Where To Find Every Mog Dance In Final Fantasy 6 Pixel Remaster

Final Fantasy 6 Pixel Remaster is here, rounding out the eagerly anticipated Pixel Remaster project with what is quite possibly the most popular of the bunch. To this day, FF6 fans will proudly proclaim their loyalty — and who can blame them, when their beloved Super Nintendo classic features such a sprawling cast of eclectic characters?

There's Celes, stoic but uncertain. Terra is a woman of two worlds. Locke's a treasure hunter extraordinaire (who's really just a thief, but don't tell him we said that). And, oh yes, there is Mog. This human-loving, fast-talking, street-smart Moogle also happens to be quite the slam-dancer.

Veterans of Final Fantasy 6 may remember these Dances by heart. But do you also recall where our clever little mascot can learn them? And with Pixel Remaster drawing in a fresh batch of fans, perhaps you're combing the world for sick beats for the first time. Either way, we've got you.

Understanding the Dance Command

Mog's Dance ability is entirely unique within FF6's mechanics. When you choose Dance, Mog performs for the remainder of the battle, barring being knocked out or inflicted with the Petrify status. It's important to bear this in mind before committing to the command in major fights. You're losing control of a party member and trusting in him to make up for it by rocking out in rad and handy manner.

The Dance that Mog chooses to utilize is based on the present battle environment. Every zone in the game corresponds to at least one Dance. If you're fighting in a zone that Mog hasn't learned a Dance for, there is a roughly 50 percent chance he'll fail outright and a similar chance that he will use another Dance instead.

Each Dance triggers one of four abilities per turn. Mog cycles through these, but not in order — there is a particular chance per ability that we'll include in the following tables.

Learning new Dances requires bringing Mog into select location types such as desert and grasslands. At battle's end, he'll either learn the new Dance… or he won't. If he doesn't, just keep grinding for a bit until he does.

With all the fun preamble out of the way, here's precisely where you'll learn each of Mog's Dance abilities in Final Fantasy 6.

Every Dance Location

Dance Location Techniques
Twilight Requiem
  • Caverns
  • There is a chance Mog will learn this right at the beginning when he and his fellows help Terra
  • Cave-In. Takes away 75 percent of the target's HP. 7-in-16 odds of triggering.
  • Snare. May automatically KO target. 6-in-16 odds.
  • Will o' the Wisp. Hits one foe with Fire damage. 2-in-16 odds.
  • Poisonous Frog. Hits one target for Poison-elemental damage. May inflict Poison. 1-in-16 odds.
Forest Nocturne
  • Overworld forests
  • Phantom Forest
  • Leaf Swirl. Damages all targets. 7-in-16 odds of triggering.
  • Forest Healing. Eliminates certain status effects from the entire party. 6-in-16 odds.
  • Will o' the Wisp. Hits one foe with Fire damage. 2-in-16 odds.
  • Wombat. Damages one foe. 1-in-16 odds.
Desert Lullaby
  • Deserts
  • Sandstorm. Hits all targets with Wind and Aero elemental damage. 7-in-16 odds of triggering.
  • Antlion. May automatically KO target. 6-in-16 odds.
  • Wind Slash. Fundamentally similar to Sandstorm. 2-in-16 odds.
  • Meerkat. Casts Hastega on your entire party. 1-in-16 odds.
Earth Blues
  • Mount Kolts
  • Near Sabre Mountains
  • Mount Zozo
  • Rock Slide. Damages one enemy. 7-in-16 odds of triggering.
  • Sonic Boom. Damage to a single target equal to five-eighths of their current HP. 6-in-16 odds.
  • Sunbath. Heals the party's HP by about a fourth of max. 2-in-16 odds.
  • Boar Brigade. Severely damages one enemy. 1-in-16 odds.
Love Serenade
  • Inside most cities and towns
  • Arguably easiest to acquire in Zozo, since encounters are consistent
  • Will o' the Wisp. Hits one foe with Fire damage. 7-in-16 odds of triggering.
  • Apparition. Hits one foe and may inflict Confuse. 6-in-16 odds.
  • Snare. Hits one foe and may inflict Death. 2-in-16 odds.
  • Tapir. Removes all harmful status effects from the party. Targets inflicted with Sleep will have their HP and MP fully restored. 1-in-16 odds.
Wind Rhapsody
  • Overworld grasslands and plains
  • Wind Slash. Fundamentally similar to Sandstorm. 7-in-16 odds of triggering.
  • Sunbath. Heals the party's HP by about a fourth of max. 6-in-16 odds.
  • Plasma. Hits one foe with Lightning-elemental damage. 2-in-16 odds.
  • Cockatrice. Target is struck with non-elemental magic damage and may inflict Petrify. 1-in-16 odds.
Water Harmony
  • Lethe River
  • Serpent Trench
  • El Nino. Water-elemental damage to all opponents. 7-in-16 odds of triggering.
  • Plasma. Hits one foe with Lightning-elemental damage. 6-in-16 odds.
  • Apparition. Hits one foe and may inflict Confuse. 2-in-16 odds.
  • Raccoon. Restores the entire party's HP and cures most status effects. 1-in-16 odds. (Raccoons are capable swimmers, but we're not sure what this one's doing here.)
Snowman Rondo
  • Narshe Snowfields
  • Snowball. Reduces target's HP by 50 percent. Will fail on any foes who aren't susceptible to Death. 7-in-16 odds of triggering.
  • Avalanche. Deals Ice-elemental damage to all opponents. 6-in-16 odds.
  • Snare. Hits one foe and may inflict Death. 2-in-16 odds.
  • Arctic Hare. Restores a moderate amount of HP to the entire party. 1-in-16 odds.

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