Final Fantasy VI (SNES) Walkthrough by Crazyswordsman
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Advance extras


This is part 22 of the Walkthrough for the Super NES version of Final Fantasy VI.

Confronting the ultimate power[edit source]

So you finally are able to confront Kefka, Gestahl, and their new power: the Statues, the goddesses which created Magic. Of course, they have prepared for your arrival, and prepare to show you their true power. However, Celes will come in to try and stop them. Kekfa and Gestahl will go all Star Wars on Celes, and will try to "turn" her to their side. They'll give her an evil sword, and it's never specified what this sword actually is, and they'll use the Statues' power to freeze your party. They'll then tell Celes to strike you down so she can become powerful. She'll raise the sword in position to chop a member of your party's head off. She'll then deliver her most famous line of the game, and quickly turn around and strike Kefka, at which point he'll deliver a classic Kefka line. He'll then demand that the goddesses transfer their power to him.

But even Gestahl, evil, cunning, lying Gestahl, knows when someone has gone too far (or else he just wants the powers. Who knows?). He'll try to stop Kefka, and the two will enter a battle. Gestahl will cast spell after spell after spell on Kefka, and Kefka will just laugh them off. Apparently when Kefka was standing in the field of the Statues, they absorb all the magic coming their way. Kefka then commands them to kill Gestahl. The statues release lightning bolts onto the ground, making both Kefka AND Gestahl fly around. Kefka will then trick Gestahl into walking into the path of one of the bolts. Gestahl will then be fatally wounded, and Kefka will push him off the edge of the cliff.

Now, remember when Strago told you what would happen if the Statues were to be moved out of their delicate balance? That means either you're going to end the game here or the statues will be moved. Well, in this case, Kefka, who now has the Statues' powers all to himself, will move them! It's too late! But Shadow arrives to save the day! Or at least he thinks he can. Shadow doesn't know the world is already moved, and will try to fight with Kefka to move the Statues back into place, even though it won't work anymore. It will, however, break the spell holding your party down. Shadow will then tell you to escape while he deals with Kefka.

Escape![edit source]

Celes is now in your party. You have five minutes to make it all the way to the eastern edge of the Floating Continent. The only enemy you'll fight around here is the Naughty. They're weak to Fire and Lightning, so attack them with Fire 2 and Bolt 2 spells or Rages that use these elements (you should know what they are by now). Mog should continue to use his Earth Blues, and Locke should just use his Hawk Eyes. If you brought Sabin, he should move to the Front Row and attack with his Fire Knuckle. Naughties only attack solo, so you don't need to worry about MT problems. But they can take a few hits, and can use Cold Dust to inflict Freeze on a party member, which wastes time. If you hit them with Magic, they can counter with an ability called Mute (not to be confused with Mute, even though it has the same name and does the same thing. It's kind of like Y and ). They also cast Ice 2, so be ready for that. A quick way to deal with them is to have Celes cast Imp, as whenever they're turned into an imp, they will attempt to de-imp themselves then flee immediately (or do a critical attack if they fail to de-imp, then try again next turn). L4 Flare will also kill them very quickly, though that's very expensive on MP and requires you to have Strago.

Equip Sprint Shoes so you can run through this timed area. The ground will crack underneath you as you walk. Just follow the linear path, but when you see the blue orb thingy, DO NOT HEAD STRAIGHT FOR IT. Walk around the long way. If you go straight for it, you won't be able to get it. Walk around the long way and open the chest for an Elixir. Now, continue down the linear path to the Save Point thing. This is Nerapa, a boss.

Fear this boss's super-ultra-powerful-attack! Oh wait, too late. It had to charge up exactly 72 turns to use it.

Nerapa will start the battle by casting Condemned on all your characters. Now, you'll have to deal with TWO timers. The one on the bottom of the screen and the one over your character's heads. He's really easy to kill if you use anything but Magic on it. He has auto-Reflect, and attacks with Fire 2, Fire 3, and Fire Ball (what, you were expecting me to say "Fire 4?" No such thing exists! Although FFXII has a "Firaja" spell, and they call Cure 4 "Curaja" in that game, so, you get the point. I still hate those new spellings though). Fire 3 is the only one that actually hurts, but Wall Rings won't do much, as Nerapa absorbs Fire. Just kill it using anything but Magic, and move onto the end. As a fun fact, if you manage to get the island timer onto 0:04, the battle will automatically end with no ill effect, except for that you won't be able to save Shadow any more.

You'll see the Blackjack below. When you walk up to it choose the option "Wait!" Walk up to it a second time and choose the option "Gotta wait for Shadow." DO NOT JUMP. If you do, you'll never see Shadow again. Wait for him. He will show up usually when there's only 4 seconds left on the timer. When Shadow shows up, you will jump down together.

Now, let's see what happens next: well, you'll watch the world get blown up by Kefka! You'll see massive explosions and earthquakes, and people dying. The Blackjack will also crack in half, and will descend to somewhere. This doesn't look good. The game pans out to watch the whole world explode. A message will be given. The face of the world has changed forever. And so has your adventure.

Final Fantasy VI (SNES) Walkthrough by Crazyswordsman
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Advance extras


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