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About the game Empty About the game

Post by Druf Wed Aug 25, 2010 3:03 pm

The new things that were added in ff6 were the ability learning based on your armor (just like ff9). This was also the first game to have the ability to switch your party when necessary. It also has the most playable characters, and you can use them all in the last boss. not all at once but no real definitive main character. Although terra is mostly main in WoB while celes appears as a main in WoR (world of balance/ruin)

Characters:
***Terra:
Spoiler:
Terra is a rather strong character. She possess both a strong physical attacks and magic. She is also able to equip most all equipment, making very flexible. When she gets the Morph ability, she becomes even stronger.

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Locke: Locke is a self-proclaimed treasure hunter who trys to act carefree, but has a painful past. His girlfriend was hUrt in a cave fall in front of his eyes. She had amnesia as a result. During her amnesia, she agreed to marry Locke. Of course, her parents were none to thrilled that she was going to marry the man they blamed for her injury and Locke left town so things could cool down. Before he could return, he received word that Rachel had died shortly after recovering her memory. It pained him to have not been able to save her and for not being there for her when she died. To this end, he has vowed to always protect those he can.

Very fast and strong, he also has the ability to have his attack change to capture which is a full attack mug.

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Spoiler:

Edgar: Edgar is the young king of Figaro, machine expert and ladies'man. Though he tries to appear suave and nonchalant on the outside, Edgar is a truly compassionate person who wants to help others.

Edgar is another physical type fighter. He is just as strong as Locke, Terra and Celes, but he will be dealing much more damage much earlier due to his Tools. Edgar and Sabin will make the World of Balance a virtual breeze.

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Spoiler:

Sabin: He is a trained martial artist who happens to be the twin brother of Edgar. At the death of his father, Sabin became disgusted with the politics of the world. Everyone was only interested in which of the brothers would succeed the throne instead of seeking vengeance for those that had killed his father. Shunning it all, he leaves Figaro and sets out to perfect himself...

Sabin is easily one of the strongest characters throughout the game. His Blitz skills will almost always be your strongest attack available. His only true weakness lies in the inability to target specific enemies with his Blitz. Though, this isn't much of a problem since he eliminates the enemies so quickly.

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Spoiler:

Celes: Celes is a former soldier of the Empire who was genetically enhanced to be able to use Magic. She rebelled against the Empire and was arrested in South Figaro. Of course, her future knight-in-shining-soldier's clothes, Locke, rescues and brings her to the Returners.

Celes is nearly identical to Terra in terms of character strength. The only true difference, is their respective skills, Morph and Runic. Though Morph has many more practical uses, Runic is a very powerful asset. Used correctly, it can very well negate many enemies' (including some bosses') offensive capabilities.

-- Runic --

If equipped with a proper sword, Celes can automatically negate the next spell cast during battle. Though not practical for most instances, if used agaisnt the right enemy in the proper way, Celes can single handedly stop the attacks of a boss.

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Spoiler:

Cyan: Cyan is the most-trusted warrior of Doma. Though he is not the youngest swordsman, he is still the best. During Kefka's seige of Doma, poison is used killing everyone in Doma including Cyan's wife Elayne, and son Owain. In a fit of rage, Cyan single-handedly storms the Imperial camp. At this point, he runs into Sabin, and the two journey off.

Though Cyan is a very powerful character, he is often not as useful as others. This is due mainly to the SwdTechs. Powerful as they are, you can achieve much the same level of damage using attacks that don't take quite as long to perform. Of course, Cyan does have "Psycho Cyan" which makes him, far and wide, the most powerful character in the game.

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Spoiler:

Gau: Gau's mother died while giving birth to him. As a result, the father went insane, thought Gau was some sort of monster and left him all alone in the Veldt. His father convinced himself that is all one terrible dream and forgot it ever happened. Gau, defying all odds, survives the harsh Veldt despite being a baby. He grows into young boyhood adapting to the surroundings, and learning to be as strong as any monster could ever be.
Gau like charlie is a wild card. He could be good but for the most part he is bad. just like this:


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Spoiler:

Mog: Mog is a moogle. Living in the caves of Narshe, Mog first encounters Terra and Locke when they are being chased by Narshe guards. With Mog's help, they are able to escape. Later in the game, the team meets mog again however you can choose him or a crappy item. If you were as dumb as me you will choose the item, and miss one of his dances and then get him later.

