CoN 25th Anniversary: 1997-2022
Final Fantasy IFinal Fantasy IVFinal Fantasy VFinal Fantasy VIFinal Fantasy VIIFinal Fantasy IXFinal Fantasy TacticsChrono Trigger
 
 

Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.40: Climbing the Fanatics Tower, For Real

Cultist's Tower Interior
5/16
1
5/16
1
6/16
2
Air Anchor Room
2
Top and Fourth Tier
5/16
1
1
5/16
2
5/16
1
1
1/16
2

Enemies: Holy Dragon, Magic Urn, Level 10 Magic, Level 20 Magic, Level 30 Magic, Level 40 Magic, Level 50 Magic, Level 60 Magic, Level 70 Magic, Level 80 Magic, Level 90 Magic

Party: Optional: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Relm, Strago, Setzer, Mog, Gau, Gogo, Umaro

Welcome to the Fanatics Tower! You've almost certainly been here before; if not for some Moogle raiding, you likely picked up Strago here with Relm earlier. Regardless of the actions you've taken (or not) so far, I've always advised you to put off fighting the final opponent at the very top until later. Now is the time for that showdown. The tower has a series of enemies that are found nowhere else, and they all have a bevy of magical attacks warranting description:

Magic Urn is an odd enemy, if you can even call it that. The only chance of this opponent actually harming your party is if you're undead, and it has no intent of setting the status itself. On the first turn, it'll use either a Remedy item or an Ether, a Hi-Potion or Elixir on the second, and an Ether or a Hi-Ether on the third. If any of your characters has the Wound status set, it'll use a Phoenix Down on him/her (due to a bug, it'll have that response to the Reflect status in the PSX versions). If one is Petrified, it'll use a Gold Needle item (due to a bug, it responds to OProtect in the PSX versions). After it has used an item, it has a 33% chance at fleeing the battle using Escape; it'll also sometimes flee when you damage it. With 100 HP, absorption of all elements and status ailment invulnerability, it's difficult to harm the thing without killing it. If you have trouble accepting help or simply want to speed things up, the only way of killing these things is OBerserking a character, casting ODrain, OMeteor, or OUltima, or summoning EsperBahamut, EsperMaduin, EsperRagnarok, or EsperQuetzalli. If you smell great Rage potential here, you're absolutely right.

Level 10 Magic casts level 1 spells every turn, and will counter any damage done to him with either a OSlow, OStop, or OHaste spell. They're undead, and they have the normal Undead weaknesses: Fire and Holy, while absorbing Poison. They are vulnerable to OSilence, non-Reflective, Floating. No threat to a RelicReflect Ring party.

Level 20 Magic casts instant death attacks. OGravity, OGraviga, and OBreak are all potential occurrences on the first turn, with OGravity, OGraviga, and OBanish available to the enemy on the second turn, followed by a loop of the same. OBanish is its most dangerous by far. This mage counters any time damage is dealt with either a ORasp, OConfuse, or OProtect spell. It is weak to Poison, vulnerable to Instant Death, Reflective. These are one of the more dangerous enemies to run into with a RelicReflect Ring party; make sure you take them out quickly.

Level 30 Magic casts level 2 spells, and will counter every move you use against it with either an OImp, OOsmose, or OReflect spell. They are weak to Poison, absorbs Holy, non-Reflective.

Level 40 Magic casts ODrain, OBreak, or OVanish every turn. It will counter your attacks with either OSilence or OSleep. This one is floating, weak to Lightning, absorbs Poison, non-Reflective, vulnerable to Mute.

Level 50 Magic is your typical undead mage, casting OPoison, OBio, and ODeath the first turn. The thing spends the next turn casting either Remedy (33%) or ODispel (66%) on a monster. When damaged, it will retort with a OBerserk, OSlow, or spell. It's also got a random spattering of the typical strengths/weaknesses: Undead, weak to Fire and Holy, absorb Poison, vulnerable to instant death and Mute, non-Reflective.

Level 60 Magic casts OQuake, OTornado, and OHoly. When damaged, it'll cast OOsmose, OSlowga, or ORegen on a single character. Weak to Fire-elemental spells, Level 60 Magic also absorbs Ice-elemental spells, is Floating, and is vulnerable to instant death and Mute. Non-Reflective, too.

