Walkthrough · Chapter 6 of 6 · Self-contained

Kefka’s Tower

Three parties, one mad god. Split the roster, clear the tower, topple the Warring Triad’s thief, and run the master 100% checklist before the credits.

Chapter goals

Chapter 6 checklist

  • Save on the Falcon outside the tower; backup save recommended
  • Form three balanced parties (heal + damage each)
  • Full chest clear inside Kefka’s Tower
  • Remaining dragon (Gold Dragon) if not yet slain
  • Ultima Weapon (tower boss) defeated
  • Switch parties at sealed switches / gates as required
  • Warring Triad statue guardians cleared
  • Kefka multi-tier finale won
  • Master 100% checklist reviewed before NG+ or archive
Party design

How to split the 14

The tower forces three groups of up to four. Weak third teams wipe on switches. Every team needs: a healing plan (magic or items), a damage plan, and ideally status protection.

  • Team A (spike): Dualcast Ultima mage + Runic Celes + physical Master’s Scroll carrier + flexible fourth (Locke steal leftovers / Sabin / Terra Morph).
  • Team B (balanced): Edgar Tools + Strago Mighty Guard / Lore + Cyan or Setzer + healer-capable mage.
  • Team C (still real): Do not dump only Umaro + low-magic benches. Give them Curega users, Ribbons, and at least one esper with damage spells learned on everyone.
Universal magic is the equalizer. If every character learned Cure, Life, and a nuke while espers were passed around in Ch.4–5, any four can clear a wing.
  1. Open the party menu at the tower entrance; assign all three groups before entering if the game asks, or at the first split pad.
  2. Give each team a Tent / sleeping bag equivalent and Phoenix Downs.
  3. Put Moogle Charm on the team you want to chest-route without fights; swap when you need AP (usually you are done grinding).
Dungeon

Tower route — switches and wings

  1. Land the Falcon on Kefka’s Tower (central continent spire on the Ruin map). Enter; save at the first opportunity.
  2. The dungeon is a hub of paths locked by switches. One party hits a switch; another walks the opened path. When stuck, swap to the group that has not advanced.
  3. Open every chest — endgame weapons, relics, and healing stockpile live here.
  4. Expect heavy randoms: use Sleep / Stop / multi-target magic to keep MP efficient; Osmose off fat casters.
  5. Gold Dragon (if remaining) lives on a tower path — kill for Crusader completion if you still need the eighth dragon.
  6. Rest at save points whenever two parties are about to face a named boss back-to-back.
Lost? If no door opens, you have a party standing on the wrong floor. Cycle groups and re-check switches and elevator-style pads.
Named fights

Ultima Weapon & Triad guardians

  1. Ultima Weapon: Tower superboss cousin to Floating Continent’s Atma. Damage often scales with its HP or yours depending on version memory — keep HP topped, use strongest spells and 8-hit physicals, Runic magic it tries to cast. Do not enter low on resources.
  2. Guardian / mechanical and cult bosses: status + magic mixes. Ribbons and Dispel matter.
  3. Warring Triad-related statue fights: elemental themes (Demon, Fiend, Goddess style trio in classic structure). Match absorbs; avoid healing the wrong element into an absorb. These gate the final ascent.
  4. After the triad path, the party recombines for the final sequence against Kefka.
  • Celes Runic still eats a shocking amount of late magic.
  • Reflect can help or hurt — know boss AI before double-casting into a wall.
  • Quick + Ultima (or dual Ultima) ends most non-final phases in PR when stats are ready.
Finale

Kefka — multi-tier final battle

  1. Enter the final chamber with full MP and sorted relics. The fight is multi-stage: discard / destroy body parts and forms as the game presents them.
  2. Early tiers: focus fire the parts the UI / targeting implies; heal through party-wide magic. Status immunity prevents cheap wipes.
  3. Later tiers: Kefka uses heavier holy, fire, and instant-threat spells. Arise / Life 2 ready; dualcast heal if your mage is not busy nuking.
  4. Final form: empty the MP bar into Ultima, Crusader, Bahamut, Flare, and physical 8-hit loops. Hastega uptime; do not hoard Elixirs for a game that is about to end.
  5. Win. Watch the escape / ending sequence. Magic leaves the world; the cast’s epilogues depend on who you recruited (14/14 yields the fullest mosaic).
⚠ Spoiler — ending tone

Kefka, having already destroyed the World of Balance and ruled as a nihilist god, is finally struck down. The tower collapses; the party flees. Esper magic fades from the realm as balance returns without a tyrant in the sky. Character-specific ending shots reward recruitment — Shadow, Gogo, Umaro, and the rest only appear if they stood with you.

Archive

Master 100% checklist

Run this once before you call the file complete. Cross-check chapters if any box is open.

  • Story: World of Balance complete; Floating Continent; Shadow timer respected (or consciously skipped)
  • Roster: all 14 characters recruited in the World of Ruin (see Ch.4 tracker)
  • Airship: Falcon obtained (Darill’s Tomb)
  • Magicite: major set including Phoenix, Bahamut (Doom Gaze), Crusader (8 dragons), Ragnarok or sword choice resolved, factory/gate espers from Balance not skipped
  • Dragons: all Eight Legendary Dragons defeated
  • Shield: Cursed Shield purified to Paladin’s Shield
  • Dungeons: Fanatics’ Tower, Phoenix Cave, Mt. Zozo, Zone Eater, Ancient Castle path as available, full Kefka’s Tower chests
  • Colosseum: key wagers (Fixed Dice chain and uniques you care about)
  • Builds: Dualcast Ultima online; Genji+Master’s Scroll physical online; Ribbons on fragile leads
  • Bosses: Atma Weapon (Balance), Ultima Weapon (Tower), Doom Gaze, Humbaba, Hidon path, final Kefka
  • Finale: Kefka defeated; ending viewed
Done. That is a complete Pixel Remaster 100% field clear for Final Fantasy VI. For system depth (esper stat tables, relic math), return to the Field Guide hub — Magic, Builds, and Secrets pages stay valid after the credits.