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Old 09-20-2012, 09:11 PM   #1 (permalink)
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Final Fantasy VI Play Along

-=EDIT KONG-=
Final Fantasy 3
-=END EDIT-=

Final Fantasy VI is an amazing game. I know, I've bested it 13 times now. I own three player's guides, have read over a dozen FAQs and have perused the game code more than once. I know this game better than I know most of my family.

That being said, I will be doing a Final Fantasy VI (FF3 on the SNES) master run. The concept of this mastery run is not to achieve 100% completion as that would be both insane and very boring. What I will be doing is visiting and uncovering every little secret and nuance this game has to offer.

I plan on playing once a day right here on RU. Short little sessions between 10 to 30 minutes a day. After each play session I will post a recap/strategy/FAQ of the section of the game I just finished. I will not post anything related to the story or spoilers so please feel free to read my entries without fear.

More importantly, I encourage you to play along after reading my daily recaps. This will allow anyone reading to experience ALL the game has to offer. I especially encourage anyone playing along to post their own thoughts about the parts of the game we've experienced. In the end hopefully everyone participating will not only have a mastery under their belt but also a better understanding and enjoyment of this game.

Hope everyone enjoys!

---------- Post added at 09:11 PM ---------- Previous post was at 07:32 PM ----------

Session 1: Whelk
Also known as making a short battle long and drawn out for very little reward

After the beautiful intro and you finally get control the first thing to do is to make a minor adjustment. Enter your options screen and move everyone to the back row. All your attacks in Magitek Armor will avoid the normal 50% reduction in damage from being in the back row while still reaping the benefits of reducing your opponents attacks in half.

In Narshe you'll have up to 5 encounters, two of which are mandatory. You're currently extremely overpowered and I would recommend walking around the small town until you've seen all five. This will be enough experience alone to gain Terra an easy level up.

The Vomammoth enemies will eventually be able to cast Blizzard which is a multi-targeting ice magic attack. These first Vomammoth have been reduced drastically in level though so you don't have to worry about this yet.

Have Terra use Bio Blaster which OHKOs everything on screen, while Vicks and Wedge can spam Fire Beam.

Once you enter the actually mines you'll face your first random encounters, new enemies included. The Were-Rat absorbs Poison damage so avoid your Bio Blaster and the Vaporites, along with the upcoming boss, absorb Lightning damage so you should also avoid using Bolt Beam.

The shining star on the left side of the mine is a save point. Use it. Really soon you'll encounter our first boss, Whelk.

This boss can be very simple. Vicks and Wedge will instruct you not to target the shell and only attack the head. If you do attack the shell it will auto-counter with Mega Volt, a strong Lightning attack that can do 40 damage to all characters or 60 to a single target.

Here's the thing though, the shell only has enough MP to cast Mega Volt 6 times. If you attack the shell once, then immediately cure using Heal Beam after the ensuing counter you can easily run the shell out of MP. The shell is not meant to be destroyed and has over 30 times more HP than the head but if you're willing to draw out a 5 minute battle into a 30+ minute marathon be my guest.

Destroying either the head or the shell defeats the boss. Defeating the head rewards you with a Tonic (50 gp value). Defeating the shell rewards you with a Tincture (1500 gp value). Completely your choice but I went for the shell.

After the little exposition make sure you check the clock for an Elixer before leaving the old man's house. Taking the straight route you will encounter another save point. Use it.

-end session-
Approx Time: 15-45 minutes depending on how you fight the boss.

Comments
  
  Good topic!
  
  Looking forward to it
  
  scool
  
  .

Last edited by Kugyince; 09-23-2012 at 08:11 PM..
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Old 09-20-2012, 10:50 PM   #2 (permalink)
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Re: Final Fantasy VI Play Along

1. Do you mind if others post here?
2. What is ohko?
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Old 09-20-2012, 10:56 PM   #3 (permalink)
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Re: Final Fantasy VI Play Along

Quote:
Originally Posted by stevencassidy13 View Post
1. Do you mind if others post here?
2. What is ohko?
One hit KO. Basically any move, including a reg. attack, that kills the enemy / boss in one hit.

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  Kinda put me on the spot lol
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Old 09-20-2012, 11:00 PM   #4 (permalink)
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Re: Final Fantasy VI Play Along

Quote:
Originally Posted by ARedLetterDay View Post
One hit KO. Basically any move, including a reg. attack, that kills the enemy / boss in one hit.
Ahh, thanks.

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  No problem.
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Old 09-21-2012, 08:07 PM   #5 (permalink)
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Re: Final Fantasy VI Play Along

@Steven: I encourage others to post here, especially if they're playing along.

