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
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.
- Open the party menu at the tower entrance; assign all three groups before entering if the game asks, or at the first split pad.
- Give each team a Tent / sleeping bag equivalent and Phoenix Downs.
- Put Moogle Charm on the team you want to chest-route without fights; swap when you need AP (usually you are done grinding).
Tower route — switches and wings
- Land the Falcon on Kefka’s Tower (central continent spire on the Ruin map). Enter; save at the first opportunity.
- 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.
- Open every chest — endgame weapons, relics, and healing stockpile live here.
- Expect heavy randoms: use Sleep / Stop / multi-target magic to keep MP efficient; Osmose off fat casters.
- Gold Dragon (if remaining) lives on a tower path — kill for Crusader completion if you still need the eighth dragon.
- Rest at save points whenever two parties are about to face a named boss back-to-back.
Ultima Weapon & Triad guardians
- 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.
- Guardian / mechanical and cult bosses: status + magic mixes. Ribbons and Dispel matter.
- 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.
- 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.
Kefka — multi-tier final battle
- 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.
- Early tiers: focus fire the parts the UI / targeting implies; heal through party-wide magic. Status immunity prevents cheap wipes.
- Later tiers: Kefka uses heavier holy, fire, and instant-threat spells. Arise / Life 2 ready; dualcast heal if your mage is not busy nuking.
- 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.
- 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.
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