_________________________________________________________________________
BOSS TIPS: CARRY ARMOR LV: 45 HP: 24000 MP: 200
LEFT ARM LV: 45 HP: 10000 MP: 100
RIGHT ARM LV: 45 HP: 10000 MP: 200
(all weak vs. lightning)
This boss is composed of three parts. It can imprison two of your
characters in his arms, and they recieve 1/3 the amount of damage that
it receives from your attacks. However, since it has three parts, if
you're making an attack that hits more than once, your ally gets struck
twice or even three times! Furthermore, if the third character is
killed while the other two are imprisoned, the battle is instantly lost.
Destroying it's arms should be your top priority, but the arms rotate
and switch sides when they are hit, so adjust your attacks accordingly.
Summoning spells and enemy skills work well here. The boss' attacks are
not so strong, but they come quickly. The worst one is the Lapis Laser
that strikes all members for +1600 damage. BTW, the only way to free a
character is to destroy the arm that's holding them, or have him or her
die. This makes the Phoenix summon very useful if you just freed a
friend and want to revive and attack at the same time. You'll get the
God's Hand weapon when you kill it and both arms.
_________________________________________________________________________
With the Carry Armor out of the way, head to the left to find a chest
with the Battle Trumpet inside it. Then go back to the right and run
along the pier until you reach the gray submarine. Open the chest by the
stairs to get the Scimitar. To the left of that chest is a chest
holding a Key Item: the Leviathan Scales. You'll need it later so be
sure to pick it up. Go up the stairs to find a bunch of soldiers
running around in place (ha!) who will fight you. Cloud will then enter
the submarine and be ambushed by three soldiers. You may win a set of
'Shinra Beta' armor from the guards, but it's not that great. Anyway,
there's a Save Point here, and when you're done using it, head through
the northern door to reach the bridge of the submarine.
Here, you'll meet two guards and their scared-as-hell commander. You
can either choose the bottom option and let them live, or you can pick
the top option and kill them. You can steal the 'Shinra Alpha' (_very_
strong armor) from the captain if you choose to fight. Whatever your
choice is, examine the captain's seat when you're able to and you'll be
given three options. Pick the second one to climb into the chair. From
there, pick the top option to see a description of the sub controls, or
the bottom option to start up the sub and enter the submarine mini-game
(explained below).
Your controls on the submarine are:
S Shoot torpedoes (only when you're near an enemy craft)
X Backward thrust
T Forward thrust
Pad Move left/right or descend/raise
R1 Switch between close-up or bird's eye view
R2 Switch between near, overhead, or cockpit view
Start Pause; show control screen
The walls of the ocean floor are shown in blue, and there are diamond-
shaped mines that are invisible until you get close. You can tell how
far they are from the floor by the red columns beneath them. The
purpose of this 'mini-game' is to destroy the the main Shinra sub (red)
in the time allotted, although you can kill some of the ten yellow
submarines if you want to. During the mission, the following warnings
will appear:
WARNING When an enemy sub is approaching
ALERT When an enemy sub is firing
MINE You are about to run into a mine
CONFLICT The sub cannot move because you are
steering it against/along a rock face
The sub game plays much faster than it did in the Japanese version, and
the control isn't as sloppy as before (it still takes getting used to).
You lose the game if one of two things happen; time runs out (you have
10 minutes to destroy the submarine), or if your life bar (which is
represented by the red/green bar at the bottom of the screen) is
depleted as a result of being hit by missiles, crashing into the walls
or floor once too often, or ramming another sub. If you win, then the
submarine you're in is automatically piloted to shore. If you mess up,
your characters will jettison themselves from the sub. Either way,
you'll learn that a Huge Materia is being transported from the Junon
Airport. You can go there (it's the same place where the Highwind was
docked) to see some FMV of the plane taking off, or not (it's optional).
At this point in the game, you have two options available to you. You
can either sneak back into Junon and get yourself another submarine,
or you can go to Rocket Town and do the fourth and final Huge Materia
quest. If you already have a submarine, then you can do some underwater
exploring or do the last Huge Materia quest (refer to section 4.10 for
the former and section 4.11 for the latter). If you need to get a
second submarine, then keep reading.
