Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.37: Phoenix Cave and the Red Dragon
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Enemies: Ouroboros, Face, Zeveak, Chaos Dragon, Seaflower, Galypdes, Necromancer, Clymenus
Lore: 1000 Needles,
Lv. 4 Flare
Party: Optional: Terra, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro
The Phoenix Cave is indeed hidden where the mountains form a star; just north of Tzen (where you found Sabin earlier), there is a large mountain range with a hole right in the middle. Once above this point, you can use the 'cancel' button to lower two teams of four characters down into the dungeon.
You know, this is the first time that it occured to me this area is probably just a volcano. Square calls it 'Phoenix Cave' and you kinda just stop thinking.
Whom to bring? It's kind of a toss-up. On the one hand, the stronger the characters you bring, the easier a time you'll have in this dungeon. And make no mistake, even though it lacks a proper boss battle at the end, this is pretty much the Zozo/Floating Continent of the WoR; you get used to the royal treatment when, all of a sudden, the battles heat up and you're in danger again. On the other hand, this is the last dungeon before we dive into the final one, so you'll want to train the ones you've been neglecting so far. I tend to take the eight characters with the lowest level, but you might like to bring the stronger ones and level the weaker ones later. Of course, there's always the option of over leveling a set of stronger characters so that they can make up for the deficiencies of the weaker ones once the time comes; character selection here really depends on what kind of strategy you prefer.
You now have two parties to control; use the Select button to switch between the two. Know that there's no shame in sharing the really great equipment between the two groups; the





Most of the enemies here absorb Fire-elemental attacks and are weak to Ice. It's interesting, in this light, that the character best prepared for this scenario is the one who is most personally interested: Celes Chere.
You'll recognize Ouroboros from its palette swap Vampire Thorn. Ouroboros shares the latter's incredible defenses, but it isn't Undead, meaning the


Face uses Battle and !Smirk, which sets Stop. When alone, it'll start using




Zeveak are annoying, as they may use their Special !Whirling Umbrella on their first turn, which sets Confuse. Every second turn may feature the Ice-/Water-elemental Flash Rain, though this should be absorbed or nullified by a large portion of your characters by now. When alone, it will start to use El Nino on you, which is about twice as powerful. Zeveaks are weak against Ice and vulnerable to Instant Death.
Chaos Dragon attacks rarely, but when it does it's probably bad news for you. Most of its turns are spent doing nothing; the only exceptions are its second turn and its seventh turn, after which it spends another five turns waiting before looping. There is a 33% chance of seeing Chaos Dragon use Disaster on its second turn, an attack that you probably haven't seen; it can be multi-targeted and sets Dark, Imp,

Seaflowers are kinda annoying. They often attack in large numbers and have quite a few Hit Points (4200) for an average encounter. They also have a Special, !Tentacle, which sets Poison. Mass Ice- and Lightning-elemental attacks are the way to go;

Galypdes is famed for its rare Steal: the

Necromancers, according to Anthology, are unfortunate mortals that have been hit by a !Zombie Stick attack. They're like vampires; a spreading plague over the lands. Necromancers are extremely dangerous, make no mistake about that. Why? They can use !Zombie Stick on their very first turn, which obviously sets Zombie. That's annoying enough, but it doesn't stop there. Every time Necromancer is damaged, even if this damage is fatal, it may counter with a








Clymenus are the only opponents in this volcano that don't absorb Fire. They like to use it, though:







Let's make the first party you'll act with upon entering the dungeon Party #1 and the other party Party #2. Easy enough, right? Let's dive into this volcano! Since most of the 'puzzles' in this dungeon consist of clever switching between the two parties, I've taken care in the section ahead to be extremely clear on the matter of when to switch.
Note the spikes in this cavern: They deal 400 damage every time you land or walk on them. They disregard status ailments, so a Petrified character may still be hurt by them. Also, the spikes will never kill a character outright; if a character has 400 HP or less, it'll set the amount of current HP to 1.
Party #1: There are no enemies on the cliff, but there is the crane of the Falcon waiting for you; you can grab it any time you like to return to the Falcon with all your characters waiting onboard. Walk inside the cave. Find the pressure tile inside and stand on it; it should open a pathway. When you step off the tile it will close again, so you'll have to stay put. Change to the other party.
Party #2: Walk inside and enter the door being held open by Party #1. On the other side, there are spikes to the top-right, a chest to the left and a passage leading to another pressure tile to the bottom-right. If you try to get the chest, you'll fall down through a gap in the floor onto some spikes, which deliver 400 HP of damage to your entire party. If you did this, you can go around to the bottom, up the stairs and stand on the pressure tile to permanently extend a bridge to the chest, which you can now open for a

There are two options here. The first requires taking spike damage to the party:
Party #1: Take the party over the spikes. If you're smart, you can minimize the damage to 800 a character (two spike-tiles). Go down, ignoring the spike-guarded chest (it's empty), and go to the right and up. Stand on the pressure tile there, go back, and trace back down the pathway. Go all the way (you'll find an empty chest along the way) and switch.
Party #2: Walk over the spikes (they'll deal a total of 1200 damage to your party) and go down the stairway to the left. If you haven't picked up the

