Demons Gate
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| Final Fantasy VII Boss | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- "Cloud... ...behind you."
- —Aeris warns Cloud about Demons Gate
- See also: Demon Wall.
The Demons Gate is a boss from Final Fantasy VII fought in the Temple of the Ancients. It is likely the toughest boss the player has encountered yet.
Contents |
Battle
Edit
Demons Gate is a fast boss with high attack power that uses various attacks and many of them hurt the entire party at once. Its Falling Rocks deals massive damage to one party member. Cave-In is an Ice attack on all party members. Petrif-Eye inflicts Slow-numb on the victim.
Demon Rush is Demon Gate's deadliest attack, but the player can tell when it's going use it as Demons Gate goes wild and moves closer before striking. Demon Rush is used two turns after Demons Gate has taken a total of 2500, 5000, or 7500 HP. With Sense, the player can work out when this will happen
Strategy
Edit
It may be useful to place the party in the back row for the battle. The player can cast Slow right away to break its speed and throwing weapons works well. The player can cast Big Guard from the Enemy Skill Materia while the others chip away at its health. Regen helps as well. As Aeris is in the party, her healing Limit Breaks can be of great help. The Bahamut summon also deals a significant amount of damage. Furthermore, Right Arms, stolen from Bombs, can deal over 1200 damage.
When the player notices it is going to use Demon Rush, they can quickly put up Big Guard and use White Wind to prepare for the attack. White Wind also negates the effect of Petrif-Eye.
AI Script
Edit
AI: Setup {
- SpclChance = 8
- Count = Rnd(0..4)
} AI: Main {
- If (Count == 0 or 1) Then {
- If (At Least One Opponent has neither Slow-numb
- nor Petrify Status) Then
- {
- Choose Random Opponent without Slow-numb and Petrify Status
- Use <Falling Rocks> on Target
- }
- If (Rnd(1..SpclChance) == 1) Then
- {
- If (At Least One Opponent has neither Slow-numb
- nor Petrify Status) Then
- {
- Choose Random Opponent without Slow-numb and Petrify Status
- Use <Falling Rocks> on Target
- }
- If (At Least One Opponent has neither Slow-numb
- }
- Count = Count + 1
- If (At Least One Opponent has neither Slow-numb
- } Else If (Count = 2) Then {
- If (At Least One Opponent has neither Slow-numb
- nor Petrify Status) Then
- {
- Choose All Opponents without Slow-numb and Petrify Status
- Use Cave-in on Target
- }
- Count = 3
- If (At Least One Opponent has neither Slow-numb
- } Else If (Count = 3) Then {
- If (At Least One Opponent has neither Slow-numb
- nor Petrify Status) Then
- {
- If (Rnd(1..SpclChance) == 1) Then
- {
- Choose Random Opponent without Slow-numb and Petrify Status
- Use Petrif-Eye on Target
- } Else {
- Choose Random Opponent without Slow-numb and Petrify Status
- Use <Falling Rocks> on Target
- }
- }
- Count = Rnd(0..2)
- If (At Least One Opponent has neither Slow-numb
- } Else If (Count = 4) Then {
- Choose Self
- Use <Advance> on Target
- Demons Gate's IdleAnim = Demon Rush Position
- 1/3 Chance: Count = 5
- 2/3 Chance: Count = 6
- } Else If (Count = 5) Then {
- Count = 6
- } Else {
- If (At Least One Opponent doesn't have Petrify Status) Then
- {
- Choose All Opponents without Petrify Status
- Use Demon Rush on Target
- }
- Choose Self
- Use <Retreat> on Target
- Demons Gate's IdleAnim = Normal Position
- Stage = 0
- Count = 0
- }
} AI: Counter - General {
- If (Demons Gate's IdleAnim = Normal Position) Then
- {
- Demons Gate's HurtAnim = Flinch (Normal Position)
- } Else {
- Demons Gate's HurtAnim = Flinch (Demon Rush Position)
- }
- If (Demons Gate's HP <= 25% of Demons Gate's Max HP) Then
- {
- If ((SpclChance == 3) & (Stage == 0)) Then
- {
- Count = 4
- Stage = 1
- }
- SpclChance = 2
- } Else If (Demons Gate's HP <= 50% of Demons Gate's Max HP) Then {
- If ((SpclChance == 4) & (Stage == 0)) Then
- {
- Count = 4
- Stage = 1
- }
- SpclChance = 3
- } Else If (Demons Gate's HP <= 75% of Demons Gate's Max HP) Then {
- If ((SpclChance == 8) & (Stage == 0)) Then
- {
- Count = 4
- Stage = 1
- }
- SpclChance = 4
- } Else {
- SpclChance = 8
- }
}
Gallery
Edit
Trivia
Edit
- The Demons Gate emerges from the wall with a door, however in the battle the door is seen on an adjacent wall.
- Even though there is the common belief that if the player is unable to defeat Demons Gate due to being a low level they may be stuck inside the Temple of the Ancients as the save point beforehand has no enemies nearby, it is possible to return to the area where the Red Dragon was fought; running around there for some time makes enemies appear.