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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

1.50: Kefka's Ascension and the Escape from the Floating Continent

Floating Continent (Escape)
1

Enemies: Naude, Nelapa

Treasures: Elixir

Lore: ODoom, ORoulette

Before your eyes, Gestahl absorbs more and more of the power of the Warring Triad. Celes will arrive if you didn't bring her, and in both cases, she will be spared from Gestahl's paralyzing spell, as Gestahl has an offer to make. Even after all this time collaborating with the Returners, he is still willing to allow her to return to his side. It certainly looks like the winning party, but Celes decides differently.

Celes uses the sword given to her to stab Kefka. The desired effect (death) does not take place, however. Kefka, in a fit of rage, rushes into the field in the middle of the Goddesses and commands them to give him power. Nothing happens. Kefka repeats the statement. The Warring Triad glows a little, about as enthusiastic about the job as a McDonald's employee on a Monday. Gestahl starts shouting about actually reviving the statues; according to Gestahl, reviving is bad. It was Kefka's plan all along though, so what gives?

It's at this point that Gestahl realizes that he cannot have Kefka around; his practical use is over now that Gestahl has everything he lusted for, and the man is simply unstable. But when Gestahl tries to use the awesome power the Warring Triad has bestowed upon him, nothing happens. The field of the Warring Triad absorbs all Magic sent their way (even OMeltdown, which is un-Runicable!). Kefka gains control over the slowly reviving gods and commands them to unleash their power on Gestahl. They do. Emperor Gestahl, your most constant enemy throughout the game, dies. After that, Kefka does the unthinkable. Strago warned you earlier about the Warring Triad. Move them from their spot, and this world they partly created will go haywire. This is bad.

Suddenly, Shadow arrives! Eager to deliver a payback from getting back-stabbed (and maybe even feeling guilty of being the tool of the Empire), he rushes in and traps Kefka between the field of the Statues. The paralyzing spell on your party members is lifted, and it's time to run – even if that means doing so without Shadow. You have six minutes, 6:00, to get off the Floating Continent. Goddess energy takes on the form of monsters (naturally), and you have to plow through these newly-born entities to reach the end (which is also the landing point of a particularly big sparkle, AKA a particularly powerful new creature).

You're still covered in RelicReflect Rings if you listened to my advice. Keep them on! If Celes joined your party just now, give one to her as well; it's worth the time. The RelicReflect Rings protect from the OBlizzara spell the Naude enemies cast, and it will be nice to have against the boss here as well.

Naude enemies are a pain because they take time to defeat and you can't run from them. They're about wasting time, and they're fairly good at it. Their attacks include Attack, !Hit, OBlizzara, Snowstorm and Freezing Dust. Sadly, they can use Freezing Dust on the first turn, disabling a character. If you hit them with a Magic spell, they have a 33% shot at using Silence. A largely useless alternative, though this Naude-only Silence attack will not bounce from Reflective targets, nor can it be absorbed by Celes' Runic blade. When you OImp them, their next turn will be spent on de-Imping themselves and using Flee. Keep in mind that when you always use the OImp spell to make them run, you'll never get their listing in the Bestiary.

Since Celes is a mandatory character and she'll be above level 14 unless you were really going for an low-level game, she'll know OImp. I suggest you use it. If Celes is frozen beforehand and nobody else knows the OImp spell, just take advantage of Naude's weakness to Fire, Lightning, and Holy. OLv. 4 Flare works on him as well, so if Strago is around, he'll be able to do quite some damage with it. RelicSprint Shoes are great in any situation with a timer; while you shouldn't need them, they cut back the time you spend walking.

