FF6 Nudists Part I
Feb. 23rd, 2015 12:35 amIn the Realms Beyond thread, Sofis did a FF6 Strago Solo, and English Language was doing a few as well, including a "Berserk Brothers" challenge, consisting of Mog and Umaro. The FF6 hype was clearly on, and I wanted in too. And so on October 19th, 2014, I started this. As of posting it, I still haven't finished.

I was reading a particular FAQ the other day. Good FAQ, but man, that writer. Beginning and end of all his strategies are "DRAPE YOUR CHARACTERS IN THE APPROPRIATE ELEMENTAL AND/OR STATUS PROTECTION AND LAUGH." So in his honor, and to place the stamp of overpreparedness incorporated on his guide, let's play through without any of that elemental and/or status protection.
In other words, let's get naked.
Just like T-Hawk's variant in FF5, my characters will be unallowed to equip anything for this challenge. Weapons, Armor, Accessories, Espers, all out! Because of that last one, this is also a Natural Magic Game. We must bullrush through whatever's in our path with whatever options we have that are not that.
And just because, I'm playing a version of FF6a heavily tricked out on the mods. People like some of the extra stuff this version has to offer, but they don't like the screen changes, translation changes, music changes, fixing the font...so there's patches to fix the lot of that. This is basically just cosmetic for reporting purposes.

The first little bit of this quest is a joke. Magitek Armor makes the lack of offense irrelevant, as does Magic a bit later. The enemies' offense is about as irrelevant, so Terra having no armor is no deal whatsoever.

It seems a bit unfair to use the Moogles when they have equipment, but even given that, Mog can punch the enemies to death easily. One battle sees him earn his first Dance, which he uses to dispose of everything in his way, including the boss. Things get a bit fidgety and he has to heal a few times, but it's nothing too serious.
The battle against the Magitek Armor is an interesting one. Locke gets a lethal kick to the face and dies, but Locke is pretty much just a stealbot in this variant quest. Plus we have Edgar for this fight. His Tools are completely uninhibited by our equipmentless restriction, so he and Terra are free to clean up.

Going up Mt. Kolts isn't too bad, but the damage from the enemies - many of which do have physical attacks - does adds up. Just need to use some healing items from time to time, really. I also found that sometimes, attacking with the fists is helpful for that extra push.
Vargas at the end, I thought I could handle and soldier through...

...then Locke pulls a desperation attack out so none of that even matters.

Banon is another character who we can't deequip, but that just helps. First time against Ultros, Terra got taken out by a combination of his fixed Tentacle and his counter-Ink on being struck with a Fire attack. Then Banon died after a combination MT Tentacle followed up by a ST
Tentacle is an unblockable physical attack with a high power of 146. It does in the neighborhood of 160-180 damage to our naked characters ST in the back row, and around 75ish when MT in the back - double these numbers if they're in the front. Ultros' battle script has fixed Tentacle attacks in his script, which target Terra, Sabin, and Banon individually at some points.
That all said, short of situations such as that, it's just barely enough to be able to handle from the back with Banon's Pray ability, and between Autocrossbow (210~), Fire (270~), and Aurabolt (410!!), he drops before that attack on Banon.
So scenarios. We want to do Sabin's last, and that's about it. For variety, I do Locke's first.

There's really not much to say about it until I reach Celes in the basement. Idly, one of the patches restores the violence in her introduction scene in this version, which was taken out to meet with Japan's CERO's ratings board, though the coding still remains.
The escape see Celes carry with her magic. An encounter with Vector Pups on the way out demonstrates just how painful physical attacks can get when you get caught naked in the front row. No Back Guards here, they're equipment too!

The boss at the end is Tunnel Armor, and provides an...interesting challenge. See, this is one of those fights in Final Fantasy where you're expected to use a certain job class. In this case, it's Celes with her Runic ability. Problem is...a naked Celes has no blade to support Runic with. So we're forced to deal with this thing and it's absurd magic power, capable of killing our characters in a single hit with any of its spells.

Conveniently, the game provides you with a Thunder Rod in this cave, provided you did not pick up the box with it in the first trip through. This can be broken to deal enough damage to kill the machine in a single shot. In FF6, you don't even need to be able to equip rods. Just click it and blow it up. So...what? You're saying rod breaking is cheap?

