Kefka's Tower (ガレキの塔, Gareki no Tō?, lit. "Tower of Rubble") is a location in Final Fantasy VI, created as a monument to destruction, and stands as a symbol of Kefka Palazzo's power. In his tower Kefka exercises his reign of terror over the World of Ruin, using the Light of Judgment to smite anyone who opposes him. The tower serves as the game's final dungeon and should not be confused with the Cultists' Tower.
Although Celes can walk up to the tower right after sailing to the mainland, the tower cannot be entered on foot. Kefka's Tower can be reached immediately after obtaining the Falcon and, as such, it is possible to go through the ruins, and fight and possibly beat Kefka using only Celes, Setzer and Edgar, as they are the only characters the player is required to obtain to progress in the World of Ruin.
When the party first enters the tower, they question the fate of magic, espers, and Terra if they destroy the Warring Triad - since the three gods are the source of magic, their destruction would cause magic to vanish from the world.
When the party confronts Kefka at the top of the tower, he declares all life is meaningless and expresses his desire to continue destroying the world until humans have no hope or dreams. The party engages Kefka's final minions before battling Kefka himself. With Kefka dead, the tower begins to collapse, and Terra transforms into her esper form for the final time, leading the party out of the tower. The party races to the airship as Terra flies into the air to lead them to safety, her powers fading.
As the party escapes, the magicites they have collected vanishes. Maduin comforts Terra with the knowledge she can survive if her human side has a strong emotional attachment to the world. Terra loses her powers and falls through the air, narrowly landing on the deck of the Falcon. Due to her love for the children of Mobliz, Terra awakens as a human, and the reign of Kefka is finally over.
Kefka's Tower is a tower formed from rubble. The outside of the tower is an indistinguishable mash-up of dirt, metal, and machinery. Formed in the approximate location of Vector, most of the tower's building materials came from the town, including the Imperial Palace and Magitek Research Facility. The magic used to twist the land into the tower is reflected in the area, where the grass and smaller islands form a swirl with the tower standing in the center. The interior of the tower varies but each passage follows one of three designs.
The tower must be completed using the teamwork of three different parties. Each party has its own path, and each path is lined with powerful bosses. The parties can change paths at a complex switch puzzle, requiring all three parties to work together to trigger several switches at once to open the path to the Warring Triad, which stand as the tower's final guardians. The parties assemble at the top of the tower, where they confront Kefka in the final battle. Due to using several parties, the player can exploit the Save Point Glitch.
The outside of the tower is where the three individual parties begin, and consists of various short passageways with doorways and ventilation ducts that lead into the tower's interior. Cranes from the Falcon periodically swoop by the starting points of the three parties, giving the player the chance to return to the airship by grabbing on to them. The peak of the tower, in the center of the outside area, is where Demon is fought.
These areas continue the design aesthetic of the tower's exterior. Metal beams span the ceiling with blinking lights on them, and ventilation ducts act as doorways between areas. These areas hold no bosses in them, but it is a cave-type area where the three parties open the path to the gauntlet of final bosses.
These areas are built from the rubble of the Imperial Palace, and feature imperial banners, carpets, and statues. The prison cells of the palace are created and hold the Ultima Buster in Kefka's cell. Otherwise, the palace areas hold the final two of the Eight Dragons, and the fights with the Guardian and Goddess.
The factory areas are primarily constructed out of pieces of the Magitek Research Facility, including a specific hallway that was in the facility originally. Esper capsules, conveyor belts, and catwalks mark these areas. Inferno, Ketu, and Rahu are fought in a factory area.
The factory areas hold a complex switch palace deep inside the tower that requires all three parties to work together to open the path forward. The choices the player makes at this switch puzzle determine which bosses each party faces. The first party the player chose must choose either a left or right path. If they choose the left path, the first party will fight Fiend, the second will fight Goddess, and the third will fight Guardian and Demon. If they choose the right path, the first party will fight Goddess, the third will fight Fiend, and the second will fight Guardian and Demon. It is impossible for the first party to fight Guardian or Demon, the second to fight Fiend, or the third to fight Goddess. The switch puzzle used to change the paths is complex, but this is the basic end result dependent on the first party's movements.
Party 2 or 3Edit
Kefka's Tower is host to several palette swaps of earlier bosses: Inferno is based on Number 128, Ultima Buster is based on Ultima Weapon, and the Prometheus, Fiend Dragon, Daedelus, and Muud Suud are palette swaps of Tunnel Armor, Blue Dragon, Dullahan, and Humbaba, respectively. Though palette swaps of enemies are frequent in Final Fantasy games, these enemies in particular were originally the only palette swaps of these specific bosses, were only encountered in the Tower, and furthermore are each only found in a single room. This changed in the Advance release, where new enemies and bosses were added, leaving Tunnel Armor and Number 128 as the only aforementioned enemies with a single palette swap.
- Tier I: Visage, Long Arm, Short Arm
- Tier II: Machine, Magic, Tiger, Power
- Tier III: Lady, Rest
- Tier IV: Kefka
|"Last Dungeon" from Final Fantasy VI|
|Trouble with the audio sample?|
Kefka's Tower background theme is fittingly called "Last Dungeon".
Kefka's Tower is the representative arena for Final Fantasy VI and is where Firion begins his storyline, and Cecil splits up from Tidus and Firion. Zidane and Terra battle Kefka in their respective storylines in the tower, and in Shade Impulse is it the site of the final battle with Kefka. The tower is host to a handful of confrontations between villains, such as when Kefka advises Kuja to kidnap Squall.
The portion of the tower shown in Dissidia Final Fantasy is a multi-layered factory-like area. The top section features catwalks and esper-retaining capsules in small alcoves, while the lower section contains several closed-in areas with pipes running between walls. The upper portion of the tower is wider than the lower areas, and has railings the character can grind on. The Ω form of the stage features vents of magical steam that explode from walls whenever part of the stage is destroyed or a character is wall rushed, knocking characters through the air and bouncing them between walls. The steam damages their Bravery, adding it to the Bravery pool.
Kefka's Tower returns as an arena in Dissidia 012 Final Fantasy. Vaan and Terra stop here while fleeing from Kefka, and it is where Kain meets with the Warrior of Light to tell him the truth of the cycles of war.