Walk on, and the ground will crack underneath you. You'll make a surprised jump before being allowed to continue. Behind you, the part you just walked on falls off. Dangerous stuff, this dungeon! Walk on, another crack, another part breaks off behind you. Walk on. Another crack. If you go to the featureless part below you now, a small part will come off. You'll want to press on, though. You now reach for a small plateau with a blue orb on it, but when you get near it the ground cracks beneath you. Should you now simply continue, the part with the blue orb you'll need to reach will fall off. Go around the gap here so you can grab the treasure: An Elixir. Now you'll see the big sparkle: Head over to it and prepare yourself.
Nelapa
Nelapa
Bestiary #308
Type
Level
HP
MP
Gil
EXP
Humanoid
26
2800
280
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
11
10
0
105
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilencesleepslow
poisonwindearthwater
Elemental Absorb
Elemental Weakness
fire
icelightningholy
Lores
Command Immunities
Control
 
Strategy
 
The big sparkle's name is Nelapa. He gets 10 out of 10 for style, but minus one billion for good thinking. I mean, here you are, with a timer quickening your pace, and he thinks it's a good idea to cast ODoom on the party. A bit redundant, if not outright illogical.

Sillier yet, the battle with Nelapa (or a Naude) will automatically terminate as soon as the global timer hits 0:04 seconds; enough time to dive from the Floating Continent to "safety". What was the point of the timer in the first place? 0:04 isn't enough time to wait for that special someone, though...

Anyway, after the pompous chatter and casting ODoom on the party, he will finally get around attacking you. He can use Attack, OFira, OFiraga, and Fireball. Very spooky. OFiraga actually hurts a bit. Now here's a hoot: If you hit Nelapa with six Attack commands, he'll use ORoulette. Next to the fact that ORoulette can actually take Nelapa himself down, the mere thought that Nelapa could even survive six Attacks is laughable in itself. You'd need a RodHealing Rod or a rat-flail in order to pull that off.

Anyway, back to not insulting this guy into submission (although you could). He's weak to Lightning and Ice and Holy. He's also Floating. Just make sure you keep in the back of your mind this guy is inherently Reflective, which means you'll need to resort to your skills and summon attacks. There are literally hundreds of ways to off this guy, and they're all very easy. Gau's Mu Rage can enSnare him for a one-hit KO, as can a fatal ToolsChainsaw attack. Bouncing a few ORasp spells off yourself will kill him. Bouncing a ODeath spell off yourself will kill him. You can even confuse him; enemies don't get any more pathetic than that.

Just use your strongest attacks, be it Gigavolt, or Aura Cannon, or Diamond Dust, or what have you. Nelapa has 2800 HP. That's it. If you played your cards right, you were doing 2800 in one attack back there against Ultima Weapon. Pushover. Expand Full Strategy
  

Once you've beaten Nelapa, you can walk over to the edge and the Blackjack will appear under you. What's your choice, jump or wait?! If you choose to jump, the entire Floating Continent will come crashing down with Shadow on it and you will never, ever see him again. If you choose to wait, you'll do nothing and you'll get the choices again every time you walk up the ledge. You'll want to keep standing there. He might still show up! And he does: Once the timer hits 0:04 Shadow will appear, make a smart remark in the middle of the Tempest of Destruction and Doom you find yourself in, and will jump down on the Blackjack with you. If you were goofing off in the menu during 0:04 he still appears if you get out of it between 0:04 and 0:01, but if you wait until time runs out you're just going down. Quite frankly, if that's the case, you deserved it.

So, Shadow was going to sacrifice himself to save the planet. However:
  1. He doesn't sacrifice himself.
  2. The planet isn't saved.

Zero for two, there, pal.

In the next cutscene a lot of bad things happen. Congratulations. Things haven't been going our way lately: You try to rally in the Esper troops from behind the Sealed Gate, they go on a murderous rampage; you try to talk peacefully to them, and instead you inadvertently deliver them straight to Kefka; you try to stop Gestahl, you end up destroying the world. Understandably, the Returners must be doubting their competency as heroes.

Planet: I'm apocalypsing!

As a final side note to this initial section of the game, due to a bug you now receive the equipment of the generic Moogle named Cosmog, one of the Moogles that helped you rescue Terra way in the beginning. This means you win a SpecialBoomerang and a ShieldBuckler. For free! Now things are looking up.

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

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