Go back into the main part of Junon Town and work your way back to the
gray hallway, down the elevator with the woman, and to the room with the
guards, a dog, and the sloping floor. Beat the guards and examine the
dog. When he moves aside, follow him and examine him again. Choose the
top option, and you'll enter the red Shinra submarine. When the guards
show up, choose the top option to let them go, or the bottom option to
fight them. In the cockpit room, choose the top option to save the
commander, or the bottom option to fight him and his men. Either way,
you still get to pilot the sub. Note that if you got the gray sub, you
can't go through here and get the red sub.
New to the US version is the 'Weapon' scenario--you can now fight the
Emerald Weapon underwater, and meet and trade with the man in the upper-
right house in Kalm Town. Refer to section 6.5 for details.
-------------------------------------------------------------------------
4.10 underwater adventure
-------------------------------------------------------------------------
ITEMS IN THIS AREA: Huge Materia (listed here because you don't have to
get it), Heaven's Cloud, Escort Guard, Conformer,
Double Cut materia, Megalixir x2, Elixir, Spirit
Lance, Outsider, Highwind Manual, Hades materia, Key
to Ancients (listed here because you don't have to
get it just yet), Oritsuru, Steal as well materia.
This section outlines a series of side-quests and optional events. While
some have to be done at a certain point, the others are listed here only
because you now have a submarine and can explore the ocean. You can skip
this section and go on to 4.11 for the final Huge Materia Quest if you'd
rather do the things in here at a later point.
The controls for either submarine (gray or red) are as follows:
X Submerge/Ascend
O Propel forward
- (doesn't work in overhead view)
Pad Move in any direction
- (raise or lower while underwater)
L1/R1 Turn to the left or right
L2/R2 Switch from side/overhead view
- (doesn't work while underwater)
Start Show/enlarge/hide map
- (cannot enlarge map while underwater)
Select Same as Start
The submarine can cross deep water, but not shallows. If you can't
get by an area while skimming the sea, try submerging and looking for
a passage. If you can't get over a rock wall while submerged, try
ascending and looking for another way around. Also, the sub can only
land at docks such as the one near Junon Town. BTW, the mini-game at
the Gold Saucer also becomes available once you have a submarine.
If you sunk the red submarine, then get in your submarine and look at
the map. Head to the chain of small islands southeast from the
weaponsmith's house (the guy who lived near the Gold Saucer). Submerge
and you'll find the red submarine. Should you touch it, Cloud will
retrieve the Huge Materia from the wrecked submarine. If you failed to
sink it earlier, then it won't be here. Note that you can wait and pick
up the Huge Materia in Disc 3 if you'd rather not get it right now.
Next, return to the Junon Town dock and go west until you reach a
jutting peninsula (or go north from where the red submarine was,
assuming you sunk it). Go around the penninsula and head south until
you reach land (you'll be in a little bay, near a dock, and you should
be able to see the Golden Saucer from where you are). Descend and
you'll find a wrecked plane lying on the sea floor. It's the prototype
Shinra air carrier 'Gelinka'. Touch it to board the sunken plane.
Inside the plane, go down the ladder. Run to the left to find a Save
Point and a treasure chest (inside is the Heaven's Cloud sword).
Enter the northern door (the one with the Shinra emblem on it) and
head east along the walkway. There's a green chest here with an
Escort Guard in it. Go down the incline to the lowest level of this
room and head to the upper-left corner. Hidden by a pipe is another
green chest; inside it is Yuffie's Ultimate Weapon, the Conformer. Now
to all the way to the upper-right corner and search the wall for a hard
to see yellow materia (Double Cut). Finally, return to the entrance and
go north and then east across the beams. This leads to the final chest
which has a Megalixir inside of it.
Return to the main room and go through the door on the left wall. In
the adjoining chamber are Reno and Rude of the Turks, who will talk
to you briefly before attacking your party.
