Disc Four - Time-Compression
Closing the Box (Lunatic Pandora)
If Rinoa was in your party, junction up the new member in it, but make sure to keep Rinoa's HP, Vit and Spr at relatively decent levels; you'll see why in a moment.
To the right you should be able to see a structure you can climb to get to the top level of the Lunatic Pandora. Climb both ladders to get to a Break draw point, before going back down the second ladder and running off to the left to scale the white pole. At the top, turn right and head into the next screen; Siren's Move-Find ability should uncover a save point. Use it and generally prepare yourself for a tough fight. Follow the path all the way along to find Adel's chamber...
BOSS: Adel
DRAW: (Adel) Firaga, Thundaga, Blizzaga, Flare
(Rinoa) Esuna, Dispel, Regen
Adel has grabbed Rinoa and is leeching the health from her, literally. If either Adel kills Rinoa by sapping all of her hp, or you bludgeon her to death with your attacks, you'll get a game over, so it's imperative to keep her alive. This means avoiding all area attacks; since Squall's finishing moves for Renzokuken are random, it's not worth risking using them.
Start the fight by Draw/Casting Regen from Rinoa onto Rinoa. Cast Meltdown on Adel and then pound her with Squall's normal attack, Zell's Armageddon Fist combo, and whatever non-area attacks the third person has as their Limit Break.
Mug Rinoa for the eight Megalixir's, but do it with the weakest member of your party, and heal her up right afterwards.
Adel's attacks themselves really aren't much to worry about, just concentrate on keeping Rinoa alive at all costs 'til Adel dies. For once, Scan is actually a really useful spell here in keeping track of Rinoa's HP as Adel drains it away.
MUG: Samantha's Soul <Adel>, Megalixir <Rinoa> (x8)
After a rather surreal FMV of Time-Compression, you'll find yourself inside the Presidential Palace in Deling City. Walk to the save point and a whole bunch will suddenly appear; only the one you initially walked to is real, so use that and heal up your party before making your way to the doorway...
BOSS: Sorceresses
DRAW: (Sorceress A) Firaga, Blizzaga, Thundaga
(Sorceress B) Haste, Double
(Sorceress C) Flare, Holy
You've got to muscle your way through eleven sorceresses from throughout time to finish travelling through Time-Compression, but fortunately, they come at you one at a time, making this fairly easy. You'll fight five of the first type who are easy, five of the second type which are a little bit tougher but still easy, and then you'll fight the final Sorceress, who is a lot tougher. The first then you can just bludgeon your way through in a few hits, but the final one packs a few nasty moves. She'll counter with an odd physical attack that'll do about 1,000 damage fairly regularly, unless she's started her countdown, from five to zero, upon which she casts Ultima which hurts a lot more. Just cast Meltdown on her, Aura on Squall and have him use Renzokuken a few times, while maybe summoning Eden and Bahamut for extra damage. Keep one person back as a healer just in case it all goes tits-up, but you shouldn't have any real trouble here.
You'll now be in the Orphanage, but it's littered with the corpses of several Sorceress SeeDs. Make your way throughout the building, making sure to nab the Triple draw point, until you reach a large chain stretching out towards Ultimecia's Castle. Walk onto the chain and ignore the first two doors; head to the third and press X to jump onto the ledge in front of it before entering.
You should find yourself close to the Great Grandidi Forest; equip Diablos' Enc-None to save yourself the hassle of having to fight through hoardes of monsters such as Malboros and Hexadragons, and head north-east into the Chocobo Sanctuary. Take a Chocobo and ride it south along the Esthar coastline until you reach the southern tip, and then cross the shallows that link up to the Kashkabald Desert. Use the beach on the south-eastern side to get onto dry land and then head towards the center of the continent to find the Ragnarok. If you're having difficulties locating it, bring up the map; the Ragnarok will appear as a red dot on it.
