Choose the disc you would like to view.
If you observe carefully, you'll notice a structure to the right, which leads to the upper regions of the Pandora in the next screen. Ascend the first ladder, then climb the next ladder for a 'Break' draw point. Descend, then proceed left to run up the tilting white pole. Take a right when you reach the top, then head into the opening in the next screen. There'll be an invisible save point along the way; use Siren's 'Move-Find' party ability to see it. ________________________________________________________________________________ Boss: Adel
HP: 50,000+
Draw List: Firaga, Thundaga, Blizzaga, Flare
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ALLY: Rinoa
HP: Variable
Draw List: Esuna, Dispell, Regen
You'll have two targets to choose from here, and you MUST NOT let Rinoa die in this battle. Adel has quite a formidable arsenal of magical attacks, and occasionally she'll drain Rinoa's HPs. Counter this by junctioning spells to Rinoa's HP parameter prior to this, and casting Regen on her at the start of the fight. You can't use spells such as Ultima; Squall's Renzokuken or any G.Fs here as they'll also damage Rinoa, so stick to physical attacks on Adel. A 'Meltdown' spell on her before that should make your task easier. Heal Rinoa when needed. Limit breaks which works here include Zell's 'Duel' and Irvine's 'Shot'. Just make sure you don't accidentally trigger any of their 'hit all targets' attacks.
Tip: if you have Jumbo Cactuar's 'kamikazi' ability you can do 50,000+ damage to her. ________________________________________________________________________________
Ellone will initiate time compression here... after a nice FMV you'll find yourselves in the Commencement Room. Save, then trudge your way through the numerous save points that appear. Head for the door in the background. Squall and company will have to combat the sorceress of each era, and every fight takes place on a different battlefield, cumulating in a show-down with the final Sorceress. ________________________________________________________________________________ Boss: Sorceress A x6
HP: 3,390
Draw List: Firaga, Thundaga, Blizzaga
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Boss: Sorceress B x5
HP: 4,496
Draw List: Haste, Double
The battles are continuous here, but fortunately these sorceresses are quite easy to take down. Both physical attacks and spells which affect all targets (i.e. Ultima, Meteor) should allow you to breeze through them.
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Boss: Sorceress C
HP: 50,000+
Draw List: Flare, Holy AP: 55
She can hit you pretty hard in a single counter-attack, which takes away roughly 1,000 HPs from one character. Also, when she finishes her count-down, she'll unleash 'Ultima' on your party, something which you won't want. In any case, hit her with a Meltdown-Aura -Renzokuken combo, and have the remaining cast heal or summon powerful G.Fs such as Bahamut and Eden. ________________________________________________________________________________
Head up, take a right, then proceed up again for a cool FMV introducing Ultimecia's Castle. Make your way north still, and along the way you should come across a thick metal chain. There should be a total of 3 doors to the left; press 'X' near them to leap towards them. Just head for the portal to the upper-left or the one in the middle to get out first. Here's where they lead to:
Upper-left portal: Region near the Chocobo Sanctuary (Coastal area of Grandidi Forest)
Middle-left portal: Region near the Centra Ruins (Serengetti Plains)
Lower-left portal: Region near Deling City (Wilburn Hill)
Depending on which portal you chose in the previous section, you'll be able to access the Ragnorak. See Secrets and Tips to find the Ragnorak from each portal.
Here's where you can complete your collection of rare cards, as well as purchase supplies. You must have defeated CC Group's King at Balamb Garden previously, either in Disc Two or Three. You should meet up with Xu at the Entrance of the ship. And as for the rest of the CC Group, they're scattered all over the Ragnarok, but shouldn't pose a problem in locating them. Note that the Joker near the elevator sells you items, in addition to providing weapon remodeling services. To play King, put 'him' in your main party, then talk to 'him' using 'Square' while in the Air Room of the Ragnarok. Each CC Group member plays accordingly to a certain region's rules. Jack: Aisle, near Entrance (Balamb's rules) Club: Aisle, near Air Room (Dollet's rules) Diamond: Hangar (Trabia's rules) Spade: Hangar, near save point (Esthar's rules) Heart: Entrance (F.H's rules) King: Air Room (Lunar Base's rules) Joker: Aisle, near Passenger Deck (Centra's rules) The CC Group holds virtually all the rare cards (except for those exclusive to the Card Queen Quest) you've yet to collect, so take time off to win them. However, they won't be your only source of rare cards in Disc Four, as the Card Queen can still be found on the Overworld itself. She's located at one of the southern tips of the Esthar continent, in the Abadan Plains. You can't see her on the Overworld directly; you'll need to actually run into the specific area to enter a field screen. Btw, this is the same field screen where you re-discovered Piet and the crashed escape pod in Disc Three. She holds the 5 cards exclusive to the Card Queen Quest.
