FINAL FANTASY VI

FINAL FANTASY VI

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Rage Walkthrough—Final Fantasy VI
By Universal Gramarye
Djibriel's walkthrough for attaining all 253 of Gau's Rages, updated to the current translation of the game.
   
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Rage Walkthrough—Final Fantasy VI
Translation update of Djibriel’s Rage Guide

With the inclusion of achievements to the mobile and Steam ports of Final Fantasy VI, it is inevitable that a group of completionists will tirelessly earn all 28 achievements the game has to offer—including the most annoying of the bunch, “King of the Beasts”, requiring all 253 of Gau’s Rage abilities.

These can be incredibly confusing to find, and while TriforceSD’s excellent formation list based on the current translation is a great resource for identifying the requisite enemies for attaining these abilities, it lacks information on where these enemies are, which could be potentially frustrating to players.

That said, this guide is an updated version of Djibriel’s Rage Walkthrough containing the current enemy names for players who want a step-by-step guide to the achievement with minimal hassle.

Something to note is that this takes use of Djibriel’s guide nearly verbatim with a few exceptions of a few added segments:

  • A short explanation of how to get Rage abilities.
  • Updated list of enemy and location names.
  • Noting of gameplay changes in the remakes that alter or otherwise invalidate the suggestions in the walkthrough.
  • External notes.
  • An end section detailing how to get a particular Rage that is now available, but wasn't in the SNES and PS1 versions of the games.

This guide was updated with express permission from Djibriel, and is therefore not in violation of Djibriel’s ownership rights. One hundred thanks to Djibriel for allowing this guide to be published.

Without further ado, happy hunting! And feel free to point out any mistakes I made or suggestions you have to make this guide even better!
Rages and How to Find Them
An easy to understand explanation of how to acquire Rage abilities:

  • Find an enemy from which Gau can learn a Rage ability (Checklists in walkthrough).
  • Ensure the enemy is in the correct formation (Most are, but see TriforceSD's Monster Formation List[www.gamefaqs.com] if you're cautious).
  • Defeat them.
  • Go to an island known as "The Veldt"[www.fantasyanime.com] once it is accessible. The enemy group you defeated will now appear on the island.
  • Use Gau's "leap" command on that group of enemies.
  • Fight a few battles until Gau returns and an ability sharing the name of the enemy will appear in Gau's "Rage" list.

For a more detailed explanation on how Rages work, consult Djibriel's "The Rage Guide"[www.gamefaqs.com] or nearly any Final Fantasy VI walkthrough.
Veldt Part One
For the very specific monster formation locations, you can use [Djibriel’s] walkthrough as a supplement. You can find [Djibriel’s] walkthrough at [his] own site as well as GameFAQs. You can print this section out and keep checking the bosses once you’ve cleared them.
The Final Fantasy III Walkthrough and Battle Tactics Guide. (Links in attribution section.)

[] Guard
[] Silver Lobo
[] Megalodoth
[] Bandit
[] Wererat
[] Spritzer

During what can best be described as the prologue of the game, you'll automatically clear Guard, Silver Lobo and Megalodoth. Bandit and Wererat can be found in the mines, and Spritzer can be found in the hall where the Esper is located.

Lonely Terra escapes the Guards and doesn't meet any new material doing so, although you can meet Spritzer if you didn't before.

[] Guard Leader

Locke rushes in to save Terra after she fell down and rescues her from the Guard Leader. The walking monster formations all include a Silver Lobo and a Megadolith and have already been cleared; Guard Leader hasn't and the boss fight will do it for you.

[] Leaf Bunny
[] Dark Wind
[] Alacran
[] Sand Ray

With Locke and Terra on the Overworld Map, you can clear Leaf Bunny and Dark Wind on the plains/in the forests, and Alacran and Sand Ray in the desert.

[] Magitek Armor

You meet up with Edgar, and the very next day you're chased out of the castle by two Magitek Armor. You fight and clear them.

[] Foper
[] Urok
[] Hornet

In the Cave of South Figaro, you can clear three bug monsters, being Foper, Urok and Hornet. Be sure to do so, as these monsters will later disappear from this area.

