down and some Prayer Beads.
Wrexsoul is waiting for you in the throne room, sitting on the throne with Cyan lifeless on the ground next to him. The confrontation is inevitable.
Soul Saver Bestiary #327 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Humanoid | 41 | 3066 | 566 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
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50 | 3 | 0 | 150 | 175 | 0 | |
Stolen Items |
Dropped Items |
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None | None | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Wrexsoul Bestiary #326 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 53 | 23066 | 5066 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
27 | 5 | 0 | 70 | 220 | 0 | |
Stolen Items |
Dropped Items |
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Common: Memento Ring | Common: Guard Bracelet | |||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
Lores | Command Immunities | |||||
None | Control | |||||
Strategy | ||||||
Wrexsoul is obviously the main baddie here. The Ironically-named Soul Savers are the goons. At the start of the battle, Wrexsoul will cast Fury and leave the battlefield to invade one of your characters. He won't re-appear for you to damage him until the character he invaded receives Wound, Petrify, or Zombie status. When he's out he'll just sit there for a while, attack with Battle or casting Thundaga. When either one or two Soul Saver(s) has the Reflect status, he'll cast Thundaga on it, causing the spell to bounce off and hit your party. Like any proper boss, he'll counter Fight with a 33% shot at Battle. The Soul Savers are the bane of this battle. Essentially immortal, they'll regenerate as soon as you kill them off. Normally they'll just sit there, slinging level 3 spells at you with a hilariously minimal effect. Whenever they hit 16 MP or less, they'll use !Magic Drain to drain you of your MP (and with a 50 Battle Power, their !Magic Drain is actually quite strong). They'll cast Reflect on themselves as soon as Wrexsoul is around, allowing him to cast Thundaga on them to damage you. On all other turns that Wrexsoul is around, they'll spend their time casting Cure spells on Wrexsoul for double-digit healing (in other words, a negligible amount). Before the rise of normal, honest tactics, the usual method of winning this battle was casting Banish. The Soul Savers restore themselves over and over again, but when you successfully suck both Soul Savers into the parallel dimension with Banish, they can't do that and you'll just win the battle. The downside here is that you won't win the Guard Bracelet from Wrexsoul, as you won't have actually defeated him. Normally, you'll just want to completely ignore the Soul Savers. Minerva Bustier wearers take no damage from them and anybody with an elemental shield should take very little damage all-round anyway (Thunder Shields are the best, as Thundaga is cast most often). First, throw up the usual barriers: Hastega, Earth Wall, Mighty Guard, Moon Song, Life Guard, what have you. Now, just check each character For Wrexsoul by killing him/her and reviving him/her. Strago can commit easy suicide with Self-Destruct (careful: Transfusion removes him from the battle; you don't want that). Shadow can throw Fuma Shurikens or Shuriken to do unblockable and non-elemental damage, while Setzer's Fixed Dice serve the same purpose. If you don't have these characters, just go ahead with spells and Fight attacks where you can; Flare and Break are great for killing party members (provided they hit). Flare has a superior Hit Rate, but with Break you've not technically killed a party member and can therefore bring him/her back without any HP loss by means of a Gold Needle or Remedy Item or spell. If the targeted character doesn't have too much MBlock, Strago's Stone attack can probably take him/her out in one hit; remember that Stone does 7.5 times as much damage when the target shares the caster's level, which is a likely case. Whenever Wrexsoul appears, act fast and furious! His Magic Defense is a stunning 220, which makes sure that if a magical attack isn't barrier-piercing, it'd have to be a Blizzaga spell coming from Morphed Terra to do a lot of damage. Breaking Ice Rods and/or Ice Shields counts as a barrier-piercing attack, so that's an option if your team lacks offensive power. Ideally, you'll want to stick to targetable attacks: Setzer's Fixed Dice, Shadow's Fuma Shurikens (Icebrand Swords hurt a lot), and Edgar's Drill are good ones. Barrier-piercing attacks can even be multi-targeted; Mega Flare, Grand Delta, and Gau's Tyrannosaur-induced Meteor attacks work splendidly. A Flare spell is better than the Blizzaga spell if you have the choice. The pure magicians in your party should either cast Flare or Blizzaga or simply resort to attacking. If Strago hasn't learned Grand Delta (or Quasar) yet, Traveler is his best option (dual Ice Rods are also an option here, if you don't mind unusual equipment set-ups). Celes's Runic really doesn't help that much, as the level 3 spells aren't a real threat, so just keep on attacking and healing with her. Sabin's only hope at leaving a mark is Phantom Rush, with which you can only hope to hit Wrexsoul itself. With Umaro, just rage. In the end, the Wrexsoul battle isn't really dangerous; it's just very annoying, especially if you have your characters geared towards Magic Block and are doing quite well in this respect. Your own characters can be surprisingly hard to take down when necessary. Expand Full Strategy | ||||||
After Wrexsoul has been defeated, Cyan will have a chance to talk to his departed wife and child. They gave him the courage to face his pain and despair, but even then it was too strong for him. With your help, though, he has exorcized Wrexsoul. The love of his wife and child transforms into the image of a blade, which Cyan grasps...
Back in the real world, the blade has been added to your inventory as a lousy Masamune Knife, and now that Cyan has cleared his soul and redeemed himself, he'll gain control over all the skills he hasn't acquired yet, up to #8, Oblivion. Contrary to fairly popular belief, he won't just learn Oblivion; he'll learn all skills. It's likely you'll gain skills #7 and #8 at this point. Number 7, Tempest, is a physical, barrier-piercing attack that hits four times and is pretty powerful; a level 40 Cyan with a Hero's Ring will reach a total of 8000 damage. Oblivion is just Instant Death to everything that's vulnerable to it. The catch with both moves is that, while they are grand, you really have to wait to reach them, even by inputting the commands of the other characters first.
As a finishing touch to this scenario, you can walk into the throne room and find the Magicite remains of the Esper Alexander, the only Esper to teach the Holy spell.
If you play the game like me, you turned the Murasame you found on the Floating Continent into a Masamune, the Masamune into a Murakumo, and the Murakumo into a Holy Lance a long time ago, and this Masamune is the same as the one you bet earlier. Do turn it into a Murakumo at the Colosseum (fight a Gorgimera) if this is the case; Cyan will appreciate it.
Caves of Narshe: Final Fantasy VI
Version 6
©1997–2024 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
©1997–2024 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.