When you're ready, fly over to Kashkabald Desert and look for a portal in the north-west. This opens up yet another door to the right of the metal chain leading to Ultimecia's Castle. Run up from there to reach the final dungeon of FF VIII. Save before you enter.
Upon your entrance Squall will have eight commands sealed off: Item, Magic, GF, Draw, Command Abilities, Limit Breaks, Resurrection and Save. This handicap is temporary and you can either leave the castle or defeat the eight bosses hidden within the dungeon to reclaim them. You next job is to split you six members into 2 parties. Main
e.g
Party: Squall, Zell, Rinoa
Secondary Party: Quistis, Selphie, Irvine
Throughout the castle you'll find spinning green Switch Spots. Stepping on them gives you the following options:
1) Switch to the other party
2) Change party members (both parties must be standing on the same spot)
3) Cancel
You should start off in the Front Foyer. Head north and climb the stairs to face. ________________________________________________________________________________ Boss: Sphinxaur
HP: 12,000
Draw: Firaga, Thundaga, Blizzaga
Climb the stairs to the north with your main (powerful) party and fight the first boss Sphinxaur. As you only have the attack command that's all you can do. Don't waste any time and dispatch this (relatively easy) boss quickly. Ignore the monsters he summons. Choose to unlock the magic command and add it to your command list immediately. Head back outside, top up your HP etc and save, before heading back in. ________________________________________________________________________________
Head up the stairs. Ignore the door in front of you and make your way right instead. Go through the south-east door. In the Eastern Wing of the castle, run to your right and go down the stairs. You should see a bell at the bottom of them. Ringing it gives you a timer in the top-left corner of the screen, but you won't be needing that now. Just keep the location of the bell in mind. Go through the door in the background, past the green Switch Spot. You should now be in the Art Gallery. First, take a look at each of the four paintings on the ground floor (ignoring the large one on the left) and then climb the stairs to the right to view another eight paintings. Return to the large painting on the ground floor. Examine it and enter 'Vividarium', 'Intervigilium', and 'Viator' in this order. Trauma will now appear. ________________________________________________________________________________ Boss: Trauma
HP: 28,809
Draw: Flare, Leviathan
Use meltdown to weaken Trauma and then powerful physical attacks to dispatch him. Unlock the Limit Break command. Go back and save again. ________________________________________________________________________________
Unlock Limit Breaks after the fight, then go into the door in the background. Further ahead you'll find a Switch Spot. Use it to switch to the Secondary Party.
Equip Diablos over to the party members here for his 'Encounter None' ability if you wish to. Head up the stairs and into the door in the north. Run on to the chandelier and it should fall. You'll wind up in the Banquet Room. Examine the nearby hatch in the floor to descend to the Wine Cellar. ________________________________________________________________________________ Boss: Tri-Point
HP: 22,000
Draw: Haste, Tornado, Bio
Tri-Point counters with a very damaging Mega Spark each time you attack it, so make sure you junction Thundaga to Elemental Defense before the fight. Then just hit it with Firaga, Blizzaga or physical attacks (Tri-Point changes his weaknesses). Cast meltdown and have Firaga junctioned to Elemental Attack for an easy victory. ________________________________________________________________________________
Release the seal on Guardian Force after the battle. Climb back up to the Banquet Room and head through the door in the background to reach a Switch Spot in the Fountain Garden. Now switch over to your main party.
Go through the door in front of the Switch Spot to reach the Dungeon (remember to swap Diablos over). Go for the door to the left in the dungeon and it should shut behind you. Take the key from the skeletons hand. ________________________________________________________________________________ Boss: Red Giant
HP: 30,000
Draw: Demi, Pandemona
This guy has an ridiculous high defense, but that's easily broken by casting Meltdown on him and whacking him with a Renzokuken. Also, summoning Diablos works well in addition to Demi. If you're still having problems try casting Blind as a last resort. ________________________________________________________________________________
Unlock Save here and return back to the Switch Spot leading to the dungeon. Switch party.