Early on, most people don't find much use for Mog. When the World of Ruin, rolls around, though, he becomes a staple in most people's party. The Moogle Charm alone warrants his use. Aside from that, Mog is still a great character. Able to use equipment that boosts his defense to the max, and his magic defense to obscene levels, Mog can sit in battle and take no more than 1 HP of damage per hit.
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Spoiler:

Setzer: Setzer is a free-spirited gambler who happens to be the owner of the only
Airship on the world. When the Returners needed to get to Vector, their only course was to use Setzer's Airship. To this end, they foil his attempted kidnapping of Maria, the Opera singer. Then, Celes uses Edgar's prized two-headed coin to trick her way into a deal with the gambler. (Not much of a "master-gambler" though, if he fell for that trick.) At this point, Setzer continues to aid the Returners. After the Kefka unbalances the world, and the Blackjack Airship is destroyed, Setzer visits the grave of his long-deceased friend Darill. Here, he recovers her old Airship and the party proceeds to confront Kefka.

Not particularly strong and his slots can give you an insta game over, so I never used him but his fixed dice weapon deals lots of damage and he has the 2nd ever gil toss, it is called gp rain.

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Spoiler:

Shadow: Shadow has one of my favorite stories in this game. You view his past when you go to an inn with him in your party here is what you learn: Shadow appears a cold-blooded mercenary. No job is too dirty so long as the price is right. He travels the world doing odd jobs for money to feed his dog, Interceptor. He is eventually hired by the Empire to aid in the search for the Espers. Along the way, his "use" runs out and they try to axe Shadow. So he joins the Returners in an effort to take down the Empire. Shadow's past is shrouded in mystery and revealed through his dreams. Before he became an emotion-dead ninja/assassin/mercenary, he Shadow was a thief named Clyde working with his friend Baram. Their greatest feat was the theft of 1,000,000 GP from a train. Somewhere along the way, Clyde and Baram are chased by the authorities and Baram is hurt in the process. Clyde is forced to leave Baram behind (a choice that grievously upsets him). He eventually finds his way to the town of Thamasa, were a woman nurses him back to help. Like all obvious stories, the two fall in love and have a baby girl. It's plainly obvious that this girl is none other than Relm. Possibly because he was an outlaw, or because he knew he would not make good father, he leaves Thamasa in the interest of Relm. Interceptor decides to follow him, and that's how Clyde came to be Shadow. This, of course, explains why Interceptor is nice to Relm, and no one else. It also explains Shadow's hesitation towards Thamasa.

Shadow is a very strong character. He will most likely be your 2nd fastest character and is one of the stronger attackers throughout the game, regardless of the fact that most of his weapons are weak. His skill provides a very early defense ignoring attack, which makes it massively powerful. Shadow's greatest bonus though, is that Interceptor will randomly block and even counter attacks for Shadow. In addition, Interceptor's counters are extremely strong early on, doing damage in the mid 4 figures when most of your characters are barely doing 3 figure damage. He also has throw so yeah...


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Spoiler:

Strago: Strago is a 70-year-old man from the town of Thamasa and descended from the archaic Mage Warriors. He spent the greater part of his youth hunting the monster Hidon (never quite succeeding). Strago is skilled in the art of Lores, which are the blue magic of the game. All he has to do is be in your party and SEE the person use the attack and he will learn it. Years ago, a friend of his died, and he has taken to raising her orphaned daughter Relm. Thamasa is a town that tries to hide its inherent talent with magic. When the Empire comes to town looking for Espers, Strago and the rest of Thamasa feigns ignorance. When Relm is put in danger because of she is trapped in a burning house, Strago attempts to rescue her. His power is not enough, but with the help of Locke, Terra, and later Shadow (Relm's father), she is saved. As a means of repaying a debt, Strago agrees to aid in the search for Espers. In the World of Ruin, Ebot's Rock has resurfaced. This is the home of Hidon. Strago is initially uninterested in facing Hidon. Later on, his best friend, Gung Ho, is apparently injured by Hidon (FAKE) and this give strago the carbs to ignite and go get the beast.