FINE. Sheesh. Took me about six tries to get this, featuring a lucky streak of turns where Tunnel Armor only attacked physically and missed. The two other ways I see to do this without Runic or the Thunder Rod are overleveling until Celes' magic can just potato it, and somehow outlasting its 900MP, which requires Gil grinding for all the resources and maybe a bit of leveling. Not that you have much else to spend money on if naked...wasn't an option for me, though, since I'd saved after leaving the town, and the game doesn't let you return.
Nothing to note about the Terra/Edgar/Banon scenario, except that I fail the checkpoint a few times to fight some monsters for later Rage purposes.

But the next scenario brings a new character to the fore. Shadow can physically attack, and deal quite a bit of physical damage, by throwing things, including the cheapy Shruiken. I thought that the solo Cyan vs. the Captain would be difficult, since he has no access to his swordtech skills, but he just had to chug a single Hi Potion to make it through.

The Telstar monster-in-a-box at the Imperial Camp was no issue. It counters Blitz techniques with Megazerk, but Shadow was able to throw Shruikens until it went down. I KO'd Shadow so he would not randomly leave before reaching the Phantom Train. On it, there were a few things of threat, including Bombs (who once killed me by going crazy with Blaze) and the Apparation monster-in-a-box, whose magic came this close to taking me out. Most of the monsters in here were wrecked by Sabin's Aurabolt.

Despite it being a meme, the best way for Sabin to deal damage to the Phantom Train turned out to be the Suplex, also known as Meteor Strike in this version. It beats out Aurabolt by about 100 damage. Unfortunately, my first attempt at this went awry when Diabolical Whistle confused Sabin, causing him to Suplex himself instead. I couldn't recover from here. Second fight, both Sabin and Shadow got Imped, blocking off their commands. I tried to punch it to death from there and failed.
Third time was the charm, though. Interceptor chipped in at the start for 800 damage, which was followed up by 400+ apiece Suplex and Shruiken, along with a 110~ damage punch from Cyan. Another Suplex finished it off.

And one leap down a waterfall later, enter Gau. He is notable for two reasons in this challenge, perhaps to the point of dodging some of the points of this challenge: first of all, he can give himself various elemental properties and status protection with his various Rages. Second, his physical attack does not require weapons to be effective. And of course, certain rages use special attacks that do increased physical damage.
I spent about two hours in-game time getting just about everything Rage I could want so far, stocked up on Potions, Hi-Potions, and even Dried Meat with the money I got from it, and moved on.

Party setup for the Narshe battle...we put our three powerhouses at the head of each team. Edgar is so strong with his Bioblaster being able to run through most of the human enemies here, so he needs the least help and gets Cyan to accompany him. Gau will be taking on the miniboss and Kefka himself, both of whom I want to steal from, meaning Locke. Celes is in as support, also because if she gets confused, her magic isn't as destructive to my own party. That leaves Terra to go with Sabin.

I charge Edgar forth and put him in a position so the bulk of the enemy soldiers will walk by him, and when I can (because they kept running into him), stick Sabin and Gau at other chokepoints.

The Hell's Rider miniboss, I manage a rare Elixir steal from before Gau roasts it. I spent a long time searching for the Oversoul Rage, getting it just as I was about to give up. End result? 100 more damage over the Fira-using Templar. Yay?

Kekfa was...somewhat harder. The first time, not wanting to exploit a Stop-based option because that's no fun, I went with Stray Cat. One of the most infamous rages, its !Catscratch special is four times as powerful as a normal physical blow. However, I was pasted by a multi-target Blizzara that gibbed Locke and Celes (doing more/as much damage as they had HP), leaving Gau to die alone. Luckily, losing to him doesn't result in a game over, so I got up, sucked down a few potions, marched right back up, and took him on again.
Next battle, I outsmarted him and went with the lowly Leafer to absorb the ice spells. Which turned out to be the right move for that moment in time, because his companions were wiped by bad luck again, and Kefka cast one single-target on him.
I decided to make an Executive Decision at this point. Gau makes this variant all too easy from a defensive standpoint. So whenever possible, I'll try to avoid using him against bosses unless absolutely necessary. Of course, this also opens up the door for solo naked Gau later on, but we'll cross that bridge when we get to it.

Who to take to Zozo, then? Edgar and Sabin are givens. Locke and Cyan are just itembots. With Gau off the table for the time being, Celes is number three, and the recruitable for 3000 Gil Shadow is our fourth. He carries a high risk in using him, since there's a 1/16 or 1/32 (read both numbers) chance of him running off at the end of each battle.
Though it's certainly high-reward, especially for our party. And the addition of ninja scrolls into the throwing mix certainly helps.

