Post by Melissa Foxworthy on Dec 23, 2007 14:00:58 GMT -5
Final Fantasy VI takes place on a large, unnamed world. During the course of the game, its geography and landscape change due to various developments in the game's plot. During the first half of the game, the world is divided into two major continents and referred to as the World of Balance. The northern continent is punctuated by a series of mountain ranges and contains many of the locations accessible to the player. Halfway through the game, the world's geographical layout is altered, resulting in its two large continents splitting into several islands of various size situated around a larger continent at their center. This altered layout of the game's locations is referred to as the World of Ruin.
In contrast to the medieval settings featured in previous Final Fantasy titles, Final Fantasy VI is set in a steampunk environment. The structure of society parallels that of the latter half of the 19th century, with opera and the fine arts serving as recurring motifs throughout the game,[17] and a level of technology comparable to that of the Second Industrial Revolution. Railroads are in place and a coal mining operation is run in the northern town of Narshe. Additionally, several examples of modern engineering and weaponry (such as a chainsaw, power drill and automatic crossbow) have been developed in the kingdom of Figaro. However, communication systems have not reached significant levels of development, with letters sent by way of carrier pigeon serving as the most common means of long-distance communication.
The in-game historical context of the story is mysterious to the player at the beginning of the game, but over the course of the first half of the game (particularly towards the end of this segment), the characters come to understand the situation as follows. One thousand years before the events of the game, three gods who served as the source of all magic in the world were at war with one another. This quarrel released magical energy into the world, transforming any human touched by it into an esper, each under the control of the gods. The gods, known as the Warring Triad, then used the espers as soldiers in their war against one another in a conflict known as the War of the Magi. Eventually, the gods realized their war had disgraced them, and in order to repent, they returned free will to the espers and turned themselves to stone. Their only request was that the espers ensure their power remain sealed so that it could not be misused again.[18] When the war ended, the remaining humans and espers were burdened with differences in lifestyle, appearance, and beliefs. As a result, the espers departed to a hidden land, taking the statues of the gods with them and sealing the entrance to their world.
Terra riding Magitek Armor.Gradually, the human race built a society based on technology while the War of the Magi passed into legend.[19] In the present day, the most powerful technology is in the hands of the Empire, a cruel and expanding dictatorship led by Emperor Gestahl and his top generals, Kefka, Leo and Celes Chere. Approximately eighteen years before the events of the game begin, the barrier between the esper's land and the rest of the world weakens and a human woman passes through. Though most of the espers are untrusting of her and believe that humans cannot co-exist with espers, one named Maduin believes that they should at least try before passing judgment.[20] The woman stays in the espers' world, and soon she and Maduin have a child named Terra. At this time, driven by greed to wield the legendary power of the espers, Gestahl takes advantage of the weakened barrier and launches a strike on the espers' land in an attempt to capture as many espers as possible. Despite the esper elder casting a spell to send Gestahl's forces back through the gateway and to seal the gate once again, many espers are captured, and Maduin, his wife, and infant Terra are also caught in the spell. Maduin and his child are captured, while his wife dies.
Using the espers as a power source, Gestahl initiated a research program to combine magic with machinery and infuse humans with magical powers, the result being a technology known as Magitek. The Empire allocated this concept of Magitek into large mechanical vehicles known as Magitek Armor, allowing a soldier to use the power of magic. Additionally, Kefka was infused with magic, becoming one of the prototypes in a line of soldiers called Magitek Knights that would later include Celes Chere. The process was still experimental in the prototype phase and as a result, Kefka's sanity was impaired.[21] Another Magitek invention was a mind control device called the Slave Crown. [22] As Terra grew older, the Empire would use this device to control her actions and use her as a weapon. Though the potency of Magitek is less than that of natural magic, as of the beginning of the game, the Empire is on the verge of rediscovering the full potential of magic by reopening the gateway to the world of the espers. However, the Empire's rule is opposed by the Returners, a group of rebels seeking to overthrow the Empire and free its territories.
