FFVI - NENMG Part X: Inferno

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Final Fantasy VI
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In the tenth part of our No Equipment Natural Magic Game, we tackle Kefka's Tower. Still restricted by the challenge's rules, we try to make things even more interesting by not levelling up adequately and also trying to get through the dungeon in one single go, meaning that none of the three parties is particularly great.

I'm still very sceptical to the latter aim being achieved and I have a feeling I'll need to leave to level up more but I'll go on until I can.

Inferno's the first mandatory boss we have to face and boy did I have fun with him. I was prepared for the third party facing greater difficulties than the other two teams but didn't expect Inferno to be this hard.

First attempts showed, first of all, that nobody except Gogo can actually survive Atomic Rays and that even if the spell isn't used the very first turn the enemy attacks too intensively for us to have any chance at all. Levelling up two-three levels to be able to withstand Atomic Rays didn't help much. I returned to the Veldt and learned a rage that uses Slowga.

Our strategy here is to make sure Gogo casts the spell on his first turn (as opposed to poking the enemy with a regular physical attack), giving us some space to breathe after the enemy's first three attacks. At this point it is important that we aren't hurt to the extent the battle can't be continued. Gogo's turn usually comes last and even if he does cast Slowga chances are everybody is about to die the next turn. I do have some Megalixirs with me which I could put to good use but I'm saving them for later: it's not like I have an endless supply (less than a dozen, iirc).

In this recording, once the enemy was slowed I tried to kill Gogo with a Shuriken so that he can be controlled. With invaluable Lore and Throw skills, we don't want Gogo to waste his turns doing next to nothing. Shadow got killed before he could throw anything and, not only did I have to revive him, I was forced to kill Gogo with a Holy Rod which is far slower and accelerated the advent of the enemy's next turn marginally.

The rest is an epic example of how luck wins a battle that you're not really meant to win. You only need to throw about 10 Thunder Blades to kill the boss (destroying the two parts is next to suicide as we can't withstand the boss's attacks in that state due to low maximum HP), but good God, surviving here is hard. Mog should use any of the dances that heal the party because having Gogo make use of the Lore command for healing means Shadow has to deal the damage alone.

Defensive strategies don't seem to work here as the enemy's damage potential is menacing even when all three parts are slowed so we kill the boss as quickly as possible while maintaining good health.

I hope the rest of the final dungeon will be as fun as this and also possible.







Tags:
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ffvi
nenmg
challenge
no
equipment
natural
magic
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shadow
mog
relm
gogo
inferno
kefka's
tower
final
dungeon



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