Shadow manages to avoid running off the whole trip up. The end result of this is that the boss battle was even more of a joke than it normally is. Dadaluma has specific counters in place for the Fight and Magic commands being used a certain number of times, but with Celes restraining herself and the guys not using those commands, he was dead before I even knew what was happening.
Next | Index

I was reading a particular FAQ the other day. Good FAQ, but man, that writer. Beginning and end of all his strategies are "DRAPE YOUR CHARACTERS IN THE APPROPRIATE ELEMENTAL AND/OR STATUS PROTECTION AND LAUGH." So in his honor, and to place the stamp of overpreparedness incorporated on his guide, let's play through without any of that elemental and/or status protection.
In other words, let's get naked.
Just like T-Hawk's variant in FF5, my characters will be unallowed to equip anything for this challenge. Weapons, Armor, Accessories, Espers, all out! Because of that last one, this is also a Natural Magic Game. We must bullrush through whatever's in our path with whatever options we have that are not that.
And just because, I'm playing a version of FF6a heavily tricked out on the mods. People like some of the extra stuff this version has to offer, but they don't like the screen changes, translation changes, music changes, fixing the font...so there's patches to fix the lot of that. This is basically just cosmetic for reporting purposes.

The first little bit of this quest is a joke. Magitek Armor makes the lack of offense irrelevant, as does Magic a bit later. The enemies' offense is about as irrelevant, so Terra having no armor is no deal whatsoever.

It seems a bit unfair to use the Moogles when they have equipment, but even given that, Mog can punch the enemies to death easily. One battle sees him earn his first Dance, which he uses to dispose of everything in his way, including the boss. Things get a bit fidgety and he has to heal a few times, but it's nothing too serious.
The battle against the Magitek Armor is an interesting one. Locke gets a lethal kick to the face and dies, but Locke is pretty much just a stealbot in this variant quest. Plus we have Edgar for this fight. His Tools are completely uninhibited by our equipmentless restriction, so he and Terra are free to clean up.

Going up Mt. Kolts isn't too bad, but the damage from the enemies - many of which do have physical attacks - does adds up. Just need to use some healing items from time to time, really. I also found that sometimes, attacking with the fists is helpful for that extra push.
Vargas at the end, I thought I could handle and soldier through...

...then Locke pulls a desperation attack out so none of that even matters.

Banon is another character who we can't deequip, but that just helps. First time against Ultros, Terra got taken out by a combination of his fixed Tentacle and his counter-Ink on being struck with a Fire attack. Then Banon died after a combination MT Tentacle followed up by a ST
Tentacle is an unblockable physical attack with a high power of 146. It does in the neighborhood of 160-180 damage to our naked characters ST in the back row, and around 75ish when MT in the back - double these numbers if they're in the front. Ultros' battle script has fixed Tentacle attacks in his script, which target Terra, Sabin, and Banon individually at some points.
That all said, short of situations such as that, it's just barely enough to be able to handle from the back with Banon's Pray ability, and between Autocrossbow (210~), Fire (270~), and Aurabolt (410!!), he drops before that attack on Banon.
So scenarios. We want to do Sabin's last, and that's about it. For variety, I do Locke's first.

There's really not much to say about it until I reach Celes in the basement. Idly, one of the patches restores the violence in her introduction scene in this version, which was taken out to meet with Japan's CERO's ratings board, though the coding still remains.
The escape see Celes carry with her magic. An encounter with Vector Pups on the way out demonstrates just how painful physical attacks can get when you get caught naked in the front row. No Back Guards here, they're equipment too!

The boss at the end is Tunnel Armor, and provides an...interesting challenge. See, this is one of those fights in Final Fantasy where you're expected to use a certain job class. In this case, it's Celes with her Runic ability. Problem is...a naked Celes has no blade to support Runic with. So we're forced to deal with this thing and it's absurd magic power, capable of killing our characters in a single hit with any of its spells.

Conveniently, the game provides you with a Thunder Rod in this cave, provided you did not pick up the box with it in the first trip through. This can be broken to deal enough damage to kill the machine in a single shot. In FF6, you don't even need to be able to equip rods. Just click it and blow it up. So...what? You're saying rod breaking is cheap?

FINE. Sheesh. Took me about six tries to get this, featuring a lucky streak of turns where Tunnel Armor only attacked physically and missed. The two other ways I see to do this without Runic or the Thunder Rod are overleveling until Celes' magic can just potato it, and somehow outlasting its 900MP, which requires Gil grinding for all the resources and maybe a bit of leveling. Not that you have much else to spend money on if naked...wasn't an option for me, though, since I'd saved after leaving the town, and the game doesn't let you return.
Nothing to note about the Terra/Edgar/Banon scenario, except that I fail the checkpoint a few times to fight some monsters for later Rage purposes.