Session 2: Moogle Brigade
Escaping Narshe and learning the controls after two boss fights

Okay, after entering the mines and saving the first thing to do is to unequip Terra and double check to make sure she's in the back row. Everything you encounter should die with one multi-targeted Fire spell. Ignore the chests and head north until you lose control of Terra. Later on in the game the contents of said chests will change into things much, much more valuable.

After the cut scenes you'll be in control of the three parties. Your current party has Locke in it, move out of the way to the right and up and press "Y". This will give you access to Mog's party. Equip Mog with some armor and move Kupop and Kupan to the back row.

Now with Mog's party go run around and attack all of the roaming enemies. These all consist of a Lobo and a Vomammoth. The Vomammoth can caste Blizzard now and should be dealt with first. After your first battle you should be prompted with "Learned a new dance". We'll talk about Mog's Dance ability much later. Finish off the rest of the roaming enemies.

Do not attack Marshal, the last enemy standing still at the bottom of the screen. You should next unequip Mog of everything and then cycle back to Locke's party by pressing "Y" twice. Equip Locke as best you can and move Kuku and Locke to the back row. Now time to fight Marshal. Have Locke use Steal on Marshal until he gets the MithrilKnife while the moogles first kill off the Lobos and then work on Marshal himself. Marshal has a couple of nasty special attacks, one that causes a stop effect on the target and the other that can do ~150 damage. Just keep beating on him and don't worry about healing.

Once in front of Narshe if you try to walk back into town you'll witness an easily missed little cut scene. You'll also see a man standing in front of a house to the left. This is the "Classroom for the Beginner". It's there to teach you different battle techniques and the like. After talking to the man out front you can enter. Inside you can find a Sleeping Bag, Tonic, and Tincture by searching chests, pots, and buckets. One bucket also acts as a recovery spring which fully restores HP, MP, and removes status ailments from the party. There's a monster-in-a-box which is only a pathetic Lobo. You should re-equip Terra and ensure that Locke is hanging out in the back row with her. Now take advantage of that save point.

-end session-
Approx time of 20 minutes

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Terra 5
Locke 7
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Old 09-21-2012, 08:37 PM   #6 (permalink)
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Re: Final Fantasy VI Play Along

I'll probably do this eventually. Have a bunch of new games and don't really have the time right now.
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Old 09-22-2012, 11:43 AM   #7 (permalink)
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Re: Final Fantasy VI Play Along

This is awesome. I'm going to catch up and play along starting Monday.
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Old 09-22-2012, 10:46 PM   #8 (permalink)
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Re: Final Fantasy VI Play Along

Session 3: Figaro Burning
Swapping equipment and row status over and over

Our destination is Figaro to the south. During any random battles in the grass and forest Locke should steal while Terra uses a multi-targeted (MT) Fire spell.

When you get to the desert you possibly face danger as Sand Rays are capable of using Numb which causes a Stop effect. To counter this move Locke to the front row when you touch sand and have him attack Sand Rays if encountered, steal from Arenids if not. Terra should switch to single-target (ST) Fire spells.

In Figaro take Locke's Mithril Shield off and give it to Terra. Also move Terra to the front row as well now. Go straight forward and talk to Edgar who is sitting in the throne.

After the dialogue leave the throne and go hunt down the four treasure chests. They contain an antidote, Fenix Down, Soft, and a Tonic. One chest is in the room past the throne room. One is in the item shop to the left and two in the weapon shop in the right.

You don't need anything from the item shop but in the weapon shop you should buy a Noiseblaster and Bio Blaster. You'll notice that somehow an Auto-Crossbow snuck itself into your inventory as well. This is triggered by speaking with Edgar.

Now go talk to Matron in the left wing which triggers a flashback. After this you can return to the throne room and speak to Edgar again to advance the plot.

As soon as you have control of Edgar, equip him with the Mithril Pike you stole from Mog then speak to Kefka.

Now that you're controlling Terra again equip her with the Mithril Blade. Now follow Locke to the right wing and talk to him.

As Edgar once again talk to the troopers at the side of Kefka, then Kefka, then the Chancellor.

While fighting the M-TekArmor have Edgar use NoiseBlaster and only this. This will keep the M.TekArmor confused and attacking themselves. Locke should steal and only steal as the fight command will remove the confusion effect. Terra should target with ST Fire spells, the first of which will unlock a dialogue scene that emulation screws up. Locke and Edgar are suppose to drift behind the text box when they are swooning.

Ride the chocobos to the cave a very short distance to the south-east. Exit the chocobos and save.

