Final Fantasy VI Walkthrough
1.48: The Floating Continent
Enemies: Brainpan, Misfit, Apocrypha, Dragon, Platinum Dragon, Behemoth, Ninja
Treasures:
Beret,
Murasame, Monster-in-a-box (Gigantos)
Lore:
Lv. 3 Confuse,
Lv. 4 Flare,
Lv. 5 Death,
1000 Needles
Welcome to the Floating Continent! The Floating Continent is one of the most fun and dangerous dungeons in the game, so if you're not enjoying it, I suggest you quit the game. Just kidding; I already wrote the second half of the walkthrough, so you're sticking it out whether you like it or not. Kefka and Gestahl are standing with the Statues, sadly, on the other end of the Floating Continent. You'd better high-tail it there as fast as possible, as who knows what they're about to do. On the other end, you're likely to die once you get there. But hey, you caused this mess, better try to clean it up as well.
Shadow is waiting for you. Although to the untrained eye, it seems like Shadow is more or less 'severely wounded and unable to go anywhere else' rather than 'tricking you with awesome ninjutsu skills of yore.' At any rate, Shadow bears a personal grudge against the Empire, and goes with you to get his revenge. You also notice that Shadow can equip the
Memento Ring, which would appear to have been a Relm-only Relic. Hmm. An important detail: Since Interceptor is in Thamasa, he obviously will
not be defending Shadow in-battle at this moment. You can't go back to Thamasa and pick up Interceptor now that you know where his owner is at, either.
Equip
Gaia Gear where possible, and stick everybody in the Back Row unless it's vital for their strategy (and quite frankly, I can't think of anybody fitting that profile besides Gau, and even he is better off in the Back Row, at the cost of passing over his !Cat Scratch urges in favor of other animal instincts). Make sure you have nice Espers on everybody, and set Shadow on his path of supportive Espers (I'd suggest you switch from
Siren to
Catoblepas). Shadow's main power lays in his Scrolls now, so go for
Earring rather than
Gigas Gloves.
You've met a
Ninja earlier, in the Cave to the Sealed Gate. What goes down now is the same as what went down then. They use one of the three ninjutsu Scrolls and very rarely use a normal Attack. Lightning-elemental attacks get them very quickly, as do one-hit KO attacks. You can
Imp them, but they'll still be able to use the Scrolls (Imps can still use Items, or any attack which doesn't use MP). They rarely drop a
Fuma Shuriken, which is an upgraded
Shuriken. Save them for later.
Apocrypha are odd little demon-buggers who attack physically only, until there's only one left. A lone Apocrypha will counter any damage received with
Lv. 5 Death,
Lv. 4 Flare, or
Lv. 3 Confuse. This makes for a great time for Strago if he hasn't learned all of those attacks yet, but annoying for the rest of your party. Try to circumvent this circumstance by taking Apocrypha out first in the groups in which they appear (or all at the same time). If you find yourself stuck against a lone Apocrypha,
Break and other one-hit KO attacks can kill it without provoking any kind of counter in any way. An even better way of doing this is the
Rasp spell, as reducing Apocrypha's MP to 0 kills him. Silence/Lunatic Voice also works. You can rarely Steal
Angel Rings from them.
Behemoths are legendary Final Fantasy monsters, and in this dungeon they may just be the most dangerous monsters you can encounter, especially due to the fact that they can appear in tandem. This means two Behemoths in one fight, for those of limited vocabulary. They tend to use physical attacks, but their Special !Beatdown is very strong. If they are alone (which they often are), they'll counter any damage you do with a 66% chance at countering with !Beatdown. Luckily, you can use Petrification and other one-hit KO attacks to go around this. They're weak to Ice, but while
Blizzara will deal a nice amount of damage, KO attacks like
Death,

Catoblepas's Demon Eye, and Gau's
Mu Rage-induced Snare are by far the easiest way out of an encounter with Behemoth monsters.
If you are forced to fight them head-on, you're in slightly more trouble, but it still can be done with relative ease. If you have
Vanish around or
Phantom equipped, make everybody invisible before attacking. Heal regularly.

