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

2.45: Kefka's Tower: The Source of All Magic

Swap Room
6/16
1
5/16
1
5/16
3
Guardian Room
10/16
1
2
6/16
2
Party 3 (Garbage Caves, Slopes)
6/16
1
1
1
5/16
1
1
5/16
4
So, we have Party #1 in the middle on the elevated pathway, Party #2 on the left and Party #3 on the right. We're going to switch around now. We now want the strongest party in the middle, the average party to the right, and the weakest party to the left. To do that, here's what you have to do:

Take Party #1 through the door. You'll come across a button on the floor: Standing on it won't achieve anything as far as you can see. Walk to the left, and the path will close behind you. To the top, there's another button tile; like the previous one, it doesn't appear to do anything. Go down and you'll face a 4-ton weight, which you can drop on the button tile down below where one of your teams is currently standing. Obviously, you can't push it while the team is standing on it, so switch to that party to get out of the way first. Drop the weight! It seems the increased weight of the falling weight does something else entirely than simply standing on it; it opens up a path towards the elevated pathway. With Party #1 now, get back in to stand on the button tile. Switch to the Party that just gained entry to the elevated pathway (which should be Party #2 if you followed my instructions).

With Party #2, pretty much repeat what you did with Party #1, only mirrored. Doing this should give access to Party #3. Go stand on the other button tile: again, nothing happens. Let's see what happens when we stand on all three button tiles simultaneously, okay? Switch to the remaining party down below.

With the remaining party (Party #3), go stand on the third and final button tile; the ground beneath you will change and a pathway will form. Your initial reaction would be to continue; what you want to do, however, is go back down, where you'll gain access to a new button tile that opens up two doors for the other teams to pass through. With this accomplished, you may continue ahead to face a relic of old...
Guardian
Guardian
Bestiary #352
Type
Level
HP
MP
Gil
EXP
None
67
60000
5200
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
25
0
150
150
0
Stolen Items
Dropped Items
Common: RelicRibbon
Rare: ArmorForce Armor
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
lightningwater
None
Lores
Command Immunities
Control
 
Strategy
 
Truth be told, the Guardian is one of the few battles in which a high amount of Magic Power (25) and strong magical attacks are combined in such a fashion that things could look grim for your party due to the sheer force of Guardian's attacks. Thankfully, most of this can be circumvented one way or another.

Guardian has a puny, unimpressive AI script when he's 'normal': It features such outdated attacks as Magitek Laser, Missile, and Atomic Rays. Guardian quickly detects you are far too strong to be beaten in this manner, however, and after two turns Guardian will load one of its battle programs. It'll try this out on you for a while, before powering down to its 'normal' state for another two turns before loading another battle program. Here's the rundown on Guardian's four battle programs:
"ACTIVATING Ultros BATTLE PROGRAM"
This is what could be considered the boss' weakest program. It'll use Tentacle here (which is nowhere near as painful as it once was) in addition to Entwine (unblockable, but you can counter this with a OHastega spell), !Ink, and OStone. It'll spend four turns emulating Ultros before settling back into its normal AI script, and Entwine will always be the last move it'll use.
"ACTIVATING Dadaluma BATTLE PROGRAM"
Shockwave and Battle are nothing to be worried about, but, on the third turn, Dadaluma Guardian will throw a or KnifeAshura (doing extreme amounts of damage and killing non-OReraise characters) and use three healing potions (either Tonics or Hi-Potions) just before using Magitek Barrier to set both Safe and Reflect. You'll want to use ODispel or ORippler as happens result. After this has happened, Guardian will go back to its normal.
"ACTIVATING Air Force BATTLE PROGRAM"
This is simply Guardian's upgraded machine phase. It'll use such predictable beauties as Magitek Laser, Diffractive Laser, and Launcher. In its fourth turn mimicking Air Force, the opponent will say:

"INITIALIZING WAVE CANNON COUNTDOWN" "COUNT: 3" "COUNT: 2" "COUNT: 1"

All in one turn and use Wave Cannon on you, which is pretty impressive noting that 25 Magic Power we've been taking hits from so far. It'll hurt a bundle if you're not protected from it. After Wave Cannon, it's back to normal for Guardian.
"ACTIVATING Ultima Buster BATTLE PROGRAM"
Far and away the most dangerous of Guardian's battle programs, Ultima Buster's battle program will have Guardian use Battle, cast OFlare, and use Meteo. On the fourth turn, Ultima Buster Guardian will say "Vast energy focused", glow yellow twice and use Flare Star, which actually isn't as threatening as you might have feared.

After this sequence is complete, Guardian will revert back to normal, after which it will load the Ultros program and start the process all over again.

The trick here is to act fast. If you have prepared decently thus far, you shouldn't need to see Air Force's battle program in action whatsoever, let alone Ultima Buster's. And this is good, since facing Ultima Buster Guardian is something you want to avoid if you're going for a victorious battle. Cast OSlow on Guardian and OHastega on yourself ASAP and throw up a OMighty Guard (if you have Relm but not Strago, Sketch will give it to you 3/4 of the time) or Wall. EsperGolem and EsperFenrir won't be a real asset now since the only physical attacks worth fearing - Tentacle and the Thrown blades - will hit you anyway. It might be a good idea to cast OReraise on all of your characters when he's not pulling out the big guns. That said, go all out on the guy!

The fact that Guardian is a machine and therefore weak to Lightning really helps out here, as OThundaga is a spell most (if not all) of your mages should have. If you have ShieldThunder Shields to spare, you could break them for barrier-piercing OThundaga attacks too. If you have a Stealer in your midst, Stealing is definitely a swell idea: A RelicRibbon isn't too shabby, and the ArmorForce Armor is one of the useful yet finite items in the game. Tempest, EsperValigarmanda's Tri-Disaster, Phantom Rush, EsperBahamut's Mega Flare, GamblerFixed Dice, DirkValiant Knife, and Jump attacks are all effective. Expand Full Strategy
  

Unbelievable. It took you how many hours of your life exactly to get from 'Guard' to 'Guardian'?

When you're done, another Save Point will be left behind. When you've Saved and rested, press on; the path will take you to yet another garbage tunnel with an opposing conveyor belt. Upon exiting, there's a hidden RelicRibbon for you to find to the south of the door you came out of. Go down until you hit the wall, go two steps to the right and one down. There's the RelicRibbon! Press onward until you find a familiar looking idol: You've reached the resting place of one of the three Goddesses, the stone statue of the goddess Demon.

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.