Uploaded January 2016 | Updated September 2026, 2 weeks ago
MPH means Milons per hour.
Music:
-) Twisted Metal 2: Moscow Slide
-) Alien Soldier - The Ultimate Fight (Bonus Track)
\\Lich GT//
HP: 11,000
A new boss for the 1.4 build (no details on where he appears or why, but the more experienced will be able to tell from the battle location; it's also an optional battle), Lich follows it's FF4 counterpart to an extent with an array of Earth and Poison attacks, while also being flanked by two undead cohorts.
The battle starts with Lich using Zombie Powder, which inflicts Poison onto the entire enemy team and sets flags for the Attack Squad accompanying it to become 'undead'; in that they gain a significant defence boost but will 'drain' the Restorative element, meaning you can gib them with healing magic.
His AI is almost identical to Motorball/Rubicante; he'll open with an arm sword that drains HP and inflicts Paralysis but can only use this once per turn (unlike the Motorball AI, which has a chance to attack again on the same turn).
He'll then hunch over and hit out with FF4 Lich's signature ability, Cursed Elegy, which can inflict the dreaded Dual-Drain status + Darkness. This is followed by Corpse Gas which hurts your party, can inflict Poison + Death Sentence, and gives a small bit of healing to the enemy team. He'll ram the party for physical damage during this time as well.
When he goes upright, he'll use his strongest ability; Leech of the Land. This is earth-based, drains damage as HP, and can inflict Slow-Numb. The major mechanic of the fight is fighting back against the HP drain while also managing several serious statuses that are on timers.
As with all mechanical enemies, Bolt enjoys a good turn of damage here and Lich's defences aren't too great compared to other mechanicals, meaning you can land some heavy damage with the right set-up. You can also keep Lich's physical attacks halved by leaving one of the Attack Squad alive, which would be safer if the Mini or Frog statuses were being used; Lich is flagged as Back Row until both of these enemies are dead. Or, eh, un-undead.
Note: I'm going to start trying to list all the music used in vids, and after NT is finished I'll be going through old ones to do the same there :I
MPH means Milons per hour.
Music:
-) Twisted Metal 2: Moscow Slide
-) Alien Soldier - The Ultimate Fight (Bonus Track)
\\Lich GT//
HP: 11,000
A new boss for the 1.4 build (no details on where he appears or why, but the more experienced will be able to tell from the battle location; it's also an optional battle), Lich follows it's FF4 counterpart to an extent with an array of Earth and Poison attacks, while also being flanked by two undead cohorts.
The battle starts with Lich using Zombie Powder, which inflicts Poison onto the entire enemy team and sets flags for the Attack Squad accompanying it to become 'undead'; in that they gain a significant defence boost but will 'drain' the Restorative element, meaning you can gib them with healing magic.
His AI is almost identical to Motorball/Rubicante; he'll open with an arm sword that drains HP and inflicts Paralysis but can only use this once per turn (unlike the Motorball AI, which has a chance to attack again on the same turn).
He'll then hunch over and hit out with FF4 Lich's signature ability, Cursed Elegy, which can inflict the dreaded Dual-Drain status + Darkness. This is followed by Corpse Gas which hurts your party, can inflict Poison + Death Sentence, and gives a small bit of healing to the enemy team. He'll ram the party for physical damage during this time as well.
When he goes upright, he'll use his strongest ability; Leech of the Land. This is earth-based, drains damage as HP, and can inflict Slow-Numb. The major mechanic of the fight is fighting back against the HP drain while also managing several serious statuses that are on timers.
As with all mechanical enemies, Bolt enjoys a good turn of damage here and Lich's defences aren't too great compared to other mechanicals, meaning you can land some heavy damage with the right set-up. You can also keep Lich's physical attacks halved by leaving one of the Attack Squad alive, which would be safer if the Mini or Frog statuses were being used; Lich is flagged as Back Row until both of these enemies are dead. Or, eh, un-undead.
Note: I'm going to start trying to list all the music used in vids, and after NT is finished I'll be going through old ones to do the same there :I

![FF6 Brave New World (v1.6.0) - Act #1 Bosses
Planning to blitz through this excellent mod put together by BTB and Synchysi, which can be found here: http://www.insanedifficulty.com/board/index.php?/topic/6055-brave-new-world-160-is-now-available/
Brave New World is a comprehensive balance mod for FF6, which takes a lot of the old, broken mechanics and turns it all into a slick and polished fighting machine with a dedicated following, tonnes of depth, and other small adjustments.