Final Fantasy VI begins with Terra Branford participating in an Imperial raid on Narshe in search of a recently unearthed frozen esper (later identified as Tritoch; Valigarmanda in the GBA retranslation) found in the city's mines. However, during the raid, her controllers are killed and the Imperial control over her is broken, but she is unable to remember anything about her past.[26] Locke Cole, a treasure hunter, promises to protect her until she can regain her memories and helps her escape to the hideout of the Returners, a group of militants opposing the Empire. Along the way, they pass through the Kingdom of Figaro and meet Edgar Roni Figaro, the king, and his estranged brother, Sabin Rene Figaro, who join them. Banon, the leader of the Returners, asks for Terra's help in their struggle against the Empire, and she agrees.[27] Just as the resistance is preparing to return to Narshe to investigate the frozen esper, the Empire begins to invade the nearby town of South Figaro. Locke heads to the besieged town to slow the Empire's advance, while the rest of the group makes their way via rafting down the nearby Lethe River. However, they become separated after a battle with Ultros, self-proclaimed "octopus royalty" and a recurring antagonist, forcing the various members of the Returners to find their own ways to Narshe in three different scenarios controlled by the player.
Eventually, the original party reunites in Narshe. Locke brings with him Celes Chere, one of the Empire's own generals, whom he saved from execution for defying the Empire's ruthless practices. Sabin brings with him Cyan Garamonde, whose family was killed during the Empire's siege of Doma Castle when Kefka ordered the water supply poisoned, and Gau, a feral child he befriended on the Veldt. In Narshe, the Returners prepare to defend the frozen esper from the Empire. After the player successfully thwarts the Imperial invasion, Terra approaches the frozen esper, prompting her to transform into an esper-like form herself. She flies away, confused and horrified by her own transformation.[28]
The Returners set out to search for Terra and eventually trace her to the city of Zozo, though they are still shocked by her apparent existence as an esper. There, they also meet the esper Ramuh, who tells them that if they free various other espers from the Magitek Research Facility in the Empire's capital, Vector, they may find one who can help Terra.[29] Vector is on the southern continent, to which the Empire does not allow maritime access, so the Returners go to the Opera House and recruit Setzer Gabbiani, who is believed to be the owner of the Blackjack, the only airship in the world. They then travel to Vector and attempt to rescue several espers, including Maduin, who is revealed to be Terra's father. However, the espers choose instead to give their lives to transform into magicite — the crystallized remains of their essences that form when they die and allow others to use their powers[30] — which they bestow upon the Returners.[31] Before the group can then escape, Kefka arrives and causes the Returners, including Locke, to momentarily doubt Celes' loyalty, much to her anguish. However, she provides proof to them of her support by covering for the group while the rest escape.[32] The rest of the group then returns to Zozo, where they show Terra the magicite of her father, prompting her to gain knowledge of her past and accept herself as the half-human, half-esper child of Maduin and a human woman.[33]
After reuniting with Terra, the Returners decide that it is time to launch an all-out attack on the Empire, and Banon asks Terra to attempt contacting the espers' land in order to gain their support.[34] Terra succeeds in making contact, and when the espers learn that the others captured by the Empire previously have now perished, they become infuriated and enter the human world, where they destroy much of Vector. When the Returners arrive in the capital, they find Emperor Gestahl claiming to no longer have the will to fight, inviting the Returners to a banquet to negotiate peace. Gestahl asks Terra to deliver a truce to the espers on his behalf, to which she agrees.[35] Accompanied by Locke, Shadow (a ninja hired by the Empire) and Generals Celes and Leo, the player must then guide Terra to the remote village Thamasa in search of the espers, where they meet Strago Magus and his granddaughter, Relm Arrowny, who also accompany them.