-end session-
Approx time: 25 minutes

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Locke 7
Edgar 8
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Old 09-23-2012, 12:16 AM   #9 (permalink)
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Re: Final Fantasy VI Play Along

I'll play.
I killed the shell. I got Ether, not tincture.

Even with fast forward killing the shell takes 30 mins. I recommend killing the head instead.

I imagine Tenser is playing this version - Final Fantasy 3
I am playing this version - Final Fantasy 6: Retranslated And Improved
There is also this one - Final Fantasy 3: Improved

The first link is the original North American release.
The third is a fan made hack of the NA version with some bug fixes.
The second is the Japanese release translated by fans instead of NOA. It includes the bug fixes from the 3rd link.
I don't know what the bug fixes are but I imagine they are minor since the original games are fully functional.
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Old 09-23-2012, 12:56 AM   #10 (permalink)
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Re: Final Fantasy VI Play Along

@Kong, Tincture is what the Ether was called in the NA release. I believe it was changed in the PSX rerelease, but I can't be sure.

Though I'm sure you already knew that.
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Old 09-24-2012, 08:07 PM   #11 (permalink)
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Re: Final Fantasy VI Play Along

I would not recommend playing any of the hacks as there will be a lot of strategies and exploits in the future that take advantage of the bugs.

As for the amount of bugs in the game, there are quite a LOT.

This FAQ lists 161 of them:
GameFAQs: Final Fantasy III (SNES) Bug FAQ by Master ZED

---------- Post added at 08:10 PM ---------- Previous post was at 11:18 AM ----------

Session 4: Sabin's Hut
Edgar gets to show off how way too overpowered he is for this early in the game

Upon arriving at the entrance to Figaro Cave speak to the man next to the Chocobo. He'll leave allowing you access to the cave. Ensure that all three characters are in the back row and give Locke a Buckler if you haven't yet.

There are three enemies to be met in Figaro Cave, Bleary being the only one of which you need to concern yourself with in even the slightest as they can cause a Sleep effect. Have Locke steal, with Crawlys having the highest stealing priority. Terra should just defend while Edgar uses AutoCrossbow.

There are three chests in Figaro Cave. You should pass all three of them up as they turn into much better items later in the game. Not too much longer with the passing up chests, promise.

The water with the turtle floating in it when you first enter the cave is a recovery spring. Take advantage of it. The cave itself is pretty straightforward, see you on the other side.

In the areas around South Figaro there are three enemies; Rhodox, GreaseMonk, and Rhinotaur. Rhinotaurs are the only thing you need to worry about as they can counter any magic spell with a Mega Volt. Try to steal a Mithril Claw from them but don't go out of your way to do so.

The town of South Figaro is the last area where you'll be saving some items for later, I just wont bother telling you where the things you should skip are. I'll proceed you through the town, feel free to chat with NPCs as I lead you. Walk behind the Chocobo hut and one of the crates contains a Green Cherry. Next enter the big house to the north west, this is the Servant's House. Exit out the right door and a barrel by the door has a Fenix Down. Go behind the building to a secret, back entrance. The clock inside has an Elixer. Go back into the main area of the house.

Upstairs the first door you come to has a man sitting at a table inside. Behind the bookcase is a secret staircase. Downstairs go all the way right until you face a wall then go straight down through the wall and a secret area inside of this secret area. When you can't go down any further go right to fins Running Shoes which set an automatic, irremovable Haste status to the wearer and a Hyper Wrist which increases Vigor. In the last door downstairs you'll find three chests worth a total of 3000 GP. Exit this house all together.

To the right of the house you'll encounter a weapons and armor shop. From the weapons merchant buy a RegalCutlass and equip it to Terra, giving Terra's MithrilBlade to Locke. In the armor shop buy two Heavy Shlds, three Plumed Hats, a Cotton Robe, and a Kung Fu Suit. Equip them with Optimum and exit. Next go up the stairs to the wall and walk all the way to the left. The corner barrel has a Warp Stone.

Back off of the wall go to the south west of town and you'll see a building with two signs, Inn is obvious and the jewel like sign on the left indicates a Relic shop. Upon entering talk to the man in front of the counter to get a scene and an explanations about Relics. From the merchant buy three Star Pendants and a Jewel Ring. True Knight and Sprint Shoes are up to you. Avoid Goggles because the blind status is bugged and has no effect in this game.

Rest at the Inn and then exit and head to the Cafe just south. Inside will be a dark man standing at the counter, speak to him and then his dog. Now that you're ready exit town and head north. You'll come across a single house, enter it. Examine the flowers, stove, and cabinet. Leave the house and speak to the man next to the well. Leave and save.

-end session-
Approx time 15-30 minutes depending on how much chatting you do in South Figaro.