This second option is longer but doesn't incur spike damage:
Party #1: Go up until you come across another pressure tile: it shouldn't be far from your starting point. Stand on it to remove the spikes that were in the way of Party #2 earlier. Switch.
Party #2: Walk across the now-disappeared spikes. To your left is a stairway going down; you can use it to enter a lower level, allowing you to claim the


Party #1: Finally, some real action with #1! Walk over where the spikes were previously until you come across a stairway. Past the stairway is another now-spikeless pathway leading to a chest, but the chest is Empty! You never know, any random scoundrel or even might have emptied these chests. But could it have been Locke? Regardless, turn back and descend the stairway. On the lower level, there are two paths; ignore the right one for now, in favor of the left. Here, you will find an empty chest and a pressure tile which causes some rocks to rise out of the lava, creating a pathway for #2. Switch.
Party #2: Go the left and descend a level. Now, jump over the newly raised rocks once to reach the other side and again to reach the new area. On the other side, there's a chest with some spikes in front of it. You can risk your life and limbs to open it, but this chest is as empty as the ones preceding it, so don't. Before you enter the narrow passage, notice the pressure tile near the big rock blocking the path to the right. Stand on it to cause another passageway to open, blocking your current one. Switch.
Once you've gone through one of the two options, you'll be ready to proceed.
Party #1: There's really no other way to go but down, following the path across the lava. You'll come across another chest, but it'll be just as empty as the others. Pressing on, enter the passageway #2 created for you. Go around and ignore the path leading over the spikes. Step onto the pressure tile, which restores the passageway to make room for #2. Switch.
Party #2: #2 can take the opportunity to use the Save Point to the left, but you'll just want to be standing on the pressure tile before switching parties.
Party #1: Move up and to the left, over the lowered spikes. You'll come across a stairway; go down the stairway to the lower level. You'll get a shot at a jumping puzzle now! Jump over the rocks to the left, then below and to the right. From here, the first jumping option takes you to an empty chest, while the other one takes you to a stairway going up again. Do this, and you'll come across a skeleton switch shortly; flip it to allow all the water from the upper level to flow over the lava in the lower one, solidifying it so that you can walk on it. Going down the little stairway will only show you that you won't be able to go on any further with this party, so switch.
Party #2:There's another pressure tile to the far left. Stand on it to clear the path for #1.
Party #1: Don't go all the way down yet: there's a boss battle here, and you'll want the option to choose between your two parties. Go up the little stairway, and you'll see three pressure tiles: one up and two below. You'll want to hit the single one. Switch.
Party #2: As soon as you get off the pressure tile, your path to the other side will be cleared. You can only go one way, which will take you to some solidified lava. You can now get to the unopened chest in the middle, which, in a shocking turn of events, isn't empty but instead contains a

Party #1: Get off the first pressure tile and occupy the other pressure tile right next to #2. A pathway will permanently clear. On the other side, you'll find a stairway leading to the exit of this dungeon.
Party #1 or #2: Either party can go fight the dragon ahead. I should note that the dragon is seemingly guarding a chest, which contains a

Party #2 or #1: Continue down the only path you can follow. Eventually, you'll find the last person you were missing: Locke Cole. It turns out that he has just reached his life-long ambition too; Locke has finally found the lost relic able to restore life: The Magicite remains of the

Note that you can return here later if you want to; there will be a red sparkle to the right of the

Red Dragon Bestiary #337 |
Type |
Level |
HP |
MP |
Gil |
EXP |
None | 67 | 30000 | 1780 | 0 | 0 | |
Strength |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
13 | 10 | 0 | 110 | 150 | 0 | |
Stolen Items |
Dropped Items |
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None | Common: ![]() | |||||
Status Immunities | Elemental Immunities | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | None | |||||
Elemental Absorb | Elemental Weakness | |||||
![]() | ![]() ![]() | |||||
Lores | Command Immunities | |||||
Control | ||||||
Metamorph Package | ||||||
Strategy | ||||||
The Red Dragon is red and lives in a volcano. It may shock you to discover he's a Fire dragon! You'll be laughing by now, I assume; not only have you already spotted his weakness to the Confuse status, but the Fire element is the one most easily protected against. The ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Every 40 seconds, Red Dragon will use a particularly powerful attack; either S. Cross, Flare Star, or ![]() ![]() Normally, Red Dragon switches between ![]() ![]() ![]() ![]() What to do? He has a fairly low amount of MP, and all his dangerous attacks need MP to function. In his less dangerous phase, throw up your barriers (summon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
In the end, it's an easy battle. The

Locke re-enters the party after having finally completed his life-long task. With him, Locke brings the remains of the



First off, if you haven't yet gotten Gogo, this is where the Steal command re-enters your game. Beyond that, in terms of Locke's defense, there are few things to say. Locke has the more or less standard equipment options, which he shares with the likes of Setzer, Cyan, and Shadow. The




On the offensive side, there are three weapons worth noting for Locke:
The



The





So, we're complete! Time to take on Kefka? Close, but not so fast. There are two more things to do here, and we're going to get a few very broken items/abilities out of it. And you like that, dontcha?
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.