Strago isn't too bad of a character, but he isn't very good either. Though his Lores are useful, they aren't useful enough to really warrant using him. Basically, Strago is a draft bust one of those characters that could be very good, but never quite makes it.

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Spoiler:


Relm: Relm is the daughter of a native Thamasa woman and Clyde. Because her mother passed away and her father is not around (see Shadow's Bio), Strago, a family friend took her in as a surrogate granddaughter, and has been raising her ever since. Relm possesses an inherent affinity to painting. Her portraits can, literally, captivate people. Being an over-energetic child, she tags along with Strago, Locke and Terra (unknowingly to them) when they search for the Espers. She, of course, gets tangled up with all the revolution business and even meets her father (though she is not aware).

[Relm is the best magician in the game, but she has no defense or psychical attack. Her special ability draw seems to do nothing but glitch out the game into freezing. I never used her but she may be good on an emulator.

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Spoiler:

Umaro: He is a yeti you find in WoR with mog. Some how he is mog's slave.

You actually have no control over him, he has auto berserk. He isn't even strong so he is completely useless.

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Spoiler:

Gogo: Gogo is a Mime found in the pits of the World or Ruin's Triangle Island. Because Gogo has no particular background story, many FF fans take it upon themselves to come up with theories as to who Gogo is.

Gogo is a very useful character. he can copy any magic, he can copy blitz, swd tech, rage, and everything else except morph. He cannot equip espers however but with all that other stuff that doesn't really matter.

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Spoiler:

Gameplay: The gameplay of Final Fantasy VI is similar in some ways to that of Final Fantasy V. Players can equip Espers that teach spells and give stat boosts, similar to the Jobs of the Job System. What abilities cannot be taught by Espers can usually be learned by equipping Relics, which give abilities like Jump and Two Hands to the equipped party member. The characters can also each equip a weapon, a shield, a helmet and a piece of clothing, each equipment piece often with its own unique properties such as stat boosts or elemental immunities. Though some characters have special abilities similar to magic, the only characters to learn normal magic naturally are Celes and Terra, who even then have a very limited spell pool. The characters as a whole can only learn magic by equipping Magicite, or a few select weapons and armor. Magicite is the crystallized remains of a dead Esper, mystical creatures with intense magical power. Each character can equip a single piece of Magicite at a time, and each Magicite shard can only be used by a single character at any given time. Once equipped, Magicite teaches magic by way of Ability Points. Each Esper teaches a spell by a certain percentage rate, and winning Ability Points increases the equipped character's aptitude with that spell by the specified amount - once enough Ability Points have been won to put the percentage rate at 100%, the spell is learned and can be cast. Some Espers like Lakshmi teach several basic spells quickly, while others like Valigarmanda teach a small handful of powerful spells slowly. This system means that with patience, any character can learn any spell (with the exception of Umaro and Gogo).

In addition to teaching normal magic, the Espers also give access to Summon Magic. A character can summon their equipped Esper into battle one time, even if they know no magic themselves. At times these summons are merely more powerful versions of the spells they teach.

Story: The story of the ff games from now on are incredibly long, I am just gonna do some editing from the ffwiki version fully expecting no one to read it. Because I am done with ff6 I have written soo much.
[spoiler]
Background


A thousand years ago, three gods known as the Warring Triad descended to the world, and eventually began war for dominance that became known as the War of the Magi. To fight for them, the gods transformed humans and animals into creatures called Espers, giving them intense magical power. After a long war, the gods realized their war was destroying the world and turned themselves to stone, their final wish that the Espers prevent their power from being abused. The Espers took the petrified remains of the gods and fashioned a new dimension to live peacefully away from humans, and to hide the gods from them.

