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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

2.41: The Top of the Fanatics Tower

The door in the fourth and last part of the stairway contains a ArmorForce Armor. The ArmorForce Armor is a great piece of armor, especially for those characters that have no other interesting pieces to equip (Locke, Cyan, Edgar, Setzer, and Shadow). It doesn't really have that much on Defense (inferior to ArmorCrystal Mail), but it measures up quite well in Magic Defense (only inferior to ArmorGenji Armor, the rare ArmorSnow Scarf, and oddball ArmorReed Cloak), has great elemental advantages (50% Fire, Ice, Lightning, Wind, and Earth-elemental damage), and an added +30% Magic Block.

The ArmorForce Armor is inferior to the ArmorMinerva Bustier in every way except for the MBlock bit, so don't equip it on the girls; it's a genuine toss-up for the boys, though. The ArmorGenji Armor is sturdier in both the Defense and Magic Defense departments, and it gives an all-around stat boost to boot. The ArmorForce Armor, on the other hand, makes for a more evasive character that is better suited to deal with elemental magical attacks. I prefer the ArmorForce Armor for non-specific boss battles and the ArmorGenji Armor for random encounters myself, but it's up to you.

Welcome to the roof of the Tower, where the 'wondrous' item lies. Enter the little room to find a chest. As soon as you stand in front of the chest, a bit is set; when you leave the room, with or without the contents of the chest (the RelicSoul of Thamasa Relic), you'll be surrounded by members of the Cult of Kefka and a wizard will come for you, so be prepared.

The RelicSoul of Thamasa turns the Magic command into X-Magic. This means that you can cast two spells in one turn. This is obviously great, and best applied to those who rely heavily on their Magic skillset. The only drawback is the fact that you will lose the ability to summon whatever Esper you have equipped. Aside from this one setback, the RelicSoul of Thamasa is lovely.

So, we've battled mages from level 10 to level 90; at the very top of the tower we found Kefka's most treasured item, a gem-covered box containing the very soul of the town of Thamasa, home to 1000 years of Mage Warrior generations. This prized relic greatly enhances a character's magical capabilities, allowing you to prepare two spells simultaneously and casting them in quick succession. The treasure is guarded, though, by what may just be Kefka's strongest henchman. Cue the ultimate mage: Magic Master.

After all the pompous introductions, I suppose we'd better slap him around a little bit until he allows us to leave.
Magic Master
Magic Master
Bestiary #330
Type
Level
HP
MP
Gil
EXP
Humanoid
68
50000
50000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
1
25
100
250
100
0
Stolen Items
Dropped Items
Common: RelicCrystal Orb
Rare: Elixir
Common: Megalixir
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
Variable
None
Lores
Command Immunities
None
Control
 
Strategy
 
Yeeesh. First turn, he casts a level two spell. Then, he casts a level 3 spell. Then, he casts two level 3 spells. After that, it'll follow up with another double cast of two level 3 spells. On the fifth turn, it'll use a single level 3 spell, and, on his last turn before looping, Magic Master can make use of ODeath, OBio, or OSilence. All of this is coupled with a spectacular 50 Magic Power, which means that if you don't absorb the attack or have the Reflect status, you'll likely die a painful death. If Magic Master has the Reflect status, he will bounce a level 3 spell off of himself every turn; Magic Master will never self-apply the status though, and there's no reason for you to cast it.

You may have noticed that every spell Magic Master uses is reflectable; yes, that they are. However, the thing about Magic Master is that not only is he the ultimate mage, he's also fiercely loyal to Kefka. Given this, it's only logical that Magic Master would be able to cast the strongest spell in the game: OUltima, and he won't let you go before casting it. As soon as you kill the Magic Master, he will cast OUltima. It will deal between 5400 to 6100 damage to all of your characters; unless you've overleveled (level 53 with RelicMuscle Belt, 58 with HelmetRed Cap, 67 without any HP boosting equipment), that gonna kill you dead.

Let's go through a few potential situations now:

If you've followed the walkthrough, or know OReraise at the very least, keep yourself draped in RelicReflect Rings at all times, as this will essentially make you invincible. Do not attack Magic Master; as soon as you do this, he will use Barrier Change and he start countering all your attacks with Barrier Change, making him that much harder to take down. He will also counter to his own spells reflected back at him. If you just keep still, he won't start using Barrier Change, not even under the torment of his own attacks. Cast OReraise on all your characters, and just wait this one out. Eventually, when Magic Master has killed himself, he'll cast OUltima: everybody dies and is subsequently revived. You're free to go.

Without OReraise, this one's a tricky pony. You can cast ORasp over and over and over again until his 50000 MP are all gone; he won't be able to cast OUltima as a result. You'll have to keep him alive this way. This is easily done by casting the OBerserk spell on Magic Master while casting OVanish or summoning EsperPhantom to protect yourself. Now, ORasp away. It'll take a very long while. You can check his MP periodically with the OLibra spell. When he has less than 80 MP, you can kill him. There you go.

Alternately, you could just damage the boss a lot and summon EsperQuetzalli; the trick here is to kill Magic Master with one or more characters in the air. OUltima won't hit them, so you win. If you want to do this, carefully keep track of his HP with OLibra; for optimal damage output, you'll want to equip barrier-piercing weapons where possible (SwordUltima Weapon on Terra/Celes/Edgar/Locke, on Locke, GamblerFixed Dice or GamblerDice on Setzer) to try and circumvent Magic Master's crazy 250 Defense.

If you don't have ORasp... and you don't have EsperQuetzalli either... eh... yeah. Last chance, honest. Equip a character (Terra, Celes, Edgar) with a RelicReflect Ring, RelicGenji Glove, SwordRune Blade/ SwordRagnarok/SwordLightbringer, and the SwordSoul Sabre. The MP-critical weapon in the Right Hand, the MP draining weapon in the Left Hand. Now, cast OBerserk on Magic Master, vanish your party, and then cast OBerserk and OHaste on your magical weapon character. Every turn, he or she will attack and deal twelve to nineteen MP damage. If you're setting this up so you can go do something else in the meantime (I trust you have taken a liking to your sanity?), OBerserk a RodHealing Rod character to make sure Magic Master doesn't die from the physical blows. Go take in a museum or something. Honestly, this is going to take ages. Expand Full Strategy
  


Caves of Narshe: Final Fantasy VI
Version 6
©1997–2024 Josh Alvies (Rangers51)

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