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TIPS & HINTS
Where's the Final Attack materia?
I've added this section to this page because before
you even think about fighting Emerald or Ruby you had better get this and
then take the time to grow it to master level at least 3 times--so that
everyone in your party has a master level Final Attack materia. One of
the most frequent questions I get is, "where do I find the final attack
materia?" Well, you have to go back to battle square at the Gold Saucer
when you're on disc 2 or 3. What you need is to have learned Cloud's level
4 limit break (Omnislash) and to have the W-Summon materia equipped to
Cloud (both of these have to be won at battle square, you probably did
this already--Omnislash takes 32000BP and W-Summon takes 64000BP--remember,
you BP resets to zero when you leave battle square!). You also need to
have Cloud carrying his ultimate weapon, which you get after defeating
ULTIMATE WEAPON who shows over Lake Junon right after the shield on the
crater has been destroyed. He has a tendency to run away after he gets
hit a couple of times so you'll probably have to hunt him down and fight
him several times--eventually he'll settle over Cosmo Canyon--at that point
he's done running and is ready to fight to the finish. Take all three of
these things (make sure Cloud is carrying the W-Summon and his Ultima Weapon
and that his limit break is set to level 4) to battle square and talk to
the woman at the registration desk, she'll ask you if you want to compete
in some special battles--say yes and be prepared for 8 fights (much more
difficult than previous ones) and there will again be handicaps. Just a
note, I've had a number of people tell me that you only need the W-Summon
materia and the Ultima Weapon to get into these battles--having just those
two items has never worked for me, nor for several friends I know.
The Kalm Traveler and the 3 items he wants from
you
The Kalm traveler is the old man on the top floor
of the house on the far right, lower level, of Kalm. If you go and talk
to him before Meteor shows up he thinks life is pretty nice. After Meteor
shows up he's a bit grim and talks about going to visit friends and needing
three things for the journey. What he wants from you is to get these items
for him--the Earth Harp, the Desert Rose and the GuideBook. This subquest
is totally optional, but it really is the most challenging part of the
game since the battles in the final dungeon are all relatively easy. You
should get the Guidebook first and trade it to the old guy--for this he'll
give you an Underwater materia which helps you to get the Earth Harp. See
the section below on getting the Guidebook. The next thing to get is the
Earth Harp, for this the old man will give you a MASTER SPELL, SUMMON,
and COMMAND materia (Green, Red, and Yellow, respectively--see the materia
page to find out details about these three materia). You have to defeat
an enemy called Emerald Weapon (or Emmy for short) to get the Earth Harp.
There is a section below on how to fight Emerald Weapon. The other foe
is Ruby Weapon--I believe she won't appear until after you've defeated
Ultimate Weapon (see the section above on finding the Final Attack Materia
for more details). You'll find her sticking out of the sand a little around
Gold Saucer (note that she is not always there so if you can't find her
after you've defeated ULTIMATE just go do some other parts of the game
and check back later)--fly the Highwind over her and she'll pop out of
the sand to attack. If you defeat her you get the Desert Rose which the
old guy will take from you and give you a Gold Chocobo in return (there
doesn't really seem to be anything special about this Gold Chocobo compared
to the ones you breed). There is a section below on how to beat Ruby Weapon.
Getting the Guidebook
The guidebook can be obtained by morphing the
ghostship creature. This creature is found in the underwater tunnel beneath
Junon. That's the neat little glass tunnel (the one where you can see the
fish and dolphins swimming around you) that you have to go through when
you're crawling around under Junon to get the sub. Don't worry if you didn't
get the guidebook when you went through to get the sub--you can always
go back to Junon and go back down. There are about 4 different creatures
that you may encounter in the tunnel so keep running around until you find
the ghostship and then keep using morph on him until he dies and he'll
turn into the guidebook which can be traded for the underwater materia
back in Kalm--talk to the old guy upstairs in the house that's on the lower
level of Kalm, all the way to the right. The underwater materia is only
used for taking away the 20 minute timer when you face EMERALD weapon--it
DOES NOT let you walk around underwater, nor does it help you revive Aeris.
One thing you might notice about the ghostship is his nifty little move
called the gonnai where he picks up a player with his oar and flings him/her
out of the picture--this player is lost until the battle is over--often
the ghostship will do this to two players. If you go to the underwater
tunnel with only one morph materia the ghostship will almost certainly
pick that character to fling out of the picture--the solution, make sure
you have each character equipped with a morph materia, then even if he
flings two players out you'll still have a morph materia left in the battle.
This is the only tricky thing about fighting the ghostship (although don't
use any holy based attacks, they're worthless)--he only has about 6 or
7 thousand HP so he's not too tough to kill.
Fighting Ruby Weapon with all three members
Of all three subquests for the Kalm Traveler this
one appears to be the most worthless--all you get from Ruby is the Desert
Rose and if you give that to the old man you'll get a Gold Chocobo. By
now you probably already have a Gold Chocobo (or at least you should, if
you've followed the chocobo breeding guide on page 1) so it isn't clear
why you'd need another one. It's very likely that you've tried to fight
Ruby already and found that she is very tough (she has 1 million HP, I'm
not exaggerating) and she has a nasty habit of casting that whirling sand
attack twice and cutting your party down to one member, and it's tough
to defeat her with one member--the solution....fight her with all three
members! Can this be done? Sure--all you have to do is make sure two party
members are dead when you start the battle--Ruby thinks that dead people
are not a threat to her (and she doesn't seem to count on you using a revive
spell or Phoenix summon) so she doesn't ever bother using that whirling
sand attack, she immediately sinks her claws in the sand. Be careful, though,
you must wait for her to put her claws in the sand before you revive anyone
or she will cast her whirling sand attack! Just cast a Phoenix summon as
your FIRST move and then begin attacking her. She will never use her whirling
sand unless you make the mistake of attacking her tentacles sticking out
of the sand behind you--if you do she will then cast the whirling sand
attacks and knock your party down to one! Because of this it is a bad idea
to put Phoenix and Final Attack together because you can't control where
the Final Attack spell goes--to Ruby's body or her tentacles, if it hits
the tentacles you've just given her the opportunity to cast the whirling
sand attack!