In the present, the world has experienced a technological revolution, while magic has faded into legend. To the south, the Gestahlian Empire, lead by Gestahl, discovered the entrance to the Esper world and kidnapped several of the creatures. Using machinery, the Empire found a way to drain the Espers of their magical energy and imbue humans and machines with this power, resulting in the phenomenon known as Magitek. Using Magitek to overpower the armies of other nations, the Gestahlian Empire conquered the southern continent and began to push into the north with the ultimate aim of world conquest.


The Mysterious Woman

The game begins with two Imperial soldiers named Biggs and Wedge and an unnamed woman attacking the neutral city of Narshe using Magitek Armor, due to reports that a live, frozen Esper has been dug up in a mine shaft. In the rear of the newest mine, they find the frozen Esper Valigarmanda. As they approach, the Esper sends out pulses of magical energy, killing Biggs and Wedge and destroying the woman's Magitek Armor. She awakens in the home of a man named Arvis, who tells her she was being controlled by the empire with a Slave Crown. Amnesiac, the woman has no other knowledge of who she is other than her name: Terra. The Narshe guards arrive to arrest her, and Arvis sneaks Terra through the back door of his home which leads into the mines. While running, Terra is cornered by guards and falls down a shaft into a separate area of the mines. She falls unconscious, remembering a man named Kefka who placed the Slave Crown on her head and ordered her to burn fifty Imperial soldiers as a test of loyalty.


About the game 1276552-1212831880-KefkaSprite Kefka as he appears in the game





At Arvis' house, a man named Locke arrives. Arvis and Locke are members of the Returners, a rebel faction dedicated to opposing the Empire's push into the northern territories. Though Narshe has the power to help the Returners with their rebellion, the city remains neutral to avoid conflict. Arvis asks Locke to get Terra to safety out of the city, and with the help of Mog and the Moogles who live in the mines, Locke fights off the Narshe guards and escapes the city with Terra. The two travel south to Figaro Castle, a desert nation allied with the Empire. There, Terra meets the flirtatious king Edgar, attempts to hide Terra from the Imperial ambassador Kefka. The Imperial court mage Kefka arrives looking for Terra, but Edgar feigns innocence. Locke tells Terra Edgar's alliance with the Empire is only superficial - in truth he is collaborating with the Returners using Locke as a go-between.


That night, Kefka sets the castle aflame. Terra, Edgar, and Locke flee on Chocobos while the castle burrows into the sand. Kefka sends two Imperial soldiers in Magitek Armor to attack the trio, and during the battle Terra reveals her ability to cast magic, stunning Edgar and Locke. The three dispatch the Imperial soldiers and escape Kefka. Now intrigued by Terra's abilities, Edgar and Locke ask her to meet with the leader of the Returners, Banon, in order to remain safe from the Empire and to eventually gain understanding of her abilities. Terra agrees, and the two travel to South Figaro then north through Mt. Kolts, where they encounter Vargas, son of the martial arts master Duncan. Edgar's twin brother and Duncan's pupil Sabin intervenes and defeats Vargas, then joins his brother to help them stop the Empire.

At the Returner Hideout, Banon, the Returners and Terra discuss their plan to strike back at the Empire. Deducing the Empire's power is derived from the rediscovery of magic, Banon asks Terra to return with him to Narshe and speak to the frozen Esper again, possibly waking it up. The group receives word that the Empire has attacked South Figaro and has found their hideout. Locke volunteers to sneak into Figaro to slow the Empire's movements, while Banon, Terra, Edgar, and Sabin travel to Narshe along the Lete River. The voyage is interrupted by a loud octopus named Ultros, and in the battle Sabin is washed off the raft and down a different fork in the river.