Soon, they find the espers and Terra convinces them to accept a truce with Gestahl. However, during the negotiations, Kefka attacks the espers, killing each of those still alive and capturing the magicite their essences become. Additionally, he kills General Leo, who is appalled by Kefka's dishonorable tactics and attempts to defend the espers. The Returners reunite, now aware that the peace was a ploy for Gestahl to obtain magicite and the stone statue remains of the Warring Triad within the espers' now-unsealed land.[36][37] Kefka and Gestahl travel through the open gate to the esper world, find the Warring Triad, and prompt the island on which the esper world is located to detach and fly in the sky as an ominous Floating Continent. The Returners attempt to stop them from causing further damage, but despite their efforts, they are unable to prevent Kefka and Gestahl from gaining the power of the statues. Now empowered, Kefka promptly kills Gestahl and moves the statues out of their proper alignment, upsetting the balance of magical power and causing the destruction of most of the surface world. In the disaster, the Returners are separated from one another as Setzer's airship is torn apart.
One year later, Celes awakens from a coma on a deserted island and learns that the world has been devastated by Kefka. Much of its human population has died and its plant and animal life are slowly being killed by sickness to punctuate humanity's despair.[38] Celes sets out from the Solitary Island to try and reunite with as many of her friends as she can find. One by one, in a series of mostly optional side-quests, the gamer has the opportunity to reunite the group, all still alive, as well as new allies Umaro and Gogo. Each character has a side-quest that dramatically increases their power. Together, the reunited Returners launch a new offensive against Kefka, using the Falcon — an airship that belonged to a deceased friend of Setzer's — to reach Kefka's Tower and infiltrate it. Inside, the Returners battle their way through Kefka's defenses and destroy the three statues, the source of Kefka's newfound power. When destroying the statues, once the source of all magic, does not cause any noticeable reaction, the party realizes that Kefka has successfully drained the Warring Triad of power and has become the source of all magical power.
Making a final stand against Kefka, the characters successfully destroy him, but since the gods' power had come to reside in him all magicite begins to shatter and Kefka's magically maintained tower begins to crumble. Terra leads the characters out as she begins to weaken due to her half-esper heritage.[39] However, before her father's magicite shatters, his spirit informs her that by holding to the human side of herself, she may survive the passing of magic. In the end, the party escapes Kefka's Tower aboard the Falcon. Terra survives, and the group observes the world's communities rejuvenating themselves.
In contrast to the medieval settings featured in previous Final Fantasy titles, Final Fantasy VI is set in a steampunk environment. The structure of society parallels that of the latter half of the 19th century, with opera and the fine arts serving as recurring motifs throughout the game,[17] and a level of technology comparable to that of the Second Industrial Revolution. Railroads are in place and a coal mining operation is run in the northern town of Narshe. Additionally, several examples of modern engineering and weaponry (such as a chainsaw, power drill and automatic crossbow) have been developed in the kingdom of Figaro. However, communication systems have not reached significant levels of development, with letters sent by way of carrier pigeon serving as the most common means of long-distance communication.
The in-game historical context of the story is mysterious to the player at the beginning of the game, but over the course of the first half of the game (particularly towards the end of this segment), the characters come to understand the situation as follows. One thousand years before the events of the game, three gods who served as the source of all magic in the world were at war with one another. This quarrel released magical energy into the world, transforming any human touched by it into an esper, each under the control of the gods. The gods, known as the Warring Triad, then used the espers as soldiers in their war against one another in a conflict known as the War of the Magi. Eventually, the gods realized their war had disgraced them, and in order to repent, they returned free will to the espers and turned themselves to stone. Their only request was that the espers ensure their power remain sealed so that it could not be misused again.[18] When the war ended, the remaining humans and espers were burdened with differences in lifestyle, appearance, and beliefs. As a result, the espers departed to a hidden land, taking the statues of the gods with them and sealing the entrance to their world.