My levels:
Terra 6
Locke 7
Edgar 8

---------- Post added 09-24-2012 at 08:07 PM ---------- Previous post was 09-23-2012 at 08:10 PM ----------

Session 5: Vargas
Hey baby, wanna swap Relics?

From Sabin's Hut go down and around the mountains to the right. Here you will find our next destination; Mount Koltz. This area is home to four new enemies. Brawlers have a rare Bandana steal and should always be targeted by Locke. They'll require a Auto Crossbow shot and a MT Fire spell. Cirpius almost have potential as they can cause a Petrify status on the third turn, you'll never see it as Auto Crossbow will kill then on turn one. Trilium will cause the Poison status on first turn except we all have star Pendants now. Tuskers are the only real threat as they'll take two Auto-Crossbow attacks to finish off. So Locke steals, Edgar uses the Auto-Crossbow and Terra defends except for tossing a MT Fire at Brawlers, got it?

Through the first cave and into the second cave we go. In the second cave go under the square stone area to exit the cave for a chest containing a Guardian which is a weapon upgrade for Locke. Back in hug the right wall of the cave to find another secret exit which will lead to an Atlas Armlet. This is a much better upgrade over the Hyper Wrist. Give the Atlas Armlet to Edgar, RunningShoes to Locke and SprintShoes to Terra. Star Pendants still all around.

Go back into the cave and up the stairs. Follow the path and the next cave entrance leads to a chest with a tent. Back out and continue to follow the straightforward path. You'll see a save point. Feel free to use the tent you just got if you're low on both MP and HP. Save up. Follow the curving path and before you talk to the man who's been shadowing you give the RunningShoes to Terra, the Atlas Armlet to Locke, the Hyper Wrist to Edgar. Time to face Vargas.

Vargas come with two Ipoohs that need to be taken down before you can damage him. Terra should ST Fire the Ipoohs, Edgar Autocrossbow, Locke Steal. When they're down the strategy changes up with Vargas. Locke should steal until it succeeds, then just fight. Edgar should Bio Blast away. Terra needs to sit back and wait, being ready to toss a MT Cure spell anytime Vargas uses Gale Cut. When Sabin comes into play you just have to toss him a Pummel Blitz to win. Select Blitz, press left, right, left, and then press the confirmation button.

On exiting there's a tent you can't miss. Save upon exiting.

-end session-
My play time - 2:09
Terra - 9
Locke - 9
Edgar - 10
Sabin - 11
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Old 09-24-2012, 09:07 PM   #12 (permalink)
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Re: Final Fantasy VI Play Along

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Originally Posted by ARedLetterDay View Post
@Kong, Tincture is what the Ether was called in the NA release. I believe it was changed in the PSX rerelease, but I can't be sure.

Though I'm sure you already knew that.
I guessed, but did not know.

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I would not recommend playing any of the hacks as there will be a lot of strategies and exploits in the future that take advantage of the bugs.
That's fine. I will be the control group that can comment on the differences.

Finished Session 2. Same levels as you did.
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Old 09-25-2012, 09:42 PM   #13 (permalink)
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Re: Final Fantasy VI Play Along

Session 6: Returner's Hideout
Wasting thirty minutes to read seven sentences


First thing's first. You have the option to travel all the way back through Mt. Koltz and back to South Figaro to get an obscure dialogue between Sabin and Duncan's Wife. Then you'll have to travel all the way back through Mt. Koltz again to get back to where you currently are. The journey takes about thirty minutes and reveals seven lines of text. I did it just to have a few more steal attempts at Brawlers for Bandanas and Rhinotaurs for MithrilKlaws. Managed to get a total of two Bandanas and one Mithril Klaw. Here are the seven lines of text if you don't feel up to it:
( Click to show/hide )
DUNCAN'S WIFE: SABIN, where's Vargas? Where's my husband?
SABIN (looking down): Master was... Vargas...
DUNCAN'S WIFE: I'll never understand Vargas... Fortunately, my husband taught his most secret techniques to you.
SABIN: For 10 years you've treated me like a son. I am eternally grateful!


This is a perfect time to remind you. This is me trying to introducing you to everything you can get out of this game. It is up to you to decide what you deem is worth the effort.

Travel north to the Returner's Hideout. It is the only available place to go. Speak to the guard who leads you to a door. Speak to the colorful guy, Banon. Now as Terra alone talk to Locke and open the chest for a Fenix Down. Exit the room and head right. The items merchant here is useless. Talk to Sabin and then examine the top right corner of the table. Choose to leave the paper which will lead to a Japanese joke no one seems to understand later on. The pot in this room contains a Green Cherry.