You should be at the Fountain Garden. Head for the door in the background (ignore the path leading to the right) and you'll find yourself in a chapel. There's a playable organ in the upper-left corner (just in case you felt like banging out a tune). Climb the staircase to the right of the screen and, eventually, you'll reach a wooden bridge. You'll notice a sparkling object on it. Run towards it to get it to fall off. Now return to the Switch Spot in the Fountain Garden.
Go back to the Dungeon again. Examine the canal to the right of the screen to pick up the Armoury Key. Use it on the door to the right and enter. ________________________________________________________________________________ Boss: Gargantua (in three parts)
HP: 30,000 (head), 2x6,884 (both hands)
Draw: Esuna, Haste, Bio, Shell, Protect, Demi, Quake, Regen
Summon Siren to halt their magical spells, then follow up with Alexander to take them out. You can cast Holy on them if you want. The full version of Gargantua will appear after you defeat the three parts.
Boss: Gargantua
HP: 15,000
Draw: Bio, Quake, Reflect, Cerberus
He likes to cast various status deseases, so make sure your party members are properly junctioned for Status Defense. Take him out with a Meltdown-Aura-Renzokuken combination and remember to heal when needed. Hitting him with a physical attack results in a Counter Twist by Gargantua, so cast spells or summon GFs such as Alexander, Bahamut, Cactuar or Eden. ________________________________________________________________________________
Remove the seal on Item and return to the Switch Spot outside the Dungeon.
From the Fountain Garden head back one screen, move left, go down the corridor and then through the door at the end to get back to the Front Foyer. Climb the stairs again, but this time head left towards another door. Descend the stairs to the left and then head past the Switch Spot into the doorway. Then just keep moving into the background in the next screen. Take the left Switch Spot when you are at the lifts.
Climb the stairs to the left, go into the left opening and past the Save Point. Step on to the lift and switch over to the other party.
You'll be elevated to the second floor. Go left into a room and look around to find a Flood Gate Key. Return back to the lift and switch.
Head all the way back to the Dungeon. There should be a switch next to the door on the left. Have Squall examine it to drain the water. Now head for the Fountain Garden and look for a sparkling object in the fountain. Pick up the Treasure Vault Key and then go back into the Banquet Room and step on to the Switch Spot to the right. This prevents the chandelier above from falling.
Head back one screen to the dark corridor. Look for a door on the left. It's partially hidden but it's somewhere down the middle stretch. Inside the Treasure Vault will be four coffins. Just open all of them up to get Catoblepas to appear. To open all the coffins, start by closing the left-most one, then the right-most, followed by the second-to-left coffin. Finally, open the second-to-right coffin. ________________________________________________________________________________ Boss: Catoblepas
HP: 31,500
Draw: Meteor, Alexander
Summon Brothers or Leviathan to do damage. The Meltdown-Aura-Shot combination works too. His attacks are mainly single-target spells like Thundaga. ________________________________________________________________________________
Unlock Resurrection and head back to the Front Foyer, through the north door, over the now stable chandelier and into the door over at the other end. Krysta awaits at the Terrace. ________________________________________________________________________________ Boss: Krysta
HP: 12,000
Draw: Holy, Carbuncle
Krysta has a few pretty nasty moves and the ability to counter every attack you throw at it, with the exception of GFs. Just use a Meltdown-Aura-Shot combo to take care of this tricky fella. ________________________________________________________________________________
Unlock Command Abilities and return to the Switch Spot in the Front Foyer.
