Before going to the floating continent, I want to get some "optional" espers. One can get Zona Seeker and Golem in Jidoor's Auction House. Zona Seeker appeared in my first try, and Golem after thousands of Cherub Downs. That chocobo prize appears only to waste time. Since the prizes are fixed, I think of this place as a elaborate shop (and a time waster).
Our next adventure is taking some treasure in Narshe. Unfortunately, Lone Wolf steals a precious Gold Hairpin. The party follows him through the mines.
Lone Wolf has taken a moogle hostage. When they are in danger, I choose the poor moogle. Who wants a relic that halves the MP usage when we have an unlimited use of Osmose?
It can talk, it can talk. The last image has a little of foreshadowing...
Mog little adventures: Mog wished he could learn Water Rondo and made his way to the Serpent Trench, kupo. The boulders that separated Nikeah from the mainland are gone and Mog can continue his quest looking for his airship, kupo.
In his adventures, Mog was mistaken for a door repairer, crossed a forest and attempted suicide, kupo. At last, he reached the Veldt and could get to the airship again. END, kupo.
The time to settle things with the imperial bosses has come. First, the party has to fight several airships.
And Gilgamesh II welcomes us with his presence, again... But he comes with a friend that throws the party off board at the end of the battle. I hope I don't see you again, guys.
Hahaha, but only if choose to buy that, so it isn't certain that this nuisances will bother me again *thinks about the Dragon Neck Colosseum*, I'm trapped.
This boss has three parts, before they do too much damage, I kill the weapons. The airship sends a thing that absorbs all magic damage and begin to charge an attack. I think that it also absorbs its attacks so I begin a physical attack barrage. The battle ends before the countdown.
The floating continent: I don't know how Shadow ended here, how is he in the esper continent and not in Crescent Island? The monsters in this place are more dangerous than in any previous place, specially the Behemoth and the Dragon. There is an enemy specialized in Lv.X magic that can be killed by draining its MP (there are more of them, but it was a coincidence that I killed it that way, so this is the only monster that I'm certain that can be killed that way. I suppose that many magic based enemies have that property, but I can't say that 100%.
Before going to the final stretch of this place, I prepare Terra with two earrings.
Atma Weapon (I refuse to call that thing that way, but for once...) does some nasty attacks like a powerful physical blow and Flare. Luckily, the targets survived all those attacks. My strategy was to do all the damage I could with Terra while she was in Esper form and then deplete the HP left with Sabin and Edgar. I gave Shadow the Seraph magicite so he could have a support role in this battle.
At the end, Atma dies and Shadows leaves the group.
The time of the reckoning has come. The baddies try to make Celes do bad things, but she refuses and stabs that filthy rat called Kefka.
After that and some betrayals, Gestahl dies. How could he trust a crazy man like that? And then, Kefka begins moving the status.
Doom & Gloom ®
But Shadow saves the day (parcially) and the party can escape Kefka's wrath.
The continent crumbles under their feet, and the party has to flee. It seems Kefka has gained the power to create minions inspired in him, and they are going to obstruct the escape. The first one, Naghty, appears as a frecuent random encounter that can freeze a party member. It's more a time waster than it's dangerous. The final one is Nerapa, it casts Doom in everyone, but it's pretty easy to kill it before any counter runs out.
Before going to the airship, the party waits for Shadow. I don't want to be blamed for his death.
The destruction sequence commences. It was an unforgettable day.
End of Act 1.