Kefka's Tower: Group 1

Party 1 has no bosses to fight, but they are reliant on both of the other two parties to unblock their path with switches. Note that these paths are re-blocked if the party leaves Kefka's Tower, so you can't clear out each area in turn with a single power party. In addition to lacking any bosses, party 1 does not have any save points, so you may want to take advantage of the other parties' save points while they explore.

Party 1's starting Outside area loops around on itself. You'll find the Coronet in a chest in the northeast corner, near a door to the Conveyor Switchback. This area features a unique combination of a GtBehemoth and two Vectaurs, but no actual new Monsters. Follow the downward-moving conveyor to the lower level and enter the door to the east.

This section is the Metal Paneled Switchback and features the 2 Outsiders, Madam combination that can be very deadly. You'll more commonly find pairs of Dark Forces, perfect for trying to teach Strago obscure Lores. This path leads to the second Outside area for party 1. You'll also find the Fixed Dice, a fantastic though heavily random weapon for Setzer. Follow the path south to the Switch Room. If party 2 has not yet hit the switch in here, you cannot proceed any further.

The Switch Room leads to the MagiTek Research Facility, which has several new encounters. You'll find a Sky Base accompanied by four IronHitmen. Take the Sky Base out with a good shot of Thunder or use Fight to destroy it. You'll also find Prometheuses as well as Fortises paired with Innocs. Thunder works on all of these Monsters, though it will provoke a combination counterattack from Fortises.

The next area is the Small Outside Turn, noteworthy for being the dwelling place of Doom Drgns. These dangerous creatures can use S. Cross for heavy damage on each of the first four turns, then N. Cross or Flare Star on the fifth before becoming Clear with Melt. They have a 1 in 3 chance of responding to any attack with Fallen One, an Ability that reduces every party member's HP to exactly 1. They have no special defenses but have 18,008 HP, so if you're going to fight them you want to go all-out.

Small Outside Turn leads to party 1's third Outside area. You will be blocked here unless party 3 has hit the glowing red switch already. There's a chest containing a Tack Star to the west. The path loops around to the east and leads to the central path in Grand Hall South. If parties 2 and 3 both stepped on their switches in this area at the same time, the double doors should now be open. Head through and proceed to Grand Hall North.

Unlike Grand Hall South, Grand Hall North is populated with Monsters. You'll usually run into a lone Scullion, and less frequently a trio of Innocs. Party 1 now has a choice to make. They can head right or left. Whichever way they go, a gate will close behind them, and there's no changing your mind unless you Warp out and start over. If party 1 goes left, party 2 will end up going right and party 3 will take the center lane. If party 1 goes right, party 3 goes left and party 2 ends up in the middle.

You'll need to return to the balconies atop Grand Hall South and push the weights onto the switches below with A. You'll need to move the party below from the switch before doing this. This opens a gate to party 1's center path for whichever party was on the side you chose. Repeat the process, having that party go to the opposite side. Once both switches have weights on them, you'll have enough parties present to step on all three switches inside Grand Hall North.

Once a party is standing on each switch, a bridge will appear, leading to a doorway to the Guardian Room. A path will also appear to the south. Head there first and step on the switch in Grand Hall South to open the other parties' paths to their Statues. The middle party, either 2 or 3, will have to fight the Guardian. This spawns a save point when the fight is won, but it's probably been a while since you saved, so make sure you're prepared.