Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.36: The World Inside the Zone Eater
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Gogo's Cave |
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Enemies: Zone Eater, Covert, Kamui, Wartpuck, Shambling Corpse, Amduscias, Baalzephon
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Umaro
Now here's an odd monster indeed. It absorbs Ice-elemental attacks, is weak against Holy-elemental attacks, and nullifies all other elements. And all it seems to use is a rare Gravity spell and the Engulf attack. Engulf is pretty much the same as Sneeze; it removes a single character from battle. If you run away with some characters 'in the body of Zone Eater', you'll just find them in your party at the end. If you kill the thing after some of your characters have been eaten, likewise.
However, if your entire team falls victim to the Engulf attack, you'll find yourself in one of the worlds this Zone Eater ate; a cave, filled with humans (or at least, humanoids) bent on your destruction for some reason that doesn't involve logical thinking. Best to be on your guard. You find yourself within the Zone Eater cave. To the north is a beam of light; you can use this whenever you want to leave the innards of the Zone Eater and face the light of day again. However, for now it might be interesting to intrude further into the bowels of this strange creature. Who knows what oddities of another world we may find here that may help us in the struggle against Kefka.
Preparation: A lot of elemental attacks and status ailments are thrown around, but rather than using full force you'll want to play it defensively this time. A Thunder Shield is a grand choice for everybody you can put one on; never use Ice Shields and Flame Shields, as the former is weak to Wind Slash and the latter is weak against the Water Scroll (and both will appear here). Equip Ribbons where possible; you'll want something to block Kamui's !Zombie Touch (Zombie) and Shambling Corpse's !Figaro Malt (Imp). The Ribbon also protects against the Baalzephon's !Frenzy, which sets Berserk, but that's not really a threat.
Do you remember those Ninjas from the Floating Continent, bane of our existence that they were? Coverts are like super-Ninjas. Though you'd think that a ninja smart enough to dress in dark garments would be inherently superior to those flailing along in bright-red outfits (screws over the entire 'hide in the shadow' theme ninjas tend to be all about), Coverts can be a real pain, especially since Coverts lack the Ninjas' main defensive weak point; Covert is immune to instant death attacks. On every odd-numbered turn, you will be faced with either a physical or a Wind Slash, and on every even turn he'll throw a Skean at you (all three may appear). Both of these are about equally strong. When hit by a Thrown weapon, Covert will respond by Throwing a Shuriken or Fuma Shuriken of his own; avoid this at all cost. Finally, any Fight attack you select may make Covert use !Disappear on himself, which sets Clear. Cast Sleep, Stop, Slowga, or Berserk to derail their magical multi-target attacks and snuff them out quickly; they're not weak to Lightning as the Ninjas were, but they are weak to Holy. Consequently, the Holy spell employed by a decent caster will serve you well here.
Kamui is annoying, as he will use up to three !Zombie Touch attacks every turn, which can quickly turn very fatal for you if you're not protected from Zombie. When hit by a Magic spell, Kamui has a 33% chance of countering with the Bio spell, and every other kind of damage may be countered with a Battle attack. Kamui is weak to Lightning- and Holy-elemental attacks, and both Stop and Berserk will prevent him from using those blasted !Zombie Touchs.
Wartpuck is the only non-humanoid enemy in the cave. Wartpuck is as good an example of Battle/Special cannon fodder as they come in this game. !Yawn sets Sleep and is randomly used next to Battle, every turn. When hurt, Wartpuck may counter with an annoying Sneeze attack, so you'll want to take Wartpuck out in one shot to make sure nobody misses out on Magic Points. Since it is immune to instant death and every status ailment except for Sleep, your best bet is a single target Firaga spell as Wartpuck is weak to Fire-elemental attacks.
Shambling Corpse, like all Outcast palette swaps, is a pain. The only Undead random encounter immune to instant death attacks (outside of the Fanatics Tower), Shambling Corpse is a superior opponent. Every Fight attack may be countered by Battle, every Magic spell will be countered by either Thundaga, Break, or Flare, and everything that damages Shambling Corpse and is neither Fight nor Magic will be countered by a Lifeshaver attack. In between all these counter-attacks, Shambling Corpse will only use !Figaro Malt, which sets Imp. Use Raise spells to take them out cleanly, and strong Fight attacks will also work (you'll want to avoid the magical counter- attacks, they're quite strong). Shambling Corpse is weak against Holy-elemental attacks, so next to Fixed Dice, Holy Lance Dragon Horn Dragoons are very nice (note that Jump will be countered by Lifeshaver if they survive the slaughter).