Level 70 Magic casts the level 3 spells. When damaged, it'll respond with OSleep, ORasp, or OShell. It absorbs Fire, and is weak to Ice and Water. Level 70 Magic is Reflective, but vulnerable to instant death and Mute.

Level 80 Magic is finally an opponent with some sophistication; she's a lady, after all. She'll cast OCura, OEsuna, or OHaste when a character is Reflective. If that's not the case and a monster is Reflective instead, she'll cast level 3 spells on all monsters. If nobody on the battlefield has the Reflect status, she'll just go with OPoison or OBio spells. When damaged while your characters have the Reflect status, she'll counter with OCuraga, OCure, or OReraise (which can't be Reflected...poor confused gal). When damaged while monsters with the Reflect status are around, she'll cast OStop, ODispel, or OHoly on a monster. If she's damaged with no Reflective targets around, she'll do nothing. She is weak to Poison, non-Reflective, vulnerable to instant death.

Level 90 Magic is the strongest random encounter here. The first three turns may feature OFlare, OMeteor, or OMeltdown. OMeteor is the most dangerous of these three, but OMeltdown is especially annoying, as Level 90 Magic absorbs Wind. Every fourth turn, the guy can cast a ODispel spell and up to three OFlare spells. When damaged, he may counter with OStop, OThundaga, or OReraise. Level 90 Magic is reflective, Floating, and vulnerable to Stop.

So yeah. I've never found much satisfaction in the Fanatics Tower's specific kind of challenge, but maybe you're just itching with excitement, I dunno. Here's a set of small tables to remind you of the opponents' statuses:
Reflective
Undead
Floating
Death Immune
Can be Muted
Can be Berserked
Can be Stopped
Level 10 Magic
Yes
Yes
Yes
Yes
Level 20 Magic
Yes
Level 30 Magic
Yes
Level 40 Magic
Yes
Yes
Yes
Level 50 Magic
Yes
Yes
Yes
Level 60 Magic
Yes
Yes
Yes
Level 70 Magic
Yes
Yes
Yes
Level 80 Magic
Level 90 Magic
Yes
Yes
Yes
Yes

How to handle them:

Level 10 Magic: a ORaise spell
Level 20 Magic: OBanish or OBreak spells (bounce off RelicReflect Ring characters)
Level 30 Magic: OBreak spells
Level 40 Magic: OSilence
Level 50 Magic: a ORaise spell
Level 60 Magic: OSilence
Level 70 Magic: OBanish or OBreak spells (bounce off RelicReflect Ring characters)
Level 80 Magic: OBreak spells
Level 90 Magic: OStop (bounce off RelicReflect Ring characters)

On the whole, especially against the weaker opponents, you may just want to go all-out on the offensive. Spells such as OMeteor and OUltima never fail to deliver damage, no matter who the opponent is, and since nobody here absorbs Lightning-elemental attacks, cast OThundaga on all four or your RelicReflect Ring characters to hit them.

Whom to bring? That really depends. Know that the Fanatics Tower is very special, and that ascending the tower means that you will temporarily lose all your skills except for Magic. Obviously, those with high Magic Power are favored, but much more important is how much you've built up your Magic skillset. If somebody knows OUltima, bring him or her along no matter what else he or she has going on; next to that, OMeteor, OFlare, OThundaga, OStop, OSilence, ORaise, and curative/restorative spells are pretty much what you'll be wielding, so you'll want to bring those with you. Typically, assuming their Magic skillset is roughly the same as mentioned above, you'll want something like Terra, Celes, Relm, and whoever. If only one or two characters know OUltima, bring Gogo along so that it can miraculously know OUltima too.

Preparation: RelicReflect Rings are vital. You will need a RelicReflect Ring on every character, period. Inherent Reflect status makes climbing the tower much easier, and it is a very important factor when fighting the strongest mage this world has to offer: The Magic Master. Also, know that you'll be casting and receiving Magic spells only, so the Battle Power of weapons and Defense rating of equipment is useless. Equip accordingly. RelicRibbons are very nice as well, by the way, as a lot of status ailment spells will be coming your way, sometimes reflected off barriers and therefore capable of penetrating your magic shield of justice and sunlight known as a RelicReflect Ring.

Also, make sure you cast OFloat on the party. A surprise OQuake is easily countered but can be equally painful.