Here are the materia I take, all at mastered level,
to the battle with EACH player: Final Attack linked with Revive Phoenix
W-Summon Knights of the Round linked with MP Absorb HP Plus MP Plus (if
you don't want to take the time to grow 3 KORs to master level then skip
to the Alternate Tactics section a few paragraphs down).
and make sure the one person who is alive when
the battle starts is wearing the Ribbon! And try to have all your characters
advanced enough so that the HP plus gives them over 9000 HP and the MP
plus gives them 999 MP!
The first thing to do is to use a W-Summon, cast
Phoenix first and the KOR at Ruby second. After this, unless a character
dies and doesn't have enough MP to revive themselves stay away from Phoenix,
it costs a whole lot of MP just to revive someone--reviving is all it's
good for since it doesn't do any damage to Ruby. Actually she absorbs the
Phoenix's attack! From here on out all you have to do is be patient and
alert. Once in a while it might happen that someone has too few MPs to
cast KOR the first time, all you can do is use up that turn with a turbo
ether. Thereafter you should be ok since every time you cast KOR you will
absorb over 1000 MPs (and the max you can have is 999 so your MPs will
always be safe). It has never happened to me that all 3 players were dead
at the same time and that a turn was wasted with 3 consecutive castings
of Final Attack-Revive, so it was always the case that at least one person
was casting KOR at Ruby at any given time. Stay away from Mime materia--since
your KOR is linked to an MP absorb the real benefit of Mime (casting spells
without losing MPs) is totally worthless here--and if you accidentally
Mime after someone has done Final Attack-Revive you've just wasted a turn).
Just be patient and every time a player gets a turn cast KOR twice via
your W-Summon materia. Don't worry about guarding your HP since each player
will be able to revive themselves 4 or 5 times if your Final Attack materia
are mastered. If you've got them you could also link three mastered KORs
to HP absorbs, then every time a character casts KOR he/she will get both
MP and HP back. You didn't know you could do this? Check out the "materia
stuff" section below for more details! It's not a bad idea to use
the the HP absorb thing too, if you've got enough KORs, because each casting
of KOR will cause Ruby to respond with Ultima, unless you try the two tactics
in the following paragraph. You might also be able to nullify this problem
by putting Added Effect-Ultima on each player's armor--if you've got the
room (this suggestion by Matt Davignon)! If you steal Dazers from the creatures
know as Boundfats (they're in the area between the Sleeping Forest and
the City of the Ancients, they're small yellow beasts) you can, I've been
told by several people, cast stop on Ruby and get a few free shots in.
It is also the case, several people have told me, that casting Hades Summon
will freeze her for 4 or 5 turns, giving you a lot of free hits!
Alternate Tactics So say you don't want to take
the time to grow 3 KORs to master level (that's understandable, it takes
a great deal of time). What you should do then is at least have one mastered
KOR and two mastered Mimes. Make sure the character that's still alive
when the battle starts is wearing the Ribbon and make sure not to waste
your time or MP attacking Ruby's tentacles sticking out of the ground behind
you (some people recommend doing this but I haven't found it to be worthwhile
so I just ignore them). Follow the same tactics from above except that
you should probably link your KOR to the HP Absorb materia rather than
the MP Absorb materia. Begin the battle by casting Phoenix so that everyone
comes back to life and then cast KOR, make sure the two characters who
don't have KOR are the ones who have Mime equipped. Mime the casting of
KOR and you'll have hit Ruby for three KORs (this will be roughly one third
of her HP). When you get back to the character that originally cast KOR
you'll have to cast it again (if you've got enough MP) and then have the
next two characters Mime again. If, however, your character with KOR doesn't
have enough MP to re-cast then you have to waste a turn with an Ether or
Turbo Ether and you ruin the chain (because now if the other two characters
Mime they'll be Miming an Ether not KOR). If you've got 3 mastered Mimes
(one for each character) then this isn't a problem, since after KOR is
cast once all 3 characters can just Mime thereafter. Remember that if someone
gets killed and casts Final Attack-Revive then if you do a Mime next you'll
have wasted your turn because you'll be miming Final Attack-Revive. If
you pay attention to what is happening in the battle you can do it with
one KOR and two mimes, it's a little easier with one KOR and 3 mimes--but
it's a lot less confusion to just take the time and master 3 KORs--the
benefit of spending the time building up your KORs is that you also build
up your characters' levels simultaneously--and that never hurts!
Beating Emerald Weapon
When going after Emmy I use the same strategy
as I do for Ruby, except of course that you don't have to start fighting
Emmy with two players already dead and it is a good idea to get the Underwater
Materia (you get this from the Kalm Traveler in exchange for the Guide
Book, see the section on getting the guide book above). It usually doesn't
take 20 minutes to beat Emmy--I usually kill her off with over 2 minutes
to spare but it really doesn't hurt to have the Underwater materia equipped
to someone so as to eliminate this timer just in case something goes wrong
and you need a little time to get things back on track. Emerald, like Ruby,
has 1 million HP so it will take you a little time to finish her off! Usually
what takes up so much time in the battle is how long it takes for KOR to
cast.
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