Take the northern door. Save and talk to Edgar and grab the Potion from the chest. Now exit this room and head to the left and down to the door you entered the Returner's Hideout from. Talk to the guard who will let you exit and talk to Banon. Say no to Banon. Return and go straight up past the room you woke up in. Talk to the wandering guard for a Genji Glove (you get a less useful Gauntlet if you say yes).

The three chests contain a True Knight, another Fenix Down, and an Air Lancet which is a better weapon for Locke. The pot and bucket have a tincture and Antidote in them. Go up and around the chests for a secret passage to the right leading to a White Cape. Now you can go back to Banon and say "Yes". After the conference go back inside (don't jump on the raft) sleep at the inn and then walk under the chest that was in the room you originally woke up in for yet another very obscure scene.

Lastly lets swap relics. Star Pendants are no longer needed for this area so here's how we should equip ourselves. Runningshoes and Atlas Armlet on Edgar. True Knight and Hyper Wrist on Sabin. White Cape on Terra. Leave the Sprint Shoes unequipped. Save and then go jump on the raft.

Welcome to Lete River. Priority one in Banon's HP. If they reach zero it's an automatic game over. Pteradons are the only enemy you need to worry about. They cast Fireball which is a nasty MT fire spell. Banon should use Health, always. Edgar should use NoiseBlaster first and foremost, only when everything is still confused should he toss in an Auto Crossbow. Sabin will Blitz Aura Bolt (Down, Down, Left). Terra will either defend or use ST Fire spells when Pteradons show up. At two times you'll be asked to choose a direction. Both times you should choose left. Save and save.

Ultros shouldn't be difficult as long as everyone's in the back row. If not his ST Tentacle attack could OHKO Banon or Terra. Edgar uses Auto Crossbow, Sabin uses Aura Bolt, Terra casts ST Fire, Banon uses Health. Laugh at the blind status Ultros inflicts on you as it is bugged and has no effect in this game anyways. Upon winning the boss battle you'll have control of Mog, at a save point, and be faced with three choices.

-end session-
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Old 09-25-2012, 09:59 PM   #14 (permalink)
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Re: Final Fantasy VI Play Along

Quote:
faced with three choices.
I think this is my favorite part of the game. It really set itself apart from other RPGs. The only other one I can think of that did this was DW4 but they didn't let you choose who to play when and the story telling wasn't as engaging, at least imo.
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Old 09-25-2012, 10:49 PM   #15 (permalink)
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Re: Final Fantasy VI Play Along

Phantasy Star 3: Generations of Doom spans three generations of characters. Each chapter has two love interests. When the chapter is over you choose which you will marry. In the next chapter you play as your child or children which leads to different characters and plots. You have to play the game 4 times to play all 7 different chapters.

Blew my mind away when I was 13.

Finished Session 3.
Terra 7
Locke 8
Edgar 8
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Old 09-25-2012, 11:00 PM   #16 (permalink)
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Re: Final Fantasy VI Play Along

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Originally Posted by Kong View Post
Phantasy Star 3: Generations of Doom spans three generations of characters. Each chapter has two love interests. When the chapter is over you choose which you will marry. In the next chapter you play as your child or children which leads to different characters and plots. You have to play the game 4 times to play all 7 different chapters.

Blew my mind away when I was 13.
Damn man thanks for the heads up that sounds great. I'll have to play it and resist the urge to use a walkthough. I'll stop derailing now.
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Old 09-26-2012, 12:07 AM   #17 (permalink)
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Re: Final Fantasy VI Play Along

Man, memories are rushing back, I should be playing this, I beat it like 3 times in a row when it first came out, and not since then.
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Old 09-26-2012, 09:59 PM   #18 (permalink)
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Re: Final Fantasy VI Play Along

Session 7: Dark Side
Intentional mistakes and glitches riding chocobos

Much like a good Megaman game, there's a preferred order in which to accomplish the scenes. Terra's scene is short, easy, and gives you the ability to unequip at the end of it. Thus it's best done first.

There are two battles left on Lete River, everything about the enemies has been explained already. After you're finished you'll find yourself just slightly east of Narshe. For grins and giggles take Banon south of the Figaro desert to a chocobo stable with Banon in the lead. Banon is a temp character and was never given a rider sprite. Hillarity ensues.

Travel to Narshe and try to walk through the front door to watch the little dialogue. Now head through the secret passage that Locke showed us earlier. Pass through the caves and slopes until you get to the security checkpoint. You're going to want to fail this at least once to fight a Dark Side. This will benefit a character you'll meet in the near future and is the one time you'll ever get to meet them.