Inside the Ragnarok, you should find those members of the CC Group that you defeated back in disc two; the exception here is the Joker, who'll turn up regardless of whether you beat him or not. They hold all but five of the cards in the game, so it's worth playing them to get the ones you need. Note that they all play by different regions rules, making some of them very difficult to beat. Finally, note that if you mod a card, you can challenge the CC Group members to card games in which they'll play the card you modded. This is a good way to max out the really good items if you want to, but bear in mind they're going to be really tough to beat. Locations and rules are as follows:
| CC Group Positions | ||
| Rank | Location | Rules |
| Jack | Aisle; near Entrance | Balamb |
| Club | Aisle; near Air Room | Dollet |
| Diamond | Hangar | Trabia |
| Spade | Hangar; near save point | Esthar |
| Heart | Entrance | FH |
| King | Air Room | Lunar Base |
| Joker | Aisle; near Passenger Deck | Centra |
Fly the Ragnarok to the Estharian continent, and land south of the wall near Tear's Point. On the southern-most top of the Abadan plains, you should be able to find where the Lunar Base crashed. Note that it isn't visible on the World Map, you'll just have to stumble onto it. If you came here in disc three after that happened, you'd find Piet here. Now however, it is where the Card Queen is located. She holds the last five cards in the game: Chubby Chocobo, Doomtrain, Irvine, Kiros and Phoenix. Be warned though, she plays with every rule in the game, so she's even tougher to beat.
As a note, you could get those five cards on the third disc, but the quest for that is a gigantic headache; I find doing it this way is far easier.
Hit the Islands Closest to Heaven and Hell to stock up on spells and to make sure that the rest of your party is at least level with Squall, if not higher that him, since you're going to need them all soon.
Head to either the gateway in the Great Grandidi Forest, Kashkabald Desert (where you found the Ragnarok), Serrengetti Plains (on the Centran Continent) or just east of the destroyed Galbadia Missile Base, to get back to the chain. Follow the chain all the way along to reach Ultimecia's Castle.
Use the hidden Flare draw point on the right and the save point on the left before trying to enter the castle proper. You'll have to split the party up into two groups of three; I recommend Squall, Rinoa and Zell in one, Quistis, Selphie and Irvine in the other. Inside, the following abilities are locked:
- Item - You can't use items in battle or in the field
- Magic - You can't use magic in battle or in the field
- GF - You can't summon GFs
- Draw - You can't draw from enemies or draw points
- Command Ability - You can't use any command abilities, e.g. Devour
- Limit Break - You can't use any Limit Breaks
- Resurrection - You can't revive players, even if you have Item or Magic unlocked
- Save - You can't save
To unlock these abilities, you have to defeat the eight bosses lurking within Ultimecia's castle, one ability of your choice unlocked per boss. You start by only being able to attack. If you've got all of the GFs, I recommend unlocking Magic first; otherwise, Draw would be best, since you can get the Siren, Carbuncle, Leviathan, Pandemona, Cerberus, Alexander, and Eden GFs here if you hadn't beforehand.
You should also be able to see a bright green glowing circle; use these to switch between the two groups; you'll need to do this several times throughout this dungeon, so keep your eyes peeled for them.
Once you're ready, walk to the monster you can see on the stairs; this is the first of the eight bosses.
BOSS: Sphinxaur/Sphinxara
Well, you can only do one thing in this fight, and that's pummel the crap out of Sphinxaur; at half-health, its mask will break and it'll become Sphinxara; the only difference here is that Sphinxara will summon a monster to assist it. Ignore the first one it summons, a Jelleye, or after you kill it, Sphinxara will summon a nastier monster, and so on. Just beat it to death.
