Anyway, at the bottom of the elevator is a save point and a chance to assume control again. I got six new espers (eight total counting Shiva and Ifrit), so:
Unicorn is a step up from Kirin as a healing esper. It teaches Cura at x4 and Esuna at x3, but Safe, Shell, and Dispel are slow coming. Its summon is Healing Horn, which is a partywide Esuna.
Madiun teaches Fira, Blizzara, and Thundara all at x3. His summon is the decidedly non-elemental Chaos Wave, and his level-up bonus is Magic +1.
Catoblepas, as we saw in Final Fantasy 5, is fond of petrification attacks. It teaches Bio at x8, Break at x5, and Death at x2, and uses Demon Eye to petrify enemies when summoned. It gives a 10% boost to HP gained at level up.
Phantom is a ghostly wraith that teaches Gravity, Berserk, and Vanish. Vanish turns the target invisible, making every physical attack miss but the next magic attack sure to hit (and remove the Vanish effect). Summoning Phantom adds Vanish to the whole party. Phantom gives +10% to MP gained at level up.
Carbuncle, again returning from Final Fantasy 5, also retains its shtick from that game. It teaches a variety of support magic: Reflect, Haste, Safe, Shell, and Teleport... but slowly. Summoning Carbuncle bathes everyone in reflective ruby light.
Bismarck is a whale of an esper, teaching Fire, Blizzard, and Thunder each at x20 and Raise at x2. Its summon is Breach Blast, which hits all enemies with water-elemental magic. His level-up bonus is an impressive Strength +2.
Whew! I think that's the most espers the game ever throws at you at a time, so later summaries won't be so long. Back to the escape sequence...
Cid: But I also forced her to become a Magitek knight... If I ever get to see her again, I want to apologize... for all of my mistakes...
Goddamn that screechy laugh!
Music: Save Them!These low-res Mode 7 cart tracks were about all the SNES could handle, I expect, but they sure look like a big ol' sack of crap on more modern hardware.
There are a couple different kinds of Magna Roaders that attack while you're escaping.
Followed shortly by yet another boss, Number 128. His arm-claws are also viable targets to be destroyed, hampering his offensive power somewhat, but they eventually grow back.
Also he can Haste himself.