Final Fantasy 6, originally released in 1994 as Final Fantasy III in North America, remains one of the most beloved JRPGs ever created. Square’s masterpiece features complex characters, an operatic storyline, and—perhaps most infamously—numerous glitches and exploits that fundamentally break the game’s difficulty. From the legendary Vanish-Doom trick to the bizarre Sketch glitch, these cheats have become as iconic as the game itself, spanning across SNES, PlayStation, GBA, mobile, and PC releases.
Table of Contents
Final Fantasy 6: Cheats Overview by Platform
Platform | Notable Cheats | Patched/Fixed |
---|---|---|
SNES | Vanish-Doom, Sketch Glitch, Evade Bug, Psycho Cyan | No (all work) |
PlayStation | Vanish-Doom, Most SNES glitches | Partially (some fixed) |
GBA | Confuse-Smoke Bomb (replaces Vanish-Doom), New dungeons | Yes (Vanish-Doom patched) |
iOS/Android | Esper equip on Gogo/Umaro, Most classic glitches | Mixed (version dependent) |
PC Pixel Remaster | Vanish-Doom restored, Evade fixed | Mixed (intentional changes) |
The Infamous Vanish-Doom Exploit
The Vanish-Doom glitch represents Final Fantasy VI’s most famous exploit, allowing players to instantly kill approximately 95% of enemies—including most bosses. The execution is deceptively simple:
- Cast Vanish on any enemy (including bosses)
- Immediately cast Doom (or X-Zone) on the now-invisible target
- Watch the enemy die instantly, bypassing death immunity
This glitch works because Vanish was intended to make magic spells hit 100% of the time. The unintended consequence: it bypasses crucial immunity checks, including death resistance. Since invisible status leaves units vulnerable to all magic, the game ignores whether enemies should be immune to instant-death attacks.
The exploit trivializes challenging encounters like Atma Weapon and various dragon bosses. Speedrunners utilize this extensively, though purist playthroughs typically avoid it to preserve difficulty. Similar to other game-breaking RPG exploits, Vanish-Doom became so notorious that Square patched it in later releases.
GBA Version: The Confuse-Smoke Bomb Alternative
When Square fixed Vanish-Doom for the Game Boy Advance version, players discovered a replacement exploit for farming experience. The Confuse-Smoke Bomb glitch specifically targets Intangir on Triangle Island:
- Encounter Intangir on Triangle Island in World of Balance
- Cast Confuse on one of your characters
- While confused, quickly use a Smoke Bomb from the item menu
- The confused character uses Smoke Bomb on Intangir, killing it instantly
- Intangir counters with Meteor, but you gain 10 AP
This technique provides early-game magic leveling opportunities otherwise unavailable. While less versatile than Vanish-Doom, it demonstrates the community’s persistence in finding exploits even after official patches.
The Sketch Glitch: Inventory Chaos
The Sketch glitch represents Final Fantasy VI’s most unpredictable exploit. When executed with Vanish and Relm:
- Have a character cast Vanish on a desired opponent
- Have Relm use Sketch on the vanished enemy
- Immediately flee the battle before Sketch completes
If successful (approximately 1/256 chance), your inventory receives random items—sometimes including 255 Atma Weapons or Magic Boxes. However, there’s also a 1/1000 chance of game freezing, making this a risky exploit.
A safer variant involves Gau and Relm: Have Gau leap during combat, then have Relm sketch Gau before his return animation completes. This can produce similar item duplication results with slightly different risk parameters.
These inventory manipulation glitches only work on early SNES cartridge revisions. Later manufacturing runs fixed the underlying code issues, making cart version identification important for exploit accessibility.
Evade Glitch: The Useless Stat
On all SNES cartridge versions, the Evade% stat has literally zero effect on gameplay. All dodge/block calculations use MBlock% (Magic Block) instead, whether the attack is physical or magical. This coding error means:
- Equipment with high Evade provides no defensive benefit
- MBlock% at 128 or higher creates near-invincibility
- Physical attacks are blocked using the magic defense stat
This glitch fundamentally changes optimal equipment strategies. Players should prioritize MBlock% gear over Evade% items, contrary to logical assumptions. The bug was eventually fixed in the GBA version and subsequent releases, though some fans prefer the SNES version specifically because this exploit enables unique defensive strategies.
Psycho Cyan: Infinite Counter Loops
The Psycho Cyan glitch transforms Cyan into an unstoppable killing machine through counter-attack loops:
SNES Method:
- Have Cyan use Retort (Level 2 Bushido)
- Cast Imp on Cyan
- Kill Cyan without triggering Retort (use magic or one-shot damage)
- Revive Cyan
- Use any Fight command with any character
GBA Method:
- Kill Cyan
- Revive Cyan
- Have Cyan use Sky/Retort (Level 2 Bushido)
- Cast Imp on Cyan
In both versions, Cyan will counterattack continuously—including countering his own counters—until all enemies are dead. This results from bugs involving Imp status and revival interactions that cause Cyan to counter any action by anyone, creating an infinite loop.