WIN: Megalixir, Ability (Draw if you absolutely have to, otherwise Magic)
Go up the stairs and head to the right, going down the spiral staircase. Ignore the bell at the bottom for the moment, but keep it in mind; we'll be back here later to ring it. Go through the door in the background and you'll find yourself in the Art Gallery. On the walls, there are thirteen paintings; five on the first floor, and eight on the second, along with a Meltdown draw point. Ignore the big painting to the left and examine the other four on the first floor before going up the stairs and checking the other eight. The paintings all have names on them; take note of these. Head back to the first floor and note the big clock painted on the floor. The hour hand is pointing to eight, the minute hand to four, and the seconds to six. Check the big painting, and a box will pop up with the names of all the paintings in; you can enter three painting names. Worked out which ones yet? Well, this table should help:
| Painting Codes | ||
| Name | Numerals | Image |
| Ignus | I | Fire |
| Inandantia | II | Flood |
| Inaudax | IX | Cowardice |
| Intervigilium | IVIII | Sleep |
| Iudicium | III | Judgment |
| Venus | V | Love |
| Viator | VI | Messenger |
| Vigil | VII | Watchman |
| Vividarium | VIVII | Garden |
| Xemampelinae | XI | Red Clothes |
| Xiphias | XII | Swordfish |
| Xystus | X | Tree-lined Road |
The Roman numerals for eight is VIII, four is IV, and six is VI. Now, note how all the obvious words are in the correct order, e.g. Vigil is VII, which is seven. No Roman numeral has two V's, so eliminate the second one in Vividarium to get VIII, or eight. Also note that no Roman numeral has four I's, but also that four is IV, which are the first two numerals in the word; thus, Intervigilium must be IV.
Enter the correct words in the order of Hour, Minute, Seconds - Vividarium, Intervigilium and Viator; the painting will now read "Vividarium et Intervigilium et Viator," meaning "In the garden sleeps a messenger."
Behind you, the second boss will appear. Junction Tornado to your Elem-Atk-J and then walk into it.
BOSS: Trauma, Droma
DRAW: (Droma) Esuna, Dispel
(Trauma) Flare, Leviathan
Cast Meltdown on Trauma if you can, and then smack him with your Tornado-enhanced weapons to quickly put him away. Ignore the Dromas he summons since they'll just keep on coming.
WIN: Elem Atk, Ability (GF)
MUG: Meteor Stone <Droma> (x2)
Make sure that all your characters now have GF in their combat menu, and unjunction Tornado from your Elem-Atk-J; it's better off on a stat for now. Leave by the other door and note the party switcher, before continuing through the next door. Walk through the door to the left and you'll get locked into the cell. Examine the corpse and you'll find a key, upon which another boss turns up.
BOSS: Red Giant
DRAW: Demi, Pandemona
This guy has insane defence, halving the amount you do with physical attacks. Instead, summon Doomtrain to lower his Vit, then spam Diablos and attacks on him 'til he croaks.
WIN: Diamond Armor, Ability (Limit Break)
Go back to the party changer you passed, and use it to switch to the secondary group. Change over the junctions, this time putting Thundaga on Elem-Def-J. Walk up the stairs where Sphinxaur was and go through the door to the north. Go onto the chandelier and it will crash to the floor of the Great Hall; when you get to your feet, examine the hatch and a prompt will come up. Choose to open it and walk down into the Wine Cellar. Head south and you'll find the next boss, a flying creature.
BOSS: Tri-Point
DRAW: Haste, Tornado, Bio, Siren
Tri-Point will start the fight by telling you "Whatever I don't use, I don't like," meaning that if it attacks you with a fire-based attack, use ice, and vice versa. It'll always counter with Mega Spark, which does thunder-based damage, thus it should heal you if you pay any attention to me =P
When Tri-Point casts Scan on you, it'll start using Onrush which hurts a lot, so be prepared to use Curaga pretty quickly. Otherwise, this should be over fairly quickly.
WIN: Rocket Engine, Ability (Command Ability)
There's a hidden Aura draw point among the barrels on the north end, so make sure to nab that. Junction on the command abilities you want and then go back to the Great Hall and enter the door at the back to get into the Courtyard. There's a Slow draw point to the north-west, and the chapel to the north, which is where you want to head. Inside there's a Dispel draw point and a big organ (It took every muscle in my body to stop from making the obligatory joke here); check it and it'll pop up a scale, with the different buttons for each note. Hit all eight at the same time and then press Start to exit, before going up the stairs to the right; you'll see a key on the bridge but as you run to it, it will fall off, or, if you walked across the bridge, then you can just pick it up normally.
Back to the courtyard, and go to the top-right; if you played the Organ correctly, the big spikes barring the path will have gone. If not, just try playing the organ again until they have. Go back to the Party Changer in the Great Hall and switch to Squall's party; note that you'll force a lever down, stopping the chandelier from falling again.
