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Oh no! The continent is floating!



It can wait. We have a few errands to take care of first.



This is gonna be our running around party for the time being. It's probably the strongest set of four we can put together, at least until we get Iria back. Goten is admittedly mostly only here on account of having been plot forced for so long and thus having the most fleshed out spell list.



While getting everyone set up, I notice something fun: the pearl lance is strong enough that it maxes out Gilga's displayed attack.



Our first order of business is the one place left with treasure chests we haven't opened: Doma.



Unfortunately most of the loot is pretty boring. There's another vanilla clock, though!



And we do run into something more exciting in the room up on the ramparts.



...Intangir?



I mean, I was just joking, but that sure is the behemoth sprite.



From what I can tell, bizarro intangir does exactly two things. Well, really only one thing, because they're chained together as part of the same turn. Drop rocks on someone for massive damage...



...and this, which just reapplies its invisibility.



Luckily, while it's invisible it's content to just sit around, so we're not in any real danger of wiping. However, the time between hitting it with magic and it taking its turn is extremely short, which makes trying to steal from it very annoying.



Shout out to Gilga for actually making use of their revenge command here. Even if it does no damage, it still technically counts as hitting marpis with A SpellTM.





Attempts to widen our windows of opportunity prove... less than fruitful.





As does trying to avoid land slide with float. I wasn't really expecting it to work, considering the animation, but eh, it was worth a shot.



Oh hey, imp works! ...I have no idea if that actually stops it from doing anything.





...I feel like this just leaves me with more questions than answers. Well, the one thing we know for sure is that it also uses land slide as a death counter. So either imp isn't helping us at all in this fight or death counters specifically ignore it. Also, the battle hasn't been going all that long, so either marpis has much less HP than its damage output would suggest... or it's undead and got got by Koharu's life proc. Regardless, thanks for the genji armor!



It's... fine? It's a sidegrade at best to the red jacket for the people who can equip both. It's got higher defense, but the rest of the stats are kind of a wash, and you're trading the fire immunity for a weakness.



Which, to be fair, still puts it head and shoulders above everything that's not our red jackets or the snow muffler, so it's still getting equipped in most parties. Also I do eventually do the smart thing and move it to Goten instead of Rei. They've still got the cure ring, which conveniently negates the fire weakness.



Hmm. Do I reset to try again for the steal? ...Yeah, fuck it. I already had to replay the tail end of the last update before this thanks to bad saving discipline, what's a little more?



This time I lead with imp, for science!



Okay yeah, it's useless.



Also the marpis dies after another life proc, so I feel pretty confident calling it undead.



Czarina gown is a solid B tier armor, notably worse than all the stuff I mentioned up above, but notably better than all of our store bought options. Could potentially see use depending on party comp.



In case you were wondering what was in the other chest.



Next stop: a triangle island rematch!



I believe this is the formation that wiped us the first time around?



They don't last long enough to do anything of note this time.



Moving into the forest, we find this thing.



It's... hypothetically scary? It's got several spells in its arsenal, including fire 3, but again, three fire immune characters. Also it berserks itself a few turns in, so.



It does have a decent amount of staying power, thanks in part to a holy immunity, but it still goes down without much trouble.



Alright, I figure one more encounter and then we move o- I'm sorry, what?!?



Huh, so it is. So uh, important exception to the whole "Beyond Chaos keeps bosses in their normal locations" thing, the eight dragons all get shuffled amongst themselves. I guess that combined with the fact that the holy dragon shows up on the Veldt means that they can all just... show up in any sufficiently high level encounter table.



The good news is that this is the status effect dragon, so we're not just instantly fucked by raw damage output.





The bad news is that the three statuses it likes to spam are doom, imp, and confuse, all of which mean losing control of a character to some extent. I think blind might be in there too, but the attack that inflicts it has everything packaged together, so in practice it doesn't matter too much.



As a result, we're spending a whole lot of turns dealing with all that bullshit and not very many turns actually dealing damage.





Adding to the frustration is the fact that remedy (the spell) removes confusion but not imp, while remedy (the item) removes imp but not confusion. No, I don't get it either.



What we end up with is an incredibly drawn out battle of attrition, and one that we could in theory win. Heck, it wouldn't even be that hard, if we were using vanilla characters. But with our fucked up patchwork of magic and item commands, it's all too easy to end up in a situation like the one you see above, where we're just completely out of options.



Koharu starts throwing money at the dragon as one last hail mary, but it's not enough. This is almost a twenty minute fight down the drain, btw.