[] Mu
[] Belmodar
[] Unseelie

On the plains surrounding South Figaro, you can encounter Mu, Belmodar and Unseelie which you can all clear.

[] Zaghrem
[] Gorgias
[] Cirpius
[] Trillium

You climb Mt. Kolts with the three-headed party. You can clear Zaghrem and Gorgias in the caverns and Cirpius and Trillium on the slopes.

[] Exocite
[] Nautiloid
[] Lesser Lopros

You meet with Banon and ride the Lethe River with him. You can and should clear Exocite, Nautiloid and Lesser Lopros. A boss fight with Ultros (no Rage) ensues and Sabin will be gone.

You can now choose between three scenarios. For Rage purposes it's most beneficial to do Sabin’s scenario last. This way, you can collect more Rages in the first Veldt section. It hardly matters which of the other two you do first, so we'll start with Locke.

[] Heavy Armor
[] Commander
[] Vector Hound

As soon as you can move, pick a fight with a Heavy Armor. You'll lose if you fight him, so try to run. Note that even when you lose, you'll start the scenario over again rather than getting a Game Over; this means that even when the Heavy Armor kills you, you'll have cleared his Rage.

Play through the tedious scenario until you have freed Celes. Clear Commander and Vector Hound during your escape and get out of South Figaro.

[] Acrophies
[] Cartagra
[] Gold Bear

The Cave of Figaro houses some new monsters, including Acrophies, Cartagra and Gold Bear. Clear them before you attempt to leave. When you have defeated the Tunnel Armor, you're free to go and the scenario is over.

[] Valeor
[] Wild Rat

Edgar's scenario doesn't bring you anything new for a good while. More Lethe River, more Overworld Map, more mines of Narshe with Bandit and Wererat. When you pass the dungeon where you initially saved Terra from the Narshe Guard Leader, you come in a dungeon where there are two new monsters: Valeor and Wild Rat. Clear them both and continue to the next room.

[] Darkside
[] Eukaryote
[] Specter (Note: Not to be confused with the SNES version of “Specter”, which will be located in the Phantom Train, who is now known as “Apparition”.)
(Note: These enemies are unlisted in the bestiary for some reason. If you defeat the enemies and are wondering why they haven't shown up, fret not, for it will still count when you arrive at the Veldt.)

There's a sparkle here. Follow the path of the light and you won't be bothered by a battle. Obviously you'll want to get a battle, as Darkside is the monster you fight, a monster you can only clear here and which is pretty formidable with Blizzara and inherent Float. Although there's a 75 % shot at fighting two Darkside monsters, there's a 25 % at fighting another monster formation. This one holds, next to a Darkside, three Eukaryote monsters and a Specter, two monsters you can only clear here. It may take
a good while if you're unlucky, but don't leave until you have fought this monster formation.

[] Aepyornis
[] Chippirabbit
[] Stray Cat
[] Nettlehopper
[] Imperial Soldier (Note: Not to be confused with this version’s “soldier”, formerly “grunt”.)

Sabin's scenario: Sabin wakes up next to a hut. Recruit Shadow if you wish and clear Aepyornis and Chippirabbit on the plains and Stray Cat and Nettlehopper in the forest. Continue down south and enter the Imperial Camp. After a scene you switch to Cyan. Fight one soldier to engage in a monster formation with TWO Imperial Soldier enemies. You clear the Rage in doing so and only have to kill the leader, who is [called “Captain”].

[] Doberman
[] Satellite
[] Templar

(Note: Doberman is unlisted in the bestiary.)

Back to Sabin. Loot the camp as much as you can. One chest is locked. Opt to Kick it! and there's a 50 % chance on fighting two Doberman monsters. The other 50 % contains three Doberman monsters. You have cleared yet another
Rage, and you may proceed. Cutscene, Cutscene, Cyan, Cutscene. Before you chase Kefka all the way, make sure you open the new chests available. One of them contains Satellite, which not only clears his Rage (the best status ailment-protector at that point), it gives you another reason to roam the Veldt. Green Berets are kickin'. If you're done, chase Kefka some more.
You will clear Templar (and Imperial Soldier if you hadn't before) and can make your escape to the Phantom Forest.