Back with Squall, the key that fell off will wash up in the water south of the bridge going to the right; grab it and then junction Holy to Elem-Atk-J, as well as make sure someone has the Treatment command, coupled with Berserk, Confuse, Death and Sleep junctioned to St-Def-J. If you can, junction them all up like that; if you have to miss any out, skip Sleep since that has less damaging repercussions. Also, junction Blind to your St-Atk-J. Enter the Armoury to the right, and you'll find the next boss.
BOSS: Vysage, Lefty, Righty, Gargantua
DRAW: (Gargantua) Flare, Bio, Quake, Cerberus
(Lefty) Shell, Protect
(Righty) Bio, Demi, Quake, Regen
(Vysage) Cure, Haste, Bio
I kinda lied, what you saw in the Armoury wasn't the boss, it was a Vysage; the boss will turn up later on in this fight. Summon Siren to silence them, and then Alexander. Between Alexander and your Holy-enhanced weapons, you should make short work of them; once they're dead, Gargantua will appear. Unleash Doomtrain immediately, so you can speed up this section of the battle. This guy will counter physical attacks with Counter Twist which hurts a lot, so stick to GFs, and Squall's Renzokuken. Be ready to use Treatment in case Gargantua starts using Evil Eye, which is a pain in the backside.
WIN: Magic Armlet, Ability (Draw or Resurrection)
MUG: Rune Armlet <Lefty>, Wizard Stone <Righty>, Lightweight <Vysage>
Go back to the Party Changer, and switch over. From the Great Hall, head left and through the corridor, to get back to the entrance room. Go up the stairs and turn left this time; go down the stairs, noting the Party Changer at the bottom, and go through the door in the background. In this room, use the left-hand Party Changer.
Outide of the Floodgate, head up the stairs to the left, ignoring the save point and step on the Elevator on the right, before switching back to the secondary party. They'll now be up on the second floor if your party balance is right; in the primary group you need two guys and a girl, and in the secondary group, you'll want two girls and a guy to get the balance right on the elevator.
Head left into the Storage Room, and you'll find a Curaga draw point, and the Water Gate key. Go back to the Party Changer and switch to the primary team. Walk off the elevator, bringing the secondary party back down, and then make your way to the Floodgate. By the bottom-right corner of the cell should be a lever; press X to insert the Water Gate key and then press X again to push it. This will begin the process of draining all the water from the castle. Head to the Courtyard and search the fountain to find the Treasury key, before using the Party Changer in the Great Hall.
Switch your junctions over and junction either Quake or Water to Elem-Atk-J, and Thundaga to Elem-Def-J. Head south and check the door to use the Treasure Vault key. Inside you'll find four coffins, and a Holy draw point. Consider the coffins as being numbered from one to four, starting from the left; close Coffin 1, then Coffin 4, then Coffin 2, and finally Coffin 3. The boss will appear; examine it to fight it.
BOSS: Catoblepas
DRAW: Meteor, Alexander
This guy will look very similar to a Behemoth, but it's rather different stats and tactics wise. For one, it's very strong against status attacks, but it has an incredibly weak physical defence for a boss this late on in the game. Stock up on Meteor spells and beat it to death; keep your health up as upon its death, it will cast Meteor, but you should survive it easily enough.
WIN: Status Atk, Ability (Whichever of the previous two you didn't get)
Make your way back to the Chandelier, and now that you've pushed the lever in the Great Hall, you can walk across it quite safely. Put Recover and Revive in your commands and makine sure that your Spr is high, before entering to find the next boss.
BOSS: Krysta
DRAW: Holy, Carbuncle
Krysta packs a heck of a wallop, including a counter to all physical attacks for about 700 HP, as well as packing a meaty defence. Summon Doomtrain and then Cerberus, before Tripling Protect and Shell onto the party. Spam GFs apart from Shiva to grind him down, but keep your HP above 2,500, since he'll cast Ultima when he dies.
