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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

1.49: The Floating Continent Continued: Evil Approaches

Enemies: Brainpan, Misfit, Apocrypha, Dragon, Platinum Dragon, Behemoth, Ninja, Gigantos, Ultima Weapon

Did you use Phantom last chapter, before coming here? You're going to want to. Seriously. You see, the blue orb holds the monster-in-a-box Gigantos.
Gigantos
Gigantos
Bestiary #306
Type
Level
HP
MP
Gil
EXP
Humanoid
25
6000
1120
0
7750
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
20
10
0
1
1
0
Stolen Items
Dropped Items
Common: Elixir
Rare: X-Potion
Common: DirkSasuke
Status Immunities
Elemental Immunities
confusionsleep
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
None
None
 
Metamorph Package
 
Potion, Potion, Potion, SwordOrganyx
32/256 Success Rate
 
Strategy
 
Here's a purely physical fighter that can kill a Front Row character in one go with !Throat Jab. Gigantos will start the battle off with three !Throat Jab attacks, and continue to switch between Attack and !Throat Jab while countering any damage you do with two Attacks and a !Throat Jab. That's a lot of physical damage. If you self-applied the Invisible status like I advised, you're invulnerable in this fight. Boom.

If you're fighting him, one-hit KO attacks work best. OLv. 5 Death offs him easily, as do OBreak, EsperCatoblepas, Snare (Mu Rage), and ODeath. You can, of course, toy with him a little bit; try to steal his rare Elixir or common X-Potion. He's vulnerable to Stop as well, so for ensured victory, you can use a OStop/ODeath combo if you're evil enough. For all your trouble, you get a DirkSasuke blade, a stronger weapon for Shadow without the DirkAssassin's Dagger's one-hit KO property. Since you should not be using Attack at all, I recommend sticking to your current blade, which should be either the DirkThief's Knife or DirkAssassin's Dagger. Expand Full Strategy
  

Now, enter the bulge, which will swallow you and deliver you at another point in the dungeon. Go down and you'll come across an odd stone that you need to stand on to proceed. The landmass will expand, allowing you to cross where your path was previously impeded. Just walk over to the other side of this part, as there's only one way that gets you anywhere (another bulge you'll need to enter). This bulge delivers you into a crossroads, where you must choose from two new bulges. The right one takes you nowhere, so the left one it is.

The new delivery point immediately features a new stone to step on, so do that. It lowers some part in front of you, but you can't reach that now. Instead, go back and find the other stone waiting for you. You'll need to activate the obvious stepping-stone for another obvious obstacle; continue to reach the lowered part. Walk on and on, to the left, down, right and then northwards until you reach yet another stepping-stone. It'll reveal a familiar bulge, but before you enter it, you should go down the stairway below in order to find a Save Point and the blue orb to the right of it, which contains a HelmetBeret. The HelmetBeret is a nifty helmet for Relm that increases her Sketch success, improving the frequency but, sadly, not the utility of the ability. I'd stick to the HelmetMystery Veil. If you're done, continue.

You'll be asked if you want to return to the Blackjack now. There's no real reason to unless you're really out of resources, as at this point, you've almost completed the dungeon, and should you return to the Blackjack and fly up to the Floating Continent again, you'll have to do the entire dungeon again. Plus, Shadow will remain here and won't rejoin to your party until you return to the floating continent, where he will be waiting in the same spot as when you first found him there (although he will be brooding rather than suffering face-down). If you do decide to hop off, remember that Shadow will take the equipment and Esper he has on him with him.

Pressing on opens another pathway, where a beast is waiting for you. A beast created long, long ago, during the War of the Magi. A beast of mass destruction. A beast of pure power. Ultima Weapon. Before you fight him, have somebody cast Float on those in your team that lack ArmorGaia Gear if possible (Gau, as always, can self-inflict it), equip RelicHeiji's Jitte on Setzer if he's on your team and equip RelicReflect Rings, if that's possible.
Ultima Weapon
Ultima Weapon
Bestiary #307
Type
Level
HP
MP
Gil
EXP
None
37
24000
5000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
45
5
20
142
97
10
Stolen Items
Dropped Items
Common: RelicRibbon
Rare: Elixir
Common: Elixir
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control
 
Strategy
 
Ultima Weapon is quite a challenge. Not quite as disgustingly horrible as Air Force, but you don't have the ability to divide and conquer that made the Air Force battle palatable. Ultima Weapon starts like a rather tough monster, and as he has the most HP of any normal monster so far (Intangir excluded), he'll be quite the little troublemaker.

His normal battle script starts with a pretty rockin' speech, and then it continues to simply pound your character into submission with Attack, OFlare, and Blaze. OFlare is a snazzy new spell you're probably not familiar with yet. OFlare is non-elemental and barrier-piercing, though you can protect yourself with RelicReflect Rings and the like. This is, until he reaches 12800 HP, at which point he'll start casting OBio, OQuake, or the enemy version of OMeteor, use either Attack or !Full Power, use an multi-target OFira spell, and end with Mind Blast.

Mind Blast is a multi-target attack that randomly selects a character four times and sets one randomly selected status ailments out of the following possibilities: Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, and Stop. If a character is never chosen, he won't be affected by the spell; if a character was randomly selected three times, he'll get three randomly selected status ailments set on him. As you can imagine, you can come away from this attack with relatively minor damage, or with some fairly severe damage. It might be a good idea to summon EsperUnicorn if you have it after Mind Blast has been used.Due to a GBA-exclusive bug, you can circumvent all effects from the attack in this version by equipping a Relic which – under normal circumstances – only protects against Imp (such as the RelicWhite Cape). Gaining Imp immunity with a Rage will work as well.