Go thrugh the Moogle encampment, through the area you defended Terra, and work your way back to the old man's house who originally removed your slave crown. Avoid all the chests on your way and unequip yourself before entering the house itself.

-end session-
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Old 09-27-2012, 09:32 PM   #19 (permalink)
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Re: Final Fantasy VI Play Along

Session 8: Imperial Camp
Space satelites and mass murder


The two scenerios left are Locke's and Sabin's. Both scenes could benefit from items found in the other but the difference being is there's no practical way to unequip at the end of Locke's route so Sabin's is the obvious choice knowing this.

Enter the small house. The green man on the chocobo is a merchant. Buy 99 shurukens, 5 Inviz Edges and 5 Shadow Edges. These are items Shadow can use with his Throw command and will be more than enough for a long, long time. Talk to shadow and he'll join your party. Both of you in the back row, equip with optimum. Sabin can have a White Cape and a Star Pendant, Shadow should get the Atlas Armlet and Hyper Wrist. In the house talk to the old man a number of times until he repeats himself, then examine the stove.

During you first battle Shadow should throw an Inviz Edge and this will make him invincible for nearly the entire session as the Clear status it grants makes you immune to physicals (which everything until the boss deals, while giving magic a 100% hit rate on you which will also dispel your status.) After this evertything should be battled with Aura Bolts by Sabin and shuruken throws by Shadow. Head south and to the right of the water, hugging the coastline. Wander around in the forest some until you encounter a Stray Cat at least once. Save before you get within two steps of the bridge.

Walking to the bridge will enter you into the Imperial Camp, walk dow a step to activate some dialogue. You will now control Cyan, there's nothing to be gained by attacking anything but the Leader. Before doing so, optimum equip Cyan and toss him the Runningshoes. A few Sword Techs at level 1 (Dispatch) will take Leader down. Make sure he drops his common drop the Black Belt and not his rare Fenix Down drop. If he doesn't, reset.

As Sabin walk into the tent on the right and opt to kick the chest which will give you the only chance to encounter the Doberman enemy. Now open the chest for a Star Pendant. Exit the tent and head south for more dialogue. Post dialogue try going south again to activate even more dialogue. Speak to Kefka once to activate a fake battle scene. Do not speak to him again, instead head west and north and around a tent which will cause you to jump down a wall and grant you access to another tent. Inside said tent is a Barrier Ring, swap it with Sabin's Star Pendant.

Back up the wall the tent here has two chests. Right chest first, left is a monster-in-a-box; Telstar. Same as always, Sabin should Aura Bolt and Shadow should throw Shurukens. This awards you with a Green Beret, a very nice piece of gear. Equip it on Sabin and swap his White Cape relic with the Mithril Glove after the battle. Now go and chat with Kefka a few more times to watch the cutscene.

As Cyan move him to the front row and give him the Black Belt relic. Follow the path and Cyan will soon run automatically to the throne room. Post dialogue enter the bottom right (not top) room, in the pot is a Remedy. To the left enter the first door to activate more dialogue. After this go into the top right room to advance the plot.

As Sabin talk to Cyan from between the soldiers for a rare little bit of dialogue, then talk to Cyan to enter a battle that Cyan is controlled by the game. Do as you normally do with Sabin and Shadow. You'll have to do this two more times before Cyan finally joins you. Three battle while riding Magitek Armor as you work your way back to the where you first entered the camp. In your first battle make sure you use Heal Force on Shadow if he still has his clear status as it can hurt you soon. Exit camp and save.

-end session-
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Old 09-29-2012, 11:59 PM   #20 (permalink)
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Re: Final Fantasy VI Play Along

Session 9: The Phantom Train
Gobble... snarf... snap...

First that it should be noted that currently there's a 1:16 chance that Shadow will leave after every random battle. You'll want to hold on to him for the next upcomming area (he will not leave when that destination is reached). To do this, the easiest way is to have Shadow throw a Shuruken at himself during your next random encounter and to leave him dead until we get there. Sabin should still be using Aura bolt and Cyan should be Dispatching (Sword Tech 1).

There's nothing new that you'll encounter on our travels to our next destination. Sabim, Cyan, and the corpse should cross the bridge, head due south and cross the next bridge to the east when you arrive at it. Head south until you reach the forest.

Ghosts are unfriendly, especially post turn one but it's not like you can target them anyways since Sabin's Blitzes and Cyan's Sword Tech's are both random targeting. Both attacks will OHKO everything you see. It's feasible that Sabin is level 15 and learned Fire Dance by now which is a better Blitz but that also means you're probably slightly overleveled. The Phantom forest is suppose to be a maze but if you always take the first path up when offered, it will lead you right out. Remeber to rekill Shadow after the recovery spring as well. You'll soon reach our next "dungeon".