Terra riding Magitek Armor.Gradually, the human race built a society based on technology while the War of the Magi passed into legend.[19] In the present day, the most powerful technology is in the hands of the Empire, a cruel and expanding dictatorship led by Emperor Gestahl and his top generals, Kefka, Leo and Celes Chere. Approximately eighteen years before the events of the game begin, the barrier between the esper's land and the rest of the world weakens and a human woman passes through. Though most of the espers are untrusting of her and believe that humans cannot co-exist with espers, one named Maduin believes that they should at least try before passing judgment.[20] The woman stays in the espers' world, and soon she and Maduin have a child named Terra. At this time, driven by greed to wield the legendary power of the espers, Gestahl takes advantage of the weakened barrier and launches a strike on the espers' land in an attempt to capture as many espers as possible. Despite the esper elder casting a spell to send Gestahl's forces back through the gateway and to seal the gate once again, many espers are captured, and Maduin, his wife, and infant Terra are also caught in the spell. Maduin and his child are captured, while his wife dies.
Using the espers as a power source, Gestahl initiated a research program to combine magic with machinery and infuse humans with magical powers, the result being a technology known as Magitek. The Empire allocated this concept of Magitek into large mechanical vehicles known as Magitek Armor, allowing a soldier to use the power of magic. Additionally, Kefka was infused with magic, becoming one of the prototypes in a line of soldiers called Magitek Knights that would later include Celes Chere. The process was still experimental in the prototype phase and as a result, Kefka's sanity was impaired.[21] Another Magitek invention was a mind control device called the Slave Crown. [22] As Terra grew older, the Empire would use this device to control her actions and use her as a weapon. Though the potency of Magitek is less than that of natural magic, as of the beginning of the game, the Empire is on the verge of rediscovering the full potential of magic by reopening the gateway to the world of the espers. However, the Empire's rule is opposed by the Returners, a group of rebels seeking to overthrow the Empire and free its territories.
Final Fantasy VI begins with Terra Branford participating in an Imperial raid on Narshe in search of a recently unearthed frozen esper (later identified as Tritoch; Valigarmanda in the GBA retranslation) found in the city's mines. However, during the raid, her controllers are killed and the Imperial control over her is broken, but she is unable to remember anything about her past.[26] Locke Cole, a treasure hunter, promises to protect her until she can regain her memories and helps her escape to the hideout of the Returners, a group of militants opposing the Empire. Along the way, they pass through the Kingdom of Figaro and meet Edgar Roni Figaro, the king, and his estranged brother, Sabin Rene Figaro, who join them. Banon, the leader of the Returners, asks for Terra's help in their struggle against the Empire, and she agrees.[27] Just as the resistance is preparing to return to Narshe to investigate the frozen esper, the Empire begins to invade the nearby town of South Figaro. Locke heads to the besieged town to slow the Empire's advance, while the rest of the group makes their way via rafting down the nearby Lethe River. However, they become separated after a battle with Ultros, self-proclaimed "octopus royalty" and a recurring antagonist, forcing the various members of the Returners to find their own ways to Narshe in three different scenarios controlled by the player.
