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FF VIII Last Boss : Ultimecia & Griffith
Topic Started: Sep 1 2009, 09:53 PM (105 Views)
Tenebrio
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Zetsubou na Spammer
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Yup, this is your final battle in FF VIII which some players said that they're quite difficult if you don't prepare your stuffs neatly

So, let's brief the battle
You have these people on your command :
- Squall Leonhart
- Zell Dinch
- Irvine Kinneas
- Selphie
- Rinoa Heartily
- Quistis

As soon as the battle start, Ultimecia will RANDOMLY choose 3 people to fight her.
This means that she might choose the people who you didn't train well before the times. And, you have 3 people left out of the battle field. Where did they go to?
If one member of your party died and you keep him/her still in his K.O. condition after 3 turns, that person will be absorbed into time since we're fighting in the world where time is compressed and jumbled. And, when that person is absorbed into time, that person will be PERMANENTLY gone from the battle field.
Once that person is gone, one from the leftover 3 which was not chosen at the first time, will replace that faded guy. It's also RANDOM as who will appear
If 3 of them died together, there will be no time to replace and you'll get a good GAME OVER screen on your monitor

That's the tricky part, so, will it be spreading your powers to all those 6, or just consolidate your power to your beloved 3 people, make your style and prepare as neatly as you can

Let's start on briefing the phases of the battle. Final boss in FF VIII has some phases, and it's a consecutive survival battle
1. Ultimecia (Normal)
This is the first phase. It's Ultimecia. Alone. This phase is pretty easy, but be careful that she might cast Forbidden Magics such as Ultima. Use Meltdown on her to make her Defense reduced. She is quite strong against Magic Attacks. So, use Guardian Forces or Attack her especially by using Limit Break from support of Aura. Try to not to make anyone of your party member got absorbed into time due to K.O.

2. Griffith (Normal)
Yes, the strongest legendary Guardian Force which rests within Squall's necklace. This beast has lots of attacks, can also use Demi, or even magical attacks. No such specific strategy, just go with all you got like you did to Ultimecia. Keep your eyes on your HP, don't let it go too low. If you want Limit Break, use Aura instead of turning your HP into low. You have to keep your people since there are still more phases to go

3. Griffith (Near Death)
No big difference with the previous phase, it's just that he became quicker and more on using attacks that damages all party members. If you do what i told you in the previous phase, you'll be safe in this phase. Just keep your eyes on your HP. This phase doesn't have much HP, so just get a blast on him.

4. Junctioned Griffith and Ultimecia/The Ultimate Junction
This might became one of your hard time, so be prepared. This monster could pull out small flying antennas on its both side and could attack you with magics which could hurt you. While Ultimecia could cast Demi, Flare, or even Ultima. Have one member to keep casting his/her Limit Break. I recommend Rinoa, since her Shooting Star could damage all part which is useful to kill the 2 annoying antennas when they appeared. The antennas don't have much HP, but they're annoying since they're fast, damaging, and reviveable.
Have a blast on the monster once the antennas are gone. I recommend to not to ignore tha antennas. You might lose one or two guys from your party, but keep one party intact, which means at least you have 3 people left on your command

5. Ultimecia (Extreme Compression)
This is the last phase, but don't get your guard down yet. You have to finish this phase as quickly as you can since you're at a very big disadvantage. One member will lose one magic every 3 - 5 turns. This'll reduce their stats significantly whether the magic is a junctioned one. This Ultimecia has several attacks such as normal attacks, Apocalypse which cause big damage to all party, Hell's Judgement that makes all party's HP into 1, and Forbidden Magics. The annoying part, is her Hell's Judgement. After she cast that, have 2 members cast Curaga on themselves to secure the battle. You might use this attack of her to induce Limit Break, but you'll be sorry if she cast Apocalypse, Meteor, or Ultima in her next turn. Still, i recommend to use Aura. If some of the members don't have the Aura or the magic fade due to extreme compression, use him/her as healer, or just attack with Forbidden Magics as well. This phase has the most HP, so be patient and keep the battle under your control. If she cast Apocalypse, just treat it as if she cast Hell's Judgement, but if one dies, revive him/her AS QUICKLY AS YOU CAN. Don't let anyone of your party got absorbed into time, you need them either for assistance or attacking.
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Torchman
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jesus why are these games always harder than they look? good guide by the way. helped a friend of mine with it
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