Now, the smart play would be to just cut our losses and walk away. Skull dragon didn't have anything to steal, and we're gonna see him again later anyway, so it's not like we're missing out on ~content~. That just leaves the possibility that he drops something good, which, I mean, maybe.





However, I have a few schemes in mind before we give up. The first one is: wall rings for everyone! They make us undead, right? That turns doom into a free heal, albeit on a delay. I am of course banking on skull dragon's damage output being low enough that nobody ends up dying via conventional means.



Brief interlude: I skip the forest this time, so we get this for our second encounter instead. They... don't do anything worth noting.



Back to the main event, where fire immunity is continuing to put in work.





Another benefit to the wall rings is that it lets us bounce all targeted spells off the party for extra damage.

Unfortunately there's also several flaws to the strategy, some of which admittedly could have been avoided with smarter preparation. For one thing, none of skull dragon's moveset is reflectable, so we're not getting any additional defensive utility out of the wall rings. Here's some more examples:



1. There's enough incoming damage that keeping everyone alive long term is a difficult proposition.



2. The aforementioned "remedy (the item) doesn't get rid of confuse" problem means that our only option to deal with it is whacking the confused character with a physical, which certainly doesn't help with 1.



3. "Dying" while undead doesn't clear status effects like I thought it would.



4. Life procs mean that confused Koharu is a disaster waiting to happen.



The final nail in the coffin is that I took away Goten's cure ring, so uh, that sure is a fire weakness.





Alright, new plan. Being undead comes with too many drawbacks, but we do have three relics that just give regular instant death protection. This happens to exactly match the number of characters we can make immune to fire. You might be able to see where I'm going with this.





That's right, Rei is going full scorched earth with merton!



In fairness, Gilga doesn't spend the whole fight on the floor. Rei needs to recharge between salvos, after all. However, merton does sadly ignore shell, so a full double cast still kills no matter what.



Things do start to get a little dicey towards the end, but this time we successfully slay the dragon!



Our reward is a boatload of magic points and a mirage vest.



I guess we could technically farm up some more if we wanted to, but ehhhhh. If this were FF5 I'd consider it.



Not gonna lie, those two fights have resulted in this section comprising a much more significant portion of the update than I was initially expecting. We're almost ready to move on, I promise.



Our next port of call is the auction house. I bailed immediately after grabbing the two magicites before, so there might be other stuff we want.



Ooh, a fourth source of fire immunity? Yes please.



This, on the other hand, was a mistake. (A mistake I can apparently rectify? I've just noticed I forgot to save yet again, so I need to redo this shopping spree. Yay.) We already have one, float is pretty niche, and it's actually slightly overpriced. They're buyable for 9900 elsewhere.



I know this because the next and last thing I do is make one final loop of all the shops while we still have access to them, to restock on consumables and ensure we haven't missed anything. While doing so, I discover two neat things I don't think I ever realized about FF6. After the floating continent gets raised, Albrook gets a darkness filter put over it, with new dialogue for most of the townspeople. Meanwhile, Vector is completely empty. Who knew?



Alright, I've bought a bunch of shit we probably don't need (again), and as a result we are now very poor.



We should be good to go now? The only other thing I can think of that we might want to do is go back to Zozo and steal some more red jackets, but eh, it's still around in the WoR if we really end up needing more.



Just gonna drop Goten and stick with what we've got going otherwise.



Who's ready for another boss rush?



Our warmup rounds are against these guys, who have absolutely incredible names. 10/10, no notes.





Sadly it is by far the most interesting thing about them. UPS is undead and McDonalds absorbs holy. That's pretty much it. This is admittedly very annoying for Gilga, who currently has pearl lance + drainer equipped, and it takes far longer than it should for me to bother fixing that.





Moving on to this clown.





He's... even more of a pushover than any of the other times we've fought him. This was about two and a half rounds of combat.



OH GOD MY EYES



Chupon is slightly more resilient, but still not a serious threat.



Also holy actually works on him, so that's nice. (I think we established that Ultros absorbs it in a previous fight? At any rate, he still does.)





Before long, we're being blown off the ship and into our next boss.



This fight has always had way too much shit going on, and it's not really hard enough for me to care that much about the details. Here are the highlights:



The... missile bay, I think? Absorbs ice, which makes Rei sad.



The main body has a sneak ring to steal. It's a nice convenience for our thieves, and there's one situation in the future that I remember where it's going to come in especially handy.



