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Final Fantasy 6
WALKTHRU

The World of Balance

Narshe
Party: Vicks, Wedge, ????? (Terra)
Boss: Whelk
As the game begins, you see Vicks and Wedge discussing their invasion on Narshe. These two soldiers work for the empire, and their mission is to dig up a magical being know as an esper from the mines of Narshe. As you enter the city, you will be attacked by lobos and other enemies. Work your way north until you reach the mine. Go inside and make a left. Use the save point and then head north again. You will reach gate, quickly knocked down by one of your party. As you enter, you will be confronted by a snail-like beast known as a Whelk. Whatever you do, do not attack the shell. If you do, the Whelk will use a lightning attack on one or more of your party. After you fight the Whelk you will come across the Frozen Esper. You will enter a fight where Vicks and Wedge get knocked out of the fight leaving Terra. The esper, Tritoch, and Terra begin to speak telepathically and lightning bolts fly between the two. Terra wakes up in Arvis's house.

Arvis's House

Terra wakes up in Arvis's place. She has total amnesia and a severe headache (She would kill for a bottle of excedrin, in the green bottle.... :)Arvis explains to her that she was under the complete control of the Empire, because of a slave crown. Imperial soldiers come to the door and Arvis helps terra escape into the mines........

Items: Search the Grandfather clock for an Elixir (almost EVERY clock in the game has one).

Mines
Party: Terra, Locke, several moogles

Chests: Fenix Down, Sleeping Bag (if you wait until you get to the World of Ruin and they will change to a Pod Bracelet and an Elixir)
Additional items: Mog's Mithril Shield and Mithril Pike

Boss: Marshal

After going through the mines, Terra walks a little ahead of her and is spotted by the guards. She gets cornered. The floor gives way and she falls down. She has a flashback and remembers events from her past, when Kefka puts the slave crown on her. The scene shifts back to Arvis' House where Locke is informed about Terra. Locke finds Terra, but the guards find both of them. Some Moogles come and offer to help. The Moogles are Kupek, Kupop, and Kumama. They form a group with Locke. There are two other groups with four Moogles each. The first group has Mog, Kuku, Kutan, and Kupan. The second group has Kushu, Kurin, Kuru, and Kamog. You can control the groups. The objects of this part is to stop the guards from reaching Terra and defeating the commander. I recommend you keep one or two groups in front of Terra to provide secure guard, because if the guards reach Terra, its GAME OVER! Before defeating the commander, switch to the party that includes Mog and remove his shield and pike. Give the shield to Locke and give the pike to Edgar who you'll meet shortly. Mog won't be needing these things for a while so it won't hurt you. By the time he need them you'll be able to equip him with better items. After defeating the commander, Locke will grab Terra and take off through the mines. He comes to a switch and pulls it. This opens a secret passage. Remember where the passage is. You'll need to come back to it later. You are now outside Narshe. You can't enter the center of town but you can enter the classroom.

Classroom
Party: Terra, Locke

Points of interest: A bucket of recovery water that recovers hps and mps. A save point.

Chests: Monster-in-a-box, Sleeping Bag,

Items: Search a pot for Tincture Besides getting the items in the chests and the pot, the classroom is there to tell you things about the game: How to do something and where to do something, most of it is already in the instruction book. It is useful if you happen to have LOST IT :).

written by TOM and Dan