[] Ghost
[] Poplium

Ghost monsters a' plenty here, but don't leave until you've met some Poplium as well. Now board the Phantom Train.

[] Angel Whisper
[] Bomb
[] Cloud
[] Living Dead
[] Oversoul

There are quite a few new enemies here to be fought. Outside and on the roofs there's Angel Whisper and Bomb, and inside there's Cloud and Living Dead. After you jump over a train car you can meet Oversoul; the best odds lie in fighting battles in the first train car you walk through after the leap. Play through the scenario.

When you exit you can still head back into the Forest if you missed Poplium, and you have another shot at Nettlehopper and Stray Cat on the plains if you haven't cleared those yet. Jump down the Falls and try to not die. This is vital!

The Veldt. You can't clear any Rages here, but you *can* obtain them and I suggest you do just that. Feed Gau a Dried Meat you bought in Mobliz and he'll join your party so you can master the Leap command. A Kappa tries to do a man's job (explaining Rage) and fails miserably. When it's all over, get Rages until you're tired and/or satisfied.

*Veldt moment one*
Veldt Part Two
[] Anguiform
[] Aspiran
[] Actanian

Jump down the Serpent Trench and you should clear Anguiform, Actanian and Aspiran.

Everybody's in Narshe again and everybody's happy. But then Kefka cometh!
You retreat to the hills of Narshe where some people have already moved Valigarmanda, not taking into account there really wasn't any real reason to do so and it's still a ten-foot high massive block of ice.

[] Hunting Hound
[] Corporal
[] Fidor
[] Hell’s Rider

A Save-Terra-from-the-Guards-esque game ensues where you fight monsters and make sure they don't reach Banon. The monsters to be cleared are Hunting Hound, Corporal and Fidor. Heavy Armor also appears, should you have missed it in Locke's scenario. Just fight all groups to be certain.

Heading to Kefka you see a single soldier racing around in front of him.
This is Hell’s Rider. Kill him to clear the Rage. Defeat Kefka and watch how Terra loses all her clothing. When the hentai ends you'll wake up in a new and improved Narshe which allows you in its walls. Just pick whatever team (you'd better take Gau) and make a trip with Figaro Castle to Kohlingen.

[] Vulture
[] Bloodfang
[] Paraladia
[] Fossil Dragon
[] Iron Fist
[] Rock Wasp

New Overworld Map monsters! There's Vulture and Bloodfang on the plains, and Paraladia in the forests. Fossil Dragon lives in the desert, but he's quite the opponent so you might not want to mess with him right now.
Further down south there's Iron Fist and Rock Wasp to be obtained. Travel to Zozo.

[] Hill Gigas
[] Gobbledygook
[] Veil Dancer
[] Harvester

Inside Zozo, there are a lot of strong monsters (that is, compared to previous challenges). Clear Hill Gigas and Gobbledygook outside, and clear Veil Dancer and Harvester inside of the towering houses. Defeat Dadaluma and get a new mission from Ramuh.

Although you might be too lazy to follow my advice, I suggest you head back to the Veldt to take horrible advantage of the new Rage options. There's a trip in the near future which will block you from Veldt entrance for a while, so this is the time.

How to get to the Veldt and back:
Take Figaro Castle back to its former location. Through the Cave of Figaro, past Mt. Kolts, there's the Returner Hideout. In the room where you first met Banon, there's an entrance to the raft. Jump on it. Ride the rapids, but this time it will make you take Sabin's route. From here on, you can just go to Baren Falls. You won't have to bother with the Imperial Camp or Phantom
Train, thankfully. Jump down the Falls (no Opinicus Fish) and you're on the Veldt. You can exit the Veldt by jumping down the Serpent Trench and taking the Nikeah ferry to South Figaro. You'll be smuggled out of South Figaro in a chest, which has brought a smile to the lips of many a mentally ill person around the world. Head back through the Cave of Figaro and you're at the castle again. Congrats, you just completed:

*Veldt moment two*

Veldt Part Three
[] Goetia
[] Stunner

In the Opera House, Celes will sing and Ultros will annoy. As soon as the comical squid is, comically, about to drop the comical anvil on Celes' head (the comedy!), open the door to the left with a lever to the right and enter the rafters of the Opera. There are rat formations here, and they all contain Goetia and Stunner. Although it's said you can get by without fighting a single battle, this is pretty darn hard, and you want to battle and clear one group anyway. You foil Ultros' plan, proceed to beat him up and get the Blackjack for your troubles.