At the Fanatics Tower, Fight is turned into Magic and every secondary skill disappears. Item's still there, but that's it. If you send Gogo up the tower, give it the Fight command as that'll turn into Magic (while its Magic command will be removed). Umaro doesn't suffer a bit from the Fanatics Tower's strange effect, as he will perform normally. When Berserked, characters will just use Fight.

There's a door we can access on the first part of the stairway. Enter and raid the chest; it contains a RelicSafety Bit. The RelicSafety Bit protects the wearer from Instant Death magic; it's basically a RelicMemento Ring for everybody. But wait a minute, didn't that thief in Maranda mention how one of his companions mumbled "to the right of the treasure chest?" The thieves could never have gotten very far, so you'd better check it out. Press the action button when standing to the right of the treasure chest. Something rumbles and, when you leave the door, another one will have appeared below you! When you enter this one, you can find a chest containing an ToolsAir Anchor, Edgar's most rare Tool.

The ToolsAir Anchor does the following. Once an enemy is hit by the ToolsAir Anchor, it is allowed one more action, after which it dies. The tool never misses, unless the target is immune to Instant Death attacks. The ToolsAir Anchor also deals damage, which is entirely redundant (as no damage will be done if it misses, and the damage is useless if the target dies the next round anyway). I myself have always liked the ToolsAir Anchor because it never fails and you can focus attacks on other opponents with the knowledge that the Anchored one has been taken care of; others will disagree on account that, unlike instant death attacks, the ToolsAir Anchor allows an opponent to squeeze off a final attack.

The only battles in the ToolsAir Anchor room feature Magic Urn. Not only do they heal you with a multitude of potions, they also Escape on their own after a while. They have a kick-ass Rage (allows Gau to absorb all eight elements and provides immunity to all status ailments, regardless of equipment, while casting OCuraga half the time), so you'll want to meet them at least once.

We press on! The door in the second part of the stairway contains a ShieldGenji Shield, which is a nice enough shield; it provides for the third-best Defense in the game (lower than the legendary ShieldPaladin's Shield and oddball ShieldTortoise Shield), respectable Magic Defense, and +20% Magic Block added to the wearer. The door in the third part of the stairway contains the DirkKagenui, the most powerful Dirk for Shadow. It has a 25% chance of casting OStop every time a strike is made, but gives nothing in terms of fringe benefits. This weapon is famous for Colosseum tactics against the likes of Typhon and Siegfried, who are both vulnerable to the ailment and very hard to defeat by other means. I suppose now would be a good time to mention the Holy Dragon in the corner.
Holy Dragon
Holy Dragon
Bestiary #344
Type
Level
HP
MP
Gil
EXP
None
71
18500
12000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
9
0
110
150
0
Stolen Items
Dropped Items
Common: LanceHoly Lance
Rare: X-Potion
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
holy
None
Lores
Command Immunities
None
Control
 
Metamorph Package
 
 
Strategy
 
Wow. There is just so little I can say about Holy Dragon here. He casts up to three OHoly spells every turn. When hit by a Magic spell, he has a 66% chance of countering with ODispel. And that's it. Heck, you've even seen a palette swap of the thing earlier.

Holy Dragon casts nothing but spells, and is vulnerable to Mute. That's all there is to it, just cast a OSilence spell and you're done. You don't have to bother with OSlow, OStop, and all that, just cast OSilence and attack the thing with offensive spells. If you're getting low on MP, use OOsmose. Try not to swallow anything sharp while playing, as that's the only situation I can imagine where a loss on your part is actually possible. If you brought either Locke or Shadow, equip a DirkThief's Knife and go for Holy Dragon's steal items, as both are nice.

If you arrived here with a solo-Mog party (with the hopes of raiding chests), the strategy is only slightly different; since you don't want to take any chances, be sure you're equipped with a RelicReflect Ring. If Mog doesn't know the OSilence spell, equip EsperSiren so Mog can summon her for the Hope Song attack. Now that Holy Dragon is at Mog's mercy, just attack until he's dead. Expand Full Strategy
  

After the battle, you'll get a LanceHoly Lance from an event. This is to make sure you don't get a LanceHoly Lance every time you see the Holy Dragon on the Veldt: yes, the cretin appears there! It makes for quite a solid Rage too, casting OHoly and instant death protection and all.

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.