Eventually, the original party reunites in Narshe. Locke brings with him Celes Chere, one of the Empire's own generals, whom he saved from execution for defying the Empire's ruthless practices. Sabin brings with him Cyan Garamonde, whose family was killed during the Empire's siege of Doma Castle when Kefka ordered the water supply poisoned, and Gau, a feral child he befriended on the Veldt. In Narshe, the Returners prepare to defend the frozen esper from the Empire. After the player successfully thwarts the Imperial invasion, Terra approaches the frozen esper, prompting her to transform into an esper-like form herself. She flies away, confused and horrified by her own transformation.[28]
The Returners set out to search for Terra and eventually trace her to the city of Zozo, though they are still shocked by her apparent existence as an esper. There, they also meet the esper Ramuh, who tells them that if they free various other espers from the Magitek Research Facility in the Empire's capital, Vector, they may find one who can help Terra.[29] Vector is on the southern continent, to which the Empire does not allow maritime access, so the Returners go to the Opera House and recruit Setzer Gabbiani, who is believed to be the owner of the Blackjack, the only airship in the world. They then travel to Vector and attempt to rescue several espers, including Maduin, who is revealed to be Terra's father. However, the espers choose instead to give their lives to transform into magicite — the crystallized remains of their essences that form when they die and allow others to use their powers[30] — which they bestow upon the Returners.[31] Before the group can then escape, Kefka arrives and causes the Returners, including Locke, to momentarily doubt Celes' loyalty, much to her anguish. However, she provides proof to them of her support by covering for the group while the rest escape.[32] The rest of the group then returns to Zozo, where they show Terra the magicite of her father, prompting her to gain knowledge of her past and accept herself as the half-human, half-esper child of Maduin and a human woman.[33]
After reuniting with Terra, the Returners decide that it is time to launch an all-out attack on the Empire, and Banon asks Terra to attempt contacting the espers' land in order to gain their support.[34] Terra succeeds in making contact, and when the espers learn that the others captured by the Empire previously have now perished, they become infuriated and enter the human world, where they destroy much of Vector. When the Returners arrive in the capital, they find Emperor Gestahl claiming to no longer have the will to fight, inviting the Returners to a banquet to negotiate peace. Gestahl asks Terra to deliver a truce to the espers on his behalf, to which she agrees.[35] Accompanied by Locke, Shadow (a ninja hired by the Empire) and Generals Celes and Leo, the player must then guide Terra to the remote village Thamasa in search of the espers, where they meet Strago Magus and his granddaughter, Relm Arrowny, who also accompany them.
Soon, they find the espers and Terra convinces them to accept a truce with Gestahl. However, during the negotiations, Kefka attacks the espers, killing each of those still alive and capturing the magicite their essences become. Additionally, he kills General Leo, who is appalled by Kefka's dishonorable tactics and attempts to defend the espers. The Returners reunite, now aware that the peace was a ploy for Gestahl to obtain magicite and the stone statue remains of the Warring Triad within the espers' now-unsealed land.[36][37] Kefka and Gestahl travel through the open gate to the esper world, find the Warring Triad, and prompt the island on which the esper world is located to detach and fly in the sky as an ominous Floating Continent. The Returners attempt to stop them from causing further damage, but despite their efforts, they are unable to prevent Kefka and Gestahl from gaining the power of the statues. Now empowered, Kefka promptly kills Gestahl and moves the statues out of their proper alignment, upsetting the balance of magical power and causing the destruction of most of the surface world. In the disaster, the Returners are separated from one another as Setzer's airship is torn apart.
One year later, Celes awakens from a coma on a deserted island and learns that the world has been devastated by Kefka. Much of its human population has died and its plant and animal life are slowly being killed by sickness to punctuate humanity's despair.[38] Celes sets out from the Solitary Island to try and reunite with as many of her friends as she can find. One by one, in a series of mostly optional side-quests, the gamer has the opportunity to reunite the group, all still alive, as well as new allies Umaro and Gogo. Each character has a side-quest that dramatically increases their power. Together, the reunited Returners launch a new offensive against Kefka, using the Falcon — an airship that belonged to a deceased friend of Setzer's — to reach Kefka's Tower and infiltrate it. Inside, the Returners battle their way through Kefka's defenses and destroy the three statues, the source of Kefka's newfound power. When destroying the statues, once the source of all magic, does not cause any noticeable reaction, the party realizes that Kefka has successfully drained the Warring Triad of power and has become the source of all magical power.
Making a final stand against Kefka, the characters successfully destroy him, but since the gods' power had come to reside in him all magicite begins to shatter and Kefka's magically maintained tower begins to crumble. Terra leads the characters out as she begins to weaken due to her half-esper heritage.[39] However, before her father's magicite shatters, his spirit informs her that by holding to the human side of herself, she may survive the passing of magic. In the end, the party escapes Kefka's Tower aboard the Falcon. Terra survives, and the group observes the world's communities rejuvenating themselves.