[] Bug
[] Litwor Chicken
[] Grasswyrm
[] Joker
[] Don
[] Wyvern

A new Overworld location! Next to Fossil Dragon (go clear the Rage if you haven't already), you can encounter Bug in the desert, Litwor Chicken in the forest, and Grasswyrm, Don, Joker and Wyvern on the plains. Go around collecting treasure and enter Vector.

[] Belzecue
[] Sergeant
[] Onion Knight
[] Flan
[] Trapper
[] General
[] Lenergia
[] Destroyer

Sneak into the MagiTek Research Facility. In the first few rooms there's nothing but Belzecue, Sergeant and Onion Knight to be found. Proto Armor as well, but as you are reading this guide I assume you know how this thing has no Rage. When you drop into the pit where Ifrit and Shiva were thrown in, you can fight Flan. Get the new Espers and continue up the stairs. On these stairs you can clear Trapper and General. In the room on the top of the stairs, there's Lenergia and Destroyer. Clear them and continue to watch some cutscenes.

[] Magna Roader (purple)
[] Magna Roader (red)

When you've ridden the elevator, go use the Save Point. Talk to Cid and he'll push you into a mine cart. Several battles will pop up. If they're all big, purple Magna Roader go reset the game and change the leader of your party. Try until you also find a small red Magna Roader. Do the boss battle and you're outside again.

[] Chaser

Fight Chaser before Setzer picks you up, and you get another shot at Trapper as well. You flee and Kefka tries to stop you using Cranes, which turns out to be a complete waste of everybody's time. Tragic daddy issues rule the day when you have a chat with Terra, but you're rewarded with control over the Blackjack.

[] Intangir
[] Grenade
[] Briareus
[] Devourer
[] Chimera

Go to the triangle-shaped island. You will sometimes, among the Leaf Bunny and Darkwind birds, meet an Intangir here, an invisible monster. If you want to kill it, use Gau's Mu Rage (Snare kills it without allowing its omni-counter Meteo) (Note: Mu Rage no longer possible in current versions; have fun with that!). If you lack the Mu Rage, simply run from the vanished fiend.

In a forest west of the Veldt, only two monsters appear: Bomb (en masse) and Grenade. The latter is basically a black Bomb which Rage you'll want to clear for purposes which include the word 'complete'.

Travel to the last continent you haven't been on. On this piece of the Overworld Map, clear Briareus on the plains and Devourer and Chimera in the forests. And just like that, it's time for yet another...

*Veldt moment three*
Veldt Part Four
[] Provoker
[] Antares
[] Lich
[] Zombie Dragon
[] Outcast

Dive head-first into the Cave of the Sealed Gate. It's near the Sealed Gate. In the very first room, you can fight Provoker, Antares and Lich monsters. Be sure to equip Wall Rings in this stage of the game as Lich will burn you
badly otherwise. In the other rooms there's just Zombie Dragon and Outcast. You can push a button to fight a Ninja, but this won't clear the Rage as it's not a valid monster formation for the Veldt.

[] Imperial Elite

Esper Rampage and Imperial Apologies: The diplomacy-related part of the game now. Be sure to answer like a polite young man would, and be sure to pick a fight with the Imperial Officers like a complete idiot would. They're Imperial Elite enemies, and you clear their Rage. Not much else going on after that, so get
Terra and Locke on their boat-ride.

