Final Fantasy 6 Walkthrough with Dagger

NARSHE
My Party: Edgar, Terra, Locke, Shadow

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Narshe is located on the large island north of Nikeah on the western portion of it, you'll see a path on the mountains, similar to how Narshe appeared in the first world's map but darker. Do not forget to bring Locke because he can unlock the doors, which are now all locked in town. Monsters are encountered in town too so be careful. Lone Wolf the Pickpocket is still alive! He shows up as you enter the town and runs off after stating only one Moogle is left and that only a treasure hunter can pick the locks. Hence, hinting that you need Locke.

The house above the Relic shop has an old man in bed in the bottom floor. He gives you the Cursed Shield. If you fight 256 battles with it equipped (Gogo cannot uncurse it, any of the main 12 can though) then it turns into the Paladin Shield. I personally think this is not worth it. It takes an eternity to uncurse it, even if you walk around the Solitary Island fighting Peepers. If you want to do it, go ahead. It's up to you. If you do have the colossal amount of spare time needed to uncurse that thing, give the Paladin Shield to Celes.

The main location of interest would be the Weapon Shop. In the back is an old man standing by a bed, he gives you the option of taking either a new esper or a new sword. I prefer picking the esper. In the GBA version you can still continue playing after defeating the final boss, so when you steal the sword that's also available here, you'd still have it upon re-loading a file that cleared the game. So, pick the esper since you can steal the sword later. If you're playing the SNES version you can still steal the sword from one of the final boss' forms you just won't be able to use it beyond that battle. This is the ONLY time you can get the esper. Pick the esper.

Now you need to go into the mines. You can either enter from the entrance near the town gates or by following the path Terra took at the start of the game when escaping the guards. Let's go from the town gates entrance. Head west of the training room and inspect the rock formation like you did in Terra's Scenario with Edgar and Banon long ago. Head inside. The enemies in here are stronger now but shouldn't give you too much trouble, heal up when needed. Go like you did during Terra's Scenario until after the room where the security checkpoint light puzzle was. In the room after that, go south through the door in the wall along the way. You're back in the area where Locke and the Moogles saved Terra at the start of the game, go north. You'll find Mog alone in what was once a room full of Moogles. He rejoins after giving a hint about Umaro, and how Mog will order him to join the party if he is with you.

Do NOT forget to inspect the wall by where Mog was standing. This gets you the Moogle Charm! A relic that nullifies enemy encounters if Mog is wearing it and he is in the party. It comes in handy in Kefka's Tower if you have a party that is weaker than the other two parties. Cast Warp or take the long way by walking back out. You'll need to bring Mog for this next part, so might as well go get him now from the airship.




HARD MODE NOTE:

This is NOT available in hard mode since Locke cannot be used to unlock the doors and Mog cannot be re-recruited.
 
NARSHE SNOWFIELD: NEW DANCE AND A NEW ESPER
My Party: Mog, Terra, Locke, Shadow

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Don't forget to equip Mog before returning. Also make sure your casters know at least Fire 2 and Cure 2. You'll need Fire spells for both of the bosses in this side quest. If Phoenix and Starlet have taught you the third level of both Fire and Cure then you're all the more prepared. A Morphed Terra (or Celes is good here too) casting Fire 3 will be quite dangerous for the upcoming bosses. When you are ready go back to Narshe and work your way up to the snowfield where you fought Kefka's soldiers to defend Tritoch, who is still at the summit. Mog will learn his last dance, Snowman Jazz when you get up into the snowfields after winning a battle there.

See the blue dragon flying around? He's the first of the two bosses here. Make sure you are fully healed, then go approach the dragon. You'll also battle the frozen Tritoch esper at the summit when you approach it.




HARD MODE NOTE:

You can do the Tritoch portion of this event. You can fight the Ice Dragon too, although since you cannot unseal Crusader there's not much of a point to. Have Edgar use his Drill, Celes cast Fire 2 or healing, and Setzer use his Dice against Tritoch. You may not, however, jump down into the Yeti Cave after the hole forms in the cliff after the Tritoch fight.
 