Once you board the train feel free to revive Shadow. You'll encounter even more new enemies here, of note are Whispers, Over-Minds, and Bombs. Whispers should be dealt with first as they can cast Demi which will annoyingly halve your current HP. Over-Minds can set a petrify status when with another enemy or a confusion status alone. Never hit a Bomb with a non-fatal attack as it can OHKO its attacker by sacrificing itself. Bombs will also be healed by Sabin's Fire Dance so that should be avoided. Make sure Shadow has the RunningShoes as he's the only one who can specifically target an enemy.

Head to the right after boarding the train to enter the caboose. If you talk to the wandering ghost he'll join your party. They can use Fight or Possess. Possess sacrifices the ghost permanently to cause a death attack on one enemy on the field. While both of these options are a bit useless he can act as a damage sponge as just use Defend every turn which is slightly less useless than the other options. If Shadow somehow ran away you can recruit a second ghost character.

Enter the cabin in the caboose and you'll find a save point. You can also ask the Impressario questions, examine the switch in the top right corner to get a little cut scene, and discover a hidden tent in the top left corner. Now its time to head left through this straight-forward dungeon. You'll encounter more wandering ghosts along with your usual random encounters. Some will fight you, some will want to join you and other will act as item shops, so there's no real point in speaking with any of them.

Enter the next car to the left. A ghost will block your only exit, speak to it to start a battle. Defeating the encounter activates a scene. after the scene enter the car on its right side and hit the switch. Hit the switch a second time to be able to continue forwards. Use the save point and wander around until you encounter at least one Over-Mind as they can only be found here. The next car is the dining car. Sit in the chair at the middle table for a scene. You can switch characters as the lead member to see all four scenes. Exit this car on the right and re-enter it from the left to find a chest with Earrings in it. Offer it up so Sabin as it will increase his Aura Bolt damage.

Inside the next car will be two compartments, the first will have a chest that activates an encounter with a joke boss (only has 100 hp) that rewards you with a Green Cherry. In the next compartment there's a hidden tent in the top left panel, after grabbing that its on to the next car. Same set up, two compartments. Right one is completely empty and should be ignored. Left one has four chests, two Fenix Downs, a Sniper Sight that is useless right now, and a Monster-in-a-box.

Specter can put a lot of hurt on your three glass canons. There are three ways to kill him, you can have your ghost buddy Possess him, you can use a Fenix Down on him, or you can have Cyan attack first with Sword Tech 3: Slash which will halve his hit points to 750. You'll receive a Hyper Wrist. The next car contains a save point.

After this is the engine, inside flip the first and third switch, exit the engine and walk left to the smoke stack and hit a hidden switch there. This will bring you to the boss fight. Ghost Train is vulnerable to the same Fenix Down cheap trick as Specter is but I'll assume we're too good to stoop so low. Ghost Train will be either very easy or very hard depending on if he uses Evil Toot and how badly the status affect your party. . This sets one random status ailment on your party out of the following: Dark, Poison, Imp, Condemned, Berserk, Muddled, Seizure, and Slow. Genreally you want to use the same tactic as you did with Specter, meaning Cyan first with Slash which will cause a nice 950 damage. Follow with Dispatches, Aura Bolts, and Shurukens. after the cut scene you'll find yourself on the overworld map. Remove all equipment and relics from Shadow and save.

-end session-
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Old 09-30-2012, 01:35 AM   #21 (permalink)
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Re: Final Fantasy VI Play Along

I'll just leave this here:
( Click to show/hide )


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  Let's see Chuck Norris suplex a moving train
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Old 09-30-2012, 03:56 PM   #22 (permalink)
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Re: Final Fantasy VI Play Along

@SJB: I like how Sabin has the Berzerk status set yet is still able to do a Blitz somehow.

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Old 09-30-2012, 04:46 PM   #23 (permalink)
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Re: Final Fantasy VI Play Along

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Originally Posted by Tenser View Post
@SJB: I like how Sabin has the Berzerk status set yet is still able to do a Blitz somehow.
Oh yeah I didn't notice that, the guy had to have inputted the blitz
command before the train did the Evil Toot.

Still awesome though.
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Old 09-30-2012, 05:22 PM   #24 (permalink)
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Re: Final Fantasy VI Play Along

Session 10: Baren Falls
Can anything be THAT shiny?

Now that we've unequipped Shadow it's time to move on to Baren Falls. To the east and north is our destination. Its a very quick hike to the top and after the preceeding dialogue and Shadow leaves the party opt to take the dive. On the way down you'll be attacked.