Save Anywhere Exploits
Multiple glitches enable saving outside designated save points:
Kefka’s Tower Method:
- Position one party on a save point
- Cycle through all party groups back to the save point group
- Switch groups one more time
- Access party screen—Save command now available anywhere
- Remains active even after battles and movement
Multi-Team Dungeon Method: Works in any dungeon with multiple parties (including GBA’s new Dragon’s Den). Keeps one team stationary on a save point, allows other teams to save/use Tents anywhere while stationary.
These exploits dramatically reduce difficulty in final dungeons where healing opportunities are scarce. Similar to other location-based save exploits in RPGs, they provide safety nets for challenging endgame content.
Level Resetting for Stat Maximization (GBA Only)
The GBA version’s Level Resetting glitch enables perfect stat optimization:
- Save and quicksave your game
- Return to title screen and start New Game
- Play until recruiting the character you want to reset
- Get a Game Over without saving
- Game loads original save with character at New Game level
- Only Level and EXP reset; all other stats remain
This allows infinite stat growth since leveling only adds incremental bonuses rather than replacing base stats. Dedicated players can create maximum-stat characters without extreme Esper management optimization.
Save Shadow: The Five-Second Rule
During the Floating Continent’s collapse (six-minute timer), Shadow’s survival depends on player patience:
- Reach the final edge where you jump to the airship
- Wait instead of jumping immediately
- When five seconds remain on the countdown, Shadow appears
- He jumps with you, surviving instead of dying
This isn’t technically a glitch but an easily-missed event trigger. Many players completed the game without realizing Shadow’s fate wasn’t predetermined. His survival unlocks additional character development and affects completionist requirements.
Platform-Specific Considerations
SNES: All classic glitches functional; most exploitable version PlayStation: Mostly unchanged from SNES; slight performance issues GBA: Vanish-Doom patched; adds Dragon’s Den and Soul Shrine post-game content iOS/Android: Version-dependent; some glitches patched in updates PC (Pixel Remaster): Controversial; Vanish-Doom restored but Evade bug fixed, creating hybrid experience
For nostalgic purists, the SNES version remains definitive for glitch accessibility. For balanced gameplay with additional content, GBA represents the best middle ground. The Pixel Remaster offers enhanced graphics but divided community opinion on which bugs should have been preserved versus fixed.
Ethical Considerations: To Glitch or Not to Glitch?
Using exploits fundamentally changes Final Fantasy VI’s difficulty curve. Vanish-Doom trivializes boss encounters designed as major challenges. Sketch glitches provide endgame equipment before midgame content. These exploits can enhance or diminish enjoyment depending on player preferences.
First-time players might consider avoiding major exploits to experience Square’s intended difficulty. Subsequent playthroughs can embrace glitches for experimental runs, speedrunning practice, or simply experiencing the game’s broken glory.
For comprehensive cheat codes and detailed glitch explanations, visit GameSpot’s Final Fantasy VI cheats page and Strategy Wiki’s bug documentation. Explore more about classic JRPG game design and speedrunning exploit discovery.
Frequently Asked Questions
Q1: How does the Vanish-Doom glitch work in Final Fantasy 6 and which versions have it?
The Vanish-Doom glitch instantly kills approximately 95% of enemies including most bosses. First cast Vanish on any enemy to make them invisible, then immediately cast Doom (or X-Zone) on the vanished target—the enemy dies instantly even if normally immune to death. This works because Vanish was intended to make magic hit 100% of the time, but unintentionally bypasses death immunity checks since invisible status makes units vulnerable to all magic. The glitch works on SNES, PlayStation, and PC Pixel Remaster versions, but was patched in the GBA version. GBA players can use the alternative Confuse-Smoke Bomb glitch on Intangir instead for similar instant-kill effects.
Q2: What is the Sketch glitch and which Final Fantasy 6 versions does it work on?
The Sketch glitch is a risky inventory manipulation exploit involving Vanish and Relm’s Sketch ability. Cast Vanish on an enemy, have Relm Sketch it, then immediately flee before Sketch completes. If successful (approximately 1/256 chance), your inventory gains random items—potentially including 255 Atma Weapons or Magic Boxes. However, there’s a 1/1000 chance of freezing the game. A safer variant uses Gau: have him leap, then Sketch him before his return animation completes for similar results. This glitch only works on early SNES cartridge revisions—later manufacturing runs and all subsequent ports (PlayStation, GBA, mobile, PC) fixed the underlying code issue that caused it.