Post by SsnakeBite, the No1 Frenchman on Jul 16, 2016 17:20:30 GMT -5
Part 41: Secret weapon
4 bosses down, 4 more to go. Let's do this! With the exception of Flotix, last time, finding the bosses was pretty straightforward, with fairly simple puzzle elements. And while finding the rest of them isn't going to be super complicated, there's going to be a bit more to it than before.
For starters, let's go back to the main hall, go up the stairs, then to the left. This takes us to another small circular room and past that is a long hallway where we can see light cast by thunder outside. On the left side, we can make out a door and interacting with it has the characters use the vault key we picked up last time.
There are four boxes (coffins?) here, two are open and two are closed. When we interact with them... some close and some open. You probably know where this is going: it's one of those puzzles where we have to find a way to have them all open at the same time. Once that happens, cloud comes out, forming the next boss:
This is Fabryce (Catoblepas). A name I find hilarious just because of how mundane it is to a French person as Fabrice is a very common name here. It's kind of like if the English version called him Stieve or something. As you can see, it's basically a giant recolour of a Behemoth, making me think it must be an oversized Chinese bootleg. I shouldn't take the piss out of him too much though as he's pretty tough, having lots of HP (although thankfully low defence) and packing a nasty punch. It uses powerful lightning magic (HA! still immune!) and absorbs lightning. You can draw Alexander from him.
A good way to fight him is to use Earth magic as he is weak to it and you can try casting darkness on him as he is susceptible to it (but not other status effect). And oh yeah, it casts freaking Météore upon death so even after you've defeated him, he can still get back at you. I actually got very lucky that it didn't kill my team as I kind of forgot about that before starting the fight but thankfully, although Squall got KO'd, Quistis and Linoa made it. Fabryce dropped Assaut Mtl (Status Atk), which teaches a G-Force ana bility that allows the user to junction mental magic to physical attacks.
So that went well and I chose to regain commands from it, meaning I can use various abilities other than draw and magic in battle again. While we're here, let's continue down the hallway. We arrive in a small room with two elevators with both of them containing a green circle. When a team walks on whichever elevator is at the top, it goes down and the other goes up, so this is another puzzle that requires switching between the two.
So I make the current party enter the elevator and switch to the other one and climb the stairs in the main hall again. This is where we start seeing the puzzle elements that require more thought and work because as counter-intuitive as it may be, we now have to go right so we can go past the room where we fought Flotix. This takes us to a small room with a path going down and the other going up and to the left.
Let's ignore the downwards path for no and take the upper one. It takes us to a dilapidated corridor from which we can see the dungeon. There is a draw point and a save point which according to the FF wiki is supposed to be hidden but I saw it even without activating Clairvoyance so I don't know if they changed that in the French localization or what.
It takes us to the upper part of the room where Squall's team was waiting. I'd like to point out how cleverly designed this dungeon is, by the way. There have been hiccups before in the game in various locations where some paths would take you to places where they logically wouldn't but here, we have this huge labyrinthine structure and it actually makes sense if you map it out and it really helps build the otherworldly atmosphere.
Going left, there is a small library and inside are a draw point and a shiny item, which turns out to be a key to a floodgate. As you probably guessed, this is gonna be important in a moment. Man, between the creepy atmosphere, the run-down ancient building, the puzzles and the key collecting, this is turning into a better Resident Evil game than most of the recent Resident Evil games.
Next, we go back to the courtyard with the fountain, where we found the vault key. The path to the right leads to a waterway but we can't access it for now. We continue onward and find a very strange room with a large organ (tee hee) and a purple cloud, neither of which appears to do anything... for now. There is also a draw point and a stairway to the right. Taking the stairway takes us atop a tower where we find a bridge. There is an item there and running towards it makes it fall as it causes the bridge to shake... which I did because I forgot that was what makes it fall and you're supposed to walk.
But fear not, good citizens! We can still get the item. For this, we need to backtrack (man, this really IS Resident Evil!). It's as good a time as any to tell you what the organ does: it opens a gate in the area that you find by following the path to the right near the fountain, which allows you to access a waterway. The trick being that you have to press ALL keys at the same time.
And I mean the exact same time. If so much as one button press is even slightly delayed, not all spikes that form the gate will lower, making it impossible to pass, even if it looks like you could. Unfortunately, I can't seem to pull it off (probably not helped by the fact that I'm using a knockoff XBOX 360 controller rather than an actual PSX controller) so let's just move on.
