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Last Updated: April 6, 2001 The fourth and very last disc is home to the final area of the game, Ultimecia's Castle. Upon entering the castle, Ultimecia immediately seals all of your important abilities. Here's a short overview of what they are and what happens. Magic You cannot use magic spells. Draw You cannot draw from enemies or draw points. GF You cannot summon GF's in battle. Item You cannot use items, either in battle or out. Command Ability You cannot use battle commands, such as Mug or Treatment. Limit Break You cannot receive limit breaks during battle. Resurrection You cannot raise a dead character, whether by magic or item. Save You cannot save your game. These commands may be restored, one at a time, by defeating one of the eight guardians of Ultimecia's Castle. Whichever one you want to restore is up to you, although we'd suggest getting things like GF, Magic, or Draw relatively early, while Limit Break and Save are not as important -- but that's a matter of preference. The seals also break upon exiting the castle, which you may do at any time. There is a save point right outside the castle, so it is a good idea to save Save for last. The following walkthrough is not intended to be a full step-by-step walkthrough of the entire castle, because nearly all of the rooms may be explored and bosses beaten in a completely non-linear manner. It is entirely possible, if you wish, to go defeat Ultimecia without breaking a single seal (definately not recommended!). Anyway, this walkthrough is meant to help you through whichever tough spots may come up in your quest to break the seals. Map of the Castle Locked Doors and their Keys The Chandelier and the Wine Cellar (Tri-Point, Krysta) The Art Gallery (Trauma) The Treasure Room (Catoblepas) The Elevators The Clock Tower (Tiamat) The Organ Room The Mysterious Bell (Omega Weapon) Ultimecia!
Map of the Castle
Green Dots - Party Switch Points
Red Text - Boss found in this room
Purple Text - Draw Points (some may be hidden)
Gray Text - Items found (usually Keys)
Orange Text - Save Points This is not meant to be complete map. It is used only for reference for the first part of the castle, which may be confusing. After you leave the Chapel, the castle is much more linear, and easier to traverse. Past the Chapel there is a bridge that crosses into the Clock Tower, where there is a save point, and when you go up the tower and exit on the other side, there will be the room where Ultimecia's been hiding out.
Locked Doors and their Keys
Throughout Ultimecia's Castle, there are a number of locked doors that require a key to enter. These keys are just lying around for you to find, assuming you can find them. They're not all that obvious, so here's a little help. The Armory
Getting into the Armory requires the Armory key, which can be found right outside its doors, in the Flood Gate. Look in the lower right hand side of the screen. In the water, there is a twinkling object. That's the key. The Prison Cell
Getting into the Prison Cell is no problem, it's the getting out that may cause you some trouble. The moment you enter, the door shuts behind you. The odd thing about this prison, however, is that they key is located right inside the cell. It's on the statue in the front of the room, and not hard to notice. When you take the key, you must defeat Red Giant before you can leave. (You can only leave through the door you came in from, on the right. The other door, on the left, will be locked from the other side and can only be opened from the Waterway. See below for details.) The Treasure Room
In a passageway on the west side of the castle, there is a hard-to-see door on the left that leads into the Treasure Room. It's locked, and the Treasure Room key is actually pretty well hidden. It's found on the left side of the fountain in the middle of the Courtyard. See below for help on what to do inside the Treasure Room. The Flood Gate Key
Now, this is the weird key. You find this key in the Storage Room (it's the room past the Elevators... see below for help on that), but the Flood Gate is not locked! Actually, the key's used to drain the water from the Flood Gate. If you go into the Flood Gate, look to the right of the door into the Prison Cell. There's a small switch. You need to go to the switch (it may take a little maneuvering -- if you can't get off from the bridge, try pressing X while moving right) and then use the key. You can then move the switch to drain the water. Once the water is drained, it opens up part of a passageway used in the Organ castle "subquest" (see below).