_________________________________________________________________________
BOSS TIPS: RENO LV: 42 HP: 15000 MP: 230
RUDE LV: 49 HP: 20000 MP: 280
Rude (the bald guy) can cast Ice 2 and Fire 2, while Reno will attack
you with his Neo Turks' Light Ray attack. They also have the nasty
ability to confuse you, which can be a serious problem if the confused
member has a Double Cut or Slash All materia equipped. Once you inflict
enough damage on one of them, that person will leave. If you kill Reno,
then Rude will simply stand around until you lower his HP to zero. Since
this battle is tougher than it might seem, Haste your characters and use
your best attacking and summon spells. If he's learned it, Cloud's B3/1
should be used whenever possible. You'll get an Elixir when the battle
is concluded.
_________________________________________________________________________
With the Turks out of the way, go through the northern door. A chest
sitting near the entrance contains a Megalixir, and if you continue
along the walkway and go all the way to the right, you'll find another
chest with a Spirit Lance inside. Go down the stairs to the lower area;
near the bottom of the screen are two chests; one to the left and one
to the right. The left one has an Outsider gun in it, and the right
one contains Cid's Level 4 Limit Break Manual (Highwind). Before
leaving, look by the wrecked helicopter for a shimmering red sphere
(it's lying between the body of the helicopter and one of the broken,
detached parts next to it). It's the Hades materia, so pick it up and
then head back to your submarine. You don't need to return to the
wrecked plane again, although you can fight the monsters here and
transform them into various '-Source' items (you can also do this to
several of the monsters in the Mideel Area). Considering this game's
difficulty (the lack of, that is), you shouldn't have to do this,
though.
Once you're in the submarine, look at your map. Just south and east of
the southeastern tip of the Northern Continent are three islands in a
sort of a curving pattern. If you can't quite tell where you are, just
go along the coast of the Northern Continent until you reach an area
surrounded by shallows where there are three islands (you should be
near snowy ground with patches of grass, in addition to a large
mountain). Submerge the submarine and look for an underwater tunnel
around here (guide the submarine into the dead-end and turn around; you
should see it as you're moving). The short tunnel leads to a twisted,
spiky object which you will take (it's called the Key to Ancients;
Bugenhagen asks you to find it later on when you return to the
Ancient City in section 4.12).
Finally, get back in your airship and fly to Wutai on the Westernmost
Continent. Go up into the Dachao Statue area, and head along the path
until you reach the path that heads north. Follow it past the statue's
head until you reach another crossroads with a cave entrance nearby.
Enter the cave. Try to walk into the first fire-pit twice and Cloud
will use the Leviathan Scales (a double-mistranslation; the game calls
it 'Water God Scales' in this part which is correct) on the fires each
time, exposing a green chest which contains a Oritsuru (a shuriken for
Yuffie). Explore the rest of the cave until you find a second fire-pit.
Press against it to douse it with the Leviathan Scales. This allows you
to take the blue materia lying on the floor (Steal as well).
-------------------------------------------------------------------------
4.11 cid's rocket
-------------------------------------------------------------------------
ITEMS IN THIS AREA: Nothing!
Return to Rocket Town (it's beyond the mountains near the Gold Saucer).
Go to the launch pad. It's swarming with Shinra soldiers! Make your
way to the stairs leading up to the rocket and you'll be attacked by
two soldiers. Deal with them and you'll be attacked by another pair
of soldiers. At the top of the stairs, you'll fight two more soldiers
and their captain. After killing them, Cid will show up and insist on
joining if he's not already with you. After you've made a party, press
X to continue playing, T to go to the Main Menu, or O to change your
party's configuration (but Cloud and Cid cannot be removed from the
current party). After you choose to continue playing, climb up the
ladder and you'll face off with two Shinra soldiers and Rude of the
Turks.
_________________________________________________________________________
BOSS TIPS: RUDE LV: 42 HP: 9000 MP: 240
ATTACK SQUAD LV: 34 HP: 1300 MP: 100
ATTACK SQUAD LV: 34 HP: 1300 MP: 100
Use physical attacks to kill the soldiers and injure Rude, especially
if you've got the Double Cut and Slash-All materia equipped. Rude can
use a jumping wave attack, but it only causes about 500 points of damage.