[] Balloon

You do some stuff that's pretty obvious until you sleep at the Inn and a house presumably sets itself on fire using fire. Seeing as how you are intelligent, sane people, you get into the collapsing house to fight the fire using weapons. You're bound to run into at least one wandering flame which will trigger a battle with Balloons. Even if you somehow manage to elude them all, you'll still open a door which turns out to be filled with four of them, so no worries.

Boss Battle! While the Flame Eater can summon both Balloon monsters and a solitary Grenade, this is not a valid monster formation, and it won't make either monster appear on the Veldt.

[] Bonnacon
[] Adamankary
[] Venobennu
[] Mandrake
[] Land Grillon

With Strago, and later with Relm, you explore the spontaneously appeared new cave dungeon. There's Bonnacon and Adamankary in the caves, and Venobennu, Mandrake and Land Grillon on the slopes. Another Ultros fight, you meet the Espers, everything goes exactly how it wasn't planned and a continent is sent flying.

[] Sky Armor
[] Spitfire

Obviously, you go into hot pursuit. On the way there you are stalked by men in flying armor, and you clear the Rages of Sky Armor and Spitfire. Another Ultros battle, and an Air Force battle, and finally you're where you wanted to be.

[] Dragon
[] Ninja
[] Apokrypha
[] Brainpan
[] Misfit
[] Platinum Dragon
[] Behemoth
[] Gigantos

The Floating Continent houses a massive array of new monsters, all with their own Rage. The monsters here include Dragon, Ninja, Apokrypha, Brainpan, Misfit, Platinum Dragon, Behemoth and the monster-in-a-chest Gigantos (chests on the Floating Continent are blue orbs in the wall). When you are asked if you want to exit the Continent and jump down on the Blackjack, please do.
The reward is a...

*Veldt moment four*
Veldt Part Five
Now travel back again. Like most storyline events, you are completely unable to do anything even remotely useful and the world is destroyed.

[] Peeper
[] Land Ray
[] Black Dragon

Celes wakes up on a solitary island. You control the life of Cid for a while, but what's more: you can clear your first WoR Rages! Peepers on the mainland, and Land Ray and Black Dragon in the desert. The last requires an Amulet or Ribbon from Celes' side to prevent a Game Over. Take the raft to the mainland and you've done the WoR prologue.

[] Luna Wolf
[] Rukh
[] Gigantoad
[] Murussu
[] Fafnir
[] Killer Mantis

On the mainland, there are Luna Wolf and Rukh on the green patches, and Gigantoad and Murussu on the grey ones. Fafnir lives in the forests (although you might see some outside of it) and Killer Mantis lives more to the north-east of this continent. Enter Tzen.

[] Scorpion
[] Zokka
[] Nightwalker

Sabin is holding up a house and can barely last for much longer, so you go in.
Inside there are Scorpion and Zokka to be fought, and very rarely a Nightwalker. It's better to open chests until you fight a formation of four Nightwalker, though. To be sure, and all. Get the kid, get out, get Sabin, and get jiggy with it.

Note: If you're following TriforceSD's Monster Pack Formation List, and are worried about trying to get into a formation with ONE Zokka and a Nightwalker within the time limit, don't. The actual formation is the actually possible to find TWO Zokka, one Nightwalker combination.

[] Delta Beetle
[] Lizard
[] Devoahan
[] Vampire Thorn

Crossing the bridge to the east of Tzen, you're now walking on the Serpent Trench. On it there are new monsters. There's Delta Beetle, Lizard and Devoahan, and in the forests you have a good shot at finding Vampire Thorn monsters. Take a look in Mobliz, do your stuff, and leave again. On to Nikeah, the city of your hopes and dreams.

[] Desert Hare
[] Sandhorse
[] Cancer
[] Oceanus

You get a ferry to a new continent (yet again). On it there are Desert Hare on the fields, Sandhorse and Cancer in the desert, and Oceanus in the forests. Clear them all, talk to Gerad in South Figaro and enter the Cave of Figaro which has had its final makeover in this game.