BOSS BATTLE: Ice Dragon

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He can inflict Freeze status "You'd best be frozen!" on you. If he does, have someone cast Fire on the frozen ally. Edgar should Jump, so should Mog. Setzer and Celes can alternate between casting Fire 2 to attack and Cure 2 to heal the party. If you have Cure 3 or Fire 3 yet these work even better. Use a similar strategy for Terra or Relm if they are with you. Locke should attack with his Snipers if he is there. Others like Sabin and Cyan should use their strongest abilities available if they are with you. Shadow should Throw Shurikens or Flame Sabres. Watch out for Absolute Zero! It will do a lot of ice damage to everyone, heal after the dragon uses it. He's not so bad if you end the battle quickly.
 
BOSS BATTLE: Tritoch

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He has a massive physical defense so do not rely on most weapons. Setzer's Dice will still work, as will the Atma Weapon (give it to Celes or Terra here). You'll want to rely primarily on casting Fire 2 or Fire 3. He'll cast Ice 3 a lot so be ready to heal if needed. The fight can take forever if you're not prepared, but it's not tough. Watch out for Rasp also. The boss will use that and it damages your Magic Points. He can freeze someone too "You'd best be frozen!" which is annoying. Have your casters ready to use Fire on the frozen individuals. Edgar's Drill should also work fine if you need a non-magic tactic for him. If you have any Fire Rods left, this is the fight to use them in. For some reason the boss fight doesn't play here, it should have.



HARD MODE:

Have Celes casting Fire 2 or using any Fire Rods you might still have, or healing. Setzer should assist with healing. Edgar should attack with his Drill. This battle may take a while with just these three but it's doable.



You get Tritoch as an esper (finally!) after the fight. Also, a hole forms in the hill.
 
ESPER SPOTLIGHT: TRITOCH

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Summon: Tri-Disaster / Tri-Dazer (68 MP)
Fire, Ice, and Lightning attack on all enemies.

Spells Taught:
Fire 3 x1
Ice 3 x1
Bolt 3 x1

Level up bonus while equipped: MagPwr +2

Tritoch's one of the best espers for offensive spells. The good news is, you learn three powerful spells that are the strongest of the three main elements. The bad news is, all are learned at "x1" modifiers other than Fire 3 which is taught faster by Phoenix. Take the time to learn these. It's worth it to have your main casters be able to attack enemy weaknesses ruthlessly with these spells. The summon's also quite useful. Tritoch is one of the most important espers in the main story, so it's rewarding to finally get him as a summon even though it's late in the game. In other versions his name got changed to Valigarmanda. That's a stupid name. He'll always be Tritoch to me.

 
ESPER SPOTLIGHT: RAGNAROK

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Summon: Metamorphose (6 MP)
Attempts to transform an enemy into an item.

Spells Taught:
Ultima x1


Level up bonus while equipped: None

Ragnarok has been the subject of debate ever since the game got released. Do you get the esper, or do you get the sword? I prefer to get the esper myself. Come on, he teaches you Ultima. One of the spells that's worth putting up with a "x1" modifier to learn. The summon is pretty stupid, I never use it. If you do not have the patience to uncurse the Cursed Shield, then this is esper is your only way to learn Ultima. Unless your name's Terra, then you just gotta level up to 99.

 
YETI CAVE
My Party: Mog, Terra, Locke, Shadow

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Jump down the hole in the cliff where Tritoch was. You're in a cave now. There's three different paths you can take from the entrance. Let's start with the left one. Avoid the darker tiles by the door, those cause you to fall down a floor if you step on them. Go up toward the door on the left but go right one step when you have a dark tile to your north and west. Now go up until you can't, and left through the door. In the next room you see a chest. Do not walk into the narrow hall connecting the chambers, another hole is there only this one has no dark tiles hiding it. Open the chest to enter a battle with the incorrectly translated Pugs (Tonberries).


BATTLE: Tonberries (3)
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This battle was the first encounter for many, with the now iconic Tonberry monsters. They use Step Mine and constantly move closer to your party. They have high Health so unleash all your best moves on them. The fight's pretty dangerous if you do not know what you're up against. When the Tonberries (I'm NOT calling them "Pugs") get to your party they use a Knife attack that does thousands of damage. If Terra or Celes are with you and you have some Fire Rods or Pearl Rods then have them use those. Mog or Edgar should Jump if either of them have it.