We have to go back to the room we saw earlier with a path going downwards, after the paintings room. In there, you will see this:
Notice the small white thing in the water at the bottom of the screenshot? In the game, that glows and is the item that dropped from the bridge, which we can now pick up. It's an arsenal key. Now, to the left is a brownish contraption, which turns out to be a lever. It has a lock on it, which we can remove using the floodgate key and using it drains the water.
Draining the water and opening the gate to the waterway allows you to find an item called Roc Rosette (Rosetta Stone) which teaches a G-Force CapacitéX4, an ability that allows the user to activate 4 passive abilities at the same time! A very useful item indeed but unfrotunately, I just can't do the organ thing so I'll have to Frozen it up and let it go.
So instead, let's go through the doorway to the left, which takes us to a creepy old cell. Entering it closes a door behind us. there is another door inside the cell but both it and the one we went through are locked. And inside the cell is what appears to be... a decaying corpse. Lovely. But it does have a key hanging from its hand. We take it, which summons the next boss.
This is Attila (Red Giant), a recolour of Ekarissor. Needless to say, it has a lot of HP (although not as much as several of the bosses in this castle, oddly enough) and ridiculously high defence, making physical against it almost useless. Even with my characters boosted as they are, they barely do about 250 HP of damage per attack. So the trick is to use magic, right? Nope! Almost all magic does very little damage against it. G-Forces? Same.
There are only a few spells and two G-Forces that are of use against him. The spells are Meltdown (which reduces defence to 0), Quartz (which drains 1/4 of his health no matter what) and Cécité (which blinds him, which handicaps it a lot since it mostly uses physical attacks). As for G-Forces, Nosferatu does massive damage and Pampa Sr, doing fixed damage, is also useful. Quistis' Micro Missiles is also useful for the same reason as Quartz. Oh and before I forget, you can draw Zéphyr from him. When he drops below a certain amount of HP, his sword will be removed and he will use alternate but still very powerful attacks.
After defeating him, I get an item that increases a G-Force's HP by 40% (technically it's an ability they learn) and I choose to recover magic. Before I continue, I'd like to take a moment to point out an interesting difference between the French and English versions here. In both, text boxes appear during the fight to tell the player whether an attack is effective or not. However, in the English version, it's made to look like Attila himself is the one saying it whereas in the French version, it's just generic text.
The next boss isn't difficult to find and you probably guessed where it is from looking at the screenshot before the boss battle. We have to leave the cell using the key we just found and check the other door, which we can unlock thanks to the arsenal key we found earlier. Inside, as the name of the key implied, we find an arsenal, full of armours and weapons. At the end of it is what looks like a Cariatide.
Fun fact: behind it is a green smudge but in the Japanese version, it's red. I really don't know why the localized versions of this game are so squimish about showing blood when the intro had Squall bleeding profusely and there are lots of deaths in the game. Anyway, let's check this boss:
Oh... it really is just Cariatide, Datima and Gangrène, not even a recolour. Well, that should be easy then? I mean, it's just plain old vanilla monsters and yeah, I defeat them in just one tuuuuuuuuUUUU-
HOLY SHIT!! Yeah, it turns out those were really just part of the real boss: Agamemnon (Gargantua). Also, it doesn't really come across in a screenshot, but the centre part of his body is hollow, which just looks creepy. Anyway, despite its dramatic entrance, it's really not that tough. It's got a powerful counter-attack to physical attacks and a less powerful attack that hits the whole party and causes Slow and Curse (which prevents Limit Break usage) but that's about it. It's got little HP compared to most bosses and it still goes down in a couple turns. Just don't forget to draw Cerberus if you have to. It drops Lacan (Magic Armlet) an item that teaches a G-Forces an ability that increases the user's magic power by 60%.
Alright then, just one more to go and I will have recovered all of my abilities. But before I go, I'm going to save and I recommand you do so as well as that one is VERY challenging. To find the last of Ultimecia's minions, we have to go back to the bridge and this time, go left. We enter a massive clock tower with a spiral ramp. Fun fact: this area was included in Dissidia as the map representing FF8. We keep climbing until we reach a massive pendulum.