[] Humpty
[] Neck Hunter
[] Cruller
[] Dante
[] Dropper

Inside you can clear Humpty, Neck Hunter, Cruller and Dante. Proceed to and through the castle until you reach the engine room. Linger before you talk to Gerad, there are Dropper monsters here which are rare and elusive and all. After you've found those, do battle and ship Figaro Castle to the Kohlingen Continent.

[] Mousse
[] Bogy
[] Marchosias
[] Deepeye

Get Setzer from the Kohlingen Pub and explore the new continent with a new four-headed team. There are Mousse on the plains, Bogy to the north (this is also where the Coliseum is), Marchosias and Deepeye in the forests and Black Dragon in the desert. You already could fight the last one, but you were just plain single Celes then who might've been afraid. Now's your chance if you didn't fight him earlier.

[] Borghese
[] Skeletal Horror
[] Exoray
[] Malboro
[] Cloudwraith

Enter the Tomb! In the first room, and in this room only, there's Borghese and Skeletal Horror. When you've fought them, proceed. From here onwards you'll meet nothing but Exoray, Malboro and Cloudwraith. Finish the Tomb quest and you're airborne now.

[] Cactuar
[] Slagworm
[] Crawler
[] Leap Frog
[] Basilisk
[] Sprinter
[] Lycaon
[] Greater Mantis

You automatically fly to Maranda. Land here and go fight. In the desert there are two monsters: Cactuar and Slagworm. Kill the Cactuar using Dice and run away from the Slagworm for now (you just cleared the Rage). On the plains, there are Crawler for a while until you reach Jidoor. There's Leap Frog, Basilisk, Sprinter, Lycaon and Greater Mantis now. Back to the airship!

[] Vasegiatta
[] Gloomwind
[] Purusa
[] Tumbleweed
[] Tyrannosaur
[] Brachiosaur

Fly to the continent in the south-east part of the map. Land to fight Vasegiatta, Gloomwind and Purusa. Back up in the airship. To the last unvisited continent with new Rage monsters: the one north of the Veldt (you'll recognize the Veldt). Fight Tumbleweed, Sprinter and Lycaon. Save up and go for the forest. Use Smoke Bombs to run. You’ll encounter Tyrannosaur and very rarely Brachiosaur. You may want to come back later to unlock these when your level is higher.

[] Rafflesia

Head to Jidoor, then enter the big mansion up north. Examine the flower painting to fight Rafflesia enemies! This detour is just so you’ll easily encounter Rafflesia on the Veldt during the next Veldt moment.

Off to recruit Gau! But you're with four characters, right? How can you lose a character? Normally you'd just talk to another character, but that's not an option. On the first continent you arrived on, there's a massive mountain formation on the north part. There's a little hole in it. Fly the Falcon over it and have your characters divide. Use either the Crane or a Warp spell/Warp
Stone to get out again and you'll be just Setzer now, piloting the Falcon. Go below deck to get yourself a party of three and go to the Veldt. Find Gau, but before you have another Veldt moment, let's take a look in the cave.

[] Twinscythe
[] Gorgimera
[] Behemoth King

To the Veldt now, but hold off getting Gau for now: enter the Cave on the Veldt. You'll fight more Twinscythe monsters then you'll ever want to, but be sure to stick around until you've found yourself a Gorgimera. Seeing as how Death Warden won't clear anything for you, do whatever and find Shadow/Relm. Fight the boss battle (which will clear a Rage for you!) and you'll find yourself in Thamasa. Anyway, now you've cleared what just may be the most important Veldt monster formation in the game, I guess I can allow...

*Veldt moment five*
Veldt Part Six
Having found Gau, there are multiple side-quests open to you. Each side-quest will give you some good Rages I may suggest in other side-quest boss battles.
Now that you have a Behemoth Suit, I suggest the first thing you do is obtaining a Snow Muffler and other items you may pull from the Coliseum. If it was Shadow you found in the Cave of the Veldt you should recruit him here by betting a Striker.

[] Glasya Labolas
[] Punisher
[] Mugbear
[] Devil Fist
[] Luridan

Complete the Mt. Zozo quest. Doing so should clear Glasya Labolas, Punisher, Mugbear (inside) and Devil Fist and Luridan (outside).