PUG OR TONBERRY?

Tonberry is the real name. These guys got translated wrong. It's better than their FF5 counterpart, who got mistranslated as Dinglberry. Anyway, they have been in many Final Fantasy games, but since FF5 was not released in the states until after FF6 was, the fight in the Yeti Cave in FF6 was the first version of Tonberries that most of us saw. Of course the name is translated wrong, so some of us may recall wondering why FF7 had "Pugs that got named Tonberry". Master Pug, a boss in FF6 is also seen in FF7 in random encounter form correctly translated as Master Tonberry.



Head back through the door on your right to be at the entrance again. Go through the middle path this time. Open the chest in the left corner to get an X-Ether. Do not go south toward the chest where the Tonberries were, there is a hole that you will fall through. Now go back through the way you came to the entrance. Taking the right door just leads to another hole. You can now either fall down one of the holes or take the stairs to the right of the chest that had the X-Ether. Get up on the platform that has the bridges. Cross the bridges and grab the Gauntlet from the chest on the way. Go up the stairs. Flip the switch on your left to fall back down where you just were, flip the one on the right to fall into Umaro's room. Go over to the skull and inspect it to get the Terrato magicite. Umaro shows up and is unhappy that you took his magicite.


HARD MODE NOTE:

This event is unavailable in Hard Mode.
 
BOSS BATTLE: Umaro

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This isn't so tough. Use Fire elemental spells against him and your most powerful attacks for your fighters. If you defeated the Tonberries then this is much easier. One odd thing to note, Umaro might use a Green Cherry on himself. When he does this his stats increase. Why doesn't that work on Umaro when he is playable? Oh well. He honestly should not give you any difficulties. Heal as needed and use those Fire elemental spells. A Morphed Terra casting Fire 3 followed by Celes and Relm both also casting Fire 3, should defeat him easily.

After the fight, if you brought Mog, then Mog will order Umaro to join you. Hey! That's the first time we have gotten to rename anyone in ages! Umaro goes out to wait for you in the airship. You're done here so jump outside and either walk back to the town entrance or cast Warp.

 
CHARACTER SPOTLIGHT: UMARO

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Umaro is a secret character, he does not have to be recruited unless you choose to do so. If you want to recruit him, you get a berserker. Umaro is computer controlled in battle, you'll never be able to decide on what specific action he takes. What you can do, however, is equip him with a couple of relics exclusive to him that change up his battle commands for the computer to pick. He has the best Health Points of anyone in the main party as well as good strength and defense. He is always equipped with a Bone Club and Snow Muffler. The two relics exclusive to Umaro are the Rage Ring and Blizzard Orb.


Rage Ring
The attack unlocked by this is that Umaro might throw a party member at the enemy. It will not damage the party member luckily, but the enemy is not so lucky. They take more damage from this than from Umaro's regular attack with the Bone Club.

Blizzard Orb
The attack unlocked by this is a Snowstorm skill. An ice elemental attack hits all enemies.

Umaro does not have a "Fight" command, so he has no Limit Break.


My biased character rank:

9th of 14

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ESPER SPOTLIGHT: TERRATO

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Summon: Abyssal Maw / Earth Aura (40 MP)
Earth elemental attack to enemies.

Spells taught:
Quake x3
Quartr x1
W Wind x1

Level up bonus while equipped: HP +30%

Terrato, also known as Midgardsormr or Midgar Zolom in other versions, is nowhere near as cool or useful as he looks. Don't bother with the spells he teaches unless you're a completionist. There's much better magic available at this point in the game. It's a shame too, an esper this cool looking should have offered better spells. He's not fully useless though. Want someone to get a big Health Point boost upon leveling up? Terrato's who you want to equip that character with. He's second only to Bahamut for Health Point boosts.

