It doesn't seem like they're forced.Originally Posted by Djibriel's faq on Gamefaqs
4.45.5 Escape from the Floating Continent
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Location: The Floating Continent (breaking apart!)
Party members: Celes; Optional: Terra, Locke, Edgar, Sabin, Cyan, Gau, Setzer,
Mog, Strago, Relm
Opponents: Naughty, Nerapa
Lores: Condemned, Roulette
Monster formations:
Naughty (always)
You have six minutes, 6:00, to get off the Floating Continent. Goddess
energy naturally takes on the form of monsters, 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).
Preparation: You're still covered in Wall Rings if you listened to my advice.
Keep them on! If Celes joined your party just now, give one to her as well.
The Wall Rings protect from the ICe 2 spell the Naughty enemies cast, and it
will be nice to have against the boss here as well.
Naughty 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 competent at it.
Their attacks include Battle, !Hit, Ice 2, Blizzard, and Cold Dust. Sadly,
they can use Cold Dust on the first turn, disabling a character. If you hit
them with a Magic spell, they have a 33 % shot at using Mute (Note: this is NOT
the Spell Mute; it's a monster attack with the same name, animation, and
effect. Delightfully useless). When you Imp them, their next turn will be spent
on de-Imping themselves and using Escape.
Since Celes is a mandatory character and she'll be above level 14 unless
you were really going for an LLG, she'll know Imp. I suggest you use it. If
Celes if frozen beforehand and nobody else knows the Imp spell, just take
advantage of Naughty's weakness to Fire, Lightning, and Pearl. L.4 Flare works
on him as well, so if Strago is around, he'll be able to do quite some damage
with it. Sprint 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
and can continue. Behind you, the part you just walked on falls off. Dangerous
[img]/xxx.gif[/img][img]/xxx.gif[/img][img]/xxx.gif[/img][img]/xxx.gif[/img], 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 you'll need to
reach the blue orb will fall off. Go around the gap here so you can grab the
treasure: an Elixir. Now you'll see the big sparkle: go over to it and prepare
yourself.
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4.45.6 The battle with Nerapa and Exit
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Nerapa
Level: 26, HP: 2800, MP: 280
Absorbs: Fire, Nullify: Poison, Wind, Earth, Water Weakness: Ice, Lightning,
Pearl
Status: Reflect, Float
Special: !Hit: Battle x 1.5
Sketch : !Hit (rare), Battle (common)
Vulnerable to: Death, Condemned, Berserk, Muddled, Stop
Attacks: Battle, Fire 2, Fire 3, Condemned, Roulette, Fire Ball
Vanish/Doom: No
Immunity to Clear status.
Joker Doom: Yes
Fire Ball and Roulette both mess with the RNG. Who are you kidding? Trying to
obtain Joker Doom for Nerapa is like spending large sums of cash on learning
how to make your own solar-powered shotgun with poisoned slugs so you can take
care of your rodent problem.
The big sparkle's name is Nerapa. 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 Condemned on the party.
It's like: "If I give them TWO timers simultaneously, they'll have to move
TWO times as fast!" If this is what Japanese logic is all about, I fail to see
how they even managed to make this game work. Then again, it *is* the most
bugged game currently mapped, so I guess that still doesn't say much.
Anyway, being a pompous annoyance "Mwa ha ha you can't run!" and after casting
Condemned on the party, he will now try to attack you. I very much doubt he
won't be looking like a kitten that just came out of your microwave at this
point, but let's give this guy some credit and assume that he's still standing.
He can use Battle, Fire 2, Fire 3, and Fire Ball. Very spooky. Fire 3 actually
hurts a bit.
Now HERE'S a hoot: If you hit Nerapa with six Fight commands, he'll use
Roulette. Next to the fact that Roulette can actually take Nerapa himself down,
the mere thought that Nerapa could even survive six Fight attacks is laughable
by itself. You'd need a Heal Rod or a rat-flail or something 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 Pearl. 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 Rhodox Rage
can enSnare him for a one-hit KO, as can a fatal Chainsaw attack. Bouncing a
few Rasp spells off yourself will kill him. Bouncing a Doom spell off yourself
will kill it. You can confuse him; you don't get any more pathetic than that.
Just use your strongest attacks, be it Giga Volt, or AuraBolt, or Gem Dust, or
what have you. Nerapa has 2800 HP. If you played your cards right, you were
doing 2800 in one attack back there against Atma Weapon.
Once you've beaten Nerapa, you can walk over to the edge and the Blackjack will
appear under you.
The airship's below.
Jump!!
Wait!!
But Shadow is still back there!
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 option
Jump!!
Gotta wait for SHADOW...
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.
So, Shadow was going to sacrifice himself to save the planet.
Only:
a) he doesn't sacrifice himself and
b) the planet isn't saved.
In the next cutscene, a lot of bad things happen. Congratulations. You try to
rally in the Esper troops from behind the Sealed Gate; you send them on a
murderous rampage. You try to talk peacefully to them; you deliver them
straight to Kefka. You try to stop Gestahl; you destroy the world. A competent
bunch of heroes, these Returners. Real smart.
Planet: I'm apocalypsing!
As a side note, due to a bug you now receive the equipment of the generic
Moogle Kamog, one of the Moogles that helped you rescue Terra way in the
beginning. This means you win a Boomerang and a Buckler. For free!
This is the end of the World of Balance walkthrough. You can go to the second
half by using this URL:
http://db.gamefaqs.com/console/snes/...sy_iii_l_2.txt
I don't know about manipulating the encounter rate (such a 'Cure trick' works for Final Fantasy II), but do you have Imp? Is Celes at that low a level?