One thing to remember is that its not a difficulty mod, which would aim to make the game as ball-breakingly hard as possible. Instead, its about making the game fun and rewarding to play which its definitely succeeded at so far. You should definitely give it a whirrrrrllllll-
Enough of that, we gotta bust some heads.
[-Whelk-] 0:09
This fucker caused my two only wipes in this run so far. If youre used to FF6, youll maybe be used to Whelk giving off a big ol GRUUUUU before he retreats into his shell. Not so here, he does it right after landing an attack which can leave you with attacks ready to go which will hit the shell and get your ass fried.
The trick is to just have one round of attacks, using Tek Missile from TERRAs Magitek Armor. Then you can finish him off with another salvo when he comes back. This guy is basically Guard Scorpions mentor when you think about it :I
[-Marshal-] 1:18
Quick miniboss. Steal from him, wreck his face...when Stop wears off :I
[-Tek Armor-] 1:58
These two have decent defence, but easily dealt with. They only attack physically if youre at a low level, which is very handy as Tek Laser would have caused us some serious pain. A lot of enemies have AI that checks player level like this.
[-Vargas-] 3:09
A threatening fight, the bears can be dispatched quickly at which point Vargas will begin attacking intermittently with Wind Slash. This is used every few turns, and hits the entire party. Vargas, along with all human enemies, is weak to Poison which I figure out toward the end of the fight.
[-Ultros-] 6:08
A complicated fight, hell counter magic with Ink and smack certain characters with a tentacle attack of varying power. One thing to note is that if Banon is KOd, then the game is over- RIDIN THE LINE WITH FRONT-ROW BANON, PROC DAT BOLT2, #thuglyfe
[-Leader-] 9:00
With our party split up, its time to clear three scenarios. There were no boss encounters in the Terra scenario so were moving directly to the lengthy Sabin one. Cyan opens it up with a quick Bushido tutorial. Which I fail. I. M. Dummy.
[-Telstar-] 9:29
A monster in a box, this guy drops a great bit of kit when killed but hes deadly. Hell summon four soldiers when none are present on the field so the trick is to kill three and leave the last one alive. This makes Sabins Blitz tricky to use on Telstar, though. We also have to deal with powerful attacks like Megavolt, which can inflict Seizure (a pseudo-poison status that drains out your HP) and Shockwave. Its best to get the fight over with ASAP.
[-Ziegfried-] 10:31
Hmm.
[-Phantom-] 11:45
Another monster in a box, he mostly used gravity-based magic. We got the kill before he could capitalise on whatever this was building up to, though. Black Belt, get!
[-Soul Train-] 12:46
Another tough fight, we lost Sabin early after he was berserked so no Suplexing here. Shadow and Cyan were then left to whittle down the train, while avoiding Evil Toots and getting run over. Fortunately, Id had the presence of mind to guess that the Ghost Rings being sold by the ghostly vendors might be handy for something in this segment; turns out they drain Acid Rain.
[-Rizopas-] 15:52
A quick fight, he got himself smacked about pretty fierce thanks to a Muddle from Suplex and our massive offence. Its massive. I also gibbed his MP using Mindblow, which left him unable to use spells. Presumably.
[-Hell Angel-] 18:16
Called TunnelArmr in the original, this idiot tries to use Magic but it gets soaked up by Celes Runic. Hes sort of a tutorial for Runic itself, showing you how this is a great way to defend against magic-orientated enemies. Locke meanwhile kicked its ass while both dodged and parried most of his attacks like goddamn pros.
[-Kefka-] 20:18
The tutorial ends here! Rather than fight all the enemy formations as part of this assault section, I instead geared up a party of four and cut through a route to reach Kefka quickly. I went with Terra over Celes for her Poison + Slow, while Gau was brought to use his Wild Rat Rage which is exclusively Poison + Bio with inherent Haste as a bonus.
But the biggest edge in this fight is Mindblow; one of those leaves Kefka with bugger all MP and his physical hits arent as dangerous as his magical ones. I kept Terra on healing while Locke tried, fruitlessly, to steal Kefkas thing before Gau killed him. He failed, so I restarted and got it on the first try the next time and it...uh- FF6 Brave New World (v1.6.0) - Act #1 Bosses](https://i.ytimg.com/vi/jIt4bqw3MBw/mqdefault.jpg)