But the next scenario brings a new character to the fore. Shadow can physically attack, and deal quite a bit of physical damage, by throwing things, including the cheapy Shruiken. I thought that the solo Cyan vs. the Captain would be difficult, since he has no access to his swordtech skills, but he just had to chug a single Hi Potion to make it through.


The Telstar monster-in-a-box at the Imperial Camp was no issue. It counters Blitz techniques with Megazerk, but Shadow was able to throw Shruikens until it went down. I KO'd Shadow so he would not randomly leave before reaching the Phantom Train. On it, there were a few things of threat, including Bombs (who once killed me by going crazy with Blaze) and the Apparation monster-in-a-box, whose magic came this close to taking me out. Most of the monsters in here were wrecked by Sabin's Aurabolt.

Despite it being a meme, the best way for Sabin to deal damage to the Phantom Train turned out to be the Suplex, also known as Meteor Strike in this version. It beats out Aurabolt by about 100 damage. Unfortunately, my first attempt at this went awry when Diabolical Whistle confused Sabin, causing him to Suplex himself instead. I couldn't recover from here. Second fight, both Sabin and Shadow got Imped, blocking off their commands. I tried to punch it to death from there and failed.
Third time was the charm, though. Interceptor chipped in at the start for 800 damage, which was followed up by 400+ apiece Suplex and Shruiken, along with a 110~ damage punch from Cyan. Another Suplex finished it off.

And one leap down a waterfall later, enter Gau. He is notable for two reasons in this challenge, perhaps to the point of dodging some of the points of this challenge: first of all, he can give himself various elemental properties and status protection with his various Rages. Second, his physical attack does not require weapons to be effective. And of course, certain rages use special attacks that do increased physical damage.
I spent about two hours in-game time getting just about everything Rage I could want so far, stocked up on Potions, Hi-Potions, and even Dried Meat with the money I got from it, and moved on.

Party setup for the Narshe battle...we put our three powerhouses at the head of each team. Edgar is so strong with his Bioblaster being able to run through most of the human enemies here, so he needs the least help and gets Cyan to accompany him. Gau will be taking on the miniboss and Kefka himself, both of whom I want to steal from, meaning Locke. Celes is in as support, also because if she gets confused, her magic isn't as destructive to my own party. That leaves Terra to go with Sabin.

I charge Edgar forth and put him in a position so the bulk of the enemy soldiers will walk by him, and when I can (because they kept running into him), stick Sabin and Gau at other chokepoints.

The Hell's Rider miniboss, I manage a rare Elixir steal from before Gau roasts it. I spent a long time searching for the Oversoul Rage, getting it just as I was about to give up. End result? 100 more damage over the Fira-using Templar. Yay?

Kekfa was...somewhat harder. The first time, not wanting to exploit a Stop-based option because that's no fun, I went with Stray Cat. One of the most infamous rages, its !Catscratch special is four times as powerful as a normal physical blow. However, I was pasted by a multi-target Blizzara that gibbed Locke and Celes (doing more/as much damage as they had HP), leaving Gau to die alone. Luckily, losing to him doesn't result in a game over, so I got up, sucked down a few potions, marched right back up, and took him on again.
Next battle, I outsmarted him and went with the lowly Leafer to absorb the ice spells. Which turned out to be the right move for that moment in time, because his companions were wiped by bad luck again, and Kefka cast one single-target on him.
I decided to make an Executive Decision at this point. Gau makes this variant all too easy from a defensive standpoint. So whenever possible, I'll try to avoid using him against bosses unless absolutely necessary. Of course, this also opens up the door for solo naked Gau later on, but we'll cross that bridge when we get to it.

Who to take to Zozo, then? Edgar and Sabin are givens. Locke and Cyan are just itembots. With Gau off the table for the time being, Celes is number three, and the recruitable for 3000 Gil Shadow is our fourth. He carries a high risk in using him, since there's a 1/16 or 1/32 (read both numbers) chance of him running off at the end of each battle.
Though it's certainly high-reward, especially for our party. And the addition of ninja scrolls into the throwing mix certainly helps.

Shadow manages to avoid running off the whole trip up. The end result of this is that the boss battle was even more of a joke than it normally is. Dadaluma has specific counters in place for the Fight and Magic commands being used a certain number of times, but with Celes restraining herself and the guys not using those commands, he was dead before I even knew what was happening.
Next | Index