Amduscias uses Battle and !Booty Shake, which seduces and confuses you. That's about it. You don't want to see these enemies appear, however, as they are always paired with two Coverts, but they're not very dangerous themselves. If you have Shadow or Gogo Throw something at them, they will counter by Throwing either an Enhancer or Crystal Sword sword, so just don't use Throw on them and you'll be fine.
Baalzephon is one of the most elusive monsters in the game, as they only appear randomly at a 1/16 rate in a few rooms where you'll want to breeze through. As an opponent, they're pretty straightforward unless you're very unlucky; they will just use !Frenzy (which sets Berserk), and, when they're targeted by Fight, they'll counter with Battle. Aside from that counter business, their big thing is elemental absorption; they absorb all elements except for Fire (weakness) and Holy (normal reaction). There's no reason to be equipped with any weapon that's elemental based in this area. Baalzephon makes a great Rage, casting Blizzaga randomly and absorbing six elements (its Fire weakness tends to be overruled by Gau's Snow Scarf), so you won't want to leave this place until you've encountered these guys at least once if you're a Gau fan.
Take the stairs down. You'll see another set of stairs going further down, but these'll just take you to a blocked-off path. You'll want to go to the right, to a crazy section of unstable wooden pathways with strange green men walking on them. These cretins will push you off the pathway whenever they get a hold of you, so you'll want to jump pathways when they're not around. Be sure to be pushed off at least once though. This way, you'll reach the other side of the blocked-off cave below to gather the Hi-Ether and the Red Jacket lying there.
On the pathway, there are two chests next to each other: Genji Armor to the right and a Magical Brush for Relm to the left (like all Brush weapons, it's utter crap). The Genji Armor is the ultimate heavy-class armor. Minerva Bustier is better by sheer elemental resistances and the MP +25% bonus, but the Genji Armor is all-round the most useful armor for the heavy-equipment guys (Locke, Cyan, Edgar, Setzer, and surprisingly, Shadow). It tends to be outclassed by stuff like the Force Armor against bosses (for elemental resistances and MBlock and all), but all in all, Genji Armor is awesome.
To the far left is a chest containing a Fake Mustache. You could have obtained this thing earlier by stealing it from a Still Life, but this is the sure-fire way of getting access to Relm's Control ability. If you want to learn about that, take a look at the chapter that talks more about Control.
If you safely crossed the bridges, you'll now wind up in a room with a Save Point, devoid of monster formations as rooms like those usually are. Do your stuff, and equip some Sprint Shoes. I suggest you save here. In the next room, I should note first off that there are no monster formations. Second, you can't access the Menu. Third, there's a big damn ceiling falling down every few seconds. If you are crushed under the ceiling, it's an instant Game Over. You don't want that. That's where the Sprint Shoes or the always-dash option come in.
Sprint to the left and grab the contents of the first chest in sight, which is a Zephyr Cloak. Wait for the ceiling to fall and grab the next chest (Hero's Ring) before it moves back up again. Wait in front of the chest until the ceiling drops and rises again. Now, sprint as far to the left as you can, take one step back and two down. You'll be caught safe in a hole in the ceiling now. From here, make a run for the final chest, which holds a Pinwheel for Shadow. There's no need wait now, just exit below; there's a little, meaningless cave here with random encounters again. Pass straight through.
A jumping puzzle faces you now. First, take the one-chest path to the left and the two-chest path above you to reach the pathway near a button; you can jump on the platform with the action button. It'll extend two extra tiles of pathway: One for you to leave and one to reach the treasure. Jump off. Take the same one-chest path to the left, another one-chest jump, and then a one-chest jump up to the chest containing a Thunder Shield. Now go around again until you can jump on the platform with the button again; just take the one-chest jump to the left instead, leading you to a door.
Except for a whole new set of new monster formations without any new monsters, the point of interest here is the creature draped in fabric standing just ahead of the party. It's Gogo, the last character you will recruit in this game. After introducing him/her/itself as a master of the simulacrum, he/she/it will decide to both hone his/her/its own skills and help you on your quest by joining the party's cause. Gogo (let's refer to this thing as it from here out) will join your ranks now; if you were traveling with less than four characters, it'll now be in your party. If not, it'll be waiting on the Falcon for you, as is always the case with new characters.
For now, you can either use a Teleport Stone or the Teleport spell to get back out. Or, just hike all the way back and find the pillar of light waiting for you, if you lack warping means (but, warping's the only way to travel!).
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.