WIN: Elem Guard, Ability (Item)
Go to the foot of the East Stairwell where the bell is, and use the Party Changer. Switch your junctions over and junction either Firaga and Thundaga to your Elem-Def-J, or Flare; I recommend the prior since Flare is useful for boosting stats. Make your way to the courtyard and take the north-east path that you unblocked earlier; the water will have drained from here so make your way through and you'll find a Rosetta Stone. Go back to the Courtyard and this time enter the Chapel; walk up the stairs to the right and cross the bridge. Enter the Clock Tower and make your way around the winding path 'til you reach the bell. Position yourself at the edge and wait 'til the bell is as close to you as possible, and then press X to hurl yourself at it. Go through the door you land in front of and you'll find the next boss.
BOSS: Tiamat
DRAW: Flare, Eden
Oh man is this guy nasty; his Dark Flare attack can do over 9,000 damage to characters with about 100 Vit, so it's a good thing you've got Flare or Firaga/Thundaga on your Elem-Def-J, since this will absorb the attack. Summon Doomtrain and Cerberus, then Triple Aura the partyand go all out with your Limit Breaks.
WIN: Status Guard, Ability (Save)
Now we're almost done in Ultimecia's Castle; check to find a hidden Triple draw point, and then head back down to the base of the clock tower. Using Siren's Move-Find ability, you'll find a save point; use it. Trust me, you NEED to use it.
Now, this next bit is optional, and extremely hard, but if you want to do everything, then you'll definitely want to do this sidequest. Make your way back to the Party Changer in the Great Hall, but don't use it yet, instead sorting out your junctions. Junction Death to St-Def-J, Defend to every characters Combat Menu, make sure that at least one of your characters has 9,999 HP if not all three of them in the party, Triple on Spd-J, Ultima on Str-J, Meltdown on Vit-J, Curaga on Spr-J, Meteor on Mag-J, Full-Life on HP-J and nothing on Elem-Atk-J. Make sure you have the Recover and Revive commands on someone as well.
My GF setup was as follows:
| GF Setup Table | ||||
| Characters | GFs | Junctions | Stat +XX% | Extras |
| Zell/Irvine | Bahamut | None | Str +60% | Ability x4 |
| Mag +60% | Mug | |||
| Brothers | HP-J | HP +20% | Defend | |
| Str-J | HP +80% | |||
| Spr-J | Vit +60% | |||
| Eden | Spd-J | Eva +30% | Darkside | |
| Eva-J | Luk +50% | Devour | ||
| Luk-J | mad Rush | |||
| Leviathan | Mag-J | Spr +20% | Recover | |
| Spr-J | Spr +40% | |||
| Spd-J | ||||
| Siren | Mag-J | Mag +20% | Elem-Def-J x4 | |
| Mag +40% | St-Atk-J | |||
| St-Def-J x4 | ||||
| Treatment | ||||
| Tonberry | Hp-J | Vit +60% | Initiative | |
| Vit-J | Eva +30% | LV Down | ||
| Luck +50% | LV Up | |||
| Squall/Quistis | Alexander | Spr-J | Spr +20% | Revive |
| Spr +40% | ||||
| Cactuar | Eva-J | Eva +30% | Ability x4 | |
| Luck-J | Luck +50% | Defend | ||
| Initiative | ||||
| Kamikaze | ||||
| Diablos | HP-J | HP +20% | Darkside | |
| Mag-J | HP +40% | Mug | ||
| Hit-J | HP +80% | |||
| Mag +20% | ||||
| Mag +40% | ||||
| Doomtrain | None | None | Absorb | |
| Darkside | ||||
| Elem-Def-J x4 | ||||
| St-Atk-J | ||||
| St-Def-J x4 | ||||
| Pandemona | Str-J | Str +20% | Absorb | |
| Spd-J | Str +40% | Initiative | ||
| Spd +20% | ||||
| Spd +40% | ||||
| Shiva | Str-J | Vit +40% | Doom | |
| Vit-J | Vit +60% | |||
| Spr-J | Spr +20% | |||
| Spr +40% | ||||
| Rinoa/Selphie | Carbuncle | HP-J | HP +20% | St-Atk-J |
| Vit-J | HP +40% | St-Def-J x2 | ||
| Mag-J | Vit +40% | |||
| Vit +60% | ||||
| Cerberus | Str-J | Spd +20% | Ability x4 | |
| Mag-J | Spd +40% | St-Atk-J | ||
| Spr-J | St-Def-J x4 | |||
| Spd-J | ||||
| Hit-J | ||||
| Ifrit | HP-J | Str +20% | Mad Rush | |
| Str-J | Str +40% | |||
| Quezacotl | HP-J | Mag +20% | Card | |
| Vit-J | Mag +40% | |||
| Mag-J | ||||
I recommend either a combination of Squall, Zell and Rinoa, or Squall, Zell and Irvine for the upcoming boss; if you're using Rinoa, set her up for the Meteor Angel Wing trick described in the Limit Break section, or stock up on Pulse Ammo for Irvine. Also, buy as many Mega Phoenixes as you can and customise your GFs so they boost your characters as much as possible. You should still have all ten Holy Wars you got from card modding the Gilgamesh card; you may well want to use them in the upcoming battle.