About the game 11%20-%20Ultros The mighty yet funny Ultros



Return to Narshe

At this point, the game splits into three quests the player can complete in any order. Locke attempts to sneak out of Figaro, rescuing an Imperial general turned traitor named Celes, and the two head north to Narshe. Sabin washes ashore north of the kingdom of Doma, and with the help of a ninja mercenary named Shadow, infiltrates an Imperial camp as the Empire attacks Doma Castle under the command of General Leo. The Doma retainer Cyan dispatches the Imperial commander to stall the attack, and Kefka poisons the river, killing Cyan's family and nearly all the inhabitants of the castle. Cyan joins Shadow and Sabin as they flee the area, and they escape the forest aboard the ghostly Phantom Train, which ferries the dead to the other side: Cyan witnesses the Doma dead and his wife and child among those boarding the train to depart to the afterlife. Shadow leaves as Sabin and Cyan leap down Baren Falls to Mobliz, and on the nearby Veldt they befriend a wild child named Gau, who shows them a diving helmet they use to swim to Nikeah, where they board a ferry to South Figaro.


Terra, Banon and Edgar arrive at Narshe and rendezvous with Arvis. The four approach the Mayor of the city and urge him to help them oppose the Empire, as the Esper found will draw their attention back again. The others arrive, and Locke tells them that Celes knows the Empire is already marching on Narshe. The Returners station themselves in the mountains to the Esper's resting place as Kefka leads the Imperial attack to claim the creature. Dispatching the Imperial forces and chasing off Kefka, the Returners save the town and the Esper. They approach the Esper on the cliffs over the town, when it reacts to Terra's presence again. A surge of energy from the Esper causes Terra to transform into a glowing pink monster, and she flies into the air and away from Narshe with a scream.

Magicite

Several of the Returners stay behind to protect Narshe while the party members head to the west to find Terra. Using Figaro Castle to burrow under the mountains to Kohlingen, they continue south to Jidoor and then to Zozo, a town of thieves. Atop Zozo's highest building the group finds Terra, still transformed and under the care of an Esper named Ramuh. Ramuh tells the party about the War of the Magi and the Imperial invasion of their realm, and that he called Terra to him to put her to rest when her powers awoke. Ramuh escaped the Empire with three comrades, but they fell during the escape and turned to Magicite. Ramuh says that the Empire's method of forcibly extracting magic from Espers results in a weaker form of magic, but when an Esper dies and crystallizes into Magicite, their abilities can be transferred in full. Though Terra cannot be helped and needs to accept her powers on her own, Ramuh urges the party to rescue the other Espers in the Imperial capital, and turns himself into Magicite, entrusting them with his power and the power of his friends to fight the Empire.

Celes decides to lead the expedition, and Locke accompanies her to protect her. As no boats go to the southern continent, the group returns to Jidoor to find a reason. There they meet the Impresario, who is worried that Setzer Gabbiani, the "Wandering Gambler," will abduct Maria, the star of the opera Maria and Draco. Setzer owns the world's only airship, the Blackjack, and as Celes bears an uncanny resemblance to Maria, Locke hatches a plan for Celes to take Maria's place in the opera as a ploy to gain access to Setzer's airship. Ultros overhears the plan, and during the performance attempts to drop a weight on Celes. Locke and the others intervene and stop him, though they ruin the show, and in the commotion Setzer abducts Celes. Celes helps Locke and the others sneak on board the Blackjack, and Celes tricks Setzer into helping them using a two-headed coin.

Setzer flies the group to Albrook, and they set off north to the Imperial capital of Vector. With the help of a Returner sympathizer, they sneak into the Magitek Research Facility where Magitek weapons are manufactured. Witnessing Kefka torturing two Espers, Shiva and Ifrit, they overhear Kefka declare his intention to revive the Warring Triad. Shiva and Ifrit entrust their Magicite to the group, and they continue through the facility and release several Espers being drained of their power. However, their efforts are in vain as the Espers are already too weak, and they turn to Magicite as well. Cid arrives and tells Celes the rumors that she is acting as a spy for the Empire, and Kefka appears and tells them the rumors are true. Locke begins to doubt her, and Celes teleports herself and Kefka away as the facility begins to overload. Cid helps the party escape on a mine cart, and they meet with Setzer and fly back to Zozo, destroying two Cranes Kefka uses to try and destroy the Blackjack.