 
ZONE EATER
My Party: Mog, Umaro, Terra, Locke

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Fly to the triangle shaped island in the northeast corner of the world map. Walk around until you encounter a monster called a Zone Eater. Do not defeat him! Let him engulf your party, you will be inside a cave with really catchy music. Do NOT go into the light in the upper left corner of the first room, that's the exit. Go downstairs. The next stairway leads to a dead end. Walk to your left and you will see guys who look like the Phantom Train Conductor only green. Press A in the direction you want to jump, to jump across the bridges. If you let the green guys touch you, you fall off the bridge into the room below. Allow this to happen once. The two chests down there have an Ether and a Red Jacket. Stand on the switch to make the wall move down, you can cross and go the stairs to be back at the bridges with the green guys again.

So this part can be a little tricky. You have to time your jumps so that you never touch the green guys. Jump up two bridges from the start. Move to your left a little and jump down two bridges while avoiding the green guy. Wait until he is far enough away that he will not touch you as you jump. The chest has a Genji Armor. Now jump back up to bridges, when the green guy is far enough away. Move to the end of the top bridge and wait for the green guy to move, then jump down two bridges to get a Magical Brush for Relm. Go left until you are at the end of the bridge and wait for the green guy to be far to your right, jump up a bridge and move left. There's one more chest to your left. Jump down a bridge if the green guys are out of the way, then jump left. This has a Fake Mustache Relic for Relm, make sure to get this! It unlocks her Control ability. Now jump back right, avoid the green guy, and jump up. You're done here. Go downstairs. There's a save point, make sure to save there.

Ok I hate this next room. The ceiling rises up and then will fall down on you. There's a few safe spots in the room that you have to stand at in order to not get an automatic game over if the ceiling hits you. It's much easier if you equip someone with Sprint Shoes. Take the path to your left and stand south of the chest. It has a Zephyr Cape. Go over to the next chest when the ceiling goes back up and open it to get a Hero Ring. Stand DIRECTLY south of the chest and let the ceiling fall. Then race to your left until you see a path south of you, hurry south! Ignore the chest for now! There was one more "safe" spot between the chests and the exit, but it is difficult to pinpoint. It's easier to just equip Sprint Shoes and literally sprint out at that last part. When you are at the end of this room and the ceiling has gone up again, you can go get that other chest but hurry south once you do. It has a Tack Star. Follow the corridor to the next room.

This room is easier. You have to jump across the treasure chests as platforms to get forward. Jump left, then jump up. See the switch on the platform? Face that and jump south. Step on the switch. This makes a couple of new bridges appear. Jump right, then jump left twice. Jump up to get to a Thunder Shield in a chest. Jump down, right, up, and left. Go in through the door. Inside is.... Gogo! He/she will join you when you speak to him/her. Now work your way back to the entrance. Yes, this means dealing with that frustrating ceiling fall trap again. Look for the spot right next to where the ceiling starts when its on ground level, stand there and let it fall, now race up to the chest where the Hero Ring was. Let it fall and go back up, then race to the first chest, let it fall and go back up, now get out of there. When you get to the first room stand in the light in the upper left corner to exit.



HARD MODE NOTE:

Not available and since you're not recruiting Gogo and no one would be able to use the Fake Mustache Relic, there would be no point to doing this event.
 
CHARACTER SPOTLIGHT: GOGO

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The last time we'll be doing one of these.... Gogo is an elusive character who is optional to recruit, it is highly recommended that you do so. While the other secret character Umaro is uncontrollable in battle, Gogo is the exact opposite. As a Mime, he/she copies the actions of others and you can select his/her command set from his/her menu screen. When you select a command to give Gogo, he/she will have access to all of the skills from that command that the main character it belongs to has. Meaning.... if you give him/her Tools then he/she can use any Tool that Edgar has. If you select Lore, he/she has access to every Lore that Strago has unlocked. Magic is where it's a little different. If Gogo is given the Magic command then he/she will "know" every spell that someone in your active party does. So if you have Terra and Celes in the party with Terra knowing Fire and Celes knowing Ice, Gogo will "know" both, but if you remove Terra than Gogo will "forget" Fire unless someone else in the active party knew the spell.