After Mind Blast, Ultima Weapon will get even stronger. The message "Focusing energy" will appear, and Ultima Weapon will give himself Protect, Shell, and Haste status and glow an eerie yellow. He'll wait for his next turn and glow yellow again. That next turn, he'll glow yellow for a long time, some cogwheels will spin (as a hobby assembly enthusiast, I wonder how the heck they did that), and Ultima Weapon will use the move Flare Star.

Flare Star is a neat attack. It's fire-elemental and its damage depends on your level. It multiplies the level of a random party member by 80 and splits the damage by the amount of characters you have. So, if you have a four-headed party, all level 25, the damage will be 500 per party member. After Flare Star, he basically starts over again with OBio/OQuake/(enemy) OMeteor, etc.

When you knock him below 6144 HP, he'll start using another set of spells: Attack, OGraviga, Tornado, ORasp, and Blaze. Every time he is damaged in this stage, he'll have a 33% chance of countering the attack with OFlare. He'll keep this up until he dies.

You can basically do two things here. In both scenarios you'll want your party covered in RelicReflect Rings. Celes shouldn't need to use Runic until the final stage of Ultima Weapon, when he gains the ability to cast OGraviga, as this can be absorbed by Celes' Runic blade yet flies past RelicReflect Rings.

If a lot of your characters know the ORasp spell (say, three or four), you could try to ORasp his 5000 MP down to 0 and kill him that way. It will take longer than HP violence will, but if you just stick with attacking his MP, he'll never leave the 'safe' offensive scheme (Attack, OFlare, and Blaze), against which EsperZona Seeker and RelicReflect Rings result in easy victory. Even without those two, it'll still be easier on you to handle it than the standard HP-depletion method will.

If you decide to just smack him to death with your ouchies, beware. Start the battle off with EsperZona Seeker to soften the blow of his magical attacks. Make staying alive priority one: OFlare can do over 600 damage, so be prepared for a OFlare spell at all times if you're not covered in RelicReflect Rings. Cast OSlow on him to slow him down.

Try to steal a RelicRibbon with Locke; you'll thank yourself for the effort later. If Edgar is in your party and can use a ToolsDebilitator, use it until you've nailed a nice weakness to exploit. Then exploit it (as if you needed me to say that!).

If he uses Mind Blast, cure the most dangerous status ailments and proceed. If the message "Vast energy focused" appears, use ODispel to remove your adversary's positive status effects (and don't forget to cast OSlow again).

Basically, it's a story of heal first and damage later. Terra, Celes, and Relm should just use their level 2 spells (OBlizzara is, by a very slight margin, the strongest of the three – unless, of course, you've ToolsDebilitator'd him to have a weakness). Have Locke steal until he has acquired either an Elixir or a RelicRibbon, and use SpecialHawkeyes to fight with for the duration of the battle. Edgar can use ToolsDrill and Sabin Aura Cannon for superior damage.

Mog's Dance is up for debate. The Earth Blues is the home Dance, so it will never fail, and it also has the most damaging attack of all Mog's attacks: Rock Slide. The Water Harmony, on the other hand, has a more constant damage output, as both El Niño (most common attack) and Plasma (2nd most common attack) will work. In contrast, Earth Blues' Sonic Boom will fail whenever it's used. I'm leaning toward Earth Blues myself, but it's more a matter of personal preference.

Setzer will probably want to stick to Gil Toss. Even with double RelicEarring, his level 2 spells are inferior to Gil Toss and his Slots aren't very useful in this fight. Prismatic Flash can't compare to Gil Toss, Chocobo Stampede misses entirely due to Ultima Weapon's inherent Float and the other attacks are too rare to consider an option.

Cyan's Flurry out-damages Fang, so try to have other characters attack while you wait for Flurry to load. It might be safer, if you're less experienced, to simply stick to Fang and have him run utility work if that's necessary. If you seriously brought Cyan for some reason I expect you to have taught him at least one level 2 spell; with one pair of RelicEarring, a level 2 spell will outdamage Fang.

Strago's OAqua Breath attack is the strongest he'll be able to do. If you equipped RelicReflect Rings, his OWhite Wind move will be very nice to have around. OTraveler might be stronger than OAqua Breath, but it should also be much more troublesome on your MP. Try it out and see what works for you. An added benefit of OAqua Breath, by the way, is its dual-elemental nature; if you brought Edgar, there's a double chance Strago can exploit the ToolsDebilitator-induced weakness with the attack.

Gau's best choices are probably Ninja (SkeanWater Scroll), Chimera (OAqua Breath), Bomb (Blaze) or Outcast (Lifeshaver). Ninja is the strongest offensively, but you probably didn't go back to pick it up. Outcast is very defensive; since it makes Gau absorb Fire-elemental attacks, is inherently Floating, and gives the Undead property, Outcast will protect against OFira, OBio, OQuake, Blaze, Flare Star and (due to a bug) all the effects of Mind Blast. If you have level 2 spells on Gau, I'd advise you to use Magic rather than Rages in this battle, as the level of control will be nice to have. And, with all the Attacks Gau uses, damage output will be higher overall. Expand Full Strategy
  

After Ultima Weapon has been defeated, you get an Elixir for beating him. Shadow will leave you, and it will only take you five steps to come face to face with Emperor Gestahl and Kefka.

Caves of Narshe: Final Fantasy VI
Version 6
©1997–2025 Josh Alvies (Rangers51)

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