Allying with the Empire

In Zozo, one of the Magicite remains from Vector is revealed as Terra's father Maduin, and he restores her memories. Terra tells the party she is half-human and half-Esper, born from a human named Madeline when she entered the Esper realm and befriended Maduin. When the Empire attacked two years later, she was taken along with Maduin and raised as a Magitek experiment due to her natural magical powers. Now accepting of who she is, Terra and the party return to Narshe and tell them their plan to attack the Empire using Figaro's machinery and Narshe's resources, but they lack enough manpower. They decide to open the gate to the Land of Espers and ask their help: as a hybrid, Terra is living proof the two races can co-exist peacefully.

At the gate to the Esper world, Kefka appears as Terra begins to call to the Espers. Her cries open the gate and the Espers rush out, destroying Vector and decimating the Empire, as well as causing the Blackjack to crash. The party goes to Vector to discover what has happened, and Emperor Gestahl tells them the power of the Espers has made him realize his ways. He declares a truce and asks the Returners and Terra to help him locate the Espers that fled the gate and make them understand the war is over. Terra and Locke agree to accompany General Leo to Crescent Island to track the Espers. To assist their efforts, Leo has hired Shadow, and Celes accompanies them as well acting as an Imperial general again: when approached, she refuses to speak to Locke or Terra due to the earlier suspicion of her true motives at the Magitek factory.

At Crescent Island, Terra, Locke, and Shadow split up from the Empire and find the backwater town of Thamasa. There, Strago and his granddaughter Relm tell them they have no knowledge of Espers or magic. However, that night Relm is trapped in a burning building, and the townspeople reveal their ability to use magic when saving her. Terra, Locke, and Strago enter the building and are trapped, but are rescued by Shadow, who came to rescue his dog Interceptor when he followed them inside to find Relm. Strago tells the group Thamasa was followed by magic-imbued humans after the War of the Magi, seeking to live normal lives without being persecuted for their abilities, and as their descendants the townsfolk have some magical power. Strago agrees to help Terra and Locke locate the Espers, and though Relm wishes to help too Strago refuses: Shadow leaves to find the Espers on his own with Interceptor.


At the Esper Caves, a third run-in with Ultros prompts Relm to intervene and save the party with her ability to Sketch living portraits of monsters, and Strago agrees to let her join them. The group finds the Espers lead by Yura, now apologetic for the destruction of Vector as they lost control of their powers when passing through the gate between realms. In Thamasa General Leo and Yura reach a peaceful truce, when Kefka arrives and kills all the Espers, takes their Magicite and knocks out the party, claiming he is acting under the Emperor's orders. When Leo tries to stop him, Kefka kills him as well. The distant gate to the Esper world flies open, and several Espers race to attack Kefka, but he effortlessly destroys them and takes their Magicite before departing. Alerted to the Empire's treachery, Setzer and the other Returners sans Banon arrive at Thamasa in the Blackjack. Shortly after, Kefka and Gestahl enter the gate to the Esper realm and find the remains of the Warring Triad, and use their power to raise the Floating Continent.

The Rise of Kefka


The Returners board the floating continent, fighting back the Imperial Air Force, as well as Ultros and his friend "Mr. Typhon." There they find Shadow, who had kept working for the Empire until they attempted to kill him. After a battle with the legendary Ultima Weapon, Shadow departs again as the Returners confront Kefka and Gestahl before the Warring Triad. Celes arrives as Gestahl paralyzes the party, and he and Kefka urge Celes to turn back to their side and kill her friends so the three of them can rule the world. Celes refuses and stabs Kefka instead. In his rage, Kefka attempts to awaken the Triad - Gestahl, knowing that this would be disastrous, tries to stop him and is struck down, Kefka kicking his weakened body off the floating continent to his doom. With Gestahl gone, Kefka moves the statues of the Triad out of alignment.