Gameplay-wise.... Gogo has the worst defensive equipment proficiency of anyone in the game and other than the Gradeus Knife doesn't have that many great weapons. His/her weapon proficiency is similar to Strago and Relm, so give Gogo your best Rod until you get the Gradeus Knife which is his/her best weapon in the main story. His/her stats are average other than that, so he/she makes a better caster than a fighter. This is the main reason Gogo fell in the ranks a little. His/her customization makes him/her an excellent character, and regarded as one of the best by many. What commands you give him/her is completely up to you. You could make him/her similar to the others with Fight/Magic/Mimic/Item or or go crazy with a command list such as Blitz/Magic/Lore/Mimic. The possibilities are many. Gogo can also equip items such as the Thief Glove to turn Steal into Capture. The only command Gogo cannot equip is Morph. He/she is programmed to be able to equip Banon's Health, Leo's Shock, or the Ghost's Possess but since they are not in the party when Gogo is, the game won't allow you to do it.


Special: Mimic
Gogo's default command. He/she will mime the actions of whoever goes before him/her in that round of battle. If the last action by a playable ally is Cyan using Quadra Slice, then Gogo will do Quadra Slice. If the last action was Relm casting Ultima, then Gogo will cast Ultima.

Limit Break: X-Meteor

My biased character rank:

6th of 14

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PARTY CHANGE DIALOGUE (WORLD OF RUIN)

These are the final sets of character change dialogue. Each character always says the same thing in the second world, so I saved it for when (if you were following this walkthrough) you'd have everyone. Trivial note.... is Gogo miming Shadow here? Hmmmm....


TERRA: General Leo.... I believe I understand what you're trying to say.

LOCKE: As long as there's people who need to be protected, I'll fight!

EDGAR: If something happens to me, all the world's women will grieve!

SABIN: Riiiiiight!

CELES: I'm glad I made it this far.... I feel I have a lot to live for....

CYAN: What an amazing device!

GAU: GAU become stronger on the Veldt.

SETZER: Something good will come of it all!

MOG: Kupoppo!!

STRAGO: Hey everyone! Let me see the light in your eyes! The old man, here, hasn't given up yet!

RELM: Let's do it! Let's go get that madman!

SHADOW: ....

GOGO: ....

UMARO: Uhhhh....
 
FUN WITH GOGO: TERRA SET-UP

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Gogo's Commands
Fight
Magic
Mimic
Item

Gogo cannot use the Morph command and must have Mimic, so this is as close as it gets. In looking at this set-up, Gogo is outclassed in every capacity. Terra is a better fighter, better caster, has better equipment, and gets Morph while Gogo does not.

Trivial note.... This is also the set-up you could do to give Gogo a set of commands that resemble everyone else's.

 
FUN WITH GOGO: LOCKE SET-UP

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Gogo's Commands
Fight
Steal/Capture
Magic
Mimic

I replaced Item from Locke's list to create a Locke version of Gogo since Gogo needs Magic more (depending on the learned spells of those in your active party). Locke's far faster than Gogo and a better fighter than him/her, so you may want to keep that in mind. Gogo won't have as much success with Steal and Capture as Locke. If you want to try it out though, go for it.

 
FUN WITH GOGO: EDGAR SET-UP

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Gogo's Commands
Fight
Tools
Magic
Mimic

Tools is a great command, so making an Edgar version of Gogo is fun. Edgar's a MUCH better fighter while Gogo is a better caster. So the result is that Gogo will be more successful with Tools like Flash or Bio Blaster than deal magical damage rather than the Autocrossbow which does melee damage for area of effect attacks. You will still want to rely on the Drill for single targets. Not the best set-up for Gogo, but recommended if you want him/her to be just like Edgar. Add the Dragoon Boots to turn Fight into Jump for added fun, although Gogo cannot equip Spears.

 
FUN WITH GOGO: SABIN SET-UP

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Gogo's Commands
Fight
Blitz
Magic
Mimic

This is a great set-up. Sabin's Blitz skill offers some decent abilities that are both melee (which Sabin is better at) and magical (which Gogo is better at). Stick to the magical ones for more success. Aurabolt, Fire Dance, and Air Blade all come to mind initially. Believe it or not, Bum Rush also counts as a magical attack, which is great news for Gogo. Unless you really hate the Blitz command.... this is a set-up that you'll enjoy.

