![]() Flan, by the way, appear in two different groupings. Take them out any ol' way you want, but take note these monsters have had time to feast upon the 'useless' corpses of many Espers thrown here they might have some Magicite Shards on them. Final Fantasy VI Flan are immune to all the non-basic elements, and their defense is, well, pathetic. In this game, Flan are entirely unlike their counterparts. they're in every game semi-liquid monsters who are not particularly dangerous but are rather a pest to take on due to their extreme physical protection and oft-changing elemental weakness. And blue goop, all around you, appears to move by itself, splitting and sinking into the tiles.įlan are this game's incarnation of the Pudding, the Jello, the Blobra. A hook provides you escape from the room.but all is not silent in the halls of the dead. There's another door, leading to a small room with no purpose one could easily pinpoint (although there's a Save Point glowing on the ground). The blue Esper, Shiva, is blocking a door. One could pick a nicer spot for a picnic.įirst, the layout. Skeletons everywhere, two lifeless Espers who you saw thrown down here. You're standing in some kind of.death room. You made it past the factory.at least, it seems you did. Great Scott, would the famous Cid del Norte Marguez wade through tiny metallic leprechauns, stumble over conveyer belts, and fly up on ascending cranes to his lab every single day? Remove the semi-futuristic crazy-scientist-lab setting and he'd have to be Mary bloody Poppins! But I digress. ![]() There are a tiny few exceptions, but hey, they're zeroes. Preparation: Nothing special, as the monsters, while changing, will also be annoyingly much like the ones you met earlier in their high regard of physical defense. There's one thing that clings to you, or at least should cling to you, like one of those little corn skins between your teeth: Kefka mentions reviving the Statues, as if this would be of great value to him. You don't get to fight him or even confront him this time, and all he basically does is prove with his power-hungry monologue what you already knew the facility houses Espers, and magic is being drained from them. Flip the switch to conclude the chapter.Enemies: Trapper, Flan, General, Destroyer, Lenergia, Ifrit, Shiva, Number 024 ![]() You can find something to open it in the desk to the left (behind the shelves). Crawl over the fence, head down at the end, then inspect the door to the power switch. You can now reach the open window at the top without any problems. Swing to the last pole, turn around and move right, then up the pipe. Climb back up the platform and inspect the pillar it is climbable and allows you to reach the pole. ![]() Drop down the ledge to the left and climb the wall to the right - you can only climb three stones but treasure #15 can be found here, so it's worth the small detour. This triggers a scene.Īfter the scene, drop down from the pole to the one below it and use this one to reach the path up ahead. Climb the barred window and 'plus'-signed wall to reach the upper roof and use the poles to swing to the balcony in the distance. At the highest roof, jump down to the lower one up ahead, in the middle of the square. At the next square, spot - to the left - the wooden fence that hasn't yet been covered by ivy and climb up, twice.
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