Proceed into the Chapel and head up the right staircase. Cross the wooden bridge and enter the door to the left. On the very first floor of the Clock Tower should be an invisible Save Point. Climb up the extensive winding path until you reach a swinging bell. Position yourselves at the edge opposite the lone ledge the bell swings to, and then jump on it. Enter the opening on the ledge to reach the exterior balcony of the Clock Tower and face... ________________________________________________________________________________ Boss: Tiamat
HP: 89,800
Draw: Flare, Eden
Tiamat's Dark Flare does a pretty hefty amount of damage (4,000 HP) to everyone. Try to minimize this by casting Shell at the start of the fight, then quickly attack him using a Meltdown-Aura-Renzokuken combination. You probably need to have Squall unleash his Limit Break twice to actually take Tiamat down. Likewise, if you do it quick enough, Tiamat won't get a change to pull his Dark Flare off, so you might want to have Squall equipped with a high offensive and speed rating. You can also slow down Tiamat by summoning Doomtrain. ________________________________________________________________________________
Unseal your final command here and you're left with only the last boss to face. Head back into the Clock Tower, leap on to the bell, then travel up the remaining winding path to the top. When the path splits, go up for a stop Draw Point, then head south. Run across the hands of the clock face, climb down the ladder and mover right to reach another ladder. The bridge thereafter leads to Ultimecia's Room. Save at the save point outside, recover all six of your characters, stock up on supplies and do a final check on your junctioning and spells.
The participants are picked randomly here (including Squall) Ultimecia will remove fallen companions in battle with her Angel move, but if you're quick enough you can use a Full-Life to revive the character. If you can miss the fallen character, let Ultimecia remove him/her, and be replaced by another character. My advice is to kill off your un-junctioned characters and have them replaced with your strong party. The final battle has 4 parts, which you need to fight consecutively. You need a lot of Aura spells or Aura Stones, and a lot of Megalixers. Also Squall should be chosen to fight. If Squall's not chosen, either reset and start over or kill a character off and hope he/she is replaced by Squall. Let Squall do all of the attacking, and let the other members do the curing, and cast Meltdowns. Make sure your characters are at their best....
Now enter the door to Ultimecia's Room and let hell stare you in the face. ________________________________________________________________________________ Boss: Ultimecia
HP: 43,000
Draw: Haste, Slow, Reflect, Demi
The first form of Ultimecia can be taken down effortlessly with a single Meltdown-Aura-Renzokuken combination. However, you should use this encounter to prepare yourselves for the upcoming battles. Put everyone in Triple, Protect, Shell and Regen. Ultimecia will try to spoil your party with Quake and her Meiru Shutoroomu, but counter that with a Megalixer.
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Boss: Griever
HP: 120,000
Draw: Bio, Quake, Tornado
Griever has a status ailment attack, tends to cast Demi and Doom, and has the annoying habit of drawing spells from your party. Counter Doom with either a Remedy + or a Megalixer, and hit him repeatedly with Renzokukens (remember to reduce his defense first with Meltdown). Casting Ultima coupled with Triple works well too. Also note that from Griever onwards, the bosses have the ability to kill off any of your GFs in a single blow, so don't bother summoning them.
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Boss: Ultimecia-Griever
HP: 180,000 +
Draw: Firaga, Thundaga, Blizzaga
Ultimecia will junction with Griever now for a truly nasty package. This third form likes to cast Tornado and Meteor, plus she'll occasionally remove an entire set of spells from your magic list, which can ruin your junctioning. She's also capable of casting the Shockwave Pulsar at any time now. Othen than that, tiny cronies will appear to help throughout the duration of the fight. If you stall for too long until two Herikkusus appear, watch out for Ultimecia's Great Attractor, a (visually stunning) physical attack which does 4,000+ damage to the entire party. Simply stick to the Meltdown-Aura-Renzokuken combination to take her down. If she un-attaches a part of herself, it means she's close to defeat.
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Boss: True Ultimecia
HP: 250,000 +
Draw: Holy, Flare, Apocalypse
Ultimecia, in all her final glory, now has more offensive moves at her disposal. Her Hell Judgement brings everyone's HP to 1. She also cast Ultima, Flare and Holy on you, and when her lower body appears in the course of the fight she'll draw Apocalypse from it, which hits the party for 3,500+. Take note that you can also draw Apocalypse. Ultimecia will retain the annoying ability to remove an entire set of spells from you.
Simply keep the Meltdown-Aura-Renzokuken combo's coming and heal immediately when she hits you with a Hell Judgement - she might cast Ultima as her next move. Try to dispose of her lower body first when it does appear and, when Ultimecia is near defeat, she'll start speaking mid-battle. During this period you have to attack her until she finishes what she has to say, each attack results in another line. Only when you've seen all she has to say you can strike the finishing blow. ________________________________________________________________________________