It can be climbed on when it reaches the left side, allowing us to cross and find a balcony where we meet our last trial before Ultimecia:
This is Acarnan (Tiamat), Bahamut's dark counterpart. I do believe they actually modified the model a bit here and didn't just recolour it and he seems a little bit smaller than Bahamut to me. He actually has an attack very similar to Bahamut's Ouroboros called Hypocauste (Dark Flare) which is what makes him so dangerous. In fact, it's the only attack he'll use, activating it once he's spelled the complete name of the attack, revealing one more syllable each turn, because apparently he stutters. Well, I say it's dangerous, but... it's a fire-elemental spell, so that means... yep, my characters absorb it, meaning its one attack can't do anything against my team.
Without that, he would have been a major threat as not only does his attack do massive damage, he has a ton of HP, even by the other bosses' standard. It does have a chance of being affected by Slow though, so that can help delay his attack. You might also want to use some of those Invulnérables. He has Orbital, so don't forget to draw that if you don't already have it. Interestingly, if you scan him, the description mentions that he was once a G-Force but Ultimecia's power corrupted him. This may imply that it is indeed Bahamut from an alternate timeline.
Shock of shocks, considering I am immune to his only attack, I beat him. I get an Antichoc Mtl (Status Guard) from it, yet another item that teaches a G-Force an ability, this time to junction 4 spells to mental defence (increasing your chance of avoiding status effects) and I recover the last missing ability: save. And so the time has come, my friends. All other enemies are defeated, only one remains: Ultimecia. Let us jump back across the pendulum and keep climbing. This takes us to an area full of gears and a Stop draw point.
Moving on, we exit to find the hands of the clock outside being inert in spite of the gears rotating, showing just what a stranglehold Ultimecia has on time itself. Se run across the hand, reaching a ladder that we climb down, then another and finally, we arrive at a bridge and at the end of it, Ultimecia's chamber. This it, guys, join me for part 42, where we...
... actually, there is one last thing to do before we take on Ultimecia... one last challenge, and a very big one, arguably even harder than Ultimecia herself. I am going to give it ONE try, because it is near impossible and I don't want to spend the rest of the month trying this. First, we need to take the party to the ring at the fountain and switch to the other one.
Next, we have to take that team to the room with the rope and if you haven't yet, take the opportunity now to switch back and make sure your party at the fountain is fully healed and has all the junctions you want. Without spoiling too much, I recommand junctionning Ankou and/or Zombie to mental defence. I also recommand having at least one character have the "Défense" command available and at least one having "ranimer" "revive". Once you're ready, switch back to the team near the rope and have them pull it. This will ring a bell and start a one minute countdown. Switch back to the fountain team and make them rush forward to get to the organ room. There, a monster will appear in the purple cloud...
Behold! OMEGA WEAPON!! a.k.a. Minotaure in French. THIS is the ultimate challenge in Final Fantasy VIII. At level 100 (at which it is locked in the PSX version), it boasts a ludicrous 1,161,000 HP, Ultima is one of its least powerful attacks, it absorbs all elemental magic and even with high defence, its physical attacks can deal massive damage. It has an attack that inflicts 9998HP of damage to your entire party. No, I'm not saying it reduces their HP to 1, I'm saying unless at least one of your members starts the fight with 9999HP, it will wipe you out in one turn. Oh and it frequently starts the fight with that.
It also has an attack that causes 9999HP of damage to a single member of your party, just for shits and giggles. It ALSO has one called Terra Break (both in French and English) which causes at minimum 4000 damage to a random member of your team... 12 times in a row. In case you failed maths, that's way more than necessary to destroy your entire party in on attack. And just for fun at this point, it also has classic abilities like Graija, Trépas 5 (Lv 5 death, instantly kills any haracter with a level divisible by 5) and Météore.
You might survive and lower damage if you did the junctions I mentioned above (although only if you have 100 of the spells can you be fully immune). The Défense command can help against some attacks (and in fact nullify Terra Break entirely for a character under tha effect). Since Minotaure's attacks always follow the same pattern, you can also anticipate to an extent. Other than that? ... f*** me, just use Invulnérables and be lucky with limit breaks? Oh and using Orbital is almost indispensable.
I actually did better than I expected in this fight, as in I survived more than one round. I almost got wiped out immediately due to Trépas 5 but thankfully Linoa was immune and after using an Invulnérable on her, I had her use Ranimer on the other teammates as it fully heals their HP too. After that, I used G-Force (stupidly, I forgot to give the character who has Orbital the G-Force command) and managed to throw in some Limit Breaks but alas, I was eventually felled.
Well, I'm at least glad that I gave it a try and didn't suffer an embarassing defeat. Next time, in part 42, it's the big one, the final battle... against Ultimecia.