The Chandelier and the Wine Cellar
After defeating Sphinxaur you can enter the double doors behind it into a room where a giant chandelier actually serves as a bridge between two balconies. But the chandelier doesn't hold up -- halfway across it, it will fall down and deposit you downstairs. Here, in one of the many "Stairway Halls" in the castle, there is a party switch point and a trapdoor, which leads down into the Wine Cellar. But unlike other ones, the party switch point here also doubles as a kind of switch. By having a party stand on it, you not only keep the chandelier in place, but it will also unlock the Wine Cellar (I think -- I'm not too sure on that). When you cross the Chandelier, you'll be able to enter the Terrace to fight Krysta. If you unlock the Wine Cellar, you can go down to fight Tri-Point. The Wine Cellar will remain unlocked once you unlock it the first time, but you will always need someone to stand on the party switch point to keep the Chandelier in place.
The Art Gallery (Trauma)
The Art Gallery is quite an impressive collection of various art pieces, each given a Latin name (along with an English translation). A large picture, taking up most of the eastern wall, is missing its title -- it is too faint to read. You have to use the names of the other art pieces to discover what the real name is. An important thing to keep in mind is that the picture is not named for what it looks like. The paintings on the wall are:
IGNUS - Fire
INANDANTIA - Flood
IUDICIUM - Judgment
INTERVIGILIUM - Sleep
VENUS - Love
VIATOR - Messenger
VIGIL - Watchman
VIVIDARIUM - Garden
INAUDAX - Cowardice
XYSTUS - Tree-lined Road
XERAMPELINAE - Red Clothes
XIPHIAS - Swordfish Each title correspond to a Roman numeral on a clock. The clock is drawn on the floor and can be viewed at a clear angle from the balcony (the one with the hidden draw point). The time on the clock says 8:20:30 (pointing to VIII, IIII, and VI). The titles correspond because the letters in the name can be reduced to the roman numeral. For instance, INAUDAX -- IX -- 9. By matching the numbers on the clock to its painting title, you can find the solution to the blurry title on the large painting. The solution is VIVIDARIUM -- VIII - 8, INTERVIGILIUM -- IIII -- 4, and VIATOR -- VI -- 6. The title, then, is VIVIDARIUM ET INTERVIGILIUM ET VIATOR -- or, In the Garden Sleeps a Messenger. When the puzzle is solved, Trauma appears.
The Treasure Room (Catoblepas)
The Treasure Room consists of four large chests, arranged in a row (see Diagram). Upon entering the room, you'll see that the middle two chests are open, while the outer two are closed. Pressing X on any chest will either open or close that chest, along with some other ones. (Yes, it's that kind of puzzle.) You might have already figured out the goal -- you've got to make them all closed or make them all open. In this case, you'll want to open all four chests. Luckily, the pattern is very simple. Here's what opening or closing each chest will do. Chest #1 - open/closes chests 1 and 2 Chest #2 - open/closes chests 1, 2 and 3 Chest #3 - open/closes chests 2, 3 and 4 Chest #4 - open/closes chests 3 and 4 Did you get the pattern? Basically, opening or closing a chest will also open or close its adjacent chests. There's no other weirdness. There's many, many different solutions for opening the four chests. It's possible for you to "screw" things up and just keep doing it randomly until the solution is found. If you're starting right from its default state, there's only two steps:
And that's it! That's all you needed to do! Easy, huh? Once all four chests are open, Catoblepas appears.
- Close chest #3, which closes chests 2 and 3, and opens 4.
- Open chest #2, which will open chests 1, 2, and 3.
North of the aforementioned Treasure Room is a room with two Elevators on it. They basically work so that as one elevator goes down, the other goes up (and vice versa). The default position is set so that the left elevator is down on the first floor, and the right elevator is up on the second floor. There are party switch points on both of the elevators, which allow you to switch between parties as you maneuver the elevator. The idea of this is not hard. You basically put a party on the left elevator, on the first floor. Then you switch to your other party, and have them go to the right elevator on the second floor (see map above -- you'll need to have them come through the other end of the castle, where the Art Gallery is). The problem is this: The elevator operates on weight. The heavier end of the elevator will go down, which causes the other side to rise. You need to decide your parties carefully here. The left elevator, which needs to go up, should be lighter than the right elevator, which goes down. While the game does not tell you the weights of the characters, the assumption is simple: Females are lighter than males. Essentially, you want more females on the left elevator than the right elevator. The odds of you doing this by accident is nearly 50/50, so chances are that some of you got past the elevator pretty quickly without ever noticing the weight factor.