With the assistance of Shadow, the party flees to the Blackjack, but they cannot escape in time: the movement of the Triad has destabilized their magical field and radically shifted the face of the planet, causing the Apocalypse. The Blackjack is destroyed and the party members are scattered around the world. A full year passes, during which time Kefka raises a tower of ruins over the former location of Vector, and drains the Triad of their power, becoming the God of Magic. The new world born from the destruction of the old is a dying world where many plants and animals are radically mutated from the magical fallout of the apocalypse, and cities have been destroyed and decimated by Kefka's Light of Judgment, a beam of energy he uses to strike down anyone who opposes his rule.


After a year, Celes awakens on a deserted island with Cid, who tells her the state of the world. Depending on the player's actions, Cid either lives or dies as Celes cares for him. Either in person or via a letter, Cid shows Celes a raft he has built and tells her to relocate her friends. Celes returns to the mainland, and in Tzen finds Sabin. Confident that the others survived as well, the two continue to Nikeah and find a man that looks like Edgar named "Gerad" leading a band of thieves. They follow him on a ship to South Figaro and then into a cave leading to the buried Figaro Castle: Edgar reveals himself here, using the alias "Gerad" to trick the thieves into helping him enter Figaro since it was lost under the sand. In Kohlingen the three find Setzer, who shows them the tomb of his friend Darill, who owned her own airship, the Falcon. With the Falcon, the group travels the world, discovering many long-lost secrets of the War of the Magi unearthed by the destruction of the world. This portion of the game is entirely open, allowing the player to travel and complete quests as they choose.

The Gathering

In Mobliz, the group finds Terra taking care of the village children after their parents perishes in the apocalypse. Though she wishes not to fight, she is forced to battle a monster named Humbaba to protect the children, discovering her love for them in the process. The group finds Cyan living in Mt. Zozo carrying on a long-distance romance with a young woman who believes him to be her dead boyfriend. Strago, believing Relm is dead, joined the Cult of Kefka, while Relm is a painter working in Jidoor for Owzer. Shadow, having nothing but fighting in his life, battles in Dragon's Neck Coliseum. Locke, seeking a way to revive his dead lover Rachel, enters the Phoenix Cave to find the Magicite of the Esper Phoenix: it revives Rachel for a brief few minutes, but does so long enough for Locke to come to terms with his guilt for failing to save her. Gau and Mog have returned to their homes in Narshe's mines and on the Veldt.


With their ranks reassembled, the Returners attack Kefka's Tower. However, they enter knowing that if they destroy the Warring Triad to fight Kefka, magic will vanish, causing them to wonder what will happen to Terra. Destroying the Triad, however, causes magic not to vanish as Kefka has taken on their powers. At the tower's summit, Kefka reveals his revelation that mortal lives are without meaning or significance, as ultimately everything that people build is destroyed and nothing they do has any impact on the world. The party tells Kefka that the day-to-day struggles and emotions give people the will to live on in spite of all the hardships and chaos he has inflicted upon them. Kefka goes berserk, turning the Light of Judgment on the world one final time before attacking the party.

Kefka is finally killed, but with him the essence of magic vanishes. The Magicite remains of the Espers dissolve, but Maduin tells Terra she can endure as a human if she has a strong emotional attachment to something in the world. With the last of her power, Terra leads the group out of the tower's aboard the Falcon, and falls onto the main deck, regaining consciousness to find herself alive due to her love for the children of Mobliz. The party flies around the world as the planet is restored and cities continue to rebuild in the aftermath of Kefka's defeat, and the game ends with Terra stepping to the bow of the Falcon and releasing her ponytail to the wind, finally free to live and enjoy her life as she wishes.


About the game 40%20-%20Kefka Kefka in his final form



Last edited by Druf on Thu Jul 21, 2011 2:56 pm; edited 20 times in total
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Post by Mr iOXZ Thu Aug 26, 2010 7:16 pm

I read this entire thing. I chose not to read the story because I am now going to emulate it. I can not wait thanks drew!!!!!
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Post by crackajack Mon Oct 04, 2010 6:21 pm

if there was a long post award this would win. how long did this even take you drew?

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