A lucky holy proc takes the speck out of the picture almost as soon as it shows up, keeping it from becoming a nuisance. (That 0 is from the drainer hit afterwards.)





Air Force does manage to get off one wave cannon...



...only to die to the very next attack.



At long last, we've made it to the Floating Continent proper.



And with Iria back, the dream team has been assembled!



Gonna go ahead and put that sneak ring on Koharu right away.



As for Iria... ninja stars are still powerful, but Gilga is hogging the genji glove now, and no tiger mask access is putting even more of a damper on their damage potential. Instead, we're going to pivot to a different setup:



Say hello to the dodgiest dodge tank to ever dodge. Remember, even if an attack makes it past the raw evasion and the mirage vest, there's still Interceptor to contend with too.



This shift to more of a support role means Lore is more important than ever for Iria. As such, learning osmose to fuel the expensive ones is by far our highest priority.



One rest later, and we're ready to push on.



Our first encounter is against these guys. They... aren't remotely scary.



This encounter, on the other hand, is a huge pain in the ass.





I think those mammoths are the enemy that replaced the ninja back in the Sealed Cave? Which I guess explains their penchant for throwing scrolls. And it fucking hurts. Fire immunity helps some, but they can use the lightning ones too.





Meanwhile, enri apr has this, which inflicts berserk. It can use it multiple times per turn, too! Not great when you're trying to pick people up off the ground after the scroll spam. The good news is it's a physical attack, so Iria is functionally immune. The bad news is that they're usually the one on the ground in the first place!



It's not pretty, but eventually we pull through. By the way, some variation on this setup is by far the most common formation we run into here. So that's fun.



Treasure break! It's useless. The tintinabar especially so. Remember, only Kars can equip it, and this is our third one. I'm not even sure if equipping a second one does anything.



This is nice though! Pretty sure it's from another midn encounter. I believe we're about halfway through the dungeon at this point? I stopped recording for a bit because all the encounters were the same, but that's about to change.









None of them are all that interesting to fight, which I'm honestly fine with when the alternative is more beinhes and enri aprs. They are, however, pretty much all loot pinatas with more fun prizes inside.



That partisan in particular is very nice. Slightly weaker than the ogre nix iirc, but without the chance to break, and we're in a good enough spot as far as healing goes that we can probably retire the drainer for the time being.



Nearly done. Not gonna lie, if you'd asked me to guess how many treasure chests pre-escape Floating Continent has, I definitely would've said more than three.



Considering everything else we've picked up though, I can hardly complain. We're up to six cure rings now!



Yeah, no thanks, let's just finish this.



So, Atma. I don't think I see anything too out of the ordinary from it? Which to be fair, still makes it a formidable foe.



I do the smart thing and set up a big guard immediately.



Unfortunately, Atma is perfectly happy to start throwing flares around from the get go, which ignore shell.



Meteo follows soon after, and it's basically guaranteed to kill anyone who gets hit by it while at less than full HP.



One small mercy: I think this is the first hard fight I've tried slow on and had it actually work.









Other than that though, there aren't really any tricks here. This is just a flat out brawl.



Eventually I get the idea to try and run Atma out of MP, since so much of its arsenal is magic based, but I honestly have no idea if I got anywhere close to it mattering. None of our espers teach scan, so I have no way to check. A spell that often gets overlooked, but at times like these it's actually a very annoying gap in our toolkit.





Later on quake and mind blast get added to the mix, but they don't really change our game plan that much.



And of course, there's Atma's giant fuck-off attack.





But incredibly, we manage to secure victory just in time to avoid it going off.



Anyway, time for all the bad shit to go dow-



It will never not be funny when this happens.





Now it's time for all the bad shit to go down.





RIP evil dog man.





Aaaaand time to go.





Aoi's here now. I didn't want to waste too much time sitting in menus, so not a lot of thought went into this setup.





Likewise, we don't really have time for anything fancier than fight spam, so it's a good thing these enemies aren't a threat.



Huh. I think this gives us a full set of relic rings, for whatever that's worth.





Thankfully Nerapa goes down pretty easily too, except for the part where it runs down the clock casting condemned on every party member individually.



...Okay, this time it isn't funny. Get out of the way!



It's fine though, we've still got a whole minute of breathing room.







Hmm. This seems bad.



You ever think about how there's a very obvious stopping point here, but the game never gives you an opportunity to save until you're back on the overworld with Celes? Obviously not a problem for us, because save states, but it's still kind of fucked up imo.

Well, see you in the World of Ruin!