The Clock Tower (Tiamat)
The Clock Tower is home to Tiamat, but it is easy to miss it if you didn't know it was there. Just before the very top of the Clock Tower, where the winding staircase comes to an end, there is a large swinging bell. Underneath the staircase's exit, there is a doorway. It's not reachable by walking, but look at what swings right to it -- the bell! If you stand in the lower left at the other end of where the bell swings to, and press X just as the bell reaches you, you will jump onto the bell and ride it to the other side where you'll find Tiamat.
The Organ Room
At the far end of the Chapel is the Organ Room, in which a large organ takes up practically an entire wall. It's a magnificent instrument with one hidden purpose -- to open up all sorts of "dead ends" within the castle. The following is a legend on what controller button plays which key. The game also gives this to you, and you're really not going to need it, but hey, whatever.
Basically, each of the eight notes corresponds to one of the eight bars covering the doorway in the hall leading north-east from the Fountain. (To get there, it's one screen down from the Chapel to get to the Fountain, and then enter the hallway on the upper right of the screen.) DO is the first bar, RE is the second bar, and so on, until the last DO, which is the eighth bar. The bar of the note you played last will disappear from the doorway. So if you played a random song, and MI was the last note you played, then the third bar disappears. However, the bars do not stay gone -- if you play another song and LA was the last note, then the third bar returns and the sixth bar disappears. To get all eight bars to disappear, you need to play all eight notes as the last note. That's right -- you've got to find some way to press all eight controller buttons at the same time. You might want to find a friend, or reposition your fingers to press the buttons better. Even if you opened up enough bars to technically allow people to enter, the game won't let you. You really need to get rid of all eight bars. This may take quite a few tries. Don't give up!! Once you open that doorway, you'll come out into the Waterway (previously seen only from above, from the Clock Tower). To proceed through, you'd have to have drained the Flood Gate. If you haven't done this yet, see the section on Locked Doors and Keys to find out how. When the Waterway is drained, go through it, to the right. At the end of the waterway you'll see an item on the ground -- that's your reward for getting this far. It's the Rosetta Stone, which allows a GF to learn the abilityx4 ability. If you've already found the Prison Key, you can unlock the door below the Rosetta Stone. It leads back into the Prison Cell, through the door that was previously locked from the other side. And that's all there is.
| X - DO |
Square - RE
Triangle - MI
Circle - FA
| L1 - SO |
R1 - LA
L2 - TE
R2 - DO
|Press Start to End. |
The Mysterious Bell (Omega Weapon)
If you'd like the chance to fight against the hardest enemy of the game, Omega Weapon is here, hidden in Ultimecia's Castle, for you to challenge. Here's how you find him... In one of the Stairway Halls, located east of grand hall of the castle, there is a cord hanging from the ceiling (on the lower left corner of the room). If you pull it, the message "You can hear monsters roaring far away" appears, and a bell begins ringing while a one-minute countdown (actually 58 seconds) begins. It shows you the bell ringing, which wastes about eight or nine seconds of time. As you may have suspected, the weird black and purple cloud floating in the middle of the Chapel is the location of the Omega Weapon. (A similar one can be seen in the Art Gallery just before you fight Trauma.) But the castle is built in such a way that it is physically impossible to run from this hall to the Chapel in fifty seconds. What you'll have to do is use the Party Switch Points. Simply place your best party (the one you want to fight Omega with) at the switch point next to the Fountain, which is only one screen down from the Chapel. Then switch to your other party and pull the cord. There is a Switch Point right next to the cord, so switch quickly... your best party should then run into the Chapel where Omega Weapon awaits. To fight him, run underneath him to the little black dot. (Just running up to him anywhere won't do anything.) Don't waste too much time! Omega Weapon disappears the moment the countdown finishes, even if you are standing right next to him. Need help on Omega Weapon? Read this!
Once you exit the Clock Tower, you are on your way to defeating Ultimecia. Right outside her door is a Save Point, and there will be a warning... because once you enter the door, there's no going back out. For a walkthrough on how to prepare and fight Ultimecia, you'll want to click on this link. We wish you the best of luck!
Contributors to this page: Mike Lewis [an error occurred while processing this directive]