Final Fantasy VI Walkthrough
Written by Djibriel
Contributor
2.45: Kefka's Tower: The Source of All Magic
Swap Room |
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6/16 |
1 | |
5/16 |
1 | |
5/16 |
3 |
Guardian Room |
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10/16 |
1 |
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2 | ||
6/16 |
2 |
Party 3 (Garbage Caves, Slopes) |
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6/16 |
1 |
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1 |
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1 | ||
5/16 |
1 |
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1 | ||
5/16 |
4 |
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 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 |
|||||
None | ||||||
Status Immunities | Elemental Immunities | |||||
None | ||||||
Elemental Absorb | Elemental Weakness | |||||
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:
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 Slow on Guardian and Hastega on yourself ASAP and throw up a Mighty Guard (if you have Relm but not Strago, Sketch will give it to you 3/4 of the time) or Wall. Golem and Fenrir 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 Reraise 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 Thundaga is a spell most (if not all) of your mages should have. If you have Thunder Shields to spare, you could break them for barrier-piercing Thundaga attacks too. If you have a Stealer in your midst, Stealing is definitely a swell idea: A Ribbon isn't too shabby, and the Force Armor is one of the useful yet finite items in the game. Tempest, Valigarmanda's Tri-Disaster, Phantom Rush, Bahamut's Mega Flare, Fixed Dice, Valiant 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 Ribbon 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 Ribbon! 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.
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.