[] Misty
[] Blade Dancer
[] Coeurl Cat
[] Crusher
[] Caladrius
[] Still Life

Go to Owzer's Mansion in Jidoor. I have told you to fight Rafflesia earlier.
Other cleared Rages include: Misty, Blade Dancer, Coeurl Cat, Crusher, Caladrius and Still Life.

[] Garm
[] Lukhavi
[] Test Rider
[] Wizard
[] Psychos
[] Magna Roader (yellow)
[] Magna Roader (brown)

Go to Narshe and clear Garm, Lukhavi and Test Rider in the town. Take the hidden path you took in the Edgar scenario and you'll find Wizard and Psychos in the mines (and in the first room two new kinds of Magna Roader). Find Mog and pull the Molulu's Charm from the place he was standing on. Get out and now enter the mines north of Narshe. You'll meet and clear two new kinds of Magna Roader here, a big yellow one and a small brown one, but only if you haven't already. Proceed to the Ice Dragon and Valigarmanda. Beat them both and jump down into the new Umaro dungeon.

[] Illuyankas
[] Knotty
[] Tzakmaqiel
[] Tonberry
[] Onion Dasher

You can open a chest for monster-in-a-box fight with three Tonberries (Note: Distinct from “Tonberry”, a different enemy). While you clear their Rage you can never actually get it from the Veldt. Other Rages include Illuyankas, Knotty, Tzakmaqiel and Tonberry. The last one is extremely rare, but keep trying until you meet him. In the room where you fight Umaro, Onion Dasher can be found.

[] Magic Urn
[] Holy Dragon

Fly to the tower surrounded by mountains you couldn't reach earlier. Bring Mog and Relm. Relm will unlock Strago, and Mog with the Molulu's Charm should make your life a little easier while climbing this tower. Loot it. In the Air Anchor room (hit the invisible switch to the right of the first chest you encounter, then go out to see a new door), take the Molulu's Charm off; you will only meet Magic Urn here, which have a Rage to clear. Do *not* take the Gem Box from the chest on the very top. To be more precise, don't stand in front of the chest, as even that will trigger a Magic Master battle which you probably don't want right now. Find the Holy Dragon and defeat it. You just cleared its Rage. When you're done, leave.

[] Shambling Corpse
[] Amduscias
[] Covert
[] Kamui
[] Wartpuck
[] Baalzephon

Now it's time to head to the Triangle Island. The Intangir are gone, but Zone Eater will be more than willing to annoy you. While they have no Rage (which is a sad fact given their respectable elemental properties), they will suck you into a new dungeon. Monsters you fight here are Shambling Corpse, Amduscias, Covert, Kamui, Wartpuck and the highly rare yet extremely useful Baalzephon. Get Gogo for his Steal and Rage abilities and get out.

It's been a while, so might as well make some room for...

*Veldt moment six*
Veldt Part Seven
[] Alluring Rider
[] Pandora
[] Weredragon
[] Parasite
[] Coco
[] Suriander
[] Al Jabr
[] Samurai
[] Pluto Armor
[] Schmidt
[] Io

Take Cyan to Doma and spend the night there with a four-headed party. Cyan won't wake up and you'll leap into his soul. And an LSD-induced experience it turns out to be. In the first dungeon, fight Alluring Rider, Pandora, Weredragon and Parasite. Fight the brothers and proceed. On the train you'll find Al Jabr, Coco, Suriander and Samurai. Proceed and you'll find yourself in Magitek armor! Fight Pluto Armor, Schmidt and the elusive yet nifty Io here, all to clear those Rages. Fight through the rest of the scenario without any new Rage-monsters.

[] Enuo
[] Devil
[] Figaro Lizard
[] Armored Weapon
[] Lunatys

Take Figaro Castle to the other side, and you'll get stuck! Exit and explore.
In the underwater dungeon, there's Enuo, Devil and Figaro Lizard to fight. Proceed to the Ancient Castle. In here Armored Weapon and Lunatys will fight you. Do your stuff and leave.