 
FUN WITH GOGO: CELES SET-UP

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Gogo's Commands
Fight
Runic
Magic
Mimic

Not a very good set-up, unless your active party has a good selection of spells learned. Runic's not a command I am particularly fond of, and I've made that clear earlier in this thread. Celes should have had Leo's Shock command or Banon's Health command instead. It is what it is though. Steer clear of this set-up. It isn't even a case of Gogo being outclassed, Runic's just as annoying whether Gogo or Celes use it. There's much better set-up's available.

 
FUN WITH GOGO: CYAN SET-UP

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Gogo's Commands
Fight
SwdTech
Magic
Mimic

This is an interesting one. SwdTech offers 8 different abilities. The downside is having to charge up for some of the more useful ones, the upside is that a couple are magical. Gogo is a MUCH better caster than Cyan, while Cyan's the better fighter. Stunner (#6) is what you want to use against enemy parties while Quadra Slice (#7) remains the best against single targets or bosses despite it being a melee attack.

 
FUN WITH GOGO: GAU SET-UP

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Gogo's Commands
Rage
Mimic
Magic
Item

Gogo cannot equip the Leap command, so keep that in mind. Gau has no Fight command, so I replaced Fight instead of Item in order to make this set-up. As with most of the other characters, Gogo is better at casting based Rages than Gau, while Gau is better at melee based Rages than Gogo. Find Rages that use some of your favorite spells. Behemoth is a good Rage to teach Gogo, it will cast Meteor. Or just stick with Stray Cat. It won't be as strong as Gau's version, but you simply cannot go wrong with that Rage.

 
FUN WITH GOGO: SHADOW SET-UP

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Gogo's Commands
Fight
Throw
Magic
Mimic

Another fun set-up. Throw offers a lot of different options, depending on what is in your inventory. Once again we have a case where the original character is more effective at Throwing melee items (Shadow with Shurikens and equippable weapons) while Gogo is better at Throwing the elemental scrolls. That's not to say that Gogo can't still be effective at Throwing Shurikens, he/she just won't do as much damage as Shadow does.

 
FUN WITH GOGO: SETZER SET-UP

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Gogo's Commands
Fight
Slot / GP Rain
Magic
Mimic

GP Rain is a good choice to give Gogo if you can afford to lose that much Gil/GP from the attack. It works just the same for Gogo as it would for Setzer. Now, with Slot, if you happen to want to give Gogo that.... have fun with that. Stick to 7 Flush, H-Bomb, and Mega Flare if you can since they are magical attacks. Or give Gogo the Coin Toss so that Slot can be fully avoided. Slot and I do not get along. Better set-ups are out there than this.

 
FUN WITH GOGO: MOG SET-UP

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Gogo's Commands
Fight
Dance
Magic
Mimic

There is a difference, but not a large one, between the effectiveness of Gogo's Dancing compared to Mog's. All Dances have magical abilities, melee based abilities , and at least one useless ability in their skill sets. So none are really any better for Gogo than any other. I like Water Rondo the most. For added fun in making a Mog version of Gogo, equip the Dragoon Boots to turn Fight into Jump, although Mog outclasses Gogo as a Dragoon. There's that whole equipping Spears thing and Gogo's lack of proficiency as a fighter. Try this set-up if you want the unpredictability of the Dance command.

 
FUN WITH GOGO: STRAGO SET-UP

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Gogo's Commands
Fight
Lore
Magic
Mimic

Of all the set-ups intended to have Gogo be a counterpart of the other main characters, this is the best one. Depending on what Lores you have unlocked of course, and what spells are learned by your active party members. Make sure Strago had learned Mighty Guard, Grand Train, Step Mine, and Pearl Wind. Complete the Lore spellbook, by all means, but those are the important ones. A completed Lore spellbook alongside a full Magic command, gives Gogo tons of potential in this set-up. Strago's better at Lores, but Gogo's really good at them too.

 
FUN WITH GOGO: RELM SET-UP

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Gogo's Commands
Fight
Sketch/Control
Magic
Mimic

Not that great. Control can be fun, but there's no point in giving Gogo this command when many better ones are available. Don't even get me started on Sketch with all its glitches, it's bad enough watching out for those as Relm. Avoid this set-up.

 

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