You will be fighting Piranhas for 60 seconds until Rizpoas appears. Piranha are extremely wea and only have 10 HP so don't sweat how you kill them. When Rizopas appears its time to go all out as his El Nino spell can cause ~250 damage to each party member. Focus on Arua Bolt and Dispatch (Rizopas is immune to Slash's gravity effect). Rizopas has 775 HP and there's not much else you can do about him so just pray for the best.

Welcome to the Veldt. Here you will encounter nearly every monster you've encountered previously in the game. You will gain no experience from battling but encounters still reward gold and drop items. You may encounter Gau while fighting, there's nothing you can do about him now so just smack him to make him retreat. Your next destination is Mobliz to the east.

Mobliz contains some decent shopping and your first side quest. For weapons you should buy two Kotetsu for Cyan, equip them both with the Genji Glove relic and his second relic should be the Atlas Armlet for now. Cyan can and should move to the front row now as he'll be using his Fight command for now on.

For armor, buy two Heavy Shields, two Magus Hats, a Plumed Hat, and two Iron Armor. Cyan should get equipped with the Iron Armor and the Green Beret, Sabin with the Buckler (not Mithril Shield, you'll see why soon), A Plumed Hat, and the Ninja Gear we swiped from Shadow. In the item shop you'll want to grab a Dried Meat or two. In the carrier pidgeon house there's an Elixer in the clock.

There's a wounded soldier from Maranda in the house to the west of the pidgeon carrier. Speak to him then grab the letter and read it to him. Next walk over to the pidgeon carrier house and offer to send a letter for 500 gold. Now go talk to the guy behind the counter in the relic shop as this will cycle time and cause a reply letter to be delivered to the soldier. Repeat this cycle four more times to receive a rare Tintinabar relic. Side Quest complete.

Head out to the Veldt again. Keep looking for random encounters until you find Gau and use a Dried Meat on him to get him to join you. Gau is THE strongest character in this game by far if you put some effort into him. He can also be the most useless character in this game if you put no time and effort into him. Basically, what effort you do put into him you'll get out in spades. Gau's a front row guy, always will be and thus could use the extra defense afforded by the Mithril Shield. A Plumed Hat and Kung Fu Suit will complete his get-up for now. As for Relics, Hyper Wrist and White Cape will do well for him.

The astute will note Gau does not have a Fight command. This is replaced by Rage. When on the Veldt he also has the Leap command available. Gau comes with a few rages already but they're pretty lackluster. Selecting a Rage will cause you to lose control of Gau and he will either do a basic attack or a special attack tied to that rage, 50/50 shot each turn. To make Gau the total badass that he's meant to be we'll have to go rage hunting, which can only be done on the Veldt.

When Gau encounters a random enemy formation on the Veldt he'll have the option to Leap. Selecting Leap will cause the encounter to end instantly and the party to lose Gau temporarily. Continue fighting on the Veldt and eventually Gau will come back, you do not need to give him another Dried Meat for him to return again. On his arrival Gau will have aquired all rages for the battles when he first leapt and returned, but not in between.

Here's the good stuff that is currently available:
Dark Wind (inherent Float, Break)
Trilium (Bio which is a strong ST/MT Poison-elemental spell)
Areneid (!Numb sets Stop)
Vaporite (absorbs Lightning, inherent Float, Blaze)
Over-Mind (absorbs Poison, Elf Fire which is a strong ST Fire-elemental attack)
Stray Cat (!Catscratch = Battle * 4)
Marshal (Wind Slash which is a strong MT Wind-elemental attack)
Pterodon (inherent Float, Fire Ball, which is a strong MT Fire-elemental attack)
Rhodox (Snare, which is the most accurate ST Wound-setting attack you have now)
Templar (inherent Safe, Fire 2)
Hazer (Bolt 2)
Telstar (inherent Float, ID protection, Sonic Boom)
Bomb (absorbs Fire, inherent Float, Blaze)

You don't need to grab all of them but I would suggest getting most. I would suggest not leaving at all until you have at the very least Trilium, Vaporite, Hazer, and Areneid as they will be of use in the very near future. After you're done pumping up Gau its time to save.

-end session-
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Old 09-30-2012, 06:54 PM   #25 (permalink)
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Re: Final Fantasy VI Play Along

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Originally Posted by Dudebro View Post
Damn man thanks for the heads up that sounds great. I'll have to play it and resist the urge to use a walkthough. I'll stop derailing now.
Have you played DQ 5? I'd rather not spoil it by explaining any plot points (the story is the most engaging of the entire series) but I'm sure you'd love it.
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