He can also create a MBarrier which he usually casts when one or both of
the soldiers are killed, and he can cast Bolt 2 and heal himself for
about 1100 hit points. Despite all his powers, he's still easily beaten.
If you kill Rude before finishing off the guards, you'll automatically
win the battle. You may win an S-mine once you win the battle.
_________________________________________________________________________
Go inside the rocket ship--you'll have to fight another battle, but it's
easily won. Press O to open the northern door, then go into the main
room, where Cid will talk to the workers. After the rocket lifts off,
go to the right into the next room and climb up the ladder. Examine the
Huge Materia in the next room and choose the top option. Cid will chat
with Cloud and several numbered boxes will appear. When they do, punch
in the following code, one press per message box:
First Message (1): O
Second Message (2): S
Third Message (3): X
Fourth Message (4): X
If you did it correctly, the glass tube will open and you can take the
Huge Materia. If you mess up, you'll have 3 minutes to get the code
right, and Cid will try to clue you in to the correct code. Should the
timer reach zero, the Huge Materia is lowered into the ground.
Whether you got the Huge Materia or not, return to the entry room and
climb down the ladder; when you get near the sparking tanks, they will
explode. With a little help from Shera, you'll free Cid from under a
piece of metal. Follow Shera into the next room (which turns out to
be an escape capsule). You can go to your menu during the scene in
which the people in front of the Shinra Building are looking at the
Meteor ^^;. After a lengthy FMV sequence, you'll find yourself back in
Highwind, and the Meteor hanging in the sky will now be much closer than
it was before. Alternately, you can do this part (see the tanks
explode) and then go back and get/not get the Huge Materia, or you can
even do this part and then take the escape pod without even attempting
to free the Huge Materia (which means you obviously won't get it).
-------------------------------------------------------------------------
4.12 forgotten capital revisited / midgar city under siege
-------------------------------------------------------------------------
ITEMS IN THIS AREA: Rising Sun, Ultima Weapon, Elixir x3, Megalixir,
Aegis Bracelet, Starlight Horn, Max Ray, Power
Source x2, Guard Source, Magic Source, Mind Source
x2, Speed Source, W-Item materia, Master Fist, Pile
Banger, Grow Lance, Behimoth Horn, HP Shout,
Ragnarok, Mystile, Missing Score.
Get in the Highwind and return to Cosmo Canyon. Make your way up to the
observatory and talk to Bugenhagen. Cloud will use the PHS system to
call the rest of his friends up to Bugenhagen's home. They'll all
talk about Sephiroth and Aeris, and then leave Cloud alone with
Bugenhagen, who offers to keep the Huge Materia at his observatory for
safekeeping. Touch any of the Huge Materia you have and pick the
bottom option to return to the Highwind. Bugenhagen will accompany
you. Pilot the Highwind back to the Northern Continent and land in the
canyon where the Forgotten Capital is located. At the crossroads, take
the left path and follow it into the chamber with the blue crystal that
you couldn't do anything to earlier. Head right along the upper path
and take the stairs up to the crystal. Bugenhagen will talk to
Cloud and his friends. If you already got the Key to Ancients,
Bugenhagen uses it to create a waterfall. If you didn't get it yet,
he'll remain here in the Forgotten Capital until you find it and return
to him with it.
Once the waterfall has been activated, walk towards the crystal a second
time. Pictures of Aeris will be shown in the falling water while Bugen
talks to your party. Now, leave the Forgotten Capital. As you do, Cait
Sith calls on Cloud's phone and tells him that the Sister Ray in Junon
Town has been reinstalled in Midgar City, and that it's going to be used
to destroy the barrier around the crater (where Sephiroth's at). After
seeing some more FMV, return to the Highwind. Just as you're about to
board it, another Weapon monster shows up and starts advancing towards
Midgar City. Since you can't attack it while in the Highwind, and you
can't reach it using the submarine, wait until it reaches dry land, then
try and touch it.
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