[] Creature
[] Medusa Chicken
[] Warlock
[] Sorath
[] Mahadeva
[] Moonform
[] Aspidochelon

Take Strago and Relm to Thamasa and you'll get to see a cutscene which will open a new dungeon. It seems Strago has a tendency to change the Overworld Map, not unlike Kekfa. In here, fight until you have cleared Creature, Medusa Chicken, Warlock, Sorath, Mahadeva, Moonform and Aspidochelon. Sorath and Medusa Chicken will appear more often in the first room of this dungeon, so fight some battles there if you're having trouble finding them.

[] Galypdes
[] Chaos Dragon
[] Clymenus
[] Necromancer
[] Face
[] Zeveak
[] Seaflower
[] Ouroboros

Having obtained all characters but Locke, dive into the Phoenix Cave. You can fight a large array of monsters here, and most of them absorb fire. The to-be-cleared Rages are Galypdes, Chaos Dragon, Clymenus, Necromancer, Face, Zeveak, Seaflower and Ouroboros. You find Locke and you're all set to go.

Note: If you're following TriforceSD's Monster Pack Formation List, make sure you find an encounter with TWO Seaflowers and an Ouroboros, rather than ONE Seaflower and an Ouroboros.

[] Vector Lythos
[] Great Behemoth
[] Great Malboro
[] Primeval Dragon
[] Landworm
[] Fiend Dragon
[] Vector Chimera
[] Outsider
[] Daedalus
[] Mover
[] Cherry
[] Demon Knight
[] Yojimbo
[] Muud Suud
[] Metal Hitman
[] Arhiman
[] Dark Force
[] Duel Armor
[] Fortis
[] Death Machine
[] Gamma
[] InnoSent
[] Junk

At the end, the Final Dungeon. A lot of strong monsters with generally impressive Rages. Among the rubble, you'll find Vector Lythos, Great Behemoth, Great Malboro, Primeval Dragon, Landworm, Fiend Dragon, and Vector Chimera. The Imperial, metal-like parts of the dungeon contain Outsider, Daedalus, Mover, Cherry, Demon Knight, Yojimbo, Muud Suud, Metal Hitman, Arhiman, Dark Force, Duel Armor, Fortis, Death Machine, Gamma, Innosent and Junk. Just fight a few battles in every room you come and you'll see them all. When you're almost at Kefka's, warp out and take another Veldt moment:


*Veldt moment seven*
Veldt Part Eight
[] Death Warden

Three Rages technically remain: Siegfried, Typhon and Death Warden.

As of the pre-Advance versions of the game, Death Warden’s rage was unattainable as the battle formation it was present in did not unlock the battle on the Veldt. In current versions, you will find it in the Soul Shrine bonus dungeon. Death Warden is an automatic battle and will be the 15th battle you fight.

Siegfried and Typhon, however, remain unattainable.

When you’re finished up with the Soul Shrine, head back to the Veldt for...

*Veldt moment eight*

And with that, the “King of the Beasts” achievement should pop. Congratulations on earning possibly the most difficult achievement in the game! Since there are no more dungeons (if you beat Omega Weapon before doing the Soul Shrine) to use your hard-earned Rages on, have fun using Gau’s rages on nothing at all!
Attributions
The Rage Guide[www.gamefaqs.com] by Djibriel.

The Final Fantasy III Walkthrough and Battle Tactics Guide[www.gamefaqs.com] by Djibriel.

The Final Fantasy VI Advance Walkthrough and Battle Tactics Guide[www.gamefaqs.com] by Djibriel.

Djibriel’s contributions[www.gamefaqs.com] on GameFAQs.

Djibriel’s website[tenchinohoukai.cavesofnarshe.com].

Veldt Monster Pack Formation List[www.gamefaqs.com] for Final Fantasy VI Advance.

Death Warden’s Appearance[finalfantasy.wikia.com] in the Soul Shrine.
1 Comments
loudmog 25 Jan, 2017 @ 6:05am 
I really appreciate this guide, and I've been looking for something like this for quite some time, now that I'm down to just the final few achievments. Thanks so much for taking the time to do this.