Blizzara is a powerful spell here, and Strago's
Lv. 4 Flare is especially fruitful as well.
Brainpan monsters are bloody annoying. They randomly Stop one of your characters with !Smirk, and when they are alone, they will use
1000 Needles, an attack that will always deal 1000 HP of damage. Strago can learn it if he's around. The proper way of treating them is mass attack: They are weak to Fire and Lightning, so Shadow's Scrolls should severely cripple them in a small amount of time. Try to Steal some

Earring if Locke is with you; any amount lower than 24 is a bad amount. Brainpan are also nice for Sketching, by the way, as both !Smirk and
1000 Needles will be unhappily received when released on the other end of the battlefield.
Dragons are even more dangerous than Behemoths, when left unattended. They're also very famous for being the only source of
Genji Gloves besides those that chests and events give you (which is often not enough to satisfy our Genji cravings). If you run into one, your first action should be disabling him, as his attacks include !Tail (which is his Special and will likely kill you), Revenge Blast (with a maximum HP of 7000, it can also become very painful), Snowstorm and Freezing Dust, an attack that will freeze one character solid, thereby disabling him/her. Every time a Dragon has been damaged, it'll have a 33% chance of using Snort. There's danger all around here, and they're immune to one-hit KO attacks. To handle them, cast either
Sleep or
Stop on them, possibly both, and try to shave off as much HP as possible while he's incapacitated. He's weak to Lightning, so

Thundara, Gigavolt (although you'll probably want to lay off Rages against Dragon as the random physical attack will wake him up), and
Lightning Scrolls work very well. If Locke or Shadow is in the party and you have at least one
Thief's Knife, Steal from every Dragon you encounter. Even one extra

Genji Glove is nice.
Misfits are
Outcast palette swaps, and are, once again, un-Silencable bastards that use Lifeshaver. Luckily, at this point, you should be fully clothed in
Gaia Gear, and Edgar and Setzer should just keep themselves healed. They're weak to Fire, which was not the case with the original Outcast, so take advantage of that.

Break and

Rasp both kill Misfit in one hit when they connect (

Break sometimes misses).
Platinum Dragon is the last random encounter monster we'll see in this dungeon. Imagine
Wyvern, Floating, with a very high amount of Defense. That's basically it. The trick to defeating them easily is turning them on each other.

Noiseblaster and
Cait Sith's Cat Rain will make them randomly use Cyclonic on each other, after which you can simply pick them apart with any ol' multi-target attack you have. If you lack multi-target confusion devices, you can try to Sketch them if Relm is around for Cyclonic, or simply use one-hit KO attacks on one at a time. They can use Cyclonic themselves when they're alone, so keep that in mind.

Catoblepas can take care of them all if you summon him, although he might miss sometimes.
Pick up Shadow, and after some "I am not worthy" dialogue he will join your party for the time being. Note that bringing Shadow along is entirely optional, although not bringing him is just not very smart.
Walk to the right, and a passageway will automatically open for you. This is a theme in the dungeon; a lot of passageways will open or have to be opened. Walk on and you'll open another passage. Now, you'll come across a blue orb to the north of you; these are the Floating Continent's version of chests. Open it for the
Murasame, which does not live up to its name in this game and should not be equipped, as
Fang is better than any Attack you'll pull off with it. Should you have brought Cyan and find yourself using nothing but anyway, the
Murasame's 10% Evasion boost is nice.
Now, you'll encounter again what seems like a dead end. To the north, a stairway will open into a bulge in the landscape, and to the south, one will open towards a blue orb if you approach it. You'll want to grab the blue orb first, but not until after you've finished at least one battle and have summoned
Phantom so that you can open this orb with an invisible team.
Caves of Narshe:
Final Fantasy VIVersion 6
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