Finally, make sure you know exactly where all of your commands are in the Combat Menu; you do not want to hesitate at all in the upcoming battle, or you're dead meat!
Switch over to the secondary party, and examine the bell to ring it; a message will pop up and a timer will start. Switch back to the primary party and run into the Chapel as fast as you can; you'll find Omega Weapon in front of the Organ.
BOSS: Omega Weapon
DRAW: Holy, Flare, Ultima, Meteor
Regardless of what level you're at, Omega Weapon will always be at level 100, with over a million HP. It absorbs all elements, and packs one hell of a punch with every single attack it does.
Omega Weapon attacks with a basic pattern throughout the fight:
- Lv 5 Death - Death on St-Def-J will block this
- Forbidden Magic - Either Meteor or Ultima; usually Meteor
- Megido Flame - Does 9,998 damage to the entire party
- Gravija - Reduces HP by 3/4
- Terra Break - Kills everyone; you have to use Defend to survive
- Forbidden Magic - Either Meteor or Ultima; usually Ultima
- Light Pillar - 9,999 to one character; i.e. an instant kill
Once Omega Weapon casts Light Pillar, it will start the cycle again, but now skipping Lv 5 Death.
There are three different methods to fighting Omega Weapon:
Method A)
With Selphie in your party, cast Aura on her, and then use the cheat explained in the Limit Break section select The End, defeating Omega Weapon in one attack. This is utterly pathetic really, so if you use this, you ought to be ashamed of yourself.
Method B)
Remember those Holy Wars you got? Well, first cast Triple on the second person, have them Triple Aura onto the party, and have the third person use Meltdown on Omega. Have two of your characters use their Limit Breaks, while the third uses a Holy War. Keep that one person held back throughout the battle to be ready to use Holy Wars, Megalixirs and Mega Phoenixes when needed. Again, this tactic is really cheap, defeating the entire point of doing this battle really.
Method C)
Be a man! Unless you're a woman of course. In which case, be a woman! Anyway, this method is gonna be doing it properly, no cheap short-cuts to fighting Omega.
Start by casting Triple onto the second person, who then Triples Aura onto the party, followed by the third person casting Meltdown on Omega Weapon. Use Limit Breaks except for the person who's Tripled; have them Triple Haste onto the party first, before resorting to Limit Breaks.
Once Omega uses either Meteor or Ultima, heal everyone who has 9,999 max HP, ignore the rest. Attack with Limit Breaks until Megido Flame is cast, and then resurrect anyone who's fallen, before healing everyone back up. While Gravija can't kill you, Omega throws random attacks and spells in the middle of the pattern, so you can't guarantee he won't suddenly just kill you if you don't heal.
Once Omega Weapon uses Gravija on you, set everyone to Defend; obviously if you're using Rinoa's Angel Wing, then she's screwed, so get ready to resurrect her. Whatever happens, just keep defending until Omega uses Terra Break. Resurrect anyone you have to and heal everyone up in preparation for Meteor or Ultima. Omega will then do Light Pillar right after the spell, so be ready to resurrect again.
The process will start again, skipping Lv 5 Death now, so Aura anyone who died and get ready to heal everyone when Omega casts his next spell.
Repeat the process you've been going through, and you should make it through; Squall will do roughly 40k a Renzokuken, not including his finishing moves, Zell will do from 50k to 120k with the Armageddon Fist combo, and Rinoa should do 50k+ per Meteor on Omega, thus about 180k a round, meaning it should take six rounds of attacks from everyone to nail Omega, but you'll find that your characters will often have to perform other duties as opposed to attacking, so I'd expect the battle to last about twenty rounds in reality, not taking into account how long you may have to Defend in preparation for Megido Flame.
Now, in this fight, you can have really bad luck, like Omega casting Megido Flame right after Meteor/Ultima, not giving you time to heal. This is just unfortunate; reload from the save point in the Clock Tower and just try from the beginning again.
WIN: Three Stars, Proof of Omega (Note in the Information sub-section of the Tutorial Menu), Bragging Rights
Wow, finally done it! Admittedly, I pulled it off on my first attempt, but that's more down to me being a fluky git, than me being better than you if you had a lot of difficulty here. Once you've defeated Omega Weapon, head back to the save point in the Clock Tower and prepare your junctions: you can either spread your GFs and magic over all six characters, or keep it to your best three party members; the second option is far smarter in my opinion, since you'll be incredibly vulnerable without your usual compliment of GFs and magic. Stock back up on Mega Phoenixes and Megalixirs if you wish, though I don't think you'll really need to. Make sure that someone has the Treatment command, that you don't have any Draw commands, and that you've got as many Aura's as possible. Once you're ready, re-enter the Clock Tower and climb all the way to the top, ignoring the bell this time. You should find yourself amongst the gears and cogs making the clock run; use the Stop draw point and walk across the clock hands to the ladder. Climb down and follow the path until you find a save point. Use it and enter the final room in the game. The next few boss battles are actually all one fight, but it's easier for me to seperate them up =P
BOSS: Ultimecia
DRAW: Haste, Slow, Reflect, Demi
Oh my freaking god, Ultimecia is so ridiculously easy! First off, you will start the battle with three random characters from the party; if you don't have the ones you want to use, just kill them; Ultimecia will replace the corpse with another member of your party. Keep doing this until you get the combination you want. Summon Doomtrain and Cerberus, and then triple Aura and Shell onto the party. Keep summoning Doomtrain and Diablos until she dies; she may use Maelstrom, so be ready to use the Treatment command on whoever needs it.
BOSS: Griever
DRAW: Bio, Quake, Tornado
Ultimecia will now summon her GF, Griever, and he'll pick up the battle. Cast Meltdown on him and unleash your Limit Breaks. Keep your HP up for when he'll cast Shockwave Pulsar; the combination of your stats and the Shell should render it fairly inconsequential, but it's always best to play it safe.
BOSS: Ultimecia/Griever
DRAW: Firaga, Thundaga, Blizzaga
Oh my god, did she really just say what I thought she did? Remember way back in the Invasion! section on the second disc when I suggested you name the ring "your ass"? Well, here's when you see why. I giggle like a schoolgirl every time I see it XD
Anyway, Ultimecia has now junctioned with Griever, to form a new entity. It'll summon monsters called Helixs; these amplify it's magic power, but it's still nothing to worry about. Refresh your Shell and ignore the Helixs, instead just pummelling it with more Limit Breaks. Use Treatment to remove any status effects you may pick up.
BOSS: Ultimecia (Final Form)
DRAW: (Ultimecia - Bottom) Apocalyse
(Ultimecia - Top) Flare, Holy
Ultimecia will now be in her ultimate form, which is still incredibly pathetic. Cast Meltdown on her, and Triple Aura and Shell around the party before unleashing your Limit Breaks on her. After a while, her bottom half will arrive in the battle; cast Meltdown on it and switch your Limit Breaks to focus on this instead; Ultimecia will draw Apocalypse from it which is her strongest attack, so getting rid of it as quickly as possible will make this even easier.
After a while, she'll start talking to you; just hit her with normal attacks to get her to say the next line, until she finally dies...
And that's it, you've completed FFVIII! Now prepare yourself to watch a very long and good end sequence; it's actually my favourite end sequence of any Final Fantasy game.






